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@@text-align:center;font-family:impact;font-size: 200%;
The Call of Innsmouth
<img src="https://mcrassus.files.wordpress.com/2015/09/innsmouth-waterfront_small.jpg" width="75%" height="75%">\
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@@text-align:center;
by Tripper McCarthy
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@@text-align:center;
[[New Game|Lovecraft Quote]] [[Credits]]
@@''Written and Programmed by:'' Tripper McCarthy
''Graphics:''
<a href="https://mcrassus.files.wordpress.com/2015/09/innsmouth-waterfront_small.jpg">Innsmouth Waterfront, HP Lovecraft – Concept Art</a> by <a href="https://mcrassus.wordpress.com/about/">Mihail Bila</a> is licensed under <a href="https://creativecommons.org/licenses/by/3.0/legalcode">Creative Commons Attribution 3.0</a>
<a href="http://blog.hostbaby.com/2014/10/25-free-website-backgrounds/">Background Image</a> by Chris Bolton is free without any license restrictions.
<<return "Back to Game">>"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown."
H. P. Lovecraft
[[Continue->Detective Office - Start]]<<include "Detective Office - Header">>
<<include "Harper Boarding - Reset">>\
<<include "First National - Reset">>\
<<include "Miskatonic - Reset">>\
<<include "Traveling - Reset">>\
<<include "Innsmouth Square - Reset">>\
<<include "Gilman - Reset">>\
<<include "Zadock - Reset">>\
“My son’s name is Lawrence, Lawrence Murphy, and I think something dreadful happened to him!”
Mrs. Murphy, or Betty as she insists on being called, sits in your rundown office on Arkham’s Upper East side. She has pale skin creased with deep lines, testament to a hard life. Her clothes are obviously secondhand, as old and worn out as she is. Her gray-streaked hair is pulled back tight, a few solitary strands sticking out at odd angles. You can tell from the circles under her eyes that she’s been crying.
You repeat your question about how long her son has been missing. From your experience as a private dick, anything over two weeks isn’t good. The person has either skipped town for a better life or found their way to a place there's no coming back from.
“It’s been two weeks last Sunday,” replies Betty. “My sweet Lawrence always visits me on Sundays. He brings me fresh produce from work and we walk down by the park near Miskatonic University." A smile of happier times brightens her face.
It doesn’t last long.
"But I've not seen or heard a word from him in over two weeks. No one has! Something's not right. This ain’t like him, Mr. DuVrey. He would never just up and leave without telling me.”
Betty starts to tear up, producing an old handkerchief to dab the wetness from her eyes. You stir in your seat uncomfortably and give your potential client a moment to compose herself.
[[Continue->Detective Office - Missing Wedding Ring]]@@background-color:#665015;padding:5px;text-align:center;font-family:impact;font-size:125%;
Arkham - Detective Office
@@<<include "Detective Office - Header">>
Betty settles down and puts her handkerchief away. You notice her attention is momentarily captured by the sight of her own ring finger. A slight but unmistakable discoloration gives away the tell-tale sign of a wedding band worn long ago. Betty stares at the missing band intently, and a grave look overcomes her.
“Something foul has happened, Mr. DuVrey. Something... evil.”
[[Continue->Detective Office - Back Story]]<<include "Detective Office - Header">>
You've seen cases like this before, and they never end well. There's probably more to this missing kid than the mother knows or wants to know. Some doors shouldn’t be opened.
But you will take this case, like all the others, for one simple reason: you need the money. The agency your office is affiliated with requires its fees and there is no sliding scale based on the class of your clientele. While Betty isn't the upscale client investigators dream of landing, you know her type. Mothers like her always have something stashed away for an emergency.
Too bad it won't get her what she wants. Everyone wants to know what happened; they want answers. They think it will make things better, let them move on.
It never does.
[[Ask Betty about her son->Detective Office - Ask About Lawrence]]<<include "Detective Office - Header">>
"Lawrence is 19 years old," answers Betty. “He was born right here in Arkham, Massachusetts, on April 30, 1906. I brought a recent picture if it helps."
Betty hands you a small brass locket containing a portrait of her son. Dressed in a plain suit and dress hat, such a professional portrait must have cost a pretty penny for the likes of Betty. Looking at Lawrence’s face, a couple of odd features stand out. His head seems a little too narrow, with a sloping forehead and flat nose. Not exactly a looker.
[[Ask about any family or friends->Detective Office - Family and Friends]]<<include "Detective Office - Header">>
"No brothers or sisters," Betty replies. “His father and father’s family… have never been in the picture. I don’t know about any friends. There was one slow fellow at his boarding house, I think his name was Will, who follows Lawrence around like a lost puppy. Lawrence also mentioned another boarder by the name of Johnny Abilson. Never met him, so can't say much. The boarding house where Lawrence lives is down on New Harbor, south of Miskatonic University."
Betty hands you an address on a slip of paper.
[[Ask where Lawrence works->Detective Office - Place of Employment]]<<include "Detective Office - Header">>
"He's a stock boy down at the First National Grocery over on Maple. Been working there about six months. Seems like a good place with a decent boss. I think Lawrence likes working there.”
You make a note of his current place of employment.
[[Ask if Lawrence was in any trouble before his disappearance->Detective Office - Ask About Trouble]]<<include "Detective Office - Header">>
You phrase your question as delicately as possible, while still conveying the importance of candor. Most assume mothers don’t know about the seedier sides of their children. In fact, they often do; they just don’t want to talk about them.
Betty takes her time answering, struggling with her sense of propriety. Her need for answers finally wins out over any social misgivings.
The answer you get is not what you were expecting.
"It's that town I tell you… cursed Innsmouth!” Betty spits out the name in disgust. You give her a confused look, explaining that you’re new to Arkham and don’t know many of the smaller towns in the area.
“Consider that a blessing, Mr. DuVrey,” continues Betty. “Innsmouth is a small town, north of Arkham, up along the coast. Few travel there and folks don’t talk much about it, except in whispers.
“The place is evil, I tell you! The people are cursed and the town reeks of Satan. Some say the place gives a queer call, tempting the pure to renounce the Lord. If you’d seen what goes on there at night...” Betty cuts off her answer mid-sentence, a look of fear in her face. You have the distinct impression that she knows more than she is willing to tell.
“Anyhow, Lawrence always had an unhealthy hankering for that God forsaken place. I have no idea where he first learned about Innsmouth. He was always asking questions folks know better to leave alone. He wanted to go up there once, but as God is my witness, I wouldn’t let him. I finally stopped all talk of the place.
“Mr. Duvrey, that town has something to do with my poor Lawrence’s disappearance. I feel it in my soul."
The idea that there is an evil town infested with Satanists on the East Coast seems, to put it mildly, ludicrous. However, Betty does seem pretty adamant in her belief. Who knows, maybe the kid is in Innsmouth?
[[Conclude interview->Detective Office - Conclude Interview]]<<include "Detective Office - Header">>
You finish with some standard questions, inform Betty that you will start looking into her son’s whereabouts, and escort her to the door. Betty gives you a gentle squeeze of the arm in appreciation. As she exits your office and heads down the hall, you ponder everything you have learned.
A young man, out on his own, who disappeared two weeks ago isn’t the most unusual story. Your gut tells you to trust your initial instinct: he either skipped town, is in some serious trouble, or both. Hitting the pavement and talking to some folks who know him should sort this out.
But what to make of this crazy talk about an evil town calling out to the innocent? While you don’t put much stock in curses and evil powers, it’s possible Lawrence made his way up to Innsmouth. According to the mother, the kid has an unusual fascination with the place. Maybe he went for a visit and ran into some trouble?
You decide your first stop should be Lawrence’s last known place of residence. Maybe someone there can shed some light on his whereabouts.
[[Head to Lawrence's boarding house->Harper Boarding - Arrival]]<<include "Harper Boarding - Header">>
<<include "Harper Boarding - Reset">>\
You stand outside the Harper Boarding House for men, the last known residence of Lawrence Murphy. Places like this are a common sight these days. Factories need cheap laborers, and cheap laborers need somewhere to live. Like the efficient factories these establishments serve, this three-story brick building maximizes occupancy over amenities. The bleak building, with its tiny windows and large iron door, represents a holding cage for the human labor which powers industry.
Two small plots of grass, divided by a cement walkway leading to the main door, sit in front of the building. On the left patch of grass a thin man smoking a cigarette leans up against a wall. He is wearing dark-blue overalls and a white shirt rolled up at the sleeves. His face is partially hidden by a shadow cast from a cap on his head. When he takes a drag from his cigarette, the embers light up his face revealing a piercing gaze directed your way.
Across from the smoking man on the other plot of grass sits a man picking dandelions and blowing them to the wind. While in his mid-to-late twenties, the man radiates a child-like demeanor. He smiles and giggles as bits of dandelion dance in the breeze around him.
As you consider whether to talk with either of these men, the large front door suddenly opens.
[[Continue->Harper Boarding - Habiscott Entrance]]@@background-color:#665015;padding:5px;text-align:center;font-family:impact;font-size:125%;
Arkham - Harper Boarding House
@@<<set $investigate_lawrence_opinion = false>>\
<<set $investigate_lawrence_room = false>>\
<<set $investigate_lawrence_residence = false>>\
<<set $investigate_lawrence_innsmouth = false>>\
<<set $johnny_boarding = false>>\
<<set $johnny_lawrence = false>>\
<<set $johnny_works = false>>\
<<set $johnny_innsmouth = false>>\
<<set $johnny_innsmouthers = false>>\
<<set $johnny_girl = false>>\
<<set $will_friend = false>>\
<<set $will_woman = false>>\
<<set $will_learn_about_woman = false>>\
<<set $will_work = false>>\
<<set $will_farewell = false>>\
<<set $will_innsmouth = false>>\<<include "Harper Boarding - Header">>
A loud, boisterous woman, whose physical size equals her bombastic voice, barrels out the front door and down the walkway. She wears a frumpy, long-sleeved wool dress. Sweat glistens on her flushed red face. Her expression is all scrunched up in displeasure, as if she’d taken a bite out of something sour.
"Men's house my arse!," she exclaims to no one in particular. "It's a house full of bleeding children if you ask me.”
The woman's roaming glare lands on the smoking man to your left. "And I best not find any more butts in your room, Johnny, or it's out on the street for you!" Johnny takes in a long drag on his cigarette, exhaling a cloud of smoke in response. You notice that his eyes, despite the threat from the woman, are still locked on you.
A spurt of giggling draws the woman's ire to the man seated on the grass. Moving with more speed than you would have expected from her size, she hustles over to the seated man and slaps him hard across the head. The man lets out a frightful cry, cowering before his tormentor.
"And I've told you, you stupid, lazy invalid, to stop picking all the grass! Mr. Harper’s not made of money, and he doesn't particularly like you digging up the little bit o' nature we have. And don't think the stipend from the city for taking in your sorry arse makes you special. I just as much have you freeze to death on the streets with the other pinheads and freaks.”
[[Continue->Harper Boarding - Habiscott Confronts You]]<<include "Harper Boarding - Header">>
"And what do you want?" the woman growls as she acknowledges your presence. "There's no more rooms available. And if you're here to peddle your wares, you'll rue the day you crossed paths with Edwina Habbiscott!”
[[Tell her to mind her own business->Harper Boarding - Mind Your Own Business]]
[[Ask if Lawrence Murphy is in->Harper Boarding - See Lawrence]]
[[Ignore her and walk inside the building ->Harper Boarding - Ignore Her]]<<include "Harper Boarding - Header">>
Mrs. Habbiscott is not impressed. She steps in front of you blocking your path to the door. A vicious smile crosses her face, giving you the impression that a violent encounter would suit her just fine.
"What goes on in the Harper Boarding House for men is my business. You don't take another step until you tell me yours.”
[[You're not impressed; keep going->Harper Boarding - Press On]]
[[Apologize and de-escalate the situation->Harper Boarding - Apologize]]<<include "Harper Boarding - Header">>
A look of disgust erupts on Mrs. Habbiscott’s face. "That deadbeat? I haven't seen him for the past two weeks, and he's overdue on his rent to boot. Just took off one day, God knows where, and never came back. Like I'm running some sort of charity house!"
That timeline is consistent with the last time Ms. Murphy saw her son. You ask whether you can see Lawrence’s room.
"Ha!" exclaims Mrs. Habbiscott. "Why on earth should I let you rummage around through his things? If you're looking for money, there ain’t any. I already looked."
[[Tell her you are a concerned friend->Harper Boarding - Friend of Lawrence]]
[[Tell her you are working a missing person's case for his mother->Harper Boarding - Investigator]]<<include "Harper Boarding - Header">>
You decide you don't have time for this dreadful woman, and begin to walk around her towards the front door. Ms. Habbiscott steps in front of you blocking your path. A vicious smile crosses her face, giving you the impression that a violent encounter would suit her just fine.
"Are you deaf Mister? You don't take another step until you tell me your business.”
[[You're not impressed; keep going->Harper Boarding - Press On]]
[[Apologize and de-escalate the situation->Harper Boarding - Apologize]]<<include "Harper Boarding - Header">>
You've encountered far more menacing figures than this overweight bully. Giving her a brief hard stare, you make your way around her and continue heading for the door.
Out of the corner of your eye you see what appears to be a rolling pin suddenly appear in Mrs. Habbiscott's left hand. As you begin to ponder why on earth she is walking around with a rolling pin, a flash of brown blurs your vision as a hard wooden surface smacks into your forehead. A galaxy of stars explode around you as you fall face first to the ground.
[[Continue->Harper Boarding - Regain Consciousness]]<<include "Harper Boarding - Header">>
There's something in the woman's demeanor that warns you to be wary. You assume she must be the manager of this boarding house and thus has some experience dealing with unruly men. It's probably best not to push her.
You apologize for your intrusion and Mrs. Habbiscott settles down a bit. You do notice a slight hint of disappointment from her that a confrontation is no longer imminent.
[[Ask if Lawrence Murphy is in->Harper Boarding - See Lawrence]]<<include "Harper Boarding - Header">>
You notice the child-like man sitting on the grass takes notice when you mention you are a concerned friend of Lawrence. Unfortunately, he seems to be the only one that shows any concern. Mrs. Habbiscott is less than moved.
"You know, all you types have a sad story to tell: I got hurt at the factory, I'm too sick to work, my poor ailing mother needs money for medicine. Nothing but a bunch of excuses while the rest of us have to keep making a go of it. Your friend, if he even is your friend, up and left owing four weeks of back rent. Where is the sad story for me, having to deal with deadbeats like him? No, it's always them that want all the pity. Bleeding disgusting!
"Besides, I sold what little he left of value and burnt the rest. There ain't nothing left for you to get your greedy hands on. So go and get off my property!"
With that, Mrs. Habbiscott storms back in through the front door, slamming it behind her.
[[Continue->Harper Boarding - Simple Will Beginning]]<<include "Harper Boarding - Header">>
"His mother has money to hire an investigator, yet her son doesn't have enough to pay rent? Either you're the worst paid investigator I ever heard of, or that family is like all the other deadbeats I know. No money for the essentials but more than enough for frivolity."
You protest that looking for someone’s son is not frivolity and she should show a little concern for her tenant.
"Concern! What about the rent I've got to turn over to Mr. Harper? You know what happens when I come up short? I gotta pay out of my own pocket! And in my experience, if a man skips town, he‘s either up to no good or running away from some no good he's done.”
<<include "Harper Boarding - Investigate Questions">>
<<include "Harper Boarding - Header">>
You don't know how long you have been unconscious. Laying on the ground, you can hear the sound of the city around you. As you open your eyes and the world starts to take focus, you see a man standing over you. He offers his hand in assistance.
You recognize the man as Johnny, the tenant Mrs. Habbiscott was cross with earlier. Taking his hand, he helps you onto your feet.
"Shoulda warned you that Mrs. Habbiscott always carries around that damn rolling pin. She whips that thing out with such speed I'd swear she practices it before bed every night."
Gingerly you feel a large lump forming on your brow. You scold yourself for taking such brash action. At least your rescuer might have some pertinent information about your case.
[[Continue->Harper Boarding - Johnny Intro]]<<include "Harper Boarding - Header">>
Johnny leans against the boarding house wall about midway down the alley. He is crushing a cigarette butt onto the ground with his foot while he pulls out another and lights it. He leans back, waiting for the questions he expects you will ask.
<<include "Harper Boarding - Johnny Questions">><<include "Harper Boarding - Header">>
The information that everything Lawrence left behind was either sold or burned puts a damper on the hopes of solving this case. You could probably ask around and see if any of the other tenants knew Lawrence or had any idea of where he went. Of course going inside the building, or hanging around outside, would probably result in another confrontation with Mrs. Habbiscott. That's something you would prefer to avoid.
You look for the smoking man, Johnny, who had been eyeing you since you arrived. Unfortunately, sometime during your confrontation with Mrs. Habbiscott, Johnny decided to be somewhere else. He is nowhere to be seen.
As you make your way to leave the boarding house property, a voice from behind calls out to you.
"Hey Mister! You really a friend of Lawrence?”
[[Continue->Harper Boarding - Simple Will Intro]]<<if $investigate_lawrence_opinion isnot true>>\
[[Ask her opinion of Lawrence->Harper Boarding - Mrs. Habbiscott Lawrence]]
<</if>>\
<<if $investigate_lawrence_room isnot true>>\
[[Ask to see Lawrence's room->Harper Boarding - Mrs. Habbiscott Room]]
<</if>>\
<<if $investigate_lawrence_residence isnot true>>\
[[Ask to talk to some of the residents->Harper Boarding - Mrs. Habbiscott Residents]]
<</if>>\
<<if $investigate_lawrence_innsmouth isnot true>>\
[[Ask about Innsmouth->Harper Boarding - Mrs. Habbiscott Innsmouth]]
<</if>>\
<<if $investigate_lawrence_opinion is true and $investigate_lawrence_room is true and $investigate_lawrence_residence is true and $investigate_lawrence_innsmouth is true>>\
[[You've heard enough->Harper Boarding - Mrs. Habbiscott End]]
<</if>>\<<include "Harper Boarding - Header">>
<<set $investigate_lawrence_opinion = true>>\
"My opinion? He's a deadbeat, that's my opinion! Just like all the other low lives and leechers that inhabit this city. Spend their money on easy women and bootlegged liquor while the rest of us hard working folks have to clean up the mess they leave behind." Mrs. Habbiscott exhales in frustration, looking at Johnny as a perfect example to rest her case on.
"And that Lawrence! The last month he was here, he'd leave early in the morning and not come back till almost midnight. Heaven knows what he was up to!
"Had the nerve of showing up one day with some rich girl hanging on his arm. Like we're some brothel where high-class ladies can get their 'working man' itch scratched. And she was an Innsmouther to boot!”
<<include "Harper Boarding - Investigate Questions">><<include "Harper Boarding - Header">>
<<set $investigate_lawrence_room = true>>\
"You want to see his room so you can go through his things? See if there's anything left of value?"
You avouch a professional interest only in his belongings.
Mrs. Habbiscott gives you a sarcastic snort in response. "Likely story. Anyway, you're already too late. I sold anything of value, what little there was. The rest I burned.”
<<include "Harper Boarding - Investigate Questions">><<include "Harper Boarding - Header">>
<<set $investigate_lawrence_residence = true>>\
"You want to pester my boarders with questions about a missing deadbeat? I think not. You take one step inside this building and you'll be regretting it.
"And don't think about hanging around outside, pestering people either. I'll be keeping my eye on you. If you do, the police will be the least of your problems.”
<<include "Harper Boarding - Investigate Questions">><<include "Harper Boarding - Header">>
<<set $investigate_lawrence_innsmouth = true>>\
"Speaking of that cursed town is bad luck. I've lived here my whole life and never heard nothing good come out of that place. The people are all queer looking and hunched over, like they fear the Almighty above. And they smell something awful, let me tell you.
"That deadbeat Lawrence had the nerve to bring one of them around here once. She was pretty, I'll give her that. Not like most Innsmouthers. She might have been easy on the eye, but her soul was rotten.
"I tell you the Lord put a curse on that place and all who live there. They're up to something mighty evil if you ask me. Ran God fearing people out years back. Nothing but devil worshippers left."
Mrs. Habbiscott breaks from her doomsaying with a disgusted look in her face. "Don't know why I'm telling this to the likes of you. I will say this though: if Lawrence got himself mixd up with Innsmouth, then God have mercy on his soul!”
<<include "Harper Boarding - Investigate Questions">><<include "Harper Boarding - Header">>
"If that's all the nosy questions you have today, I'll get back to my business, and I suggest you get back to yours." The hard stare Mrs. Habbiscott gives you leaves little room for misinterpretation; she wants you gone.
With that, Mrs. Habbiscott walks over and grabs the seated man by the ear and begins dragging him towards the door. Even though he is easily twice her size, he cowardly hunches over, letting Mrs. Habbiscott drag him about as he screams like a child. They disappear behind the front door which slams with a deafening boom.
[[Continue->Harper Boarding - What Learned]]<<include "Harper Boarding - Header">>
You now have more information than you started the case with. It's clear that Lawrence's fascination with Innsmouth compelled him to visit there at some point. That might account for the long days when he was absent from dawn until almost midnight. He either met the Innsmouth girl there or crossed paths with her when she was visiting Arkham. Either way, his fate seems to be entangled with that ominous town.
As you begin to leave Harper's Boarding House, you notice Johnny standing at the entrance of an alley that runs between the boarding house and the next building over. He beckons you to follow him with a nod of his head, before disappearing down the alley.
[[Continue->Harper Boarding - Johnny Intro]]<<include "Harper Boarding - Header">>
The man you saw picking daisies earlier stands up as you approach. If he had seemed child-like and whimsical in his mannerisms, the sheer size of him leaves quite a different impression. He has to be at least six feet five inches tall, weighing in well over 300 pounds. His hands are the size of catcher's mitts and his feet are so big you are surprised there exists a pair of shoes that fit him. Wearing a massive pair of worn coveralls, this is someone you definitely wouldn't want to anger.
"My name's Will," the big man says as he envelopes your hand in a surprisingly gentle handshake. "People sometimes call me Simple Will, but that's not nice. Most people are nice. I like that. But Mrs. Habbiscott, she's bad. I don't like her. Not one bit.”
While the physical size of Will still seems a bit intimidating, the gentle, innocent smile on his face quickly puts you at ease. This is a man who has a large heart.
<<include "Harper Boarding - Will Questions">><<if $will_friend isnot true>>\
[[Ask if he is a friend of Lawrence->Harper Boarding - Will Friend]]
<</if>>\
<<if $will_woman isnot true and $will_learn_about_woman is true>>\
[[Ask about the woman he saw Lawrence with->Harper Boarding - Will Woman]]
<</if>>\
<<if $will_work isnot true>>\
[[Ask about the grocery store Lawrence works at->Harper Boarding - Will Work]]
<</if>>\
<<if $will_farewell isnot true>>\
[[Ask if Lawrence said where he was going->Harper Boarding - Will Farewell]]
<</if>>\
<<if $will_innsmouth isnot true>>\
[[Ask about Innsmouth->Harper Boarding - Will Innsmouth]]
<</if>>\
<<if $will_friend is true and $will_woman is true and $will_work is true and $will_farewell is true and $will_innsmouth is true>>\
[[Thank Will for his help->Harper Boarding - Will Goodbye]]
<</if>>\<<include "Harper Boarding - Header">>
<<set $will_friend = true>>\
<<set $will_learn_about_woman = true>>\
"Oh yeah, Lawrence is my best friend! We do fun things on Sunday, after he visits his mama. I met her once. She was nice!" Will begins to rock back and forth, shuffling his weight from one foot to the other. His lips pull back into a broad smile as he remembers happy memories.
"Met a pretty lady with him once too. She was nice to me. Made me feel all funny inside.
"And Lawrence brought me candy cigarettes! From that store he worked at. Those were good. ‘Course Johnny got cross when he found out they weren't real. That was funny!"
<<include "Harper Boarding - Will Questions">><<include "Harper Boarding - Header">>
<<set $will_woman = true>>\
"Oh Mister, she was so pretty! I could tell Will was sweet on her. He held her arm, opened doors for her and stuff. She was really nice to me. Told me she liked my coveralls!" Will points to the coveralls he is currently wearing. They are old and held together with hastily applied patches.
You ask if Will remembers her name or where she was from.
Will pauses for a moment in intense concentration. He places an enormous hand across his forehead as if to squeeze the information out of it. After a few moments of uttering some unpleasant sounds, he slaps his hand against his thigh in success.
"Eliza... that's it! Eliza Marsh. She had sparkly jewelry on. Made with gold I bet! Saw a bracelet when she shook my hand. Looked like fishes and other sea stuff carved all nice and pretty. Johnny told me there was a piece just like it over at Miskatonic University. It’s all important and you can see it behind glass and stuff. Eliza must be rich!
"And she comes from Innsmouth. People say they are queer down there and we shouldn't talk to ‘em. But Eliza was nice. I liked her."
<<include "Harper Boarding - Will Questions">><<include "Harper Boarding - Header">>
<<set $will_work = true>>\
"Lawrence had the best job! He worked at that grocery store, First National Grocery. The one on Harbor street. He'd bring stuff back all the time. Candy for me. I like candy. And cigarettes for Johnny. Nothing for Mrs. Habbiscott. Nobody likes her cause she's mean.
“Worked there ‘bout five or six months, I guess. ‘Course the last month he got transferred. To the Innsmouth store. Had to get up really early to catch the bus. Hardly anyone goes there. And he'd get back real late too. He was tired a lot. Especially right before he left for good.”
<<include "Harper Boarding - Will Questions">><<include "Harper Boarding - Header">>
<<set $will_farewell = true>>\
"Last time I saw Lawrence, he looked really tired," Will says. "And scared too! Something was on his mind. I figured I wouldn't understand, so didn't ask. But I remember the last thing he says to me.
"'I gotta go away for a while Will,' he says to me. 'Gotta help someone who's in trouble. But I'll come back and see you when things are set right. Don't worry Will,' he says to me. 'I'm gonna be fine'."
Will stops his recitation for a moment and a shadow of fear spreads across his face. "I'm scared for him Mister. It's been two weeks and I ain’t heard a peep. I think something happened. Something bad."
<<include "Harper Boarding - Will Questions">><<include "Harper Boarding - Header">>
<<set $will_innsmouth = true>>\
"Don't know much ‘bout that. Lawrence used to talk ‘bout it a bit. Something ‘bout pirates and gold and stuff. Sounds exciting! You ever come across pirates?" You shake your head in the negative which dampers a bit of Will's excitement.
“Most folks want nothing to do with the place. Was one guy though. Think his name is Sam. Sam works at the grocery store too. Think he worked at Innsmouth once.
“Lawrence talked nice about Innsmouth. He liked it, at first. Then he got scared. Had something to do with the pretty lady, Eliza. Don't know what though."
<<include "Harper Boarding - Will Questions">><<include "Harper Boarding - Header">>
You feel you've gotten about everything you're going to get out of Will. Talking to this Sam character over at the First National Grocery would seem to be your next move.
Hearing that Lawrence had gotten involved with some rich girl in Innsmouth makes you uneasy. You've seen this kind of story before: a rich girl falls in love with a poor boy and asks to be rescued from her boring life. When the reality of what living a life “free of privilege” finally sets in, the result never ends well. The girl returns home, sometimes with-child. And the boy? Heartbroken and abandoned, he can sometimes do some pretty stupid things. You hope this case won't pan out to be so formulaic.
"Hey Mister?” asks Will. You see a look of concern in his face as if he had a glimpse into your musings. "Is Lawrence going to be o.k.? He's my friend. I want him to be o.k."
You give Will some words of comfort: Lawrence is fine and will be back before he knows it. This appears to put him at ease as another smile crosses his face.
You wish you felt the same.
[[Go to First National Grocery->First National - Arrive]]<<include "First National - Header">>
<<include "First National - Reset">>\
<<set $visited_first_national = true>>\
You make your way through downtown Arkham, crossing over to Harbor Street. A few minute's walk brings you to the entrance of First National Grocery. You're no stranger to this retail chain: several stores are located up and down the Eastern Seaboard. Selling groceries, clothes, and other home based wares, First National Grocery is your one stop shopping destination. You only hope the information you need is in stock today.
[[Continue->First National - Entrance]]<<if $johnny_boarding isnot true>>\
[[Ask if he lives in the boarding house->Harper Boarding - Johnny Boarding House]]
<</if>>\
<<if $johnny_lawrence isnot true>>\
[[Ask if he knows Lawrence->Harper Boarding - Johnny Lawrence]]
<</if>>\
<<if $johnny_works isnot true and $johnny_knows_lawrence is true>>\
[[Ask if he knows where Lawrence works->Harper Boarding - Johnny Work]]
<</if>>\
<<if $johnny_innsmouth isnot true and $johnny_knows_lawrence is true>>\
[[Ask about Innsmouth->Harper Boarding - Johnny Innsmouth]]
<</if>>\
<<if $johnny_innsmouthers isnot true and $johnny_knows_lawrence is true>>\
[[Ask about the people of Innsmouth->Harper Boarding - Johnny Innsmouthers]]
<</if>>\
<<if $johnny_girl isnot true and $johnny_knows_girl is true>>\
[[Ask about the girl with Lawrence->Harper Boarding - Johnny Girl]]
<</if>>\
<<if $johnny_boarding is true and $johnny_lawrence is true and $johnny_works is true and $johnny_innsmouth is true and $johnny_innsmouthers is true and $johnny_girl is true>>\
[[Thank Johnny for the information->Harper Boarding - Johnny End]]
<</if>>\<<include "Harper Boarding - Header">>
<<set $johnny_boarding = true>>\
"I do. Been here about a year. Pretty standard, as these places go. Management is a bit of a pain. But if you keep your mouth shut and pay your rent, Mrs. Habbiscott leaves you to it. Works well enough for me. Guess it doesn't quite work out for some." Johnny gives you a wink and a smile.
<<include "Harper Boarding - Johnny Questions">><<include "Harper Boarding - Header">>
<<set $johnny_lawrence = true>>\
<<set $johnny_knows_lawrence = true>>\
"A bit." Johnny looks at the smashed cigarette butt on the ground with an expression of regret. "Good kid. Not much street smarts if you get my drift. But he was a good lad. Shame what he got himself mixed up in."
You arch your eyebrows in interest.
"Lawrence used to ask me about Innsmouth when he heard I'd been there once. Really only passed through as I was taking the coach from Arkham to Newburyport. Stopped there for a couple of hours and wandered around a bit. Not really a welcoming place. Gotta strange vibe that gets under the skin. When I returned from Newburyport, I took the train direct. Cost more, but I'd seen enough of Innsmouth not to go back again.
"Lawrence wanted to know all about Innsmouth: the buildings, the people. It's like he was obsessed with the place. The more I told him, the more he wanted to know.”
<<include "Harper Boarding - Johnny Questions">><<include "Harper Boarding - Header">>
<<set $johnny_works = true>>\
"Sure do, at least until recently. I hooked Lawrence up a while back with a job at First National Grocery, over on Harbor Street. Mainly stocking shelves and other odds and ends. Pays all right, I guess. The manager Sam is a decent chap.
“'Bout a month ago Lawrence started some strange hours. He'd get up and leave before dawn and not get back till close to midnight. First National don't keep hours like that, so not sure what he was up to. He looked dead tired when I did see him. Also looked a bit uneasy."
<<include "Harper Boarding - Johnny Questions">><<include "Harper Boarding - Header">>
<<set $johnny_innsmouth = true>>\
"The buildings are old and falling apart. Some don't even have roofs, while others are just piles of rotting wood. I swear, only a third of ‘em looked livable and most of those were all boarded up. The whole town is a mess.
"Not many people on the streets either. Those that were, kept to themselves. Don't think they like strangers much."
<<include "Harper Boarding - Johnny Questions">><<include "Harper Boarding - Header">>
<<set $johnny_innsmouthers = true>>\
<<set $johnny_knows_girl = true>>\
"God, they’re an odd looking lot! Got these narrow heads, like they'd been caught in a vice. Skin is all gray and scaly. Their eyes are the damndest thing. All bulging out of their faces like they are ‘bout to explode. And I swear, not one of ‘em ever blinks.
"Most of the young folk don't seem too bad. Look normal, for the most part. Like the Innsmouth girl I saw Lawrence with. Pretty as the dawn and nothing creepy ‘bout her. But I swear, the older the people get, the odder they look. Never have seen what I would call a really old Innsmouther though. Kinda strange.
"People have been talking about Innsmouthers for as far back as I can remember. Some say it's got to do with the plague that hit Innsmouth ‘bout seventy years back. Killed off nearly half the town, they say. They're all buried in some unmarked hole near town. Luckily the plague never spread anywhere else.
“Old timers say those born after that plague started looking ‘off.’ Maybe it’s something left over from the plague. Maybe that's why no one's seen any old Innsmouthers. Some sickness makes them look funny and then kills ‘em when they get too old. I don't rightly know."
<<include "Harper Boarding - Johnny Questions">><<include "Harper Boarding - Header">>
<<set $johnny_girl = true>>\
"Her name is Eliza Marsh. She came by here with Lawrence once, a few days before he up and disappeared. Seemed nice enough. Could tell she was from a class of folk better than Lawrence and me. Wore fancy clothes and spoke a lot of fancy words. Figure she'd been schooled in Europe, like most rich kids.
"Was one curious thing though. She was wearing this real fancy gold bracelet. Had fish and other weird symbols carved on it. There was one symbol that made me take note. See, I had seen it before, back when I was in Innsmouth. I saw this old meeting hall across from a run-down church that had the same symbol on it. Looked like an eye.
"She eyed me queerly when she saw the interest I was taking in that bracelet. Covered up her wrist real fast. I reckon she didn't like me looking at it. Why, I can't rightly say.”
<<include "Harper Boarding - Johnny Questions">><<include "Harper Boarding - Header">>
"Lawrence is a good kid. I hope I was able to give you something that helps. But between you and me, Mister, I think the kid’s in real trouble. Something ain’t right ‘bout Innsmouth. I never wanted the kid to get involved with that place. But some folks just can't be put off it. Like some call they hear they can't stop listening to."
You thank Jhonny for his help and try to reassure him that everything will turn out all right. You wish you could believe it to.
[[Continue->Harper Boarding - One More Thing]]<<include "Harper Boarding - Header">>
"One last thing, Mister," says Johnny as you make your way down the alley. "That bracelet I told you about, the one Eliza Marsh was wearing, I've seen something like it before.
“'Bout a year ago I was doing some construction work at Miskatonic University. Was renovating one of their display rooms where they keep all this fancy art from overseas. I saw this thin gold crown, think they called it a ‘tiara.’ Anyways, it reminded me of the girl's bracelet and had a bunch of the same weird symbols carved on it.
"You might want to go take a look at it, if you have the time. Might be able to get some more info from the professors who work there. Maybe they know what the stuff has to do with Innsmouth."
You thank Johnny for the information and head down the alley out onto the connecting street.
[[Continue->Harper Boarding - Reflections]]<<include "Harper Boarding - Header">>
As you stroll out of the alley and onto the connecting sidewalk, you reflect on everything you learned. Johnny's addition to the story doesn't add up to much. So the people of Innsmouth look a little different and tend to keep to themselves? Given the prejudices that lurk in the souls of men, could you blame them? Wouldn't be the first time, or unfortunately the last, where one group of people looked down upon and vilified another.
Taking stock of what you know, nothing really changes your initial take on what likely happened: Lawrence fell in with a rich Innsmouth girl, this Eliza Marsh, and the two ran off together. You've seen it countless times before. Nothing strange in that.
Still, you can't quite shake the feeling that there might be a little more to this tale. Something doesn't sit right about the bracelet Eliza was wearing. Why would Johnny have seen a similar piece in a display case at Miskatonic University? And why did Eliza react the way she did when she noticed Johnny taking an extra long look at it? Maybe that symbol on the bracelet and the symbol Johnny saw on that building in Innsmouth have a deeper connection?
Regardless, it wouldn't be right if you didn't look into these leads. You could head on over to Miskatonic University and see what the deal is with this strange symbol. It also wouldn't be such a bad idea to stop by First National Grocery and have a talk with some of Lawrence's co-workers. Maybe they could tell you a little bit more about this Innsmouth girl and how the two met.
[[Head to Miskatonic University->Miskatonic - Arrive]]
[[Head to First National Grocery->First National - Arrive]]<<include "Miskatonic - Header">>
<<include "Miskatonic - Reset">>\
<<set $visit_miskatonic = true>>\
You arrive at Miskatonic University, one of the premiere institutions of learning on the East Coast. A few of your past cases have brought you to the student-housing district nearby, but this is your first time setting foot on campus. Most of the multi-story buildings are built of red bricks with limestone trimming. Large expanses of grass, shaded by trees and shrubbery, surround the buildings. A geometric maze of criss-crossing cement paths interconnect these edifices of learning.
Not sure exactly where to go, you ask a passing student for help. She happily directs you to the Antiquities Department.
[[Go to the Antiquities Department->Miskatonic - Antiquities Department Enter]]<<set $sam_working = false>>\
<<set $sam_gold_refinery = false>>\
<<set $sam_innsmouth = false>>\
<<set $sam_work_innsmouth = false>>\
<<set $sam_lawrence = false>>\
<<set $sam_directions = false>>\
<<set $visited_first_national = false>>\<<include "First National - Header">>
Fortunately there aren’t many shoppers today. You wave down a young stock boy and ask if Sam is in. He informs you that Sam, the store manager, is in the back taking inventory. He directs you down an aisle and to a door in the back.
Following the directions, you find a middle-aged man, with a few scraps of white hair on his head, bent over some open boxes. He carries a large clipboard and studiously makes marks on it as he counts the contents of the boxes. A pair of spectacles balances precariously on the edge of his nose.
You clear your throat to get the man’s attention.
“Customers aren’t allowed in the back of the store. One of the stock boys up front can help you if you’re looking for something specific.”
[[Inform the manager that you are a friend of Lawrence Murphy->First National - Friend]]
[[Inform the manager that you are a private detective looking into Lawrence Murphy’s disappearance->First National - Detective]]@@background-color:#665015;padding:5px;text-align:center;font-family:impact;font-size:125%;
Arkham - First National Grocery
@@<<include "First National - Header">>
“A friend of Lawrence’s huh?” asks Sam as he gives you his full attention. “Maybe you can tell me where that boy has gone off to for the last couple weeks? He left me high and dry down at the Innsmouth store. Ain’t exactly easy to get someone to work in that place.”
[[Continue->First National - Question Sam]]<<include "First National - Header">>
“Disappeared, you say?” Sam asks with concern. “I thought the boy might have gotten a last minute opportunity and run off without telling me. Working at the Innsmouth store ain’t exactly a plum assignment.
“But, dear me, I never would have thought anything serious might’ve happened. I hope the boy isn’t in any kind of trouble.”
[[Continue->First National - Question Sam]]<<include "First National - Header">>
While old and slightly hunched over, Sam has the air of someone whose wisdom and capability match the numerous years he has seen gone by. You get the feeling that he would be a demanding but fair person to work for. Hopefully he will give you some insight into what may have become of Lawrence Murphy.
[[Ask how long Lawrence has worked for First National Grocery->First National - Duration of Employment]]<<include "First National - Header">>
“About six months last Tuesday, if memory serves. Past employee by the name of Johnny, who lives with him at the Harper Boarding House, recommended him. Said he was a hard worker and honest, if not a bit dreamy at times. Heck, what boy isn’t at that age?
“Never would have guessed what tickled his dreams though: Innsmouth. Thought I misheard him the first time he started going on about that town. Of all the places in the world that would catch a man’s fancy, the last place I would think of would be cursed Innsmouth.”
[[Ask about Lawrence’s interest in Innsmouth->First National - Interest in Innsmouth]]<<include "First National - Header">>
“Once he found out we had a store in that God forsaken town, the boy would pester me about it nonstop. Got even more persistent when I told him I worked there years ago. Wanted to know about the people, the sights, just about everything. Was willing to listen to any story I had.
“Oddest thing was his interest in the old Williamson family. Them and the Marsh family are what you might call the aristocracy of that rotting town. Old Man Marsh runs the Marsh gold refinery, which brings a lot of money into Innsmouth. That and the ungodly amount of fish they pull out of the local waters.”
<<include "First National - Questions">><<if $sam_working isnot true>>\
[[Ask about Lawrence working in Innsmouth->First National - Working in Innsmouth]]
<</if>>\
<<if $sam_gold_refinery isnot true>>\
[[Ask about Marsh gold refinery->First National - Gold Refinery]]
<</if>>\
<<if $sam_innsmouth isnot true>>\
[[Ask about Innsmouth->First National - Innsmouth]]
<</if>>\
<<if $sam_work_innsmouth isnot true>>\
[[Ask about Sam’s time working in Innsmouth->First National - Sam Innsmouth]]
<</if>>\
<<if $sam_lawrence isnot true>>\
[[Ask where Lawrence might be->First National - Lawrence Location]]
<</if>>\
<<if $sam_directions isnot true>>\
[[Ask how to get to Innsmouth->First National - How to Get to Innsmouth]]
<</if>>\
<<if $sam_working is true and $sam_gold_refinery is true and $sam_innsmouth is true and $sam_work_innsmouth is true and $sam_lawrence is true and $sam_directions is true>>\
[[Thank Sam for his information->First National -Thank Sam for Help]]
<</if>>\<<include "First National - Header">>
<<set $sam_working = true>>\
“First National’s got a small store in that town. Only grocery store for miles around. The head office usually has a heck of a time finding anyone to work there. I sometimes wonder why they don’t close the place up and be done with all the fuss. But with the Marsh gold refinery, and the bounty of fish they always seem to be pulling out of the sea, there’s still money to be made. ‘Course them up in headquarters don’t have to do the job themselves. I did a stint in that town once, long ago, and if folks knew half the stuff I saw they wouldn’t be so quick to keep that store open.
“Now Lawrence was an odd one, truth be told. He pestered me all the time about working in that store. I tried to talk some sense into the boy, but there was nothing to be had. So when an opening came up, which it always does, he was at the head of the line.”
<<include "First National - Questions">><<include "First National - Header">>
<<set $sam_gold_refinery = true>>\
“The Marsh gold refinery, run by Old Man Marsh, is what keeps that town afloat. Used to be fishing, and they still do pull in an ungodly amount from local waters, but now it's gold that’s Innsmouth’s lifeblood. The refinery melts ore into ingots, and those are sold up and down the East Coast. Gets the Marsh family a pretty penny.
“Occasionally a piece of gold jewelry finds its way from Innsmouth too. Seen some sailors and others down on their luck trying to pawn a piece every now and then. Got an odd look to it, all covered with half-man, half-fish figures and other weird symbols. Heard there’s a piece on display over at Miskatonic University.”
<<include "First National - Questions">><<include "First National - Header">>
<<set $sam_innsmouth = true>>\
“It’s a strange place, if there ever was one. When I first moved to Arkham, ‘bout thirty years back, I didn’t believe all the talk I heard about Innsmouth. Folks would go on about strange, deformed people who worshipped devils and sacrificed babies. You know, the usual nonsense one hears when folks are being prejudiced. Never met an Innsmouther back then, so I chalked all the nasty whispers up to old-fashioned prejudice.
“‘Course I am singing a different tune after I ended up working there myself. Sometimes rumors are true, and folks are scared ‘cause there’s a reason to be.”
<<include "First National - Questions">><<include "First National - Header">>
<<set $sam_work_innsmouth = true>>\
“Was my third year working for First National Grocery, and my manager, Ed Wheatly was his name, said there was an opportunity to make some extra money working in the Innsmouth store. See, folks are afraid of the place and the company had to give extra wages to get boys to work there. Taking into account the cost of the one and only coach that runs between here and Innsmouth, most who work that store need to get lodging in town. So you weren’t only working there, you were living there too.
“I tell you, I ain’t been so rudely awakened as when I first got to Innsmouth. The town itself was rotting away, like a bloated fish baking in the sun. Row after row of houses were all falling in on themselves. Them that were standing were mostly all boarded up. A most unwelcoming sight.
“And the people! My god, the rumors don’t hold a candle to what it’s like to see ‘em with your own eyes. They got these narrow heads and bulging eyes that look like they’re about to pop clear out of their faces. And they never blink. Not once.
“I tried to look past it all. Folks can’t help how they look. A measure of a man should be his soul, not his face. But let me tell you, these folks were as twisted inside as out. Mean to a fault and suspicious of any not their own. I’d catch those bulging eyes of theirs looking at me filled with evil. Damn near got right back on that coach and got the dickens out of there.
“‘Course I stayed for a while; the money was too good to pass up. When night came I’d go back to my small flat and lock all the doors and windows. Never would venture out after dark. I’d hear strange sounds that didn’t sound quite human. Like some poor soul trying to talk underwater. All garbled and croaking.”
<<include "First National - Questions">><<include "First National - Header">>
<<set $sam_lawrence = true>>\
“Wish I could tell you where he is. I was pretty cross at first when I heard the Innsmouth store was closed with nobody to man the place. Bless my lucky stars the store wasn't looted. Had to call back Carl Brenford to go down there and take over. Poor Carl hates the place, but he always needs the money
“I’d tell you to ask around Innsmouth about Lawrence, but I can’t recommend it in good conscience. Locals don’t like outsiders, and I heard stories that some folks who poke their noses around up and disappear. Maybe Carl’s heard something since opening the store back up. I’d leave sleeping dogs lie and hope for the best, if I were you. Just saying of course.”
<<include "First National - Questions">><<include "First National - Header">>
<<set $sam_directions = true>>\
“If you’re set on going there, only two ways to go. You can either drive yourself up Route 9, or take the one coach that runs between here and Newburyport stopping in Innsmouth. ‘Course that coach puts off most folks. Operated by an old Innsmouther named Joe Sargent and looks like it’s damn near falling apart. Only folks who take old Joe’s coach are Innsmouthers coming to town to sell their wares and do some business.”
<<include "First National - Questions">>
<<include "First National - Header">>
“Glad to be of help. I sure hope Lawrence turns up. He was a good boy and hard worker. Would be a crying shame if he came to some bad end.”
Your meeting with Sam has left you even more unsettled than before. It is getting harder to write off the stories you’re hearing about Innsmouth to ignorant superstition. Sam seems like a level headed man, and his stories have put you on edge.
<<if $visit_miskatonic isnot true>>\
And what to make of this strange gold jewelry that people keep mentioning? It’s probably nothing, but your instincts tell you there might be more to learn at Miskatonic University. Wouldn’t hurt to pay a visit.
[[Go to Miskatonic University->Miskatonic - Arrive]]
<<else>>\
It’s pretty clear at this point that visiting Innsmouth should be your next move. After everything you’ve heard, you would be lying to say you weren’t a little apprehensive. Your mind tells you this place is no more than an odd coastal backwater. Your gut isn’t so sure.
[[Prepare to go to Innsmouth->Traveling - Transportation Choice]]
<</if>>\<<include "Traveling - Header">>
<<include "Traveling - Reset">>\
When this case began, you had no idea it would lead you to the old, decaying port town of Innsmouth. You didn’t even know the place existed. Now, the more you hear about it, the more you are filled with a sense of foreboding. It’s not that you believe the wild stories you’ve heard. People living on a razor’s edge of disaster are apt to fill the world with all kinds of fantastical tales and superstitions. But Professor Armitage’s words and seeing the Innsmouth tiara in person give you pause. Still, the world is filled with enough man-made nightmares; the supernatural needs not apply.
From the information you gathered, there are only two ways to reach Innsmouth: take the daily coach from Arkham, or procure a car and make your own way there. Both choices have risks. If you take the coach, you are relying on it as your only way out of town. This could be problematic if things take a turn for the worse. If you take your own car, you're bound to draw considerable attention when arriving. You doubt many outsiders drive into Innsmouth of their own accord.
[[Take the daily coach to Innsmouth->Traveling - Catch Innsmouth Coach]]
[[Procure a car and make your own way to Innsmouth->Traveling - Procure Car]]@@background-color:#665015;padding:5px;text-align:center;font-family:impact;font-size:125%;
Arkham - Miskatonic University
@@<<set $miskatonic_books_complete = false>>\
<<set $miskatonic_display_complete = false>>\
<<set $armitage_innsmouth = false>>\
<<set $visit_miskatonic = false>>\
<<set $miskatonic_possess = false>>\
<<set $miskatonic_composition = false>>\
<<set $miskatonic_symbols = false>>\
<<set $miskatonic_prof_innsmouth = false>>\<<include "Miskatonic - Header">>
The front door to the Antiquities Department is unlocked. Stepping inside, you are immediately confronted by a cold, dark interior which takes your eyes a moment to adjust to. The sudden drop in temperature sends a chill down your spine. The room is eerily silent; a scent of old wood permeates the air.
[[Continue->Miskatonic - Display Room]]<<include "Miskatonic - Header">>
You stand in a large, cavernous room filled with glass display cases. Reading desks, covered with stacks of books, are scattered about. The walls host enormous bookshelves stretching all the way to the ceiling. The room is completely deserted. All of these unexplored treasures lie in wait for your perusal.
<<if $miskatonic_books_complete isnot true and $armitage_innsmouth is true>>\
[[Explore the bookcases->Miskatonic - Bookcases]]
<</if>>\
<<if $miskatonic_display_complete isnot true>>\
[[Explore the display cases->Miskatonic - Display Cases]]
<</if>>\
<<if $miskatonic_books_complete is true and $miskatonic_display_complete is true>>\
[[Leave the Antiquities Department->Miskatonic - Antiquities Department Leave]]
<</if>>\<<include "Miskatonic - Header">>
You spend some time browsing the titles of the tightly packed bookcases. Most of them are in languages you can’t read, some you can’t even identify. You see one with the ominous title of the //Necronomicon//. Gently brushing your fingers against the leather spine of the strange book sends shivers through your body.
Something about the book beckons you to plumb the depths of its secrets.
[[Read the Necronomicon->Miskatonic - Necronomicon Open]]
[[Um… no, I’m good->Miskatonic - Necronomicon Close]]<<include "Miskatonic - Header">>
You make your way among the displays, taking a moment to note the bizarre specimens. There seems to be a wide range to the collection: from colonial artifacts and Native American crafts, to other strange oddities. The only common thread you can discern is an association with the strange.
One display has an old rag doll with a screaming visage so distorted and terrible, looking at it for just a moment fills you with dread. You see another containing a strange Native American ceremonial rattle made out of snake skin. The plaque on the case says it is meant to call the horrible god Yig, known as the “Father of Serpents”.
One particular display catches your attention more than the others. It contains a small, green stone statue depicting a humanoid figure seated on a large throne. The figure’s hands clutch the armrests tightly, signifying the being's firm grasp over its domain. The most troubling aspect of the figure is the head of the regal creature. It appears to have the shape of an octopus, or at least something resembling one, with numerous tentacles flowing like a giant beard from its face. Large hate-filled eyes stare out from above the chaos of tentacles, daring any interloper to defy it.
There is an inscription running along the statue’s base which looks like no writing you have ever seen. A placard on the display translates the writing, though the meaning becomes no clearer.
“In his house at R’lyeh, dead Cthulhu waits dreaming.”
[[Continue->Miskatonic - Meet Armitage]] <<include "Miskatonic - Header">>
Having completed your investigation at the Antiquities Department, you take a moment to breathe in the spring air. The sun coming down through the trees fills you with warmth. You hadn’t realized just how cold the interior of the building had been.
<<if $visited_first_national isnot true>>\
At this point it makes the most sense to visit Lawrence’s last known place of employment, First National Grocery. Hopefully someone there can shed more light on Lawrence’s whereabouts.
[[Go to First National->First National - Arrive]]
<<else>>\
Collecting your thoughts, you determine it’s now time to head to Innsmouth. All clues point to this mysterious town. After everything you’ve heard, you would be lying to say you aren't a little apprehensive. Your mind tells you this place is no more than an odd coastal backwater. Your gut isn’t so sure.
[[Prepare to go to Innsmouth->Traveling - Transportation Choice]]
<</if>>\<<include "Miskatonic - Header">>
You carefully remove the //Necronomicon// from the shelf and sit down at one of the reading tables to explore its contents.
The book is rather large, much bigger than books you are used to reading. Bound in leather, there are tarnished-bronze clasps fastened to the cover which keep the book sealed shut. You worry that age and disuse may be an impediment to opening this old tome. Surprisingly, the clasps unfasten with little effort. You are left with the unsettling impression that the book wants to be opened.
As you attempt to read the first few pages, you realize this is a book unlike any other. Each page is a horrifying composition of hellish images interspersed with arcane text and symbols. The writing appears to be in Greek, at least as far as you can tell. The images depict misshapen monsters and dreadful scenes of brutality. The symbols evoke a feeling of forbidden knowledge. As you turn page after page, the scenes become more fantastical and terrifying. You are drawn to its disturbing beauty.
Time begins to melt away as you are pulled deeper into the forbidden secrets of the //Necronomicon//. Lost in its endless labyrinth of terror, reality begins to fade around you. The display room of the Antiquities Department melts away into a black, formless void. Even the desk and chair you sit in are no more. All that remains are you and this horrid tome of nightmares.
The alien words on the pages, even though the language is unknown to you, start to come to life in your mind, forming sounds and then ideas. You effortlessly recite the words aloud, the tempo and volume of your recitation reaching a maddening crescendo. Your hands gesticulate wildly about you in a frenzy. You trace out strange and ritualistic symbols. The hideous truths of the //Necronomicon// unlock before you.
You are not prepared for what was revealed. No one truly can be. We encompass but a sliver of the greater cosmic reality and are not meant to travel far. Our minds cannot grasp the unfathomable. To attempt to do so results in madness.
Your screams eventually bring the University staff who find you rolling around in a pool of blood on the floor of the Antiquities Department. They are appalled to discover that you have gouged out your eyes and bitten off your tongue. Nothing they do brings you any respite from your shattered mind.
In the end, you are committed to Arkham Asylum. Locked away in a dark room, you wrestle with the horrifying revelations of the //Necronomicon//. Your wordless screams are your only companion.
@@text-align:center;font-family:impact;font-size:125%;
The End
@@
[[Return to before your fate was sealed?->Miskatonic - Display Room]]
[[Restart your adventure?->Game - Start]]<<include "Miskatonic - Header">>
Something doesn’t feel right about this strange book. The thought of opening it and exploring its contents fills you with foreboding. You prudently decide that some things are best left alone.
[[Continue->Miskatonic - Innsmouth Book]]<<include "Miskatonic - Header">>
Having perused all the display cases, and not finding the tiara that had brought you here, you begin to wonder if it is no longer on display. Although not crucial to your case, the thought of not seeing the mysterious item you have heard so much about seems a bit anticlimactic. Shrugging off the disappointment, you head for the door.
“May I help you, sir?” asks an old, formal voice from behind. You turn to see an elderly gentleman navigating around the display cases with familiarity. His hair, receded to the back of his head, is the color of new-fallen snow. He wears a full mustache and beard, sitting on aged, sun-worn skin. A pair of spectacles hangs off a chain around his neck.
[[Ask about the tiara you are looking for->Miskatonic - Ask Armitage About Tiara]]<<include "Miskatonic - Header">>
<<if $armitage_innsmouth is true>>\
<<set $miskatonic_books_complete = true>>\
With the help of Professor Armitage’s directions, you find the book on Innsmouth he mentioned: //A Survey of Coastal New England Towns//. You pull the book from the stack and sit down at one of the reading desks. Thumbing through the contents you find what you are looking for: a detailed section on Innsmouth.
Founded in 1643, the town of Innsmouth was mainly known for fishing and shipbuilding prior to the Revolutionary War. Sitting at the mouth of the Manuxet River along the Massachusetts coast, the town was an up and coming trading port until the War of 1812. The war apparently took a terrible toll on Innsmouth’s population, taking a large portion of its adult males.
You see mention of a plague which struck the town in 1846. Unofficial reports indicate that almost half the population succumbed to the disease. The book notes that the plague thankfully did not spread to neighboring districts. You find it a bit odd that such a deadly disease, in a seaport no less, was kept within Innsmouth’s borders. There is no mention of an enforced quarantine or any other civil action to account for the plague’s confinement.
After the plague, a new industry of gold refining took hold in Innsmouth. The center of this new venture was the Marsh Gold Refinery Company, founded in 1847. There is also mention of a substantial increase in fishing yields following the plague, an increase not seen in any other coastal town. Given the upswing in economic activity, you find it puzzling that the book details the steady decline of Innsmouth over the next 40 years. A proposed rail line was never completed. New roads gave wide berth to the town. Churches and businesses closed. Overall there is a description of a town in serious decline.
One final note catches your attention. Apparently there are instances of odd gold jewelry finding their way to the residents of Innsmouth. Depicting bizarre images of human-like fish monsters and strange geometric symbols, the style is one not familiar to anthropologists. The book speculates that either the pieces are sourced from some overseas trading partner or produced by local Innsmouth craftsmen. The author seems to suggest the former, with words conveying the low appraisal the author holds of contemporary Innsmouthers. Two specimens are known to be on display outside Innsmouth: one at the Newburyport Historical Society, the other at the Antiquities Department at Miskatonic University.
<<else>>\
Not really knowing what you are looking for, you take in an almost endless scene of books. Some, like the //Necronomicon//, fill you with the same disturbing desire to plumb their arcane secrets. You remain wary of falling into that darkened pit of the unknown.
<</if>>\
[[Continue->Miskatonic - Display Room]]<<include "Miskatonic - Header">>
“Ah, you must mean the Golden Tiara of Innsmouth.” the man responds. “A beautiful specimen, if not a bit unusual in style. Unfortunately it isn’t currently on display. Haven’t had anyone ask about it in a while. I’d be happy to show it to you though. Always willing to satisfy a curious mind.
“The name’s Henry by the way. Professor Henry Armitage, Head Curator of Antiquities here at Miskatonic University.”
[[Continue->Miskatonic - Armitage Follow]]<<include "Miskatonic - Header">>
You follow Professor Armitage to the back of the display room, pass through a cleverly concealed door in a paneled wall, and into a room full of row after row of enormous drawers. The Professor guides his hands along the brass tags affixed to each drawer, mumbling something under his breath.
“Ah, here we are!” The Professor stops in front of a locked drawer and proceeds to fumble with a rather large ring of brass keys attached to his belt. After a few moments he finds the key he is looking for and inserts it into the lock. With a satisfying click, the drawer slides open.
Professor Armitage takes a pair of white gloves from his back pocket and slips them on. With the care of a father lifting his new-born child, the Professor carefully picks up the golden tiara and presents it to you for closer inspection. The surface of the tiara shines with a clarity as if newly cast.
To say the tiara is "golden" would be a bit of a misnomer. It is primarily made of gold, but there is clearly some other metal mixed in to produce this unusual alloy. Running through the metal is an odd color you can’t quite place.
The piece is composed of an intricate web of very thin, interconnected wires. The carved images and symbols you have heard so much about are actually the result of the highly precise placement of these twisting wires. They give the piece an air of being both delicate yet substantial at the same time.
“Quite something, isn’t it?” asks the Professor in clear reverence. “The first time I laid eyes on the piece I was quite astonished by the pristine shape it was in, especially given the circumstances of how it came to be in our possession. Fragile in appearance, yet surprisingly durable. A very unique specimen indeed.“
<<include "Miskatonic - Armitage Questions">><<if $miskatonic_possess isnot true>>\
[[Ask how they came to possess the tiara->Miskatonic - Possess Tiara]]
<</if>>\
<<if $miskatonic_composition isnot true>>\
[[Ask what the tiara is made of->Miskatonic - Tiara Composition]]
<</if>>\
<<if $miskatonic_symbols isnot true>>\
[[Ask about the strange symbols and shapes->Miskatonic - Tiara Symbols]]
<</if>>\
<<if $miskatonic_prof_innsmouth isnot true>>\
[[Ask about Innsmouth->Miskatonic - Professor Innsmouth]]
<</if>>\
<<if $miskatonic_possess is true and $miskatonic_composition is true and $miskatonic_symbols is true and $miskatonic_prof_innsmouth is true>>\
[[Press the Professor for more information on the symbolism->Miskatonic - Tiara Press for More]]
<</if>>\<<include "Miskatonic - Header">>
<<set $miskatonic_possess = true>>\
“Oh that is an interesting story! You see for as far back as I can remember, there have been reports from travelers to Innsmouth, a small port town north of here, about strange gold jewelry worn by the local townsfolk. Tiaras and bracelets adorned the ladies, while chains and rings were worn by the men.
“Some said this jewelry looked like it was made of gold, a gold so brilliant you could see it sparkle in the sun hundreds of yards away. Others claim it was made of some strange alloy and described it having an unusual color that they were at a loss to identify.
“Very few ever got a close look, as the locals are wary of prying eyes. Those who were fortunate enough to catch a fleeting glimpse told of strange symbols and sea creatures with human characteristics carved into the surface. The sight of such adornment left the viewers with a deep sense of unease.
“I of course took these accounts with a healthy dose of skepticism. So I was quite excited to finally be able to sort truth from rumor when I heard of an Innsmouth sailor pawning a tiara in order to get out of some legal complications here in Arkham. Due to the unsettling nature of the piece, the pawnbroker was growing concerned he had made an unwise investment. I was more than happy to take the piece off his hands, if for no other reason than to satisfy my curiosity.”
<<include "Miskatonic - Armitage Questions">><<include "Miskatonic - Header">>
<<set $miskatonic_composition = true>>\
“Yes, that is still a bit of a conundrum I’m afraid.” The Professor brings the tiara in close for you to get a better perspective. “See how the piece is actually an amalgamation of very fine metal wires? Look what happens when I exhibit some direct force on a single strand.” The Professor pushes one finger against a wire with significant force. “Notice there is no give whatsoever, regardless of how much pressure I exert. It’s like trying to bend a piece of well tempered steel.
“Now gold is a very malleable metal, making it ideal for applying to all kinds of incongruous surfaces. This is most definitely not solid gold, and very few pieces of gold jewelry are. They are usually combined with another metal to produce a more firm alloy. But this alloy, whatever it is, has a remarkable toughness to it that even professors in the Metallurgy Department are at a loss to explain.”
<<include "Miskatonic - Armitage Questions">><<include "Miskatonic - Header">>
<<set $miskatonic_symbols = true>>\
Professor Armitage grows silent for a moment. The words that come out of his mouth feel like a practiced response as opposed to a sharing of his true thoughts. “Anthropologists and academics from the Art History Department have not been able to identify the motif of this piece. It does not conform to any known style.”
Your instincts tell you that the Professor knows more than he is telling. Not immediately sure what to make of this, you take a closer look at the unidentified motif. The tiara starts as very thin, braided gold wires that grow in number and complexity as they make their way around the circumference of the piece, ending in a large display of shapes and symbols on the front. A macabre ensemble of half-fish, half-man figures gesticulate around a large staring eye in the very center of the tiara.
Something about the eye grabs your attention. You feel as if you are looking at more than just a creation of twisted metal. The eye has an almost sentient quality to it, as if it is looking back at you. The feeling is quite unsettling.
<<include "Miskatonic - Armitage Questions">><<include "Miskatonic - Header">>
<<set $miskatonic_prof_innsmouth = true>>\
<<set $armitage_innsmouth = true>>\
“I have never had the opportunity to visit the town myself but have spoken with some that have. I’m sure you’ve heard the rumors about the peculiar look of Innsmouth natives? I don’t know what to make of the accounts, but I generally try not to give too much credence to the wild superstitions most folks cling to.
“If you are interested in a more objective and detailed history of the town, I would suggest a book we have here titled, //A Survey of Coastal New England Towns//. If memory serves me there is a nice section on Innsmouth.
“One word of caution: I would stay clear of the temptation of reading some of the more enticing books we have within these walls. While most are quite harmless, there are a few that exact a terrible price for the curious. You’ll know them when you see them.”
<<include "Miskatonic - Armitage Questions">><<include "Miskatonic - Header">>
The Professor considers you carefully for a moment before responding. “Not to be rude, but can I ask why you are interested in this piece?”
[[Tell him you’re just curious->Miskatonic - Tiara Curious]]
[[Tell him about your case and the disappearance->Miskatonic - Professor Disappearance]]<<include "Miskatonic - Header">>
“I understand and applaud your inquisitive nature, but the quest for knowledge, however noble and well-meaning, can sometimes come with a price we don’t always appreciate. When the debt finally comes due, it is too late to alter the terms.
“Some things are best left unknown.”
[[Continue->Miskatonic - Professor Goodbye]]<<include "Miskatonic - Header">>
“Oh dear,” the Professor sighs. “That’s not good; not good at all. And you say the boy you are looking for was seen in the presence of a young lady wearing a bracelet of this style?”
You nod in the affirmative.
“Well, given the circumstances and what may await you if you continue your investigation, it may be prudent to tell you some more about what you may be getting yourself involved in. Forewarned after all is forearmed.”
The Professor directs your attention to the large eye on the front of the tiara. “This,” he says, “is the Eye of Dagon.”
The blank expression on your face encourages the Professor to explain further. “Dagon is a mythical, god-like creature that is said to dwell in the depths of the deepest oceans. His physical form is said to be of a giant half-man, half-fish monstrosity that can walk on two legs. Dagon is supposed to be as tall as 50 men lying head to foot. His physical power is enormous, and the mere sight of him will drive most people insane.
“You see the fish creatures encircling the great eye at the front here? These are not representations of Dagon but are instead the servants who worship him. They live in great cities at the bottom of the ocean. It is said that these creatures, known as Deep Ones, come onto land occasionally and form nefarious pacts with evil people. Some say there are even more intimate and horrifying unions between men and Deep Ones.”
The implications of the Professor’s final comment sends a shiver through your body. You wonder if this explains the strange appearance of the people of Innsmouth you keep hearing about. The idea is so outlandish that you quickly chide yourself for even entertaining such a ridiculous notion.
“There exists a very old and mysterious cult, known as the Esoteric Order of Dagon. These people worship Dagon and help the Deep Ones further their plans. What they receive in return, I don’t rightly know. But a young woman wearing a bracelet like this would suggest a high rank, maybe a priestess of some kind in the Esoteric Order of Dagon. And if that is indeed the case, I fear for the safety of your missing boy.”
You ask why no one has done anything about Dagon and the Deep Ones?
“Do something about them? What exactly could we do? There are very few who know anything about what I’ve just told you. And that’s for good reason. Dagon and the Deep Ones aren’t some tribe of savages we can crush with modern technology. They have been here long before mankind first put foot on this world, and they will be here long after we have gone.
“The question sir, isn’t why we haven’t eradicated Dagon and his brood. The question is why has Dagon not eradicated us?”
You consider all the Professor has told you and are more confused than before. Experience tells you that this is all a big jumble of superstitious nonsense. The most likely explanation for Lawrence’s disappearance is still a matter of two young lovers running off together. That this is instead some complex, evil plot orchestrated by a fish god and his minions seems laughably absurd. People have ended up in the sanitarium for believing less.
But your instincts won’t let you close out the possibility that something more is going on here. Looking at the tiara with your own eyes and staring into that evil symbol of Dagon makes you feel very uncomfortable. The conviction in what Professor Armitage related to you is just icing on the cake.
There is something more to this.
[[Continue->Miskatonic - Professor Goodbye]]<<include "Miskatonic - Header">>
<<set $miskatonic_display_complete = true>>\
You have gotten everything of value from the Professor. What he’s told you, while answering some questions, opens up whole new vistas of further puzzles. You will have to decide how to proceed through this foggy maze of mystery.
You thank the Professor with a firm handshake and wish him the best. With that, Professor Armitage bids you good day and disappears within the labyrinth of hallways that make up the bowels of the Antiquities Department.
[[Continue->Miskatonic - Display Room]]@@background-color:#665015;padding:5px;text-align:center;font-family:impact;font-size:125%;
Traveling to Innsmouth
@@<<set $car_outskirts = false>>\
<<set $car_innsmouth = false>>\
<<set $being_observed = 0>>\<<include "Traveling - Header">>
You decide it’s best to take the one coach that travels to and from Innsmouth. Hopefully that won’t stand out as much as driving into town with your own car. That does mean you will have to rely on the coach to leave Innsmouth, but if you do your job right that shouldn’t pose a problem.
The next morning, with the directions you received from Sam over at First National Grocery, you head to the central marketplace in Arkham’s South Side. Folks here tend to keep to themselves and what may raise an eyebrow in other parts of the city generally go without much notice here. No wonder this is the pickup and drop off point for the coach to Innsmouth.
[[Continue->Traveling - Coach Arrives]]<<include "Traveling - Header">>
Relying on the Innsmouth coach makes you feel a bit uneasy. It’s owned and operated by an Innsmouther, and if you need to get out of town quietly, or in a hurry, you’re either going to have to huff it by foot or procure some other mode of transportation. In an emergency situation, that doesn’t fill you with a lot of confidence.
While you don’t have a car of your own, you do have access to one. You did a job for a local mechanic who’s daughter had run off with some lowlife a few months back. You got the girl back to his father but not without suffering a busted jaw and other injuries from the jilted lover. The mechanic felt bad about how things had turned out for you and offered up a free loaner car if the need arose. You’re going to have to cash in this favor.
[[Continue->Traveling - Your Car]]<<include "Traveling - Header">>
One of the locals directs you to the front of a rundown convenience store. This is where the coach run by Joe Sargent stops. You stand in front of the store for a good hour before catching the first sight of what you suspect is the Innsmouth coach heading your way. Passersby also notice the vehicle and give a wide berth.
The old, dilapidated coach isn’t very big, seating maybe six people including the driver. You see two dark shapes in the back and assume these must be Innsmouthers coming to do some business in Arkham. The vehicle is covered in dust with hardened mud. A faded sign on the side advertises the “Arkham-Innsmouth-Newb’port Coach.”
[[Continue->Traveling - Coach Passengers]]<<include "Traveling - Header">>
The next morning you set out for Innsmouth in a two-seat roadster. If you have to come back with both Lawrence and his high-class girl in tow, well, she’s just going to have to make do and sit on the boy’s lap. Not that Lawrence would mind.
Leaving the outskirts of Arkham, heading north on a narrow, dusty road, the signs of civilization begin to slowly melt away. What buildings you do come across are mere ruins of their former glory. Forests eventually give way to wind-swept salt marshes. The air has a salty, rotten stench to it. You pass no other vehicles, and the loneliness of your surroundings makes you feel exposed and uncomfortable. The cloudless sky doesn’t help.
After traveling for several hours, you begin to see buildings in the distance. The thirst to see signs of other human beings becomes almost overwhelming. You had no idea how much the trek through the miles of barren swampland had left you feeling so isolated. As the structures take on more definition, your hopes are dashed when you see that these buildings are nothing but rundown, abandoned husks. Boarded up homes, collapsed barns: these are what greet you as you reach the outskirts of Innsmouth.
You slow the car down and pull over to the side of the road. A few miles out you can see the mouth of the Manuxet river emptying into the Atlantic. Beyond that, you see what looks like a small black reef breaking through the cresting ocean waves. Something about the reef feels wrong.
The town of Innsmouth itself appears to be densely packed with dark-brown buildings stretching from the inland hills down to a large wharf at sea’s edge. From this distance you can’t make out any activity taking place along the town’s streets and byways.
You take a moment to consider your next move.
You could stash the car behind some derelict building and proceed on foot into Innsmouth. The car would be safe from prying eyes but also be farther away if you need it in a hurry. Or you could drive into the heart of Innsmouth. You’re bound to draw considerable attention, but your means of leaving town would be closer at hand.
[[Leave the car on the outskirts of Innsmouth->Traveling - Car on Outskirts]]
[[Continue to drive into Innsmouth->Traveling - Car into Innsmouth]]<<include "Traveling - Header">>
<<set $car_outskirts = true>>\
You decide that entering the town with as low a profile as possible is your best course of action. An old, boarded-up farm fronting the main road into Innsmouth looks like an ideal place to stash your car. With a little effort you manage to get the front door of the barn open and drive your car inside. With the door once again secured, you make your way into town.
[[Continue into Innsmouth on foot->Innsmouth Square - Intro]]<<include "Traveling - Header">>
<<set $car_innsmouth = true>>\
<<set $being_observed += 1>>\
You decide that it’s best to have your car close at hand in case things go south, regardless of the attention bringing it into town may garner. Starting up the engine, you drive into the center of Innsmouth and park your car in what appears to be the town square.
[[Continue->Innsmouth Square - Intro]]<<include "Innsmouth Square - Header">>
<<include "Innsmouth Square - Reset">>\
Nothing could have prepared you for Innsmouth: not the stories told in Arkham, not the abandoned, ruined buildings you saw on the outskirts of town. This is a level of decay you find incomprehensible for a place still located on a map. Standing in the middle of the town square, you take in a panorama of utter destitution.
The old wood buildings are tightly packed together, with narrow alleyways winding between. Most of the structures have long fallen into a state of permanent disrepair. Ceilings have collapsed into piles of jagged debris. Walls have toppled over, leaving only the cracked support beams standing. Few buildings seem habitable and those that do are boarded up and abandoned. A collapsed steeple pokes up from the destruction in the distance, while another to the east has a large rotting hole where a clock face once sat.
The townsfolk appear to be in no better condition. Though it is late morning, there are few out in the main square. Those that are wear oversized clothing concealing their features. Hunched over and slowly shambling about, the people of Innsmouth keep their distance. A few cast momentary glances your way before scurrying off. What glimpses you catch of these reticent residents fills you with repulsion. The narrow heads, the bulging eyes: all the stories you heard in Arkham pale in comparison to the shocking reality.
And the stench! You have been to coastal cities before, ones where fishing is the predominant industry. The scent of fish mixed with salt from the sea, while not an inviting smell, does not even begin to compare with the overpowering odor confronting you. If you closed your eyes, you could imagine yourself buried in a pile of rotting marine carcasses. The reality your open eyes convey isn’t much better.
[[Continue->Innsmouth Square - Hub]]<<include "Traveling - Header">>
Two passengers exit the vehicle and you aren’t able to get a good look at them. Both are wearing hooded jackets with the hoods pulled down low to obscure their faces. You do notice a rancid smell of fish as they pass by. They both have a shuffling gait, possibly caused by some injury or deformity.
Exiting the coach last, the driver takes notice of you as he disembarks. You assume this must be Joe Sargent, the owner of the coach. He moves towards you with a severe limp, dragging his stiff left leg behind him. Coming to stand no more than a foot in front of you, Joe looks at you expectantly. He utters not a single sound.
You were in the Great War. You’ve seen the horrible disfigurements that result from man’s inhumanity. But what is before you now truly assaults your senses. It’s as if an artist couldn’t decide whether to create a man or a creature from the sea and ended up settling on a horrific amalgamation of the two.
Joe’s head is narrow up front, widening as it recedes to the back. His nose is flat, and his eyes seem too large for his face. They protrude so far out from their sockets, you wonder how they keep from popping out. Joe’s skin is a grayish blue and he appears to be without facial hair except for a few small, irregular tufts of wiry, blond hair. Dressed in plain, blue working clothes, and sporting a grey golf cap, Joe reeks of fish and decay.
[[Purchase ticket to Innsmouth->Traveling - Coach Purchase Ticket]]<<include "Traveling - Header">>
Joe wordlessly places an open palm in front of you, indicating for you to pay the fare. Having no idea what the price is, you drop what you hope is a sufficient amount in Joe’s hand. Seeming satisfied, Joe puts the money in his pocket and shuffles into the convenience store. Unsure what to do next, you decide to get onto the coach and wait for the driver’s return.
Taking a seat in the back, you dearly hope someone else arrives to take the journey with you. The thought of spending time alone with Joe Sargent makes you uneasy. Joe soon comes out of the store and sits down in the driver’s seat. Without a word of acknowledgement, he starts the coach, and you begin your trip to Innsmouth.
[[Continue->Traveling - Coach Drive to Innsmouth]]<<include "Traveling - Header">>
Leaving the outskirts of Arkham, heading north on a narrow, dusty road, the signs of civilization begin to slowly melt away. What buildings you do come across are ruins of their former glory. Forests eventually give way to wind-swept salt marshes. The air has a salty, rotten stench to it. You pass no other vehicles, and the wide-open loneliness of your surroundings makes you feel exposed and uncomfortable. The cloudless sky doesn’t help.
For the duration of the trip Joe says not a word. Occasionally he glances back, but his momentary attention only makes you feel worse. The longer you are with this Innsmouther, the more you’re convinced that something is seriously not right about him. His physical appearance is quite unsettling, but there is something else, something intangible, which makes your hairs stand on end. If Joe Sargent is a typical specimen of Innsmouth townsfolk, you don’t look forward to your time there.
[[Continue->Traveling - Coach Arrive Innsmouth]]<<include "Traveling - Header">>
After traveling for several hours, you begin to see signs of civilization in the distance. As the structures come closer, they start to take on more definition. You see that the buildings are nothing but rundown husks of what they once were. Boarded up homes, collapsed barns: these are what greet you as you reach the outskirts of Innsmouth.
You also see the mouth of the Manuxet river ahead, emptying its contents into the Atlantic. A few miles out to sea you notice what looks like a small black reef, breaking through the cresting ocean waves. Something about the reef feels wrong.
The town of Innsmouth itself also takes on more definition as you approach closer. Densely packed, dark-brown buildings make their way down to a wharf at water’s edge. From this distance you cannot make out any activity taking place along the town’s streets and byways.
Another few miles pass and you arrive at the central square of Innsmouth. Joe Sargent exits the coach and gives you one last suspicious look before disappearing down an alleyway. Not quite sure what to make of his sudden departure, you exit the coach and step into Innsmouth.
[[Continue->Innsmouth Square - Intro]]@@background-color:#665015;padding:5px;text-align:center;font-family:impact;font-size:125%;
Innsmouth - Central Square
@@<<set $gilman_front_desk_man = false>>\
<<set $gilman_room_key = false >>\<<include "Innsmouth Square - Header">>
<<if $being_observed gte 3>>\
When you arrive at the town square of Innsmouth, you encounter a site both unfamiliar and alarming: there are Innsmouthers everywhere! Where the residents had once been sparse, now they are out in force. Large groups of Innsmouthers block every street and alley. Looking around you desperately, every exit appears to be cut off.
No longer shy or reticent, the Innsmouthers glare at you with animosity. In unison they utter a terrifying chant over and over.
“Ia! Ia! Cthulhu fhtagn!”
[[Attempt to run from the Innsmouthers->Innsmouth Square - Locals Run]]
[[Attempt to fight your way through the Innsmouthers->Innsmouth Square - Locals Fight]]
<<if $car_innsmouth is true>>\
[[Get in your car and flee town->Innsmouth Square - Locals Straight to Car]]
<</if>>\
<<else>>\
You stand in the town square of Innsmouth. A few Innsmouthers shamble down the streets and alleyways. Most of the buildings around you are either boarded up or lie in mounds of impassable debris. There are two buildings that seem to be in functional shape with accessible entryways. From the signs affixed to each, you see one is the First National Grocery while the other is the Gillman House Inn.
[[Go to First National Grocery->First National Innsmouth - Outside]]
<<if $gilman_front_desk_man isnot true>>\
[[Go to the Gilman House Inn->Gilman - Outside]]
<</if>>\
[[Question some of the locals->Innsmouth Square - Locals]]
<</if>>\<<include "Innsmouth Square - Header">>
You decide to make a break for it on foot. From what you’ve seen, the Innsmouthers appear to be slow and uncoordinated. With a little luck you might be able to dart past them. What comes after that? That’s a problem you can figure out later.
With as much controlled speed as you can muster, you take off towards one of the groups of Innsmouthers. The road they are guarding is wide, and you hope this will give you extra room to maneuver past them. To your surprise the Innsmouthers quickly move in unison to block your path. All pretense at hiding their disfigured forms is cast aside. They intend to stop you, no matter what.
[[Run straight into the Innsmouthers->Innsmouth Square - Locals Run Knock Over]]
[[Perform a feint to try and get around the Innsmouthers->Innsmouth Square - Locals Feint]]<<include "Innsmouth Square - Header">>
From what you’ve seen, the Innsmouthers appear to be slow and uncoordinated. You might be able to knock some of them to the ground allowing you to escape. Picking up a discarded wooden board as a weapon, you make your way menacingly towards one of the approaching groups of Innsmouthers. You swing your weapon a few times to show that you mean business. The Innsmouthers get the message. Their response though is not what you expect.
Casting their oversized coats aside, the Innsmouthers rear up on their hind legs, or what passes for them, in preparation for your attack. All pretense of disguising their true form is dropped. The horrifying sight in front of you knocks your sense of sanity off kilter. Your brain desperately grasps to make sense of the human and aquatic amalgamations in front of you. Are they men metamorphosing into fish, or fish metamorphosing into men?
[[Continue->Innsmouth Square - Locals Fight Defeat]]<<include "Innsmouth Square - Header">>
Having your car close by and accessible was precisely for a situation like this: getting out of town in a hurry. While all the exits are currently blocked by groups of chanting Innsmouthers, you doubt their resolve will hold with a speeding roadster coming straight at them. Jumping into the front seat and firing up the engine, you get ready to put that theory to the test.
There is one road from the main square which will take you to the highway leading out of town. Of course this road also has the largest number of Innsmouthers standing guard. Turning your car in that direction, you quickly begin to accelerate, rapidly closing the distance between you and about twenty townsfolk standing in the street. To the left of them you see a wide enough gap to possibly speed by them without crashing into anyone. A deep ditch on the side of the road however leaves little room for error.
[[Swerve the car to the left to go around the Innsmouthers->Innsmouth Square - Swerve Car]]
[[Accelerate straight towards the Innsmouthers->Innsmouth Square - Drive Car at Locals]]<<include "First National Innsmouth - Header">>
The First National Grocery store of Innsmouth is a gloomy and rundown shadow of its sister location in Arkham. Fronted with a long window almost completely opaque from layers of dirt and grime, you can barely make out the shapes of items displayed for sale. A few huddled Innsmouther scurry past you as they exit the front door. The ring of a small bell attached to the door announces your presence as you make your way inside.
The inside of the store is in no better condition than the exterior. Several rows of sparsely stocked shelves line the floor. A few Innsmouthers mull about inspecting the few items for sale. Towards the back of the store, behind a long counter, a young man passes his time reading a comic book. He pays you little attention as you approach the counter.
[[Get the young man’s attention->First National Innsmouth - Greet Carl]]<<include "Gilman - Header">>
<<include "Gilman - Reset">>\
In front of you stands the only hotel in Innsmouth, the Gilman House Inn. Four stories tall,
the grand Georgian building speaks to an age when prosperity once resided in Innsmouth. It is one of the few stone buildings you have seen since coming into town and seems largely intact. But even here you can see the rot and decay of Innsmouth seeping into this once great edifice. Cracks spread out in intricate webs across the stone facade. Most of the windows are boarded shut, and those that aren’t are covered in grime. A crooked sign, proclaiming the name of this once great establishment, hangs precariously from the third floor.
The door to the lobby is open, and you can make out little from the dark interior. No bellman or other hotel staff stand to greet you. You feel as if staring into the gaping maw of some enormous monster waiting to swallow you whole.
Shaking such nonsense aside, you decide to enter the hotel.
[[Enter the hotel->Gilman - Lobby]]<<include "Innsmouth Square - Header">>
<<set $being_observed += 1>>\
You decide to get some information from the local Innsmouthers but that proves more difficult than expected. As you approach a target, they quickly shuffle off down an alleyway
or behind a building. They are as slippery as eels, and you suppose the whole situation would look pretty comical to an outside observer. This inability to engage a single person in conversation makes you even more determined.
Eventually, you manage to corner a rather distressed resident between yourself and a blocked-off alley. With nowhere left to hide, the resident turns to face you.
[[Turn away and leave the Innsmouther alone->Innsmouth Square - Hub]]
[[Press the cornered Innsmouther for information->Innsmouth Square - Locals Press]]<<include "Innsmouth Square - Header">>
Raising your forearm in front of you like a shield, you tuck your head down behind your arm to lower your center of gravity. Running as fast as you can, you charge into the wall of Innsmouthers preventing your escape.
The first couple of townsfolk you barrel into are caught completely off guard by the sheer force of your assault. They are knocked backwards off their feet like bowling pins. Only their fellow citizens standing behind prevent them from crashing down onto the ground. Adrenaline surges through you with your initial success. This might just work!
Only as you slam into the next line of Innsmouthers behind the first do you realize your miscalculation. The Innsmouthers attempting to prevent your escape are not standing in a shallow line but are instead tightly packed together several rows deep. As you crash through the second set of Innsmouthers, you begin to feel your momentum slow. You barely make it past the third row and come to a complete stop when you crash into the fourth.
Tired, battered, and now completely surrounded by raging townsfolk, you begin to contemplate a violent end. Mutated faces with bulging bloodshot eyes glare at you with fury. The Innsmouthers close ranks around you and begin a concerted effort to push their collective mass inward.
Trapped in the center of this tightening vice of noxious flesh, you let out a final scream to the uncaring sky above. As your world fades into eternal blackness, the sound of chanting is your final companion.
“Ia! Ia! Cthulhu fhtagn!”
@@text-align:center;font-family:impact;font-size:125%;
The End
@@
[[Return to before your fate was sealed?->Traveling - Transportation Choice]]
[[Restart your adventure?->Game - Start]]<<include "Innsmouth Square - Header">>
As you run towards the Innsmouthers, you notice that they move in a tightly compact group. While presenting a formidable wall of bodies to try to break through, the formation also makes a last-minute course correction difficult to execute. Seeing openings to the right and left of the Innsmouthers, you head to your right, exaggerating your movements to give your captors a clear sign of your direction. The Innsmouthers grab the bait and collectively head to their left to cut you off.
Running at top speed, you plan your feint for the last possible moment. The open path ahead of you quickly closes as the Innsmouthers shift their collective weight to block you. There is still a small chance you could make it, but you decide to stick with your original plan. Throwing down all the force you can muster onto your leading right foot, you redirect all your momentum to your left. A sharp pain in your ankle radiates up your leg but is muted by the adrenaline coursing through your body.
The Innsmouthers notice your change of course too late. While some individuals try and move in the opposite direction to cut you off, the group continues barreling to your right. The path around them to the left widens ever more. The realization that the way ahead is unimpeded fills you with a surge of energy. Running faster than you have ever run in your life, you fly past the screaming Innsmouthers and down the street.
[[Continue->Innsmouth Square - Under Porch]]<<include "Innsmouth Square - Header">>
The first of these obscenities approaches to within attacking distance. The head of the thing is fish like, while the body, covered with slimy scales, still has the form of a man. Its forearms are muscular and have the beginnings of fins poking through the skin. It lets out a gurgling scream as you swing your improvised club into the side of its head. Your wooden weapon breaks in two and the Innsmouther falls to the ground. A stinking pool of green ichor oozes from its head.
You hoped that after you felled the first Innsmouther, the rest would either flee or give you a wide berth. Unfortunately this is not how they react. The sight of their fallen comrade whips them into a frenzied madness. They croak and squeal in anger. There is an explosion of movement as the Innsmouthers run, hop and slither towards you. Quickly they are upon you.
One last desperate swing of your broken weapon is all you can manage before the maddened Innsmouthers overwhelm you. Slimy fists pummel you. Webbed feet kick you. You swear you see a mass of tentacles groping for your eyes. The horrible, rotting smell of your attackers causes bile to fill in the back of your throat.
Knocked to the ground and overpowered, your last view of a cloudless sky above is obstructed by the terrifying forms of your attackers. As the world fades to black, you hear the rhythmic chant of the Innsmouthers.
“Ia! Ia! Cthulhu fhtagn!”
@@text-align:center;font-family:impact;font-size:125%;
The End
@@
[[Return to before your fate was sealed?->Traveling - Transportation Choice]]
[[Restart your adventure?->Game - Start]]<<include "Innsmouth Square - Header">>
You reconsider the advisability of playing a game of chicken with the Innsmouthers. They may be crazy enough not to flinch, and plowing into twenty people, no matter how bizarre and evil they are, just doesn’t sit right. Besides, you doubt the car would emerge from such an impact in working condition.
As you accelerate towards the Innsmouthers, you pull the steering wheel hard to the left in order to race around them. You then pull the wheel back to the right to straighten out the car. The traction of the wheels against the road holds true and you maneuver onto the narrow path to the left of the screaming townsfolk. You floor the gas pedal and the engine roars. Adrenaline courses through your body as you realize you are going to make it!
With the Innsmouthers to your right, you take a quick look to your left to see just how close you are to the edge of the ditch running alongside the road. What you see makes your heart skip a beat. The side of the road is more washed out than you first noticed, the edge having very little supporting ground beneath. You doubt it can hold the weight of your vehicle.
There is a loud explosion of rock and dirt as the left side of the road gives out beneath you. The horizon pivots violently to the left as the car tilts over and falls into the ditch. The car’s momentum carries you dozens of feet further, metal scraping against rock. Your head careens into the side of the car door and then slams into the steering wheel.
Everything goes dark.
[[Continue->Innsmouth Square - Swerve Car Dead]]<<include "Innsmouth Square - Header">>
When faced with a desperate situation, sometimes the most appropriate thing to do is meet it in kind. If the Innsmouthers think they can prevent the escape of a fast moving vehicle, they better prepare to be run over. With your mind made up, your fates are now entwined. Either you all walk away from this confrontation or you all meet your end in a crash of metal and flesh. Let’s see how much these Innsmouthers want to live.
You steer your car directly at the Innsmouthers and push the gas pedal to the floor. A calm resignation comes over you as the distance between you and the Innsmouthers quickly vanishes. The dice are rolled. It’s in the Innsmouthers’ hands now.
[[Continue->Innsmouth Square - Locals Dive Out of Way]]<<include "Innsmouth Square - Header">>
<<set $being_observed += 2>>\
Standing up as straight as its deformed frame allows, the Innsmouther looks into your eyes with a burning hatred. His gigantic bulging eyes surround the remnants of a flat nose. Pustules and boils cover the Innsmouther’s pale-blue skin. His lips are large and inflamed, his bottom one drooping onto his chin. Decaying brown teeth and an overwhelming fetid smell assault your senses as the Innsmouther opens its mouth.
“Ia! Ia!” he screams in a loud gurgling voice. “Cthulhu fhtagn!” The alien words hit you with a force that shatters your resolve to stand firm.
[[Flee back to the town square->Innsmouth Square - Hub]]<<include "Innsmouth Square - Header">>
How long you ran for, you cannot say. Eventually a searing agony in your right ankle brings you crashing to the ground. Delirious with pain, you hold onto enough sense to drag your body under a decaying porch. Moments later several packs of Innsmouthers swarm the neighborhood and adjourning streets. They begin a systematic search of the area.
Looking at the swollen purple mass which is your right ankle, you realize that you won’t be able to travel far.
<<if $car_innsmouth is true>>\
[[Head back to main square for your car->Innsmouth Square - Locals Back to Car in Main Square]]
<<elseif $car_outskirts is true>>\
[[Retrieve your car->Innsmouth Square - Locals Car Escape]]
<<else>>\
[[Continue->Innsmouth Square - Locals Find You]]
<</if>>\<<include "Innsmouth Square - Header">>
Your car, and only way out of this god forsaken town, is back in the main square where you just fled from. As improbable as making it back there is, you don’t really have much choice. You can’t get back to Arkham, or anywhere else, on foot. You doubt you could even make it more than half a mile in your current condition. Staying hidden isn’t viable either; nobody knows you’re here.
Bracing for the wave of agony that will hit, you crawl out from under the porch and gingerly stand up, careful to put all your weight on your left foot. While somewhat bearable, the sting in your right ankle is still jarring. Leaning against the side of buildings where you can, you hop step by step, making your way slowly back to the main square.
[[Continue->Innsmouth Square - Destroyed Car]]<<include "Innsmouth Square - Header">>
You thank your foresight in hiding your car on the outskirts of town. As luck would have it, you realize that you are only a few blocks from where you stashed it. Your right ankle is in bad shape, but you may be able to hobble the rest of the way. There really isn’t any other choice.
Bracing for a wave of agony, you crawl out from under the porch and gingerly stand up, careful to put your weight on your left foot. While somewhat bearable, the sting in your right ankle is still jarring. Leaning against the side of buildings where you can, you hop step by step, making your way slowly to where you hid the car.
There were several close calls as you hobbled back to the abandoned farm. Ducking behind a wall or bush saved you several times from being discovered. But you managed to elude your pursuers. Leaning against the old barn where you hid your car, you quietly open the front door and slip inside.
The sight of your car sitting exactly where you left it fills you with relief. Sliding into the front seat, you are about to slip the key into the ignition when you hear something out front.
[[Wait and listen before starting the car->Innsmouth Square - ocals Car Escape Listen]]
[[Fire up the engine and floor it!->Innsmouth Square - Locals Car Escape Floor It]]<<include "Innsmouth Square - Header">>
Having come to Innsmouth on the coach from Arkham, you have no other transportation out of town. You could try to hike out, but with the sprain in your ankle, that avenue of escape is closed. You rack your mind for answers but none come.
More Innsmouthers pour into the immediate area. Their search for you becomes ever more intense, bringing you to the grim conclusion that your discovery is only a matter of time. You have no illusions what will happen when they find you. This is not a predicament you will walk away from.
In your final moments before discovery, you wonder whatever became of Lawrence Murphy? If Lawrence is still in Innsmouth, he is certainly beyond your help now. You pray that the boy is as far from this cursed place as he can get. If Lawrence did heed the call of Innsmouth, he was lost before he ever set foot in this town.
@@text-align:center;font-family:impact;font-size:125%;
The End
@@
[[Return to before your fate was sealed?->Traveling - Transportation Choice]]
[[Restart your adventure?->Game - Start]]<<include "Innsmouth Square - Header">>
There were several close calls as you hobbled back to Innsmouth’s main square, but in the end you were able to elude your pursuers. The main square appears empty at the moment. You figure the Innsmouthers wouldn’t think you were crazy enough to come back to the center of town. Part of you wonders if they have a point.
The sight of your battered car demolishes whatever hope you had of getting out of this cursed town. The tires are slashed and parts of the engine are strewn across the ground. The interior is ripped to shreds and the windows are completely smashed. This car is going nowhere.
You smell the approaching Innsmouthers first. The rancid odor of decaying fish makes your eyes water in disgust. Your pursers approach from all sides. Even if you weren’t in such a sorry condition, there would be little hope of escape. With your will to fight spent, you lean back against your wrecked car and wait for the inevitable.
You wonder whatever became of Lawrence Murphy? Would his mother ever see him again? Did he suffer a similar fate? You hope that wherever he is, he’s at peace. You clear your own mind and wait for eternal sleep.
Now If only your approaching executioners would stop that maddening chant.
“Ia! Ia! Cthulhu fhtagn!”
@@text-align:center;font-family:impact;font-size:125%;
The End
@@
[[Return to before your fate was sealed?->Traveling - Transportation Choice]]
[[Restart your adventure?->Game - Start]]<<include "Innsmouth Square - Header">>
You can clearly make out the movement of several people in front of the barn. A few moments later more arrive. Soon you hear shuffling and noise from all sides. The sound of a vehicle coming from the road fills you with even more alarm. You don’t think anyone saw you come in here, but then again you can’t be sure. All doubt vanishes when the approaching vehicle comes to a stop up against the barn door.
The Innsmouthers are trying to seal you in.
[[Start the car and ram your way out the front->Innsmouth Square - Locals Car Surrounded Escape]]<<include "Innsmouth Square - Header">>
You decide that you’re not going to remain in this town for a moment longer, subtlety and stealth be damned. Firing up the engine, you release the parking brake and push the gas pedal to the floor. The car surges forward, quickly covering the distance to the barn door. A loud crack accompanies an explosion of splintered wood as your car smashes through the barn door. A couple of startled Innsmouthers barely have enough time to dive out of the way.
The feel of the car’s acceleration fills you with a rush of adrenaline. The main road quickly approaches ahead. To your right you see another vehicle making its way towards you, a faded sign on the side advertising it as the “Arkham-Innsmouth-Newb’port Coach”. A bulging-eyed Innsmouther stares at you menacingly from the driver’s seat. You have the distinct impression that he was coming here to get you.
Throwing the steering wheel to the left as hard as you can, the wheels let out a protesting screech as the car slides sideways onto the main road. You are barely able to regain control, preventing the car from fishtailing off the road. The Innsmouther’s coach continues barreling towards you from behind. Fortunately, once the wheels of your car regain traction, you begin to outpace your pursuer. It becomes immediately clear that the Innsmouth coach is not made for speed and your roadster easily begins to open up an ever increasing lead.
[[Continue->Innsmouth Square - Car Escape Conclusion]]<<include "Innsmouth Square - Header">>
The time for subtlety and stealth has long passed. Engaging the car’s engine, you release the parking brake and push the gas pedal to the floor. The car surges forward, quickly covering the distance to the barn door. The sound of cracking wood is replaced by twisting metal as your car slams into the side of another vehicle parked up against the door. All the car’s momentum comes to a complete stop as the engine compartment lodges inside the other vehicle's cab. You are thrown face first into the steering wheel. All goes black.
[[Continue->Innsmouth Square - Locals Car Surrounded Death]]<<include "Innsmouth Square - Header">>
It takes a while before your heart begins to beat normally and you loosen your grip on the steering wheel. You haven’t seen any sign of the pursuing coach for several miles now. A wave of relief washes over you as you realize that you have escaped Innsmouth.
And what of your case to find Lawrence Murphy? Innsmouth is pretty much off limits now. Those twisted monsters will surely be on the lookout for you. If Lawrence is still in Innsmouth, he is beyond your help. You pray that the boy is as far from that cursed place as he can get.
You probably won’t tell the mother the truth about what you found in Innsmouth. Better to stick to your original theory that he simply ran off with a girl to start a new life. That would be the best conclusion to this tale. Unfortunately you don’t believe it. What you saw in Innsmouth leaves no room for a happy ending.
If Lawrence heeded the call of Innsmouth, he was lost before ever setting foot in the place.
@@text-align:center;font-family:impact;font-size:125%;
The End
@@
[[Return to before your fate was sealed?->Traveling - Transportation Choice]]
[[Restart your adventure?->Game - Start]]<<include "Innsmouth Square - Header">>
The scent of smoke brings you to your senses in a fit of coughing. Blood trickles down your face and you can taste it in the back of your mouth. The dashboard has been pushed forward by the force of the collision and now pins you firmly in your seat. You are trapped!
You notice that the Innsmouthers have placed stacks of rotting wood all around you, which they then set aflame. The smoke grows in intensity and thickness. You gasp for air as the smoke chokes the life from you. Your only comforting thought is that the smoke will render you unconscious before the growing flames cook you alive.
Through the sounds of crackling fire and your desperate struggle to breathe, you hear your attackers bellow out a repetitious chant.
“Ia! Ia! Cthulhu fhtagn!”
@@text-align:center;font-family:impact;font-size:125%;
The End
@@
[[Return to before your fate was sealed?->Traveling - Transportation Choice]]
[[Restart your adventure?->Game - Start]]<<include "Innsmouth Square - Header">>
The smell of gasoline stings your nostrils and blood flows from a nasty gash on your forehead. The dashboard and driver’s seat of the roadster have folded together, forming a vice-like grip pinning you inside the car. Gasoline from the ruptured engine begins to seep into your clothing. You pray that an errant spark doesn’t set you ablaze.
With the car lying down in the ditch on its side, you look up to your right to see several Innsmouthers peering down at you. A few moments later several more arrive. They appear to be having a discussion in their gurgling language. A consensus seems to be reached as they all turn to watch your fate. One of the Innsmouthers pulls out a small lighter, and with a flick, a flame comes to life. You watch the lighter fall from the Innsmouther’s mutated hand, down into the wreckage of the car.
Some say death by fire is the cruelest way to go. With the flames climbing all around, you’ll soon know the answer. Amongst your agonizing screams you hear the Innsmouthers chanting an evil mantra.
“Ia! Ia! Cthulhu fhtagn!”
@@text-align:center;font-family:impact;font-size:125%;
The End
@@
[[Return to before your fate was sealed?->Traveling - Transportation Choice]]
[[Restart your adventure?->Game - Start]]<<include "Innsmouth Square - Header">>
The Innsmouthers were clearly not expecting you to take such drastic action. When your intent finally registers with them, they have mere moments left to react. Scrambling to get out of the way, most are able to jump aside in time. A few aren’t quite fast enough.
One of the Innsmouthers is flung to the side as you clip his trailing leg, taking it clean off. A stream of green ichor splashes across the front windshield. Another Innsmouther collides with the car head on and is tossed clear over the top of the cab, landing on the road behind you. Pieces of scaly flesh stick up from the grill. The sight of the carnage brings a surge of bile up your throat.
Fortunately, only two Innsmouthers weren’t able to get out of the way in time. While the car has definitely taken some damage, it seems cosmetic for the most part. The engine continues to roar and the car’s handling seems responsive. Behind you in the distance you see another vehicle enter the road and begin to give chase. It appears to be a rather dusty, dented old coach. You prepare yourself for more vehicular combat but soon realize that the old vehicle is no match for your roadster’s speed and agility. The distance between you increases as you make it to the highway leading out of town.
[[Continue->Innsmouth Square - Car Escape Conclusion]]@@background-color:#665015;padding:5px;text-align:center;font-family:impact;font-size:125%;
Innsmouth - Gilman House Inn
@@<<set $gilman_lookout_window = false >>\
<<set $gilman_read_notepad = false >>\<<include "Gilman - Header">>
The lobby of the Gilman House Inn is very dark and it takes your eyes a few moments to adjust. The air is cold and stagnant. Your nose detects the pungent odor of decay. Looking around, you see what was once an opulent and stylish front lobby. Expensive fabrics, combined with masterfully crafted wood, compose furniture pieces that were once true works of art. But time and neglect have taken their toll. The fabric is ripped and the colors have faded. The paint on the wood has long since begun to peel, littering the floor with curled-up, rotting flakes. Dust and cobwebs cover everything. A more uninviting place you can scarcely imagine.
At the back of the lobby sits a large, ornate front desk.
[[Approach the front desk->Gilman - Front Desk]]<<include "Gilman - Header">>
You stand in front of the Gilman House Inn front desk. A tarnished brass bell sits upon the counter and you see a small room key sitting next to it. To the left of the front desk, stairs lead up to the next floor.
A tall, bald man stands behind the desk. His back faces you as he stares out a grime covered window. You notice that his skin is very pale and has a sickly-green tint to it. On one side of his neck you make out three festering wounds stretching about six inches in length. The skin appears to have been lacerated by a sharp blade or claw. From the angry, red state of the wounds, you don’t think the man is healing particularly well.
<<if $gilman_front_desk_man isnot true>>\
[[Ring the bell->Gilman - Front Desk Ring Bell]]
<</if>>\
<<if $gilman_room_key isnot true>>\
[[Take the key on the counter->Gilman - Front Desk Take Key]]
<</if>>\
[[Go up the stairs->Gilman - Go Up Stairs]]
[[Leave the Gilman House Inn->Innsmouth Square - Hub]]<<include "Gilman - Header">>
<<set $gilman_front_desk_man = true>>\
You bring the tip of your finger down multiple times on the bell, producing a loud ringing sound. The man behind the counter slowly turns to face you. His large, bulging eyes fix intently upon you. Standing there, not saying a word, the tall Innsmouther looks at you with a blank expression.
<<include "Gilman - Front Desk Response">>\<<include "Gilman - Header">>
<<if $gilman_front_desk_man is true>>\
<<set $being_observed += 2>>\
You attempt to take the key off of the front desk and are startled when the Innsmouther quickly grabs your wrist in protest. In panic, you drop the room key back onto the counter, but the Innsmouther does not let go. His cold and clammy hand has a powerful grip. You feel the blood to your fingers being cut off. While you struggle furiously to break free, the Innsmouther says not a word.
Tiring of this tug of war, you grab the brass bell on the counter with your free hand and strike the Innsmouther across the brow. He releases his grip on you, letting out a gurgling cry as he falls back against the wall. Putrid, green ichor oozes from his forehead.
Dropping the brass bell to the floor, you race out of the hotel.
[[Continue->Innsmouth Square - Hub]]
<<else>>\
<<set $gilman_room_key = true>>\
You quietly slip the room key into your pocket. The Innsmouther behind the front desk remains oblivious to your presence.
[[Continue->Gilman - Front Desk]]
<</if>><<include "Gilman - Header">>
<<if $gilman_front_desk_man is true>>\
<<set $being_observed += 2>>\
You make your way to the base of the staircase, and as you begin to ascend, you are violently tackled from behind. The wind is knocked out of you as someone with immense weight crashes down on top of you. Shifting your weight to your left, you successfully dislodge your attacker. The respite is short lived as the two of you scramble to your feet.
Standing before you is the Innsmouther from the front desk. While now breathing heavily from his exertion, the same blank expression greets you. Jutting his hands out, the Innsmouther grabs your throat in an iron grip. You choke violently as he begins to squeeze the life out of you.
Standing half way up the first flight of stairs, the Innsmouther pushes you back up against the wall. Stars begin to flash across your field of view. In moments you will lose consciousness. Desperately you try to pry his hands loose, but his grip is too strong. Pummeling his face with your fists has little effect. The Innsmouther stares at you with the same expressionless face.
Knowing this will be your final act before the curtains close forever, you throw your weight towards the descending stairs. The sudden shift catches the Innsmouther off balance, and the two of you tumble down the stairs. You hear a loud crack as the Innsmouther’s head slams against the corner of the front desk. A putrid, green ichor pours from the nasty wound.
Jumping to your feet, you sprint away from the Innsmouther and out the front door of the lobby.
[[Continue->Innsmouth Square - Hub]]
<<else>>\
You make your way to the base of the staircase and quietly ascend. With the overall condition of the building, you are surprised the stairs don’t complain more at your passing. Taking a quick look over your shoulder, you see that the Innsmouther at the front desk still has his back towards you. Confident that your passage went unnoticed, you proceed up to the second floor.
[[Continue->Gilman - Search the Floors]]
<</if>>\<<include "Gilman - Header">>
<<if $gilman_room_key is true>>\
The small room key you took from the front desk has the number “428” etched on its surface. Figuring that this is as good a place as any to start your search of the building, you head up to the fourth floor.
There is little light to see by, the lamps affixed to the walls are broken and inoperable. What light there is comes from a large window at the end of the hallway. A heavy, closed curtain keeps most of the sunlight from breaking through. A few beams of light still manage to find their way in, illuminating swirling clouds of dust and filth.
You encounter no other guests or staff.
[[Continue->Gilman - Room 428 Enter]]
<<else>>\
There is little light to see by, the lamps affixed to the walls are broken and inoperable. What light there is comes from a large window at the end of the hallway. Heavy, closed curtains keep most of the sunlight from breaking through. A few beams of light still manage to find their way in, illuminating swirling clouds of dust and filth.
You proceed to search the second floor, then the third, and finally the fourth. Each is just like the other: rows of scuffed, wooden doors, some with room numbers, some without. Every handle you try is locked. No guests can be seen or heard.
Having nothing to show for your search, you head back down to the lobby.
[[Continue->Gilman - Front Desk]]
<</if>>\<<if $gilman_room_available isnot true>>\
[[Ask the man if a room is available->Gilman - Front Desk Man Response][$gilman_room_available = true]]
<</if>>\
<<if $gilman_lawrence isnot true>>\
[[Ask the man about Lawrence Murphy->Gilman - Front Desk Man Response][$gilman_lawrence = true]]
<</if>>\
<<if $gilman_chit_chat isnot true>>\
[[Strike up small talk with the man->Gilman - Front Desk Man Response][$gilman_chit_chat = true]]
<</if>>\
[[Give up talking to the man->Gilman - Front Desk]]<<include "Gilman - Header">>
The Innsmouther stares at you, not making any move or sound in response to your question. He wears a blank expression as if nothing external registers with him. His demeanor makes you extremely uncomfortable.
<<include "Gilman - Front Desk Response">>\<<include "Gilman - Header">>
Standing in front of room 428, you place an ear to the door and listen. You detect no discernible sound coming from the other side. Assuming the room to be empty, you slip the room key into the door handle and open the door.
[[Enter room 428->Gilman - Room 428 Interior]]<<include "Gilman - Header">>
You find yourself in a room that fills you with disgust. If you were a paying customer, an immediate demand for a refund would be forthcoming. There is such an accumulation of dust and animal droppings that you wonder when the last cleaning service came through. The turn of the century seems like a good guess.
Immediately across from the door sits a small, dingy bed next to the only window in the room. The bedspread is stained with a pungent, black mold and the pillow is covered in rodent droppings. The mattress sags to one side and you can make out twisted wires poking out of cracks in the box spring. Who would be desperate enough to sleep in such filth is beyond you.
A large chest of drawers rests up against the wall to the left of you, next to a bolted door leading to an adjacent room. To the right of you is another wall with another door. This one appears to be bolted from the other side.
[[Look out window->Gilman - Room 428 Look Out Window]]
[[Look at the chest of drawers->Gilman - Room 428 Look Through Chest of Drawers]]<<include "Gilman - Header">>
<<set $gilman_lookout_window = true>>\
The window is extremely dirty and difficult to see through. You try pulling it up to get a better view outside and are a bit surprised when it easily slides open. The rancid odor that is Innsmouth hits you like a wave. As you adjust to the stench, you look out over the town.
Immediately below you is an enclosed concrete square. A fall from this height would be bad news. One room over to your right, a two-story building butts almost up against the hotel. A narrow alleyway runs between them.
Out beyond your immediate surroundings, you see old decrepit buildings stretching down to a wharf jutting out into the sea. The waves are choppy and chaotic, battering the wharf with columns of sea spray shooting into the air. Ominous black clouds angrily churn in the distance. A storm is brewing.
Before turning away from the view, one last sight catches your attention. There, about a quarter mile past the wharf, you see what looks like a reef of black rock breaking above the water line. If your estimation is correct, low tide should be at its zenith in about six hours. You imagine the reef would be quite a bit above the water line at that point.
<<if $gilman_read_notepad isnot true>>\
[[Look at the chest of drawers->Gilman - Room 428 Look Through Chest of Drawers]]
<<else>>\
[[Continue->Gilman - People Coming]]
<</if>>\<<include "Gilman - Header">>
The chest of drawers is a massive piece of furniture, standing a good five feet tall, with six huge drawers. Made of mahogany, the craftsmanship that went into its design is exquisite. Intricate floral designs are carved into the drawer handles. A reddish-brown finish has been applied to it, with certain sections varying in tone to highlight geometric patterns. While covered in the same uniform layer of grime blanketing the entire room, the chest of drawers remains in relatively good condition.
[[Search the drawers->Gilman - Room 428 Search Through Drawers]]<<include "Gilman - Header">>
You hear several sets of plodding footsteps approaching your room. You stand perfectly still, hoping to give no indication of your presence. Muttering a curse under your tongue, you realize that you forgot to lock the door after you entered. As silently as you can, you make your way over to the door and secure the lock on the handle. Instinctively, you take a few steps back from the door as the footsteps draw closer. You hope that whoever is out in the hall passes by.
The footsteps stop right in front of your door. You can hear several Innsmouthers conferring in low mumbles. A debate seems to be occurring and you feel a spike of fear over what they are deciding. When the mumbling comes to an end, you are startled by several loud knocks on the door.
[[Answer the door->Gilman - Answer the Door]]
[[Do nothing and wait to see what happens->Gilman - Do Nothing and Wait]]
[[Flee through the bolted door to your right->Gilman - Through Bolted Door]]
[[Try to break down the door to the adjacent room to your left->Gilman - Break Door Succeed]]<<include "Gilman - Header">>
Sliding the drawers open, you search for any contents. All of the drawers are empty, save the bottom. Lying towards the back of the drawer you find a small, yellow pad of paper. Several pages are filled out in tightly controlled lettering, which grows more wild and frantic as the narrative continues. On the final page, the lettering devolves into almost illegible, panicked strokes.
Removing the notepad, you begin to thumb through its contents.
[[Read the notepad->Gilman - Room 428 Start Reading Notepad]]<<include "Gilman - Header">>
Deciding that the game is up and that they clearly know you’re in here, you open the door to face your fate. The tall Innsmouther from the front desk stands in front, with four other Innsmouthers standing behind him. While the tall Innsmouther stares at you with a blank expression, the others seem a little surprised you answered the door. The six of you stand there wordlessly for a moment, none of you quite sure what to expect next.
[[Continue->Gilman - Death]]<<include "Gilman - Header">>
You’re not sure what prompted the Innsmouthers to knock on the door, but you’re certainly not going to answer it. The best course of action you decide is to wait and hope they go away.
A moment passes and there is another knock on the door, this time more forcefully. After giving no response again, you see the door handle twist back and forth as the Innsmouthers attempt to gain entry. Fortunately you were able to lock the door in time. The sound of keys jingling on the other side of the door fills you with panic. They must have another set.
Looking around the room you don’t see any good places to hide. The boxspring of the bed is flush with the floor, so you can’t hide underneath. You could crouch down behind the corner of the chest of drawers, but that would give you limited concealment. Anyone who took more than two steps into the room would see you.
Your options don’t look particularly promising.
[[Move the chest of drawers in front of the door->Gilman - Barricade Door]]
[[Flee through the bolted door to your right->Gilman - Through Bolted Door]]
[[Try to break down the door to the adjacent room to your left->Gilman - Break Door Fail]]<<include "Gilman - Header">>
You slide the bolt free on the door to your right and enter the adjacent room. Closing the door behind you, you realize there is no way to lock the door from this side. If the Innsmouthers decide to come in here, you have no way to bar their entrance.
The room you stand in is similar to the one you just left except there is no chest of drawers. You look out the window and see the same four-story drop to the concrete square below. The two-story building adjacent to the Gilman is now two rooms to your right. There is no way you could get there from here.
The sound of the Innsmouthers entering the adjacent room grabs your full attention. You can hear movement and crashing furniture as they search the room. It’s only a matter of time before they find their way in here.
[[Continue->Gilman - Through Bolted Door Flee]]<<include "Gilman - Header">>
Charging from the other side of the room, you throw your full weight into the bolted door. The sound of splintering and cracking wood meets you in response. The integrity of the door’s frame holds and you bounce back onto the floor. It’s apparent this is going to take more than one charge to bring the door down. With pain throbbing in your left shoulder, you take a few steps back in preparation for another go.
Throwing all caution aside, you charge the door one last time with every ounce of strength you have left. Your entire weight slams into the door. Splinters of wood go flying as the door’s hinges and bolt lock come loose from the wall. Both you and the door crash down onto the floor of the adjacent room in a heap of debris.
Your shoulder is numb with pain as you struggle to your feet. You see several Innsmouthers gain entry to the room you were just in. They turn their hideous, deformed faces towards you and make a god-awful, croaking scream. The handle on the door leading out to the hallway also begins to turn. You realize there are even more Innsmouthers still out in the hallway. A wave of panic washes over you as you realize that your avenues for escape are quickly vanishing.
You look to the window and notice that it’s already open. From your earlier reconnaissance you remember there is an adjacent two-story building below the window. It would still be a good ten foot drop and there is a narrow alleyway between the two buildings you would need to clear. But there doesn’t appear to be any better alternative.
[[Jump out the window->Gilman - Jump Out Window]]<<include "Gilman - Header">>
<<set $gilman_read_notepad = true>>\
//The good Doc says I should write down my thoughts when I get panicky. Better to pour them onto a page then let them rattle around in my head. If ever there’s a time to give this a go, now is it.
I knew coming to inspect the old Marsh Refinery was gonna be queer. Like most folks, I’ve heard the stories about Innsmouth. But let me tell you, those stories don’t hold a candle to the truth. This place ain’t right!
The ride to town on old Joe Sargent’s coach was a bad start. The fella wouldn’t talk the entire time, no matter how often I tried to bust up the silence. I know he looks wrong, all sick and such, so maybe he’s used to keeping to himself. But sitting there with him, in that old coach, I could feel some ungodly evil about him. I know Jesus says we shouldn’t judge, but Lord Almighty, something about him reeks of the Devil.
The townsfolk weren’t any better. Felt like they were watching me the entire time. Gave me the creeps. But I’m not here to enjoy the sites, that’s for sure. So straight to the Marsh Refinery I went to do the State’s inspection.
Barnabas Marsh, the man who runs the whole operation, well he hasn’t been seen by anyone in a good 10 years. I wasn’t really expecting to see him, but still it’s odd for the owner not to make an appearance. Most of the inspection was handled by his granddaughter, Eliza Marsh. Man oh man was she a looker! Not like all the other folks in town. I bet she could be on the stage or in the movies. Pleasant girl too, if a bit odd. She wore some strange gold jewelry, mainly bracelets and a tiara. Not like anything I’d seen before. Maybe European?
I can’t quite figure what’s going on at the refinery. I mean REALLY going on. The equipment for melting down gold was in decent enough shape. No violations. But I keep wondering where all the ore’s coming from? The Marsh girl told me it’s shipped in, but I don’t believe that for a minute. I’ve seen the wharf in town. No ship has docked there in a generation or more I reckon. There’s no rail line coming into Innsmouth, and you can’t haul that much gold by road. Something isn’t on the up and up.
I did see a big cart full of all kinds of weird gold objects. Looked like statues of fish and other stuff from the sea. The strange thing was that everything in the cart was soaking wet. I swear I even saw some seaweed and dead fish mixed in, like it had been trawled from the seabed. That Marsh girl got me out of there pretty quick when she saw I took notice.
Something’s going on they don’t want me to see. Are they pulling all their gold out of the ocean? Is there some shipwreck or pirate treasure? Doesn’t seem to add up. They process a lot of gold in that refinery, and I mean a LOT! No way some shipwreck would account for it all. But where’s it all coming from?
Things started taking a turn for the worse after I left the refinery. Joe’s coach was having some trouble and I was stuck here till the next day. Car seemed fine on the way into town, but who knows? So I had to get a place to stay for the night, and Gilman’s is the only place in town. God I wish I’d just started walking back to Arkham then and there!
This town is bad enough during the day. There’s no way I was going to be caught outside after dark! So I kept to my room and was just going to wait the night out. Forget about sleeping! This place is creepy and FILTHY!
Then the chanting started.
I heard it coming from the street and took a look out the window. It’s really dark tonight, but I could see a line of people carrying torches, all marching down to the wharf. They were chanting some foreign words I couldn’t figure. Sound of it made my blood run cold. And there, out past the wharf, I could see more lights out on that rock reef. Devil Reef I think it’s called. All the people seemed to be making their way out there, carrying torches and boarding small skiffs. What in God’s name are they doing?
I closed the window and am sitting here writing on this pad. I don’t know what to do. That damn chanting keeps getting louder! I swear I hear folks inside the Gilman chanting now too. Sounds like folks, a lot of them, are coming up the stairs…
Oh God, someone’s knocking at the door! Please Jesus make them go away! Make it stop. I think they’re trying…//
The narration ends mid-sentence. You figure the author tossed the pad in the drawer and prepared to face the intruders. That is of course if this isn’t all some sort of prank; a scary story left behind to disturb future occupants. Innsmouth of course is scary enough on its own.
You put the yellow pad back in the drawer and slide it shut.
<<if $gilman_lookout_window isnot true>>\
[[Look out window->Gilman - Room 428 Look Out Window]]
<<else>>\
[[Continue->Gilman - People Coming]]
<</if>>\<<include "Gilman - Header">>
As you begin to formulate some excuse for your presence, the tall Innsmouther clasps his powerful hands around your throat. His grip is incredibly strong. The Innsmouther throws his weight towards you, causing your knees to buckle and sending you both crashing to the floor. You are now desperately struggling for your life, with the tall Innsmouther laying on top of you.
You hear the other Innsmouthers race into the room. Two of them pin your jerking legs to the floor, while another attempts to hold your shoulders down. You lose track of the other Innsmouther until you feel a sharp, cold pain in your side. Contorting your head to the right, you see the last Innsmouther to enter the room kneeled next to you, thrusting an ornate gold dagger repeatedly into your side. A river of blood pours out across the floor.
Be it from the Innsmouther choking you, or the bleeding from your abdomen, the spark of life begins to fade within you. You look up into the eyes of the tall Innsmouther bearing down on top of you. Aside from the physical effort he is exerting to squeeze the life out of you, there is no emotion or sense of purpose starring back. Those bulging, non-blinking eyes hold neither malice nor empathy. The only feeling they invoke in you is one that seems apt for your predicament: inevitability.
This is the look of death.
@@text-align:center;font-family:impact;font-size:125%;
The End
@@
[[Return to before your fate was sealed?->Gilman - People Coming]]
[[Restart your adventure?->Game - Start]]<<include "Gilman - Header">>
The doors from the hallway all swing inward, so moving something heavy in front of them, say the chest of drawers, might buy you some time before the Innsmouthers gain access to the room. You quickly run over to the chest and begin pushing it across the room. It is extremely heavy and takes a bit of force to push it up against the door. The Innsmouthers, alerted to the noise, frantically try to get the door open before you bar their way. Fortunately, they are too late.
You lean against the chest of drawers panting, trying to get your breath back after the physical exertion of barricading the entrance to your room. Now unlocked, the Innsmouthers throw their weight furiously against the door. With each push, they get the door a little further open. You don’t have long before they will break through.
[[Flee through the bolted door to your right->Gilman - Through Bolted Door]]
[[Try to break down the door to the adjacent room to your left->Gilman - Break Door Succeed]]<<include "Gilman - Header">>
Charging from the other side of the room, you throw your full weight into the bolted door. The sound of splintering and cracking wood meets you in response. The integrity of the door’s frame holds and you bounce back onto the floor. It’s apparent this is going to take more than one charge to bring the door down. With pain throbbing in your left shoulder, you take a few steps back in preparation for another go.
Before you can line up for your last attempt, the Innsmouthers gain access to your room. The tall Innsmouther from the front desk stands in front, with four other Innsmouthers standing behind. The six of you stand there wordlessly for a moment, none of you quite sure what to expect next.
[[Continue->Gilman - Death]]<<include "Gilman - Header">>
Only one option of escape is left for you, and that means heading into the hallway and making a mad dash for the stairs. You hope that all of the Innsmouthers are in the adjacent room searching for you, or at least enough of them to deplete any resistance you might encounter in the hallway.
When you open the door to the hallway, you are shocked to come face to face with the tall Innsmouther from the front desk. Four other Innsmouthers stand behind him. The six of you stand there wordlessly for a moment, none of you quite sure what to expect next.
[[Continue->Gilman - Death]]<<include "Gilman - Header">>
Stepping up onto the window sill, you crouch down and carefully crawl through the window opening. Holding onto the top of the window frame with both hands, you precariously cling to the outside of the building. Below you is the alleyway which creates a gap of about four feet between you and the roof of the adjacent building. A wave of vertigo assaults you as you look down to the ground four stories below. A fall from this height onto that unforgiving surface would be fatal.
The roof of the adjacent building does not appear to be very structurally sound. The center of the roof is rotted away with an exposed hole about six feet across. You can see more rotted wood and debris down inside the interior of the building. Fortunately, your closest landing spot is near a corner of the roof, which may have firmer support.
A loud noise interrupts your mental calculations. The door to the room slams open and several Innsmouthers pour in. It takes them a mere moment to spot you hanging outside the window. They let out a loud, croaking scream and race to the window to prevent your escape. Already in a crouching position, you extend your legs outward with as much strength as you can muster, propelling you off the window and toward the adjacent building.
Time slows as your body sails through the air. You catch a glimpse of the angry Innsmouthers attempting to grab unsuccessfully onto your legs. Your view then shifts to the sight of the adjacent roof rushing up to meet you.
As you make contact with the roof, you are met with a loud snapping sound as the roof below you gives way. Severed wood beams tear at your clothing as you plummet into the building’s interior. A pile of debris forms around you as you hit the floor and break through again, falling further. You finally crash onto a wood table on the first floor, your head slamming against the side wall.
The world goes black.
[[Continue->Zadock - Wake Up]]<<include "Zadock - Header">>
<<include "Zadock - Reset">>\
The smell of dirt and rotting fish assails your awakening senses. You feel yourself lying in a bed of mud, half your face caked in it. Your head throbs with a splitting headache, while numerous cuts and scratches join the chorus of your battered body. Close by you can hear the rhythmic crashing of waves against the beach and the sound of falling rain. Considering you last remember being at least a half-mile from the shore, you wonder how you got here, wherever here is?
“Mmm… you awake?” The sound of an old, gravely voice sends a rush of adrenaline through your body. You quickly leap to your feet, hitting your head against a low hanging roof.
“Careful. We under a building, next to wharf. Favorite spot o’ mine. Folks leave old Zadok alone here, they do. Not bother you neither.”
Carefully nursing a fresh bump on your head, you begin to take in your surroundings.
[[Continue->Zadock - Questions]]@@background-color:#665015;padding:5px;text-align:center;font-family:impact;font-size:125%;
Innsmouth - First National Grocery
@@<<include "First National Innsmouth - Header">>
You clear your throat to get the young man’s attention. He looks up at you with a disinterested expression until he realizes that you are not an Innsmouther. Wearing a stock boy’s uniform, with a name plate introducing the young man as “Carl”, his eyes go wide in astonishment.
Standing up straight, and quickly stashing the comic book under the counter, Carl addresses you professionally.
“How can I help you sir?”
[[Tell Carl you are a detective investigating the whereabouts of Lawrence Murphy->First National Innsmouth - Tell Carl Who You Are]]
[[Tell Carl you are passing through->First National Innsmouth - Tell Carl Passing Through]]<<include "First National Innsmouth - Header">>
You inform Carl that you are a private investigator from Arkham, hired to look into the disappearance of Lawrence Murphy. Carl’s mouth goes agape, a terrified look in his eyes. The Innsmouthers in the store stop in their tracks, turning their heads in your direction. Trying to collect himself, but clearly failing, Carl nervously stammers a response.
“You say you’re a private dick? Sent to find Lawrence? Oh gosh Mister, I’m not sure what I can tell you. He did work here a while back, but doesn’t work for the store anymore. Not much else I can tell you.”
It’s clear that Carl definitely has more to say, but something is keeping him from saying more. His eyes constantly dance back and forth between the fully attentive Innsmouthers listening in on your conversation. One of them suddenly leaves the store abruptly, the ringing bell attached to the door marking his hasty exit.
While your head is turned towards the departing Innsmouther, Carl scribbles something on a small piece of paper, leaving it in front of you on the counter. He returns to reading his comic book, attempting to look as if nothing is amiss. His shaking hands say otherwise.
Nonchalantly taking the slip of paper from the counter, you glance at the message Carl hastily wrote.
//Can’t talk now. Meet me behind the store later//
[[Meet Carl behind the store->First National Innsmouth - Meet Carl Behind Store]]<<include "First National Innsmouth - Header">>
You ask Carl if they have any cigarettes for sale, mentioning that you are killing some time waiting for the coach to depart for Newburyport. Carl gives you a bit of a side-long glance, as if not entirely convinced. He retrieves a pack of cigarettes from the back shelf and rings up your charge.
[[Ask about Innsmouth->First National Innsmouth - Ask Carl About Innsmouth]]<<include "First National Innsmouth - Header">>
Putting the slip of paper in your pocket, you bid Carl a good day. The remaining Innsmouther gives you a suspicious glare as you exit the store.
Once outside, you make your way behind the store, taking care not to be noticed. A small alleyway overrun with discarded boxes and refuse runs between First National Grocery and the back of some decaying houses. You conceal your presence by stepping onto the back porch of a boarded up residence. About ten minutes pass before you see Carl round the corner and come down the alleyway. He casts a few backwards glances to see if anyone is following. As he comes closer, you step into view.
“I’m sorry Mister,” begins Carl in a nervous voice. “There was no way we could talk in the store. These Innsmouthers aint keen on outsiders asking questions. I probably said too much already. But damn if I’m gonna keep quiet about Lawrence. I think he needs help, and nobody seems to give a lick.”
[[Ask how you can help->First National Innsmouth - Ask Carl How You Can Help]]<<include "First National Innsmouth - Header">>
With a half-interested tone, you ask Carl what he thinks about Innsmouth.
“Innsmouth?” Carl responds, his eyes briefly darting between the Innsmouthers inside the store. “It’s o.k. I guess. Not much going on here most days. I’ll probably transfer back to Arkham when they find a replacement for the last guy…”
Carl abruptly shuts his mouth with a look of having said too much.
[[Ask about the last employee who worked here->First National Innsmouth - Ask About Lawrence]]<<include "First National Innsmouth - Header">>
Casually you inquire about the last employee who worked here, Lawrence you think his name was. You mention chatting with him the last time you came through Innsmouth a few weeks back.
Carl visibly tenses in response to your question about Lawrence. One of the Innsmouther in the shop also halts for a moment, trying not to seem as interested in your conversation as he so obviously is.
“He left a while back. Doesn’t work for the store anymore.”
Carl is clearly uncomfortable with the topic of Lawrence, failing to meet your eyes as he talks. One of the Innsmouthers leaves the store rather abruptly, the ringing bell attached to the door betraying his hasty exit.
While your head is turned towards the departing Innsmouther, Carl scribbles something on a small piece of paper, leaving it in front of you on the counter. He returns to reading his comic book, attempting to look as if nothing is amiss. His shaking hands say otherwise.
Nonchalantly taking the slip of paper from the counter, you glance at the message Carl hastily wrote.
//Can’t talk now. Meet me behind the store later//
[[Meet Carl behind the store->First National Innsmouth - Meet Carl Behind Store]]<<include "First National Innsmouth - Header">>
“Not here,” responds Carl glancing around nervously. “If someone came by and saw us talking, we’d be in some trouble for sure. Come with me to my place. We can talk there.”
You follow Carl through the winding streets of Innsmouth, past crumbling houses and urban squalor. A latent evil permeates the air, sending shivers down your spine. That anyone would choose to live in such a place just doesn’t square. The few Innsmouthers you come across give you curious looks, their deformed faces partially hidden in the shadows of their long, hooded cloaks. Carl keeps his head down, eyes on the path forward, seemingly indifferent to their presence. But you can tell by his stiffening posture that he is cognizant of the danger they pose.
Eventually you stop in front of a three-story building. The windows of the first two floors are boarded up and only the final story shows any sign of habitation. Scraps of clothing hang from laundry lines fluttering in the breeze. The front door of the building appears to be in working order. Carl opens it and beckons you to follow him inside.
Walking up the main flight of stairs, you marvel at the horrid, rundown state of the building. Doors to apartments are missing. Debris is scattered across hallways and open rooms. Large pools of water lay stagnant on the floor. You see no other tenants. Does Carl actually live in such conditions, you wonder?
The third floor of the building is in better shape than those below. All of the rooms appear to have intact doors, and the carpet is free from debris and water for the most part. The ceiling is intact and only a thin layer of grime coats the walls. Carl stops in front of one of the apartments, produces a key, and opens the door. The two of you enter the room. Carl closes the door and sets the deadbolt with a sliding click.
Carl’s room is sparsely decorated. His one room apartment has a small bed, a table with a single chair, and a dresser sitting next to a clothes rack. You see a collection of empty glass bottles sitting against the wall. From the lingering smell you suspect cheap bootlegged liquor. There is a single door leading to a small, dimly-lit bathroom. A window to the right of the bed provides the only illumination.
Carl visibly relaxes and lets out a sigh of relief. “We should be safe here for now,” he says. “First National Grocery rents this place out for employees that work the store. As bad as Innsmouth is, most folks can’t do the daily commute to Arkham. Lawrence did it for a while, but finally decided to stay here a couple weeks, before he disappeared.”
[[Ask Carl about Lawrence->First National Innsmouth - Question Carl About Lawrence]]<<include "First National Innsmouth - Header">>
“He’s a good kid Mister,” answers Carl. “Has a weird fascination with this god forsaken town. We worked together back at Arkham for a while. Wouldn’t stop asking me ‘bout Innsmouth when he heard I’d worked some shifts here. Told him the place was not right and he better keep on Sam’s good side lest he end up being sent here.
“‘Course that just egged the kid on. He started pestering Sam about Innsmouth all the time. Even asked for a transfer! Can you believe that? Most folks keep as far from Innsmouth as they can. But Lawrence, he was dead set on ending up here. Nice kid, but has a screw loose if you ask me.
“I had to come down with the kid to show him the ropes, on account of me having worked the store here the longest. Good pay, but this place just ain’t right. So I got him set up and then headed back to Arkham. Never thought I’d be back so soon. And not like this.”
[[Ask Carl about Innsmouth->First National Innsmouth - Question Carl About Innsmouth]]
[[Ask Carl what happened to Lawrence->First National Innsmouth - What Happened to Lawrence]]<<include "First National Innsmouth - Header">>
“This place ain’t right Mister,” says Carl as he looks at you with dead serious eyes. “I thought all those stories about half-breeds and mixed bloods was nothing but a bunch of hooey. Ain’t what’s on the outside that Almighty God judges. But these Innsmouthers… they ain’t right.
“You get a good look at one of ‘em, I mean real up close like? There’s a reason they wear that baggy clothing, pulling the hoods down low. But I get a good look every now and then, ‘specially when they’re in the store. First time I did I felt like my heart was gonna up and stop. Never seen anything like that before.
“‘Course it ain’t their looks which makes me so wary of ‘em. Folks can’t help how they look and Jesus says not to judge. But it’s the evil in their eyes which makes me wary.
“I’ve seen ‘em do queer things at night, when they think nobody is looking. They get all naked and jump off the pier into the water. They dive below the waves and sometimes they don’t come back up! Also hear ‘em walking the streets at night, carrying torches and chanting some devil curse. God Almighty, this place scares me! I fear for my soul.”
[[Ask Carl what happened to Lawrence->First National Innsmouth - What Happened to Lawrence]]<<include "First National Innsmouth - Header">>
Carl walks over to the table and sits in the sole chair. He picks up an open bottle containing a clear liquid and takes a long pull. His reaction tells you that this must be some strong stuff. Wiping his mouth on the sleeve of his shirt, Carl sets the bottle on the table and looks at you with a pained expression.
“When Sam told me I had to get down to Innsmouth lickety-split, I knew something wasn’t right. The store’d been closed for a week before we heard the news in Arkham. A delivery truck had to leave the stock sitting back behind the store when nobody was here to receive it. I looked around town for him, even went so far as to ask some of the locals, but nobody had any idea where Lawrence was. I knew in my bones something bad had happened.
“Lawrence wouldn’t be the first person to go missing in these parts. Innsmouthers don’t take kindly to people poking about their business. I can only imagine the trouble the kid would get himself in if he kept asking questions. I tried to tell him to keep his head down, mind his own business. That’s the only way to make it in Innsmouth. But Lawrence didn’t seem the type to have good sense, ‘specially ‘bout this town.
“Then I found this.” Carl gets up and walks over to the back corner of the room. Bending down on one knee, he pulls loose a single floorboard. Fishing with one hand into the opening under the floor, he pulls out what looks like a rolled up piece of parchment. It has an old, weathered look to it. Securing the loose floorboard back in place, Carl places the old scroll on the table.
“I told Lawrence once, if he had anything he didn’t want others to find, he could stash it in that hiding place back there. Now I’ve never caught an Innsmouther going through my stuff, but I’m pretty sure they do. Sometimes things just aren’t the way I left them. A chair has been moved or a bottle is knocked over. Could be rats. God knows there are enough of ‘em. But I know it’s those Innsmouthers. They don’t trust outsiders and barely tolerate me being here.”
You walk over to the table and pick up the scroll. It feels light for the weight of importance it seems to radiate. There is a broken wax seal which once kept the contents of the scroll secure. From the two halves of the seal you can make out what appears to be a crudely formed eye.
“That’s the sign of Dagon,” whispers Carl, as if to not provoke some unseen force. “Them Innsmouthers pray to some fish demon. Don’t know much about him and don’t want to. Scares me thinking where Lawrence got his hands on that scroll. Nothing good comes from tempting Satan.”
[[Read the scroll->First National Innsmouth - Read the Scroll]]<<include "First National Innsmouth - Header">>
A passing cloud dims the light coming in through the window, casting the room in ominous shadows. You carefully unfurl the scroll. It feels rough and leathery. You have the strange sense of being in the presence of ancient and forbidden knowledge.
“Look at the name written at the top,” says Carl as he peers over your shoulder. You spread the scroll out fully, weighing down each end with some of Carl’s empty liquor bottles. There, at the very top of the scroll, is written in large black ink the name “Williamson”. As you look at the rest of the contents, you see a series of names laid out in rows with lines branching down the scroll to even more names, continuing in this fashion several levels deep. This looks to be the Williamson family tree.
“Lawrence used to ask about the Williamson family. Didn’t seem that strange given his interest in Innsmouth. The Williamson and Marsh family are what would be the ‘uppity’ folks of this town. Between the two of ‘em they own most of what there is to own.”
Starting at the top of the tree, you find it surprising that the very first entry is not a Williamson but instead one Obed Marsh. His wife’s name is listed as Pht’thya-l’y, an odd name who’s ethnic origin you can’t place. Working your way down the tree two generations, you finally encounter the first person with the name Williamson, a James Williamson, married to Eliza Orne, the granddaughter of Obed Marsh. But it is the next row, the son of James Williamson, that really grabs your attention. His son, Walter Williamson, was married to a woman named Betty Murphy. And below these two names is a singular blank entry.
You clutch the edge of the table to steady yourself as the implications hit you. Was this Betty Murphy the same distraught mother who walked into your office asking for your help? Was the blank entry meant for Lawrence? This might help explain why Lawrence was so fascinated with Innsmouth. Is Lawrence Murphy the great-great-grandson of Obed Marsh?
“I don’t like this one bit,” says Carl as he steps away from the table. “That scroll looks all official and stuff. Lawrence must have been creeping around somewhere dangerous to get his hands on it. I bet he got it from the temple of Dagon, a few blocks from here. That place is evil. If they knew he had this, it would be bad. Real bad.”
[[Continue->First National Innsmouth - Innsmouthers Arrive]]<<include "First National Innsmouth - Header">>
The sound of approaching footsteps out in the hallway brings a sudden silence to the room. Carl looks at the door with fear.
“There ain’t nobody else staying here,” whispers Carl. “Not even the landlord. Something’s up.”
You listen to the approaching footsteps and calculate more than one individual. The sound comes right up to the door and then stops. All goes quiet, the only sound remaining is the frantic beating of your heart. Ever so slowly, the doorknob begins to turn. A slight pressure is put up against the door, but the intruder soon realizes the deadbolt is set. Carl looks at you with palpable fear, his eyes wide in fright.
Neither of you makes a sound, hoping that the intruders will simply go away. The life is nearly scared out of you when there is a sudden and very loud knock at the door.
[[Signal Carl to answer the door->First National Innsmouth - Answer the Door]]
[[Signal Carl to stay silent and not answer->First National Innsmouth - Wait to See What Happens]]<<include "First National Innsmouth - Header">>
You signal for Carl to answer the door. He looks at you with panicked dismay. The two of you stand there for a moment, Carl frozen in fear and you gesticulating at him to see who is there. The knocking occurs again, this time with more force. You stare at Carl intensely, willing him over to the door. His catatonic state seems to be weakening but you’re not sure whether he is up to this.
[[Answer the door yourself->First National Innsmouth - Answer the Door Yourself]]
[[Wait for Carl to answer the door->First National Innsmouth - Have Carl Answer Door]]<<include "First National Innsmouth - Header">>
The room remains deathly quiet as you and Carl stand silently waiting to see if the Innsmouthers in the hallway will go away. To your disappointment, they begin to knock on the door more forcefully. Their persistence continues. The knocking soon becomes banging, and the door violently shudders under their blows. Knowing the condition of the buildings in Innsmouth and the rampant decay on display, you wonder how long the door will stand up to this assault. Each moment stretches into an eternity as you wait for the door to come apart.
Fortunately, the door holds. As suddenly as it started, the banging ceases. You hear some mumbling outside and then the sound of someone walking down the stairs. From the continued creaking of the floorboards in the hallway, you know that not all the Innsmouthers have left. That can mean only one thing: they’re going to get help.
You realize that you have to get out of here before more Innsmouthers arrive.
[[Storm out the front door->First National Innsmouth - Storm Out Door]]
[[See if you can escape out the window->First National Innsmouth - Escape Out Window]]<<include "First National Innsmouth - Header">>
It is clear to you that Carl is not going to answer the door. The Innsmouthers you have seen so far are pretty horrid looking, but their hunched over posture betrays a feebleness you think you could overcome. You guess there are probably two of them out in the hallway. If they want to get physical, you figure you can handle them.
Walking over to the door, you slide back the deadbolt and open it. Standing before you are three Innsmouthers dressed in the typical long coats with hoods. The light is still somewhat dim and you can’t make out much of their faces. You can see the strange, yellow eyes of the lead Innsmouther, who shifts his gaze from you to Carl.
“Guest… not allowed,” croaks the Innsmouther in a strained voice. “Not stay… the night.”
A sense of normality from the request breaks Carl out of his petrification. He apologetically rushes up to the door.
“Of course, of course!” Carl stammers. “This is just an old friend of mine… passing through on his way to Newburyport. He won’t be staying the night. I apologize if I broke a rule by having a guest. Won’t happen again.”
“Mmm,” grumbles the Innsmouther. He begins to turn to leave when something inside the apartment catches his eye. There, on the table, sits the scroll containing the Williamson family tree. The sight of the scroll strikes some recognition in the Innsmouther, his eyes narrowing dangerously.
“You steal!” rages the Innsmouther. Two other Innsmouthers, standing on both sides of the speaker, stare menacingly at Carl. “Sacred… scroll of Dagon. You steal!”
“No, I didn’t,” pleads Carl. “I swear, I found it…”
An Innsmouther completely unrestrained from all cares of discovery is a terrible force to stand against. You are caught completely off guard by the sheer speed, strength, and ferociousness of your attackers. The lead Innsmouther strikes your head with such a powerful blow that the room spins about you, sending you falling to the floor. The other innsmouthers vault into the room and quickly overwhelm Carl.
You hear the sounds of breaking glass as the table in the apartment is knocked over. A flash of glittering gold catches your eye, right before Carl lets out a blood-curdling scream. The sound of a plunging knife ripping into flesh echoes over and over. Carl’s screams begin to fade in intensity, until at last he goes silent.
The lead Innsmouther now straddles you on the floor, pounding your head with his enormous fists. Each blow lessens your grip on consciousness.
As the world fades to black, you hear the Innsmouthers let out a devilish chant.
“Ia! Ia! Cthulhu fhtagn!”
@@text-align:center;font-family:impact;font-size:125%;
The End
@@
[[Return to before your fate was sealed?->First National Innsmouth - Innsmouthers Arrive]]
[[Restart your adventure?->Game - Start]]<<include "First National Innsmouth - Header">>
A few moments pass and Carl finally finds the courage to answer the door. You decide it might be a good idea if you remain out of sight and move silently into the bathroom. You hear Carl slide back the deadbolt and open the door. A strained, almost croaking voice, addresses Carl from the hallway.
“We saw you… bring guest. He… in here?”
“Oh, you must mean my friend from Arkham,” nervously replies Carl. “He was just passing through on his way to Newburyport. We were just catching up a bit. He left a while ago.”
“Mmm,” grunts the Innsmouther. “Guest… not allowed.”
“Don’t worry, he won’t be back. Probably already caught the coach to Newburyport. I won’t have anyone here again. Promise.”
The unseen Innsmouther responds with another grunt, and you hear him, and what sounds like a few other Innsmouthers, turn to leave. But then something stops them in their tracks.
“What… that!” demands the Innsmouther. You detect rising anger in his voice.
“Oh, that?” replies Carl. “That’s just some papers from the store.”
You hear several Innsmouthers push past Carl and enter the apartment. Their focus is so concentrated on the table that they fail to notice you as they pass by the bathroom door. A wave of fear washes over you when you realize the Williamson family tree is sitting unfurled on the table.
“You steal!” rages the Innsmouther. Two others, standing on both sides of the speaker, stare menacingly at Carl. “Sacred… scroll of Dagon. You steal!”
“No, I didn’t,” pleads Carl. “I swear, I found it…” Carl’s words are cut short as the three Innsmouthers violently seize him. They toss him against the table knocking it over. Two of the Innsmouthers hold down Carl, while the third produces a long, gold dagger with a serrated edge. Carl screams in terror when he realizes his impending doom.
[[Attempt to help Carl->First National Innsmouth - Help Carl]]
[[Take the opportunity to flee the room->First National Innsmouth - Flee the Room]]<<include "First National Innsmouth - Header">>
There is one fewer Innsmouther on the other side of the door and that means one fewer to deal with. From what you have seen so far, the Innsmouthers don’t appear to be in the best of physical condition. Most of them are hunched over and move about as if severely enfeebled. You figure you could get past them, and with Carl’s help, an escape should be doable.
You let Carl know your plan to break out the front door and storm past the Innsmouthers. He is absolutely terrified, his hands shaking, sweat beading on his forehead. But he agrees to the desperate gamble, sensing like you, that more Innsmouthers are on their way. Though Carl has done nothing wrong, you both sense that your presence here is somehow damning. There is no talking your way out of this.
Slowly, and very quietly, you slide the deadlock back. Both you and Carl prepare to push your way past anyone in the hallway. Hopefully the element of surprise will prove decisive.
You throw the door open and immediately begin your flight to freedom. Two Innsmouthers are leaning up against the wall opposite the door. The hoods on their oversized jackets are down, exposing their gross facial deformities. One has bulging eyes so large they take up a good portion of his angular head. The other has three tentacles sprouting from his forehead, waving around as if feeling the air. Even with their horrid, alien faces, you can still recognize a look of surprise.
Being the first out the door, you sprint for the staircase, Carl closely on your heels. The two Innsmouthers are slow to react to what is happening and this gives you the time you need to make it down the stairs. As you arrive on the second floor, you think you hear a large group of individuals coming up the stairs from below. You stop for a moment, unsure whether to keep heading down. Carl, either because he didn’t hear the approaching danger, or because he was filled with fright, continues past you down the stairs.
Carl’s screams tell you everything you need to know: there is a large group of Innsmouthers coming up the stairs. As much as it pains you, there isn’t much you can do for Carl. Going down the stairs to aid him will probably just get both of you killed.
You remember that most of the rooms you saw on the first two stories of the building are missing doors and filled with debris. This might give you the cover you need to hide.
[[Dash into an open room and hide->First National Innsmouth - Hide in Room]]<<include "First National Innsmouth - Header">>
If there are Innsmouthers out in the hallway, and more on the way, then the only possible escape you can think of is out the window. Quietly moving over to the window, you take a look out and see a three-story drop down to the ground below. A wide alleyway runs between this building and the next, giving your escape privacy from prying eyes. But the fall could prove problematic. In the best case you might limp away with some bruising. In the worst, you might not walk away at all.
Scanning the room for something that might increase your odds of success, you immediately zero in on the bed. You pull the bedspread and sheets off and begin to wrap them into a makeshift rope. Carl catches on to your plan and comes over to help tie the ends of the bedsheets together. As the two of you work, you hear the sound of a large group of Innsmouthers coming to the door. There isn’t much time left.
You see a pipe running along the base of the wall under the window. This looks like the perfect place to anchor one end of your makeshift rope. As you secure one end to it, a loud sound of splintering wood explodes across the room. The Innsmouthers have broken down the door and begin to pour into the room. You desperately throw the other end of your rope out the window, hoping it will be long enough.
[[Begin climbing down first, leaving Carl to deal with the Innsmouthers->First National Innsmouth - Climb Down First]]
[[Let Carl climb down first, staying behind to deal with the Innsmouthers->First National Innsmouth - Carl Climb Down First]]<<include "First National Innsmouth - Header">>
With the element of surprise in your favor, you crouch down, lowering your center of gravity, and charge shoulder first into the attacking Innsmouther. Hitting him completely unaware, the Innsmouther barrels into one of the other Innsmouthers holding Carl down. The dagger falls to the floor with an audible clang. Your momentum carries you and the two Innsmouthers caught within your charge hurtling into the side wall.
Attempting to scramble to your feet, you are shocked to find that the two Innsmouthers who had been on the ground with you are already up. One of them strikes you hard across the face, sending you reeling towards the hallway door. A universe full of pulsating stars erupts across your field of view. You struggle to keep from losing consciousness.
The three Innsmouthers march towards you, a murderous look in their eyes. You attempt to regain your footing to meet their attack. Suddenly, Carl calls out, halting them in their tracks.
“Don’t touch him!” yells Carl. You see the long, gold dagger in his hand. He points it at the Innsmouthers to backup his command. The Innsmouthers turn to face their new threat, and from their posture they seem ready to pounce. What they do next causes your blood to chill.
“Ia! Ia!” they begin to chant in unison. “Cthulhu fhtagn!” The tempo and volume of their chanting picks up rapidly, reaching a deafening level. Carl’s eyes widen in terror, the blood draining from his face. The three Innsmouthers charge him.
Carl is able to get off one swing of his dagger, inflicting a nasty wound on the arm of one of the Innsmouthers, before he is overwhelmed. The dagger drops to the floor as the Innsmouthers pound his face with their fists. Carl screams. The sound of his head being bashed in by the savage Innsmouthers, threatens to shatter your sanity. With what little resolve you have left, you flee for your life.
[[Continue->First National Innsmouth - Escape the Innsmouthers]]<<include "First National Innsmouth - Header">>
Sometimes, the choices life gives us are all bad. You doubt you could do much to help poor Carl; the odds are not in your favor. Helping him would probably result in both of you ending up dead. As hard as it is to leave him to these vicious monsters, you simply have no other choice.
Carl’s blood-curdling screams fill with you terror as you bolt out of the bathroom and head for the open door. The Innsmouthers immediately take notice of you and let go of Carl’s lifeless body. As you make your way to the hallway door, you happen to step on one of the empty liquor bottles which had been sitting on the overturned table. The bottle shifts ever so slightly before shattering under your weight. The sudden movement is enough to cause your leg to slide out from under you, sending you crashing to the floor.
The Innsmouthers take full advantage of your predicament. Two of them pin you to the floor, while the third picks up the dagger he had just used to finish off poor Carl. Blood covers the blade, slowly dripping onto the floor. No matter how hard you struggle, your fate appears to be sealed.
As the final act unfolds that will bring your life to an end, you look up at the dagger wielding Innsmouther. His half-fish, half-man face fills you with terror. But as alien and horrible as his visage is, you can still recognize his emotion: ecstasy!
@@text-align:center;font-family:impact;font-size:125%;
The End
@@
[[Return to before your fate was sealed?->First National Innsmouth - Innsmouthers Arrive]]
[[Restart your adventure?->Game - Start]]<<include "First National Innsmouth - Header">>
You hobble out of the room and into the hallway, your balance still a little off after the nasty blow you received earlier. The staircase is not far from the apartment and you make your way there as fast as you can. Limping down the stairs to the second floor, you hear a blood curdling scream from one of the Innsmouthers, followed by rapid movement heading your way.
There is little chance you can outrun the Innsmouthers. Even with a clear head, the speed you saw them execute in the apartment leads you to believe they will quickly overtake you. You remember that most of the rooms you saw on the first two stories of the building are missing doors and filled with debris. This might give you the cover you need to hide.
[[Hide in one of the rooms->First National Innsmouth - Hide in Room]]<<include "First National Innsmouth - Header">>
Having little time, you dash into the first open room you see. Broken furniture and piles of refuse are strewn across the floor. Small puddles of foul smelling water dot the room. The layout of the apartment looks the same as Carl’s: one main room with a small, private bathroom. There doesn’t seem to be anything large enough to hide behind in the main room, and with the sounds of the Innsmouthers approaching, you decide to hide in the bathroom.
The smell of rotting decay in the bathroom is almost too much to bear. Only the fear of being caught by the murdering Innsmouthers drives you into this dark and damp hiding place. The floorboards creak under your weight as you step into the bathroom. You see a hole in the floor near the back, about a foot or so in diameter.
While deciding whether you could enlarge the hole to make your way down to the first floor, gravity and the ravages of time make the decision for you. With a loud snap, the floor underneath you gives way. You fall through the floor plummeting down to the room below. Landing with a loud crash, the floor of this room gives way as well and you continue falling down into what you can only assume must be the basement.
You land hard on a cement floor, a few inches of fetid water providing little cushion. As your head slams into the hard ground, the world around you goes dark.
[[Continue->Zadock - Wake Up]]<<include "First National Innsmouth - Header">>
The Innsmouthers are on top of you and there are a lot of them. There is no way both you and Carl will make it out in time. The first out the window will be the only one to escape. That is the cold hard truth.
You decide to live.
Jumping up to the window sill, you throw yourself out the window and hang onto the rope with all your strength. The invading Innsmouthers seize Carl and begin to savagely beat him. You hear his screams of terror. An Innsmouther pokes his head out the window and finds you hanging just a few feet down from the window. He lets out an inhuman scream and brings down a huge, rusty cleaver onto the sheet hanging out the window. The fabric is badly cut, and soon a ripping sound seals your fate.
Time slows as you plummet almost three stories to the ground below. Your drop was so sudden, you had little time to orient your body to brace for impact. Landing on your side, all the wind is knocked out of you. Your head hits hard against the ground, stars exploding across your blurry vision. In the last few moments before your consciousness fades, you notice a narrow, missing section of wall leading to what you assume must be the basement of the building you just escaped from.
With your remaining strength, you roll yourself into the gap and feel yourself fall down into the darkened basement. Your last sensation is of being immersed in water before the whole world goes black.
[[Continue->Zadock - Wake Up]]<<include "First National Innsmouth - Header">>
The Innsmouthers are on top of you, and there are a lot of them. There is no way both you and Carl will make it out in time. The first out the window will be the only one to escape. That is the cold hard truth.
You decide that Carl will live. He’s not responsible for being in this situation; you are.
You hoist Carl onto the window sill and practically push him out. He begins to protest but is interrupted as several Innsmouthers take hold of you, pulling you away from the window. Your last site of Carl is as his head disappears beneath the window, making his way down the side of the building. An Innsmouther, brandishing a large, rusty cleaver, approaches the window in pursuit.
Did Carl make it out of the apartment alive? Did he somehow elude the Innsmouthers and make it back to Arkham? You will never know. A sea of Innsmouthers washes over you, throwing you violently to the apartment floor. They beat you mercilessly with powerful webbed fists. Disgustingly mutated faces leer down at you as they pound the very life out of you. You feel an odd sense of relief when one of the Innsmouthers pulls out a large gold dagger.
Soon, all the pain and terror will end. Soon, you will be embraced by eternal night.
@@text-align:center;font-family:impact;font-size:125%;
The End
@@
[[Return to before your fate was sealed?->First National Innsmouth - Innsmouthers Arrive]]
[[Restart your adventure?->Game - Start]]@@background-color:#665015;padding:5px;text-align:center;font-family:impact;font-size:125%;
Innsmouth - Hideout
@@<<set $zadock_where_your_are = false>>\
<<set $zadock_got_here = false>>\
<<set $zadock_who_he_is = false>>\
<<set $zadock_innsmouth = false>>\
<<set $zadock_escape = false>>\<<include "Zadock - Header">>
You find yourself in a small, enclosed area underneath the floor of one of the buildings in Innsmouth. Looking up through the rotting floorboards you see nothing but darkness from the interior of the building.
Sitting across from you is a very old, disheveled man, half mumbling to himself in a semi-drunken stupor. His white hair is long and unkempt, with pieces of small debris entangled in the strands. He has a wild, unkempt beard which is just as filthy. Caked under layers of hardened dirt, his skin is etched with deep wrinkles, bearing witness to a long, hard life. While not an attractive man, he at least does not have the Innsmouth look that you have become so recently acquainted with. He also lacks the reek of decaying fish. Instead, his foul scent is more familiar: body odor mixed with alcohol. You see a bottle of cheap bootlegged booze clutched in one hand. Other empty bottles lay discarded around him.
Next to the old man, a small hole leads out onto the streets of Innsmouth. You notice that it is dark outside, with falling rain and the occasional flash of lightning in the distance. You catch glimpses of robed figures passing by carrying lit torches. They chant in an evil tongue that makes your skin crawl.
<<include "Zadock - Questions Include">><<if $zadock_where_your_are isnot true>>\
[[Ask Zadock where you are->Zadock - Where Are You]]
<</if>>\
<<if $zadock_got_here isnot true>>\
[[Ask Zadock how you got here->Zadock - How Got Here]]
<</if>>\
<<if $zadock_who_he_is isnot true>>\
[[Ask Zadock who he is->Zadock - Who He Is]]
<</if>>\
<<if $zadock_innsmouth isnot true>>\
[[Ask Zadock about Innsmouth->Zadock - What Is Going on in Innsmouth]]
<</if>>\
<<if $zadock_lawrence isnot true>>\
[[Ask Zadock about Lawrence Murphy->Zadock - Lawrence]]
<</if>>\
<<if $zadock_escape isnot true>>\
[[Ask Zadock how to get out of Innsmouth->Zadock - Out of Innsmouth]]
<</if>>\
<<if $zadock_where_your_are is true and $zadock_got_here is true and $zadock_who_he_is is true and $zadock_innsmouth is true and $zadock_escape is true>>\
[[Thank Zadok and exit the hideout->Zadock - Exit Hideout]]
<</if>>\<<include "Zadock - Header">>
<<set $zadock_where_your_are = true>>\
“This Zadock hiding place,” Zadok replies. “Folk knows some tunnels, some hiding places. Zadock, he know ‘em all! Zadock come here to drink. Come here to forget.” Zadock takes a long pull from his bottle, coughing as the cheap alcohol burns its way down his throat. His eyes closed, Zadock leans back against the wall and starts to mumble something. You fear he may have had one drink too many.
Zadock’s eyes eventually spring back to life, and he continues. “Zadock know Innsmouth secrets. Zadock seen much. Too much.”
<<include "Zadock - Questions Include">><<include "Zadock - Header">>
<<set $zadock_got_here = true>>\
“Zadock see you come to Innsmouth. Zadock knows you in danger. Folk don't like outsiders, ‘specially outsiders with questions. You ask questions. Lead to no good.
“Zadock follow you, watch you. Zadock see you get hurt. Take you to hiding place before they find you. Zadock thought you dead. Maybe better if you was.”
<<include "Zadock - Questions Include">><<include "Zadock - Header">>
<<set $zadock_who_he_is = true>>\
“Name’s Zadock. Live in Innsmouth long time. Zadock remember time before. Before Innsmouth became evil. Now Zadock wants to forget. Drink to stop bad memories. Drink to remember before.
“Folk no pay Zadock much mind. ‘He crazy,’ they say. Innsmouthers leave Zadock alone, figure he die soon. But Zadock strong! He outlive all from before. New folk think Zadock too old to be problem. But ones from sea know Zadock too. They fear what he knows.”
Zadock takes another long pull from his bottle. Alcohol bursts from his mouth in a fit of coughing. You reach over to Zadock to give him aid, but he insistently waves you aside. Wiping his face with the back of his arm, Zadock continues speaking.
“Outsiders don’t listen to Zadock. He tell ‘em to leave Innsmouth, no come back! But they no listen. Most meet bad end. Evil end.”
Zadock leans towards you and his expression becomes very grim. “You no stay in Innsmouth. You leave, now! Bad ending here. You leave, or you die.”
<<include "Zadock - Questions Include">><<include "Zadock - Header">>
<<set $zadock_innsmouth = true>>\
“Innsmouth evil town. Bad things happen here. Wasn’t always evil, not like this. Innsmouth once good town with good people. We sing. We pray. Was happy time. Then came Captain Marsh. Then came Dagon!
“Zadock a boy, long ago. He remember people hungry. No fish from ocean. No ships built. Little hope. People turn to God and pray. But he no listen. Only hope was great Captain Marsh. He sail seas far away. Bring back strange things. Some say evil things. But make money for Innsmouth. Innsmouth thrive.
“Then Captain Marsh bring back no more. Say trading all gone. Innsmouth become poor again. But, people no want to be like before.
“Captain Marsh say he bring fish back. And more! Say he know of great god Dagon. Dagon listens. Dagon bring riches to Innsmouth. People laugh. Say Captain mad. But Captain Marsh defiant. Say he will show us. He will call great Dagon.
“Zadock see Captain Marsh and men row out to sea. They carry many torches. Zadock see them go to cursed reef, Devil Reef! Strange chanting. Make Zadock want to hide. But then Zadock see something. Something evil.”
Zadock takes a long pause, reflecting on something his mind can’t quite grasp. You see the bottle shake in his hand as he relives this horrid memory. Taking another swig from the bottle, Zadock resolves to carry on.
“Things better after Captain Marsh go to reef. More fish come. More than anyone remember. And there is more! We find gold in fishing nets! Small statues, jewelry. No one ever seen so much. Innsmouth rich! People happy again.
“But soon, they afraid. Something not right. Priest say fish and gold come from Devil. He say Captain Marsh make pact with Satan! People shun gold from sea. Folks want to act, before God damns us. We throw gold back to sea. Captain Marsh arrested. Innsmouth not town of Dagon! Innsmouth town of God!
“But Dagon, he no like. Dagon want Innsmouth.
“Bad things happen that night. Sea full of monsters. They come out of water, into town. Free Captain Marsh. Whole town attacked. Many people die.
“In morning, Captain Marsh say town belong to Dagon. People worship Dagon or die!”
Zadock places his face in his hands and begins to weep. When he looks up at you, tears have streaked some of the dirt on his face.
“Zadock was just boy! Captain Marsh kill Zadock’s parents, Zadock’s family! They will not follow Dagon. They Christian! So Captain Marsh murder them. Zadock see this happen.
“Many people not follow Dagon. They all die. Some run. Some hide. But they all found. Monsters do bad things to ‘em. Captain Marsh do bad things to ‘em. Dagon want sacrifices. Dagon hungry.
“Next day, so many dead. Folks wonder, how explain? Captain Marsh make lie about great plague. Bodies buried outside Innsmouth in big pit. No stone or words of Bible to mark them. Just dirt pit.
“Zadock young boy. Very afraid. When Captain Marsh ask if Zadock follow Dagon, Zadock say yes. Zadock renounce Christ. Zadock follow Dagon.”
Zadock again pauses his narrative and breaks into sobs. He upends the bottle into his mouth in an attempt to drown his sorrow. The amount of booze he guzzles is alarming. You wonder if he will ever stop for breath. After drinking an incredible amount of liquor, he breaks the bottle away from his lips. Zadock is wracked with a fit of choking which takes several minutes to subside.
“Zadock take first oath of Dagon. Zadock take second oath too. But Zadock no take third oath. Zadock die first. Zadock never take third oath. Never!”
<<include "Zadock - Questions Include">><<include "Zadock - Header">>
<<set $zadock_lawrence = true>>\
“I know boy. He work at store. Always nice to Zadock. Give him food he can’t sell. He a good boy. Sad story. He come to bad end.”
Zadock takes another drink from his bottle, gazing sorrowfully at the ground. “He ask many questions. Questions about Innsmouth. Questions about Williamson family. He want answers to things he should not know.
“Zadock not want to tell him. Answers bring danger to boy. But boy no stop. He try and ask others. Very bad! So Zadock tell him. Zadock tell all.”
A look of guilt hangs on Zadock’s face. You can tell he holds himself somewhat responsible for whatever happened next. By the look of pain in Zadock’s eyes, you can tell it wasn’t good.
“No want boy to be in danger. Zadock answer questions so he won’t be. But he come to danger anyway. Boy says he loves Innsmouth girl. Wants to get girl away. He want to leave with her. Tells Zadock they will flee.
“Innsmouthers no let. He captured! They make him prisoner. Give him to great god Dagon as sacrifice. Give him to Dagon tonight! He be sacrificed on Devil Reef. Many Innsmouthers go to see. Go to pray to Dagon.”
<<include "Zadock - Questions Include">><<include "Zadock - Header">>
<<set $zadock_escape = true>>\
<<if $car_outskirts is true>>\
“Your car, still hidden. Zadock find it. Innsmouthers not know. Zadock show you secret way to get back. No Innsmouthers find you.”
You hand Zadock a crumpled piece of paper and a pen from your pocket. He makes a crude map of the area showing you the path attracting the least attention. You’re not sure what all the odd strokes he makes on the map are, but it seems better than nothing.
<<else>>\
<<if $car_innsmouth is true>>\
“Your car, no working no more. Innsmouthers break car. No get out that way.”
The thought of your car, or more precisely your friend’s car, smashed to pieces opens an empty pit in your stomach. How are you going to get the boy and his girlfriend out of here isn’t readily apparent. At least you are learning about your car’s condition now, and not with a mob of crazed Innsmouthers chasing you.
<</if>>\
“There way out of Innsmouth. Zadock know of car. Joe Sargent owns Innsmouth coach. You can take and leave Innsmouth. Zadock show you where.”
You hand Zadock a crumpled piece of paper and a pen from your pocket. He makes a crude map of the area showing you the location of Joe Sargent’s coach. You’re not sure what all the odd strokes he makes on the map are, but it seems better than nothing.
<</if>>\
<<include "Zadock - Questions Include">><<include "Zadock - Header">>
Learning that the Innsmouthers have captured Lawrence, and that they plan to sacrifice him to some bizarre god, you know you have little time to lose. The chanting Innsmouthers carrying torches that you saw earlier must be heading down to the wharf. If you hurry, you might be able to intercept Lawrence before he is taken out to the reef. You only pray that you are not too late.
“Wait!” howls Zadock, as he grabs your arm stopping your departure. “You go out now, like this, you die. Zadock help. Make up for getting boy into trouble.”
Rummaging around in a pile of refuse behind him, Zadock pulls out a large black robe. He gives it a few pats with his hand to clear off some of the dirt and grime. Satisfied that it is as clean as he is going to get it, Zadock hands the robe to you.
“Put on. Make you like Innsmouther. I put dead fish on it, so you smell too.”
Appreciating Zadock’s quick thinking, you put on the large black robe. Its enormous size easily covers your entire body. A long hood completes your concealment. You should be able to get quite close to the Innsmouthers without raising any suspicion.
As you prepare to leave, you begin to thank Zadock for his help. Before the words are even out of your mouth Zadock waves them away. Placing a hand on each of your shoulders, Zadock leans in close and gives you a determined stare.
“Save boy. He no deserve this. No one deserve this.”
[[Leave Zadock's hideout->Devil Reef - Stay or Follow]]<<include "Devil Reef - Header">>
You crawl through the hole leading out of Zadock’s hideout and onto the streets of Innsmouth. Pausing in the shadows, you watch several Innsmouthers carrying torches head down to the wharf. Lawrence is nowhere in sight. As you gaze off towards the wharf, you notice dozens of small boats already en route to Devil Reef. Only one boat remains docked at the wharf. The group of Innsmouthers who just passed by appear to be going in that direction.
Out beyond the wharf you see the outline of Devil Reef against the horizon. A hundred small pinpricks of light give definition to the otherwise amorphous, black rock. With so much activity on the water and reef, your hopes of getting to Lawrence before he is taken out to Devil Reef seem remote. Odds are he is either already on the reef or in one of the dozens of boats heading there. Your options seem few.
[[Join the Innsmouthers on the last boat to Devil Reef->Devil Reef - Board Boat]]
[[Wait on shore and see what happens->Devil Reef - Wait and See What Happens]]@@background-color:#665015;padding:5px;text-align:center;font-family:impact;font-size:125%;
Innsmouth - Devil Reef
@@<<include "Devil Reef - Header">>
If Lawrence is already on Devil Reef, then your only option is to go out there and get him. And the only way to do that is to get on the last boat before it leaves. You’re not quite sure what you’ll do once you get to the reef, surrounded by cultish Innsmouthers, but that is a problem for later.
Stepping out of the shadows and onto the street feels like stepping off the edge of a cliff. The reptilian part of your brain screams for you to stop, to stay hidden and safe. But your decision is made. With a few quickened steps, you catch up to and fall in line with the robed Innsmouthers. So focused are they on their rhythmic chant that they give little notice to your presence. You only hope your disguise holds for the trip out to the reef and whatever lies beyond.
[[Continue->Devil Reef - Trip to Reef]]<<include "Devil Reef - Header">>
Keeping to the shadows, you watch the final group of Innsmouthers board the last boat from the wharf and head out to Devil Reef. Though the storm continues to rage, you can make out their torches burning like pinpricks of light in the distance. Flashes of lightning illuminate a tall thin obelisk standing tall at the zenith of the reef. A bank of clouds descends down, obscuring the top of the obelisk. The clouds begin to spiral around into a rapidly spinning vortex.
You can only imagine the terror Lawrence is experiencing: all alone, surrounded by the evil Innsmouthers, death by sacrifice his only future. Going out there to try and save him would have been a fool’s errand. You have no illusions otherwise. That still doesn’t change the fact that you left the boy to die.
The Innsmouthers are out at the reef for less time than you would have expected. You see the boats already making their way back to the wharf. Dagon must be an impatient god. As the first Innsmouthers make their way back into town, you are shocked to see that Lawrence is among them. The kid is still alive!
Two Innsmouthers drag the boy towards some buildings on the other side of town. You can clearly make out that Lawrence is conscious, although he looks like whatever he went through sapped him of his strength. Leaving your hiding place, you make your way across the street, keeping Lawrence in sight.
You follow the Innsmouthers to an old warehouse, a block over from the Gilman House Inn. They enter through a side door and disappear from view. A few minutes later they reappear without Lawrence. You see one of the Innsmouthers fasten a padlock to the door, before both of them disappear down a side street.
[[Continue->Flee Innsmouth - Free Lawrence]]<<include "Devil Reef - Header">>
You make it down to the wharf with the final group of Innsmouthers to depart for Devil Reef. They chant the whole way. None of them seem to notice your lack of participation. You carefully climb down a ladder on the side of the wharf into a large row boat.
The sea is angry, tossing the boat about under the thrashing waves. Your stomach begins to complain and you feel the taste of bile creep up the back of your throat. With great effort you manage to keep your stomach’s contents from coming up.
Seated in the middle of the boat, an Innsmouther on each side of you grabs hold of a large oar and begins to row. You marvel at the bulging muscles of the Innsmouthers, and their scaly, grey skin. With hands much larger than normal, you notice what appears to be webbing between their fingers.
While your disguise has fooled the Innsmouthers into believing you are one of them, you have never felt so alone.
[[Continue->Devil Reef - Arrive at Reef]]<<include "Flee Innsmouth - Header">>
After waiting a few minutes to make sure the coast is clear, you make your way over to the warehouse where Lawrence was taken. The structure is a large, two-story wood building with barred windows and boarded-up doors. In faded lettering you can make out the words “Marsh Fishing Company” painted on the front. The side door Lawrence was taken through is secured with a metal padlock. Inspecting the door, you notice that the wood frame is not in the best of shape and might break loose if some force is applied.
Why deal with a lock if you can knock down the door?
[[Attempt to break the door down->Flee Innsmouth - Break Warehouse Door]]
[[Look for another entrance->Flee Innsmouth - Look for Another Way Into Warehouse]]<<include "Devil Reef - Header">>
The trip across the black, choppy waters of Innsmouth harbor fills you with dread. The sky is overcast with a raging storm pummeling you with rain. Flashes of lightning give momentary glimpses of the turbulent water all around. Falling overboard into this maelstrom would be deadly. You can’t imagine the horror that Lawrence must be going through. Being swallowed by the sea might be a kinder alternative to what awaits him.
Devil Reef grows in size as your boat draws near, and the water calms a bit as you enter its sheltered protection. Dozens of small boats line the edge of the exposed reef, ropes anchored to the rock face keeping them in place. A line of Innsmouthers winds its way up the side of Devil Reef to a plateau at its zenith. There stand dozens of robed figures holding torches and chanting evil incantations. Behind them you see a tall obelisk rising up into the darkness. A brief flash of lightning illuminates strange, alien symbols carved along its face.
Your boat docks and you and the other passengers disembark. The flat rock you step onto is slick with a thin layer of dark-green ooze. It’s all you can do to keep from slipping. The other Innsmouthers seem less troubled, their giant, bare feet providing more stability. As a group you proceed up a winding path to the plateau above.
[[Continue->Devil Reef - Arrive at Altar]]<<include "Devil Reef - Header">>
The sight that greets you when you crest the last incline and reach the plateau fills you with dread. Over a hundred Innsmouthers stand in a large circle around the tall obelisk you noticed earlier. And there, at the base of the obelisk, sits a large altar. It is made of a pale-white stone similar to marble, with green veins that branch like arteries through its form. Your first thought is that the veins must be made of jade or some other precious stone. But closer examination turns your stomach. The veins pulsate and flow as if alive. Some vile, green ichor pumps through the body of this blasphemous altar.
All the robed Innsmouthers, including you, have arrived on Devil Reef. You form an enormous circle around the obelisk. In unison, everyone repetitiously chants the same haunting phrase you heard in the town earlier.
“Ia! Ia! Cthulhu fhtagn!”
[[Continue->Devil Reef - Lawrence Arrives]]<<include "Devil Reef - Header">>
The chanting of the Innsmouthers grows louder and more intense. You see dark clouds descend from above until the top of the obelisk is lost in their opaque mists. The clouds begin to swirl into a giant vortex centered around the horrible obelisk. The carved symbols on the obelisk begin to glow and pulsate with the same green ichor as the altar.
All chanting suddenly stops. The sound of falling rain and the waves crashing against the reef is all that remains. Across from where you stand, you see the line of robed Innsmouthers part. Through the opening three figures emerge.
The first is a young woman, probably in her late teens. She is completely naked except for a gold tiara on her head. You recognize it as similar to the one on display at the Antiquities Department at Miskatonic University. The woman’s skin is smooth and unblemished, and she has a small, exquisite face. There is no trace of the Innsmouth look in her, except for the eyes which seem a little larger than normal. The effect gives the woman a look of innocence. You would think her a prisoner of these horrible monsters except for the confident and commanding aura she radiates. Walking tall and with intense purpose, she clearly has no fear of her surroundings.
Following behind her, the other two figures cut a very different impression. At this point you have grown accustomed to the disfigured townsfolk of Innsmouth, but these two individuals are something else entirely. While they walk on two hind legs and have two arms, their bodies are more akin to aquatic life. Their heads are those of fish, with enormous bulging eyes and twitching, white barbel sticking out above their mouths. Completely covered in bluish-grey scales, they have large dorsal fins on their backs. Well toned muscles ripple across their arms, legs and chest. These are powerful creatures to be wary of.
The naked woman with the tiara marches towards the altar with the two large fish-men behind her. The blowing wind and pelting rain seem not to affect them in the slightest. Reaching the altar, the two fish-men take positions on both sides of the young woman. All is quiet until the woman throws her arms into the air and yells at the top of her lungs.
“Great Dagon! We come to you tonight to worship your power. To offer you a sacrifice so that you may continue to grant us your divine favor.”
“Ia! Ia! Cthulhu fhtagn!” reply the robed Innsmouthers.
“We devote our lives to you, great Dagon, and to the powerful Cthulhu, father of our world. We await the time when the stars align and the mighty Cthulhu awakens. Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!”
“Ia! Ia! Cthulhu fhtagn!”
Multiple bolts of lightning streak across the sky and thunder roars. Nature itself is whipped into a frenzied state in response to this blasphemous ritual. The woman produces a long, serrated blade from behind the altar. It looks to be made of the same gold alloy used in her tiara. Pointing the blade towards the break in the line of Innsmouthers where the woman had first appeared earlier, more figures step forward from the darkness. You see two more fish-men emerge dragging a young, beat-up man between them. Your heart races with recognition.
This must be Lawrence!
[[Continue->Devil Reef - Lawrence Choice]]<<include "Devil Reef - Header">>
With the objective of your search in sight, you now have to figure out what to do. If Lawrence is strapped down to that altar, you are pretty sure he won’t be walking away. But what exactly can you do? There must be over a hundred Innsmouthers, plus those burly fish-men. Fighting your way out of this seems suicidal. But what other choice do you have? Do you really want to die to save this kid?
You could simply close your eyes to what is about to happen. The kid would die a horrible death, but you’d be able to walk away from all this madness.
What about grabbing the woman and taking her hostage? She seems like someone of importance, someone worth trading the boy’s life for. Could you use her as leverage to gain Lawrence’s freedom?
Whatever your decision, you have to make it soon.
[[Rush the fish-men dragging Lawrence->Devil Reef - Rush Lawrence]]
[[Rush the woman at the altar, taking her hostage->Devil Reef - Kidnap Woman]]
[[Do nothing and see how this plays out->Devil Reef - Do Nothing and Wait]]<<include "Devil Reef - Header">>
You came here to find Lawrence Murphy and here he is. Doing nothing at this point is not an option. You aren’t sure how you can get out of this situation, but damn it, you are going to try.
As the fish-men drag Lawrence towards the altar, a plan starts to form in your mind. The one thing you have going for you is the element of surprise. No one knows you’re here, and the confusion of you springing into action might give you the crucial few moments you need to get away.
Crouching down to lower your center of gravity, you dig your toes into grooves in the reef. This should give you a sprinting start. Before the fish-men make any additional progress towards the altar, you spring into action. You run as fast as you can straight at them. Slamming into the startled fish-men, you, Lawrence, and his two captors, all tumble to the ground.
Not missing a beat, you grab Lawrence’s arm and pull him to his feet. The two of you make a beeline towards the line of Innsmouthers surrounding the obelisk. Their confusion is beginning to clear, and they move forward to bar your escape. Running on fear inspired adrenaline, you slam into the Innsmouther in front of you and fly right off the edge of the plateau. You fall down the side of the reef, hitting several outcroppings of rock. Eventually you plunge into the black, cold waters of the ocean.
You hear another splash next to you and see that Lawrence has also made it off the plateau. He coughs up water as he bobs in the churning surf. Getting your bearings, you realize you are on the ocean facing side of the reef. The full force of the churning waves slam you and Lawrence repeatedly against the rocks. Looking up you see a group of robed Innsmouthers staring down at you. They don’t seem in any particular rush to come get you. The raging ocean will probably do their work for them.
Looking at Lawrence, who is clutching a rock to keep his head above water, you make a motion indicating that you want to make a swim for it. He nods his understanding in response. Pushing off from the reef you begin to fight your way out into the ocean. You hope to circle back and head in towards shore somewhere down the coast from Innsmouth.
You’re not sure how long you swam, if desperately attempting to keep your head above water qualifies as swimming. It could have only been minutes, but it felt like hours. Eventually you find yourself in calmer water and stop to get a look around. Hope dims when you realize you are near the wharf of Innsmouth. Lawrence is nowhere in sight. You hope he managed to come ashore somewhere more hospitable. From behind, you hear the sound of boats rowing in towards town. You also hear a lot of splashing.
As you make your way closer to the wharf, you feel something bump up against your leg. The water is too dark and murky to see what it was. A moment later something else hits you, this time coming from the opposite direction. You have the sinking feeling that something under the water is toying with you. In response you make a frantic dash for a boat landing leading up to the wharf.
You never make it.
Something grabs your left ankle and pulls you underwater. Kicking wildly, you free your foot and break through the surface, spitting up a mouthful of water. Again something grabs hold of you, except this time both your ankles are seized. A tremendous force pulls you down.
Your frantic attempts to break free this time find no purchase. Your lungs begin to burn in protest. In moments you will lose consciousness, lose your life. The world around you begins to fade from view.
[[Continue->Devil Reef - Drown]]<<include "Devil Reef - Header">>
The key to getting yourself and Lawrence out of this situation is the woman. She is clearly someone of importance, maybe some kind of priestess. You doubt the Innsmouthers and these fish-men would let any harm come to her. If you can gain control of her, that leverage may be your ticket off the reef and out of Innsmouth.
Crouching down to lower your center of gravity, you dig your toes into grooves in the reef. This should give you a sprinting start. You run as fast as you can straight at the altar. You slam into the woman and the two fish-men, all four of you tumbling to the ground. The woman loses her grip on the dagger and it falls beside her.
Quickly retrieving the dagger, you grab the woman from behind and place the blade up against her throat. When the two fish-men begin to advance, you ever so slightly pull the daggers blade inward. A small drop of drawn blood signals your intentions. The fish-men back up a few steps in response. The woman utters not a sound.
The fish-men dragging Lawrence stop mid-stride, loosening their grip on their prisoner. Lawrence seizes the moment and bolts towards you. You begin to slowly back away from the altar, your prisoner firmly in hand. When Lawrence reaches you, he screams at the woman with rage.
“How could you do this to me Eliza?” he screams. “I loved you! I would have got you out of here. We could have had a life together. But you chose this? I don’t understand.”
The revealed identity of the naked woman hits you harder than any of the crashing waves against Devil Reef. This woman is Eliza Marsh, Lawrence’s girlfriend? The revelation is shocking. Was their entire courtship nothing but a ruse leading to this moment? Had she been playing Lawrence the entire time? The look on both their faces, Lawrence’s rage and Eliza’s contempt, leave little room for any other conclusion. The enormity of it all is heart wrenching.
Even with the pelting rain, you can see tears streaming down Lawrence’s face. The depth and pain of her betrayal is still raw. In response, Eliza returns nothing but contempt.
“Turn away from this? Have a meaningless, mortal life with an Inlander? Your small mind cannot even begin to comprehend my future. You have no idea the true power of Dagon! I will be immortal. I will live forever, beneath the waves in the city where great Cthulhu dreams. Your pathetic love means nothing compared to this. You are nothing!”
Having heard more than enough, you pull the dagger a bit tighter against Eliza’s throat. The stab of pain brings her ravings to a halt. Apparently even immortals who live under the sea need their heads.
[[Explain that you are here to rescue Lawrence->Devil Reef - Boat Escape]]<<include "Devil Reef - Header">>
You don’t know Lawrence Murphy. You don’t know his mother. This has always been just a case, a way to pay the bills. Do you want the boy to die? Of course not. But what can you realistically do? Any option available has a high probability of getting yourself killed; your death no guarantee of the boy’s safety. At least if you make it out of Innsmouth alive, you can bring back the authorities so his death won’t be in vain. It’s the best you can do for him.
Your course of action decided, Lawrence’s fate is now sealed. The two fish-men drag him over to the altar and place him lying on his back. He begs and pleads with the naked woman to no avail. His wrists and ankles are attached with four brass cuffs affixed by chains to the altar. After making sure he is secure, the fish-men step aside leaving the naked woman alone with Lawrence at the altar.
“Great Dagon,” screams the woman. “We bring you this sacrifice of flesh. All that we have is yours. All that we are is yours. May the mighty Cthulhu, who dreams beneath the seas, awaken when the stars align. With your guidance, we will do what is needed to assure he arises.”
In response the Innsmouthers chant the same phrase over and over again.
“Ia! Ia! Cthulhu fhtagn!”
The woman uses the sharp dagger to cut away Lawrence’s soaked shirt. Long strips of cloth fall to the ground as his bare chest is exposed to the elements. He lets out a final plea.
“Eliza please! Don’t do this. I love you Eliza! How can you do this to me?”
The revealed identity of the naked woman hits you harder than any of the crashing waves against Devil Reef. This woman is Eliza Marsh, Lawrence’s girlfriend? The revelation is shocking. Was their entire courtship nothing but a ruse leading to this moment? Had she been playing Lawrence the entire time? The look on both their faces, Lawrence’s terror and Eliza’s bloodlust, leaves little room for any other conclusion. The enormity of it all is heart wrenching.
Lawrence’s final plea has no affect. Eliza runs one hand over his bare, rain-slick chest, while her other positions the dagger above him for a killing blow. Your body cringes as you wait for the fatal strike to fall.
But something unexpected grabs Eliza’s attention.
Setting the dagger down, Eliza carefully touches the side of Lawrence’s chest with probing fingers. Her face shows astonishment, and she races over to inspect the other side of his chest. Two of the fish-men approach Eliza and she hastens them to inspect Lawrence for themselves. They investigate his exposed flesh, less gently than Eliza, and begin to chatter in some guttural sound amongst each other. Coming to some conclusion, the two fish-men walk back to Eliza and give her their findings.
Eliza screams in joy and runs over to Lawrence, smothering his face with kisses and uttering numerous apologies. Undoing his restraints, Eliza rushes to embrace him once he is back on his feet. But Lawrence is having none of it. He pushes Eliza aside and begins to scream at her. The gathered Innsmouthers begin to look around in confusion. Eliza jumps up onto the altar and addresses her followers.
“People of Innsmouth, this is truly a day to thank the great Dagon! We came to offer a sacrifice but instead have received a miracle. The lost son of Innsmouth has returned. Walter Williamson’s son has returned. All praise Dagon and mighty Cthulhu!”
Chattering breaks out amongst the Innsmouthers as they absorb Eliza’s news. While not what they were expecting, the revelation is still joyous. The fish-men stand motionless, their reactions hidden behind their alien visages. Placing his hands on his head, Lawrence struggles to reject Eliza’s proclamation.
“No!” Lawrence screams. “I’m not one of you monsters. It’s not true!”
“You were lost to us Lawrence. But now you have returned. You were right all along, we are meant to be together. You are my lover now and for all eternity. We are children of Dagon. We will dwell with him forever!”
Lawrences drops to his knees sobbing. Jumping down from the altar, Eliza issues some commands in an alien tongue to her followers. Several of the Innsmouthers come forward and grab Lawrence. He struggles at first, but as more Innsmouthers join in to subdue him, he is eventually dragged away back to the boats.
[[Continue->Devil Reef - Back to Innsmouth With the Truth Revealed]]<<include "Devil Reef - Header">>
Out of the murky gloom of the ocean, two figures appear in front of you. You notice they are hand in hand and seem perfectly content under the surface. To the left is the naked woman you saw performing the ritual to Dagon on Devil Reef. A knowing smile on her beautiful face mocks your predicament.
And the other figure? Dear god, you hope this to be a result of hypoxia! There, floating before you, is Lawrence Murphy. He holds the hand of the cultist woman, tenderly stroking it with one of his fingers. There is a look of sadness mixed with sympathy on his young face. This was not the fate he wanted for you. But he does nothing.
You fade into blackness.
@@text-align:center;font-family:impact;font-size:125%;
The End
@@
[[Return to before your fate was sealed?->Devil Reef - Arrive at Reef]]
[[Restart your adventure?->Game - Start]]<<include "Devil Reef - Header">>
Lawrence joins you at your side, shaken by his confrontation with Eliza but determined to get out of this mess alive. You announce your plan to everyone in earshot: the three of you will take one of the boats back to shore. If anyone gets in your way, the woman dies. Lawrence misses a step upon hearing your threat. He may be heartbroken and angry over Eliza’s betrayal, but the thought of seeing the recent love of his life murdered makes him hesitate for a moment. In all honesty, you’re not sure you could go through with it either. Fortunately, your look of desperation, and the small trickle of blood already dripping from Eliza’s neck, convinces the Innsmouthers otherwise.
Carefully you make your way back to one of the anchored boats. The Innsmouthers and fish-men do not bar your passage but neither do they let much distance open up between you and them. Their cold eyes watch your every move. Lawrence remains at your side. Eliza, firmly within your grip, seems rather nonchalant about her predicament. She walks in front of you, a dagger to her throat, without a drop of fear or concern. The woman’s poise is disconcerting.
As you step into one of the anchored boats, she makes a disturbing proclamation.
“Dagon owns the sea. You won’t make it to shore alive.”
As you row away from Devil Reef, the robed Innsmouthers remain behind. None of them make any effort to pursue you. You consider the possibility that there are more Innsmouthers waiting on shore to intercept you, but that seems unlikely. From your earlier observations you would estimate that most of the townsfolk were out on the reef. And for those still in town, they would have no reason to think anything amiss. While all these factors should add up to a relatively straight-forward escape, something about this doesn’t feel right.
A sudden impact under the boat grabs your attention. You scramble to look over the side, to see what you collided with. Nothing but black, murky water stares back. Another impact, this time coming from the bow, jolts you again. Lawrence stops rowing, not sure if he has rowed the boat onto some subsurface reef. A look of fear overcomes him. You tighten your grip on Eliza, who begins to laugh maniacally. More impacts begin to hit the stationary boat from all directions. The sound of cracking wood indicates that the boat won’t be able to sustain much more of this.
[[Yell at Lawrence to row for his life->Devil Reef - Lawrence Row]]
[[Throw Eliza aside and take the oars yourself->Devil Reef - You Row]]<<include "Devil Reef - Header">>
The trip back to the wharf is as uneventful as the one out to Devil Reef. You sit silently in the boat as the other Innsmouthers man the oars. There is no chanting or conversation, only the sound of falling rain and churning water.
The revelation that Eliza is a priestess of this bizarre cult was already enough to deal with. Processing her claim that Lawrence is a dislocated resident of Innsmouth pushes things to a whole new level. Did Lawrence know? His obsession with Innsmouth would lead you to believe he had some inkling. The boy had never known his father, and his mother was reluctant to say anything about her former husband. An accidental comment, dropped without care, may have been the seed which drew Lawrence to Innsmouth. Or maybe it’s the town itself, calling out to those entwined with its curse?
Regardless, you are not going to leave Lawrence behind. Maybe Eliza will realize she made a mistake with Lawrence’s identity and then back to the altar he will go. And if she’s right? Well the kid has a right to be the master of his own fate. Trapped here in Innsmouth wouldn’t give him many options.
Once back ashore, you slip between several innsmouthers and quickly identify Lawrence being carried off by two guards. Moving stealthily in the shadows, you follow them to what looks like an old warehouse, a block over from the Gilman House Inn. They enter through a side door and disappear from view. A few minutes later they reappear without Lawrence. You see one of the Innsmouthers fasten a padlock to the door, before both of them disappear down a side street.
[[Continue->Flee Innsmouth - Free Lawrence]]<<include "Devil Reef - Header">>
You yell at Lawrence to start rowing for your lives. The boat isn’t hitting obstacles under the surface; it’s being rammed by something determined to break the ship apart. You can imagine a swarm of those fish-men, and maybe even worse, attempting to smash your ship into a thousand pieces. If they get you in the water, you’re done for.
Lawrence throws himself into rowing the boat as fast as he can. A few more impacts hit the bow as the boat accelerates towards shore. The impacts soon cease and the shoreline of Innsmouth approaches quickly. Moments later, you feel a wave of relief as the boat skids up onto the sand.
That relief is short lived as a dozen fish-men emerge from the surf behind you.
[[Throw Eliza to the ground and run into town->Devil Reef - Run For It]]
[[Threaten to harm Eliza to get the fish-men to back off->Devil Reef - Play Chicken With Eliza]]<<include "Devil Reef - Header">>
You’re not sure that Lawrence is up to rowing away from your current predicament. The boat isn’t hitting obstacles under the surface; it’s being rammed by something determined to break the ship apart. You can imagine a swarm of those fish-men, and maybe even worse, smashing your ship into a thousand pieces. If they get you in the water, you’re done for.
Tossing Eliza onto the floor of the boat, you quickly move Lawrence aside and man the oars. He seems confused by your actions but puts up no resistance. Seeing an opening to flee, Eliza jumps over the side of the boat into the roaring sea. Lawrence lets out a panicked scream, standing up in the boat and moving over to the side where Eliza jumped in. The sudden shift in balance of the craft causes the boat to list severely. Lawrence loses his balance and falls over the side, while you fall onto your shoulder.
With you as the sole occupant, the ship quickly rights itself. As the rain falls all around, and thunder roars overhead, you frantically call out for Lawrence. In the distance you hear Lawrence calling out for Eliza. Grabbing the oars, you head in that direction.
You search for what seems like an eternity but find no trace of Lawrence. All calls to him go unanswered. Reluctantly, you decide that you better get to shore. There is no telling when the other Innsmouthers, or whatever was attacking you from below, will return.
As you take hold of the oar and get ready to depart, you see a pair of small hands grab the side of the boat. With far more force than you would expect, the hands pull down on the boat flipping it completely over. You are thrown into the cold, dark ocean. Water surges down your throat before you reflexively close your mouth. Coughing and spitting out the contents of your lungs, you bob helplessly in the stormy surf.
Your overturned boat is nowhere in sight. All you can hear is the falling rain and the crashing waves. Something bumps against your legs. Twisting back and forth, you see nothing in the opaque water below you. You try and calm yourself and figure out which direction would take you back to shore. That determination is never completed as something grabs both your ankles and pulls you under the water.
You desperately struggle to get away, but your attempts to break free find no purchase. The lack of air causes your lungs to burn in protest. In moments you will lose consciousness, lose your life. The world around you begins to fade from view.
[[Continue->Devil Reef - Drown]]<<include "Devil Reef - Header">>
While fast and agile in the water, you doubt the fish men could keep up if you and Lawrence made a run for it. You yell at Lawrence to follow you, as you shove Eliza forward. The suddenness of your push catches Eliza off balance and she falls face first into the sand. As the fish-men move to help her, you and Lawrence dash into Innsmouth.
[[Continue->Flee Innsmouth - Make For Vehicle]]<<include "Devil Reef - Header">>
Your one chance of making it out of here is to keep hold of the only leverage you have: Eliza Marsh. The fish-men were hesitant to make a move back on the plateau. If you play your cards right, she might get you and Lawrence out of Innsmouth altogether.
More fish-men emerge from the water. You and Lawrence begin to slowly back away out of the water. Tightening your grip on Eliza’s throat, you make sure that everyone gets a good look at the dagger you hold against her throat. As expected, the fish-men halt their advance. Standing in a line, the waves crashing against their thighs, several of them move aside, creating a large opening out to sea. You figure they are making room for more of their brethren.
That isn’t what emerges.
Beyond the fish-men, you see something large moving under the water. While the dark waters make it impossible to see what it is, the water it displaces as it moves towards shore could only indicate something enormous. A primal fear surges within you. The dagger shakes in your hand and Eliza begins to laugh.
“Now you shall see but a taste of Dagon’s power. You will not escape. It is already too late.”
All pretense of having any kind of leverage is gone. Whatever is coming for you under the waves doesn’t seem to be deterred by any potential harm to Eliza. The fish-men may have acquiesced, but this new threat shows no hesitation. You want to flee from this approaching terror but something holds you in place.
A hellish monstrosity emerges from the water.
How can one describe something truly not of this world? Some aspects have characteristics of the familiar: flailing tentacles, unblinking eyes, chattering mouths with razor sharp teeth. Hundreds of these sprout from a huge, pulsating, gelatinous body. But there is so much more; things that have no simile to the natural world. Your mind fails to classify them in any way that makes coherent sense. The only result is madness.
Locked in a catitonic state by a vision no mortal is meant to see, you fall to your knees in despair. There is no escape, not after witnessing this. Your spirit is broken, even if the shell that contains it is still intact. Lawrence lays on the sand next to you, laughing like a madman. Your mind struggles to process the look of rapturous joy on his face.
The momentary pain of death, followed by endless oblivion, is your only comfort. You pray that is indeed your fate.
@@text-align:center;font-family:impact;font-size:125%;
The End
@@
[[Return to before your fate was sealed?->Devil Reef - Arrive at Reef]]
[[Restart your adventure?->Game - Start]]<<include "Flee Innsmouth - Header">>
You and Lawrence race through Innsmouth, keeping to the shadows as much as possible. The townsfolk have been put on high alert, your actions having galvanized them to action. In the distance church bells ring, spreading the news of Lawrence’s escape. You have got to get out of here soon.
Stopping for a moment under a dilapidated porch, you pull out the crude map Zadock had drawn for you. Lawrence looks at your map inquisitively and you mention that an old man by the name of Zadock made it for you.
“Crazy old Zadock,” Lawrence chuckles. “The only sane person in town. And of course the one person I didn’t listen to. I would’ve never guessed his cockamamie stories were true. And now, after seeing what I’ve seen…”. Lawrence trails off in silence.
<<if $car_outskirts is true>>\
You remember Zadock saying that your car is still safe in the old barn where you hid it. Having asked Zadock for a way out of Innsmouth, he marked a pretty clear path to your car’s hiding place. At your current position, there doesn’t appear to be an entrance nearby to the underground tunnels he mentioned. The closest entrance is a few blocks back the way you came, and there is no way you’re heading back in that direction. You’ll just have to remain above ground the rest of the way.
[[Continue->Flee Innsmouth - Get to Hidden Car]]
<<else>>\
The only way out of town, short of walking, is to steal Joe Sargent’s coach. According to Zadock, it‘s one of the few operating vehicles in town. Hopefully that means there won’t be any motorized pursuit. Having asked Zadock for a way out of Innsmouth, he marked a pretty clear path to Joe Sargent’s place. At your current position there doesn’t appear to be an entrance nearby to the underground tunnels he mentioned. The closest entrance is a few blocks back the way you came, and there is no way you’re heading back in that direction. You’ll just have to remain above ground the rest of the way.
[[Continue->Flee Innsmouth - Get to Joe Sargent’s Coach]]
<</if>>\@@background-color:#665015;padding:5px;text-align:center;font-family:impact;font-size:125%;
Innsmouth - The Escape
@@<<include "Flee Innsmouth - Header">>
You have no idea how much time you have before someone comes to check on Lawrence. Looking at the rotted frame the door sits within, you figure a few good rams with your shoulder should bring the thing down.
Stepping a few paces back, you line up your approach. You run at the door with as much speed as you can muster. All of your weight crashes against it and an explosion of splintered wood flies around you. You, and the remnants of the door, fall to the ground inside the warehouse. The sound of your forced entry reverberates loudly in all directions. Hopefully the raging storm prevented anyone from noticing.
It takes a few moments for your eyes to adjust to the dim light inside the warehouse. Back up against one of the walls you see a young man slouched up against a large crate. He shakes in fits of sobbing. Walking over to him, he looks up at you with bloodshot eyes and a pitiful expression of despair.
You ask the man his name, and he responds, “Lawrence… Lawrence Murphy”.
[[Tell Lawrence you were hired by his mother to find him->Flee Innsmouth - Leave Warehouse]]<<include "Flee Innsmouth - Header">>
Smashing down doors in a town full of mutant monsters doesn’t sound like the best of ideas. There has to be another way into the warehouse. You walk the perimeter of the building several times but find no obvious point of ingress. The thought of a forced and very loud entrance into the warehouse appears to be your only option. Then, an idea strikes you. You pull out the scribbled map Zadock had given you earlier and begin to decipher his writing.
Only a few buildings are shown on the map, each connected by a dark line. You remember Zadock talking about a series of tunnels running under the town and assume that’s what these lines are. Orienting yourself towards the Gilman House Inn, you see that one of the buildings on the map is the warehouse where Lawrence is being kept. About a hundred yards to the south is a smaller building connected by a line to the warehouse.
Looking around, you spot a small, almost completely decimated house at the position where the connecting tunnel should be. You make your way to the ruined structure.
[[Continue->Flee Innsmouth - Tunnel Entrance]]<<include "Flee Innsmouth - Header">>
You explain to Lawrence that his mother hired you to find him after he disappeared. The mention of his mother lifts Lawrence’s spirits a little and he regains some of his composure.
“Yes, we need to get out of here,” says Lawrence as you help him to his feet. “I’m sure they’ll be back soon and we need to be long gone by then.”
As the two of you make your way out of the warehouse, you stop Lawrence to ask the whereabouts of Eliza Marsh.
“I don’t know where she is, and quite frankly I don’t care,” he responds. “After what she did to me out on that blasted reef, I hope I never see her face again.” His tone is mixed with sadness and anger. You decide no to push the topic further.
The sounds of approaching activity warns you that the Innsmouthers are aware of your presence. The two of you flee the warehouse, out into the rain soaked streets of Innsmouth.
[[Continue->Flee Innsmouth - Make For Vehicle]]<<include "Flee Innsmouth - Header">>
The house is little more than a heap of rotted wood and debris. If not for Zadock’s map, you wouldn’t give it much notice. As you step into the confines of the house, the floor boards creek precariously under your weight. The thought dawns on you that there must be a cellar and that is where the tunnel entrance must lie.
Crouching low to avoid detection, you carefully examine the floor looking for a trapdoor or a descending staircase. There is so much debris on the ground that your search is slow going. Eventually, gravity and the lack of structural soundness of the condemned house, resolves your search for you. With a loud snap the floor beneath you gives way and you crash down into the cellar. An accumulation of several feet of water on the floor prevents any serious injury.
All light from above is cut off. In its place a strange, green phosphorescence comes from within the water. You see wisps of light separate and then recombine as you move your hand through it. The resulting green glow illuminates a long tunnel off to your left. You make your way down the tunnel, carefully moving through the debris-strewn water.
[[Continue->Flee Innsmouth - Into Warehouse From Tunnel]]<<include "Flee Innsmouth - Header">>
If it had been just you attempting to escape, you probably would have made much faster progress. The long robe Zadock gave you conceals your identity well. Walking with an exaggerated limp, the searching Innsmouthers would think you to be one of them. Lawrence unfortunately had no disguise to help with his escape. So the two of you had to move carefully, sometimes taking circuitous routes to get closer to your destination.
There were several close calls as you made your way to the abandoned farm. Ducking behind a wall or crouching next to a bush saved you from being discovered on several occasions. But in the end you managed to elude your pursuers.
Arriving at the old barn where you hid your car, you quietly open the front door and slip inside. The sight of your car sitting exactly where you left it fills you with relief. Sliding into the front seat, you are about to slip the key into the ignition when you hear something out front.
[[Wait and listen before starting the car->Flee Innsmouth - Locals Car Escape Listen]]
[[Fire up the engine and floor it!->Flee Innsmouth - Locals Car Escape Floor It]]<<include "Flee Innsmouth - Header">>
If it had been just you attempting to escape, you probably would have made much faster progress. The long robe Zadock gave you conceals your identity well. Walking with an exaggerated limp, the searching Innsmouthers would think you to be one of them. Lawrence unfortunately had no disguise to help with his escape. So the two of you had to move carefully, sometimes taking circuitous routes to get closer to your destination.
There were several close calls as you made your way to Joe Sargent’s place. Ducking behind a wall or crouching next to a bush saved you from being discovered several times. In the end you managed to elude your pursuers.
Joe Sargent’s home seems more structurally sound than most buildings in Innsmouth. The roof and walls appear to be largely intact. All the windows of the two-story home are boarded up and there appears to be a single front door. You imagine someone must be inside, beams of light spilling out through gaps in the plank covered windows. This hunch is soon verified when a lone silhouette passes by a first-floor window.
To the left of the house sits an old, dilapidated coach. A faded sign on the side advertises the “Arkham-Innsmouth-Newb’port Coach”. This wouldn’t be your ideal getaway car but at least you know the vehicle must be in working condition to make the daily trip between these three towns. You hope it has enough gas for the trip back to Arkham.
“Do you have the keys for the coach?” asks Lawrence. His optimism fades when you shake your head no.
[[Steal the keys from Joe Sargent->Flee Innsmouth - Steal Coach Keys]]
[[Attempt to hot-wire the coach->Flee Innsmouth - Hot-wire the Coach]]<<include "Flee Innsmouth - Header">>
You estimate that you have walked about a hundred yards and should now be under the warehouse. Above you hangs a rusty ladder which leads up to a wooden trapdoor. The metal creaks as you leap up onto the ladder and haul yourself up. Reaching the top of the ladder, one forceful shove is all that is needed to swing the trapdoor open.
It takes a few moments for your eyes to adjust to the dim light inside the warehouse. Against one of the walls you see a young man slouched up against a large crate. He shakes in fits of sobbing. Walking over to him, he looks up at you with bloodshot eyes and a pitiful expression of despair.
You ask the man his name. He replies, “Lawrence… Lawrence Murphy”.
[[Continue->Flee Innsmouth - Leave Warehouse by Tunnel]]<<include "Flee Innsmouth - Header">>
You explain to Lawrence that his mother hired you to find him after he disappeared. The mention of his mother lifts Lawrence’s spirits a little and he regains some of his composure.
“Yes, we need to get out of here,” says Lawrence as you help him to his feet. “I’m sure they’ll be back soon, and we need to be long gone by then.”
As the two of you make your way back down into the tunnel beneath the warehouse, you stop Lawrence to ask the whereabouts of Eliza Marsh.
“I don’t know where she is, and quite frankly I don’t care,” he responds. “After what she did to me, out on that blasted reef, I hope I never see her face again.” His tone is mixed with sadness and anger. You decide no to push the topic further. The two of you climb down into the glowing, green water.
[[Continue->Flee Innsmouth - Make for Vehicle Via Tunnel]]<<include "Flee Innsmouth - Header">>
Fortunately, the phosphorescence provides enough light to read Zadock’s map. Lawrence looks at your map inquisitively and you mention that an old man by the name of Zadock made it for you.
“Crazy old Zadock,” Lawrence chuckles. “The only sane person in town. And of course the one person I didn’t listen to. I would’ve never guessed his cockamamie stories were true. And now, after seeing what I’ve seen…”. Lawrence trails off in silence. The two of you share no further words.
<<if $car_outskirts is true>>\
You remember Zadock saying that your car is still safe in the old barn where you hid it. Having asked Zadock for a way out of Innsmouth, he marked a pretty clear path to your car’s hiding place. Unfortunately the tunnel will only take you within two blocks of it. You’ll have to travel overland the rest of the way.
[[Continue->Flee Innsmouth - Get to Hidden Car]]
<<else>>\
The only way out of town, short of walking, is to steal Joe Sargent’s coach. According to Zadock, it’s one of the few operating vehicles in town. Hopefully that means there won’t be any motorized pursuit. Having asked Zadock for a way out of Innsmouth, he marked a pretty clear path to Joe Sargent’s place. Unfortunately the tunnel will only take you within two blocks of the location. You’ll have to travel overland the rest of the way.
[[Continue->Flee Innsmouth - Get to Joe Sargent’s Coach]]
<</if>><<include "Flee Innsmouth - Header">>
You can clearly make out the movement of several people in front of the barn. A few moments later, more arrive. Soon you hear shuffling and noise from all sides. The sound of a vehicle coming from the road fills you with even more alarm. You don’t think anyone saw you and Lawrence come in here, but you can’t be sure. All doubt as to whether you were spotted vanishes when the approaching vehicle comes to a stop up against the barn door.
The Innsmouthers are trying to seal you in.
[[Start the car and ram your way out the front->Flee Innsmouth - Locals Car Surrounded Escape]]<<include "Flee Innsmouth - Header">>
You decide that you’re not going to remain in this town for a moment longer, subtlety and stealth be damned. Firing up the engine, you release the parking brake and push the gas pedal to the floor. The car surges forward, quickly covering the distance to the barn door. A loud crack accompanies an explosion of splintered wood as your car smashes through the barn door. A couple of startled Innsmouthers dive out of the way.
The feel of the car’s acceleration fills you with a rush of adrenaline. The main road is quickly approaching ahead. To your right you see another vehicle making its way towards you. You see a faded sign on the side of the car advertising the “Arkham-Innsmouth-Newb’port Coach”. A bulging-eyed Innsmouther stares at you menacingly from the driver’s seat. You are left with the distinct impression that he was coming here to get you.
Throwing the steering wheel to the left as hard as you can, the wheels of your car let out a protesting screech as the car slides sideways onto the main road. You are barely able to regain control, preventing the car from fishtailing off the road. The Innsmouther’s coach continues barreling towards you from behind. Fortunately, once the wheels of your car regain full traction, you begin to outpace your pursuer. It becomes immediately clear that the Innsmouth coach is no match for your vehicle.
[[Continue->Flee Innsmouth - Car Escape Conclusion]]<<include "Flee Innsmouth - Header">>
You decide that the best course of action is to steal the keys to the coach. Joe Sargent must be inside, and you figure he has the keys either on his person or somewhere in his home. If Joe is carrying them, he’s not going to simply hand them over if you ask. If they are somewhere in the house, you’re going to have to get him to tell you where they are. Either way, you’re going to have to confront him.
[[Lead Joe out of the house and jump him->Flee Innsmouth - Lead Joe Sargent Out]]
[[Find a way in through a window and seize him inside->Flee Innsmouth - Enter Joe’s House]]<<include "Flee Innsmouth - Header">>
The thought of having to deal with Joe Sargent isn’t one you want to particularly entertain. Besides, why do you need keys when a little skulduggery would start the coach right up? This isn’t the first time you’ve had to hot-wire a car. Informing Lawrence of your plan, the two of you get inside the coach.
You get to work.
It doesn’t take much effort to get the necessary wires loose. A couple of noisy attempts later, and the coach springs to life. You see Joe Sargent race out of his house and over towards you. You smile to yourself knowing he is too late. Throwing the coach into gear and releasing the parking brake, you push the gas pedal to the floor and begin to quickly accelerate.
[[Continue->Flee Innsmouth - Coach Crashes]]<<include "Flee Innsmouth - Header">>
The time for subtlety and stealth is long past. Engaging the car’s engine, you release the parking brake and push the gas pedal to the floor. The car surges forward, quickly covering the distance to the barn door. The sound of cracking wood is replaced by twisting metal as your car slams into the side of another vehicle parked up against the outside of the door. All the car’s momentum comes to a complete stop as the engine compartment lodges inside the other vehicle’s cab. You are thrown face first into the steering wheel.
[[Continue->Flee Innsmouth - Locals Car Surrounded Death]]<<include "Flee Innsmouth - Header">>
It takes a while before your heart begins to beat normally and you loosen the grip on the steering wheel. You haven’t seen any sign of the pursuing Innsmouthers for a while. A wave of relief washes over you as you realize that you have escaped. You look towards Lawrence to share your joy but find him silently staring out the window.
[[Continue->Conclusion - A Case Closed]]<<include "Flee Innsmouth - Header">>
The scent of smoke brings you to your senses in a fit of coughing. Blood trickles down your face and you can taste it in the back of your mouth. The dashboard has been pushed forward by the force of the collision and now pins you firmly in your seat. Lawrence lays beside you, unmoving. The front window displays a patch of cracked glass where Lawrence’s head slammed into it.
You notice that the Innsmouthers have placed stacks of rotting wood all around you which they have proceeded to set aflame. The smoke that awoke you is growing in intensity and thickness. You struggle for gasps of air as it begins to choke the life out of you. Your only comforting thought is that the smoke will render you unconscious before the growing flames cook you alive.
Through the sounds of crackling fire and your desperate struggle to breathe, you hear your attackers bellow out a repetitious chant.
“Ia! Ia! Cthulhu fhtagn!”
@@text-align:center;font-family:impact;font-size:125%;
The End
@@
[[Return to before your fate was sealed?->Flee Innsmouth - Get to Hidden Car]]
[[Restart your adventure?->Game - Start]]<<include "Conclusion - Header">>
Lawrence said little as the two of you made your way back to Arkham. Once back in town, you dropped him off at his mother’s boarding house. Ms. Murphy was overcome with joy to have her son back in her arms.
You were right with your initial assessment: Ms. Murphy couldn’t afford to pay much. If thank-you’s were worth a dollar, Ms. Murphy would have made you a wealthy man. In the end, you took only what would cover your expenses. The true tab for your ordeal was incalculable.
You considered going to the authorities with what you had experienced in Innsmouth. The place is festering with evil and something should be done. But who would believe you? Had you not scoffed when first hearing the wild stories and superstitions about the place and its citizens? Chalking it up to ignorance and racism, you looked down upon the veracity of what you heard. But now, after what you’ve seen? Superstitions don’t always spring from ignorance.
Monsters are real.
In the end you decided to keep the story to yourself. Raising a ruckus over something so unbelievable would do nothing but invite trouble. Just making ends meet is difficult enough.
[[Continue->Conclusion - Epilogue]]<<include "Flee Innsmouth - Header">>
You remember that all the windows in Joe Sargent’s house are boarded shut. The only way you are going to get inside is by prying one of them open and that is bound to make a lot of noise. The best solution is to lead him out and catch him unawares. You confer with Lawrence about your plan and get in position.
Standing flat against the house to the left of the front door, you give Lawrence a thumbs-up. He gets on the ground and crawls up to the door, banging on it loudly.
“Please, someone!” he cries in panic. “Please help me! I got away from these monsters, but I need help. They’re going to get me!”
You hear someone approaching the door, which then slowly opens. Some fastened chains keep the door from opening beyond a crack. Lawrence’s pleading ends mid-sentence when you see a foot come out from the door and kick him in the head, knocking him backwards into the mud. Lawrence lays still on the ground.
Several moments pass and nothing happens. The door remains partially open, light spilling out onto the ground. You contemplate leaping forward and forcing the door open, but before you decide what to do, the door abruptly closes. You hear the sound of footsteps walking back into the house.
A few moments pass and the footsteps return. You hear the sound of a chain being unfastened. The door opens wide and you see the edge of a long cane extend from the house, probing Lawrence’s unmoving body. He lets out a soft moan as the cane jabs him in the head. After a few more pokes and prods, the cane retracts and out steps Joe Sargent.
Joe’s head is narrow up front, widening as it recedes back. His nose is flat and his eyes seem too large for his face. They protrude so far out from their sockets that you wonder how they keep from popping out. Joe’s skin is a grayish-blue and he appears to be without facial hair except for a few small tufts of wiry, blond hair. Dressed in plain, blue, working clothes, and sporting a grey, golf cap, Joe reeks of fish and decay.
He begins to turn toward you in surprise, his bulging eyes catching you in his peripheral vision. With all the strength you can muster, you hit Joe squarely in the side of the head. Pain explodes in your hand as Joe drops to the ground in a heap. Lawrence struggles to his feet, and after taking a moment to collect himself, helps you secure Joe on the ground. You doubt the need for help as Joe is out cold.
[[Search Joe Sargent->Flee Innsmouth - What to do With Joe]]<<include "Flee Innsmouth - Header">>
If you can find a way into Joe Sargent’s house, that would provide the perfect opportunity to catch him unawares. Regardless of whether Joe has the keys to the coach on him, or they are somewhere in the house, you will get them.
A cursory trip around the perimeter of the house shows you that all the windows on the first floor are boarded up. There are a few small openings where you could get enough leverage to pry a few of the planks of wood off, but the noise from such an effort would end all pretense of stealth. The only unobstructed ingress you can find is one open window on the second floor. With no light coming out the window, you assume the room must be empty. This would be your best way in if you can make the ascent
After discussing your options with Lawrence, the two of you decide that perhaps one of you could boost the other up, bringing the open window within reach. Once inside, the other could be lifted up and through. Though not without risk, you both agree this is your best course of action. Lawrence, still benefiting from the slimness of youth, will sit on your shoulders. This should bring the open second-story window within reach.
You strain a little bit more than you would have liked to admit with Lawrence’s weight, but manage to position yourself against the wall of the house for support. A noticeable creak emanates from the wall. The sound makes you cringe like hearing nails on a blackboard.
As Lawrence begins to move into a standing position, you notice someone moving inside the house. A space between two planks of wood enables a semi-obstructed view into the house. It is enough to see that someone is walking swiftly about. You hope this movement wasn’t precipitated by your earlier noise.
“Okay, I’m in,” says Lawrence. His breath seems a tad labored after the effort of hauling himself inside. “Give me a minute to make sure the coast is clear before I haul you up.” Lawrence’s black silhouette disappears as he moves deeper into the house.
You wait for what seems an uncomfortable period of time. The desire to call out to Lawrence is nerve wracking, but you know it won’t help. There isn’t much you can do but wait. Taking a few steps back, you attempt to get a better view through the open window. All you see is utter darkness.
A loud bang, followed by the sound of crashing furniture and something hitting the floor with a large thud, fills you with fear. Something has gone wrong. You only hope that sound was Lawrence laying Joe Sargent low and not the other way around.
The sound of someone walking up to the edge of the window makes your heart pound faster. A streak of lightning momentarily reveals the menacing form of Joe Sargent looking down upon you.
[[Flee from the house->Flee Innsmouth - Flee into the Night]]
[[Go to the front door and attempt to break it down->Flee Innsmouth - Break Down Door]]<<include "Flee Innsmouth - Header">>
A loud cracking noise is the first sign that something has gone horribly awry. The coach comes to a sudden, violent halt, throwing you forward into the steering wheel. The coach then lunges forward, tossing you back into your seat. You hear tearing metal and the sound of something being ripped off the back of the coach. Looking over your shoulder you see a taught metal chain, one end secured to an enormous, iron anchor, the other attached to what used to be one of your back tires. The sequence of events that lead to this disaster begins to coalesce in your mind when the coach crashes over onto its side. The ground races up to meet your window, sending your head crashing into the glass. Everything goes black.
The strong smell of gasoline jolts you back into a state of semi-consciousness. There is a loud ringing in your ears and your mouth tastes of blood. Turning to your right, you look up at the empty passenger seat above you. Lawrence is nowhere to be found. Confusion begins to befuddle your mind. Everything around you loses focus, with double vision and pulsating stars obstructing your view. Through the windshield you hazily make out Lawrence laying on the ground. Joe Sargent stands above him holding a portable gas can.
You realize in your delirium that you are soaked in gasoline; a pool of it has accumulated under the side of your head. Your attention is directed back to Joe Sargent, who begins to walk towards the coach. You hear the strike of a match, followed by the roar of a fire springing to life. Soon the coach, with you in it, is set ablaze. Your last coherent vision, before your burning agony becomes all consuming, is the sight of Lawrence’s eyes opening. He is alive, and safely away from the burning coach.
You wonder who’s fate is worse.
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The End
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[[Return to before your fate was sealed?->Flee Innsmouth - Get to Joe Sargent’s Coach]]
[[Restart your adventure?->Game - Start]]<<include "Flee Innsmouth - Header">>
Searching Joe’s pockets you find a key ring with several keys on it. One of them looks like an automobile key. You show it to Lawrence and a smile emerges on his face.
Now you need to decide what to do with Joe Sargent.
[[Find a way to tie up Joe Sargent before you leave->Flee Innsmouth - Tie Up Joe Sargent]]
[[Leave Joe Sargent unconscious->Flee Innsmouth - Leave Joe Sargent]]<<include "Flee Innsmouth - Header">>
Panic overcomes you. You flee off into the stormy night, your only aim to put as much distance between yourself and Joe Sargent as possible. When your mind finally begins to clear, you realize that this case is over. Lawrence will soon be back in the hands of the Innsmouthers, assuming he is still alive.
It’s time to get out of Innsmouth.
But where exactly can you go? The Innsmouthers are on the lookout for you and Joe Sargent saw the direction you went. You are still wearing the long robe Zadock provided, but whether the disguise will still work remains to be seen. Moving through the streets of Innsmouth, you desperately try to keep one step ahead of your pursuers.
As the night wears on and the rain and close encounters with searching Innsmouther begin to take their toll, you come to realize that you are delaying the inevitable. The Innsmouthers aren’t giving up. Traveling in packs, your solitary figure makes you easily identifiable. Their movements seem to be herding you in a specific direction. You feel as if trapped in a slowly tightening noose.
The first rays of sunlight and the promise of a new day do little to lift your spirits. As groups of Innsmouthers approach you from all directions, you sit down on a ruined porch. Leaning back, you take in the last sunrise you will ever see.
The golden beams from the east fill you with warmth. You try to hold onto that feeling for as long as possible. It is the last thought you have as the chanting Innsmouthers descend upon you.
“Ia! Ia! Cthulhu fhtagn!”
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The End
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[[Return to before your fate was sealed?->Flee Innsmouth - Get to Joe Sargent’s Coach]]
[[Restart your adventure?->Game - Start]]<<include "Flee Innsmouth - Header">>
Lawrence is in trouble and you are not going to leave him behind. As fast as you can, you run around the house and assault the front door. You don’t care how much noise you make at this point. Rescuing Lawrence and getting out of Innsmouth is all that matters.
The door gives more easily than you would have expected, the chain breaking off the rotted wall. Staggering into the house, you take a quick inventory of your surroundings.
Joe Sargent’s house has few amenities: a couple wooden chairs and some boxes used as tables. The floor is slimy and wet, with mud and debris covering the floor. A couple of kerosene lamps provide what light there is. A staircase leads up to the room where Lawrence entered.
The light recedes as you make your way up to the second floor. You pause for a moment to let your eyes adjust. As your surroundings begin to come into focus, you see a large figure standing in front of you brandishing a wooden club.
Without thinking, your body reacts to the threat, dodging a swing aimed at your head. Your attacker was not expecting you to so deftly avoid his attack. Overcommitting his strength to the blow, he loses his balance as his weapon misses you and slams into the wall. Sensing an opening, you strike your attacker in the side of the head with your first. You connect squarely with the individual’s temple and he falls unconscious to the ground.
You find Lawrence semi-conscious in the room he had entered through the window. A few light slaps to the face brings him around. The two of you identify your attacker in the hallway as Joe Sargent.
[[Search Joe Sargent->Flee Innsmouth - What to do With Joe]]<<include "Flee Innsmouth - Header">>
The thought of Joe Sargent waking up right when you are getting ready to leave Innsmouth is not something you want to risk. It would be worth the extra time to find something to tie him up with before leaving. You ask Lawrence to watch him as you make your way over to a shed just beyond the coach.
As you walk around the coach, you notice that a chain is wrapped around one of the back wheels. It is secured with a padlock to an enormous, iron anchor laying against the shed. Fishing through the keys, you find one that fits the padlock. With a turn of the key you unfasten the padlock and remove the chain from the coach. This both frees the coach and provides the perfect restraint with which to secure Joe Sargent.
You wrap Joe with the chain and fasten the padlock. Mere moments after completing this action, Joe comes awake and begins to struggle. Green spittle sprays from his mouth as he curses you with words intermixed with a watery gurgle.
“You no escape… Innsmouth!” Joe exclaims, directing his statement to Lawrence. “Innsmouth in you… no escape. You find us… again. Dagon call. Innsmouth call! You come. It… destiny.”
Lawrence seems transfixed with horror by Joe’s rantings. Not wanting the boy to suffer at the words of this monster, you direct him into the coach. After climbing in yourself, you start the coach up and the two of you drive off into the night.
[[Continue->Flee Innsmouth - Car Escape Conclusion]]<<include "Flee Innsmouth - Header">>
The best course of action is to get out of Innsmouth as fast as you can. Joe doesn’t look like he is going to come around anytime soon. Wasting time to tie him up just delays your escape. You signal to Lawrence to head to the coach, leaving Joe Sargent where he is.
The two of you enter the coach and prepare to get out of town. Inserting the key into the ignition, you sigh in relief as the coach comes to life. Throwing the coach into gear and releasing the parking brake, you push the gas pedal to the floor and begin to quickly accelerate. Looking out the window you notice Joe staggering on his feet. A smile crosses your face knowing it’s too late for him to do anything. You are home free.
[[Continue->Flee Innsmouth - Coach Crashes]]@@background-color:#665015;padding:5px;text-align:center;font-family:impact;font-size:125%;
Conclusion
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It wouldn’t be until a year later that you would think about your case in Innsmouth again. The paper carried a story about a government raid on the town in the winter of 1927. Large groups of townsfolk were arrested and sent to special “relocation camps”. There was some controversy about such governmental actions. A few of the more outspoken critics were granted access to interview the dislocated Innsmouthers. None continued their protests, nor made any further public statements, after these meetings.
The town itself was condemned. The buildings were deemed beyond rehabilitation and were summarily demolished. The First National Grocery store was closed and the Marsh Refinery Company was dissolved. The one main road into town was neglected and left to fall into disrepair. Innsmouth slowly faded into obscurity. Later maps would show no sign of it at all.
There were some rumors around the same time about a naval operation taking place off the coast of Innsmouth. Large amounts of ordinance were said to have been used. What the target of such an assault was, none could say. You hoped that whatever the aim, it had been achieved.
That would have been the end of the story, except for a small article you chanced across some months later. The scandalous headline, “Mental Patient Escapes From Arkham Asylum”, grabbed your attention one Sunday morning. As you read the piece, you were startled to find that the escaped patient was a Mr. Lawrence Murphy. Having suffered from delusions and extreme bouts of paranoia, Mr. Murphy had been committed to the asylum by his mother, Betty Murphy. On the Saturday prior, staff had found Mr. Murphy missing from his room during morning rounds. Police state there were signs of forced entry from outside the patient’s window, leading them to suspect an accomplice was involved in the escape.
The public was urged to report any information involving this incident to the Arkham Police Department.
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The End
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[[Start a new game?->Game - Start]]