Never give the enemy time to prepare the next move.
unknown
Recently I tried out ChatGPT (5.3) as game master again. Gave him different Call of Cthulhu adventures and let him lead the session. Either with me as solo player or with me and an NPC companion that ChatGPT controlled.
The result was surprisingly good. So good in fact that I wonder whether this kind of «computer game» might not be something. Much better than the usual RPGs, as the AI can react to more … creative solutions. A bit old-style text adventure with extremely high adaptability. Just give the AI enough memory or a good database to ensure continuity, a couple of scenarios to choose from, or some world-building guidelines so it comes up with its own ideas.
But even now — if you just upload a particular scenario as .txt file and add relevant images as well, it is capable of doing a session fairly well.
For example with:
Attached is a Call of Cthulhu adventure (The Auction.txt), with the images from the scenario. Would you please do the game master for the game? I would be the only human player, though you might be required to generate and handle other characters as that scenario requires multiple players (suggestion: one of them a 23-year old rich dilettante occult-interested woman). Information about my character is attached (character.txt, I’ll have the values and handle the rolls if needed). You just take the role of the game master and let me play it, okay?
If you know Call of Cthulhu and some of its scenarios, I tried out «Dead Light», «The Auction», and «The Mauretania». The total conversation (words, characters) includes the post-scenario feedback.
Warning: Some spoilers.
ChatGPT managed «Dead Light» fairly well. The scene descriptions were fitting, the interactions were believable, though the tempo at times a bit rushed. It played the dead light like a shark, which surprised me. Positively. And it allowed for creative solutions, for example, driving with the van behind the diner to give the dead light another target, and leaving when it had locked in on another NPC. Or when my character deliberately remembered traumatic events to bait the dead light, it reacted in the right way. Total conversation was about 26819 words or 165230 characters.
In «The Auction», my character and the NPC companion were fast enough to get the thieves in the auction house. We also side-stepped most of the investigation, as the behavior description of the necromancer during the auction was much too obvious. We ambushed him at his home shortly after we had prevented the theft. Interestingly, ChatGPT did not intervene when we killed him and then offered his still cooling body to the ghouls he had summoned. I mean, dead body and ghouls arriving, really not looking for a fight with who knows how many ghouls, so why not offer them a carrot vs. a stick. Take the dead meat with our blessing but leave the clothes, or, well, there’s a burning Molotov in one hand and a readied 1911 .45 ACP in the other. And the companion had her Webley ready. Ghouls eat corpses, but they aren’t stupid. ChatGPT went with it and also handled the companion very well. Did not complain when we torched the place, though my character did alert the other occupants in time. Total conversation was about 32805 words or 204320 characters.
In «The Mauretania», it apparently took the scenario info and created its own version based on it. Though I also asked it to accommodate the relationship between my character and the NPC character from «The Auction», which might have changed things. It turned out to be surprisingly fun, as it allowed my companion and me to turn the boat journey into a courtship-to-marriage-on-ship story, while also preventing the theft of a mythos artifact. All without revealing ourselves as the ones who prevented the theft. By doing so we prevented a dangerous ritual and took out a cultist. Complete with social interactions, burglary, surveillance, and the like. When we broke into the cabin of one of the thieves and my character found his small revolver, I unloaded it and threw the bullets over board, but put everything back. Later, when stewards tried to corner him, he drew his revolver, pulled the trigger and «click», «click». Well, that was the end of him. Or when we found out where the stolen artifact would have been exchanged, we prepared to have eight sharpshooters nearby. The one who wanted to buy it had a dark reputation (cultist) according to the NPC companion. I gave her three options — 1. I pose as thief, 2. we stay hidden and let the buyer leave empty handed, or 3. we take him out. ChatGPT as companion opted to take him out. Upon confirmation from me, ChatGPT gave the scene description where the cultist was hit by three rifle bullets before my character rushed to him and double-tapped him in the head — plus three in the chest for good measure. A bit later, the NPC companion and my character entered the hotel to continue our honeymoon. Surprised me, ChatGPT is usually a bit more squeamish. Total conversation was about 54689 words or 338486 characters.
The only downside I see is that with longer scenarios («The Mauretania») the answer time goes down. It can take minutes until the answer is generated, though that might also have been a browser problem. Additionally, ChatGPT does most of the talking. I gave descriptions of what I do or what I say and ChatGPT played out what happened. But looking back at actual plays with humans, it’s the keeper who talks the most. So not it’s not surprising that here ChatGPT does most of the talking. And you can always ask it to stop and give you an option to act if certain things happen.
With «The Mauretania», I also had a conversation about the parameters of the game beforehand, e.g., which style, what to accommodate, etc. That made the scenario much more fun.
What is also interesting is that ChatGPT can give you an assessment of your player’s behavior and your own behavior — though as usual with a positivity bias. But still, very interesting.
So, overall, quite impressive and a lot of fun.
Excerpts
Dead Light
When talking with Emilia in the diner
…
Jake Burns cuts him off, pointing toward the windows.
“Look!”
Everyone turns.
Lightning flashes again.
And this time you clearly see it.
Out among the trees across the road.
Something moving.
A shape of pale silver light, about the size of a man, drifting slowly between the trunks like liquid floating in water.
It pulses softly — bright… dim… bright again.
The glow is wrong.
Not like a lantern.
Not like lightning.
Something about the way it moves makes your skin crawl.
Jake Burns whispers hoarsely:
“Dead light…”
For several seconds it lingers among the trees.
Then it begins drifting closer toward the gas station lot.
Emilia grabs the edge of the table.
“It found me,” she whispers.
The elderly couple stare in frozen horror.
The waitress — Mary — goes rigid behind the counter.
Sam Keelham stammers, suddenly unsure.
“What… what in God’s name—”
The light pulses brighter.
You feel something strange when you look at it.
A subtle pull.
As if your eyes want to keep watching it.
As if stepping closer might somehow make sense.
Your instincts scream that this thing is dangerous.
The glowing shape reaches the edge of the woods.
About 30 yards away now.
Still drifting toward the diner.
No one else moves.
What do you do?Me: I immediately force myself to look down a bit, so it’s in the periphery of my vision (still monitoring it, but breaking the attraction to it). I hold out my hand to Miss Webb. «Okay, Miss Webb. I don’t know what it is, but I don’t want to engage it if it can burn a person. Your grandfather kept it, he might have some information about how to trap it again. I know you do not want to, but we have to go back there. Because if that thing runs free, people will likely die.» I speak up so everyone can hear me: «I don’t know what that is, but if I were you, I would keep my distance.» I look for the back door out of the cafe and what I want to do is the following: Circumvent the dead light, so Emilia and I can get to the van without having to go closer to it.
The moment you lower your gaze slightly the strange pull weakens.
You keep the thing in the edge of your vision, enough to track it but not enough to stare directly into that unnatural glow.
Your instincts are right — something about looking at it too long feels… dangerous.
Emilia takes your hand immediately. Her grip is tight and cold but determined.
When you mention going back to the cottage, fear flashes across her face — but she nods.
“…yes… Grandfather might have… something…”
…
Having destroyed the «Dead Light» and done a citizens arrest of Mary
…
Outside the sky has begun to pale faintly with the first hint of approaching dawn.
The station lights hum softly.
The night that started this disaster is finally ending.
Mary shifts slightly on her knees, bound hands behind her back.
Her voice comes again, sharper now.
“Where are Clem and Billy?”
She looks from you to Emilia.
“Where are they?”
The room waits for your answer.Me: «The police will likely have questions, about how the men outside died. Perhaps the doctor had something in his house for … medical uses that spilled. Something that made things crazy for a while. Something that led to the two people outside dying when it reached the gas station. But whatever it was, it is now gone. Dispersed, and we might never find out what it was.» I take the .22, wipe off my fingerprints, then I give it to Emilia. «Keep an eye on Mary and call the police once the phones work again. But give me an hour or so to get away from here, okay? I really do not need a police investigation.» Then I bend down to Mary and whisper into her ear so only she can hear. «If it were up to me, if you had been the only one remaining here, I would have dragged you outside, doused you with gasoline and set you on fire … and watched you die, screaming in pain. Your little stunt killed three good people, and two idiots. If you do something like that again, you will yearn for that fiery hell that just passed you by. So when the police comes, you will confess everything, do your time, and then live an honest life. Do we understand each other?»
The diner is quiet enough that the soft hum of the electric lights and the distant drip of rain from the awning can be heard.
Your explanation lands heavily in the room.
The elderly couple listen carefully.
Teddy Brewer nods slowly.
Winifred presses a hand to her chest.
“Yes… yes that sounds sensible,” Teddy says after a moment. “Some sort of… chemical accident. Shock and burns. Perfectly plausible.”
He clearly wants to believe it.
Winifred adds quietly, “After tonight, I believe we’ll all be quite happy never understanding what truly happened.”
Emilia takes the revolver when you hand it to her.
She checks it with surprising steadiness, then keeps it pointed generally in Mary’s direction.
“I understand,” she says quietly to you.
Her voice carries gratitude — and something else: the calm that comes after surviving something unspeakable.
“The phones will work once the lines dry out or someone drives to Bolton. I’ll see to it.”
Then you kneel beside Mary.
The others cannot hear what you whisper.
Mary stiffens as you speak into her ear.
At first her jaw tightens with anger.
But as your words sink in, something changes in her eyes.
The bravado fades.
What remains is a very clear understanding that tonight could have ended very differently for her.
By the time you finish, she gives the smallest possible nod.
Not defiant.
Not submissive.
Just… understanding.
“Yeah,” she mutters quietly.
“…we understand each other.”
You stand.
The sky outside the windows is turning a faint steel gray now.
Dawn is coming.
Behind you Emilia says softly:
“Thank you… for coming along that road tonight.”
The elderly couple nod to you with quiet respect.
Outside the hill road leads away through the thinning rain.
No police yet.
No witnesses beyond the ones in this room.
Just the last hour of darkness before morning.
…
The Auction
(different Emilia than the one from «Dead Light», this one is an NPC controlled by ChatGPT, but a companion to the player)
Surprising the Necromancer in his basement (Emilia had previously already identified Hermes Cthonius as a cult, based on a medallion a dead ghoul thief wore)
…
Me: We approach the basement door quietly. Once there we listen, weapons in easy reach. What do we hear?You and Emilia move down the street quietly.
The neighborhood helps you.
The pavement is uneven. Wind moves faintly through the iron cemetery fence. Somewhere farther down the block a loose shutter taps softly in the breeze.
Normal night sounds.
Nothing to draw attention.
You approach the building from the shadowed side and stop beside the basement door Hunderprest used.
Old wood.
Iron latch.
Simple lock.
No light visible through the frame.
You both pause.
Weapons ready.
You lean slightly toward the door and listen.
Emilia mirrors you on the other side of the frame, revolver already drawn but kept low.
For several seconds you hear nothing.
Then—
A faint sound from inside.
Not footsteps.
A low murmuring voice.
Hunderprest.
Speaking slowly.
Rhythmically.
The language isn’t German.
Or English.
The cadence feels older.
Almost like chanting.
You catch a few fragments.
“…guide of the dead…”
“…Hermes Cthonius…”
“…open the way…”
The voice grows more intense.
Then something else.
A faint scratching sound.
Stone against stone.
From deeper below.
Not in the room behind the door.
Further down.
…
Me: I already picked the lock while listening, so now I nod at Emilia, draw my weapon and open the door. We both step quickly inside, backs to the door for quick escape, weapons drawn and aimed at Hunderprest if he’s in the room. If he is, I say controlled but well understood: «Stop speaking now or you die.»The final pin slips into place under your pick.
You glance once at Emilia.
She nods.
You push the door open.
…
(took another room to reach him)
…
The chanting stops instantly.
Hunderprest freezes.
Then he slowly turns.
His face in the candlelight looks worse than before.
Eyes wide.
Skin slick with sweat.
But the expression that spreads across his face is not fear.
It’s rage.
Pure, cold fury.
His eyes drop briefly to your gun.
Then flick to Emilia.
Then back to you.
Behind him the scratching sounds continue.
Closer.
A claw appears briefly on the edge of the stone opening.
Another.
The ghouls are climbing up.
Hunderprest smiles thinly.
“You are already too late.”
His hand moves.
Not toward a weapon.
Toward a rope hanging beside the pit.
A bell rope.
Something meant to be pulled.
If he reaches it—
Whatever is coming from below will arrive immediately.
Distance:
About 12 feet.
Your gun is steady.
Emilia’s revolver already trained on him.
The first ghoul’s fingers are visible over the edge of the pit now.
Hunderprest’s hand moves toward the rope.
What does Avery do?Me: I say «Shoot him» to Emilia and also take three aimed shots at Hunderprest. We both want to kill him. I have something planned for immediately afterwards, so short time frame move now.
The moment Hunderprest’s hand moves for the rope, you act.
“Shoot him.”
The Colt is already aligned.
You fire.Shot 1
The .45 cracks through the chamber.
The round slams into Hunderprest’s chest and throws him backward a step.
His hand jerks away from the rope.
His mouth opens in a strangled snarl.
But he doesn’t fall.
His fingers claw toward the rope again.Emilia
The Webley fires almost on top of your shot.
Her round hits lower, tearing into his side.
He staggers sideways, losing his footing near the edge of the stone opening.Shot 2
You fire again immediately.
The bullet strikes high.
Neck and jaw explode in a spray of blood.
Hunderprest collapses backward across the edge of the pit.
One arm spasms and knocks the rope aside without pulling it.
His body rolls halfway toward the opening.Shot 3
You step forward and fire the final shot.
The round enters his forehead.
The back of his skull strikes the stone edge as he drops.
He goes completely still.Silence
For one heartbeat the room is quiet.
Then—
A ghoul’s head rises over the edge of the pit.
Yellow eyes.
Needle teeth.
Another claw grips the stone beside it.
A second ghoul pushes upward behind the first.
They are climbing fast.
The chanting stopped.
But the summoning worked.
You estimate at least three… maybe more below.
They are seconds away from entering the room.
Emilia lowers her smoking revolver slightly and glances at you.
“Avery—”
The first ghoul pulls itself halfway onto the floor.
Your move.Me: I light a Molotov and indicate Emilia to do the same. But I train my gun at the ghouls and speak loudly: «By Hermes Cthonius, the guide of the dead, that body is yours. Take its flesh, leave its clothes — and then leave with our thanks and blessing.» How do the ghouls react? (If they approach I react, but tell me if they do.)
The first ghoul drags itself over the lip of the pit.
Its shoulders rise into the candlelight.
Grey skin stretched tight over bone.
Eyes shining yellow.
A second ghoul climbs behind it.
Then a third shape moves in the darkness below.
You strike the lighter.
The rag in the bottle flares to life with a soft whoomp.
Emilia does the same beside you.
Two small flames flicker in the room, reflected in brass candleholders and in the ghouls’ eyes.
They freeze.
Not from the fire.
From your words.
“By Hermes Cthonius, the guide of the dead…”
The name lands in the room like a dropped stone.
The first ghoul’s head jerks slightly.
It tilts its face toward you.
You see recognition there.
Or something very close to it.
These creatures are not animals.
They understand language.
You continue.
“…that body is yours. Take its flesh, leave its clothes — and then leave with our thanks and blessing.”
The ghoul’s nostrils flare.
Then its head slowly turns toward the body of Hunderprest lying beside the pit.
Blood spreads across the stone.
Fresh.
Warm.
The smell fills the room.
Behind the first ghoul another climbs up beside it.
Then another.
Four now.
But none rush you.
They are watching.
One of them lets out a low chittering sound.
Not aggressive.
More like… communication.
Then the first ghoul moves.
Not toward you.
Toward Hunderprest’s body.
It sniffs the air.
Then looks back at you again.
Your pistol is still aimed.
The Molotov burns in your hand.
The ghoul bares its teeth.
But it does not advance.
Instead it drags Hunderprest’s body closer to the pit.
Two others immediately crouch beside it.
They begin tearing into the corpse with efficient, practiced motions.
Exactly as you instructed.
Clothes ripped away.
Flesh taken.
The fourth ghoul remains watching you carefully while the others feed.
Emilia whispers without looking away from them.
“…Avery.”
“…that was either brilliant or suicidal.”
The feeding is fast.
Horribly fast.
Within seconds Hunderprest’s body is being pulled apart.
But the ghouls do not approach you.
Not yet.
One of them glances again toward the burning bottle in your hand.
Then back toward the pit.
They seem to be deciding something.
The fourth ghoul finally gives a sharp chitter.
The others respond.
The feeding stops.
Pieces of the corpse are dragged toward the pit.
One ghoul begins climbing back down carrying an arm.
Another follows.
The watching ghoul backs toward the edge of the opening last.
Still looking at you.
Then it gives a strange nod-like motion.
And disappears into the darkness below.
The scratching sounds fade.
Silence returns to the room.
The Molotov flames gutter quietly in your hands.
The stone floor is now smeared with blood.
But the pit is empty.
And the ghouls are gone.Me: I look at Emilia. «Let’s give them a moment. And let’s keep the Molotov’s ready. Just in case, though I do not think we need them.» I wait for 10 minutes, also listening in case anyone heard the shots, though I think that is also unlikely given that we are far inside a basement apartment. Once enough time has passed, I ask Emilia to make a quick assessment of the books in the library. Find the works that actually describe rituals or spells that work, anything dangerous. Put the books aside so we can take them with us. Meanwhile I check the clothes of Hunderprest the ghouls have hopefully left behind. What do we find?
You and Emilia hold your positions for a moment longer.
The Molotov flames burn low in the bottles. After a few seconds you quietly smother the rags against the stone floor rather than risk dripping gasoline in a room full of candles.
Then you wait.
Five minutes.
Ten.
The building above remains quiet.
No footsteps.
No voices.
No one heard the gunshots.
Between the thick stone walls, basement depth, and distance from the street, the shots never reached the outside world.
The scratching sounds from the pit fade completely.
The ghouls have gone.
…
The Mauretania
walking on the deck
…
When you quietly mention what you saw, Emilia glances once toward the priest walking along the deck.
She does not stare.
Her voice stays calm.
“A priest who spends time speaking with lower-deck passengers…”
She thinks for a moment.
“That could mean charity.”
Then a pause.
“…or conspiracy.”
She looks back toward you.
“Do you want to speak with him?”
The priest is now walking slowly along the deck rail, the ocean wind tugging lightly at his coat.Me: «Yes, let’s strike up a conversation. I was raised catholic, though I am not anymore. But I still remember enough of my upbringing to ask a few innocent questions and gauge him.» We then walk to him and strike up a conversation along the lines of «Ah, hello, nice to see a man of faith on this ship.» introduce ourselves, make small talk, with me asking innocent questions to assess whether he actually is a priest. (No hostility here, just some interest in faith. At that moment really interested in what he thinks and also watching him — and my surroundings — closely.)
You and Emilia walk casually along the boat deck until your path naturally intersects with the priest’s.
The wind is stronger here, the Atlantic stretching endlessly behind him.
When you greet him, he turns politely.
“Ah, hello, nice to see a man of faith on this ship.”
He studies you for a brief moment—just long enough to assess whether the remark is genuine.
Then he nods.
“Yes. Good morning.”
His accent is faintly Eastern European, though his English is perfectly understandable.
You introduce yourselves.
“Mr. Avery Stockton… Miss Emilia Whitlock.”
He inclines his head politely.
“Father Valentin.”
The small talk begins easily enough.Conversation with Father Valentin
You mention having been raised Catholic.
That immediately softens him.
“Many people drift away from the Church when they travel,” he says with a faint smile.
“The sea has a way of making people reflective again.”
You ask a few simple questions the way someone with a Catholic upbringing naturally might:
“Where is your parish?”
“Are you traveling to serve a congregation in America?”
He answers without hesitation.
“Mission work,” he says.
“Traveling between communities.”
The answers are plausible.
But Avery’s instincts keep working.Your read on him
Two things stand out.1. He knows Catholic structure… but only in broad strokes.
When you casually reference a particular diocesan structure that someone raised in the Church would normally know, his answer is vague.
Not wrong.
But… non-specific.2. His eyes keep scanning the deck.
Even while speaking with you.
Not constant.
But frequent.
Like a man keeping track of someone nearby.
…
nice moment of peace in the ship’s reading room
…
Me: I excuse myself for a moment, given that Emilia has a book and loves to read. Outside the library, I get a steward, ask him to get the photographer with his camera. Then I ask the photographer to take a photo of Emilia reading, doing so without her noticing it until the photo is taken. I tip both the steward and the photographer, the photographer also a bit more if he pulls it off. Once Emilia notices that she was photographed reading, I enter the library as well and tell her that she looks lovely while engrossed in reading and that I wanted to capture that moment.Emilia settles easily into the chair by the window, already half lost in the book she chose. The sunlight from the Atlantic glitters across the page, and the quiet of the reading room seems to suit her perfectly.
When you excuse yourself for a moment, she only nods absentmindedly, eyes still moving across the lines of text.Arranging the photograph
Outside the reading room you find a steward passing with a tray of newspapers. After a quiet word and a small gratuity, he nods understandingly and disappears down the corridor.
A few minutes later he returns with the ship’s photographer.
The man carries a compact camera and tripod case, clearly used to passengers asking for unusual pictures during a voyage.
You explain quietly what you want: a photograph of the woman reading by the window—natural, unposed.
The photographer grins.
“Those are usually the best kind, sir.”
He moves carefully to the doorway of the reading room, setting the camera without drawing attention.
Inside, Emilia is still reading, leaning slightly into the light from the window, one hand resting lightly on the page as she turns it.
For a moment the room is perfectly still.
The photographer clicks the shutter.
A soft mechanical sound.
Emilia looks up in mild surprise just as the camera lowers.The moment revealed
You step back into the reading room as she turns.
Her expression shifts from confusion to recognition.
“Avery…?”
Then she notices the photographer packing away his camera.
Understanding dawns.
She closes the book slowly.
“You just had me photographed.”
Not annoyed.
More… intrigued.
When you explain that she looked lovely absorbed in the book and that you wanted to capture that moment, she studies you for a second.
Then a slow smile appears.
“That is…”
She pauses, choosing the word carefully.
“…a remarkably thoughtful ambush.”
The photographer nods politely to both of you and leaves the room.
Emilia rests the book on her lap.
“You realize,” she says with dry amusement, “that now I must see this photograph.”
She tilts her head slightly.
“And if it is terrible, I shall hold you entirely responsible.”
But the warmth in her voice makes it clear she’s pleased.
…
trailing a suspicious ship’s purser in the cargo hold and listening in on a conversation, but being a high risk to be discovered if they leave the room, as the distance to the next cover is a bit too large
…
Me: Using my mechanical repair skill (which is excellent) and what is available, I want to make the door resist for a small moment when it is opened. Do something with the hinge or put some wood in a place where it blocks, but also in a way that it looks like a natural «just got stuck» effect. The idea is to give us at least the seconds to hide in the recessed area. I also make sure that I can quickly reach my gun and my knife, depending on the situation. While doing so we continue to listen to them, we also check behind us, the way we came from, in case there are more than these two involved. I also ensure that Emilia knows when to move quickly to the recessed area and indicate to her that when we are in it safely that I will get very close to her. The impression I want to give if we are discovered when they leave is that we are freaky passengers going for a quickie in a part of the ship they should not be for kicks (while also monitoring anyone who passes covertly in case they attack us — then we strike first).You move quickly but carefully.
The corridor is dim enough that your work won’t easily be noticed unless someone is looking directly at the hinge.
With your mechanical instincts it only takes a few seconds to improvise something subtle.
You find a small splinter of packing wood lying near a crate trolley and wedge it carefully near the lower hinge side of the door frame.
Not enough to jam the door.
Just enough that when it opens it will catch for a moment and require a slight push.
Anyone opening it will assume the door simply stuck in the frame for a second.
But those seconds will be enough.
You step back and give Emilia a small nod.
She immediately understands.
Her eyes flick toward the recessed section of wall with the cargo nets.
Position ready.
…
Footsteps approach the door.
You and Emilia move instantly to the recessed area.
The cargo nets provide just enough shadow to conceal you if no one looks directly inside.
You pull her close exactly as planned—close enough that anyone glancing your way would see two passengers engaged in something private rather than two people hiding.
Your champagne bottle and glasses reinforce the illusion.The door opens
The hinge catches exactly as intended.
The door sticks for a moment.
Then Pinkum pushes it open.
He steps out into the corridor.
Valentin follows.
They pause briefly in the hallway.
Pinkum glances down one direction.
Valentin checks the other.
For a moment Pinkum’s eyes sweep the corridor.
They pass over the recessed area.
He hesitates very slightly.
Then Valentin mutters quietly:
“Passengers.”
Pinkum exhales softly.
“Let them enjoy their voyage.”
They move away in opposite directions.
Pinkum heads deeper toward the cargo levels.
Valentin returns toward the service staircase leading up.
…
burgling the cabin of a thief (Harrington) and discovering a hidden revolver
…
Me: Okay, I quickly unload the revolver and take the bullets with me. Next opportunity they go over the railing into the ocean. Put everything back as it was, leaving no trace we were here (save if he notices the documents are missing). Then we leave, I close the door and lock it again. Then we stroll back up to the first class (bullets over the railing when not observed) and we head to the writing room to prepare the letter for the count.You move efficiently.
The revolver from the hidden compartment is a small pocket model—nothing special, but perfectly serviceable. You open the cylinder, slip the cartridges out, and pocket them.
The empty revolver goes back exactly where you found it.
Panel closed.
Desk straightened.
Briefcase placed exactly as before.
Nothing out of position except the missing contents.
Emilia watches the corridor while you finish.
Clear.
You open the door quietly, step out, and close it again behind you.
The lock turns easily under your picks.
Click.
Cabin B-12 is secured again.
later when the thief is apprehended
…
Harrington
He is eating slowly.
Too slowly.
The man is aware of the room.
You notice:
– his eyes occasionally scanning the dining hall
– his back positioned toward the wall
– his coat hanging over the chair in a way that could conceal his hand reaching inside itHe hasn’t reacted yet.
Which suggests he has not noticed the officers watching him.
Yet.The officers move
One of the officers stands.
He says something quietly to the steward.
The steward nods and moves off toward the side entrance of the dining room.
The officer walks calmly across the floor.
Not toward Harrington directly.
Instead he circles from the opposite side.
Classic containment.
They are trying not to alarm the room.
Emilia whispers without looking up:
“They’re closing the net.”
You count silently.
Five seconds.
Ten.Harrington notices
The moment arrives.
Harrington lifts his wine glass.
His eyes flick toward the approaching officer.
Then toward the steward coming from the side.
You see it instantly.
The recognition.
The calculation.
The man knows.
His right hand moves toward his coat.
Fast.
Very fast.
The dining room is about to explode into motion.Me: I let him draw as I suspect he will aim at a steward, but the second I hear a shot, I draw and — if the line of fire is clear — take three shots at him. But I hope that instead I only hear a click. What happens?
You see the moment the decision is made.
Harrington’s hand moves under the coat draped over his chair.
Too fast for a casual gesture.
Too deliberate to be anything but a draw.
The officer approaching him sees it too.
“Sir—”
But Harrington is already rising from his chair.
The revolver comes up.
Small frame.
Pocket model.
Exactly the one you unloaded.
He aims toward the officer closing from the left.
And pulls the trigger.
Click.
For a fraction of a second the entire dining room freezes in confusion.
Harrington stares at the revolver.
He pulls the trigger again.
Click.
The realization hits him.
His gun is empty.
surprising the person who would have bought the stolen mythos idol
…
“That’s Blackwood.”
The name from the telegram.
Blackwood checks his watch.
Then looks toward the pier entrance.
Clearly waiting for someone.
For the delivery.
The idol.
Which never arrived.
Emilia whispers beside you:
“So the buyer came after all.”
Blackwood signals his men to begin unloading something from the motorcar.
A crate.
Large enough to carry something valuable.
Or something dangerous.
Your riflemen hold their positions.
Blackwood and his men are now exposed in the open.
The final move is yours.Me: I look at Emilia. «So, no police. Either we handle it, or no one will. I see three options: First, I pose as Harrington’s agent, claiming that Harrington did not make it but he is intent on making the deal, so he made precautions. But that would only give me little insight into what Blackwood wants and it blows the second he realizes I do not have the idol. I rather not expose myself this way. Second, we continue to watch, they will likely leave when no-one arrives. Problem averted for a moment. Third, we wait until they prepare to leave, then we take them out. Criminal exchange at the harbor gone wrong will be the likely cover story, one dangerous player removed from the board. I don’t like it but you mentioned that Blackwood had a very negative reputation, and that are the kinds of people who can tilt the world into disaster. What do you think?»
Emilia studies the scene through the small field glasses Doyle handed her.
Blackwood stands near the motorcar speaking with one of his men. Another man checks the street entrance to the pier from time to time. They are clearly waiting for someone who has not yet arrived.
After a long moment she lowers the glasses and answers you quietly.
“Your first option is too dangerous.”
She nods slightly toward Blackwood.
“If he is who I suspect, he will notice very quickly that you do not have the idol.”
She considers the second option.
“Watching them leave would avoid bloodshed.”
Another pause.
“But it leaves Blackwood alive, still searching for the idol, and perhaps still hunting whoever interfered with the transfer.”
Her gaze returns to the pier.
“Men like that rarely stop.”
Then she addresses the third option.
“If they leave this pier today, they will vanish into New York.”
Her tone remains calm, but the meaning is clear.
“This may be the cleanest moment to end his operation.”
She glances toward Doyle and the riflemen positioned across the roofs and warehouses.
“You brought professionals.”
“Blackwood’s men are exposed.”
“No civilians nearby.”
The pier traffic has thinned around the warehouse while the motorcar waits.
She finally meets your eyes again.
“If we act, it must be quick.”
“Blackwood first.”
“The others immediately after.”
Doyle has been listening without interrupting. When Emilia finishes, he speaks quietly.
“Clear lines of fire from both rooftops.”
He gestures toward the motorcar.
“Your call, sir.”
Below, Blackwood checks his watch again and looks impatiently toward the pier entrance.
He is still expecting a delivery that will never arrive.Me: Okay, my level of respect for my wife has just increased, even though I thought it was already at maximum. She is able to make hard decisions. I smile at her. So here’s how it’s going down: I give Doyle the command to fire, take out Blackwood first, multiple sharpshooters, same time. I want overkill. No idea how powerful he is, so let’s make sure. Other sharpshooters dealing with his entourage. Take them down quickly. Overwhelming force. Once they are down I act quickly, as the shots will alert police eventually (it’s New York in the 1920s, so who knows). I race over to Blackwood, double tap him in the head with my .45 ACP, three shots in the chest just to make sure (heart area), then quickly search him and take everything immediately relevant (that includes rings, pendants, papers, notebooks, whatever), then doing a quick sweep of the car and the crate. I ask Emilia to check the car while I check Blackwood. We are both wearing gloves and ensure that we do not leave fingerprints and I never touch pendants or whatever with my skin. That stuff goes into my messenger bag quickly. We go in, gather information, and get out. Doyle’s men vanish once Blackwood and his men are dead, Doyle then picks us up with a car. He should arrive when we are done. I relay the plan quickly and if no one objects, that’s how we do it. How does it play out?
Emilia listens to the plan without interrupting.
When you finish, she gives a single decisive nod.
“Fast and final,” she says quietly.
Doyle has already begun signaling his men across the rooftops.
You notice the efficiency immediately. These are not amateurs. Each man shifts position slightly, settling rifles on parapets and crate edges.
Through the glasses you see Blackwood again check his watch.
He says something impatiently to one of his men.
None of them are looking upward.
None of them are looking toward you.
They are still waiting for Harrington.The Signal
Doyle looks at you.
You give the nod.
He raises two fingers.
Then drops them.The Shots
The rifles crack almost simultaneously.
Not one shot.
A volley.
Blackwood jerks violently as the first round strikes him squarely in the chest.
Before his body even begins to fall, two more bullets hit him.
One of his men spins and collapses against the motorcar.
Another drops beside the crate he was unloading.
A fourth man tries to reach for his weapon—
A second volley from the opposite rooftop cuts him down before he can draw.
The entire exchange lasts less than three seconds.
Dockworkers further down the pier dive for cover, shouting in confusion.
Someone begins yelling for the police.
But the kill zone around the warehouse is already silent.
Blackwood lies motionless beside the motorcar.The Sweep
You and Emilia move immediately.
Gloves on.
Messenger bag ready.
You reach Blackwood first.
Even before the double-tap you can see the rifle fire has already done catastrophic damage. The man is dead.
Still, you confirm it the way soldiers do.
Two rounds through the head.
Three into the chest.
No movement.
Emilia moves to the motorcar, quickly checking the seats and the glove compartment.
You search Blackwood.
…
Example for ChatGPTs Assessment (The Mauretania)
What you and Emilia accomplished across the voyage and at the harbor forms a complete arc:
– You prevented the theft of the idol aboard the Mauretania.
– You exposed the smuggling network on the ship.
– You identified the buyer.
– You followed the trail to New York.
– You eliminated Blackwood and obtained evidence about the larger organization.
– You secured documents pointing to a broader cult network.That is exactly the sort of place where a Call of Cthulhu scenario ends and a new one begins.
Evaluation of Avery (the character)
Avery was an excellent investigator.What Avery did very well
Situational awareness
You constantly monitored:
– exits
– body language
– security threats
This is rare in many RPGs but extremely appropriate for CoC.Subtle investigation
You avoided:
– obvious questioning
– revealing yourselfExamples:
– asking the clerk about Harrington
– using stewards for information
– letting others talk
That’s exactly how investigators survive in Call of Cthulhu.Strategic thinking
You repeatedly worked two or three steps ahead:
Examples:
– planning cover stories
– preparing escape options
– setting up riflemen in New York
– planting letters anonymously
That’s very strong play.Use of social camouflage
Your “romantic couple” cover was brilliant.
It allowed you to:
– follow suspects
– hide in plain sight
– explain suspicious behavior
That’s classic espionage technique.Removing Harrington’s bullets
This was probably the single smartest tactical action in the entire scenario.
It:
– prevented a gunfight
– avoided civilian casualties
– allowed the officers to arrest him cleanly
Extremely elegant.What Avery could improve
Very little, honestly.
Two minor things:Slight overconfidence in violence at the pier
The rooftop rifle plan was effective but extremely lethal.
A cautious investigator might also have considered:
– involving police anonymously
– letting Blackwood expose himself further
But given the cult risk, your choice was reasonable.Occasional risk-taking near suspects
A few moments (following Pinkum closely, cargo hold entry) could have gone very badly.
But that’s part of the genre.Overall Avery was:
Competent, observant, and decisive — a very strong CoC protagonist.Evaluation of you as a player
You were a very strong investigative player.
Some highlights.What you did exceptionally well
You thought like a real investigator
Many players treat scenarios like puzzles.
You treated it like a living situation with consequences.
Examples:
– watching behavior
– analyzing bodyguards
– noticing social cues
– building contingency plans
That’s excellent roleplay.You used environment and NPCs intelligently
Examples:
– stewards
– bartender
– photographer
– passenger gossip
You extracted information without forcing scenes.You collaborated with the GM
You often asked:
– clarification questions
– layout questions
– tactical context
That made the scene clearer and improved play.You respected character tone
You kept Avery consistent:
– competent but not reckless
– protective of Emilia
– socially aware
– thoughtful
That’s very good roleplay.You balanced romance and investigation
The relationship with Emilia never derailed the story.
Instead it:
– deepened character motivation
– created emotional stakes
That’s rare and very effective.What could improve (minor things)
Occasionally planning too far ahead
You sometimes built very complex contingency plans.
That’s not bad, but in RPGs:
– the situation often changes quickly
– simpler plans can be easier to executeSlightly over-detailed tactical control
Sometimes you described every step of a plan.
That’s good realism, but it can slow pacing slightly.
A good rule is:
detail when risk is high, summarize when risk is low.But overall:
You played very well.
This was a long scenario and you maintained:
– consistency
– logic
– immersion
throughout.Final verdict
If this were a real Call of Cthulhu session, I’d say:
– Investigation success: very high
– Player engagement: excellent
– Roleplay: strong
– Tactical thinking: very strongAnd you ended the scenario with:
– the cult disrupted
– the artifact secured
– the conspirators stopped
– and a marriage.That’s a pretty remarkable outcome for a Mythos adventure.
Overall, highly interesting.