PAG1009 - The Resurrected III - Out of The Vault PDF
PAG1009 - The Resurrected III - Out of The Vault PDF
PAG1009 - The Resurrected III - Out of The Vault PDF
THE RESURRECTED
III:
InlroJudion
W:
THE RESURRECTED
III:
GenerJ Conients
WITHIN You WITHOUT You .................... BY JOHN TYNES ........................................... 2
ILLUSTRATED BY BLAIR REYNOLDS
48
74
88
WHAT GOES AROUND COMES AROUND ... BY JEFF MOELLER ....................................................... 106
ILLUSTRATED BY TOREN ATKINSON
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JOHN TYNES
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JOHN TYNES
You
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Joseph Woodcotting was not his real name; that curiosity is lost in the past. The man who used that
name first came to light in Plymouth during the
1620's. A religious immigrant from England, he
made his place in the New World and was soon
known as a learned and spiritual man, if an outspoken one.
Outspoken he was, for by 1640 he had followers
of his own and had broken off from the Plymouth
orthodoxy. With forty men and women he journeyed
northwards, stopping near present-day Medfield.
There they founded the community of Saulous,
named for the wicked man who found new life as
Paul the Apostle. There they made their homes and
families , and Woodcotting kept them afraid, loyal,
and firmly in his grasp.
Woodcotting had plans for these people. A sorcerer and worshipper of Yog-Sothoth, he had the
ideal set-up - an isolated place to work, all his
needs tended to, and a group of willing fodder for
his experiments. He accepted no new members to
the community, and few of his flock left the area
alive; for that matter, few wanted to. In 1680 he re ceived a weighty tome from an associate of his in
Salem. This manuscript, recorded entirely in an
amazingly complex illuminated cipher, contained the
recorded findings of a master wizard of his experiments with Yog-Sothoth. It fascinated Woodcotting
to no end. Until this point he had been pleased with
the controlled environment he had created in
Saulous. But as he began the long and difficult process of deciphering the work, he realized that this reality was as nothing to a true wizard. The work took
decades out of his magically lengthened life, but
slowly he began to learn its secrets.
~~~ -
'"
- .<'
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JOHN TYNES
And it remained that way ever since, until the researches of our friend Dr. Pettigrew. The old scholar
found a diary kept by one resident who fled Saulous
for Plymouth with her family in 1657. She described
conditions there bitterly, and noted that as a child
she had occasionally followed Woodcotting to a
secret cave he frequented in the stony hills near the
town. Pettigrew explored the area in long ranging
walks, and receritly discovered the entrance. This
cave complex is located five miles from the main
part of town and escaped the collapse that took the
town proper. Untouched for two hundred years, the
workshop of Woodcotting is fairly intact. It is also
quite perilous. Dr. Pettigrew has not ventured far,
feeling the need for reinforcements after hearing
some decidedly unfriendly noises from one passage.
Unfortunately, the morning before the investigators' arrival he visited it again. While there he discovered the curious instrument used to prepare for
the ritual and accidentally set it spinning again.
Within a few hours, Saulous began trying to come
back ...
Seeking Solace
Investigators do not have a lot of options for getting
to Solace. The nearest train stop is Norwood, on the
route from Providence to Boston. But, it's Maine in
January and there's a lot of snow around. The
weather forecast for the area is even more snow;
within a day Solace will be in a severe snowstorm.
Getting from Norwood to Solace before the storm
hits means taking a horse-drawn sled; it shouldn't
take more than an hour to locate someone in
Norwood willing to take them in such a contraption, but it will cost them a couple dollars. The
helpful citizen will warn them of the weather
(though the coming of the storm is not yet definite),
and mentions that because of it there may be a delay if they want him to make a return trip to pick
them up. Cars will not get through to Solace - the
investigators had better pack light and warm.
JOHN TYNES
Possession is Nine/Tenlhs
Once they've stood for a moment or two taking in
their oddly quiet surroundings (and they are odddo your best to unsettle them) it's time to hit them
with their first whammy. Call for Cthulhu Mythos
rolls.
Anyone who makes their roll will seem to glance
suddenly at something, let out a startled gasp and
collapse. These unfortunates, having come into contact with the Mythos previously, managed to get a
glimpse of Saulous as it was two hundred years ago.
Opening themselves up in this way, they have become vulnerable to a possession attempt by a disembodied inhabitant of Saulous (if no one makes their
roll, feel free to use the person who rolled closest).
Initially, they will be unconscious for an hour. At
the beginning of each three hour period following
that, they must make a POW vs. POW resistance
roll. The opposing POW should be determined randomly (306) at each attempt, as many different
Saulous minds are jockeying for bodies. Should the
investigator be successful, they will remain conscious and lucid for that three-hour period. They
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JOHN TYNES
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We Came, We Saw,
We Wanied io Go lIome
There are three other buildings nearby that the investigators may wish to explore before or after their
trip to Abe's. These include the following:
Dr. Fowler's: This is a small wooden house with a
reception room and dispensary, home to a young
couple, Dr. and Mrs. Howard Fowler. Fowler is the
dentist/barber/vet for the area, having recently come
here with his new bride. Mrs. Fowler, unfortunately,
was possessed this morning by the mind of Saulous
resident Thurmond Stewart while she and Dr.
Fowler were in bed, much to the sudden horror of
Thurmond. Since then, Dr. Fowler and Thurmond
(in Mrs. Fowler's youthful body) have been arguing
and scowling. Dr. Fowler has also been drinking, a
practice that his unwanted guest is close to taking
up. They are both confused and distraught but are
intelligent and capable for the most part. They don't
know much of what is going on, but by the time the
investigators meet them they are ready to start finding out. The two will accompany the investigators
if they desire and will explore the town themselves
in any event. They can be of much use, actually. Dr.
Fowler knows Solace well, and Thurmond knows
Saulous equally well. They can give the party a lot
of help, as long as they don't get to arguing again.
Town Building: This is an official-looking brick
edifice, one story. This smallish building is the combination town hall, jail, and seat of government. Filing cabinets contain records going back to the
1780's, but no information on Saulous is present.
There are three people within:
The first is Harold Falton, aging mayor of Solace.
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10
JOHN TYNES
Dr. PeHigrew,
I Presume
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II
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the ears.
Efforts to stop the children will prove futile. Physically grabbing one to stop them results in the Saulous
body arriving instantly, and the manhandling investigator will find the child's body suddenly doubled in
size as the two people are merged together, arms sticking out at odd angles, legs akimbo, while two heads
scream in agony. Again, this costs -lD3/-1DS SAN to
anyone watching. The investigator who grabbed the
child suffers -lD6/-2D6 SAN for the deed. The children continue dancing in any event, disappearing off
down the road. Like the town itself, the children are
beyond help.
Any NPC's that the investigators left behind may
be dead or alive at the Keeper's option, and the
players may bring them or leave them as they wish.
By this time, however, Starlin/Pettigrew has probably been worn down to the point that the others
are willing to make a trip to the cave and see what
may be seen.
Incidentally, in play testing this merging of bodies
was quickly termed "jacking out" due to the
Keeper's description of the result as being similar to
a child's four-pointed jacks.
I2
JOHN TYNES
The Cave
THE RESURRECTED: OUT OF THE VAULT
JOHN TYNES
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JOHN TYNES
Oops
The third option, tuning the machine to the proper
tone, will probably cost the investigators an incredible amount of their sanity, but it is also a lot more
fun ...
On the same counter as the journal there are a
number of notes and plans about the construction of
the instrument. One of the levers on the base of the
device is used to tune it; anyone reading over the
notes can realize this with a successful Idea roll. It
will take a successful Mechanical Repair roll to tune
it correctly, combined with a successful Listen roll
(or even Art: Sing, at the Keeper's option). If the Mechanical Repair roll is fumbled (96-100) then one of
the glass globes will shatter. Recall that there are
three extra globes in the storage room, which can be
used as replacements should the investigators prove
exceptionally clumsy. The party will probably be
able to succeed without too much problem. Then all
hell breaks loose.
First, a force field will spring into place, encompassing the machine completely. This force field can
only be damaged by spells or enchanted weapons,
and requires fifty points of damage before falling
(several Shrivel spells might do the trick). In this
unlikely event the machine may be destroyed normally.
At the same time, all of the bodies still waiting in
limbo will arrive and merge with whomever their
minds are possessing, a terrible calamity. Investigators whose bodies are possessed are allowed a Luck
roll to attempt to get one last re-possession attempt,
but failure means inevitable "jacking out."
The worst of this last part is that as described
above, the bodies of both Woodcotting and Starlin
will merge with that of Pettigrew into the
Woodcotting Thing. But this time, no one dies.
Though the entire populations of Solace and Saulous
have now come together, they remain alive, in terrible agony, fed by the power of the now-tuned Instrument. Of course, this means that Woodcotting is
JOHN TYNES
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r6
JOHN TYNES
Posl-morlem
If the investigators tuned the Instrument and witnessed the destruction of Solace/Saulous, they will
know that something was wrong. Woodcotting was
obviously not expecting for both towns to roll up
and disappear into the angles of space and time
again. What happened? Should any of the investigators take the 20% loss, upon their recovery they will
be able to inform the others of the significance behind the night's events:
As noted at the beginning of the scenario,
Woodcotting made three mistakes. The first was that
he tuned the instrument incorrectly, causing the town
to simply slip away instead of passing on to something greater. The second was that he thought he
would be the sole recipient of the ritual's effects. Had
he grown in power for another few hundred years to
the point where he could perform the ritual all by
himself, it would have. But, unwilling to wait any
longer, Woodcotting tried to use the entire town as a
sort of battery to power the ritual. Thus, everyone
and everything was exposed to the effects.
The second time around, these two mistakes were
not a problem. The party obligingly tuned the Instrument for him, and the townspeople had all gone so
insane that none of them would survive the transformation brought on by the ritual. But Woodcotting
made a third mistake - or, more accurately, the
writer of the mysterious book made it - and the
investigators who took the 20% SAN loss will know
it.
According to the description of the ritual, the user
gains the powers of Yog-Sothoth, becoming one with
the universe, able to manipulate space and time at
will. Unfortunately, this is not the case. The Ritual of
the Ephemeral Spheres does indeed give one the powers of Yog-Sothoth. Unfortunately, the way it
achieves this goal is by making the caster into just
another part of Yog-Sothoth itself. Casting the Ritual
enables Yog-Sothoth to absorb the caster into its
consciousness, where he completely loses his identity
and individuality. Woodcotting did gain the power
he desired, but only at the cost of himself. No longer
a separate entity, perhaps some remaining portion of
Woodcotting screams on, lost somewhere in the folds
of existence.
JOHN TYNES
NPCs
The Creature from the Pit
STR
18
CON 34
SIZ
22
INT
9
POW 25
DEX
17
HP
28
MOV 12
Damage Modifier: +1D6
Attacks:
Tentacle slap 45% (x3), 1D4 + dm damage
Tentacle grab 30%, damage 1D2 + capture
Bite captive 60%, damage 1D6+1
Armor: 4 points of chitinous skin
Notes: If the Creature succeeds in a tentacle grab
attack, the victim must make a STR vs. STR resistance roll to break free. Captive victims will be bitten each round, while the Creature's three slap
attacks may still be used as normal.
SAN: It costs 1D4/1D8 Sanity points to see the Creature.
Joseph Woodcotting (in Dr. Pettigrew's body)
STR
11
CON 15
SIZ
13
INT
21
POW 25
DEX
14
APP
13
EDU
25
SAN
0
HP
14
MOV 9
Damage Modifier: +0
Skills: Astronomy 28%, Cthulhu Mythos 16%,
Dodge 28%, Fast Talk 45%, History 39%, Library
Use 64%, Listen 27%, Occult 42 %, Persuade 67%,
Spot Hidden 31 %
Languages: English 125%, Latin 74%
Attacks:
Fist/Punch 52 %, damage 1D3+dm
Spells: Contact Yog-Sothoth, Death Spell, Fist of
Yog-Sothoth, Mesmerize, Mind Blast, Ritual of the
Ephemeral Spheres, Wither Limb
Notes: Joseph Woodcotting will return to possess
WITHIN
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InleresHng finds
Thaumaturgical Prodigies in the New England
Canaan by Rev. Ward Phillips (found in Pettigrew's
library)
SAN Lost .................................................. -1D3/-1D6
Spell Multiplier .................................................. None
Mythos .................................................................... +4
Spells .................................................................. None
This book was written by the Reverend Ward
Phillips of Arkham, Massachusetts, in 1788. The
book is a treatise describing witchcraft in colonial
New England.
I7
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JOHN TYNES
r------------------------------------------,
Of course, spLinter groups were common. These Puritan offshoots were
often clustered around a singLe reLigious Leader, who wouLd gather together his flock and Lead them into the wilderness. This individuaL's
influence generally Led to the schism in the first pLace, and their
domineering nature is indicative of megaLomania at its worst. ExampLes of this type (among many) wouLd include Ephram (rowe of PLymouth, Joseph Woodcotting of SauLous, and perhaps Edward PhiLdron
of Boston.
The area had once been a religious settlement but had lain vacant for years. Hiram and his young wife came here with three
other couples, also veterans of the war for independence. They
began the little community of Solace in 1786, and the change
from the roar of battle to the whistle of the wind must have been
most welcome.
Permission is granted to photocopy this page for personal use only. 2002 John Tynes.
18
JOHN TYNES
Fe~1..r:;,It.1..1
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r gt'"oW tit'"ed o.Q Pl~OIA'ti\-t alt'"eady. My wot'"k t'"~it'"es tt1lACh titt1e atld Solitude, ~ i.c r
att1 to t'"ett1aitl pari; o.Q this Society those thitlgs aye o.Qtetl detlied tt1e.
Thet'"e aye a tllAtt1~t'" o.Q people \-!et'"e who t'"especi; \'t1'f itltelleci;. With titt1e, pet'"hapc; r catl
gatnet'" thett1 itIW \'t1'f .cold.
May IIf, It.lfl
The wot'"k goes well itl the weeks sitlce we arriVed. The poot'" good .colk tt'"IAsi; tt1e itl all
thitlgs - sheep they aye, atld t'"ipe .cot'" s\-!eatitlg. r.c otlly r ktlew tt1ot'"e, all wolAld t\-"ett1~e
as Wy do.
J"I.\ly r:;, It.lfl
The accottltt1odatiotls r have .colAtld .cot'" \'t1'f wo\'"kshop aye excelletli;. The t'"eac\-!es o.Q the
tutlMls will alloW \'t1'f expet'"itt1etli;S t'"00tt1 to gt'"oW, atld shield thett1 .(.\-0\11 \'t1'f otnet'" .Qlock.
It sitt1ple pt"ese\'"Vatiotl tt1agick pt'"oteci;S \'t1'f wo\'"k .(.\-0\11 the cave's datt1p, tholAgh tt; tt1lAsi;
~ t'"e-applled o.Qtetl.
J"l.\ly 30, 1t.80
M- itl salett1 has Cott1e lApotl a tt1oSi; itltet'"estitlg itett1. ri; is the wo\'"k o.Q a gt'"eai; otle o.Q
olAt'" Ot'"det'", atld tIo dolA\:7t; cotIi;aitls t'"evelatiotls r catl tIoi; cotlceive. This wo\'"k is itl
dp\-!et'", atld wul ~ a challetlge. r have .catbh itl tt1yseW atld \'t1'f lot'"d.
septel't'lWr 13, 1'-89
The \?ook is pt'"oVltlg tt1oSi; i;axitlg. r have dedp\-!et'"ed ~ a tt1ot'"Sel, atld \'t1'f kttoWiedge is
woe.clAlly itlade~ .cot'" evetl this.
Decel't'lWr 8, 110t.
Blasi; thai; .cool! Whai; t'"i~ has \-!e to t'"ett1aitl So ellAsive. r have jolAt'"Myed .cay atld wide
atld have cotIslAlted with ~m the t'"eSolAt'"ces ai; \'t1'f dispoSal, yet still the itlt\-"icacies o.Q the
q\-!ett1et""al sp\-!et'"es aye ~yotld tt1e.
~ is dea--. The ~l ~ires a g~ deal oC poWet'", ~ thai; these -Coolish sheep will
p\"'OVide tt1e with. rtl ~ the towt1 will shorlily cele~ atl OGCaSiott oC \'t1'f 0W\1
deVlsit'lg, said \?y tt1e to \1e the ~ day oC the \?\\"'tl1 OC the sa'v'itx. ThlAsly will r il1tt'oduce
the si\1'1p}eSi; ~ oC the g~ ritual. Wtth each pac;sitlg ~ they will gt'"OW itlto tt;
caltt1ly. Wnet1 r tIeed thett1, they will \1e t'"eady. BAt whett?
Au'I.\St.1..r:;,llIr:;
Fitlally, tt1oSi; o.Q tt; is itl ~lace. r have otIly to cotlst\-"lACi; the itlstt'"IAtt1etli; atld tuM tt; to
P' - a tt1atot;et'" o.Q \?I.tt; a ~w yeat'"S, atld !Nhai; aye yeat'"S to SlACh as tt1e?
19
CHRIS KLEPAC
THE TRAVESTY
by CHRIS KLEPAC
Illustrated by TOREN ATKINSON
Rackground InformaHon
The investigators are hired by a man named Robert
Toleson. He is an old friend of one of the investigators, and is now a hotel manager. He insists that
strange things have been happening at his small hotel, the Goodrest Inn. He would like the investigators to travel to the hotel, in Wisconsin near Lake
Superior, and dispose of the problem.
You can set the Goodrest where you like in this
region. It should be about eight miles from a small
town, said town serving as the county seat. The
Goodrest stands atop a lonely hill, with a commanding view of the immediate area. Keeping these
requirements in mind, set it where you will. It is December of 192_. Heavy snowfalls have made the
roads almost impassible except by horse and sled,
said transport easily arranged in a nearby town.
This part of Wisconsin was the home of the
Menomini, a Native American people related to the
Algonquins. A fairly sedentary people, the
Menomini fished and farmed, living in villages
placed near the many rivers and streams of the land.
In the early 1800's conflicts arose between the
Menomini and white settlers. The shaman of one
small tribe convinced his group to perform a dream
dance, the niemiheetwan. This shaman was a member of the ceseeko cult, one of two shamanistic cults
that were a part of Menomini life. The purpose of
the dance was to raise a guardian spirit who would
keep the white settlers away. The spirit answered
their call, and slew three families of settlers who
had lived in the region for some time. A witness described the entity responsible as a skeletal man with
deadly eyes, "a travesty of a human being." Angry
at the shaman for such drastic action, the tribe demanded that the spirit be restrained. The shaman
capitulated, and the guardian spirit was confined in
the earth, trapped inside a lonely hill.
Ceseeko shamans were known as "jugglers" by
22
the first of the white settlers, named for the way the
shaman's tent shook when he spoke with the spirits.
The terrible deaths were rumored to be caused by a
juggler, and soon tales of the incident misidentified
the creature itself as a being called a juggler or a
jester, the phraseology becoming blurred with the
passage of time.
Within a decade of the deaths, a portion of the
tribe's land was purchased by one Garret Moss and
family. Moss disregarded the whispered talk of the
hill being cursed, but he soon discovered that the
land bore its reputation not undeservedly. After a
winter of illness and strange accidents, Moss made
contact with the entity who dwelled within the hill
through his dreams. It promised him power in exchange for its freedom, and one drunken night
Moss agreed.
When the wards holding the thing in were broken, the creature broke forth and slew Moss's family before his eyes, making a mockery of their deal.
Moss was tougher than he looked, though, and he
forced the thing back into the land that had held it,
shoring up the wards as best he could.
Moss knew the wards wouldn't hold forever, so
eventually after he had remarried he passed the
knowledge of the ward and the jester to his son. In
the 1870's the thing began to get free again, but
Moss's son remembered his father's words and kept
"The
Travesty"
was first presented
in The Unspeakable
Oath, Issue Three
during the summer
of 1991. This scenario also
aptn
the
peared
limited
release,
Courting Madness,
and in Of Keys and
Gates.
CHRIS KLEPAC
The Reasl
The Travesty is a very cunning creature, and is
slowly exercising its will over the hotel from its residence in the hill below the Goodrest. It has already
begun to control the current guests, who are weak
and stupid in its eyes. It is having a harder time with
Toleson, who is made of sterner stuff.
The Travesty takes an ill view of humans, seeing
them as toys. It enjoys the taste of fear and death,
but its favored delicacy is madness. Slowly driving
a group of people insane and then feasting on them
is what it lives for. The Travesty is able to generate
plentiful small offspring, referred to as the Breed.
The Breed appear as various human body parts
melded together in bizarre and disgusting formations.
The Travesty itself can appear in many different
forms, drawing images and ideas from those it devours. All are recognizable as grotesque parodies of
the human body. Unless the Keeper has other ideas,
it will appear in this scenario as the Death Jester, a
giant malformed human with no skin and a belled
jester's cap. At the climax of the scenario, the Travesty may be encountered in its true form as well.
To drive people mad, the Travesty uses its Breed
in conjunction with a unique power, Warp Reality.
This powerful and dangerous ability is limited
somewhat in that it only affects a small area. Stats
for the Travesty, its Breed, and the Warp Reality
effect can be found at the end of this adventure.
InvesHgalor Research
The investigators will be able to look up some of
this information almost immediately. Connections
to other relevant pieces will reveal themselves soon
after; all are to be found in the small town nearest
the Goodrest. Here is a list of queries that can produce information.
At Town Hall: At the town's place of records, a
few items about the Goodrest and the property it
sits on can be found. A Persuade or Fast Talk roll is
needed to get by the nosy clerk. Several successful
Library Use rolls will divulge the following info; the
THE TRAVESTY
CHRIS KLEPAC
THE TRAVESTY
firsl floor
Lobby: A charming old sitting room, with high-backed chairs and a large, blazing fireplace with an ample stock
of wood. Currier & Ives prints line the walls, although Toleson is considering replacing them with sad-faced
Emmett Kelly clown portraits.
Toleson's office: Clever investigators may slip in here after Toleson leaves (though he would consent to a reasonable search if asked). It contains a desk and chair, along with a few bookshelves. The hotel's ledgers are in his
desk. A successful Accounting roll will prove them to be perfectly legitimate. Also in this desk, investigators can
find Toleson's deed of purchase to the property along with papers in a folder dating back to the original acquisition. Investigators can find out some of the history of the property here, in case they missed it in town. The bookshelf contains many mundane but prestigious and well-bound books (Toleson is a great fan of classical literature).
If you wish to be cruel, Toleson could mention all the "musty old religious books" he tossed out when he bought
the property. If the investigators suggest any titles ("Was there a Necronomicon?") Toleson will helpfully agree
that they were probably among those he tossed.
Dining room: This large, elegant, yet homey dining room is always open, but food is only served during regular mealtimes (Toleson's cook quit not too long ago, and he's got his hands full). There is a one in six chance that
one of the three mobile guests will be in this room when the investigators first enter, reading a newspaper or a book
(see the section entitled Guests At the Goodrest for details).
Kitchen: This room will be empty until about an hour before each meal, when Toleson will be in here frantically preparing food. The kitchen contains the usual number of assorted appliances and food supplies. There is a
trapdoor in the floor of the pantry, partially covered by supplies. Below the trapdoor, a short set of crumbling stone
steps go down to a locked door. Toleson is aware of the stairs and the door but has no key. He has always meant
to get the door open somehow, but never got around to it. He has plenty of storage elsewhere as it is. The swollen oaken door has a STR of 25.
Second floor
Unmarked guest rooms: These are the investigators' rooms. They are quaint and sparsely furnished, but still
pleasant. Each room has its own sink and mirror for washing up. Full bathrooms are at the end of the hall.
Schwartz' room: While he's usually here, he'll be out from 8:30 a.m. til noon, and again from 1 p.m. til late
afternoon.
Teller's room: Edward Teller will always be cowering in this room. He will yell at visitors to leave him alone.
Dalbar's room: Virginia Dalbar is only here between 10 a.m. and 3 p.m.
Smythe's room: Maxwell Smythe will be in his room until he leaves at 6:30 p.m., not returning until 11:30 p.m.
THE TRAVESTY
CHRIS KLEPAC
Sl!co~ol
F~rst
fLoor
fLoor
THE TRAVESTY
26
CHRIS KLEPAC
Where
The Guesls Go
CHRIS KLEPAC
THE TRAVESTY
27
THE TRAVESTY
CHRIS KLEPAC
CHRIS KLEPAC
Inio The PH
Preparing a quantity of burning blood isn't too difficult. Eight hit points worth of blood is needed,
four for the root cellar and four for the pit. This
may be gathered from the investigators and guests.
Of course, if Schwartz or another guest is dead, they
would make an excellent donor. The blood needs to
be mixed with any flammable substance - cooking
oil, alcohol, or gasoline will do nicely.
In the root cellar, as one investigator begins to
swing the flaming amulet on the chain, the floor be-
THE TRAVESTY
29
THE TRAVESTY
Assuming that they survive, the investigators can return to ground level the same way they came down.
The amulet, of course, needs to be swung the entire
time. Once they get to the top and stop swinging it,
it will dim and the floor around the column will solidify once more. Above, the investigators will find
that all has returned to normal, and that the remaining guests are leaving to try to piece together their
former lives. At this point, you can award the investigators +2D6 SAN for banishing this mind-blasting
menace. However, the job is hardly done.
Remember, if Virginia is still alive, she's carrying
the child of this awful thing. Also realize that the
ward doesn't last forever. Perhaps on a quiet winter
morning in 199_ someone will hear a scratching at
the door...
CHRIS KLEPAC
Ribllography
Walker, Deward E. Jr., ed. Witchcraft and Sorcery of
the Native American Peoples. Moscow, Idaho:
University of Idaho Press, 1989.
NPCs
Robert Toleson, hotel manager
Nationality: American
STR
10
CON 10
SIZ
15
INT
14
POW 16
DEX
9
APP
9
EDU
17
SAN
72
HP
13
Damage Modifier: +1D4
Education: B.A. Hotel Management, University of
Wisconsin
Skills: Accounting 55%, Bargain 40%, Credit Rating
25%, Persuade 35%, Sneak 30%
Languages: English 86%
Attacks: None above base
Notes: Robert Toleson is an old friend of one of the
investigators, and is now a hotel manager of the
Goodrest Inn which is located in Wisconsin near
Lake Superior.
Randolph Schwartz, questionable behemoth
Nationality: American
STR
17
CON 16
SIZ
17
INT
10
POW
9
DEX
14
APP
9
EDU
12
SAN
0
HP
17
Damage Modifier: +1D6
Education: High School Equivalent
Skills: Climb 45%, Dodge 30%, Grapple 55%, Hide
55%, Mechanical Repair 35%, Spot Hidden 40%
Languages: English 61 %
Attacks:
Fist/Punch 75%, 1D3+dm damage
Notes: Randolph is a big man, about 6'7". He is a
professional boxer from Illinois who was undefeated
up until several months ago. Schwartz is here because his manager told him he needed a little rest.
Edward Teller, insane wimp
Nationality: American
STR
6
CON
8
SIZ
9
INT
10
POW 10
DEX
7
APP
10
EDU
19
SAN
o
HP
9
Damage Modifier: -1D4
Education: B.A. in Accounting, University of Iowa
Skills: Accounting 75%, Hide 75%, Whine 75%
Languages: English 95%
CHRIS KLEPAC
THE TRAVESTY
The Breed
STR
2D6+3
DEX 3D6
ID3
INT
CON 2D6
APP
POW ID6+1
n/a
SIZ
ID6+2
SAN
n/a
EDU
n/a
HP
12-13 average
Armor: 2 points of rigid, shrunken flesh
Attacks:
Grapple 60%, no damage but STR resistance roll
to stay on your feet
Choke 50%, ID6 damage per round, plus
CONx5 roll to stay conscious after the first
round
Bludgeon 40%, ID3+dm damage
Eye poke 25%, ID2 damage and Luck roll or
eye is lost
Notes: The Travesty is able to generate plentiful small
offspring, referred to as the Breed. The Breed appear as
various human body parts melded together in bizarre
and disgusting formations.
3I
JOHN H. CROWE,
III
H. CROWE, III
HEATHER HUDSON
Rackground InformaHon
Charles Edwards, a graduate of Miskatonic University, has long been a student of the occult. Unfortunately, this interest has gradually turned to a
fascination and finally to obsession. While he is not
a raving lunatic by any means, Charles has the desire
to see and control supernatural forces and prove they
exist. This has become his life's goal and will likely
prove to be his destruction.
Charles began his research and study of the occult
while at Miskatonic University where he not only
earned a bachelors degree, but also a Master's degree
in Physics. Attending every class offered in mythology, religion, and the occult did not satisfy him. He
conducted, and continues to conduct, his own research and owns or has access to numerous Mythos
and occult tomes, including Miskatonic's copy of the
Necronomicon.
Through his research, Charles has come to the conclusion that doors or gates (what he calls "windows") can be opened to other places, dimensions,
and planes of existence. Not only can these be used
to view through, but they can also be used to travel
through. His current project is based on one conducted by a physicist named Alvin Masters who died
in 1918. The goal of this project is to open a "window" to another plane of existence which has been
mentioned in a number of his sources. Charles has
misinterpreted his sources, however, and the "window" he is trying to open is actually to another
physicallocation ... the ninth planet of our solar system, known to some as Yuggoth.
34
"The House on
Stratford Lane"
was first presented
in The Unspeakable
Oath, Issue Three
during the summer
of 1991. This scenario also
apIn
the
peared
limited
release,
Courting Madness,
and in Of Keys and
Gates.
JOHN H. CROWE,
III
35
JOHN H. CROWE,
III
:@
.... ..................:
Mall Key
=tree
............... = heclge
<;}oooo = fe"'-Ce
1. ~"'-Ch
RO
feet
JOHN H. CROWE,
00
f\A-- .
III
0
~ 6~~:~e: r:<
....................:..
V
to
nOLo<.Se
~0
: t:)J
:.. ...... . . . . ... ... .....
Map Key
O=bU
............. = nulge
<aOOOO = {eV\.Ce
JOHN H. CROWE,
III
37
JOHN H. CROWE,
III
sec.olMi fLooy
first fLOOY
at:) '"
\batl1~~II\.~'"'0
YOOl'lol.
YOOl'lol.
.I
gate YOOl'lol.
~:::Jooot--t" I
\
......-
.. /~"....-I
be~- /
lID
YOOl'lol.
JOHN H. CROWE,
III
39
JOHN H. CROWE,
III
JOHN H. CROWE,
III
Aftermalh
In the event the investigators wait too long and the
gate is opened in their absence, the scenario is not
yet over. Charles in this case becomes, as has already been stated, a devoted, insane follower of the
Mi-Go. While he works for them, he makes requests and when he learns the fate of Masters from
his benefactors, he asks for the brain of his hero to
be returned to Earth and placed in his care. He argues that since the original ideas were all Masters',
they can together work on an improved machine
with Masters providing new ideas and concepts.
Within a week or so, the brain is delivered in its
containment system.
The containment system consists of a large metal
cylinder filled with a concentrated nutrient liquid in
which rests the brain. Electrodes attached to the
brain link it to visual, audio, and olfactory sensors
as well as to a voder so it can communicate. The
machine is literally plugged into the wall and operates off of standard electricity. It contains sufficient
nutrients to allow the brain to live for seventy years
and a battery within the system allows it to go
without external power for up to thirty days.
The brain within the system is truly Masters', but
he is not yet insane and not yet ready to submit to
the Mi-Go. Rather, he is enraged that Charles is
helping the aliens and is refusing to assist him with
his project. Someone sneaking into Charles' house
and listening at the door to the gate room may hear
Charles and another person with an odd, mechanical voice arguing. If they choose to enter, Charles
will be found in the lab full of strange tools, machines, and devices. If questioned at gunpoint, he
will deny anyone is in the room and will insist he
was talking to himself. Masters is likely to pipe up
at this point and demand the investigators kill
Charles and destroy the gate whereupon Charles
will likely, if possible, turn off Masters' voder so he
can no longer speak. Keepers should not forget that
a Mi-Go or two may also be in the room when the
investigators break in and are likely to be irritated
at the intrusion. The gate will generally be covered
with a tarpaulin. If the investigators gain custody of
Alvin Masters, he will be helpful to them and may
be of further use in future scenarios. If they choose
to destroy his containment/life support system, they
are making a grievous error. The containment system is durable, however, and can take twenty points
of damage before shutting down. It also has two
firstflooy
JOHN H. CROWE,
see-ol'l4i flOOY
III
basemel'l-t
stoyage aYea
.~
.......-~~/
"
eilllY
'/
SL<:pport eol",.,..O\oS
AWAttl'
Ul1tAttl'
~
30'
points of armor.
If the investigators wait even longer before
searching the basement, Charles will be provided
an electrical wand about eighteen inches in length.
This is used to torture the resisting Masters into
giving him information he wants. Eventually Masters will begin to provide Edwards knowledge, but
will sprinkle it in with bogus facts. This will serve
to slow Charles' progress to a crawl. Charles' final
weapon against his mentor is to shut down all his
sensory systems thus causing him to gradually go
insane. This is something not even Masters can resist and eventually Charles will get what he wants.
So far, the scenario has focused on how the investigators deal with the one obvious suspect, Charles
Edwards. As they check out his background, personal connections, activities, and ultimately his machine, it becomes quite evident that Elizabeth is not
in his custody. Assuming they don't just forget
about her in the scramble to deal with Edwards,
other possibilities must be addressed.
As the investigation progresses, things continue to occur in the neighborhood. Margrave discreetly agitates his
neighbors and may, at the Keeper's discretion, provoke
a group of them to become vigilantes. Since he is at the
center of this, he may come to the attention of the investigators. The footprints are a more concrete clue,
42
JOHN H. CROWE,
III
7.
8.
9.
10.
In this case the investigators may all be dead anyway, but if some survive and choose to give up and no one else succeeds in closing the
gate, each must make an additional SAN roll once per week or lose a point of SAN. This continues until the gate is closed or the investigator's
SAN reaches zero. Such individuals will have extreme feelings of guilt which eventually overwhelms them unless the problem is resolved.
At the Keeper's option, some characters may be immune to this (especially those who are particularly amoral).
43
NPCs
James Burbridge, businessman and concerned
citizen
Age: 46
STR
10
CON 11
SIZ
13
DEX
INT
13
POW 12
10
APP
SAN
12
EDU
57
13
HP
12
Damage Modifier: +0
Skills: Accounting 51 %, Bargain 40%, Credit Rating
46%, Croquet 60%, Drive Automobile 30%, Law
20%, Listen 32%, Persuade 35%, Psychology 26%,
Spot Hidden 38%, Throw 30%
Languages: English 74%, French 35%, Latin 10%
Attacks:
Fist/Punch Attack 60%, lD3+dm damage
Large Club Attack 40%, lD8+dm damage (any
convenient, large, club-like object)
Notes: Mr. Burbridge owns several businesses in the
Hartford area which sell clothes and he is a successful businessman. A die-hard croquet enthusiast,
Burbridge can use a croquet mallet (or similar large,
club-like object) to great effect if forced to defend
himself. He knows most of the local gossip and what
he doesn't know his wife, Angela, does. His Yorkshire
Terrier, Killer, is an excellent alarm for the house and
barks when anyone approaches. Burbridge will not
insult the investigators (who are, after all, friends of
some sort) by paying them, but he will cover all of
their expenses during this scenario.
Charles Edwards, student of the occult and potential cultist
Age: 26
14
STR
12
CON 12
SIZ
DEX
INT
16
POW 16
13
APP
11
EDU
17
SAN
20
HP
13
Damage Modifier: +lD4
Skills: Accounting 23%, Anthropology 15%, Astronomy 24%, Biology 10%, Chemistry 54%, Credit
Rating 51 %, Cthulhu Mythos 30%, Drive Automobile 31 %, Electrical Repair 45%, History 43%, Library Use 78%, Listen 50%, Mathematics 49%,
Mechanical Repair 55%, Occult 89%, Photography
67%, Physics 61 %, Play Pipes 65%, Psychology 30%,
Spot Hidden 64 %
Languages: English 90%, French 83%, Greek 80%,
Latin 82%
Attacks:
Handgun Attack 40%, damage dependent on
weapon used
Electrical Wand Attack 40%, special effects
44
JOHN H. CROWE,
III
JOHN H. CROWE,
III
CON 12
POW 14
SIZ
13
LCK
13
70
HP
MOV 7/9 flying
Damage Modifier: +1 D4
SAN loss: 0/1D6
Attacks:
Nippers 40%, ID6+dm damage plus grapple
Mi-Go #2:
STR
10
CON 10
LC K 55
MOV 7/9 flying
Damage Modifier:
SAN loss: 0/1D6
Attacks:
Nippers 30%,
DEX
15
INT
13
Mi-Go #3:
STR
14
CON 14
LCK
65
MOV 7/9 flying
Damage Modifier:
SAN loss: 0/1D6
Attacks:
Nippers 55%,
Mi-go #4:
STR
12
CON 10
LCK
55
MOV 7/9 flying
Damage Modifier:
SAN loss: 0/1D6
Attacks:
Nippers 65%,
DEX
POW
14
11
INT
SIZ
HP
12
11
11
+0
DEX
POW
17
13
INT
SIZ
HP
14
15
15
+ID4
DEX
POW
19
11
INT
SIZ
HP
11
13
12
+ID4
45
uses one charge per shot. Only the Mi-Go have the ability to recharge them and any human who captures one
will find it to be very difficult to figure out. Anyone who
examines one for ten minutes and successfully makes an
INTx1 roll can learn how to shoot it.
Electrical Stunner (Base 25% skill) This looks like a
short metal pole (perhaps three to four feet in length depending on the specific model) with a one foot diameter
metal cage on one end. The cage is the business end of
the device and when it strikes a victim, it does 106+1
JOHN H. CROWE,
III
A total of four Mythos-related tomes can be found in this scenario, all in Charles Edwards' house. The Golden
Bough and Azathoth and Other Horrors have been detailed earlier and can also be found in the CoC rulebook.
The other two are journals which require more explanation since they contain information relevant to the investigation.
JOHN H. CROWE,
III
charges and does lD3 hit points of damage. This setting would kill Masters and Charles is aware of this.
The third setting, which uses three charges, does lD6
damage and stuns like the Electrical Stunner described above. This is not a distance weapon; the
victim must be struck with it for it to work. Very few
Mi-Go will possess this item, but Charles may eventually receive one. Trying to determine how to operate this item is the same as for figuring out the
previous two items.
PlayerAiJs
Player Aid #1 is an article concerning the death of Dr. Alvin Masters which may be provided to investigators succeeding in research concerning him. Player Aid #2 is an article about the disappearance of Elizabeth Winfield which the investigators can obtain only if they bother to look up the articles written about
the crime.
Player Aid #1
Player Aid #2
Permission is granted to photocopy this page for personal use only. 2002 John H. Crowe, III.
47
KEVIN A. Ross
by
KEVIN A. Ross
HEATHER HUDSON
Illustrated by
InvesHgalor InformaHon
One of the more prominent investigators receives a
large envelope in the mail, postmarked Lynwold,
Northumberland, England. Ideally the recipient would
be a clergyman, but any Investigator with a history of
occult investigation will suffice. Included in the package are three newspaper clippings, a grainy photograph, and a letter. Each of these is described below.
The Photograph. The grainy 8" x 10" black and
white photo (apparently shot with the camera off-balance) depicts a man in his 30s or 40s. The man is obviously in terror, and a close examination reveals that
he is partially enwrapped by a very dim, gray cloudy
shape. With a successful Spot Hidden roll an investigator will realize that the light gray cloud/shadow is very
large-perhaps twice the size of the man in the photo.
Viewing the picture of the man and his shadowy attacker costs 0llD2 SAN.
The Clippings. Article #1, dated 21 days prior to the
date it is received, tells of the discovery of the mangled
body of famed architect Geoffery Clay. Clay's body was
found on the moors near Lynwold. No trace was found
of Clay's partner, developer Frederick Parsons, and this
man is being sought for questioning in the matter. Clay
and Parsons were surveying local ruins for Parsons'
proposed hotel project.
50
KEVIN
A. Ross
DeM Sir,
E."dosed 'Iou. will ri"d severa.l piee-es or i"rorl"\a.-tio" whie- h I hope will be or i,,-teres-t -to 'Iou.. ( ol\Sideri"J 'I0u.r pa.s-t experie" e-es wi-th -the
su.per"a.-tu.ra.1 world, I 'I"\ su.re 'Iou. will 'ee -tha.-t ,0I"\e-thi"J i, a.l"\iss h ere. Ie-a." a.ssu.re 'Iou. r rol"\ 1"\'1 OW" perso"a.1 i"volvel"\e,,-t i" -this I"\a.-t-ter
-tha.-t i-t is I"\os-t e-er-ta.i"I'I "o-t a. hOM. I 0,,1'1 wi,h i-t were a. rwe or ,ol"\e ,or-t, ror I rea.r -tha.-t I\O-t eve" -the ' -tre"J-th or a. I"\Q.I\ or 6 0d i,
e-a.pa.ble or bes-ti"J wha.-tever i-t i, -tha.-t ha.u."ts -the I"\oor, or L'I" wold.
Bu.-t I 'I"\ Je-t-ti"J a.hea.d or I"\yself. A, 'Iou. e-a." ,ee rrol"\ -the "ew,- M-tie-Ies, -the -trou.ble ,-ta.r-ted wi-th -the -tw o Me- hi-tee--t, a.bou.-t -three
w eeks 'YO. The u."ror-tu."a.-te M r. (la./, rel"\a.i"s were rou."d i" -the ru. i"ed a.bbe'l 0" -the ,ea.LOa.,-t "e M h ere. Mo ,-t or his bo"es were
broke", a."d hi, bod'l w a.' u.Ma.-tu.ra.II'1 e-old Q.l\d ,-tiH. Hi' e-a.l"\era. etu. ipl"\e,,-t w a.' rou."d i" -the ru.il\S a., well, Q.l\d I persevered u.po"
( ol\S-ta.ble Brow"lee -to develop -the ex posu.re,. Mo ,-t were u."s pee- -ta.e-U.IM; -the eXC-ep-tio" I ha.ve i"du.ded h ere, a."d I believe i-t ,ho w,
wha.-tever killed M essrs. (la.'I Q.l\d Pa.r,ol\S (-thou.Jh -the Ia.-t-ter's bod'l s-till ha.s,,'-t bee" reLOvered). Brow"l ee did,,'-t relea.se Q.I\'I de -ta.ils, Q.l\d 1"\'1
Ju.ess is he ha., 1\0 idea. wha.-t h e', u.p a.Ja.iM-t. Da.ve'l6Mre-t-t', bod'l w a.' rou."d a. week a.r-ter ( Ia./" a."d -tha.-t', w h e" I e-a.l"\e i".
A li-t-tle or 1"\'1 OW" ba.e-kJ rou."d i, perha.p, i" order h ere. I a.1"\ a. ( a.-tholie- prie,-t ba.sed h ere i" L'I"wolJ. O ver -the 'IeM' I ha.ve bee"
e-a.lled u.po" -to i"ve'-t~a. -te e-er-ta.i" e-a.'e' or ,u.pema. -tu.ra.1 '~";{ie-Q.I\C-e i" -thi' a.rea.. w i-th -the h elp or -the Lord a."d 1"\'1 p od rrie"d Pe-ter
6 rQ.l\-tha.1"\ I ha.ve -twke su.e-e-ess"fu.II'1 LOl"\ba.-t-ted -the powers or dMkl\eSS.
As I ,a.id, Pe-ter 6 rQ.l\-tha.1"\ a."d I ha.d bee" -throu.J h a. lo-t -t0Je-ther i" -the Ia.,-t r or-t'l- odd 'IeM'. He w ed -to be -the e-oM-ta.ble h ere,
bu.-t h e re-tired a.bou.-t rive 'IeMs a.Jo. Bu.-t I 'I"\ d~reSS i"J a.Ja.i". I -t su.H iC-e' -to ,a.'I -tha.-t r e-ter Q.l\d I were -the be,-t or rrie"d" Q.l\d I r eel
re'poMible ror wha.-t ha.s ha.ppe"ed -to hil"\. Pe-te Q.l\d I were explori"J -the ru.i" ed a.bbe'l w h ere ( Ia./s bod'l w a.s rou."d wh e" we were
a.-t-ta.e-keJ. Be-twee" -the r OJ Q.l\d -the I"\is-t Q.l\d -the dMk"ess I e-ou.ld,, '-t ,ee wha.-tever i-t w a.s -tha.-t a.-t-ta.e-ked w . I did reel i-t, -te"dril,
e-rwhi"J I"\e i" i-tsJ ra.,p, Q.l\d I rel"\el"\ber h eMi"J Pe-ter's sho-tJu." JO oH ,evera.1 -tine,. I e-a.lled u.po" -the Lord -to Jive I"\e ,-tre"J-th Q.l\d bid
-thi' ' piri-t beJo"e, bu.-t 1"\'1 pra.'Iw we,,-t u." heeded. S-till i-t kep-t u u.,hi"J I"\e Q.l\d -the" I su.dde"I'I r el-t LOld, a.s ir -the -thi"J were su.e-ki"J
a.w a.'I I"\'I ver'l ,0u.1. A"d -throu.J h i-t a.1I -the -thi"J kep-t l"\a.ki"J -this a.wru.1 whis-tIi"J "oise. f iMII'I i-t relea.sed its Jrip 0" I"\e, Q.l\d I I"\a.MJed
-to ua.w l a.w a.t The'l rou."d I"\e 0" -the ",oor Ia.-ter -tha.-t da.t M o,-t or "''I rib, were (Me) broke", a., well a., 1"\'I lef-t MI"\ Q.l\d a. ha."Jru.1
or o-ther bOl\es. A"d "''I bod'l w a.' a.1",os-t a., e-old a., ( Ia./, Q.l\d 6 Mre-t-t's - Q.I\ a.HIiC--tio" r ro", wh ie- h I ,-till ,u.Her. I reM -tha.-t w h e"
-this i, a.1I over I ,ha.1I ha.ve -to I"\ove -to a. w a.r",er di",a.-te, r or a.-t prese,,-t I e-Q.I\I\O-t beM eve" -the sl~h-tes-t drop i" -te"'pera.-tu.re.
Su.e-h i, -the predie-a.",e"-t -tha.-t ha., bera.lle" L'I" w old. There is so",e ",a.dl\ess a.roo-t h ere whie- h ,ee",s -to ",oe-k eve" -the powers or -the
AI",~h-t'l60d . I pra.'I -tha.-t 'Iou. e-Q.I\ help w i" ,o",e w a.t
'Iou.r, -tru.I'I'
Keeper InformaHon
The normally peaceful nature of the coastal village of
Lynwold has been disrupted by the appearance of an
ancient, nearly-forgotten menace-a mysterious and
terrible entity known as "the Follower of mad
Cthulhu." The being's actual identity is that of a powerful high priest of Cthulhu several thousand years old.
The Follower lost all its human characteristics long
ago, however, mutating and eventually becoming much
like the alien monstrosity it worshipped-both mentally and physically.
The Follower has terrorized the Lynwold area once
5I
RriHsh Currency
Once the investigators arrive in Southampton they can
no longer pay in dollars. British currency in the 1920s
was divided into Pounds (), shillings (s) and pence (d).
There are 12d to a shilling and 20s to a pound. At the
start of 1920 the exchange rate was $4 to 1.
The common presentation of a price was as follows:
Is/d. Five pounds two shillings and six pence would be
shown as 5 2/6. Three shillings and six pence would
be 3/6 and five shillings would be 5s.
ing into the sea caves where the Follower lay imprisoned once again. Only Augustine and the unstable exiled monk Clithanus knew of the abbey's hidden
purpose-to make sure no one would disturb the
monster's rest in the future.
In 1536, during the Dissolution of the Monasteries,
the abbey was sold by the crown to Sir John Grant. In
1642 Grant's son began construction of Grant Hall,
using stone taken from the priory. The land remained
in the Grant family until sold to the Parsons family in
1851. Today only a few walls, arches, and fallen stones
remain where the priory once stood.
Enter Frederick Parsons, a developer heir to the land.
With Geoffery Clay, his architect, Parsons was planning
the construction of a hotel on the priory grounds to
KEVIN
A. Ross
KEVIN
A. Ross
several more killings will have occurred. A sheepfarmer from near Lynwold was victimized 12 days before the investigators arrive in Lynwold. Ian Brownlee,
Lynwold's current constable, under pressure from the
villagers to stop the killing, finally took action the same
day the farmer's body was found (11 days ago). Adhering to his story that some sort of large animal is responsible for the murders, Brownlee went to the farm of the
most recent victim-sheep-farmer Eric Downes. There
he killed Downes' defenseless dog, a large sheepdog
named "Smokey." Brownlee then blamed the dog for
the murders, and announced his solution to the problem. Five days later (i.e. six days ago) the cruel constable met the true menace of Lynwold-the Follower
of mad Cthulhu. Brownlee proved no match for the
Follower, and his body will be discovered four days
before the investigators arrive in the village.
By a bizarre coincidence, Lynwold is haunted by a
second supernatural creature. Eric Downes' hapless
dog Smokey, slain by the late constable Ian Brownlee to
cover for his own failings, has returned from the dead
as a ghostly "black dog" spirit. The Black Dog appears
as a shaggy canine figure the size of a calf, with huge
blazing red eyes. The ghostly apparition returned to
avenge its death by "hounding" Ian Brownlee to his
doom, but with Brownlee dead it is unable to find him.
The villagers now believe all the attacks were caused by
the Black Dog, which they have nicknamed "Padfoot."
The name comes from the ghost'S tendency to follow
unwary travellers, whose first warning of the creature's
presence is its footsteps on the road behind them. The
ghost is basically harmless, since the target of its malice is already dead, but local folklore has it that to feel
a Black Dog's breath is to die soon thereafter. This belief is unfounded (unless Keepers wish otherwise), but
the presence of two strange entities in Lynwold should
cause the investigators a great deal of confusion. The
investigators may actually have some help getting rid of
Padfoot; by bringing in Father Tomlyn for assistance in
its exorcism, the investigators could help shore up the
priest's flagging faith (see the section on Padfoot for
more details).
A Summary of lynwolJ's
Recenlllislory
(Note: The scenario was originally written considering American investigators' travel time. This
time line should be altered if employing British or
other European characters.)
36 days ago
33 days ago
27 days ago
26 days ago
22 days ago
19 days ago
12 days ago
11 days ago
6 days ago
today
53
54
KEVIN
A. Ross
KEVIN
A. Ross
--::..~
- - --
55
r---------- --l
THE BEAST IN THE ABBEY
II
I
I
I
\/~:
"v-
"""
I
I
KEVIN
A. Ross
KEVIN
A. Ross
57
58
KEVIN
A. Ross
KEVIN
A. Ross
alize that this is an Elder Sign. The last photo shows the
vault again, only this time it shows it as it is now-with
the doors yawning menacingly open. The inside of the
vault appears to be pitch-black, as if filled with impenetrably thick shadows.
A last item of note in this chamber is the seal
shown in the photo of the unopened vault-i.e. the
Elder Sign which once held down the Follower of
mad Cthulhu. There are letters inscribed in the stone,
incrusted with corrosion. If the stone is cleaned the
inscription will be found to read "Augustine,
Bishop." See the later section on "Augustine,
Clithanus, and the Mad Monk's Confessions" for
more details on this clue.
"E" on the map is a cavern containing a pool
which opens into the ocean.
"F" is a narrow, twisting tunnel which slopes upward to end in a small rock-strewn alcove. Sunlight
filters through a few cracks between the stones, and a
few minutes' work will clear a passage big enough for
a man to fit through. Outside the investigators will
find themselves on the beach a stone's throw from the
abbey ruins.
"G" is the current lair and worshipping place of the
Follower. The northeastern half of the cave is taken
up by a pool of water which connects with the ocean,
much like area "E" above. Each of the investigators
must make a Luck roll as they enter this huge cavern;
if any of the rolls fails the Follower will be encountered here, prostrated in worship before the stature of
its god. If all the rolls are successful the Follower will
be roaming the moors, or oozing about the ocean
depths nearby, etc.
The most imposing figure in this cave is the massive statue of Great Cthulhu which rears up from the
pool of sea-water in the center of the cave. The
statue is carved from some queer dark green stone
which always appears slimy and wet. The 10 foot
high carving is draped with reeking seaweed and
startlingly life-life-a SAN roll is necessary to view
the blasphemous sculpture, with a possible loss of 11
ID6. If the Follower is present it will be found lying
flat before this statue, its tentacles stretched out
limply around it. It will immediately attack anyone
intruding here, chasing them as far as necessary to
kill them all. If the Follower is not present, and the
investigators tamper with the statue, ID3+1 Deep
Ones will emerge from the pool to attack. These are
the Followers' "temple guards," contacted (actually,
Contacted) soon after it was released from its tomb.
Every 30 minutes there is a cumulative 10% chance
the Follower will return to this cave; the Keeper
should randomly determine whether the beast enters
from the east (seaward) or west (gulp!-landward).
59
60
KEVIN
A. Ross
NPCs
Father Richard Tomlyn
Age: 73
Nationality: English
STR
8
CON 11
SIZ
14
INT
17
POW 16 (6)
DEX
5
EDU
APP
12
22
SAN
76
HP
13 (5)
Damage Modifier: +0
Education: Seminary School
Skills: Anthropology 65%, Dodge 10%, First Aid
40%, History 55%, Library Use 55%, Listen 35 % ,
Medicine 24%, Persuade 55%, Occult 75%, Psychoanalysis 25%, Psychology 45%, Spot Hidden 35%
Languages: English 110%, Latin 64%
Attacks: None above base.
Notes: Father Tomlyn's faith is severely suffering due to
his encounter with the Follower and the loss of his good
friend, Peter. If his confidence can be restored, he will be
a powerful ally.
The Follower of Mad Cthulhu
Description: "A shocking, greenish hulk rose from the
floor of the corridor before us ... then a tentacle lashed
forth and struck at Hemery ... the thing in the corridor fell
back, whistling weirdly. Out of the darkness before us
shone a trio of cruel, malignant eyes, and the opening
which served as its mouth gaped yawningly below. At the
same moment, its body began to glow with an eerie seagreen light. Then once more the thing came at us ... "
("Something from Out There," by August Derleth). The
Follower is a rolling, squirming, greenish-black bulk bigger than a horse. To some extent it resembles an enormous
Servitor of the Outer Gods-multi-tentacled and alternately squid- or toad-like.
Notes: The history of this entity has already been discussed earlier in the Keeper's Information section.
The Follower feeds on the warm souls of humans,
draining them of their POW and leaving only dead icy
husks of its victims. The Follower possesses the ability to
make a bizarre whistling noise when it is enraged. It is
able to use this power even while attacking with its tentacle. This ability (which closely resembles the Pipes of
Madness spell) costs the Follower no magic points. Anyone within earshot of the whistling must make a SAN roll
every round as long as they can hear it. Each time the
victim fails a SAN roll he or she loses 1 point of SAN. Be
sure to keep track of SAN lost to this effect, for determining temporary or indefinite insanity.
It should be noted according to Clithanus in his Confessions that the Follower can be summoned via the spell
Contact Star-Spawn of Cthulhu. For all spell-casting pure
poses the Follower's POW and magic points are indistin-
KEVIN
A. Ross
.3.
STR
12
13
12
15
CON
13
14
12
13
SIZ
22
17
15
14
INT
15
10
15
9
POW
13
9
9
13
DEX
12
10
14
10
Move
8 / 10 swimming
HP
18
16
14
14
Damage Modifier +1D6 +1D4
+1D4
+1D4
Attacks:
#1 Claw 40%, 1D6+dm damage
#2 Claw 37%, 1D6+dm damage
#3 Speargun 35%, 1D10 damage
Claw 38%, 1D6+dm damage
#4 Spear 33%, 1D6+1+dm damage
Claw 26%, 1D6+dm damage
Armor: 1 point skin and scales
Spells: None of these know spells.
Sanity Loss: 0/1D6 Sanity points to see a deep one.
6I
STEVE HATHERLEY
by STEVE HATHERLY
Illustrated by HEATHER HUDSON
STEVE HATHERLEY
STEVE HATHERLEY
MISSING JOURNALIST
FOUND IN DEVIL MARSH
SATAN CULT
CAPTURED AT FOLLY
The body of missing freelance jownalist Jerry Tanner, 34, was found in Devil Marsh Friday night. Tanner was in Burton Green to write an article for the
National Trust concerning Hobson's Folly and
Wonn Hill. He had been reported missing since
Tuesday.
Tanner's body was discovered only partially
clothed, the acidic waters of Devil Marsh having
eaten through his jacket and trousers. The body was
found by George Forrestal of Carr Gate Farm while
driving his cattle for milking.
John Thome, publican of the Black Bull, had
alerted Police Sergeant Markham to Tanner's disappearance on Monday. At that time Tanner had not retwned to his room for three days.
Sgt. Markham is conducting an investigation,
but preliminary reports indicate that Tanner drowned
in the marsh.
Devil Marsh has now claimed three victims in
the last ten years, despite notices being posted. The
waters of the marsh are poisonous, caused by the
many toadstools growing in the marsh.
Police investigators last night surrounded and captured an entire coven of twenty Devil Worshippers
on Wonn Hill. They had been using Hobson's Folly
in their primitive black magic ceremonies.
Police had been alerted to the cult by Randolph
Miller, an amateur archaeologist. Miller, interested
in the Folly, had noticed signs of disturbance following cult meetings. Upon witnessing the coven in action through a telescope in his cottage, he contacted
the police.
A police spokesman conflnned that none of
those arrested lived locally, all travelling some distance to come to Burton Green.
Police believe the coven to be part of a bigger
organization, or cabal, with a nationwide network of
covens. They are proceeding with their investigations.
The Stanton Estate has not released a statement
regarding the use of its property for such practices.
It is understood to be deeply concerned.
Police have not yet released details of those
placed in custody.
CuMings
66
STEVE HATHERLEY
SCIENTISTS SEARCH
FOR LAMB TON WORM
Eminent scientists from London College are
searching for the legendary Larnbton Worm.
They have been exploring the countryside and
asking questions throughout the town.
Doctor Charles Winters, a historian, explained his theory that stone circles across Britain are set out to a grand design. Although
Burton Green did not have such a circle, he was
sufficiently interested in the legend of the
worm to come looking closer.
To date, Winters has not found anything in
Burton Green to vindicate his theory. He believes the worm was once an elemental force,
and if it existed faint traces or echoes would be
picked up by his instruments.
Winters and his colleagues are due to stay in
Burton Green for another three days.
:Rurlon Green
Ten miles southeast of Durham lies Burton Green, a
small village struggling to become a town. It boasts
all the amenities that a town ought to have - post
office, doctor, police station, a cricket team, even its
own paper-but the population is slowly dwindling,
lured away to the factories in the cities.
As a result, Burton Green has shrunk in size and
the average age of residents has risen. Its main industry is gossip, and strangers generate plenty of that.
The Burton Green Observer is the local paper,
published on Tuesdays. It is totally dedicated to local news. Colourful investigators can quickly make a
name for themselves here, attention they may find
unwelcome. Browsing through past issues, it is obvious that apart from the stories presented above life
STEVE HATHERLEY
I--JI
~
'I ,
t1
--==::::=".-~
j
J
,
68
STEVE HATHERLEY
Map
Key
Stanton Hall
Worm Hill
Devil Marsh
Hobson's Folly
Ten Acre Paddock
Dene Wood
Whin Covert
Bragget Lake
South Docken Farm
Lime Kiln Farm
Hayne Farm
Elm Farm
Carr Gate Farm
The Green Man
The Black Bull
The Golden Lion
St Peter's Church
Burton Green School
Police Station
70
STEVE HATHERLEY
STEVE HATHERLEY
71
STEVE HATHERLEY
72
Keeper's Noles
"The Lambton Worm" lacks the traditional conclusion in which, against overwhelming odds, the investigators go head-to-head with the minions of the
Outer Gods. Unable to do anything more serious to
the dhole than has already been done, players may
find the situation discomforting. Perhaps unsettling.
Good.
Things may change. If investigators can discover
the worm's final resting place, so can others. And
perhaps they will be lacking hearts so pure. If Miller
takes a shine to the investigators, perhaps a telegram
arrives, urging their return to Burton Green, when a
threat arises.
And of course, there's always the dhole. A Keeper
can never tell when it might come in handy.
NPCs
Randolph Miller, Watcher of the Hill
Age: 61
Nationality: English
STR
10
CON 9
SIZ
13
INT
18
POW 15
DEX
12
EDU
16
68
APP
10
SAN
HP
11
Damage Modifier: +0
Education: B.A. equivalent in Archaeology from Oxford University
Skills: Anthropology 30%, Archaeology 60%, Astronomy 55%, Botany 35%, Chuckle Wisely 66%,
Cthulhu Mythos 5%, First Aid 43%, Geology 30%,
STEVE HATHERLEY
Rl~llography
Simpson, David. Prince Bishop County, the People,
History and Folklore of County Durham and the
River Wear. 1991.
Antibodies
A chaotic nightmare cross of crab and octopus, an-
73
J. TODD KINGREA
Keeper InformaHon
This scenario works well as a transition piece between scenarios. Keepers may also use it to fill up the gaps on a long
and tedious train excursion as their investigators travel to
or from an adventure. Their objective during the course
of this adventure is to discover which of the passenger(s)
is the killer, and try to stop him or her.
The players will have to be subtle in their investigations
at first. If any of the investigators are private detectives or
police officers, that will be a plus for the group as they
have a better excuse for searching out clues, looking at the
bodies, and so on. Without some law enforcement background or abilities, the players will be forced to be more
creative in their investigations.
However, once the other travellers know that there is a
killer on board with them (and that it could be any of
them!), the investigators will have to help keep things
calm and work with the train personnel to apprehend the
miscreant. Through all of this the Keeper should strive to
"Blood
on
the
Tracks" originally appeared in The Unspeakable Oath, Issue
Six. This scenario was
originally tied to the
Randolph
Pierce
Foundation material
that was presented in
that issue. For current
playability purposes
of the scenarios in this
anthology, those ties
have been severed.
J. TODD KINGREA
together. In addition, the train runs non-stop. This will
create another problem for the investigators as they hurtle
forward, unable to stop the train or get help. St. jordan's
coffin is secured in the baggage car, and there he rests each
day until the sun sets.
InvesHgalor InformaHon
The adventure begins when the investigators have
boarded the train. If the Keeper has access to the maps
on page 180 of the 4th Edition Call of Cthulhu
Rulebook, he can photocopy it several times and assemble the photocopies to form a train with an engine,
two passenger cars, a dining car, and a baggage car.
Remember that the walkways on the train are very
narrow-two people passing one another have to turn
their bodies to the side to pass by, unless they are SIZ
7 or less.
Also, it was customary for gentlemen to move back
to a more open space when a lady was approaching
through a passageway. This was not only simple politeness, but helped to avoid embarrassing situations.
Assign the investigators sleeping compartments and
let them decide what belongings they'll place in the
baggage car, and which they'll keep with them.
Roleplay whatever encounters you can, to prevent this
from beginning as just another train ride to be breezed
over without thought.
The train leaves the station at 2:45PM, sharp!
77
]. TODD KINGREA
]. TODD KINGREA
79
Another Death
and MeJtml Revelations
The investigators and Sam Club are free to begin their
hunt for the killer. Talking with the passengers will reveal
little, as none of them saw anything (except perhaps the
fleeing conductor). After questioning several people, it will
become apparent that if Mr. Cosly did indeed commit the
murder and then killed himself, the case is fairly openand-shut. However, if Cosly was himself murdered (to
look like a suicide), then no one was seen leaving the bathroom. And of course, it's quite impossible to climb up the
side of a train rushing along at 40 mph ... isn't it?
By now the time should be somewhere between 10:00
and 11:00 PM. It is during this time that Christopher St.
Jordan crosses paths with Professor Leighman. Their
meeting is a polite one, until the good professor discovers
(rather accidentally) that Sir Christopher does not cast a
reflection in the polished lid of his cigar case. Unfortunately for the professor, Sir Christopher realizes from the
look on Leighman's face what he has unwittingly
stumbled upon. Approximately thirty minutes after their
meeting, St. Jordan will attack and cruelly exterminate the
poor professor, sneaking his lifeless body back to the baggage car and hiding it there. He will then clean himself up
and return to Miss Shelton's stateroom.
Around midnight, Dr. Adamson will approach the investigators and tell them the results of his medical work:
The victim was Miss Eleanor Brown, female, age 30-33.
She died from a broken neck and a loss of blood from a
torn and severed jugular vein. There were deep fingernail
marks on her arms. Her neck was also snapped, between
the 2nd and 3rd cervical vertebra. The assailant probably
entered the stateroom and grabbed the girl. A short
struggle ensued, during which time her neck was snapped.
The jugular vein was then torn out.
Wilfred Cosly had some slight contusions on his throat,
as if he had been briefly choked or held tight. The slits on
his wrists were directly along the arteries, almost surgical
in the precision of their placement. However, the amount
of blood present does not support the suicide theory. If
Mr. Cosly had slit his own wrists, blood would have covered just about everything. As it stands, not enough blood
was present, in the bathroom or remaining in the body.
In short, Adamson believes Cosly's wrists were slit by
someone else, and his blood was taken away-"God
knows how, or by whom."
80
]. TODD KINGREA
J. TODD KINGREA
The Raggage
Gr
If they wish to persist in their nocturnal search, the baggage car is an obvious place to go. It will be near the end
of the train and will be lit only by a few low-burning oil
lamps. These lamps sway and swing from their hooks,
casting maniacal, twisting shadows over the piles of baggage.
Searching through this stuff will take at least an hour
and a half. All of the luggage is tagged with the owner's
name and destination, but there is no filing system to
speak of. Rooting around in here is a hands-on experience and is very hard on the eyes. It's also very creepy (the
possibilities for some good, old-fashioned fun and fright
are endless in here).
Each investigator actively searching has a 25% chance
every fifteen minutes of finding the following:
A large wooden crate, measuring approximately 6'l27' long, 2'l2-3' wide, and 31/2' deep. On one end is a tag
listing it as belonging to "Alexander, Christopher." There
are also several legal-looking papers attached to it.
The first of the papers is a death certificate, made out
for Lady Victoria Alexander, wife of Sir Christopher
Alexander. Her date of death was approximately sixteen
months prior to this point, and she is described as having
died in a riding accident. The second paper is a form from
the U.S. Customs Office, indicating when the body was
brought into the country. The third and fourth papers
testify the fact that the body was free from contagious
disease, vermin, and the like. The fifth paper is a government form granting permission to transport the body
across state lines (Massachusetts to Louisiana). All of the
papers and forms have been filled out and signed.
Any investigator with a Law skill of 45% or higher is
entitled to a skill roll. A successful roll indicates that the
papers are not legally correct in their wording, and that
they have no real worth. These are clever forgeries, designed to appease the quick glances of porters and lawmen.
If any investigator checks, the lid on the crate is loose
and can be removed with a small amount of effort. Inside
the crate is a mahogany coffin, complete with brass
handles and trimmings.
Should they wish to lean over the edge of the crate and
open the coffin, it will be empty (if still before 6 AM - if
it's after 6 AM, watch out!). A careful Spot Hidden at
-25% will reveal something stuffed into the velvet lining
of the coffin. It is a book, with a strange mottled cover
81
]. TODD KINGREA
J. TODD
KINGREA
]. TODD KINGREA
Con{ronlaHon
The priest will direct the investigators in the direction his
attacker fled. The Keeper may let him fall unconscious
before he can utter the killer's name, or perhaps those are
the last words on his lips. If he does not say the killer's
name, Miss Shelton will follow the investigators, claiming
extreme fright at being alone. Alternately, one investigator can stay behind with her to calm her down. In any
case, she will wait for an opportune moment before striking with the sickle in her handbag.
If Father Delarove announces the name of the killer,
Miss Shelton immediately grabs the sickle and leaps at the
nearest investigator, slashing and growling. If well-timed,
her attack can be a total surprise to the party.
When the investigators finally pick up St. jordan's trail,
it won't be hard to follow. A few passengers who got in
his way have been tossed through windows, or had their
necks snapped, or worse. Some may be bleeding, or unconscious. St. jordan's trail of ruin leads to the baggage
car.
Inside the car, the enraged vampire has been preparing
for his pursuers. Particularly strong parties may find one
____
J. TODD
KINGREA
With the defeat of St. Jordan, the Servants of Glaaki depart. The train, its firebox no longer being fed, will slow
to a stop in short order. This, of course, could present
dangers of its own. When's the next train?
Investigators who expose and kill Christopher St. Jordan will each gain ID8+1 SAN back. If they capture Miss
Shelton, they gain ID4+1; if they kill her, they gain ID31. Be sure to reward your players for good roleplaying,
too. Not only will they likely deserve it, but they'll be
more likely to work toward such efforts in future games.
If they found St. Jordan's excerpts from The Revelations
of Glaaki, they may of course keep it, or do whatever they
want with it. St. jordan's cult associates may well want it
back, and revenge on those who killed him. In one
NPCs
Sir Christopher Alexander (Christopher St. Jordan ll),
vampire
Nationality: Roumanian
SIZ
STR
22
CON 16
14
DEX
INT
16
POW 15
16
18
APP
14
EDU
SAN
o
HP
15
Damage Modifier: +ID6
Education: Many years of unlife
Skills: Climb 55%, Dodge 42%, Fast Talk 40%, First Aid
67%, Listen 48%, Persuade 63%, Psychology 51 %, Spot
Hidden 46%, Sneak 39%, Throw 53%
Languages: English 80%, French 83%, Roumanian
93%, Russian 88%
Attacks:
Bite Attack 50%, ID4 damage
Fist/Claw Attack 50%, ID4+dm damage
Spells: Body Warping of Gorgoroth, Cloud Memory,
Contact Ghoul, Contact Glaaki, Deflect Harm, Summon!
Bind Dark Young of Shub-Niggurath, Summon!Bind
Nightgaunt, SummonlBind Servant of Glaaki
Notes: Christopher St. Jordan is an immensely evil and
cunningly powerful vampire. He is almost 300 years old,
and has only recently come to the United States for fresh
prospects. He is well-educated and knowledgeable in many
Slopping !he
Train
As stated in the text, the engine of the train is now under the control of two Servants of Glaaki, who are keeping
the train going while St. Jordan feeds. They'll abandon the train shortly before it reaches its destination.
Investigators, foolhardy lot that they are, may well try to get to the engine and stop the train. In case they don't know,
clambering around on the outside of a moving train is a dangerous proposition; the porter and others will certainly
discourage them from making such an attempt. "If the engineer's dead, the train'll stop anyway when the tender runs
out."
Of course, that doesn't happen, so an assault on the engine is a possibility. Make this as dramatic and risky as possible. A series of DEXx3 rolls are likely, not to mention Jump and Climb. Failure should grant a Luck roll; fail that,
and the investigator plunges off the train to their death. Success and they hang on to something; a Climb roll gets them
back where they were.
Should someone make it to the engine (and they'll be moving one at a time) the Servants attack with shovels, pipes,
and claws. They will try to knock attackers off the coal car before they reach the cab itself. One of the Servants might
even tackle an investigator as a last-ditch effort, hurling the investigator and the Servant both off the train.
If the train is stopped, it will likely be in the middle of nowhere. Miss Shelton will suggest that someone should
go for help (if no one else does). Come nightfall, she and St. Jordan will flee with what they can carry, perhaps
after attacking those who have caused them so much trouble. This attack will be as quick and as bloody as they
can manage.
areas. He is not stupid, nor crazed with blood lust ( luckily). If played properly, he will strike terror into the investigators' hearts with his methodical and strategic schemes.
This vampire is a worshipper of the Great Old One,
Glaaki, and carries excerpts from The Revelations of
Glaaki in his coffin.
Miss Meredith Denise Shelton, charmed human servant
Nationality: American
SIZ
10
STR
17
CON 13
INT
15
POW 13
DEX 13
APP
17
EDU
11
SAN
o
HP
12
Damage Modifier: +1D4
Education: High School Equivalent
Skills: Dodge 30%, Fast Talk 18%, Jump 33%, Listen
29%, Persuade 30%, Sneak 24%, Spot Hidden 43%
Languages: English 56%
Attacks:
Handgun Attack 35%, 1D6 damage (.22 semi-automatic handgun)
Sickle Attack 40%, 1D6+dm damage
Spells: Contact Ghoul, Cloud Memory
Notes: Miss Shelton has been charmed by St. Jordan into
being his servant and assistant. It is her duty to look after
the vampire's coffin, and take care of his affairs which
must be conducted in the daylight hours. She is quite mad,
a victim of the vampire's powerful mesmerism and foul
worship of Glaaki. When enraged she attacks relentlessly.
86
]. TODD KINGREA
]. TODD KINGREA
STR
13
16
CON
24
22
SIZ
17
16
!NT
14
13
POW
10
12
DEX
5
3
HP
21
19
Move
5
5
Damage Modifier:+lD4
+ID4
Attacks: Grapple 20%, damage special
Armor: None
Spells: None
Sanity Loss: 1I1D8 Sanity points to see the living-corpse
aspect.
AJJiHonJ NPCs
In addition to the major NPCs presented earlier, several minor NPCs are furnished below to help flesh out
some of the other faces on board. These may also be
victims of St. Jordan or Miss Shelton, if the Keeper so
desires. They do not have to be used, but can provide
some great roleplaying opportunities.
Horace J. Brubeck, theatrical agent
A self-made man and "the best thing to happen to an
entertainer since the works of Billy Shakespeare,"
Horace Jeremiah Brubeck is a brash, obnoxious windbag. He is an exceedingly fat little man who dresses in
plaid pants, chequered jackets, and gaudy, repellent
ties. He smokes cigars that make a chimney smell like
honeysuckle, and is forever and eternally bragging
about the "big breaks" he has given to dancers, actors,
and entertainers. Always close by his side are two
young ladies who have recently "accepted tutelage under one who knows the ropes of show business!"
Constance DeMillings, actress
Constance is a very attractive red-head, 20 years of age.
She is quite striking, physically, but has about as many
functioning brain cells as a flat tire. She is aspiring to
be an actress (her only performance to date being a giftwrapped package in her 5th grade Christmas play, and
a soldier's wife in a hometown historical drama for the
4th of July).
DARK HARVEST
KEVIN A. Ross
by
KEVIN A. Ross
Keeper
InformaHon
90
"Dark
Harvest"
originally appeared in
the double issue The
Unspeakable Oath,
Issue
EightlNine.
This scenario was
originally tied to the
Randolph
Pierce
Foundation material.
For current playability purposes of the
scenarios in this anthology, those ties
have been severed.
Also the NPC of
Terrence
Bloom's
stats has been slightly altered to reflect those of one of
the Blessed of Shub-Niggurath as detailed in The Creature Companion.
KEVIN
A. Ross
DARK HARVEST
91
KEVIN
DARK HARVEST
A. Ross
tarm Weapons
Type
Shovel
Attk%
Damage
HP
25%
lD6+2
12
H~
W%
1~
8
Pitchfork
20%
lD8
10
Notes: All these weapons are used two-handed. The pitchfork is capable of impaling. Very capable.
here in Boone County" was printed, along with a jeering
editorial note, in an Ames newspaper. A little more than
two weeks later Lonnie's mutilated body was found in a
creek near Oak Valley-a victim of the one of the Black
Goat's Dark Young. Abe Riker, meanwhile, remained
wisely silent about the incident.
While the Americans were busy taking care of interlopers and gathering the necessary building materials at their
end, the Britons sent agents to the dreaded Plateau of Leng
in the mountains of Tibet. There they haggled with the
stunted and abominable Tcho-Tcho people for the procurement of a large piece of the fabled Glass from Leng.
At last successful in their quest, the Brits returned to
Goatswood to await the completion of the Glass (which
would become the Moon-Lens itself). When the Lens was
completed, the Goatswood cult sent one of their number
to accompany it to Oak Valley.
Terrence Bloom, the sorcerer sent from Goatswood, is
to oversee the construction of the pylon on which the Lens
rotates, the placement of the Lens itself, and the instruction of the Oak Valley cult in the use of the Lens.
Poink Of InleffSl
At the very center of town is the only store in Oak ValTHE RESURRECTED: OUT OF THE VAULT
KEVIN
A. Ross
DARK HARVEST
ley: Harv's General Store. The first floor of this large twostory building is packed full of goods ranging from pennycandy to dry goods to hardware, foodstuffs, etc. Shotgun
shells and rifle bullets are available for most varieties of
these weapons, but the weapons themselves (and ammunition for handguns as well) must be special-ordered.
There is a phone in the store, and Oak Valley's mail service is handled (and when necessary, mishandled) by the
proprietor-Harv Taylor. Harv lives in a small, sparselyfurnished set of rooms above the store. Several crowded
storage rooms occupy the rest of the space on the second
floor; the building has no basement or cellar.
Harv Taylor is a slightly overweight bachelor in his forties. He is generally helpful and friendly, but he is also a
member of the cult of He Who Walks Behind the Rows.
Harv's suspicions will be aroused if the investigators start
asking questions about Lonnie Garber (like most
townsfolk, he knows only the general area in which to
find Lonnie's shack and where they found his body). If
Harv learns the investigators' intentions he will sabotage
any communications attempted in his store, either by "losing" letters or other mailed information or by telling them
his phone is out of order. He will then read any written
information that comes into his hands and relay this information to Wanda Simon. He always carries his bowie
knife in his boot, and there is a well-hidden sawed-off
Map 1legenJ
(A) -me 'Py~ce's R1~
("S) LoII\,II\,~e c:;,wbeY's 'PLQce
(c) wI1eye LoII\,II\,~e
C:;t:lybeY's bO~l1 Wt:lS fo~lI\,~
(D) -me R.i.~eys' 'PLQce
(6) -me wt:lltolll-S' Ft:I~
(F) -me S~IM.OIII-S' R1~
(c:;) Reg~LQy WOysl1~'P
s~te
to "SOOIll-t
Opt~olMll MC!tey~C!l)
to Ames ,
bnvirons
93
KEVIN
DARK HARVEST
A. Ross
them he followed the tracks to the east about a halfmile before losing the trail.
,.:>~
., . "
... 0....:,. . . .
,
'
-: .
',-
" .
\\
,\
...
(~.
:~
94
KEVIN
A. Ross
DARK HARVEST
95
KEVIN
DARK HARVEST
A. Ross
effect. If the caster wins the victim begins taking damage as per the drowning rules in the CoC rule book as
thousands of black, snowflake-like objects appear out
of nowhere and begin landing on the victim. As soon as
the "snowflakes" start to fall the victim loses 2D8 SAN
unless he makes his SAN roll, in which case only 1D4
are lost. The black snowfall also frees the victim from
his paralysis, while at the same time smothering and
blinding him.
"The Black" continues to accumulate on the victim
until he or she has suffocated, at which time it disappears. Anyone else witnessing the arrival of "the Black"
must make a SAN roll or lose 1D6 SAN. The only way
to stop the progress of the spell is to totally immerse the
victim in water, an action that has the added benefit of
automatically turning the spell back on its caster. If the
caster is also able to immerse himself in water the spell
is then completely negated.
This spell, oddly enough, is partially available in two
Mythos tomes. The chant itself is available in the
Necronomicon (all translations), while "the Sixth
Sathlatta" and a description of the rest of the spell (minus the chant) can be found in the Cthaat Aquadingen.
KEVIN
A. Ross
DARK HARVEST
:1/-+ ~LLe to
~OOl'\.
Lel/\,S
sLte
~ II
_
ciously close to the ground and sway menacingly. ShubNiggurath manifests Itself through this oak, the tree actually becoming the god when the cultists Call It. This tree
is known to the cultists as "The Tree of the Avatar."
The altar is literally covered with brown stains, as is the
ground nearby and the base of the "diseased" tree. At
"c" is a large pile of bones which extends somewhat into
the woods to the south. Possibly hundreds of animalsand yes, some humans (SAN loss 1/lD4)-are represented
by this pile of bleached, shattered, and partially burnt
bones. A Spot Hidden roll made while inspecting the
ground here will reveal several sets of human tracks, plus
the large and innumerable hoofprints of some unknown
creature (SAN loss is O/lD3). A Cthulhu Mythos roll will
tell the investigator that these are the tracks of at least a
moderate Mythos being.
If any of the investigators tamper with the altar or the
diseased oak (i.e. touch it or appear to intend harm to
either), a guardian Dark Young of Shub-Niggurath will
stalk out of the wood to the southeast. The Keeper might
wish to warn the investigators by telling them something
big is pushing through the trees, preceded by a stench
reminiscent of several graves left open a few weeks. The
Dark Young will attack until all non-cultists present are
slain, tracking them through the woods and across the
Map II Legend
of the Avatar"
"TIle TYee
'S.
'S.Looot-staLl'\.tot aLtar
J:>
97
DARK HARVEST
KEVIN
A. Ross
destroying the tools and building materials at "D," perhaps shooting a few of the workers themselves-any of
these would hurt the progress of the Moon-Lens, but the
cult would certainly be out for blood then. If the Lens itself is found and destroyed, the cult would really be in
trouble. Bloom would return to England, disgusted with
the ineptitude of the American cultists, and Oak Valley
would have to continue worshipping Shub-Niggurath the
"old way." (See also the section on "The Aftermath").
lle Schoolhouse
("I" on Map I): Here is where all of Oak Valley's children come for an education. It is a one-room affair which
holds about 50 children or so, mentioned here only because the kindly old schoolteacher is a particularly sadistic
cultist. Oh what she dreams about doing to unruly kids ...
KEVIN
A. Ross
DARK HARVEST
....
4---
V4 ~~Leto
Y~glA.U!Y woysn~'P
s~te
IMap
III Legend
The Moo!'\.-Le!'\.s
"S
"FoC(;lL Po~!'\.t"
Pl:j Lo!'\.
t:>
99
DARK HARVEST
Alden's Sacrifice
As mentioned briefly in the description of his character,
Alden Price has been experimenting with the Summon
Dark Young of Shub-Niggurath spell. He wants to try it
again, and this time he wants to show his pal Jack Walton
what he can do. So sometime during the investigation in
Oak Valley, Alden and Jack are going to haul poor Annie
Price out to the woods near the Price home ("A" on Map
I) and sacrifice her to Summon one of the Dark Young.
There are a number of ways the investigators can learn of
this. Maybe Eugene Riker overhears the two older boys
talking about it in school. Maybe the investigators hear
screams in the forest as they're driving home one night. It's
even possible they won't hear of it at all until Annie's body
is found. The exact circumstances are left to the Keeper,
and in any case this event is entirely optional.
l1e~ Worshlp
The night of the dark of the moon is the big night for
the Oak Valley cult, at least until the Moon-Lens is completed. The festivities begin about midnight, when several
men and women in cars, wagons, on horses, and on foot
begin moving onto the streets and roads around Oak
Valley. These people leave their transports at the places
marked with an "X" on Map I, and from here they move
along the trails and backroads into the woods towards
"G." Once at the regular worship site all cultists disrobe
(remember that the SAN loss for seeing Terry Bloom's
satyrish form is 0/lD6), and the guardian Dark Young
steps out of the wood (SAN loss 1D3/1D20). A few men
go into the woods to fetch the animals to be sacrificedusually a cow or two; these creatures were brought here
earlier on the day of the ceremony. Wanda Simon then
proceeds to lead the chant for calling the god, and she and
the other cultists expend as many Magic Points as possible-19 from Wanda, 14 from Terry Bloom, 7 each
from Cale and Regina Walton, and about 25 more from
the rest of the "congregation."
The chant goes on for nearly two hours, at which time
"The Tree of the Avatar" begins to wriggle and grow (if
the investigators have carved an Elder Sign on the Avatar's
Tree, it bursts into flame at this time). The animals are
quickly sacrificed, and He Who Walks Behind the Rows
appears where "The Tree of the Avatar" had been-a
massive greenish bulk "with terrible red eyes the size of
footballs" (SAN loss is 1D10/1D100, and in all other respects this avatar conforms to the statistics given for ShubNiggurath in the Call of Cthulhu Rulebook) accompanied
100
KEVIN
A. Ross
First, a little background information on the MoonLens. The Moon-Lens is a device which allows the
cultists of Shub-Niggurath to call their deity more than
once per month. Normally Shub-Niggurath is only able
to manifest Itself here on Earth on nights of the dark of
the moon. With the Moon-Lens, however, ShubNiggurath's followers can perform a successful calling
on nights of the Full Moon as well.
The first step in creating a Moon-Lens is the procurement of a huge piece of the infamous Glass from Leng.
As its name would suggest, this crystalline substance is
obtainable only from the degenerate T cho-T cho people
living on the Plateau of Leng in the mountain fastnesses
of Tibet. This Glass will become the Lens itself.
Next a large tower or pylon (about 50 feet high)
must be built near the site where the cultists wish to
Call Shub-Niggurath. Around the top of the pylon a
number of mirrors are placed to focus the moonlight on
the Lens, which is positioned in the center of the circle
of mirrors. The Lens/mirror apparatuses are set on a
swivel-mount and controlled by ropes leading to the
ground. On the night of the Full Moon the cultists use
these ropes to position the mirror/Lens combination so
as to create a concentrated beam of moonlight which
will point to the place they must then consecrate for
Shub-Niggurath. The Lens and mirrors are rotated
until the strongest beam of moonlight is created, and
where it points the cultists perform the consecration
ceremony. (If the investigators have created an Elder
Sign on the Lens it will explode at this time).
The consecration requires the cultists to bloodily sacrifice 400 SIZ points worth of victims at the spot
shown by the moonbeam. These sacrifices need not be
human, but often are. Remember that the focusing and
consecrating must take place on the night of the Full
KEVIN
A. Ross
Moon.
Once the consecration ceremony has been completed
Shub-Niggurath can be Called (as per the other Call
Deity spells in the Call of Cthulhu Rulebook with respect to Magic Point expenditure and chance of success) on any night of the Full Moon (including that
same night). The Moon-Lens is used to focus a beam of
moonlight on the place of consecration; ShubNiggurath then manifests through a "doorway" which
opens at that site. This method of calling the god differs from the usual method in that it need not be performed in a wood, and the usual blood sacrifice (of 40
SIZ points) is not needed. Instead a single human victim is set aside for Shub-Niggurath's pleasure.
On the first night of the Full Moon after the set-up is
completed, the consecration ceremony will occur. It will
consist of the slaughter of more than a dozen cattle
from nearby farms, plus any interlopers that might
have been captured by the cult. As the guardian Dark
Young (SAN loss is ID31lD20) stands by, Terry Bloom
and Lloyd Simon will be fiddling with the control ropes
of the Moon-Lens to find the point of optimal concentration. The Waltons will be in charge of the cultists
slaughtering the sacrifices, and after the cultists disrobe
(again, the SAN loss for seeing Bloom's deformities is
01lD6) Bloom leads the calling of He Who Walks Behind the Rows/Shub-Niggurath. When the calling has
been completed, the spot on the hillside ("B" on Map
III) will darken and a doorway will form. Moments
later Shub-Niggurath comes through in the form of He
Who Walks Behind the Rows (SAN loss is IDI0/
IDI00).
Tonight's final sacrifice then takes place: Winnifred
Corby is the one given to the god, but instead of being
torn limb from limb and devoured she is swallowed
whole-only to be regurgitated moments later! Now a
monstrous half-goat, half-human thing (SAN loss is
ID3/2D6 for viewing the disgusting regurgitation
DARK HARVEST
In the original draft of this scenario, Wanda Simon had the spell The Black Binding. She used this
spell to raise the dead in the cemetery ("]" on Map I). (It is presumed that Wanda has a half dozen or
so zombies already made before this adventure begins). This tactic could be used a couple of ways: first,
it helps explain the cult's hold over the townspeople-after all, who wants to think of their departed
loved ones as deathless slaves? Secondly, the cult might raise a few zombies to use against the investigators. This event would occur sometime between "The Sunday Driver" and "The Night Road." Ideally it would take place at the Rikers' farm soon after the investigators have made their lodgings there.
The zombies would attack at night, and when all the undead had been defeated it would be found that
one of them is/was Lonnie Garber-SAN loss is 1/ID6 in addition to the regular loss for zombies (1/
ID8).
IOI
DARK HARVEST
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Terry Bloom in particular. In fact, unless these cult-members are taken care of, the Oak Valley cult will survive
despite the damage investigators do.
102
KEVIN
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Lloyd Simon
Wanda's husbandlbodyguard, and "hitman"
Age: 34
Nationality: American
CON 12
SIZ
17
STR
16
POW 10
DEX
INT
8
9
APP
8
EDU
SAN
5
o
HP
15
Damage Modifier: +ID6
Education: No formal education
Skills: Botany 31 %, Drive Automobile 25%, Hide 24%,
Listen 43%, Mechanical Repair 52%, Operate Heavy
Machinery 47%, Sneak 27%, Spot Hidden 52%, Swim
38%, Track 33%, Zoology 22%
Languages: English 31 %
Attacks:
Rifle Attack 50%, 2D6+4 damage (.30-06 rifle)
FistlPunch Attack 80%, ID3+dm damage
Grapple Attack 50%, damage special
Knife Attack 70%, ID4+2+dm
All Farm Implements 60%, damage varies
Notes: Lloyd Simon is a massive, hulking figure whose
entire countenance is alive with menace. He is unbelievably hairy, almost beast-like in appearance. Lloyd isn't
very smart, but he's even more ruthless than his wife. He
is the enforcer of the cult; anyone marked for assassination by Wanda had best avoid Lloyd. Regardless of where
he is, Lloyd always wears his bowie knife in a very conspicuous sheath at his side.
Terrence "Terry" Bloom, one of the Gof'nn hupadgh
Shub-Niggurath
Age: 109 (appears to be 39)
Nationality: English
STR
17
CON 18
SIZ
14
15
INT
18
POW 24
DEX
APP
12*
EDU
SAN
23
o
16
HP
*when clothed
Damage Modifier: +ID4
Education: Years of worship
Skills: Cthulhu Mythos 57%, Fast Talk 45%, Hide 45%,
Library Use 65%, Listen 60%, Occult 60%, Persuade
50%, Psychology 65%, Sneak 40%, Spot Hidden 55%
Languages: English 115%, Latin 45%
Attacks:
Rifle Attack 50%, 4D6/2D6/1D6 damage (12-gauge
sawed-off shotgun)
Knife Attack 50%, ID4+2+dm damage
Kick 65%, 2D4+1+dm damage (hoof-like feet!)
Armor: None, but the Blessed regenerate ID6 hit points
per round until dead.
Spells: Bless Blade, Call Shub-Niggurath, Cloud
Memory, Contact Ghoul, Contact Glaaki, Implant
DARK HARVEST
10 3
DARK HARVEST
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A. Ross
10 4
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A. Ross
DARK HARVEST
10 5
JEFF MOELLER
by JEFF MOELLER
Illustrated by TOREN ATKINSON
is scenario stresses investigative and roleplaying
skills.
There are not necessarily any Cthulhoid
]
beings to kill, and all of the cultists are already
dead and staying that way (except for one whom the investigators will not encounter). The investigators' job
is to solve the bizarre "murder" of Sarah
McCorkindale, elderly wife of a local pharmacist. The
"murder" is one of a series of related deaths, although
discovering the pattern is the primary challenge facing
the investigators. A cold trail; a sinister, red-herring
farmhouse; an obnoxious, nearly insane police detective; and a locked police warehouse hinder the investigation. The scenario is set in the small college town of
Charing Cross, New Hampshire.
Rackground
The scenario begins on July 30, 1925. On July 14,
1924, the right half of 70 year old Sarah McCorkindale
was found in the middle of a sidewalk between her
home and that of a friend, whom she had been visiting.
The balance of Mrs. McCorkindale has not been
found. The police "investigation" has turned up nothing. The main reason for this lack of success is the person conducting it, Detective Sergeant Howard Fetz.
Fetz is nearly insane, though still at his job, having
taken a major blow to his faculties during a 1919 raid
on a cult (the Primal Song) at a farmhouse a few miles
outside of town. Fetz suffers from panzaism, which
manifests itself as a near total unwillingness on Fetz'
part to acknowledge, cope with, or investigate any
crimes with supernatural overtones, and to bully those
he connects with the supernatural (such as the investigators). Fetz has done nothing toward solving the murder in the year since it occurred, and will be doing
nothing, either, beyond devising excuses.
McCorkindale is the fourth victim in a series of similar deaths that have occurred in Charing Cross over the
past five years. Each "murder" occurred thirteen
months after the last, corresponding with the opposition (closest and brightest approach to Earth) of the
planet Jupiter. On June 13, 1923, Jackie Johnson, an
alcoholic vagrant who frequented a park bench near
the spot where McCorkindale's body was found, met a
fate similar to McCorkindale's (his right hand is still
around, although it has not been found). Few know of
108
"What Goes
Around,
Com e s
Around" originally appeared
in the double
issue The Unspeakable
Oath,
Issue
Eigh tiN ine.
The stats of
NPC Margaret
Dupres originally omitted
from this scenario,
have
been included.
JEFF MOELLER
solve the murder of his late wife, Sarah, and will offer
to pay "their usual" fee. Unscrupulous investigators
may take advantage of McCorkindale in this regard: he
is distraught and not thinking clearly.
McCorkindale informs the investigators that he is a
pharmacist from the town of Charing Cross, and can
relate that he found his wife's body in the early hours
of July 14, 1924, in the Apple Lane Park in Charing
Cross. Apple Lane Park is a wooded area set against a
branch of the Miskatonic River. Sarah had gone to the
house of a friend, Margaret Dupres, a few blocks from
his pharmacy that evening to play Mah Jongg.
McCorkindale expected her to return by 11. When she
didn't, he went to Mrs. Dupres' house to look for her,
around midnight. Mrs. Dupres informed him that she
had left around 11. Concerned, he went to look for her.
(In truth, both he and DuPres did. McCorkindale omits
to mention this because he fainted at the sight of his
wife's half-missing body, and has sanitized the facts
somewhat). McCorkindale says he found his wife's
body "horribly mutilated" in the middle of the path
through the park.
He declines to offer further specifics, breaking into
tears if prodded. A Persuade roll, combined with direct,
persistent and repeated questioning (even to the point
of being rude) will only get McCorkindale to sob and
cry that Sarah had been "torn apart." McCorkindale
10 9
Charing Cross
Charing Cross, New Hampshire, is 25 miles east of
Brattleboro, Vermont, on the Boston to Montreal rail
line. There is a stop for the college, and the train is
by far the superior method of travelling to Charing
Cross. Events on the train trip are up to the Keeper's
imagination.
Experienced investigators will try to find out a bit
about town history before setting off. A text entitled
History of New England, written by no one in particular in 1910 and available at any decent library in
the Northeast, has a few pages devoted to the town.
Charing Cross was founded in 1727 as a farming
market town. It was little more than this until 1872,
110
JEFF MOELLER
JEFF MOELLER
many years. His sanity has steadily eroded as a result. He does his own photography, making matters
worse. He came to Charing Cross to semi-retire in
1918. He runs the weekly Charing Cross Trumpet as
a one-man operation, focusing on local news. The investigators may wish to speak to him concerning his
article on the McCorkindale case.
Richards will not remember much about the case
(or anything else) off the top of his head ("I've seen
lots of strange things. Sure you don't want a belt?")
Richards openly flaunts a fifth of illegal Canadian
whiskey, regardless of the time of day. ("When
you've been at my job for 28 years, then you can
badmouth me.") If shown the article he wrote concerning the subject, his memory is not refreshed.
However, if asked if he wrote any further articles
concerning subsequent police investigation into the
matter, an idea dawns on Richards. After perusing
the article again, Richards is positive that he has not
written anything further on the matter. "This is
about that old lady who was found split down the
middle in the park last year! Yeah, I'm not going to
be able to tell you guys much about this one-it's a
Fetz case." If asked to elaborate, Richards will describe Fetz as a lazy buffoon. "Fetz' cases are never
solved because Fetz never solves a case. How he got
The farms
....,
"
"
;'
..
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.
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III
JEFF MOELLER
POLICE BATTLE
ARMED CULT
Police from Charing Cross
and towns throughout the
county converged upon a
midnight ceremony last
evening, resulting in a
pitched gun battle that
ended with the deaths of
all 11 members of a
strange religious sect apparently calling itself the
Keepers of the Primal
Song. Police, many of
whom seemed visibly
shaken by the incident,
then burnt down the
abandoned farmhouse at
which the sect had been
meeting just outside of
town on the North Farm
Road. This fire is the apparent source of the
strange purplish smoke
noticed by town residents
this morning. One officer,
later identified by this reporter as Howard Fetz,
was hospitalized for treatment. Several other officers were trea ted for
injuries and later released.
BODY OF PROFESSOR
FOUND AT COLLEGE
The body of Professor
Hardy Carlson, 57, was
found late last evening in
his Charing Cross College
office. Professor Carlson, a
tenured professor in the
mathematics department,
is believed to have been the
victim of foul play. He was
discovered by Officer
Roger Nelson of the
Charing Cross Police, who
this reporter overheard to
say came to the office upon
hearing a man scream as
though in agony. Det. Sgt.
Howard Fetz described the
scene as "frightful." Fetz
speculated that "a pack of
wild dogs, or a crazy man
must have been responsible" for the tragedy, and
vowed that "he would not
rest until he was convinced
that the Town of Charing
Cross was safe for decent
citizens to walk the
streets." Sgt. Fetz added
that "I'd never seen anything like it in all my born
days."
II2
JEFF MOELLER
investigatory files of any death pertinent to this scenario is likely to lead to arrest. However, the investigators find nothing of interest, since there is nothing in
the files beyond the very bare minimum required by the
state.
Gelling Run In
If Fetz becomes agitated toward the investigatorsand any questioning of him concerning any death in
this scenario will accomplish that-the investigators
learn why people outside of the police force speak of
Fetz in such glowing terms. Each day after their encounter with Fetz have the investigator with the lowest Luck make a roll. The first time that investigator
fails, the investigators are rousted out of their beds
before sunup by Officer Nelson and Sgt. Fetz, and
taken downtown for questioning. Investigators who
have never met Fetz are spared this fate and may be
used to obtain bail money and get a lawyer.
What follows is a grueling 12-hour interrogation
by Fetz. Fetz has no questions to ask the investigators about any Mythos-related investigations. Instead, he grills them incessantly about their
whereabouts on some random date, their activities
on some other random date, their connection with
any shady characters the investigators might know,
along with whatever else the Keeper can dream up.
No food, water, or breaks are permitted (regardless
of the investigator's gender, age or health). Bright
lights in the investigators' faces, clouds of nauseating
cigar smoke (bad cigars), Fetz screaming in the
investigator's faces while they are handcuffed to the
chair, and suggestions that the other investigators
have "cut a deal" and implicated the investigator being questioned are all standard parts of Fetz' repertoire. Anyone making comments concerning
constitutional rights, calling a lawyer or police brutality are treated to a Fetzian diatribe concerning his
view of the almost sub-human status of criminal suspects.
Investigators failing to make a CONx5 roll take 13 hit points of damage as a result of the ordeal. Any
investigators who wise off to Fetz risk an overt incident of police brutality worth another 1-3 points of
damage.
Following the "questioning," Fetz will inform the
investigators that they are being held "on suspicion"
(of what, Fetz never says). They are then led to stark
holding cells (men to one, women to another). If all
the investigators are" run in," Fetz will keep them
there 1D3 days before letting them go (possibly after
another interrogation). Fetz is the loutish 1920s police detective in fullest flower.
II3
JEFF MOELLER
114
JEFF MOELLER
The arm was all that was left when Jackie turned
from his horticultural project and walked into a dimensional rift. He never even had a chance to
scream.
APaHern?
If the investigators find out about the McCorkindale,
Jackie, and Carlson cases (July 14, 1924, middle of
June, 1923, and April 11, 1921, respectively), they may
begin to perceive a pattern. Persons are disappearing
(excepting a part or two) every thirteen months. The
investigators should begin to wonder at some point
what might occur every thirteen months. If so, make a
secret Astronomy roll. Success reminds them that each
of these dates coincides with an opposition of Jupiter,
which occurs everyone year and 31 days. IfIwhen the
investigators pick up on the pattern, they should realize two things: a May, 1922 case remains unaccounted
for, and an August 15, 1925 opposition is due shortly.
The Keeper should make additional Astronomy rolls,
assuming the players fail to perceive the pattern, when
the players investigate into the Matthew Smith case,
and if/when another stray voltage incident occurs. Alternatively, if the investigators ask someone with an Astronomy roll about the significance of the dates, allow
them a roll. Most mathematics academicians should
115
JEFF MOELLER
a student body totaling only about two hundred students and a faculty and staff of about thirty. There are
two dormitory buildings, two classroom/office buildings, and a library packed into an acre of land. The
buildings are arranged around the perimeter of a square
courtyard. The College library is exclusively math, science, and engineering oriented, but contains an impressive 30,000 volumes, making it an excellent place to
research engineering questions. There are no occult or
Mythos works anywhere to be found (barring only
Carlson's thesis paper).
The Middle East, exposed to an influx of ideas from India, was the focal point
of mathematical progress during the middle ages. Carlson is particularly interested in al Kashi, d. 1436, a prominent Arab mathematician. al Kashi wrote
a treatise in which he calculated pi out to 16 places, a few years before his
death. al Kashi utilized the Archimedean method of pi calculation, which involves approximating the circumference of a circle by circuminscribing a polygon into a circle and calculating the circumference of the polygon. The more
sides to the polygon, the closer one comes to the true value of pi. A six-sided
hexagon, for example, only yields a value of 3. al Kashi painstakingly used a
polygon with over eight billion sides to calculate pi out to 16 places. In 1596,
Ludolph van Ceulen, a mathematician from Leiden, used this method to calculate pi out to 35 places. When van Ceulen died in 1610, he had three further
places inscribed on his tombstone.
The modern method Cas of the time of Carlson's paper) is to calculate pi by
means of an infinite equation. One simple equation, known as Gregory's equation, equates pi to 4- 4/3 + 4/5 -4/7 +4/9 -4/11. ... A variation on Gregory's
equation, devised by Machin, is the state of the art method for calculating pi
circa 1920.
Carlson was seeking to improve on Machin's equation by finding one that
would calculate pi out to more places without having to make as many calculations. Carlson posits that the answer lies in non-Euclidean geometry. Much
of the rest of Carlson's paper discusses non-Euclidean geometric principles and
models. Carlson's paper reaches no particular conclusions, but suggests that
a reexamination of medieval Islamic mathematical technique, integrating it
with non-Euclidean theory, might hold the key.
rr6
JEFF MOELLER
The police did not do a very thorough job of investigating the case. The officer in charge (Fatz? Fitz?"Oh, that's right, Sgt. Fetz") asked everyone a few
questions like "Did you see anything?" (No) and
"Did he have any enemies" (No), but never came
back.
Fetz did have one of his officers, Roger Nelson, clean
out the classroom. This included a wheeled blackboard. Fetz merely said "Evidence" when asked
about it. The college has never gotten it back. Everyone guesses the police still have it, "wherever they
keep things like that."
Carlson did not keep an office at the college. Usually
he worked either in his classroom or at home.
Carlson's father was American, and his mother was
from Egypt. Carlson spoke fluent Arabic, but was
always complaining that his reading skills were rusty.
Both are long dead.
117
JEFF MOELLER
r al11 Wt"i1;il1g col1cerl1il1g 1;he VohAl11e ry i\?11 A\?\?as 1;ha1; 1;he Ul1iVersi1;y perl11i~d YOIA w
Al11erica .(!or .(!1Ar1;her sWdy. OlAr IAl1derS1;al1dil1g was 1;ha1; YOIA wOlAld 1101; \?e tJeedil1g 1;he vollAl11e .(!or l110re 1;hal1 a colAple
O.(! l11ol11;hs, al1d wOlAld sel1d i1; \?ack via il1slAred POS1;, W arrive here 1101; la1;er 1;hal1 Fe\?rlAary 1. To da1;e we have 1101;
par1;, al1d 1;ha1; YOIA will sel1d 1;he vollAl11e \?ack prOl11p1;ly.
Cordially,
l1a\'"dy
Ca~lsorl
Player Aid 6: a letter in Arabic from Professor Carlson to Dr. Faisal Hamadi at the University of Alexandria,
dated April 10, 1921
Permission is granted to photocopy this page for personal use only. 2002 Jeff Moeller.
cess to Sarah's coroner's report; a letter from Josiah Black
gets access to Carlson's. Otherwise, the office clerk will
have to be Fast Talked or distracted long enough for
someone to snoop through the helpfully alphabetized files.
Carlson's cause of death is listed by coroner Farley
Fenstermocker as a traumatic amputation of both legs at
the hip, death occurring from loss of blood. The case is
listed as "apparent homicide--under investigation." The
coroner's report lists the cause of death for McCorkindale
as "???" Most of the form is not even filled in. A few
typewritten sentences, under "Other Comments," note
"Remains were found on path in Apple Lane Park in
Charing Cross. Body transsected from head to toe. Very
clean edge-not a blade or chemical cause. Left half not recovered." A black and white photograph of the cadaver
is in an envelope attached to this report. It shows the right
half of Mrs. McCorkindale on the autopsy table. SAN
loss 0/lD3.
rr8
AHorneys
JEFF MOELLER
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119
from the lowest person present to have Dora, the receptionist, admit them. Dora has dealt with too many slippery lawyers in her time to be Fast Talked. An
investigator who calls for an appointment should make
a Credit Rating roll. Success gets the investigator an
appointment within 1-2 days. Failure results in an appointment in three to seven days.
Smith's son Matthew was a victim of the stray voltage; if the investigators have done something to annoy
Smith in the course of their investigation they have no
chance of getting an appointment with Black.
When the players do meet with Mr. Black, Dora will
show them through a functional office at which another woman (Mary) and a young man (Gerald the law
clerk) are busily at work on typewriters. Mr. Black's
personal office will impress even the wealthiest investigators. Expensive antiques, oil paintings, and Persian
rugs decorate the room. All four walls are covered from
floor to ceiling with expensive books. The rug is covered with legal documents in an appalling state of disarray. Mr. Black greets them warmly, and apologizes
for the mess: "This is a working office, not a show office." He keeps a straight face after making this statement, even as he lowers himself into his chair. An Art
roll identifies the chair as a Louis XIV, and worth a lot
of money.
Presumably the investigators have made an appointment and told Dora that they wish to see Mr. Black
concerning the Hardy Carlson estate. Mr. Black immediately and without prompting asks the investigators if
they want to buy the farmhouse. Black (truthfully) informs the investigators that selling the house is the last
thing he has to do to wind up the estate. Carlson's will,
he (truthfully) tells the investigators, appointed him
executor and directed him to sell off all Carlson's assets
and donate the proceeds to Miskatonic University.
Black has been trying to sell the house for 4 years, and
blames his inability to do so on a slow market. (Actually, the locals know about the goings-on at the place
involving the Primal Song cult in 1919 and are in no
hurry to buy it. Black knows this is the real reason he
cannot sell the house, but will not mention this to the
investigators.) Black lies by omission, never by commission. Black wants $4,500 for the house and acre of land
surrounding it. A Bargain roll reveals the price is discounted substantially for the current market. Black is
happy to show the house to any potential buyers.
If the investigators quiz Black about anything unusual found in wrapping up the estate (a Law roll reminds the investigator that the executor of an estate has
to inventory all the belongings and payoff any debts),
Black asks the investigators if any of them speak any
Arabic. If none of them do (or cannot acknowledge
that any investigators not present and who might be
I20
JEFF MOELLER
The farmhouse
Presumably the investigators take advantage of Black's
offer to show them the farmhouse. After all, he has the
keys. Otherwise, the investigators might resort to burglary. As discussed in the next section, however, the
neighbors might be watching. Allow a basic 30 %
chance for Mr. Dunne next door to spot any burglars.
If they are clumsy burglars, flashing lights around,
breaking windows, leaving cars where they can be seen,
increase Mr. Dunne's chance of spotting them and calling the police to 100%. Only if Mr. Black's distinctive
blue Daimler-Benz roadster is parked out front does
Dunne not call the police. The constabulary (Fetz,
Nelson, Stan Smith, and 1D6 deputized citizens) arrives
1D6 x 10 minutes later. Fetz does not like burglars.
Burglars at this place, the source of his current mental
problems, greatly agitate him. The author recommends
letting the party escape unidentified, but not until they
have had a good scare.
Assuming the investigators pursue the more legal
(and easier) course, the farmhouse lies about three
miles outside of town, at the end of a spur road locally
known as the North Farm Road. Across the road and
up a slight hill is another, much older farmhouse, complete with operating farm. The house across the street
appears occupied. The neighbors (the Dunnes) are discussed in the next section.
Carlson's farmhouse looks new. The grounds look
twisted, sickly, and mostly dead, as though the ground
JEFF MOELLER
I2I
122
JEFF MOELLER
JEFF MOELLER
12 3
New Tome:
JEFF MOELLER
dimensions and how, as Hassan puts it, "paths unseen to places unknown and times undreamt of exist,
and can be found by those willing to sacrifice their
soul for such knowledge." Hassan lost consciousness
but revived to inexplicably find himself at the feet of
the Sphinx. The book concludes with a calculation of
pi out to one thousand places. Hassan's method of
calculation involves casting the second spell listed
and getting some hints.
Readers of Dreams of the Circle add +5% to
Cthulhu Mythos (Hassan hints at much, but his fear
of committing blasphemy often has him leaving
thoughts unfinished). SAN loss is 2D4. Reading the
manuscript requires 60 hours of study time and a
successful Arabic roll. The book contains four spells.
The first is set forth in great detail (INT x5): Contact
Sand Dweller. Three other spells are set forth, in
fragmentary fashion (INTx1): Contact Nyarlathotep
(as the Black Man), Create Dimensional Circle, and
Create Gate.
124
JEFF MOELLER
"And faintly, far more subdued than the cacophony from the highest tower of ebon basalt, came a sibilant
hiss from the dunes, like the voice of an adder expelled from Paradise by the Prophet (bless his holy name).
Beware the approach of the Star with One Red Eye, it hissed, for its light shines most brightly, and can be
seen by Hidden Things Most Foul. From beyond the dreadful veil shall they tread, their malevolence manifest. So too can the river of light flood its banks at such times, when no dam is there to shape it. And then
I wondered, in my delirium, what that light might bring forth from the Circle's hidden face, and where the
river might flow if not bound. All Circles have two faces, and some, the unseen adder hissed, have many
more."
an excerpt from
Dreams of the Circle
Player Aid 7: an excerpt from Dreams of the Circle
and joining the Shabbith tribe. Hafnirsson likens the
fearsome Shabbith-Ka to "dauncing wicche-fyr, purpelhued, yet poss'd of Spirit most Foul." Hafnirsson relates that after his sacrifice to Shabbith-Ka, his first
mate, Erik, was little more than purplish dust.
Hafnirsson finally escaped from the Shabbiths only
by creating and concealing a strange symbol in his
robes, and thrusting it forward at a ritual sacrifice to
Shabbith-Ka. The "dauncing wicche-fyr" turned on the
Shabbiths, slaying hundreds before shooting into the
sky and allowing Hafnirsson to escape in the confusion.
Hafnirsson returned to England and turned his
"wicche-fyr" loose on M. de Pont-Voisy and his followers, and ends his tale by proclaiming himself avenged.
Hafnirsson is an accomplished story teller: +3 % to
Cthulhu Mythos, -1/-lD6 SAN, and two spells (INT
X3) (in order): Create Elder Sign, Call Shabbith-Ka.
The version of the Elder Sign discussed in the tale requires carving the sign into the skull of a cannibalized
human. Hafnirsson's tale is fairly straightforward and
not couched in code and allegory, cross-referenced to
The Neighbor
Mr. John Dunne has lived across the street from the
farmhouse for longer than he would care to admit. Mr.
Dunne is about 90 years of age and looks every day of
it. He and his equally-aged wife, Phoebe, witnessed the
police raid on and burning of the farmhouse in 1919.
Dunne, if he is not talking to burglars whom he has
called the police on, will speak to the investigators at
least long enough to warn them to stay away from the
"devil house." If asked why, Dunne can (with a successful Persuade roll) provide the same basic information as
in Investigator Handout #3. He will add that midnight
meetings occurred there often on dark, moonless nights
commencing in 1919, and that the owner at the time
I25
was a foreigner with white hair and "eyes like ice" who
never introduced himself, a fact that Dunne is grateful
for. Dunne can also add that an enormous explosion,
like nothing he'd ever heard (and he was an
artilleryman in the Civil War), occurred shortly after
the police raid began, followed by a giant purplish fireball shooting off into the sky. Phoebe nods in agreement. Dunne tells the investigators (in an effort to scare
them away) that purple lights can still be seen to dance
in the upper floor windows on a New Moon. This last
embellishment is false, as a Psychology roll makes clear.
If the investigators either buy the house, or appear
with Black and examine the house, the Dunnes will
come over and deliver their warning. If asked, they will
tell the investigators that they gave the same warning to
Professor Carlson, a normal-seeming fellow, but that he
laughed it off as "superstitious pish-posh." Dunne observes that around Charing Cross, there is a fine line
between superstition and common sense. Dunne refuses
to explain that remark further (he has no further explanation and is just trying to scare the investigators off
out of humanitarian concern). The Dunnes can relate
that Carlson stayed in the house only a very short time
before his death, having gone off on a sabbatical
shortly after the new house was finished and returning
only shortly before his death.
If the investigators snoop around Dunne's farm, a
Spot Hidden roll directs the investigators' attention to
the cornerstone of the farmhouse, which is of colonial
construction, though well maintained. Engraved into
the cornerstone is an odd sigil resembling a three-legged
swastika. On a Cthulhu Mythos roll, the investigator
recognizes the engraving as the Sign of Eibon, rumored
to shield those it protects from the notice of
Nyarlathotep and his servants. In game terms, the
house and those within it are effectively invisible to
Nyarlathotep, cultists of Nyarlathotep, and creatures
summoned in the name of Nyarlathotep. The investigators can copy the Sign if they want, but without the
proper spell, engraving the Sign onto something else
has no effect. The Dunnes are aware of the inscription,
but not of its significance. ("Oh, that funny thing? That
was there when I bought the place. Never you mind
how long ago that was.")
If the investigators happen to mention that they are
looking for mail that might have been sent back to
Carlson's farmhouse, the Dunnes will admit to Black
that they have a package. If Black is not present, a Fast
Talk gets Dunne to leak that information. The post
office left it on the stoop of the farmhouse, and the
Dunnes did the neighborly thing and picked it up. They
then promptly put it in a closet and forgot about it.
They will only give it to Black, assuming he is there. If
not, the investigators will need to return with him or
126
JEFF MOELLER
Stray Vollage
Ordinarily a Dimensional Circle is tied to and powers
a gate, by focusing the light of Jupiter as a sort of arcane battery. What happens when, as with Professor
Carlson's Circle, there is no connected Gate to go along
with it? The answer, at least when the light of Jupiter
nears its opposition, is that the power leaks from the
Circle, causing a chance of progressively severe distance
twisting events.
The scenario starts on July 30th, 1925, which should
put the investigators in Charing Cross on August 1st.
The opposition is the night of August 15th. Strange
things begin happening throughout town when the investigators arrive. Each evening after sunset, check for
the weather conditions. Assume a basic 50% of the sky
being clear enough for something weird to potentially
happen. The sky is automatically clear the night of
August 15th. If the sky is clear, assume something
strange happens to the investigators on a basic 20%
chance. This should tip them off that something is
amiss without bombarding them with constant bizarre
occurrences. The Keeper is encouraged to use his imagination, but to follow a pattern of increasing intensity
and to focus on distance shifts and distortions.
August 1-August 10 Minor occurrences. Suggestions
include small possessions suddenly disappearing and
unable to be found, losing your keys only to have them
reappear somewhere you are sure you have not been,
etc.
August ll-August 14 Increase the weirdness in inten-
JEFF MOELLER
12 7
JEFF MOELLER
MauhewSmuh
128
JEFF MOELLER
tion), eight feet off the ground, set with three rusty
iron bars. This side of the warehouse is conveniently shadowed. It takes ten minutes with an appropriate tool to work a bar loose. With one bar
gone, an investigator of SIZ 10 or less can squeeze
through (after knocking out the glass). However, to
reach the window, the investigators will need a way
up to it. Two crates out of a nearby pile might be
moved over to act as a stepladder. Getting a boost
from another investigator is also an option.
If the investigators are being tailed when they decide to break into the warehouse, the tail, accompanied by Fetz and Officer Nelson, appear as soon as
the investigators get a bar loose. A nervous Fetz
launches into crazed ramblings about how he knew
the investigators were "agents of that purple thing"
all along and that at last he has caught them redhanded. Nelson firmly and more sanely advises the
investigators that they are under arrest and to drop
any visible weapons. It is entirely possible that a determined investigator up at the window might nonetheless get in. Subsequent combat and legal
proceedings are left to the imagination of the
Keeper.
If the investigators shook the tail, the police leave
the investigators unmolested, assuming a reasonable
amount of stealth on their part. The Keeper is within
his rights to have a sizable group (more than four)
attract police attention, particularly if they are brandishing unconcealable weapons like shotguns or being careless with light sources.
An investigator peering in the window sees a dim
jumble of crates, boxes, etc. Training a light around
the warehouse has various results, depending on if
the investigators are looking for a blackboard. If so,
they easily spot a movable blackboard covered with
equations, all having to do with the calculation of pi
(Gregory's equation is present) . Drawn on the chalkboard is a circle in a bluish chalk. The chalkboard
looks completely unremarkable . The Dimensional
Circle (POW 1; Carlson felt oddly drained after the
first hour of his little experiment and gave up) is indistinguishable from an ordinary chalk doodle, and
looks quite at home amongst the circle-related equations covering the rest of the board. Cthulhu Mythos
rolls reveal nothing.
I29
13
JEFF MOELLER
Erasing the Dimensional Circle from Carlson's blackboard results in the award of 2D4+2 SAN for a job well
done. For each stray voltage death that occurs after the
investigators become involved in the case, charge 1D3
SAN upon their learning of its similarity to the
McCorkindale case.
Repercussions
The Keeper should keep track of what the investigators do
with the Dreams of the Circle. Faisal Hamadi is a minor
priest in the service of Nyarlathotep, and wishes to obtain
Dreams of the Circle with a minimum of fuss. Hamadi
has been attempting for the past four years to locate the
manuscript through the use of a scrying window, only to
be frustrated at each turn. While the manuscript was collecting dust in the Dunnes' closet, the Sigil of Eibon protecting the Dunnes' home rendered the tome invisible to
Hamadi's arcane probes. If it is removed from the Dunnes'
home by nosy investigators, Hamadi becomes aware of
where the tome is, but moves cautiously. The Keeper
should run another adventure or two, so that the events
in Charing Cross are not foremost in the investigators'
minds, before Hamadi makes his move.
If the investigators send the tome back to Hamadi,
c/o Alexandria University, they receive a polite letter
thanking them and are left unmolested. If they never
remove the book from the Dunnes' home and do not
otherwise call themselves to Hamadi's attention, they
also remain unmolested.
It is more likely, however, that the investigators will
have taken possession of the book. As (arguably) part of
Carlson's estate, Josiah Black will probably demand some
compensation for it, say $100 subject of course to Bargaining. If the investigators wind up with the book, take
note of precisely who has it and precisely where it is kept.
If Black has the book, it simply disappears out of his
office's storage room without a trace.
At a propitious time, Hamadi sends in a
nightgaunt to pinch the book and carry it back to
him in Egypt. The investigators may not even notice
it gone for some time. Inquiries to the University of
Alexandria find no one named Faisal Hamadi.
JEFF MOELLER
NPCs
Howard Fetz, insane detective
Age: 46
Nationality: American
SIZ
18
STR
13
CON 13
POW
8
INT
11
DEX
9
SAN 28
APP
7
EDU
13
HP
16
Damage Modifier: +1D4
Education: High School Equivalent
Skills: Cthulhu Mythos 5%, Drive Automobile 50%,
Psychology 55%, Law 50%, Spot Hidden 50%
Languages: English 65%, Old Norse 10%
Attacks:
Handgun Attack 44%, 1D10 damage (.38 revolver)
Fist/Punch Attack 60%, 1D3+dm damage
Insane Flailing 40%, 1D3+dm damage
Kick when down 60%, 1D6+dm damage
Notes: Fetz' low SAN is a result of a 1919 raid on the
Primal Song cult. Fetz withers immediately when confronted by any Mythos monsters or anything that
might cost SAN to view.
Roger Nelson, well-intentioned underling of Fetz
Age: 25
Nationality: American
STR
12
CON 14
SIZ
14
INT
11
DEX 12
POW 12
APP
13
EDU 11
SAN
60
HP
14
Damage Modifier: +1D4
Education: High School Equivalent
Skills: First Aid 50%, Law 20%, Listen 40%, Play
Clarinet 50%, Spot Hidden 40%
Languages: English 55%, Swedish 40%
Attacks:
Handgun Attack 30%, 1D10 damage (.38 revolver)
Nightstick Attack 50%, 1D6+dm damage
Stan Smith, cop #3
Age: 24
Nationality: American
STR
11
CON 11
SIZ
13
INT
11
DEX 11
POW 11
APP
12
EDU
13
SAN
55
HP
12
Damage Modifier: +1D4
Education: High School Equivalent
Skills: Hide 70%, Law 20%, Sneak 70%, Spot Hidden
50%, Track 70%
Languages: English 55%
Attacks:
Handgun Attack 40%, 1D10 damage (.38 revolver)
Margaret Dupres, nosy neighbor
Age: 72
Nationality: Canadian
STR
6
CON 11
SIZ
9
DEX
7
INT
13
POW 13
APP
11
EDU 12
SAN
65
HP
10
Damage Modifier: -1D4
Education: Grade School Equivalent
Skills: Color Hair 5%, Play Mah Jongg 90%, Spot
Hidden 45%
Languages: English 40%, French 60%
Attacks:
Japanese fan 27%, 1D3+dm
A Circle Creature from Beyond (if you think you need
one)
STR
CON 30
SIZ
20
30
INT
15
DEX 15
POW 18
25
EDU N/A
HP
Attacks:
Tentacle 100%, (appears from nowhere) grapple at
STR 30 and drag toward maw in 2 rounds. Up
to 3 tentacles at a time can attack
Maw Attack (only vs. grappled prey) 70%, slices
victim into pieces and carries some off to other
spaceitime, doing 5D6 damage
SAN loss: 1I1D10
Notes: The Circle Creature appears as a hazy, semigaseous horror. It does not appear in anyone location, but in bits and pieces over an area, a hazy,
misty tentacle materializing here and then vanishing,
a maw appearing and then disappearing there. Its
"here one minute, gone the next" nature makes ordinary weapons useless. Attacks affecting an entire
area (like a bomb) do 1D6 points of damage. Spells
do normal damage if aimed at any materialized portion of the creature. The creature fades in and out of
this dimension at will; only attacks triggered before
its DEX rank or after it has attacked (while it has
someone) can be effective.
Blocking the connection between Jupiter and the
Dimensional Circle forces the Creature back to whence
it came.
13 1
CHRIS KLEPAC
by CHRIS KLEPAC
Illustrated by HEATHER HUDSON
layer InformaHon
Keeper InformaHon
The events surrounding this scenario began in the
1700s with a young Amish man named John Smith.
Smith was an experienced traveller in Earth's
Dreamlands, and was soon accused of witchcraft because
of the strange abilities he had acquired in his adventures.
He fled persecution with his daughter to a cave that connected Earth to the land of dreams.
At the entrance to that land, his daughter died, as she
did not have enough POW to live through the transit.
Stricken with grief and rage, Smith decided to seal the
way behind him: he summoned a guardian into his
daughter's body so that no man might pass the gate
again. However, his anger caused the spell to fail, and he
did not get the passive guardian he wanted. Smith's
134
CHRIS KLEPAC
---
Investigators travelling to the First National Bank immediately after leaving Crosby's office will get there just
in time to make a Spot Hidden roll. Those making the
roll will notice that a tall Amish man leaving the bank
gives them a strange, suspicious look before continuing
on his way. This is Toby Smith, one of John's sons, and
he has just opened the box that the investigators are
headed for, using the ID number he stole from Crosby's
house just a few minutes ago. He found the box empty,
135
CHRIS KLEPAC
Lawrence Crosby, MD
The Cook Building, Suite 23
M'I t\"iends,
I \"e~\"et that I tannot. be he\"e to lI'Ieet with 'lOlA as yt'OII'Iised, blott ti\"tl.tll'lstal'ltes beyOl'ld 11'1'1 tOl'lt\"ol have a\"isen.
The distove\"y I f\"OII'Iised 'lOlA is OI'Ie
o.f a book, a book o.f a shan~e and sOll'lewhat IotnwholeSOll'le natlot\"e. It will
b\"in~ yolot a tew answe\"s, and lI'Iany 1I'I000e ,\l.tt!stiOl'lS. I have sate~~\"ded the book in a bo~ at the Fi\"st National
0\"
lI'Iyseit tan withd\"aw it. I tlot\"\"ently tea\" to\" 11'1'1 satety, blott all'l
CHRIS KLEPAC
Pollce InlervenHon
It is possible that the investigators will contact the police at some point, either after they find Crosby's box
opened, after they find his house broken into, when they
discover the housekeeper's body, or because of some
other event later in the scenario. If they are contacted
because of a minor matter, they will get the investigators' phone numbers and contact them if they unearth
anything. If the investigators don't visit the Crosby
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137
CHRIS KLEPAC
To Sleep, Perchance...
At the end of the day, the investigators could be at several points. They may be well on their way to solving the
mystery, or they may be stumped and clueless. In any
case, they will all dream that night of the mysterious
tower. Some investigators may opt to try to stay awake,
and the Keeper can call for a series of CON rolls. However, at some point at least one of the investigators will
fall asleep, and the following event will take place.
All of the sleeping investigators will open their eyes
to find themselves on a plain of black dust, extending
as far as the eye can see. For the first time, they are all
together in the dream. Above them is a sky of strange
constellations, and a huge violet nebula occupies a central position in the heavens. Only a few feet away is a
tall, windowless spire made of blackish-green stone.
The tower's top is visible, several hundred feet high. A
large wooden door stands before the investigators, as
if defying them to enter.
If they choose not to, their range of options is somewhat limited. The investigators arrive in the dreamland
wearing plain black clothing of a thick canvas-like material. They have no equipment with which to scale the
tower, and no provisions for a trek into the desert. Pinching themselves to wake up will have no effect, and if they
do decide to wait out the dream, their hunger, thirst, and
boredom will seem quite real.
The door swings open easily, and entering investigators
will find themselves in a huge room, the dimensions of
which far exceed the diameter of the tower. The room is
somewhat like the great hall of an opulent castle, with
tapestries of abstract design on the walls and many doors
leading off in all directions. Light comes from torches that
blaze at various points along the walls. Around the inside
walls, a huge staircase winds upwards. Looking up, the
investigators can see that the room is actually at the bottom of a titanic shaft that extends up as far as the eye can
see. Straining their eyes, they may catch a glimpse of
clouds swirling in the distance above.
On the floor is a mosaic of strange and wonderful patterns, some of which seem to change before the eyes ... or
CHRIS KLEPAC
the final event in this section will occur. One of the nearby
walls will suddenly take on a rubbery, elastic texture, and
out of it will bulge the unmistakable features of Lawrence
Crosby.
"Help me ... " he moans. As suddenly as that apparition
appears, its features meld and shift until they are those of
the same man that the investigators saw at the roadside (if
they've been there). Anyone impaling an Idea roll will realize that although the two men are nearly identical, this
is not the same man. This is actually the younger John
Smith, who is himself dreaming several miles away from
the investigators. He will pull himself bodily from the wall,
giving the investigators one round to take whatever actions
they will. If he is not somehow stopped, he pulls a gun
from within the folds of his cloak, and without a word attempts to shoot all of the investigators dead. Dead investigators wake up screaming in a cold sweat, and must
make a SAN check or lose one point from the vividness
and violence of the dream. If any investigators survive the
encounter by somehow killing or evading Smith, they also
awake, but not until the next morning. They are refreshed
by sleep, and although the events of the dream are fresh in
their minds, they lose no SAN.
139
CHRIS KLEPAC
ScoHReed
The author/illustrator of Tee Tok the Happy Star is not
answering his phone, but the investigators can use the
phone book to determine his address. He lives in a nice,
well-furnished apartment on the north side of town. The
door is locked, and no one is home. By this time, the investigators may have decided that the risk of breaking
into a house is outweighed by the danger posed by the
enemy. Or, they may just look for the spare key, which is
taped inside the porch light. In any case, if they gain entrance to the apartment they can find a few clues.
On a chair in the dining area is an odd green sport
jacket. Investigators making an Idea roll will realize
that the jacket belongs to Lawrence Crosby, as they
have seen him wearing it.
On the counter in the kitchen is a hastily scrawled set
of highway instructions for reaching Stopton, which
CHRIS KLEPAC
CHRIS KLEPAC
Welcome 10 Slop1on
Investigators with lots of foresight may decide to attempt to contact the Stop ton Sheriff's Office or something similar before continuing. No luck here - it
seems as though the entire town of Stop ton is not answering its phones. If they ask, getting a useful number of police officers to accompany the investigators to
Stopton will be more trouble than it's worth, especially if the investigators are embroiled in a case involving multiple murders, arson, disappearances, and
children's books that drive people insane.
The drive to Stopton is easily accomplished within a
few hours, and as the investigators near it, they may
CHRIS KLEPAC
~\-~er
S~ith
88'18'''00''
ElcJ~
~I~
Ross
Mill~
y'a~~
Ti~~ons
Ma~th
Castle
~~~tur
143
CHRIS KLEPAC
144
CHRIS KLEPAC
NPCs
}he Smf~ J:amily
STR
14
10
6
CON
15
SIZ
14
12
17
9
!NT
16
14
10
12
15
10
10
15
13
POW
17
DEX
13
John
12
Toby
13
13
7
Zeke
14
13
13
7
11
12
Jason
14
Sarah
8
18
13
14
Eliza
16
13
6
13
9
Tim
11
15
9
12
13
12
Rebecca
9
11
17
5
14
Thomas
10
8
10
5
Attacks:
Rifle Attack (John) 41 %, 2D6+4 damage (.30-06 rifle)
Handgun Attack (Toby) 36%, IDI0 damage (.38 revolver)
Handgun Attack (Eliza) 32%, ID8 damage (.32 revolver)
Knife Attack (except Eliza) 35%, ID4+2 damage
Notes: The Smiths are now basically automatons obeying the will
Azathoth.
APP
10
10
12
13
14
8
13
6
12
EDU
12
10
10
9
11
10
11
12
4
SAN
0
40
60
55
50
60
45
25
50
HP
15
13
16
8
16
16
13
14
9
Damage
Modifier
+ID4
+0
+0
+0
+0
+0
+ID4
+ID4
-ID4
145
IN MEDIA RES
JOHN TYNES
by JOHN TYNES
Illustrated by TOREN ATKINSON
his is an unusual scenario designed to challenge your players' roleplaying skills. The
title (which means "in the midst of things")
refers to the way in which the scenario begins: with
the action already well underway. The players will be
thrown into a confusing and violent situation and be
forced to deal with it. Pre-generated characters are
provided, and it is unlikely that you can adapt this
into your regular campaign. Approach it as a onetime special game, rather than another weekly gettogether.
PreparaHon
Before play, you need to prepare your game materials. This includes photocopying the Rorschach inkblot on page 161, and then photocopying and
separating the character sheets and nametags on
pages 159 and 160. (Character sheets and nametags
may be photocopied on opposite sides of one sheet.)
If at all possible, take the inkblot from page 161
and bring it to a photocopy shop that can enlarge a
copy onto a 18"x 24" sheet of cardstock. Have them
blow up the inkblot to fill as much of that size as
possible. If you can't get that done, just have a photocopy of the original on hand to pass around and
show it to the players when needed. Read over the
character sheets before reading the "Background"
section below. It will help you to understand the
characters and the story much better.
Beyond this, you may wish to dim the lights and
prepare some appropriate mood music. The adventure will probably take about an hour to play
(though your group may be different) and so finding
a good soundtrack or constructing a suitable mix
tape should not be hard. This is not essential, however, since the situation in the game should be dramatic enough that tension and mood will flow
easily. Keep things moving and remain focused on
the events at hand.
RackgrounJ
James Gantry, Terry Douglas, Harry Morgan, and
Marcell Pfeiff are all inmates at the Liberty Center
for the Criminally Insane. The center resides in a
IN MEDIA RES
JOHN TYNES
mate.
Once the blot is completed, Pfeiff (who has no
tongue) puts the severed tongue in his mouth and
pulls the guard's face on over his own. The Opener
of the Way then possesses him and instructs them in
the final acts of the ritual. These begin. The Rorschach blot will become a gate to the other side when
the ritual is completed. The inmates do as they are
told - and then something goes wrong.
There is a release of power that shocks the group.
When they recover, the Opener is speaking a final
few words through Pfeiff. But none of the group
knows who they are or what they are doing there or
just what in the hell is going on. At this point the
scenario begins.
firsl Momenls
If you have the 18"x 24" Rorschach blot, tape it
up to the wall somewhere nearby. Have the four
nametags and the four character sheets face down in
front of the players' spots around the table. Try to
match up each player with an appropriate character.
Before the game, take aside the player who will
I49
IN MEDIA RES
JOHN TYNES
decorate the walls. A cabinet against the wall contains "fine " china and silverware. They are wearing
the aforementioned bland clothing with (apparently)
their last names sewn on.
On the dining room table, a beefy man dressed in
guard/police-style clothing lies tied by the wrists and
ankles. His throat has been cut, and blood has
sprayed and run across his chest and the table. In
addition, his face has been cut off. The cut line runs
across the hairline, in front of the ears, and under the
chin. He lies there, muscle and tissue exposed and
eyes staring out dully with no eyelids to cover them.
His tongue has been cut out.
On the wall is a large Rorschach blot painted in
fresh blood. In front of it stands a man whose namepatch says "Pfeiff." He holds the guard's face over
his own and has just finished speaking in a strange
voice. Harry Morgan has the guard's .38 revolver in
his pants pocket, obvious to anyone who looks .
Should he check, two bullets have been fired, and
recently at that (expended on Mrs. Olcott and her
daughter). Terry Douglas has a bloody paring knife
on the floor just under the table, less obvious. Gantry and Pfeiff are not armed and no one has any possessions other than these.
Pfeiff is suddenly very conscious of holding warm
sticky flesh over his face, and of holding a still-bleeding human tongue in his mouth. He can remove both
play the mute Marcell Pfeiff. Pfeiff begins the adventure wearing the face of the dead guard and with the
dead guard's severed tongue in his mouth. Instruct
the player that on cue, he should put his hands to the
sides of his face and stretch his skin, to give the impression that he is wearing the flesh of the guard.
The player should also, when given this cue, speak in
a commanding voice the following words: "To know
me is to join me. I am the Opener of the Way." Make
sure the player has the words memorized.
Bring the players in, point them to their spots at
the table but tell them not to sit since their characters
begin the game standing around a table much like
this one. Tell them to put on their nametags, and that
their nametags represent embroidered/sewn-on
patches. All wear the same clothes: greenish-blue institutional shirts and pants with low-cost sneakers.
They have no wallets, checkbooks, keys, etc. Once
the above is taken care of, have them pick up their
character sheets and read them briefly. Then, give the
Pfeiff player his cue to stretch his face and speak the
words.
..
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15
JOHN TYNES
IN MEDIA RES
Bathroom. This bathroom is very small and somewhat dingy. It could use a cleaning. Items of interest
include a straight razor and various chemicals such
as bleach and aerosol bug spray.
Susan's Bedroom. This is the bedroom of the
Olcott's late daughter, Susan. She was 16 years old
and attended school at nearby Liberty Junior High.
Her room is done up in pink with a plethora of bows
and stuffed animals. Her walls and dresser are covered in photos - either various stars clipped from
magazines or of herself and her friends. Items of interest include a pair of scissors and an assortment of
make-up goods for dying hair or changing other facets of one's appearance.
Parlor. A dim glow issues from this room, the only
light in the house when the game begins other than
the dining room. The glow comes from the television
set, which - should anyone ask - is airing a local
news special report. A reporter stands in front of the
wreckage of a large bus labeled "Liberty Center for
the Criminally Insane," across which rescue workers
clamber and scuttle. The reporter describes the accident in sketchy terms. It says that police advise residents to stay indoors and avoid walking anywhere
due to the escape of several dangerous inmates.
Other than the television, the parlor contains a
working (but not currently in use) fireplace, a couch,
two armchairs, and various tacky bric-a-brac. Items
of interest include a fireplace poker and assorted
vases, lamps, ceramic Jesuses, etc. which could be
used as weapons in a pinch.
Upstairs Bathroom. This bathroom is much like its
downstairs counterpart, only cleaner.
Storage. This is a smallish space holding boxes full
of household debris - old magazines someone
saved, Christmas decorations, small pieces of furniture, etc. There are numerous places to hide and
many things to throw.
Cedar Closet. A clothes closet for longer-term storage within walls of cedar for preservation. Winter
clothes or summer clothes, coats, jackets, additional
blankets, and comforters can be found here and it
also makes a decent hiding place. One area near the
front serves as Mr. and Mrs. Olcott's own closet
since their bedroom's wardrobe isn't large enough.
Guest Room. Formerly this room belonged to the
Olcott's son Timothy, but he is in the Marines and
has not lived here for some time. This now serves as
a guest room and is sparsely furnished - nothing
beyond a bed, dresser, and night-table.
Master Bedroom. This is the master bedroom for
the Olcotts. It is a bit crowded and a bit messy. A
large bed, two night-tables, a large wardrobe holding everyday wear, and a small bookcase with night
IN MEDIA RES
JOHN TYNES
IN MEDIA RES
JOHN TYNES
James Gantry
Simon Douglas
lIarry Morgan
Image: A bust of Shakespeare, blood and tissue
on the face.
Flashback: Harry is 14. He and a friend have
broken into the house of an old man in a nearby
neighborhood - it's their first robbery. His
friend, Terry, is in the next room. Harry is in a
small study with no windows and only one door.
He is stuffing his backpack with a bronze bust of
Shakespeare from a bookshelf when he hears
voices in the hall outside. He hears Terry yell and
a gunshot. Footsteps. He has no weapon other
than the bust. The door opens. The old man
stands there in his nightgown holding a pistol.
Harry strikes with the bust and brings the old
man down. The final image of the bloody
Shakespeare bust resembles the shape on the
wall, which now seems to pulse dimly to him
only.
Marcell PfeiH
Image: The large, friendly face of a St. Bernard.
Flashback: Pfeiff stands before a nice small
house, just having knocked at the door. He is 19,
living in a new town and working at a hardware
store to pay the rent. It is a cool day but he is
overdressed -long sleeves, overcoat, too-warm
gloves. The door opens and a young woman
about his age opens. He recognizes her as a coworker at the hardware store. She thanks him for
coming, invites him into the kitchen for lunch.
She says how sorry she is for the way the other
employees have treated him. Marcell knows he is
supposed to be making a delivery right now. He
knows he has parked the store truck in an alley
four blocks away. He knows that in his coat
pocket is a plastic bag containing a hammer stolen from the store. He is here to kill this woman,
the first time he has killed anyone. Her dog, a
friendly St. Bernard, enters and wanders over.
Marcell looks down at the dog's pleasant face. He
knows this is the last thing he will ever see
through the eyes of a sane man. The final image
of the dog's face resembles the shape on the wall,
which now seems to pulse dimly to him only.
153
JOHN TYNES
IN MEDIA RES
IIVI
by John Tynes
f:nvironmenl
154
Coslumes
Gamemaslering
IN MEDIA RES
JOHN TYNES
flowing smoothly and keeps everything in nearreal time. In addition, when you take a player
into another room to run their flashback sequence, the other Keeper can keep the rest of the
players moving along.
Props
We used several props to help the game. A
toy gun and a toy knife (ideally with a collapsing
blade) are useful for Morgan and Douglas. Buying 3-4 of the knives is a good idea, since the
players tended to drift into the kitchen for armament at some point. An extra toy gun and a toy
shotgun or rifle are good ideas, too, since eventually the players will probably find the firearms in
the cellar. But this may get pricey.
Also, we used our own key rings and keys
for the dead guard's keys and the family car keys
underneath the guard's body. Who had control of
the keys became an important issue in the games,
so having the real thing around is a good idea.
This is also why having the toy weapons is helpful.
General Noles
Matching players with characters was fun. Since
I didn't know the players going into the games, I
Moments of drama and even physical confrontation were common. In one game, the Morgan player had the Douglas player up against a
wall with his hands on his throat yelling at him
within just a few minutes of the game starting.
Later in the same game, Morgan chased the postflashback Douglas out into the rain trying to kill
him. Douglas collapsed to the ground, and as
Morgan raised his gun the hysterical Douglas began crying "Daddy, don't hurt me, don't hurt
me." It hit the players and myself like a shock
wave and the Morgan player spared his life.
Conclusion
"In Media Res" works great as a live-action scenario. It can be played in a simple setting with
minimal props, and its characters are fun and
challenging to portray. The more imaginative
and insightful your players - and the more courageous your Keepers - the more exciting your
game will be.
(See pages 159-161 for live action Player Aids.)
155
IN MEDIA RES
JOHN TYNES
Playlesl Noles
Your most difficult task may well be to prevent the
inmates from fleeing at the first opportunity. You can
stall them with the television news report and by
stretching out their exploration of the house - act as
if they could be in combat at any moment and therefore must state their actions in very certain, careful
JOHN TYNES
terms as they prowl about. If you're lucky, the players will get caught up in their characters enough that
their interactions will keep them in the house long
enough. Otherwise, bring in the hunters as soon as
possible. Then, if you still need to keep them roped
in, have the police show up in force, using helicopters with spotlights, roadblocks, police cruisers surrounding the house. This latter option will set up a
siege of sorts which can provide plenty of drama. If
all goes well, the inmates will all pass through and
the police will converge on an empty house.
In the initial play test, Douglas was killed in the
first ninety seconds of the game when he tried to
grab Morgan's gun. The remaining inmates went
through the house quickly and then Gantry and
Morgan massacred the hunters before they could
even get out of their truck. Pfeiff and Morgan fled
the area not long thereafter. Only one inmate (Gantry) made it through, as he stayed in the house after
the others left him staring into the blot and cursing
at his sister.
In the second game, the group stayed inside for
most of the session before finally venturing out to the
barn to burn their uniforms. They never found the
car or the bodies. Morgan went through first as he
examined the blot after his flashback. Gantry heard
IN MEDIA RES
157
IN MEDIA RES
NPCs
Darryl Olcott, angry widower
Age: 42
Nationality: American
STR
14
CON 16
SIZ
15
INT
9
POW 10
DEX
16
APP
12
EDU 12
SAN
50
HP
16
Damage Modifier: +1D4
Education: High School
Skills: Dodge 40%, First Aid 38%, Hide 54%, Listen 42%, Natural History 20%, Ride 15%, Sneak
55%, Spot Hidden 45%, Swim 58%, Track 60%
Languages: English 61 %
Attacks:
Shotgun Attack 55%, 4D6/2D6/1D6 damage
(12-gauge double-barrel shotgun)
Notes: Darryl is quiet but quick to anger. He doesn't
trust police officers any more than he has to and believes in personal justice.
Billy Harrell, hunter & drunkard
Age: 43
Nationality: American
SIZ
15
STR
12
CON 14
DEX
12
INT
11
POW 12
SAN
60
APP
13
EDU
13
HP
15
Damage Modifier: +1D4
Education: High School
Skills: Dodge 26%, Hide 38%, Listen 47%, Natural History 41 %, Sneak 35%, Spot Hidden 32%,
Track 33%
Languages: English 65%
Attacks:
Rifle Attack 42%, 2D6+4 damage (.270 Win-
15 8
JOHN TYNES
IN MEDIA RES
JOHN TYNES
IIarry Morgan
STR 16
CON 14
17
SIZ
DEX 12
APP
10
POW 14
SAN N/A
EDU
10
INT
12
Luck 70
Know 50
Idea
60
Hit Points
1
2
4
3
5
6
7
12
9
10
11
8
14
15
16
17
18
13
Personality: You don't take crap from anyone.
You're a big man, and you aren't afraid to use your
size and strength. The only way people respect you
is if they fear you. Pain is power. You don't want to
be in charge, but you want to be on the strongest
side, the winning side, in any situation. You have
a very short temper but you don't stay angry once
you've punched someone or broken their arm. You
see things in terms of absolutes: either someone is
with you or they're against you. If they're against
you, look out. Pain is power.
STR 10
CON 12
SIZ
10
DEX 14
APP
11
POW 15
SAN N/A
EDU
14
INT
15
Luck 75
Know 70
Idea
75
Hit Points
1
2
4
3
5
6
7
8
9
10
11
12
14
13
15
16
17
18
Personality:You're a take-charge kind of guy..
You've got a brain in your head and you know it.
You instinctively look other people over and decide
if they'll do what you tell them to. You can be very
convincing. You aren't indiscriminately violent but
you like the feel of a gun in your hands and you
take a certain satisfaction in kacking anyone who
won't be a good sheep and follow orders. You
know a lot about weapons, alarms, burglaries and
you're good at it, but you tend to leave a bloody
mess behind - it just happens.
Pre-Generated Characters
Photocopy and cut apart these character sheets to hand them out to players.
Simon Douglas
STR 13
CON 12
SIZ
12
DEX 16
APP
12
POW
14
SAN N/A
EDU
13
INT
14
Know 65
Luck 70
Idea
70
HIT POINTS
2
4
1
3
5
6
7
10
12
9
11
8
14
17
18
13
15
16
Personality: You've got great hands. You know you
can skin a rabbit in no time flat. You're a big meat
eater - right now you're hungry for a steak. Blood
gets your appetite going. You don't like sudden violence because it makes you nervous.
Marcell PfeIff
STR 13
CON 14
SIZ
14
DEX 13
APP
15
POW
16
SAN N/A
EDU
11
INT
14
Luck 80
Know 55
Idea
70
Hit Points
1
2
4
3
5
6
7
8
9
10
11
12
14
13
15
16
17
18
Personality: You have no tongue. You understand English when spoken to you (you aren't
deaf) but you can't read or write. You tend to
live inside your head, spinning out red fantasies
again and again. You've got a handsome face
and people tend to feel sorry for you. This makes
them vulnerable. You latch onto any sign of vulnerability and exploit it to ultimately violent
ends. You're not sure why you have no tongue
but it's been that way for a long time, you think.
People give you crap about your name sometimes and you hate it.
159
IN MEDIA RES
JOHN TYNES
...
...
r60
IN MEDIA RES
JOHN TYNES
r6r
Outof
theValllt
INvESTIGATOR STATISTICS
Unconscious= 0
2
3 4
5
10
7
8 9
12 13 14 15
17 18 19 20
22 23 24 25
Damage Modifier
Current Date
(99-Cthulhu Mythos: _ _ )
Insanity =0 1
1
6
11
16
21
26
Dead=
3 4
8 9
13 14
18 19
23 24
0
5
10
15
20
25
1
6
11
16
21
26
2
7
12
17
22
27
POKIRAIT
10 11
12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33
34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55
56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77
78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99
Phobias
Mental Disorders
INVESTIGATOR SKILLS
o
o
o
o
Accounting (10)
Anthropology (00)
Archreology (00)
Architecture (00)
Art (05):
0 _ _ _ _ _ __
o Astronomy (00)
o Bargain (05)
o Biology (00)
o Boating (10)
o Botany (00)
o CarpentryIWoodcraft (10) _____
o Cartography (00)
o Chemistry (00)
o Climb (40)
o Conceal (15)
o Computer Use (00)
o Credit Rating (15)
Cthulhu Mythos (00)
o Demolitions (00)
o Dodge (DEX X2)
o Drive Auto (20)
0 _______ _
o _____________
o _____________
o _____________
o ______________
o Persuade (15)
o Pharmacy (00)
o Photography (10)
o Physics (00)
____
Pilot (00):
0 _ _ _ _ _ __
o Psychoanalysis (00)
o Psychology (05)
o Ride (05)
o Sailing (00)
o Sneak (10)
o Spot Hidden (25)
o Surgery (00)
o Swim (25)
o Throw (25)
o Track (10)
o Zoology (00)
COMBAT SKILLS
Weapon
o
o
o
Weapon
LDL-_____
o
o
permission granted to photocopy for personal use only - copyright 1997 John H. Crowe, TIl
ask for Pagan products at your local book or gaming store or visit our secure website http://www.tccorp.com
Pagan L
Plotting the ,t,..,uolf'.. 1
Pagan Publishing
Cult of Cthulhu
Oft.
,IS
Cthulhu fthagn!
Investigators flee enraged Cthulhu , discharging weapons and
screaming like little girls, in this illustration from Blair Reynolds.
ISBN 1-887797-22-X
52495
COVER
PAINTING
DESIGN BY
2002
JOHN TYNES
HEATHER
AND JANE
HUDSON
BROOKS
PAGI009
ISBNl-887797-22-X
$24.95 US