TEXT: Will’s Island©1998
  By Michael C. LaBossiere
  Ontologist@aol.com
  Call of Cthulhu
  Legal Information
  This adventure is copyright 1998 by Dr. Michael C.
  LaBossiere. It may be freely distributed for
  personal use provided that it is not modified and
  no fee above the normal cost of distribution is
  charged for it. Visit my web site at
  www.opifex.cnchost.com.
  Call of Cthulhu is Chaosium Inc's registered
  trademark for their game of horror and wonder in
  the worlds of HP Lovecraft. For more information,
  contact Chaosium Inc., 950-A 56th St, Oakland, CA 94608 -- or call us at 510-595-2440.
  Visit Chaosium's web page at www.chaosium.com/cthulhu/.
  Introduction
  This adventure takes the intrepid investigators to a small island off the coast of
  Maine. The adventure is set in the 1990s, but with some modifications it could be set
  in another time period.
  This adventure is relatively short and is suitable for one session, provided the
  players do not get too bogged down. It is, however, reasonably dangerous if the
  investigators are not careful.
  Getting the Investigators Involved
  Prior to running the adventure, the Keeper should arrange for the investigators to
  meet Dr. Carl Becker, an expert on the nautical history of New England. Becker
  should either be a professional associate of one of the investigators (if one of the
  investigators is a historian or other academic type) or a personal friend.
  The investigator who knows Becker will receive a call from him, asking the
  investigator either to help him with his current project or simply to come for a visit
  to catch up on old times.
  If the investigators agree to go, Becker will arrange to meet the investigators in Bar
  Harbor, Maine. He will have lunch or dinner with them in town and then they will
  go to the island on Becker’s boat.
  Keepers Background
  Untold years ago, a human sorcerer delved into matters best left alone. This
  sorcerer learned of the existence of Fire Vampires and similar creatures, but
  considered them unsuitable for his needs. Researching further, the sorcerer learned
  
  of a race he dubbed “Sachonian” (this is how the word sounds when pronounced by
  an English speaking person, the sorcerer’s own language is long lost). He
  summoned a dozen Sachonians from the “stars” and used his power over them to
  take control of an ancient kingdom.
  These creatures eventually turned against him and he bound them into twelve
  gold statues. The statues were carved with intricate symbols which served to keep
  the Sachonians from leaving. Over the centuries the statues passed through many
  hands and every great while a intelligent (but foolish) was were able to unlock the
  secrets of the bindings and free a Sachonian to serve him, at least until the creature
  turned on its “master.”
  One of these statues eventually ended up in the orient, where it was acquired by a
  Yankee trader, Captain Harold Wellsmith of the Fortune. Wellsmith was fascinated
  by the statue and became obsessed with the patterns engraved in the metal. Over the
  course of his long voyage, he was eventually able to free the Sachonian and use it to
  increase his wealth.
  Unfortunately for Wellsmith, in 1842 the Sachonian soon got the upper hand and
  began to feed on the crew of the Fortune. The crew thought they had been hit with
  the plague and bravely decided to stay out of port until the disease passed. The
  Sachonian, eager for fresh food, forced the Captain to set sail for the nearest port.
  Fortunately for the rest of the world, John Reeves, the first mate of the Fortune
  and a God-fearing man, became aware of the Sachonian.  Quickly learning he could
  not confront the Captain openly (men who angered the Captain soon ended up
  dead), he plied Wellsmith with rum and learned that, ironically, the Sachonian
  feared water. 
  Suspecting that the Sachonian would spread its evil if it were allowed to reach
  land, Reeves came up with a plan and acted on it. Reeves and the few healthy
  crewmen set the Fortune on fire. Unfortunately, the crew controlled by the
  Sachonian managed to ground the Fortune on an island off the Maine coast before
  the ship sank. Reeves and the few surviving crewmen were picked up by a nearby
  ship and told the crew a tale of madness and plague so no one would go near the
  island. Reeve, in the hopes of keeping people away from the island, also said that
  some of the crew had thrown the cargo into the ocean.
  The Sachonian, unable to find any intelligent beings, unable to leave the island,
  and in great pain from its need to feed, was forced to re-enter the statue it had been
  trapped in. Shortly after it entered the statue, a storm hit the island, sweeping the
  statue out of the wreckage and burying it.
  Over the years Reeves kept watch on the island and did his best to encourage
  people to stay away from it. Some local people reported seeing strange lights (at first
  the Sachonian drifting about the island and later people just thought they saw lights
  on the island at night, which lead them to call it Will-O-Wisp island, which later
  became Will’s island. The official name of the island is “Plesade Island”, but
  everyone calls it Will’s island.
  For over a century the Sachonian was trapped on the island, waiting for someone
  to find the statue and free it.  Eventually it’s patience paid off.
  Becker, after a few years of research, managed to find the remains of the Fortune
  (Becker is doing a book on historical ship disasters). In his initial investigator,
  
  Becker and his assistant Bill Jones found a few silver items in the burnt and buried
  wreck. Becker and Jones returned with more students, including Randy Kesk.
  Unknown to Becker, Kesk had gone massively into debt. Seeing the gold and silver
  items that Becker had turned up, Kesk decided to get out of debt by selling out the
  expedition. Kesk quickly got into contact with Michel LaBeau, a notorious scavenger
  of historical sites. When Kesk told LaBeau’s agent about the large amount of
  valuables that Beckers’ expedition was finding, LaBeau dispatched Anthony Park
  and his team to secure the site and steal all the artifacts.
  After Becker leaves to go meet the investigators, Park’s team will move in (several
  people will go with Becker for lunch in town, giving Park his best opportunity). 
  When Becker and the investigators return, they will be met by Park’s people.
  Investigation
  The situation will not permit the investigators to do much in the way of
  preparatory research. However, they will have a chance to talk to Becker over lunch
  and on the trip to the island.
  Becker’s Information
  Becker will be able to provide the investigators with the following information: 
  •
  He believes he has found the Fortune.
  •
  The Fortune was a trading ship operating out of New England.
  •
  The Fortune was supposed to have picked up a valuable cargo in the East,
  including some items of historic interest (cultural artifacts mainly).
  •
  According to the First Officer, John Reeves, the crew was infected with some
  sort of “exotic plague that fevered their brains” and they threw most of the
  cargo overboard, thinking it had made them sick.
  •
  After the death of Captain Wellsmith, according to Reeves, he grounded and
  fired the ship to prevent the plague from spreading.
  If the investigators ask if there is anything unusual about the island or the ship,
  Becker will smile and say “almost everything about New England is unusual.” He
  will be able to relate the following information:
  •
  According to some legends, the Plesade Island was haunted after the Fortune
  went aground there. According to these legends, some night fishermen and
  passing ships saw lights on the island. No one landed because the lights were
  thought to be either the souls of the crew looking for their ship or desperate
  thieves looking to pick the bones of the ship.
  •
  The legends about the lights caused the locals to refer to the island as “Will-O-
  Wisp Island” and finally as “Will’s Island.”
  •
  The lights have not been reported for years. The last reported sighting was in
  1852.
  •
  Becker has a letter Reeves sent to a relative. The letter is fairly mundane, but
  does contain some passages that should interest the investigators.
  
  Reeves’ Letter
  If the investigators ask about Reeve’s letter, Becker will be able to print them a
  copy from his portable printer (he has all his documents scanned into his notebook
  computer).
  May 7, 1872
  Dear Henry,
  I trust this letter finds you well. It was good to hear that you are in fine health and
  that Sarah wishes to accept your marriage proposal. I only wish I had good news to
  share with you.
  My health is fading and I feel that I shall not be long of this earth. Because of this, I
  feel the need to divulge to you certain facts (for though they shall appear dubious,
  you know I am scrupulous as to the truth).
  As you know, in the 1840s I sailed with Captain Wellsmith. The Captain was a
  good man, but a bit eager for profit. I suspect that this was the hubris that brought
  him low. In the East we came across a Chinaman who sold the Captain a small
  statue of gold. The Captain was pleased by the price and thought it would bring him
  luck.
  At first, it seemed that it had. Our next few voyages were extremely profitable. A
  bit blinded by the wealth, I did not think to wonder at our good fortune. If only I
  had, things might have turned out differently. 
  Early on our last voyage, I suspected that something haunted our ship. One man
  went missing and the crew complained of bad dreams and of hearing things. The
  second mate also reported that he had heard the Captain talking to himself in his
  cabin. Over the next few days, two more men went missing and the second mate
  decided to press the issue with the Captain. The next morning the mate was not to
  be seen. Fearing to take direct action, I plied the Captain with Rum. In that sorry
  state he whispered to me that something had come out of the statue. At first, it had
  served him well, but now he feared it was the master. He called it a “sackonian” or
  “sachonian.” He said that it fed on the souls of men and even now stalked his ship.
  Before fear stayed his tongue, he revealed to me that the thing feared the sea.
  Meeting quietly with those of the crew who accepted Jesus as their savior, we
  agreed to fire the ship when we neared the coast to prevent the thing from escaping.
  We would then jump into the sea and hope to reach shore or another vessel.
  We acted on our plan, but the Captain was able to run the ship aground.  Thanks
  be to Jesus that the ship still burned to the water line. 
  Though we were tiring in the water, none of us thought to make for the island
  were the Fortune burned. Fortunately, the Whippet saw the smoke and came to our
  rescue. I told her captain that the Fortune had been struck with a plague and that we
  had to set her afire to protect the rest of the world. 
  After my rescue, I decided to stay in Maine and keep a watch on the island. When
  people said they saw lights on the island, I was horrified and urged people to stay
  away, saying that the plague could still be present on the island. 
  Thank God that no one ever went to that haunted island. I believe that God
  Himself has been watching over us, guiding people away from the island. However,
  as they say, God helps those who help themselves, so I am writing to ask you to
  
  occasionally check on the island. But, for God’s sake, never go there.
  Your Uncle,
  John Reeves
  Map
  The map shows the details of Plesade island. The island is approximately one mile
  off the Maine coast. It is a small island, with some scrub vegetation and a few
  stunted pine trees. The beach area is fairly rocky.
  Remains of the Fortune
  The Fortune is much the worse for wear. The ship burned to the water line,
  leaving only blackened timbers visible. Tides and storms have further worn the
  wreckage down, leaving little that is recognizable. Around and in the wreckage is
  scattered some of the surviving cargo of the Fortune, including the statue. The area
  has been marked off with strings, indicating the various grid areas for the digging.
  Camp
  The camp consists of three six person tents, one of which is used to store gear and
  supplies. There is also an awning set up to protect the work area. The camp has a
  short wave radio, a flare gun, a generator, TV, radio, lights and such. There are no
  weapons, though.
  Action
  The following suggests the events that should take place during the course of the
  adventure. The Keeper may, of course, alter the events as needed.
  Arriving in Maine
  The investigators will, if all goes as planned, meet with Becker in Bar Harbor. If
  the investigators need to purchase any items, they should be able to find most of
  what they need in the area (provided that they are looking for legal, readily available
  items). 
  Becker will tell the investigators that he has located what he thinks is the wreck of
  the Fortune and will be able to provide them with the information specified above.
  Becker will also tell him that he will need to go back to the island soon, to pick up
  most of his team and take them back to town so they can have a chance to get decent
  showers and food.
  After the investigators eat and take care on any business they need to take care of,
  Becker will want to show them the island. He has a good sized cabin cruiser that he
  will use to take them to the island.
  To the Island
  The island is a relatively short trip. When they get to the island, Becker will
  introduce the investigators to the team and show them the site. After the boat is
  loaded, they will depart for Bar Harbor, leaving behind Kesk, Jones and the ranger.
  After Becker drops off his team, he will remember that he left some photos and
  
  other material on the island that he needs to get to the university right away. He
  will ask the investigators to go back with him. If the investigators chose to stay in
  town, Park and his fellows will ambush Becker, take the valuables from the site and
  leave. The Sachonian will be freed and do a fair amount of evil, but the
  investigators will probably never learn of it. Alternatively, the Keeper can arrange
  for them to go after the missing items and develop an adventure around that.
  Back to the Island
  While the investigators are on their way back to the island, Park will also be on his
  way there. Kesk told him that Becker takes most of the people back to the mainland
  before dark, leaving only a couple people. Dealing with only a couple people is
  much easier than dealing with many, so Park decided that night would be an
  opportune time to do his work.
  Park and his men will arrive on the island and, aided by Kesk’s treachery, quickly
  secure the island. They will then go through the wreckage with metal detectors.
  They will find the statue and some other valuables.
  Just as Park’s men are turning up several valuables,  his look out will spot the
  lights from Becker’s boat. Park will decide that he needs more time and will set a
  trap for the investigators. He will move his boat, the Shark,  behind the island (so
  the tents will block any sight of it) and he and his men will conceal themselves.
  When the investigators get off the boat, they will be facing several men armed with
  SKS carbines. Park will tell them that it is “just business, so if you cooperate, it will
  work out best for everyone.” Park will be true to his word. If the investigators realize
  they are in a hopeless situation he will take the valuables and leave. If the
  investigators try anything, Parks men will open fire on the trouble makers.
  If all goes as Park plans, he, his men, and Kesk will depart the island. Before he
  leaves, he will break the radio and sink Becker’s boat.
  If the investigators manage to defeat Park and his men, the Keeper will need to
  decide how to continue the adventure. One possibility is to have some other
  member of the team free the Sachonian, or have it taken back to the university and
  freed by someone else.
  The Return of the Shark. 
  If Park gets away with the valuables, Kesk will start looking at the items,
  anticipating the wealth that will be his. He will find the statue strangely compelling
  and will pick it up. After staring at it for some time, he will make contact with the
  Sachonian. He will be startled by the experience, but his greed will urge him to free
  it. The investigators will be able to see this as a bright, but sickly looking, green flash
  out on the water. The Sachonian will be very “hungry” when it is freed and will
  immediately go after Park’s men. In the ensuing confusion, one of Park’s men will
  shoot several holes through the hull and the engine, causing the boat to begin to
  sink. Panicked, the Sachonian will stop its attack and try to force the survivors to
  take it to the mainland. Kesk will realize that the boat will never make it to the
  mainland before it sinks and will be able to convince the Sachonian to go back to the
  island until repairs can be made. Kesk will, of course, use his new found ally to take
  over and he will plan on keeping all the valuables for himself.
  
  Park will quickly realize that guns will not be effective against the Sachonian. He
  will suspect that Kesk will feed them all to the Sachonian, so he will be busy trying
  to find a way to either deal with it or escape.
  While any mechanically inclined people are forced to work on the boat, Kesk will
  have the others start digging for more valuables. The Sachonian will also select
  some victims to satisfy its hunger. Kesk will give it Jones, whom he has never liked,
  as well as some of Park’s men.
  If the investigators are unable to stop the Sachonian, the boat will be repaired and
  Kesk will depart with Park, intending to sell the valuables directly to LaBeau. Kesk
  will initially plan to simply strand everyone else, but the Sachonian will talk him
  into letting it kill them all.  Hence, the investigators will eventually have no choice
  but to try to fight for their lives.
  The investigators might decide to grab Kesk. If they can get a hold of him, they can
  force him to order the Sachonian back into the statue. If they kill or disable Kesk, the
  Sachonian will be free to do as it will. In this case, it will force the survivors to
  repair the boat. Then it will kill everyone but one person and then it will force that
  person to take it to the mainland.
  Conclusion
  The adventure comes to an end when the investigators defeat the Sachonian, are
  themselves defeated or they give up.
  If the investigators provide a temporary solution to the problem (such as forcing 
  the Sachonian back into the statue and securing the statue) they should receive a
  modest (1D3) Sanity Point Award. If they permanently destroy the Sachonian, they
  should receive a 1D6 Sanity Point Award. 
  If the investigators are defeated or simply give up, then any survivors should
  receive a Sanity Point Loss based on the magnitude of their defeat, but no more than
  1D4. With the investigators out of the way, the Sachonian will be able to reach the
  mainland and feed regularly on people. Surviving investigators might decide to go
  after it again, but it will have built up a base of operations by finding greedy and
  weak minded people to serve it.
  If the investigators are able to protect the items found at the site, such as the statue
  and other items, they will probably get some small measure of fame (coverage in the
  local news) and Becker will be very willing to help them out in the future. Of
  course, LaBeau will be outraged that his plans were thwarted and might be
  motivated to take action against the investigators if he learns of their involvement.
  Very unscrupulous investigators might decide to sell the items at the site. The
  results of such misdeeds are left to the Keeper’s discretion.
  The investigators will also have to decide what to do about Park and his men,
  assuming the survive. If Park survives and has the upper hand, he will take the
  valuables and leave, then radio for a boat to rescue the investigators after he is safely
  away.
  If the investigators have the upper hand, they might elect to turn Park over to the
  authorities. He is wanted for several thefts and the investigators could receive a
  reward for turning him into the proper authorities.
  
  NPCs
  Dr. Carl Becker, Historian and Archeologist
  STR: 13 CON: 13 SIZ: 14 INT: 15 POW: 12 DEX: 12 APP: 11 EDU: 20 SAN: 60 HP: 14
  DB: None
  Important Skills: Anthropology 25%, Archaeology 55%, Drive Auto 30%, Geology
  10%, History 70%, Law 15%, Library Use 55%, Natural History 35%, Navigate 20%,
  Latin 20%, German 20%, Pilot Boat 50%, Swim 45%
  Weapons: None
  Description: Becker has brown hair and brown eyes. He has a full beard and
  moustache and favors turtlenecks and brown sport coats. His main area of work is
  in the nautical history of New England and he has published several books and
  articles on the topic. Becker is an experienced diver and boat operator. He has read
  many ghost stories but does not really believe in the supernatural. However, he is a
  rational man and when he is confronted with the existence of the Sachonian he will
  do his best to aid the investigators.
  Bill Jones, Student
  STR: 12 CON: 11  SIZ: 13 INT: 14 POW:13 DEX: 11 APP: 10 EDU: 16 SAN: 65 HP: 12
  DB: None
  Important Skills: Archeology 35%, Geology 5%, History 35%, Library Use 45%, Swim
  50%
  Weapons: None.
  Description: Jones is a slightly overweight young man. He has black hair and brown
  eyes. He mostly wears jeans and sweaters. Jones is working in archeology and is
  pleased to be on Becker’s project. Jones is an experienced diver, but despite his
  regular swims he has trouble keeping the weight off. Jones does not believe in the
  supernatural, but will help the investigators.
  Randy Kesk, Treacherous Student
  STR: 12  CON: 11 SIZ: 12 INT: 13 POW: 10 DEX: 12 APP: 11 EDU: 15 SAN: 50 HP: 12
  DB: None
  Important Skills: Archeology 25%, History 35%, Law 15%, Library Use 35%
  Weapons: None
  Description: Kesk is a thin man with long brown hair. He wears glasses and
  generally wears jeans and sport coats. Kesk is addicted to gambling and has gotten
  himself into a great deal of debt. Since he subscribes to the view that a person should
  look out for number one, he decided to sell out Becker to get the money he needs to
  pay his debts. Kesk will work with Park to get the valuables and he won’t be adverse
  to hurting people to reach his goal. 
  David LaBrett, Ranger
  STR: 14  CON: 14 SIZ: 15  INT: 13 POW: 12 DEX:13  APP: 12 EDU: 14 SAN: 60 HP: 15
  DB: +1D4
  Important Skills: Dodge 34%, First Aid 45%, History 30%, Mechanical Repair 35%,
  
  Natural History 35%, Pilot Boat 35%, Track 25%, Handgun 35%
  Weapons: .357 Magnum Revolver 35% Damage 1D8+1D4 Range 20 Attacks 1 Shots 6
  Mal 00
  Description: LaBrett is a tall man with brown hair an brown eyes. When on duty he
  wears a ranger uniform. LaBrett is an experienced ranger and has often worked
  guarding archeological sites (it gives him a chance to catch up on his reading, since
  most sites are fairly isolated). LaBrett is Catholic, but does not really believe in the
  supernatural outside of his religious beliefs. However, his religious background
  does keep him fairly open minded about the possibility of evil supernatural beings.
  LaBrett will be willing to help the investigators.
  Anthony Park, Treasure Stealer
  STR: 14 CON: 14  SIZ: 14 INT: 14  POW:13  DEX: 14 APP: 13 EDU: 15 SAN: 65 HP: 14
  DB: +1D4
  Important Skills: Anthropology 15%, Archeology 17%, Painting 25%, Bargain 45%,
  Climb 50%, Computer Use 25%, Conceal 45%, Fast Talk 45%, First Aid 45%, History
  35%, Hide 35%, Law 25%, Listen 35%, Locksmith 25%, Martial Arts 25%, Mechanical
  Repair 31%, German 15%, Japanese 12%, French 14%, Persuade 25%, Sneak 20%,
  Spot Hidden 30%, Swim 35%, Rifle 45%, Submachinegun 35%
  Weapons: 9mm 60% Damage 1D10 Range 20 Yards Attacks 2 Shots 15 Mal 99,
  Fighting Knife 45% Damage 1D4+2+1D4 HP 15
  Description: Park is a tall man with blonde hair and grey eyes. He appears to be in
  excellent health. He dresses well, favoring expensive (but comfortable) clothing.
  Park was in the British military for several years and then attended college. After
  college, he worked for a while as a businessman. He soon found that boring and
  decided on a career as “one who acquires valuable items for a suitable price.” Park is
  quite good at what he does. He considers his operations to be “business, nothing
  personal” and prefers to avoid violence. To this end, his main strategy is to act
  quietly or put people into situations in which they will decide to simply give him
  the valuables without a fight. Park is a practical man and has no real belief in the
  supernatural. However, he is intelligent and will recognize the Sachonian as
  something “very nasty.” If properly persuaded, he might be willing to aid the
  investigators. Park will not willingly reveal that he is working for LaBeau, but will
  not risk his life to conceal LaBeau’s involvement.
  Park’s “Boys”
  STR: 14 CON: 13  SIZ: 15 INT: 11 POW: 10 DEX: 12 APP:10  EDU: 10 SAN: 50  HP:14
  DB: +1D4
  Important Skills: Dodge 30%
  Weapons: SKS Carbine 50% Damage 2D6+1 Range 90 Yards Attacks 2 Shots 30 Mal
  97,  Punch 1D3+1D4 65%
  Description: Park’s men are people he has hired to act as muscle. Most of them are
  small time criminals looking for some easy money. They would prefer not to shoot
  anyone, but will do so if they have too. Their main concern is getting their money.
  When things go bad, they will try to get away and save their own skins. There will
  
  be a number of “boys” equal to the number of investigators plus 1D6.
  Mythos Beings
  Sachonian, Lesser Independent Race
  Description: Sachonians originated on a far away world and once possessed
  conventional material bodies. When their world was threatened by a terrible
  disaster, a mysterious stranger appeared and presented a plan for the survival of
  their race: hundreds of chosen Sachonians would be transformed into creatures of
  almost pure energy and, in their new forms, the Sachonians would be able to
  survive the disaster that threatened them.
  Unfortunately for the Sachonians, the mysterious stranger was Nyarlathotep. He
  neglected to tell the Sachonians that the process of transformation required the
  consumption of the life energy of living beings. Millions of Sachonians perished
  when Nyarlathotep guided the chosen ones through the ritual that transformed
  them. Seeing their fellows perish in horror and pain drove most of the transformed
  Sachonians mad and the horror of their new existence drove the rest insane. To
  complete his torment of the Sachonians, Nyarlathotep developed an enchantment
  for summoning the Sachonians from their dead world. Nyarlathotep taught this
  spell to other races, including humans.
  Sachonians appear as balls of pulsing green light, with the center brighter than the
  outer areas. When they move, they leave a faint, swirling trail of greenish “mist.”
  Sachonians are intelligent, but are insane. They are also driven by a horrible need to
  feed on the life energy of other living creatures. Sachonians feed by coming into
  contact with other creatures. Such contact causes cellular damage (1D8 of damage per
  attack) and drains one Magic Point. A creature drained of Magic Points in this
  manner will die, leaving behind a corpse with strange neural and cellular damage.
  Most armor will not protect a target from a Sachonian attack. However, protective
  items (such as insulated gloves or special clothing) that would stop electricity would
  block the discharge damage and Magic Point Drain.
  Sachonians cannot regenerate Magic Points on their own, but they can store a
  number of Magic Points equal to twice their POW. Once a Sachonian is “full” it can
  no longer drain Magic Points, but it will still inflict damage.
  In combat, Sachonians can attack by contacting their opponents (as described
  above). A Sachonian can also project “pieces” of itself. These pieces fly from the body
  of the creature and look like tiny, brighter versions. These pieces can travel up to 100
  yards before dissipating harmlessly. They inflict 1 point of damage for ever Magic
  Point the Sachonian puts into the attack. Most armor will not protect the target.
  Protective items or armor that can stop electrical discharges can block such attacks. 
  Because of their nature, Sachonians are effectively invulnerable to most weapons,
  such as firearms, poisons, fire, and physical attacks (anything striking a Sachonian
  will sustain 1D8 damage from the discharge). They can be attacked with water or
  other things that can cause an electrical discharge or disrupt their integrity.
  Sachonians have some abilities that have made them appealing to sorcerers. First,
  
  Sachonians can render themselves invisible to the naked eye. This costs them 1
  Magic Point for every ten minutes they stay invisible. If an invisible Sachonian
  attacks, it will discharge energy and be visible. Since Sachonians can see and hear,
  they can serve as invisible spies. Second, Sachonians have the ability to “see” the
  “life energy” of other creatures. They can use this ability to see how the creature is
  feeling and can even use it to tell when a creature is lying (based on the changes in
  the life energy). Third, some Sachonians know spells that they can use and teach to
  others.
  Their nature also gives Sachonians some limits. First, they do not heal damage
  naturally and have to expend Magic Points to heal themselves. Each Magic Point a
  Sachonian expends heals one point of damage. Second, Sachonians need to feed
  fairly regularly. Every nineteen hours (one day on the Sachonian home world) a
  Sachonian loses one Magic Point. If a Sachonian runs out of Magic Points, it simply
  dissipates. Sachonians can only acquire Magic Points from intelligent beings (those
  with at least 2D6 in INT). Sachonians feel unimaginable pain when they go without
  feeding, which has forced even the best of them to feed. 
  Because of their condition, all Sachonians are insane by human standards. Their
  constant feeding on other intelligent beings has also made them rather evil and they
  regard other creatures solely as food and diversions from the boredom of their
  existence (Sachonians are effectively immortal and will exist as long as they can
  feed).
  The Sachonian in this adventure has only ten magic points at the start.
  Characteristics
  Rolls
  Averages
  STR
  N/A
  N/A
  N/A
  CON
  3D6
  10-11
  14
  SIZ
  1
  1
  1
  INT
  3D6+3
  13-14
  15
  POW
  2D6+8
  15
  17
  DEX
  4D6
  14
  17
  HP
  CON
  10-11
  14
  Move: 10 Flying
  Damage Bonus: N/A
  Weapons: Touch 85% Damage 1D8 energy discharge and magic point drain. Energy
  Attack 65% Range 100 yards, Damage Variable
  Armor: Sachonians are beings of nearly pure energy and are not harmed by most
  material weapons. They are harmed by things that can cause their energy to
  discharge faster than they can control it. Large quantities of water harm them and
  they sustain 1D3 for every gallon of water that strikes them. Exposure to other
  things that could cause their energy to be drained away or disrupted (such as
  powerful electric currents or large explosions) can also harm them.
  
  Spells: A Sachonian has a chance equal to its POW X3 of knowing 1D3 spells. The
  Sachonian in this adventure knows Implant Fear (12 Magic points to cast, causes
  0/1D6 Sanity point loss), and Mental Suggestion (8 magic points to cast, last 1 round)
  Sanity Loss: Seeing a Sachonian causes no Sanity  loss.
  Items
  The Statue
  The statue is composed of gold and weighs 2.5 pounds. It has been made in the
  shape of a ugly human figure with a serpent wrapped around it. The figure is
  squatting, with its arms crossed in front of it. The gold is deeply engraved with
  symbols. The symbols are not in any known language and many of them appear to
  be geometric diagrams. The statue is normal gold, but the engravings transform it
  into a vessel for holding a Sachonian. If an intelligent being holds the statue and
  studies the symbols (for at least five minutes), they will appear to swirl into strange
  patterns. If the being keeps hold of the statue, he will come into mental contact with
  the Sachonian (assuming it is in the statue, of course). The Sachonian will plead to
  be released, promising wealth and power. If the Sachonian is released, it will be
  unable to directly harm the person who freed it and will have to serve him (even
  returning to the statue if so ordered). However, the Sachonian will do its best to plot
  against its “master” by corrupting him, making him paranoid, making him despair
  or anything that will free it from its servitude. The Sachonian is, of course, free to
  harm others and to do anything that it is not expressly told not to do.
  While in the statue, a Sachonian will not lose Magic Points. However, it will not
  be capable of doing anything, except contacting a being who holds the statue and
  studies the symbols.
  
  Players’ Handouts
  Handout #1: Reeves’ Letter
  May 7, 1872
  Dear Henry,
  I trust this letter finds you well. It was good to hear that you are in fine health and that Sarah wishes to accept
  your marriage proposal. I only wish I had good news to share with you.
  My health is fading and I feel that I shall not be long of this earth. Because of this, I feel the need to divulge to
  you certain facts (for though they shall appear dubious, you know I am scrupulous as to the truth).
  As you know, in the 1840s I sailed with Captain Wellsmith. The Captain was a good man, but a bit eager for
  profit. I suspect that this was the hubris that brought him low. In the East we came across a Chinaman who sold the
  Captain a small statue of gold. The Captain was pleased by the price and thought it would bring him luck.
  At first, it seemed that it had. Our next few voyages were extremely profitable. A bit blinded by the wealth, I did
  not think to wonder at our good fortune. If only I had, things might have turned out differently. 
  Early on our last voyage, I suspected that something haunted our ship. One man went missing and the crew
  complained of bad dreams and of hearing things. The second mate also reported that he had heard the Captain
  talking to himself in his cabin. Over the next few days, two more men went missing and the second mate decided to
  press the issue with the Captain. The next morning the mate was not to be seen. Fearing to take direct action, I plied
  the Captain with Rum. In that sorry state he whispered to me that something had come out of the statue. At first, it
  had served him well, but now he feared it was the master. He called it a “sackonian” or “sachonian.” He said that it
  fed on the souls of men and even now stalked his ship. Before fear stayed his tongue, he revealed to me that the thing
  feared the sea.
  Meeting quietly with those of the crew who accepted Jesus as their savior, we agreed to fire the ship when we neared
  the coast to prevent the thing from escaping. We would then jump into the sea and hope to reach shore or another
  vessel.
  We acted on our plan, but the Captain was able to run the ship aground.  Thanks be to Jesus that the ship still
  burned to the water line. 
  Though we were tiring in the water, none of us thought to make for the island were the Fortune burned.
  Fortunately, the Whippet saw the smoke and came to our rescue. I told her captain that the Fortune had been struck
  with a plague and that we had to set her afire to protect the rest of the world. 
  After my rescue, I decided to stay in Maine and keep a watch on the island. When people said they saw lights
  on the island, I was horrified and urged people to stay away, saying that the plague could still be present on the
  island. 
  Thank God that no one ever went to that haunted island. I believe that God Himself has been watching over us,
  guiding people away from the island. However, as they say, God helps those who help themselves, so I am writing to
  ask you to occasionally check on the island. But, for God’s sake, never go there.
  Your Uncle,
  John Reeves
  
  Plesade Island
  Remains of
  the Fortune.
  N
  100 Feet
  Camp
  
SOURCE: textdata/thevault/Call of Cthulhu/Cthulhu Now/Modern Day Adventures/CoC - Now Adv - Will's Island.pdf