
Call of Cthulhu - Once Bitten
This is a short adventure I wrote when I first got into the roleplaying game
Call of Cthulhu. It took a couple of three hour sessions to
play and was quite entertaining. If you try the adventure, why not
send an email to
jason@ufbs.co.uk and let me know what you thought of it.
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Keeper Information
There has been a series of murders in a small town just
outside Arkham, the police can find no motives but
believe the murders are being carried out by the same
person as all the bodies have the same markings on them.
The town has no hospital so the bodies have been
transferred to the morgue at the Miskatonic Campus
Hospital.
ANOTHER CHILD DEAD |
|
Arkham Police have once
again been called in to
investigate a murder in
the small seaport of
Havensport, where the
body of a young girl in
her early teens was
found yesterday. Police
have not yet given the
identification of the
body. No murder weapon
has been found but we
are informed the attack
is similar to ten other
murders in this town in
the last two weeks.
Our reporter was unable
to gain any interviews
with the residents for
Havensport.
|
| Handout #1 |
Investigator Information.
The investigators read in the local newspaper a report of
another murder in the small seaport of Havensport, the
report can be found in players handout #1.
Harvey Antwerp, friend of Investigators.
The investigators find out about the bodies from a friend
Harvey Antwerp who is
working as a porter for the hospital to maintain his
grant and drinking habits.
Harvey tells what he knows of the bodies from information
he has overheard in the pathology lab. Things of interest
he can tell the investigators about the bodies.
- They were all young and female.
- They all had most of their blood missing.
- They all had two small puncture wounds on their necks.
The Library.
If you talk to the librarian she directs you to the
popular fiction section and returns to her work.
This section of the library contains hundreds of
reference books, a successful library use roll finds a
large tome entitled Blood Sucking Demons by Dr. Van
Helsink after 1D4 hours search.
A successful spot hidden roll detects the book has a non-
fiction mark on the inside front cover.
With each roll of library use the investigators find out
or miss the following (each takes an hour to find)
reading this tome costs the readers 1D3 sanity points.
- Vampires cast no reflection
- Vampires have to return to the soil in which
they were originally buried in or they will be
destroyed by day light.
- Vampires require the blood of others to stay
active (it would be wrong to say alive, if a
vampire can keep getting a supply of blood they
will be immortal).
- For a vampire to create a new undead they
must bite a victim three times. Victims who
have been bitten tend towards mild
Hematophillia.
Havensport.
Havensport is a small town (more like a village) with a
single spine road through the shops, there are multiple
turnings off each side which lead to residential areas,
the surrounding areas are farms, open fields, and a large
woodland area in the foothills.
On the left of the main street is a convenience store a
clothes shop and the church, on the right is a small
newspaper office The Havensport Tribune, a cafe and a
gunsmiths.
The main street leads to the overgrown and run down port.
The People of Havensport.
If the investigators confront any of the people of
Havensport they shy away, they fear all strangers, the
Investigators can find more information if they can
flatter the locals with fast talk.
The Havensport Tribune.
Inside the walls are covered with front covers from the
paper, there is a door directly opposite the door the
investigators came in through and to the left is a
counter behind which a young receptionist sits typing.
Violet Hawkins, the Havensport Tribune receptionist.
Violet is about seventeen she is physically small and
quite attractive.
She has not long started at the job and has very little
information, she suggests they talk to the editor Mr.
Manning, she excuses herself and goes through the closed
door, shortly she returns stating Mr. Manning will see
the investigators.
Mr. Manning, The Havensport Tribune Editor.
Mr. Manning is a large rotund person, he invites the
investigators in and shakes them warmly by the hand,
offers them a seat and coffee.
Mr. Manning has the following information for the
investigators.
- We did run the stories of the killings. Its
horrible that such young people should be
killed before they tasted life.
- Most of the people here don't like strangers,
they tend to keep their business to themselves,
I've been living in this town for over five
years and only now am I getting and occasional
good morning, and with these murders its even
worse.
- The people in this town are simple, since the
port closed down they have become farmers
making enough food to survive and a little to
sell at markets to buy the things they can't
grow themselves, I would wager that many can't
read. That would explain the poor sales of my
newspaper.
Mr. Manning makes his apologies but informs the
investigators he has to go to a conference in Boston and
wont be back for a week. Should the investigators wish to
speak with him again they will find him unavailable.
The Church.
The church is constructed from wood and its white paint
is well maintained. There is a sign outside the church
which shows the times of sermons etc. Investigators may
notice there are crosses on and around the windows of the
church.
If the investigators decide to enter the church they will
find it unlocked. Inside the church preparing for the
evening mass is Father Sean Cunningham.
Sean Cunningham, Father of Havensport Church.
The father is a small man with thick ringed glasses and a
strong Irish accent.
What the father can tell the Investigators:
- There is something evil in this Havensport,
it came a couple of weeks ago and is destroying
the lives of the residents.
- The evil is hidden in those hills. If you
talk to John Walters he may be willing to show
you where the caves are, we were going to go
after the evil but we are not fighters and
would be no match for such evil.
- You will find old Johnny in the cafe, I was
with him earlier.
John Walters, Old-timer who knows the hills.
John waters in 58 years old but well built.
"Yes, I can point out the caves for you, but I
ain't going near them"
John takes the Investigators through the back streets of
Havensport to the open fields towards the hills, half an
hours later you reach the foot of the hills.
John sits down to take a rest and says "I'm not as fit as
I used to be, give me a couple of minutes."
After about twenty minutes further into the hills John reaches up and points out
the caves, "Well, thats it I'm not going any further" and
stars back to the town.
It will take 2 hours for the investigators to get to the
caves, ask for a climb roll every half hour failing
causes the investigator to loose 1D6 damage and adds
twenty minutes to the journey while trying to regain a
footing.
Down into the Cave.
The stench is unbearable all investigators loss 0/1D3
sanity points.
Light seams to travel only a short distance into the
tunnel before dimming naturally into the darkness.
The Cave - Room 1.
There appears to be a closed off room to the right, it
has been boarded up with wood STR 12. It requires a
resistance roll against strength to remove it.
(Investigators can combine STR to obtain this).
If the investigators decide to knock down the wall they
get attacked by 6 packs of rats startled by the intrusion
of the investigators.
Once in the room after disposing the rats all the
investigators find are the rotting corpses of two young
children (if the Investigators have not seen a rotting
corpse before let them loose 0/1D3 Sanity points).
Rat Packs.
Attack Chance: No. of packs * 5%, damage 1D3
Investigators attack first, if a success rat dies and
rest of pack runs away.
The Cave - Room 2.
The second room has thousands of bats hanging from the
ceiling a spot hidden also shows a glimmer of metal in
the far corner of the room. Ask the investigators roll a
sneak roll to see if they awaken the bats. If the
investigators fail the roll the bats will attack. As
there are so many bats the investigators will have to
leave or be killed. If the investigators have to leave
they will have to wait 1D6+2 hours to be able to get back
in that room.
If the investigators pass the sneak roll they find a
small silver cross.
If the investigators decide to stand and fight, and idea
roll give them enough insight to get out of this room.
Bats.
Each bat has 40% chance of attack with 1D2 damage. There
are in excess of 1000 bats.
The Cave - Room 3.
The third room is a high cavern carved into the rock you
cannot see the top of the cavern as your lights are not
powerful enough, there are three coffins in the middle
arranged in a triangle, the floor of this room has a thin
layer of dirt spread across it.
The Coffins.
The coffins are made of wood and are in good condition,
there are no name plates on the coffins and the lids are
not sealed.
If the investigators decide to open the coffins, what
they will find will depend on the time of day:-
- Daylight hours - The resting body of the
vampire which will attack when its coffin is
interfered with. If the investigators decide
to run they will find the vampire will not
follow them beyond the limits of the room.
- Night-time - An empty coffin with the
exception of a layer of dirt at its base.
The Vampires.
There are three vampires, Shramer, Browin & Vladmir
statistics listed later.
If the investigators successfully defeat the vampires the
last one to be destroyed spits out the following
statement in a venomous voice.
"Even now my master is feeling the pain you
have brought upon us, he can see you through my
eyes, you are all cursed by my master, you will
never feel safe again, watch out as you will
never know when you will discover him. I will
soon be with my master and look forward to
watching you die....."
With that the vampire turns swiftly into smoke and then
disappears completely with a deeply insane laugh that
sends shivers down your spines.
Conclusion.
For defeating the vampires the investigators gain 1D6+2
Sanity Points.
A small reward from the people of Havensport who now feel
that a great weight has been lifted from their souls
amounts to $50 for each investigator.
The investigators are left with a strong feeling that
they have not seen the last of the
vampires.
Vampire Details.
| Weapons: |
Bite 50%, damage 1D4 + blood drain 1D6 STR per round.
Claw 50%, damage 1D4+db
Gaze, match POW's on the resistance table if it
succeeds the target is hypnotized and can be made to
follow simple instructions. If these are self-
destructive, at the start of the round roll INT*5 or less
to snap out of it. |
| Armour: |
Can reform after hit points are exceeded. |
| Skills: |
Human Psychology 60%, Scent Blood 75%. |
| Sanity Loss: |
0/1D4 Sanity points it attacked; 1/1D3 to witness a transformation. |
| Name: | Shramer |
STR CON SIZE INT POW DEX Damage Bonus Hits |
15 8 13 5 14 12 +1D4 11 |
|
| Name: | Browin |
STR CON SIZE INT POW DEX Damage Bonus Hits |
21 13 11 4 13 9 +1D4 12 |
|
| Name: | Vladmir |
STR CON SIZE INT POW DEX Damage Bonus Hits |
24 17 15 9 12 14 +1D6 16 |
|
Roleplay - Who, What, Why & Where? |
Jason's Home Page |
One Stop Search Site
Roleplay Adventures
Any comments or suggestions should be mailed to jason@ufbs.co.uk
Copyright © 1996 Jason Anthony
Last Updated: 24th Jul 1997