Thursday, 6 August 2026

Call of Cthulhu, Episode #22: 'Fear and Loathing in Black Knob'

 With Sinead spending time with the owner of the local agricultural machinery store (!), the other characters make their way to the Russian Count Mikhael's home on the mountain, not far from the infamous Adam Smythe, who, it seems, has found a real kinship with the townsfolk, though the Prof recognises the fact that something is amiss with them...and somebody, has been messing with the darkest of magics. 

Real estate prices are gonna plummet ...just a sense...
Arriving and being welcomed by the Count's bodyguard, having had a look at Smythe's mountain home - where they see a very polite 1920s Architect style fellow...and some strange French Windows on the upper floor..., they see that Pauly (the bodyguard with the Tommy Gun) has recently had a serious hand injury.

When the vodka is flowing and the Count is once more glad to see that his guests actually paid him a visit after the weird adventures on board the Mauritania. Pauly tells the tale of his injury as the Prof prevents any infection - the count insisting that it was a dog - while the bodyguard insists that 'no dog walks on its hind legs'.

 Reasoning at first that all these tales of werewolves must be true, the characters make Cthulhu Mythos rolls (with the Prof and McDade rolling 02 and 03) and realise, that 'what we are in fact witnessing here gentlemen, is a ghoul!'

Not a dog...

 Tales of men seeking immortality, and feeding on the dead, and sometime even finding that though it works - they are forever 'changed' - abound at Miskatonic University... Pauly gives them an exact location.

Using their binoculars, the part also sees some sort of summoning site in a clearing near an old Indian burial mound...clearly the location of the large blocks of concrete that Smythe had ordered.

 

I say we take off and nuke the site from orbit...?

That night, of course, having also seen a faint glow from the summoning site, they set out with shotguns. The count insists that Pauly accompanies them - they agree reluctantly,  though slipping and falling on his ass on his way down the scree slope, Pauly reopens his hand wound, and is advised to act as rearguard - a fateful decision - with the signal being three flashes from the Prof's torch on the way back (this is important).

 The characters make their way along the side of the trail, using the woods as cover...and determine the entrance to Smythe's house...only a candle is lit at the French windows...and the ever present sound of Mi-GO...more than one - can be heard toward the summoning site, as can the wailing cries of a human summoning something nasty - Smythe?!?

It's on!..although there is also sound of something in the area across the roadway, in the woods around the burial mound..the ghoul, no doubt, though it seems to be aware of the wily characters' attempt to set a trap for it.

The canny ghoul, does...canny...ghoul stuff

Opting instead to return to Smythe's presumably empty home, they scooch through a badly secured window, and find it empty... In the living room is a partially finished letter, and a map...to Septimus Crane. McDade starts snapping photos of everything.


They opt to leave...hearing a terrifying female scream from the site...then decide to go back inside the house and await the 'things'. Whoever they might have saved. it would appear, ran out of time (those cads!). 

McLeoud and the Prof head upstairs, securing a superb ambush position at the entrance to the door with the French windows with solid slugs in their shotguns...the room having been turned, it seems, into some sort of alien nest! 

'Yeah man, but it's a dry heat...'

 McDade finds a research area, with three human brains preserved in tanks of foul green liquid...ewwww..., with maps and data on ancient Mu...and snaps everything, then unplugs the brain jars which start to vibrate and die with a quiet, shuddering, inaudible screech...and then he finds a pupa mi-go, that may...or may not...be alive.

Lovely with chips.

As the Mi-Go return to their nest, the Prof give it both barrels (min damage 7 from solid slug - which is a big deal since rubbery Mi-Go take minimum damage (shotguns impale in 6th ed. but not in 5th - but it was a stoopid rule anyway)) and blows it apart at close range, with the second coming in fast ti grab McLeoud, but he similarly gives it some solid slug discipline.(The local Black Knob gun store is currently out of solid slugs by the way...).

They're heeeere...

They start to gather all of the intel, the sound of a 'third' Mi-Go echoing as it seems to leave the scene of carnage. ...and the ones, are bigger than the previous aliens they had slain... 

Another one???
Returning from the summoning now, Smythe himself, painted in horrible runes and sigils rushes up the stairs sc4reaming 'WHAT HAVE YOU DONE?" ...good thing McDade is still loaded for bear - it isn't pretty, and that carpet was new too!


 They now rush out...speeding to the summoning site, perhaps to delay or stop whatever is coming? Though...they have forgotten about the ghoul in the woods...

Yeah...that guy

 After luck rolls, where the Prof loses out..the ghoul SLAMS into him from the woods as the characters rush down the road...clawing and biting and clawing...doing considerable damage as the two fall into a flurry of teeth and claws...McLeoud and Mcdade, keen not to shoot the Prof, take into the ghoul with the butts of their shotguns, though this allows the thing to get more attacks on the Prof who bleeds out and falls to to the ground..apparently dead, blood streaming from his neck (-2 hp - one round to save). McLeoud tries a first aid, but there is too much blood.

As the ghoul rears, McDade blows its head off with solid slug at close range...and both characters look up to see, the third Mi-Go..casting a Mind Blast to destabilise the characters - striking McLeoud who falls to the ground raving and screaming with madness...

McDade reloads as the Mi-Go comes in to grab McLeoud, delivering both barrels of solid slug to the alien thing...and the stench of cordite and the sweet sickly smell of dead bug...fills the air. 

Falling to the ground, with McCeoud screaming nearby, McDade manages to get a dressing onto the Prof's neck, and just manages, barely, to save his life.

That...was close.

He rushes back to get Pauly, forgets the signal, and almost gets shot... (I mean it would have been funny?) ...


 Bearing in mind that the Count owes McDade a favour for having saved his life, agreeing to burn the evidence, is practically a given...and he sends men off to do the deed. McDade searches the remainder of the house as the fuel is being doused around the place, finding more books on ancient Mu (and Easter Island) and another book...with strange inscriptions and sigils and spells...of course.

 

Sunday, 12 July 2026

Shadowdark #13: 'ORCS MR. RICO! - Zillions of 'em!*''

 Having first visited Maureen the witch in the tower, the party get advice around taking the orc caverns - and rescuing Maureen's wand.

'Sort out that bloomin wand willya?'

 (* with apologies to Mr. Heinlein) 

While there, she asks Dagmara if she would like to be her apprentice. She agrees, puts on a 'locky bangle thing', and is told that when she gets back, she'll have to mop the floor (a typical modern apprenticeship these days), if she ever wants to learn the secrets of true magical power.

A local mercenary chaos elf cleric called Nijel, is recruited (he may even survive this time...though he does inadvertabtly whack Jeralt...ummm...)

NOT orcs

.Armed with scrolls and Maureen's invisibility ring, the party rush back to the caverns of chaos.

 

...Better

Jumping right in and rushing the caves, they pay scant attention to the 'wall o heads' in the entry way, pausing only to recognise the remains of Barnard, Balin and Elfin John, whose heads have been dug up and place in the orc trophy case. 

'Zillions of em!'
Too late, they see that one of the heads is actually a live orc who barks orders as the contents of the guard rooms rush the party from two sides...'separate the spellcasters' seems to make strategic sense, but 'spare the half orc wizard' seems to be a vert strange order...curiouser and curiouser.

'NEVER split the party'
The party get their asses kicked, very narrowly avoiding another death in the shape of Jeralt the paladin, and a critical is very narrowly avoided by Leeta, with every spell failing to work. They retreat after luckily dispatching the first band of orcs, back to Bruno's lab across the valley - noting that they are being watched by human bandits from the hill.

2nd time around - a little bit of Recon reveals a lot

They decide to be more cautious next time, and Dagmara goes on a recon with the ring of invisibility.

Mountainhome stops the dogs, as the party take on the orc main body

They spot another trap about to be sprung (these orcs ain't stoopid), and place the Mountainhome shield to guard against the orcs' vile attack dogs, while they take on the main force, with Dagmara spotting the orc chief 'Ruckin Whiteye' in his throne room - though he sees her with some sort of magical eye-piece. He looks tough!

I bet he drinks Carling Black Label

In addition, they find that the entire orc complex is a giant mine, refining the anti-magical white ore known as 'moon-stone' 

Hard fightin
  

Dagmara never looks good when she's invisible

With one orc left alive, they pursue him through a secret door, leaving White-eye for now, and heading toward what seems to be the human bandits' lair... 

Wednesday, 8 July 2026

Call of Cthulhu, Episode #21: 'Arrival at Black Knob - It makes a buzzing sound, and not in a good way...'

 Reuniting with Sinead back at the station in New York, the characters check they are not being followed. Sinead however, swears she sees something...or someone..tall. loathsome...who quickly disappears.

 

'Ok I would recommend that you read NONE of these!'

Consulting the books they have gathered, the party learn spells and benefits..risking sanity, but gaining forbidden knowledge. They now know for instance:

  1. Septimus Crane and the Order of Silvery Twilight have the means and intention to open a gate to another realm and summon a bloody dangerous elder being; perhaps Great Cthulhu.
  2. They probably won't be changing their minds anytime soon.
  3. the characters are simply in the way...

They do everything to ensure that they aren't being followed...though Sinead has an experience on the LA Train sleeper carriage, with something horrific outside her room...later, the part find a strange symbol carved into her stateroom door. She wonders idly if one of the items that 'randomly appears to have fallen into her hands' may be to blame...acting as a beacon to those of malign intent.

I mean it looks perfectly safe?

 She sees the shadowy figure again at the halfway house station at Black Knob in midwest USA, where the Russian count has invited the party to visit him at his hilltop mansion. Consulting with the characters (with McDade rolling 01 for his Cthulhu Mythos), and their new found knowledge...they realise that this may be 'the worm who walks', a manifestation of dread Nyarlathotep himself. The others begin to stay a few tentative steps away from Sinead.

I bet he drinks Carling Black Label.

At Black Knob she starts to create some 'jewellery' with the local metalworker/farm machinist for ummm 'protection?' as the others settle in to get drunk with the local townsfolk, finding out that the Russian Count is not the only new person in town.

Seems perfectly safe...what could go wrong?

 

Black Knob station, before the characters start their normal antics...

 Arriving three months ago, Adam Smythe ingratiated himself with the locals, had a relationship with Margaret Brown the local librarian, drove her mad...and yet seems to be well liked at the same time? Oh, and he also ordered nine large stone blocks for no particular reason at all.

'This is how we sort out paranormal mysteries in Scotland laddie!'

Rolling a '01' (again with the 01s!!!) the Prof manages to find out that not only was the now crazy Margaret in love with 'Good Adam', but 'Bad Adam' seems to be aligned with some entities which go ...'bzzzz and not in a good way'. ...and that the local Sherrif is under some sort of 'glamour' spell that makes him leave Smythe alone.

I hate it when that happens...

 

It's solid slug time !
The party arms up with solid slug for the shotguns - there's vile Sorcerors and foul alien Mi-Go in them thar hills.

 

Wednesday, 1 July 2026

Call of Cthulhu, Episode #20: 'Is that a Book of Forbidden Lore in your pocket, or are you just pleased to see me?'

 Eventually reaching New York, as the most eventful cruise in world history comes to a close, the party firstly makes sure the precious Lewis Gun is unloaded, before accompanying the Count to his rendezvous with the 'money-men' who have promised to buy his book for the mysterious Septimus Crane of Arkham.


 A local newspaper tells of their patron Edward Call's savage murder in Arkham, together with Sophie - the Post Office operator who had been sending them messages in Scotland... 

Ok that's a problem!

The negotiation proceeds, and the characters follow the mysterious 'twins' one of whom at least appearing to have a very alien stammer.

Trust uzzzzzzzz....

 They promise that they will visit the Count in Idaho when their train gets there, arranging to leave well after he does, though are intrigued by the telegram that he receives upon landing...

 


The couriers, now with the forbidden book 'Monsters and their Kynde' proceed to Arkham, arriving late at night, of course inadvertently offering our intrepid murder-hobos a chance to ambush them.

Setting this up takes some time, but devolves into 'running up behind and using shotguns'. 

'Large area of park good for ambush of alien entities!' CHECK!

 Though that simple plan, goes less than well, as the human disguise sloughs from the twins revealing...what they really are.

SURPRISE!!!

 The 'Fungi from Yuggoth' though surpised, are hard to kill, narrowly missing grappling the professor, but ultimately, much ammo use later...they melt into the ground as if never there, blasted...with difficultly, by round after round. McLeoud takes the book from the icky mess that remains...(ewwwww)


 The characters find both the book and a strange letter on the bodies...realising at last, that they have been set up and that Septimus Crane, is working for the enemy - probably best not to go to his house after all.


Returning to his old digs, the prof makes arrangements to leave on the next train with the party...

 Arkham, the Order of the Silvery Twilight, and the whole damned affair turns into a world spanning conspiracy...and now, having got rid of Edward Call and Sophie, the enemy must know what the characters are up to. In fact they have been spied upon since Scotland! They realise from the letter that the Order may not need the disk at all now, and may have ways around its usefulness, and that things are happening on Easter Island, that are not altogether wholesome.

'All we wanna do is put your brains in jars...I mean, is that so baaaaaad?  zzz zzz zzz zzzz"

 Time to get to California, and find the fabled  Arc of Vlactos...before it's too late, and the Order raise this mysterious entity that they so revere, from the depths of the Pacific...


Sunday, 28 June 2026

Shadowdark #12 'Karlyle saves the day!' or 'Gary the sh1t goblin...'

 When we last left our heroes(!), they faced a goblin horde (well, a horde implies danger - not so sure about these lil green dudes)...who match their uselessness with an ability to make random grenades from crap, spores and other less than wholesome ingredients...

'That's not soap dude!'
Climbing into 'piles', they ascend across the shield wall presented by the magical artifact  'Mountainhome' ...though the characters, using Dagmar's light spell, and some theatrics with swords, manage to deflect the attack as the goblins retreat..not least because one of their number fumbles his grenade chuck, is covered in brown stuff, and has light cast upon him, driving the goblin horde nutz! (Christened 'gary' by the party...)

'A bright shining lump of cr*p'

The Mushroom hall

 Coming up with an idea to make ear-muffs from mushroom bits and centipede-legs to combat the 'shroom-shrieks (TM)', the party wipe out most of the remaining gobbos in the shroom hall.

The party manages to free Justin Munchburger and his wife Debbie before they were to be Goblin King Take-away (now that's magic!) and Jeralt takes them home aboard the Griffin...Drusus, the eldest of the brothers, seems less than happy to see them however (curious) and Jeralt lets Maureen the witch know what is happening, including the fact that that they have determined that her wand was traded for the prisoners - and is now in the hands of the Orc chief: White-eye ..she gives him a ring of invisibility to give to Dagmara, and tells him to be careful of the orc caves...'many have died there!'. 

'try not to die dude!...oh yeah, and get my wand back'

Reconnoitering the next cavern, and using information provided by Bruno the scientist... the characters determine that the Goblin King (not that one! jump magic jump...though he does have a blonde wig), is protected by large bodyguard goblins with explosive runes which make them blow when reduced to 0hp...not good (beep beep beep BEEEEEP)..

' i mean I think I look like David Bowie, no?'

 They elect to take a rest before descending next day into the the King's chamber, hearing armoured hobgoblin activity on the next level, that night...

It all starts so well, until Bruno tries to kill Dagmara (apparently having been hit by a spell from the Goblin King), is summarily dispatched, and the characters rush the chamber...of course Jeralt chucks a bunch of marbles to disorient the bodyguards, though this does not go well, and many of the characters on both sides end up on their a*se.

 

Uhh lots of floor clutter ...careful now, mind how you go. Do you have a Risk Assessment and Method Statement?

Elfin John, the 'new guy', sprints across the cavern to get a backstab on the King, and gets slotted by two bodyguards, bleeding to death on the floor (another new character required please - one more for the 'whiteboard o' death'). 

'

'Clear off halfling! ...dwarf...whatever ye are!'
An invisible Leeta the halfling/dwarf fighter, manages to stealth  her way to the spellcasting Goblin King, and stops two goblins raising the grille to the giant centipede lair...later fumbling on a '1' and whacking Jeralt the Paladin cold accidentally, as he follows to help her (oops).

'uhhh why did you hit me Leeta? '

Leeta also gets smacked to zero hp by the goblin bodyguards - who have been exploding on cue and damaging the characters when they expire. Dagmara ALSO is put to zero hp by a bodyguard - at this stage - HALF the party are down, spread all over the complex, and set to expire, one after the other.

Bjorn does some serious damage, as Karlyle the Priest, makes it his mission to rescue ...everyone. After securing Dagmara behind the Mountainhome shield wall, he races back toward the goblin King's chamber, with the invisibility ring allowing him to avoid the fight between the Goblin King and Bjorn...He has ONE chance to save Leeta, then Jeralt , as they are set to die one turn after he gets there...he needs to roll a 14 to save them from insta-death by binding their wounds...and manages to make BOTH ROLLS...give that man a sandwich! 

'

'Come adventure with us they said. There won't be any real danger, they said! Pfffft!'

 Back to (almost...remember Elfin John?) full strength. They raid the King's secret store, lucky to be alive...finding scrolls and a rather strange 'all seeing eye of truth' spyglass...fun!

Flying back, dressing their wounds...Leeta snatches a glance through the all seeing eye, catching a glimpse of Lord Trum watching them come in to land.,,seeing his TRUE form...and it is not good!

The true form of the head of the citadel...I mean, what could go wrong?