Monday Night Madness

Crimson Letters, ch 2
The Investigators make a house call...

We continued with four of the five players from last week (Our opium addicted PI was presumed to be suffering from his drug of choice, bowing out of yet more investigations due to his conceptual nature calling). After lunch the Priest, Parapsychologist, ex-burglar turned secretary, and forensics grad-student all walk over to the murdered Professor’s cottage. They spent much of the session searching the place, finding an assortment of minor clues and earning me multiple thumbs up as I periodically scared them with branches scratching on windows and strange manifestations killing off squerils or otherwise causing unexplained shadowy …things… to occasionally mess with their already off kilter sense of reality. High points included spotting a young college student spying on them, though when the girls attempt slipping out the back to sneak up on him, they prove noisy enough to attract the attention of an old nosy neighbor, who threatens to call the cops. The Priest went over to calm her down, ensuring the young ladies he was “chaperoning” were being kept out of trouble (which earned him some of the best rhubarb pie he’d ever eaten, reaffirming his faith in humanity, and a San Point). The spying student escaped in the noise and confusion however. Having found what clues they could at the cottage, the investigators head over to investigate the roadhouse, where the Parapsychologist gets a drink and notes his waitress’s initials, L.S., matches those found in the matchbook they found in the professor’s office…

Crimson Letters, ch 1
A New investigation begins...

Meant as an introductory campaign for players to the new edition of the rules, we had a good mix of players covering the spectrum of inexperienced to familiar (from no experience with table-top to fairly experienced with prior editions of CoC). As this was actually the fourth session of “Monday Night Madness” at Games of Berkeley, we first spent a little time concluding the scenario “Dead Light” (with much screaming and running, and jumper-cables), then pushed the calendar from 1920 to 1921, allowing the initial characters to recuperate and make experience checks. Then they (that being an Opium-addicted PI from SF and his ex-burglar secretary) found themselves in the Office of the Dean of Admissions at Arkham, along with a Priest and a Parapsychologist (and the beginnings of a bar joke they are still trying to sort out). After initial descriptions & introductions they went in to meet Dean Fallon and proceded to begin the second scenario in the new core book, “Crimson Letters.” Our fifth player was introduced while two of them were speaking with the coroner and examining the dead professor’s body (player had arrived late and had been hammering out her character up to that point), a medical forensics grad student working for the coroner who had been overly curious about the state of the corpse.the remaining two (the Parapsychologist and secretary) searched the deceased professor’s office, finding a matchbook for the road-house and oddly melted shattered glass. They also interview (and become mildly suspicious of) the professor’s grad student, Emilia Court. Reunited (joined by the corroner’s assistant), they agree to check out the Professor’s house next.

All in all session lasted three hours (which is the planned standard for this group, from when folks can get in after school or work, until just before the store closes). To keep the game wheelchair accessible we are playing in the back-room of the store, and should be listed under events on the Games of Berkeley website.


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