Roleplay - What, Who, Why & Where?

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.

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.

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. 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:

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:-

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