Fellowship of the Witching Hour - Part I

Dlsharrock

First Post
Remember remember the first of November.

A cold fog slithers across the Miskatonic river, tumbling over the broadwalk and rolling slowly into town, covering everything it touches with an icy glitter of damp, veiling mist, cloaking late night walkers and roving motorcars in a grey twilight shroud. The date is November 1st 1941, the location is Arkham, a small town north of Kingsport and south of Innsmouth in the New England province of Massachusetts.

Here on the corner of Garrison and Main, looming out of the night, stands an imposing monolith; a keystone to both roads, though its official address is number one, Garrison Street. Rendered in spectral cream and standing three storeys high, the structure is of typical New England design, possessing three angular faces framed with a cornice of vivid yellow, one gazing onto Main Street, one onto Garrison and the last, gently curved and topped with a turret of miniature crenulations, facing the crossroads itself.

The flat roof of the building is crowned with a motley crew of face-ache gargoyles, crouching and gurning in a variety of gruesome poses, sneering down on the roads below and clutching at the brickwork with hooked claws. Telegraph cables splay from each corner of the roof, reaching across the junction to poles and other buildings. The whole is explicated from the dark shadow and fog by harsh flourescent light cast by two flickering street lamps on either side of the crossroad's southwest corner.

A main entrance stands in the narrow corner of the building and, above this, two bay windows framed by a baroque stonework painted yellow again and chiselled to resemble nests of entwined serpents. Above the door hangs a painted inn-sign. The design, a silhouette fixed against a blazing red background which could infer a sunset or the roaring flames of a fire, shows three witches dressed in robes and crooked hats, each dangling by their necks from the gnarled branch of an old tree. Above this macabre portrayal, scribed in a ghoulish font, are the words

WITCHING HOUR

This is the Witching Hour, once a museum of strange antiquities, and before that an infirmary for the clinically insane, it is now a late night haunt for barflies seeking solace from the chill November fog and the bustle of central Arkham.

Just two blocks away, rising out of the mist like the cyclopean eyed mast of some alien vessel, is the tower of Miskatonic University, its four clock faces shining a pale ochre, describing the passage of time to all four districts of the town. And opposite this, aligned along the wide passage of Church street and overlooking the various annexes and halls of the faculty, are Arkham's more prestigious town houses and department stores. The road is a sea of streaming headlights, the sidewalk awash with a fashionable mix of sophisticants and students enjoying late night revelry.

North of the bar runs the winding course of the Miskatonic river, an artery of muddy green ranging from west to east and passing beneath three bridges connecting north Arkham to the south bay area. The warehouses, dockside bars and jetis stand enshrouded in fog and this night an eery silence prevails. The only sounds to be heard are the gentle lapping of the river against the stone bank and the mournful creak and groan of wooden boats at rest on the undulating water.

Inside the Witching Hour and the frigid clutch of the November mists are banished. The air is thick with cigarette smoke which curls around the dark panelled wood, rich laquered tables and polished chairs populating the bar. Thick pillars support a low slung ceiling which droops in the middle, evidence of failing rafters. The whitewash is flaking and long cracks run from wall to wall.

Upon the walls are many paintings in gilt edged frames. They depict all manner of morbidity and are placed with inexpert care, either in order to cover some liverish stain or one of the larger cracks. Here the cadaverous face of some ancient Arkham founder, dressed in severe black and wearing a stove pipe hat glowers out at couples drinking quietly in one of the darker corners. There a large black and white photograph of an ancient mill, all crumbling stone and creeping lichen, decorates the bare brick wall behind two soldiers sharing a pack of Lucky Charms. Other pictures there are, both wierd and perplexing. An oil depiction of a disembodied head, flesh black as midnight, eyes red like two burning coals. A raven perched upon an upturned foot. An inverted cross dripping blood onto a squirming nest of festering maggots. A black and white sketch of a thousand limbs intertwined and locked together, the head of a bloated octopus emerging from the heart of the image. A scarecrow face in watercolour, head covered in a white sheet with two black holes cut for the eyes and a crooked straw hat to finish. Wherever the eye roves a new oddity appears.

There are ornaments too, both stranger than fiction and unexpected to the eye. Standing by a pillar is a bronze Indian with six arms, each clutching a shrunken head. A pair of students on a break from the dorms and high with the heady atmosphere of liquor and smokes have pushed a cigarette stub between the lips of one head and are contemplating additional jokes to play on the other five.

A stuffed crow stands as the centrepiece on a hat stand laden with coats, hats and canes. On one wall hangs an ancient shield onto which is painted a single eye surrounded by fire. And a few feet to the left a medical skeleton on a stand, dressed in a tie and tuxedo, leaning on a wooden banister in a casual fashion. Elsewhere a deck of Tarot cards have been arranged on the wall. And upon the bar, where bowls of complimentary nuts would usually be found, are metal dishes containing wax drooling candles.

The bar itself is a grand, gothic affair, positioned dead centre like a black island rising from the sea of drinkers and shadow. Made entirely of ebony, the sides have been carved with an eye-twisting design so intricate and complex that to study it completely would require a good day at least. For the most part the light is too dim and the patrons too interested in their drinks and conversation to pay the designs much heed. If they did look in any great detail they would see, amid the tangled lines and curlicules, a devilish host presiding over a screaming multitude burning in fire so exquisitely chiselled the bodies are barely discernible from the flames. As it is, the carved flames act as good foot rests, while the etched sections closer to the bar are good for the fidgety fingers and idle inspection of lone drinkers.

Above the bar is a wooden canopy glittering with an array of tumblers, shot glasses and goblets. Lights set into the canopy cast an atmospheric radiance onto the bar staff as they chat casually with barflies, clean glasses and prepare orders.

Alone in the far corner of the room, shining like a small beacon of garish modernity in the midst of all this gothic grotesque, stands a juke box out of which drifts the crooning voice of Glen Miller singing Chatanooga Choo Choo.

--

Seated on one side of the bar, in their usual places, on their favourite stools, are four friends. Three men and one woman, all talking animatedly with the female owner of this impressive establishment who herself seems so intent on the subject matter being discussed that the rest of the bar might not exist at all. Indeed the lion's share of the work tonight falls to the other bar maid, a gum chewing dame in high heels and short skirt, and an older woman dressed in the style of a Spanish grandmother, her grey eyes piercing the gloom of the bar like twin spotlights.

--
 
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Dlsharrock

First Post
OOC
Let the game commence :)
Rather than rely on plot hooks or devices of that sort, I've prepared a bunch of 'rumours' which we can assume the group have overheard in the bar, discovered during the course of their various jobs, heard on the radio, on the tram, or wherever really. It doesn't matter so much as their interpretation of the rumours and what they intend to do with them. The group have discovered a nifty way to discern false rumours from true and have managed to tune a radio set in to the local police band (thanks to Sam's expertise). By comparing police reports and on-air chit chat with rumours, they can determine what's likely to be a real event and what is probably urban legend. They've saved themselves a lot of legwork this way.

Each rumour is set in some part of Arkham, and will provide the group with one of the outings they currently enjoy undertaking.

I would suggest players introduce their characters at this point, with a description of the way characters appear and joining in any discussion. As Sam is presiding and this is her pad, I would also suggest Kook kicks off the game and takes first dibs on the order of play. If you don't know what I'm talking about, read the Fellowship of the Witching Hour Guidelines text attached to the OOC thread (I sent it to everyone by email also, so you should have it available). I've used SBLOCKs for the rumours in order to keep this first part of the thread at a manageable length.

[SBLOCK=Rumour 1]Travellers on Blasted Heath moorland west of Arkham have reported phantom automobiles rising from the bogs. Most witnesses of the sightings claim to have seen other cars at the same time, appearing out of the darkness all around them, gunning their engines, headlamps blazing. Some witnesses also report seeing shambling figures in the dark, or grey silhouettes on the horizon during the day.

Possible police band confirmation: A recent spate of missing persons reported in Dunwich and Arkham seem linked to this rumour. Consistently, the vanishings have been pinpointed on the road between the two towns just west of Arkham. Despite scouring the area around this road the police have found no clues and refuse to take reports of strange creatures or phantom cars seriously.[/SBLOCK]
[SBLOCK=Rumour 2]A strange wraith-like apparition has been witnessed at River Street, a few blocks from the University. The ghostly figure was purportedly seen by late night warehouse packers taking a drink in the River Mill bar and many of them were shaken enough by their experience to call the police.

Possible police band confirmation: Suffice to say police were unimpressed and blamed the sighting on the intake of alcohol and suggested the witnesses had merely seen 'fog'.[/SBLOCK]
[SBLOCK=Rumour 3]A student death has caused ripples of unease at Miskatonic University. The student, who died of unknown causes, was found to be horribly scarred and unrecognisable, his flesh both burned and putrified. There was only one witness to the death, which police are treating as suspicious. This witness, however, is in no fit state to testify or defend himself as he seems to have lost his mind and is currently being held in Arkham Asylum pending a decision by the Arkham Authorities on what to do next. The body, in the meantime, has been interred at Arkham morgue.

Possible police band confirmation: A death at Miskatonic University is not being talked about much on police band. The only living witness to the death is in a catatonic state and unable to offer police any leads. He's been incarcerated temporarily at Arkam Asylum, believed to be the most likely suspect for what police believe is a murder. The matter has been handed to local authorities until a decision can be made as to how best to proceed, though most police are of the opinion that the witness isn't responsible and has been falsely imprisoned by a detective known only as Daggart. The deceased is being contained at Arkham morgue, awaiting an autopsy.[/SBLOCK]
[SBLOCK=Rumour 4]This rumour is the most commonly talked about in Arkham at the moment. Two young brothers have been kidnapped from the home of a wealthy international diplomat. A large and bizarre symbol was supposedly daubed in red paint on the wall of the room where the boys were taken along with the words 'Get rid of the demon box and we will return!'.

Possible police band confirmation: Chatter about this case fills the police band. They have traced the crime to a pair of deranged old men (thought by locals to be mad but harmless) who live in the Powder Mill area of town, but the men are missing and police fear the worst. Evidence was found of both men in the diplomat's house, and there were signs of a struggle.
The deserted house where the men previously lived has been searched by police, but no further leads have been forthcoming. No ransom has been demanded and leads have dried up. A big reward is being offered for information and an even bigger one for the return of the brothers.[/SBLOCK]
[SBLOCK=Rumour 5]A gypsy carnival, situated a few miles north of Arkham, is purported to be cursed. There have been two deaths on two seperate attractions, both in mysterious circumstances. Police have closed down the carnival while they ascertain the cause of death. In the meantime, locals insist the carnival is supernatural and its arrival on the outskirts of the town has heralded a number of strange deaths among cattle and livestock. Several visitors to the Witching Hour have been overheard discussing the cursed carnival and the fearsome 'Wall of Death', whatever that may be.

Possible police band confirmation: There have been two mysterious deaths at a local gypsy carnival. Police are treating neither as suspicious, though they are reported as 'mystifying'. The carnival has been temporarily closed while police ascertain a possible cause and investigate the carnival for probable 'inadequate safety'.[/SBLOCK]
 

kookalouris

First Post
This is your pilot speaking...

(OOC: Notes to follow...)

"And every man knew, as the Captain did, too,
T'was the witch of November come stealing."
Gordon Lightfoot -- The Wreck of the Edmund Fitzgerald


The young couple looked at the bar and the bar looked back at them. Not just the curious staff and regulars but the stone, glass and painted eyes of the various morbid decorations, unblinking and cyclopean. Constant whispering and chitterring, the sound of an unseen radio distorted by reception and the echo of the odd architecture, seemed to mock the pair. The two had subconsciously arrayed their possessions on the empty bar almost as defensive bulwarks against the sheer eerieness of the surroundings. The titles of the books and brochures stood out in blythe optimism to the gothic surroundings; "Fordor's Massachusetts 1941," "Old New England for Young Lovers." and "Hyannis Port Honeymoons.". The silver wings pinned above his heart glittered wanly in the flickering firelight, as did her new ring.

Keeping her eyes on all of the others, she learned near the man's ear and whispered "Why did we come here?"
He smiled at her selective memory.
"You wanted to see mysterious old Arkham."
"I didn't think it would be this old or this mysterious."
"Fine. We'll go after the drink."
The groom eyes suddenly snapped in rapt attention, his eyes darting from place to distant place after the bar. Amongst the alien and strange decorations were some artifacts he recognized. A well-marked map, aerial photographs of places the world knew, a sextant here, a suitcase with a world's worth of baggage stickers. The physical spoor of a pilot who had merrily skipped across the world, the known and the unexplored. There were no pictures of a pilot or flight crew yet the decor had been chosen with a pilot's care.

"Refills? More food? The local fish stew is quite popular. And we can certainly extend discounts to honeymooners, even on our historical suites." The words were slightly too quick, the grim earnestness of a struggling establishment.

The young marrieds both looked sharply at their hostess. "Sorry, business has been a little slow."

The bride stared at the other end of the bar where a group of Negroes were drinking openly with regular people. "I guess you have to allow everyone in."
The hostess reacted through suddenly but gently gritted teeth, "All are welcome here." "But," she said, looking the girl straight in the eyes, "you would be surprised at the ignorance we have to tolerate sometimes." The bride, thinking her pity appreciated, accepted the insult with a princesses' grace.

The groom, choked slightly on his drink but said nothing. Instead, he studied the barkeep. She had been beautiful once, still pretty despite the scars of some past accident. He had seen a few similar scars and burns on others in the USAAF, so the faded burns were merely recognizable to him, although they seemed in some strange way almost patterned.

By this time, the pale woman had refilled the couple's drinks gratis and her hands became visible. He noticed the woman's watch, the Longines aviator by Lindbergh. She noticed the gap in the scarring where a ring might have been. Rumors and tales suddenly coalesced in the man's mind.

"You wouldn't happen to know of a Captain Ripley, would you? A pilot hereabouts." He asked.

The hostess almost dropped a glass, her hands showing agitation her face deliberately wouldn't.

"Who?" she said, with a practiced calm.

"She used to be a celebrity pilot."

"Yep. Famous for crashing. Stewardesses don't belong in the front of the plane." The girl's drinks had oiled her tongue and stilled her brain.

It was a moment before the bar's owner spoke with a distance. "Oh, yes. Now I remember. She used to visit the bar but she hasn't been here for awhile." She met the man's sympathetic eyes with a determined stare, "And I don't think she'll be back." She held the man's gaze until he relented with a nodded understanding.

The two paid for their drinks and left, the man carrying the slumped, still-muttering woman.

Sam looked at the bar, a generous tip was left under the man's glass. She smiled, every little bit counted.

Somewhere, an ancient clock mournefully doled out the hour. It was time. Sam waved to her two staff, she would be taking her break now. It was unlikely that there would be a rush. The honeymooners had most likely been it at this late hour.

Sam spent a few moments adjusting her glasses and making a show of finding her cane. Such a display would make it then less likely for friends to notice just how much 'Irish' Sam snuck into her coffee's Dewar flask.

With that, Samantha Ripley crossed her bar, passing by the ancient coffin-sized radio. One of several devices she and he had put together in happier times. Her fingers skipped fondly over the eldritch deco styling. In return the radio broadcast the news of the great war across the sea.

But by then, Sam had moved to the table where her friends were. Maybe this time she could even meet his gaze. Believing in the supernatural, the Witching Hour 'coven' had not immediately assumed Samantha was necessarily delusional. For that, wrong as they were, Samantha treasured every moment of their companionship, every odd esoteric tangent.

She sat in her favorite chair and smiled back at the smiling faces. From a nearby table, she picked up a steno book with her handwritten shorthand. "You wouldn't believe what's been on the copper's squawk box since last time."

"First off, there have been some reports on 'ghost cars' near where the police have been investigating reports of missing persons..."


Gerry

(OOC:

First, David, let me congratulate you on your magnificent prose. Very descriptive, very moody. I just wish I had the time tonight to give you a post worthy of such an opening.

Second, I am taking the first post easy and focusing on just a illustrative intro to Sam. I don't want to commit the game group to actions before you have even had a chance to react. Also, I will build off of your posts, refining my character as I understand yours.

Notes on the post:

I assume Sam will not discriminate at her bar, given her unsuspected 'mixed' origins, she will be tolerant to the point of bankruptcy and beyond.

I had an idea that the big radio has some airplane batteries within and would continue to work even through Arkham's common power outages. This could be a plot device in that folks who wouldn't normally enter the Witching Hour might if the bar had the only working radio nearby. Also, this could give the radio the nickname "The Whisperer in Darkness." :) Again, it's up to David and the group.

What station do you think the radio plays. My guess: "This is radio KULT, out of Arkham. All chanting, All the time."

David, would it be possible for Sam to have a dictaphone or similar piece of equipment, even if it was one of Adam's inventions. The reason I am asking is that if the police scanner is a way for the Scoobies to get clues and plot hooks, Sam is likely to be the only person to hear it as she is more often at the bar. As the information is unlikely to be repeated, Sam would have to record it first. Currently I am assuming a fast, barely legible shorthand.

Let me know what y'all think..

Gerry
 

greenstar

First Post
Arabella sips a glass of wine. The rest of the group has probably noticed her being quieter than usual tonight. The news of the dead student and insane witness had spread through the university like wildfire and it was all anyone there could talk about. "I haven't heard about the ghost cars. But I have heard about the dead student. The police called it a suspicious death." Suddenly the spark comes back in her eyes. "Outside of the university I've heard about the kidnapped boys. And the ghost cars sound very interesting."
 
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Dire Lemming

First Post
[sblock=OOC]There's absolutely no way I'll match either of those posts. I certainly have no qualms about the radio or the Dictaphone though.

I hope it's not a problem that I took the liberty of naming the waitress and giving her a personality. She seemed like she seemed like an extra so I thought I should give her some character. That, and my post would have been a bit less interesting without it. Especially with the limits imposed on posting. Of course if it is a problem I don't have a problem with changing it.[/sblock]

Adam West turned the key in the ignition of his 38 Cadillac, and pulled it out, the engine murmuring to a stop as he got out and made sure he had everything he'd be wanting tonight. At least everything he'd expect to. He glanced over at the bar as he made sure the doors to his car were secure and spotted a young couple walking down the street, coming up behind them just as they reached the entrance, he waited as the man made a show of holding the door open for the woman in the narrow space. He smiled good naturedly as the man met his eyes.

Once inside he spotted Samantha immediately, hard at work as usual. The young couple settled at the bar and he moved to his usual seat, waiting only a short while for the young bar maid to come over and take his order with a little bit too much enthusiasm. He glanced down at her short skirt for a second as she approached him, before turning his eyes to her face as he replied with a smile. "Oh, good evening Cyndy. How was business today?"

The pretty young woman in a short skirt and high heels smiled at the generous tipper as she made idle chit chat for a few moments. "Oh, so so, the usual. How was your day Mister West?"

"Singularly unremarkable. You aren't giving Sam any trouble are you?" He said, still smiling good naturedly.

"Oh no Mister West. I've been a very good girl." She winked at him, but the insinuation seemed to have been missed. Her shoulders sank a little as he shrugged.

"Well, that's good, keep up the hard work. Sam needs good people working for her. Can I get my usual?"

"Sure thing, right away Mister West. Straight Bourbon." Cyndy turned slowly and walked away at a deliberate pace, giving the rich inventor a good view of her back.

Adam leaned back in his chair and waited for the others.

-------------------------------------------------------------

Adam watches Sam approach, smiling widely at her as she takes her seat.

He listens to her quietly until she finishes.

"'Ghost'...'Cars?' Hm... Well that is a strange one. Still it's just strange enough that there might be something to it. It might be connected to the disappearances, and if we could find something that helps stop those well, that'd be great."

The waitress returns with Adam's drink and considering that her boss is sitting right next to him, decides against anymore unprofessional behavior. "Thank you, Cindy." He takes a sip and sets it down on the table before him next to a pair of small thin cardboard boxes.

He looks with concern at Arabella at the mention of a student death. "What was suspicious about it? You didn't know him did you? ... It might be a best to let the police handle that until it's more clear that there's something supernatural about it. The last thing we want to do is involve ourselves in a murder case."
 

Lucean

First Post
The walk to the bar had been slow, although this time Phillip's leg was not to be blamed of it. The two of them had simply fallen to the rhythym, enjoying their walk with Elsa's hands wrapped around his left arm, her body pressing against his as they continued on, a gentle smile on both of their faces. The scene was far from idyllic or romantic, but neither of them truly cared of that. Besides the architechture around here was far from ugly, although they were a far cry from the gothic structeres in Europe. What of them remained standing still.

"We're here." Phillip's head turned from the sky towards Elsa, his mind puzzled for a moment until he noticed the entrance to the bar. His thought had been too occupied with those memories and with Elsa's presence to even notice it. Laughing gently Phillip stopped with Elsa.

"I can skip it." His tone was soft as he stared at the entrance. "If you wish to continue walking." Elsa shooked her head slightly, still smiling, as she untangled her arms from Phillip's and begun to adjust his shirt and coat to the better.

"This is important to you." Her tone was warm as she straightened the shoulders of the coat. "Besides I told Mary we wouldn't be gone for that long." They stood there for a moment, staring at each other, until Elsa leaned forward slightly to plant a kiss on Phillip's lips.

"There will be other nights." Phillip sounded almost regretful.

"And days too." Stepping back, Elsa inspected Phillip one last time, then shoved her hands to the pockets of her coat. "Go and enjoy yourself. I'll see you home." Phillip sighed to Elsa's amusement, then watched her walk away, waving her arm at him a few steps away. Finally he turned around and made his way in to the bar, leaning on his ebony cane at each step.

-----------------------------------

"I heard of the student as well." Phillip took another drink from his glass of water. "Dennis joked that his assistant had to a lot of bathroom breaks when they were inspecting the body. Still rather new to the job, it would seem." He shook his head almost disapprovingly as he set the glass back to the table. "They're figuring it was a bomb of some sorts, who knows what they're experimenting with at that university of theirs. Dennis tried to get me to have a look at it, to help try to figure out what happened to it. Thought I might have seen something similar before." The cane was on his lap as he once again adjusted his right leg to better suit sitting.

"I suspect there's very little arcane with the student's death, a simple case of curiosity once again running ahead of caution. Of the cars, I had not heard of either. Did not know something without spirit could actually haunt." His tone was slightly amused during the last sentence.
 

Dlsharrock

First Post
[SBLOCK=OOC]Thanks for the great intros everyone. I've not heard back from Majic since his post yesterday, so to keep the game flowing we'll assume his character hasn't yet arrived. Majic- when you want to insert your character into the game, please do so. If you haven't shown up by the time the group have moved on from the bar setting we'll have to think of a different way to introduce Patty. The two day posting rule applies however (see the Witching Hour Guidelines text posted in the recruitment thread), and if you can't make that please let me know.

A word on 'finagling' :)
I'm more than happy for players to finagle a little in these opening scenes. The mutual storytelling style is new to me, I admit, but I like it and it keeps things rolling along at a brisk pace while keeping things interesting. It also shows off the rich array of writing skills we have gathered here. I take my hat off and doff it accordingly (I'm not wearing one, you'll have to use your imaginations!).

A few caveats. Where there's a mentioned character in any given scene established by the Keeper, assume it's an NPC and in my domain as much as your PC is in yours. The barmaid is a good example. I'll pick up from your lead, Dire Lemming, but just for future reference, noted NPCs (those introduced when I set the scene) are mine to roleplay. They shouldn't be moved around, nor should players put words into their mouths (no matter how trivial). I can understand why you thought she was fair game though. She does have the feel of an 'extra'. In fact she's one of my established NPCs from a past game and may or may not play a role at some future point.

Adding incidental characters to aid your own post, such as the couple in Kook's opening scene, are ok so long as this only happens in 'trivial' moments and ideally I'd prefer it only happens in the Witching Hour or in places where there are large, ambiguous crowds and therefore plenty of scope for random strangers to be inserted into play. Their insertion should have a neutral purpose and make logical sense. Players shouldn't try to introduce actual NPCs, only incidental 'passers-by'. Strangers suddenly appearing as deux ex machina to help PCs out of a sticky spot, or as plot hooks for setting up a player established scenario will likely be edited out, which is always slightly insulting to the player and I don't like to do it. Common sense should apply, is really what I'm trying to say :)

(btw: The main reason I'm protective of my NPCs is that most of them are repeat performers and have established characters worked on in previous games. Some may even be characters I've played in tabletop games and such.)

Where players would like to control more than one PC (as in the case of Doctor LeGraid's wife, or maybe Adam would like to have a side-bar in that lady of the night he often contacts) I'd quite like to set up an extra character sheet so they have stats on tap should stats be needed. I'm happy for players to control more than one PC (up to three or four is fine) but the majority should be incidental, only popping into the game from time to time, or where the adventure dictates, while the prominent PC should be the main character you started out with in the recruitment thread. This will allow players to bring added elements to conversations etc. if they like. Sam's aunt would be fair game for this treatment.

I'd say that if you're uncomfortable roleplaying more than one character at a time, however, that you stick with one for now and if you like add another later. In the past I've moderated games where players switched from one protagonist to another, playing a different character for different adventures but in the same campaign setting. This is also doable, should you feel you'd like a change from the character you started out with. Again, stay with your comfort zone or experiment, so long as it doesn't spoil your enjoyment of the game.

Kook (and all players) - feel free to make the Witching Hour bar your own. Outside the Witching Hour, 'assume nothing' should be the rule of play. My descriptives in CoC are always very detailed, and the juice is in the detail. Then again, the detail may just be detail. Either way, players should remain explorers within the setting as established and described by the Keeper rather than inventors of their own surroundings.

The same thing applies to events. If players would like to embellish rumours with some rumour mongering of their own that's ok (kinda deviant, but ok :)). Boldly spoken facts, on the other hand, should be backed up with knowledge gleaned from investigation or OOC consultation with the Keeper. As an example, Dr LeGraid's announcement that the autopsy has revealed the body may be the result of an explosion is inaccurate and should really be forgotten as an in-character comment, unless Lucean intended it as rumour-mongering. At this point the body hasn't been given a proper autopsy and the cause of death is unknown. There have been no speculations, and no mention of explosions have been made. But if the Doctor wishes to inspect the body and make surmations based on (possibly) rolls or roleplay, that's ok (an Idea roll, for example, to see if he can make an informed guess about the supposed putrefied and burned flesh). His jurisdiction doesn't extend to Arkham morgue (marked on the map, which I've posted below), but his credentials and some bargaining (Bargain skill/Fast Talk) with the person in charge there might get him access to perform a surreptitious autopsy of his own ;) If you're unsure how to go about doing things like that, feel free to ask.

I hope that all makes sense and doesn't impose restrictions players haven't been used to in the past. IMO, it's better to establish this kind of thing from the outset so we're all playing from the same page from post 1.

If you have questions about how to go about doing something, or any queries about game dynamics and so on feel free to stick it in an OOC SBLOCK here (instructions how to do so in the recruitment/OOC thread) and I'll help you out. If you're feeling brave and want to try out some of the game mechanic elements explained in the CoC in a Nutshell text, even better.

So as a rule of thumb: if you want to do something and don't know how to do it or how to go about setting it up in-character, just ask me. One of my roles as Keeper in this game is to help everyone get along with the rules of play and I'm more than happy to do so :)

Also to note, the established play order is as follows (with Majic to be inserted at some point in the near future hopefully):

Kookalouris - Sam
Greenstar - Arabella
Dire Lemming - Adam
Lucean - Philip
Dlsharrock - Keeper

Kookalouris said:
I had an idea that the big radio has some airplane batteries within and would continue to work even through Arkham's common power outages. This could be a plot device in that folks who wouldn't normally enter the Witching Hour might if the bar had the only working radio nearby. Also, this could give the radio the nickname "The Whisperer in Darkness." Again, it's up to David and the group.
This sounds great to me. I wasn't entirely sure on the details of the wireless set up and fully expected you to embellish. The nickname's great :)

Kookalouris said:
What station do you think the radio plays. My guess: "This is radio KULT, out of Arkham. All chanting, All the time."
It's a nice play on words, but the main frequency picks up plain old Radio Arkham, also the BBC World Service, Boston Bruins Radio Network (BBRN), Chicopee Christian Radio, MUAM Sports (the University station) and stations operating out of Innsmouth, Kingsport and Dunwich (all of which are abbreviated to their respective call signs).

Kookalouris said:
David, would it be possible for Sam to have a dictaphone or similar piece of equipment, even if it was one of Adam's inventions. The reason I am asking is that if the police scanner is a way for the Scoobies to get clues and plot hooks, Sam is likely to be the only person to hear it as she is more often at the bar. As the information is unlikely to be repeated, Sam would have to record it first. Currently I am assuming a fast, barely legible shorthand.
Department stores are within walking distance, so feel free to arrange for her to head out and pick one up at some point :) I expect she does jot things down at present, keeping a notepad of scrawl which makes sense only to her, and probably doesn't make sense when she reads it back. Acquiring a dictaphone would be useful, then.
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[SBLOCK=OOC Arkham Map]
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Lucean

First Post
[SBLOCK=OOC] Apparantely my intent came off a bit wrong in my post. I tried to imply that the guy doing the autopsy spoke about it to Phillip in the sense that he might want to take a look if he saw anything like it in the war. The word bomb was used somewhere and Phillip kind of assumed it was something like that that happened, it wouldn't be the first time university had an accident with students meddling with something they shouldn't be doing. I would under no circumstances make assumptions about the plot and am sorry that it came that way.

Also, referring to Elsa, I'm sorry if it was against the rules. I do not intend to playing several characters, I just thought it was a nice way to introduce Phillip. Again, I'm sorry about the misunderstanding on my part.
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Dlsharrock

First Post
[SBLOCK=OOC Everyone]No, no, you've misread me entirely. There was nothing wrong in anything you wrote. As you've now outlined, it seems he was merely adding to the rumour and that's ok. And you're more than welcome to introduce NPCs of your own design if they fit as part of your character's family or friends. As I said, if you want to do this we'll roll stats for them so we know what's what if they fall into the meat of play at some point in the future. I'll send you something for Elsa by email shortly. The bomb comment can remain then.

To all players: please don't feel I'm berating anyone or being a wise-ass. This is merely how I intend to run the game and my previous OOC, while a bit rambling, was only intended as a friendly guide, I'm really not having a go at anyone and everything so far written is fine and dandy :)

btw, also: feel free to jump turn order, as Lucean did, if you have an OOC request or comment. You might want to preplan, or have something you'd like to do or try when your turn comes and would like me to clarify how you do it before the event. Don't forget to stick it in an SBLOCK so it doesn't confuse the in-character posts though. If the OOC is for another player, put their name in the SBLOCK header along with 'OOC'.
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