TEXT: Temple in the Ice
  ©1993,2000
  Michael LaBossiere
  Ontologist@aol.com
                                 
  Call of Cthulhu
  Legal Information
  This adventure is copyright
  1993,1999 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., 900 Murmansk Street  Suite 5  
  Oakland, CA  94607.
  Visit Chaosium's web page at
  www.chaosium.com/cthulhu/  .
  Introduction
  This adventure takes place after
  the events detailed in “Pines &
  Sunshine. It is set in Antarctica in
  2000, but can be modified for other
  times and suitable cold places.
  Connection to Pines &
  Sunshine
  This adventure has been written
  from the assumption that at least
  some of the investigators
  successfully completed the Pines &
  Sunshine adventure. It is further
  assumed that they have the first
  gate component, the gate
  component locator and that they
  are working with the key NPCs
  from the adventure.
  While the Keeper will need to
  decide exactly what events take
  place between Pine & Sunshine
  and this adventure, the following
  should serve as a general guide.
  The members of the team (West,
  Lansing, and Reed) and the
  investigators will spend some time
  examining the gate component
  they recovered and trying to figure
  out what to do next.
  In the course of his studies, Dr.
  Lansing will learn that the item
  appears to be part of a larger
  structure and that it is clearer not of
  human manufacture. Dr. West will
  continue his medical research and
  will learn more about the genes
  and will have started working on a
  way to delay or even stop the effect
  of the genes. He will also learn that
  the component affects the alien
  DNA, initiating changes in the
  cells. Because of this Dr. West will
  try to keep Reed and Lansing away
  from it as much as possible.
  However, they will both find it
  strangely compelling.
  While the good doctors are doing
  their research, Major Reed will be
  using her connections in an
  attempt to gather as much
  information as possible.
  The Keeper will need to decide
  whether the authorities become
  involved in the investigators’
  activities. The adventure is written
  on the assumption that the
  relevant authorities are keeping a
  discrete eye on the investigators but
  have decided not to become
  actively involved (yet). If the
  Keeper decides to have the
  
  authorities undertake a more
  active roll, he will need to make
  some alterations in the adventure.
  Keeper’s History
  The following time line details
  the events leading up to the
  adventure. Some of this
  information may become available
  to the investigators in the course of
  the adventure.
  1919: While doing research in
  Canada, Dr. Henry Pierce
  encounters a cult of Ithaqua
  worshippers. From the cultists,
  Pierce learns the legend of a temple
  of Ithaqua in the Antarctic.
  According to the legend, the temple
  contains the means for
  transforming a human into an
  immortal being. The legends also
  mention that the temple contains a
  gateway to other worlds. Filled
  with a desire for immortality,
  Pierce is determined to find the
  temple.
  1920: In his quest for the temple,
  Pierce manages to locate an ancient
  compass-like device that is
  supposed to point to the location of
  the temple. The device is an
  ancient artifact actually designed to
  locate Vorceki technology. Pierce
  also manages to find a map that
  purports to show the location of
  the temple.
  1921: Pierce starts organizing and
  planning his expedition to the
  Antarctic. Realizing that he will
  not be able to fund the expedition
  entirely by himself, Pierce gets Dr,
  John Taylor to join the expedition.
  June 22, 1923: The Pierce-Taylor
  expedition arrives in the Antarctic
  aboard the steamship Westward.
  June 23-July 7, 1923: The expedition
  searches the wastes of Antarctica,
  directed by Pierce’s map and
  artifact. Despite these aids, the
  expedition makes little progress.
  Over the course of the search, four
  expedition members are lost,
  reportedly to freak accidents. In
  actuality, the hapless victims were
  sacrificed to supply the blood
  required by Pierce’s artifact.
  July 8, 1923: Dr. Pierce locates the
  temple and sets his men to the task
  of blasting away the encasing ice.
  July 13, 1923: The work crews reach
  the temple and are able to excavate
  the opening. Pierce enters the
  temple and begins to decipher the
  writings within.
  July 14-July 20, 1923: Pierce
  continues to decipher the writings
  and learns that they continue a
  ritual that will transform a human
  into a supernatural servant of
  Ithaqua. He begins preparing to
  work the ritual on himself, while
  carefully concealing what he has
  learned from Taylor.
  July 21, 1923: Pierce sends Taylor
  and some of the men back to the
  Westward to get supplies. Taylor is
  suspicious and leaves behind some
  loyal men.
  July 22, 1923: Aided by his
  followers, Pierce over powers the
  men loyal to Taylor. He then begins
  sacrificing them in his ritual. One
  man is able to break free long
  enough to fire off a flare, which
  alerts Taylor..
  July 23, 1923: Taylor and his well-
  armed compatriots return and do
  battle with Pierce and his followers.
  In the ensuing melee, everyone
  except Taylor and Pierce are killed.
  Pierce, having almost completed
  the ritual, is sealed within the
  
  temple by Taylor. Taylor makes his
  way back to the Westward.
  July 27, 1923: The drifting
  Westward is found and Taylor is
  rescued.
  1924: After recovering from his
  ordeal, Taylor writes a book about
  the expedition. Naturally, he leaves
  out many of the actual events.
  Ironically, Pierce is portrayed as the
  hero of the expedition.
  May 4, 1996: The Pierce Antarctic
  base, named after the renowned
  explorer lost in the area in the
  1920s, is established by the United
  States.
  May 4, 1998 The United States
  makes the base into a
  multinational outpost.
  Present –5 Days: Shifts in the
  Antarctic ice sheet partially exposes
  the temple.
  Present –4 Days: Shifting ice cracks
  the temple open. Pierce, who has
  survived in a state of enchanted
  suspended animation, awakens
  when the imprisoning Elder  Sign
  falls from where Taylor placed it.
  Present –3 Days: A surveillance
  satellite detects the temple. A
  helicopter is dispatched from the
  base to investigate. The helicopter
  lands and the exploration team
  reports finding a structure.
  Present –2 Days: The exploration
  team examines the temple
  carefully. They find Pierce, but
  think him to be just a frozen
  corpse. Pierce magically feeds off
  the team members until he is
  strong enough to act.
  Present-1 Day: The investigators
  arrive at the base, late at night.
  Pierce kills two of the team
  members and completes the ritual.
  Transformed into an even greater
  inhuman monstrosity, Pierce kills
  three more of the expedition. Two
  of them escape in the helicopter,
  only to be brought down by icy,
  magical winds created by Pierce.
  Present: The adventure begins.
  Getting the Investigators
  Involved
  The following provides
  guidelines for smoothly getting the
  investigators into the adventure.
  An Amazing Coincidence
  Amazingly enough, one of the
  investigators is distantly related to
  Pierce and will learn of this when a
  package arrives from FedEx. The
  package contains a variety of
  antiques (a telescope, a sextant,
  some books), the alien compass
  (detailed below as Pierce’s
  Compass) and a small sheaf of
  hand written notes. The package
  also comes with a letter indicating
  that the items were found when
  one of the investigator’s distant
  relatives died and that this relative
  remembered that the investigator
  liked odd things. A copy of The
  Pierce-Taylor Expedition
  accompanies the items.
  The investigators should be lead
  to experiment with the compass. If
  they get it to work and compare the
  coordinates it produces with Beck’s
  information, they will learn that
  the coordinates of the compass
  coincide with some of Beck’s data.
  If the investigators check, they will
  learn that the coordinates point to a
  location in Antarctica.
  Reed’s Investigation
  
  Major Reed has extensive
  connections in the intelligence
  community and will use these
  connections to gather information
  that might be relevant.
  Her investigation will begin with
  the information gathered from
  Beck’s records and the compass.
  This investigation will lead her
  into contact with Dr. Taylor.
  Meeting with Taylor
  After Reed contacts Taylor, he
  will agree to come and talk with
  her. While Reed and Lansing (and
  the investigators) will probably be
  suspicious of Taylor, he should be
  able to win them over. He does not
  know anything about the alien
  genetic material or the gates.
  However, he will divulge what he
  knows about the Pierce-Taylor
  expedition.
  Taylor will say that the events
  described in his ancestor’s book are
  not completely accurate. According
  to information passed down in his
  family, Pierce went to Antarctica in
  search of some sort of ancient
  temple that was said to be able to
  transform beings.
  Not surprisingly, the expedition
  ended badly. Everyone, with the
  exception of Taylor and Pierce were
  killed. According to the tale, Pierce
  had begun to alter himself, but
  Taylor was able to seal him in the
  Temple.
  Taylor will say that because of his
  family history, he has always had
  an interest in Antarctica. He will
  relate that this interest lead to a
  surprising find. Almost by accident
  he came across a satellite image
  that showed what appeared to be a
  structure frozen in the ice. Taylor
  will say that he contacted the
  people at the Pierce Antarctic base
  and asked them to do a preliminary
  survey. He will emphasize that he
  told them not to interfere with the
  site until he arrives.
  Unless the investigators beat him
  to it, Taylor will suggest that they
  combine their forces and go to
  Antarctica. If the investigators
  agree, he will help arrange suitable
  transport to the base.
  If the investigators chose not to
  go with him, the Keeper will need
  to find some other way to get the
  investigators into the adventure.
  Investigation
  The following details the
  information the investigators can
  find prior to the action.
  Taylor’s Book
  The following information is in
  The Pierce-Taylor Expedition, 1924
  by Dr. Jonathan Taylor.
  June 22, 1923: The Pierce-Taylor
  expedition arrives in the Antarctic
  aboard the steamship Westward.
  Dr. Henry Pierce was a well-known
  expert archaeologist and arctic
  explorer. Dr. John Taylor, the
  author of the work, was also a
  noted arctic explorer.
  June 23-July 7, 1923: The expedition
  explores the wastes of Antarctica.
  Over the course of the exploration,
  four expedition members are lost to
  accidents. The accidents are
  described in a plausible manner.
  July 21, 1923: Taylor leads several
  men back to the Westward to get
  supplies.
  July 23, 1923: Taylor and his men
  return and find that Pierce and the
  
  others have perished in a
  devastating storm. Taylor writes
  glowingly of Pierce’ heroic attempts
  to save his men.
  The book concludes with a
  somewhat odd passage: “It is well
  that men head the fate of brave
  Pierce. There are some places
  where man should tread carefully
  or perhaps not at all. Pierce’s place
  of rest, the vast icy realm of
  Antarctica, is one such place. May
  his body rest eternally in peace.”
  Pierce’s Notes
  Pierce’s handwritten notes mostly
  contain innocuous information
  about the planned expedition.
  However, there are a few items that
  will interest the investigators.
  These sections are as follows:
  “The compass device is clearly
  ancient and alien in nature. I have
  learned through my research that it
  is activated by heart blood. It points
  the way.”
  “While I have followed many
  wild geese, I think that this time I
  have the answer. The texts speak of
  the ancient temple in which
  ‘transformations take place.’ The
  Walker in the Wastes shall have
  his ideal servant in me.”
  “The ancient texts speak of a race
  that flew down from the stars and
  built might cities. There are some
  references to the Shugguths.
  However, such is the power of my
  desire that I will dare even them.”
  “There is a single reference to a
  hole to the stars in some of the
  fragments. I know not what this
  refers to.”
  Map Information
  The following details the maps
  for this adventure.
  Main Map
  The main map details the area
  around the Antarctic base.
  Base: This is the Antarctic base. It is
  detailed in its own section.
  Helicopter Crash Site: This is where
  Pierce brings down the helicopter.
  The crash site is detailed below.
  Mysterious Ruins: This is where a
  temple to Ithaqua has been exposed
  by an ice slide.
  Antarctic Base Map
  The Antarctic Base is a scientific
  outpost dedicated to studying the
  Antarctic. A twenty person
  international team of scientists and
  support personnel mans it. The
  base is constructed out of strong,
  but light material and the whole
  thing can be disassembled for
  helicopter transport.
  Barracks: The barracks contains the
  living quarters for the personnel.
  To minimize stress, each
  crewmember shares a room with
  another crewmember who is on
  the opposite shift. The barracks is
  equipped with the latest in
  entertainment and exercise
  equipment as well as comfortable
  facilities. In addition to the
  quarters, the barracks contains
  kitchen facilities and the mess.
  Main Building: The main building
  houses the scientific labs, meeting
  rooms, computer rooms, and the
  radio shack for the base. This is
  where the on duty crew works. The
  equipment is all state of the art and
  
  cutting edge research in a variety of
  areas (such as climate history) is
  done here.
  Ground Vehicle Storage: The base’s
  four snowmobiles and one Snow
  Tractor are stored here. The
  snowmobiles are quite large and
  are capable of holding three adults
  and a fair amount of equipment.
  The Snow Tractor can hold up to
  three adults in its heated cab. The
  Snow Tractor is used mostly to
  plow snow.
  Helicopter Pad: The pad is a heavy
  wooden platform set on the ice. It
  has protected lights set into it as
  well as a radio transponder to aid
  in landings under almost any
  conditions. The base is equipped
  with two Boeing Arctic Hawk
  helicopters.
  Fuel Storage: Fuel for the vehicles
  and power plant are kept here in
  self-sealing containers. The
  building is equipped with
  automated fire extinguishers to
  avoid accidents.
  Power Plant: This building contains
  the base’s power plant. It is a
  technologically advanced generator
  which produces a large amount of
  electricity from a moderate amount
  of fuel. Each building also has a
  small back up generator and a forty
  eight hour fuel supply.
  The Trip
  Taylor will make arrangements
  for the investigators and the others
  (along with himself) to travel to
  South America via plane. Once
  there, they will get aboard a
  Russian ship that takes wealthy
  tourists to Antarctica.
  Unless the Keeper has other
  plans, the trip should be
  uneventful. The group will arrive
  in the cold wastes and be flown to
  the base via a sturdy Russian
  helicopter. When they arrive, they
  will learn that a team from the base
  has been working at the site for
  some time. This will displease
  Taylor and frighten him a bit.
  However, he will conceal his
  feelings and take steps to try to get
  to the site as soon as possible.
  Unfortunately, events are already
  underway.
  The Howl of the Sirens, the Roar of
  the Wind
  The adventure begins for the
  investigators with the howl of the
  emergency sirens at 12:01 AM. The
  investigators will, no doubt, try to
  find out what all the noise is about.
  They will be informed of the
  events since 11:45 and say that it is
  believed that the expedition
  helicopter has crashed while
  attempting to return to the base,
  probably due to the weather
  conditions. It will be added that it is
  suspected that the pilot may have
  psychologically disturbed, since his
  last transmission was extremely
  odd. This would help to explain
  why he chose to fly the helicopter
  under such dangerous conditions.
  Since the investigators are the
  focus of the actions they must be
  persuaded to join the search for the
  missing helicopter and investigate
  the expedition site. Harnst,
  Armstrong and Gupta will join the
  investigators on the rescue
  mission.
  Of course, no one will leave
  until the storm dies down. The
  storm will dissipate as rapidly as it
  
  appeared, allowing the
  investigators to depart at 12:15 am,
  after the helicopter has been made
  ready.
  Defrosting the Helicopter
  Because of the harsh Arctic
  conditions the helicopter is
  typically coated with snow and ice
  very quickly after landing. In order
  to get the helicopter ready to fly, the
  investigators will have to spend
  some time getting the ice and snow
  off it. The standard method
  employed is to use some old
  sunlamps that are stored in the
  base to speed up the process. These
  rather harsh lamps generate
  enough heat to melt the snow and
  ice off the helicopter. Although the
  designer would probably not be
  pleased with this method of flight
  prep, the helicopter’s advanced
  construction makes it able to
  withstand the stresses of freezes
  and thaws. Once airborne and
  powered up, the heating elements
  incorporated into the helicopter are
  adequate to keep the ice formation
  down to a minimum.
  Action
  The action begins for the
  investigators when they are sent
  out to investigate the helicopter
  crash site. After they visit the crash
  site, they will then proceed to the
  temple site and their fate.
  Helicopter Crash Site
  The search for the crash site will
  be uneventful. The investigators
  will soon locate the missing
  helicopter, which is on the ice,
  partially buried in snow. The
  investigators will notice that the
  helicopter has suffered little
  damage, although it is lying on its
  side and its rotor is smashed. All of
  the helicopter’s doors are open, but
  no bodies are visible from the air
  (either in the helicopter or on the
  ice).
  If the investigators set down their
  helicopter and go to investigate the
  downed helicopter, they will be
  able to clearly see that the landing
  was not too bad and that the crew
  should have survived. If the
  approach the helicopter, they will
  spot a 9mm automatic pistol lying
  in the snow, with four shell casings
  scattered on the ice. Around the
  helicopter are thick drifts of snow,
  which could easily conceal
  something quite large. If the players
  decide to inspect the helicopter,
  they will find it abandoned, with
  snow already beginning to collect
  through the open doors.
  If the players decide to check the
  area, they will notice a body
  partially concealed in the snow
  behind one of the drifts. If the
  investigators call out, the body will
  move a bit. If the investigators go
  over to the body, they will be quite
  surprised when, the body,
  Lieutenant Daniel Jones, turns out
  to be a monster. It would not be
  inappropriate to give “Jones” a free
  attack on the surprised
  investigators (should conditions
  warrant). As soon as “Jones”
  attacks, the dead scientist Rachel
  Tsung will rise out of the snow to
  attack. While the battle with the Ice
  Zombies will not be very pleasant
  for the investigators (after all, they
  will be forced to mangle the
  corpses), the Ice Zombies should
  not pose a serious threat and the
  
  investigators should be able to
  journey on to the expedition site.
  If the investigators report in to
  the base, the commander will not
  accept any explanation that
  involves zombies. The commander
  will suggest that 1) the expedition
  members went mad or 2) that they
  were exposed to some sort of
  natural or artificial biological agent
  (remember, they reported feeling ill
  after entering the structure) which
  brought about their current
  condition. After the good doctor
  treats any wounds, the
  investigators will be asked to
  continue on to the expedition site
  to search for any survivors there.
  While the investigators are
  dealing with the Ice Zombies,
  Pierce is searching the Antarctic for
  signs of other humans. While he is
  insane and wants to sacrifice all the
  humans in the base to Ithaqua,
  Pierce wants to be sure that there
  are no other humans nearby that
  can come to their aid (Pierce is,
  after all, terribly afraid of death and
  wants to take no chances). Once he
  is confident that there is no help
  for the humans of the base, he will
  return to attack the base. This
  process will, however, take him a
  few hours.
  The Temple of Ithaqua
  When the investigators arrive
  at the expedition site, they will see
  a circular structure (with a broken
  section-it looks like something
  took a bite out of it) and the
  expedition tent nearby. If the
  investigators check the area, they
  will see little from the air.
  Tent: The tent is the expedition’s
  tent. It is a fairly large arctic tent
  and is made of special material and
  equipped with a small generator.
  The interior looks as if the
  expedition suddenly abandoned it
  in a great hurry. One side of the
  tent is torn open, apparently by
  claws. There is a small amount of
  blood on the ice near the opening.
  If the investigators check the tent,
  they will find that it contains the
  usual arctic gear as well two
  notebook computers. All of the
  contents of the tent are quite cold
  and dusted with snow. Fortunately,
  the computers are specifically
  designed for arctic use and will
  operate properly in the cold. One
  belonged to Rachel Tsung, the
  other to Dr. Charles Daniels. Tsung,
  the expedition’s biologist, has
  extensive notes on the organic
  material found within the and on
  the structure. Most of her notes are
  mundane, except for two entries. In
  one she described the remarkable
  preservation of the body of Pierce
  and reports her findings from the
  sample taken from Pierce, namely
  that Pierce’s cells are still alive,
  although his metabolic processes
  have slowed incredibly.
  The second entry reports that
  Pierce’s body is host to an
  unknown form of microorganism.
  Tsung reports that she is
  completely baffled by the organism,
  which seems to be incredibly
  resistant to her attempts to destroy
  samples. She also reports that it
  grows extremely rapidly, with
  larger colonies of the organism
  consuming smaller ones when no
  other nutrients are available, when
  exposed to UV radiation.
  Dr. Daniels specialty was
  archaeology (no one at the base,
  
  including him, was sure why he
  was assigned there-the reason was
  that high government officials had
  reason to suspect the presence of
  pre-human structures in
  Antarctica) and his notes are
  primarily on the temple. He
  describes it as being of no known
  human building style and as being
  composed of “unknown material.”
  His notes on the altar state that the
  designs and inscriptions on it are
  similar to those found in sites in
  Alaska. He has several references
  in his notes to the “Walker of the
  Wastes”, which is one of the titles
  humans have given Ithaqua.
  According to the notes, this
  “Walker of the Wastes” is described
  as a giant monster of the ice which
  “travels all the realms to sate its
  eternal hunger.”
  Aside from the two computers,
  there is nothing else interesting in
  the tent.
  The Temple of Ithaqua
  The temple building was
  originally a storage container used
  by Elder Things around 250 Million
  BC (just prior to the revolt of the
  Shoggoths).The container was no
  ordinary one for it was used to hold
  material for the creation of the
  dread Shoggoths. While the fate of
  the rest of the Elder Thing structure
  remains a mystery, the container
  eventually ended up in the
  Antarctic where it was found by a
  pre-human race that worshipped
  Ithaqua. This race converted the
  container into a temple (they took
  it to be a gift from Ithaqua) and set
  about their vile practices with a
  renewed frenzy.
  During their search for more
  “temple” structures, these creatures
  stumbled across a gate component.
  Sensing its power, the creatures
  dragged the component into their
  temple and made it their central
  altar.
  Unfortunately for this vile race,
  the container still held some
  mutated shoggoth material that
  soon infested and devoured the
  bodies of these faithful servants of
  Ithaqua.
  Shortly after these creatures
  perished, a serpent man explorer
  found the structure and studied it
  and the gate component carefully.
  He recognized the menace
  presented by the Shoggoth material
  and wisely sealed the temple. His
  writings on the temple were
  eventually copied by human
  wizards and passed down through
  the centuries.
  The temple then lay abandoned
  for untold years until Dr. Pierce,
  after learning of it in dark and
  secret books based on the writings
  of the serpent man, set out to find
  it.
  The temple structure is clearly
  of alien manufacture. While the
  structure is not offensive to the
  human eye, there is something
  vaguely off about it, something that
  indicates (on a subconscious level)
  that this is not a work of man. One
  side of the temple structure is open
  (where the entrance used to be) as it
  was broken off by shifting ice.
  In the center of the temple is the
  altar, which is actually the ice
  coated gate component.
  The Shoggoth Zombie
  If the players look inside the
  temple, they will see the altar as
  
  well as the body of Dr. Daniels.
  Daniel’s body is a horrid sight: the
  flesh seems to be melting off from
  it and forming a puddle on the
  floor. Mixing with the slowly
  forming puddle of flesh are small,
  grayish clumps with eye like
  markings (shoggoth-matter).
  Nearby lies the mauled body of the
  other member of the expedition,
  Sergeant Mjanwi. If the
  investigators enter the temple, the
  flesh from Daniel’s body will ooze
  back up onto his skeleton, guided
  by the shoggoth matter. The
  horrible mass will then arise and
  lurch towards the investigators.
  Daniel’s body has almost been
  completely absorbed and converted
  to a form of shoggoth matter. The
  resulting being is twisted and
  weaker version of a shoggoth, but it
  is still dangerous. It is driven by a
  primal desire to incorporate more
  and more flesh into itself, so it can
  achieve true shoggoth size.
  Temple Interior
  The interior has an odd smell to
  it (a mix of fresh blood, old bones,
  shoggoth-matter, and other stuff)
  which humans will find
  disagreeable. The interior contains
  the bodies of the two expedition
  members. They were drained of
  power by Pierce and then killed as
  sacrifices to Ithaqua. An
  examination of the bodies by
  someone with medical skill will
  reveal that they were killed by a
  knife (a survival knife from the
  expedition supplies, which is
  resting on the altar). A knocked
  over table is on the floor and
  scattered about it on the floor are
  various instruments and notes. An
  examination of the material will
  reveal the same information as the
  computers, but there are actual
  samples present. If the
  investigators examine the samples
  and the examiner makes a medical
  skill roll, they will learn that the
  samples are of what appears to be
  human tissue infested by some
  very odd, unknown organisms. If
  the investigators expose them to
  UV light, they will expand
  dramatically and consume their
  host tissue. If the investigators are
  foolish enough to let any of the
  material come in contact with their
  skin, the shoggoth-material will
  enter their bodies and begin
  feeding.
  Skulls and Bones: This is a pile of
  skulls and bones that has collected
  due to the slight tilt of the temple.
  If some one with biology or
  medical skill examines the bones
  and makes a skill roll, they will be
  able to determine that not all the
  bones are human. The human
  ones are, of course, those from the
  Pierce-Taylor expedition while the
  non-human ones are from the pre-
  human race that worshiped
  Ithaqua.
  Altar: The altar is coated in frozen
  blood, has the survival knife on it,
  as well as two odd protrusions.
  These protrusions are all that are
  left of a crude stone statue of
  Ithaqua. The side of the altar is
  covered with strange designs and
  script. The script, which is in an
  ancient, non-human language,
  contains the text of the spells
  Contact Ithauqua, Call Ithaqua, and
  Ritual of Transformation.
  
  Broken Wings
  While the investigators are
  examining the temple, Pierce will
  return to the area and notice their
  presence. He will initially want to
  simply slay them outright, but
  when he sees Dr. Taylor, he will
  change his mind. Pierce will be
  convinced that Dr. Taylor is
  actually John Taylor and Pierce will
  want to make him suffer before he
  sacrifices him to Ithaqua. This will
  give the investigators time. Being
  in a particularly sadistic mood, he
  will damage the helicopter and
  render it incapable of flying. If the
  investigators left one of their
  number behind, they will be
  attacked, unless they flee. Once they
  see the condition of their
  helicopter, the investigators will
  realize that they have to trek across
  26.84 km of frozen waste to reach
  their base.
  Journey Across the Ice
  Since the investigators are well
  equipped, they will be able to cover
  the distance in about seven hours.
  The investigators have no chance
  of getting lost as they have satellite
  navigation up link. However, they
  have no way of communicating
  with the base since radio
  communications will be filled with
  static ( a  convenient freak
  atmospheric condition ).
  Since Pierce wants to torment
  the investigators, they will not be
  in actual danger as they travel back
  to the base. However, the
  investigators will not know this
  and their journey will be
  horrifying. As they trek back across
  the ice, Pierce will play tricks on the
  investigators. For example, he
  might re-animate one of the
  expedition members and drop him
  off in the investigators’ path. The
  keeper should be sure to instill the
  proper level of fear in the players.
  For example “ The snow crunches
  under your feet, like long frozen
  bones. The wind picks up, tearing
  at your clothing and howling like a
  lost soul in search of someplace
  warm to dwell, someplace like your
  body. Out of the corner of your eye
  you can see shapes moving across
  the ice, shapes that look nothing
  like man, nor bear, nor any
  wholesome creature of God’s
  earth.”
  At some point while the
  investigators are making their trek,
  Pierce will stop harassing the
  investigators. However, far from
  relieving the investigators, this
  event will fill them with
  trepidation: “With one last feeble
  moan, the wind dies. The dark
  shapes that have plagued you on
  your journey are suddenly absent.
  However, far from feeling relieved,
  a cold terror fills your bones. You
  are not sure why, but you know
  that this is worse.” The reason for
  this feeling is that Pierce has finally
  gathered his courage to attack the
  base, which he will do. His attack
  will be brutal and devastating.
  Homecoming
  As the investigators approach
  the base, they will see the interior
  lights shining and everything
  apparently normal. Once they get
  closer, the will see signs of a
  struggle: bullet holes in some of the
  walls, broken windows, and blood
  on the ice. The interior of the base
  is a mess. Everything has been torn
  
  up and there are frozen bodies,
  with horrible wounds and
  terrifying expressions, scattered
  about within the buildings.
  After the investigators realize
  the full horror of their situation,
  they will hear the wind die down
  and a booming voice will be heard:
  “Welcome home Taylor. Do you
  like what I’ve done to the place?
  You probably never expected to see
  me again, when you sealed me in
  the temple, but you never were
  very bright.  I was awake all those
  years Taylor. I spent them thinking
  of what I would do to you when
  my great intellect and ability led to
  my freedom. I think this is suitable
  revenge, don’t you Taylor? After I
  kill your friends and re-animate
  them to keep you company, I’ll
  leave you here. I’ll leave you here
  forever.” After giving his speech,
  Pierce will set about making his
  threat good.
  Fighting Pierce
  Pierce’s great ego is forcing him
  to attack the investigators without
  help. While he wants to live
  forever, he is utterly confidant that
  humans cannot possibly do him
  harm. However, he does know
  about firearms and will be subtle
  and cautious in his attack. This will
  give the players some time to plan
  and effect their defense.
  Pierce can be defeated in two
  main ways. The first is an out and
  out battle. If the players chose this
  option, Pierce will probably
  slaughter them. The second option
  is to make use of the investigators
  talents and assets. Being a mythos
  being, Pierce is repelled by Elder
  signs. Taylor can construct one,
  using the spell passed down
  through his family. Once one is
  constructed, the investigators will
  have to set a suitable trap for Pierce.
  If the players checked the
  computers, they will know that
  Pierce is infested with Shoggoth
  material and that this material
  grows rapidly in UV light. The
  investigators will know that the
  base has a stock of old sun lamps
  (which are used to melt ice off the
  vehicles since they emit harsh UV
  radiation). The investigators can set
  these lamps up in a suitable place
  and power them off one of the
  buildings’ power supplies. The big
  problem will be forcing or luring
  Pierce into the trap. This can be
  done in a variety of ways. The two
  main ways are 1) to force him into
  the area using an Elder Sign or 2) to
  lure him into an area by having
  Taylor taunt him. Because of
  Pierce’s ego, he will be easily
  provoked by Taylor and will
  pursue him.
  If Pierce is exposed to the lamps,
  the Shoggoth-material in his body
  will begin to grow and consume his
  flesh. He will take no damage the
  first round, one point the next
  round, two the second, and so on
  until the fifth round. After five
  rounds of exposure to the UV light,
  the growth cycle of the shoggoth-
  material will be fully activated and
  it will continue until Pierce is
  consumed. After that, he will take
  1D6 a round as the rapidly growing
  shoggoth-material rips its way
  through his body. Seeing this
  process costs the viewer 1/1D8
  Sanity points. Once Pierce starts
  taking damage, he will flee the
  building, howling. He will rush out
  
  into the arctic to summon Ithaqua,
  in the hopes that his god will be
  able to save him. It will be obvious
  to anyone with Mythos skill (such
  as Taylor) that the noises coming
  from Pierce are part of a
  summoning ritual.
  Unless the investigators finish
  him off quickly, as Pierce is
  consumed his life energy will go
  into his summoning spell and
  Ithaqua will be brought to earth
  just as Pierce’s body is reduced to a
  writhing, twisting mass of
  mindless shuggoth matter.
  Needless to say, this will be
  extremely bad for the investigators.
  If they are lucky, Ithaqua will
  merely kill them.
  If Pierce kills the investigators,
  he will re-animate them as Ice
  Zombies and leave them and the
  still living Taylor in the base. He
  will then summon Ithaqua to
  transform Taylor (after Pierce bites
  of his feet, of course) and Taylor
  will be left, a mad, transformed
  cannibalistic monster, to gnaw the
  bones of the dead.
  Conclusion
  The adventure ends when the
  investigators defeat Pierce or they
  themselves are defeated.
  If Pierce defeats the investigators,
  they will meet the horrid fate
  described above. If the investigators
  defeat Pierce, the survivors will
  need to return to the ruins of the
  base and undertake repairs so that
  they might survive the harsh
  conditions and secure rescue. The
  Keeper should give a few tense
  moments by making the players
  roll to repair key items (like a
  generator or satellite uplink) and by
  hinting that they think they see
  “things” moving out in the
  windswept wastes.
  Unless the investigators simply
  give up, the Keeper should allow
  them to be rescued by a Russian
  crew after a few days of rather bad
  weather. The survivors should
  receive a 1D10 point Sanity Award.
  The Russian ship is a tourist
  vessel that takes wealthy
  Americans to Antarctica. The
  Russians, eager for hard currency,
  can be recruited to help recover and
  transport the gate component.
  With suitable cash inducement,
  they will also back up any story the
  investigators care to provide.
  The investigators’ wisest choice is
  probably to lie about what
  happened and report that a storm
  destroyed the base. If the
  investigators do not come up with
  a plausible story, there will be an
  extensive investigation and they
  might end up losing the gate
  component. This, of course,
  assumes that the investigators are
  not operating under the auspices of
  the government in their recovery
  of the components.
  The team members will study the
  newly found gate component. Dr.
  Lansing will be able to determine
  from his careful study that there
  are a total of six gate components.
  Non Player Characters
  The following details the NPCs in
  the adventure. Statistics are given
  only for relevant NPCs. If the
  Keeper decides to bring other NPCs
  into the action, he will need to
  generate their statistics.
  Relevant Base Personnel
  
  Captain Karl Harnst, German
  Army
  Security Chief, Antarctic Base
  STR: 13
  CON: 15
  SIZ:
  13
  INT:
  14
  POW: 
  15
  DEX: 14
  APP: 13
  EDU: 17
  SAN: 75
  HP:
  14
  Damage Bonus: +1D4
  Skills:  Climb 55%, Computer Use
  15%, Dodge 45%,  Electronics 15%,
  First Aid 45%, Listen 35%, Martial
  Arts 65%,  Persuade 55%,
  Psychology 65%, Sneak 45%, Spot
  Hidden 65%,
  Track 45% Handgun 75%, Rifle 65%
  Languages: German 85%, English
  75%
  Stereotype: Clean cut, German
  professional soldier.
  Physical Description: Harnst is a
  tall, healthy looking man with
  blonde hair and blue eyes. He has a
  large scar which runs from his left
  cheek all the way down to his chest
  (a hunting accident).
  Description: Harnst’s entire adult
  life has been spent in the German
  military. After enlisting right after
  school, his abilities soon lead him
  to officer candidate school and up
  through the ranks. In his younger
  days, Harnst was nearly a fascist,
  but his experiences while assigned
  to a peace-keeping force in Eastern
  Europe radically altered his views.
  Harnst is a very practical and
  pragmatic man and considers the
  rational use of force to be an
  effective means of problem
  solving. Hence, his approaches to
  problems tend to be very direct.
  While Harnst is very intelligent, he
  has little in the way of fanciful
  imagination and dismisses all
  rumors about some supernatural
  basis to the world’s problems as
  complete nonsense.
  Equipment: Arctic gear, 9mm Pistol
  and two clips, HK MP5, Military
  Binoculars.
  Lieutenant Janet Armstrong,
  Australian Air Force
  STR: 11
  CON: 14
  SIZ:
  8
  INT:
  15
  POW: 
  13
  DEX: 16
  APP: 14
  EDU: 16
  SAN: 63
  HP:
  11
  Damage Bonus: none
  Skills:  Astronomy 35%, Computer
  Use 15%, Dodge 45%, Electrical
  Repair 35%, Electronics 10%, First
  Aid 40%, Hide 85%, Listen 55%,
  Locksmith 45%, Martial Arts 50%,
  Mechanical Repair 55%, Persuade
  25%, Pilot Aircraft (Helicopter)
  90%, Knife 55%, Handgun 45%,
  Rifle 35%
  Languages: English 80%
  Stereotype: Tough Australian,
  mixed with a stunt helicopter pilot.
  Physical Description: Armstrong is
  a dark skinned Australian woman
  with a slightly wild look in her
  eyes.
  Description: Armstrong has been
  flying helicopters since she was a
  girl and did several stunt jobs in
  various films. When condition
  worsened around the world, she
  volunteered for military service.
  
  After dumping an amorous general
  who tried to put a move on her
  into the ocean, she was transferred
  to the base.
  Armstrong is an incredibly
  skilled and extremely reckless. She
  tends to live her life like she flies,
  which has gotten her in trouble on
  many occasions. Most of the base
  personnel think she is completely
  nuts, but there is no one they
  would rather have at the controls
  when things get difficult.
  Equipment: Arctic gear, 9mm pistol
  and two clips, combat knife.
  Dr. Neraj Gupta
  Medical Officer
  STR: 12
  CON: 14
  SIZ:
  12
  INT:
  19
  POW: 
  12
  DEX: 12
  APP: 13
  EDU: 20
  SAN: 60
  HP:
  13
  Damage Bonus: None
  Skills: Biology 65%, Chemistry 25%,
  First Aid 95%, Library Use 85%,
  Medicine 85%, Pharmacy 65%,
  Psychology 25%, Psychoanalysis
  15%
  Languages: Hindustani 100%,
  English 85%, Latin 15%
  Stereotype: Competent,
  compassionate doctor.
  Physical Description: Dr. Gupta is a
  tall, thin man with dark brown
  hair and brown eyes.
  Description: Dr. Gupta grew up in
  India and was educated in the
  United States. After practicing for
  several years in the United States,
  he returned to India for several
  years. While in India, he was
  befriended by a holy man who
  taught him many things about
  medicine and life. On his death
  bead, the holy man told him he
  must “journey to the land of ice to
  face the bitter wind.” When Dr.
  Gupta heard that there was a need
  for a medical officer for the arctic
  base, he knew he had to volunteer
  for the job.
  Dr. Gupta is an extremely skilled
  doctor and a kind man. He employs
  a wide variety of medical
  techniques, ranging from the latest
  medical treatments to ancient yoga
  practices. Dr. Gupta has sworn
  never to take a human life and is a
  strict ethical vegetarian.
  Equipment: Arctic gear, notebook
  computer, and medical kit.
  Team NPCs
  The following are the NPCs that
  should be working with the
  investigators. The investigators
  should know them from the
  previous adventures. The Keeper
  might need to alter the statistics for
  the NPCs based on events that took
  place in previous adventures (such
  as Sanity losses).
  Dr. Karl West
  STR: 11  CON:12  SIZ: 13 INT: 16
  POW: 13 DEX: 11 APP: 11  EDU: 17
  SAN: 65 HP: 13 DB:
  Important Skills: Biology 70%,
  Chemistry 70%, Climb 50%,
  Computer Use 20%, First Aid 75%,
  Library Use 65%, Medicine 80%,
  Pilot Boat 20%, Physics 10%
  Description: Dr. West is forty nine
  years old. He is five feet, eight
  inches tall. He has thinning brown
  
  hair, a moustache and a beard. He
  is in reasonable good shape.
  Dr. West is a normal human
  being. He received his M.D. from
  Ohio State University. Early in his
  career West had the misfortune of
  delivering a stillborn baby that was
  a horribly flawed hybrid. Horrified,
  yet curious, Dr. West decided to
  investigate further. To his horror,
  he found that there were an
  increasing number of such births.
  Dr. West is a very
  compassionate and concerned man.
  He is dedicated to finding out what
  is going on and protecting
  humanity from what he fears is a
  great threat.
  Dr. Blake Lansing
  STR: 16  CON: 17  SIZ: 16 INT: 19
  POW: 18 DEX: 16 APP: 16  EDU: 19
  SAN: 90 HP: 13 DB:+1D4
  Important Skills: Computer Use
  50%, Electrical Repair 40%,
  Electronics 80%, Library Use 65%,
  Persuade 70%, Physics 98%, Swim
  50%
  Special Abilities: Dr. Lansing’s
  genetics gives him two unusual
  capabilities. He heals extremely
  quickly (2 hit points each day even
  without medical attention) and he
  has a limited ability to sense the
  emotions of those within 20 feet of
  him. This ability is not fool proof,
  but does give him the equivalent of
  a 60% in psychology in terms of
  determining people’s feelings and
  whether they are lying or not.
  Description: Dr. Lansing is thirty-
  six years old. He is six feet tall and
  weighs 190 pounds. He has jet-black
  hair and intense blue eyes. He is in
  excellent physical condition,
  handsome and has a deep,
  commanding voice.
  Dr. Lansing is a Terceki-human
  hybrid. Fortunately for Dr. Lansing,
  the DNA combination is stable and
  has served only to enhance his
  physical and mental capacities.
  Dr. Lansing earned his doctorate in
  physics at MIT at the age of 18.
  After that, he worked in corporate
  research for five years and then
  took a teaching position at MIT.
  Throughout his life he was plagued
  by strange dreams. As he grew
  older, his dreams took on greater
  clarity. They revealed, in part, some
  of the truth of his situation.
  At the start of the adventure, Dr.
  Lansing will be a brilliant scientist
  who is concerned with finding out
  more of what lies behind his
  dreams. However, his heritage will
  begin to affect him. Eventually he
  will become obsessed with finding
  the gate components and will be
  willing to destroy anyone who
  stands in his way.
  Major Janice Reed
  STR: 15  CON:16  SIZ: 15 INT: 15
  POW: 16  DEX: 16  APP: 14  EDU: 17
  SAN: 80 HP: 16 DB:+1D4
  Important Skills: Computer Use
  40%, First Aid 40%, Hide 45%,
  Jump 47%, Martial Arts 50%,
  Mechanical Repair 40%,  Sneak
  50%, Spot Hidden 55%, Swim 43%,
  Throw 45%,
  Handgun 60%, Rifle 50%, SMG 50%
  Special Abilities: Reed’s genetics
  gives her two unusual capabilities.
  She heals extremely quickly (2 hit
  points each day even without
  medical attention) and he has a
  limited ability to influence the
  emotions of those within 20 feet of
  
  him. This ability is not foolproof,
  but does give her the equivalent of
  a 60% in Fast Talk and Persuade.
  Weapons: Glock 9mm 60% Shots 3
  Damage 1D10 Ammo 30 Range 20
  Yards, Silenced HK MP 5 50% Shots
  2/Burst Damage 1D10 Ammo 30
  Range 45 Yards,  Knife 44%
  1D4+2+DB
  Armor: Light Vest 6 Armor Points,
  -5% on skills.
  Other Equipment: Headset radio,
  night vision goggles.
  Description: Major Reed is thirty-
  three years old. She is five feet,
  eight inches tall. She has brown
  hair and brown eyes. Major Reed is
  in excellent physical shape and is
  good looking in a rough sort of
  way.
  Major Reed is a Vorceki-human
  hybrid. Her genetic material is
  stable and gives her excellent
  physical and mental capabilities.
  Major Reed was born to a poor
  family in the inner city. A athletic
  scholarship supplemented with an
  ROTC scholarship gave her a ticket
  from her humble origins. She
  excelled in school, but had trouble
  with her temper and was arrested
  several times for fighting. After
  graduation she entered active
  military service and eventually
  ended up in a Special Forces team.
  Major Reed has intense dreams
  that have revealed to her that she
  is meant for a higher purpose. Her
  dreams have also inspired her to
  do extensive research using her
  contacts in the intelligence
  community.
  Dr. David Taylor, Scientist
  STR: 11
  CON: 14
  SIZ:
  12
  INT:
  19
  POW: 
  16
  DEX: 12
  APP: 13
  EDU: 21
  SAN: 74
  HP:
  13
  Damage Bonus: None
  Skills: Anthropology 35%,
  Archaeology 85%, Biology 60%,
  Computer Use 10%, Cthulhu
  Mythos 4%, Geology 35%, Library
  Use 85%, Occult 75%, Spot Hidden
  35%,  Handgun 35%
  Languages: English 105%, Latin
  65%, Greek 60%
  Stereotype: middle-aged, but active
  professor.
  Physical Description: Taylor is a
  tall, thin man with light brown
  hair and blue eyes. He has a beard
  and moustache. He also looks
  almost exactly like his ancestor, Dr.
  John Taylor.
  Description: Dr. Taylor is the last of
  the well-known Taylor line and the
  heir to the secret of the Taylors. Dr.
  Taylor is aware that John Taylor
  was an investigator of Mythos
  secrets and that he and his
  companion Dr. Pierce ran into
  some horrible trouble in the
  Antarctic that resulted in Pierce’s
  death. After learning of these
  events, and several others in John
  Taylor’s notes (which were passed
  down through the family), Dr.
  Taylor became interested in what
  was really going on in the world
  and on more than one occasion he
  has had the opportunity to find
  out.
  Taylor is a knowledgeable and
  brave individual who has faced
  some strange terrors in the past.
  
  Because of his experiences, he is
  ready for almost anything.
  Equipment: Arctic gear, 9mm
  Parabellum pistol, and notebook
  computer
  Spells: Elder Sign
  Magic Items: Elder Sign
  Equipment
  Arctic Gear
  Arctic gear consists of a full body
  suit of heat retaining material. The
  body suit is equipped with a battery
  powered heating system that is
  good for twenty-four hours of use.
  Along with the suit comes a
  helmet equipped with a two-way
  radio and polarized lenses. Stored
  in various convenient pockets are
  survival items such as medical
  supplies, a knife, flares, and other
  equipment. Arctic gear with a
  functioning heating system counts
  as four points of armor against cold
  attacks and two points against such
  attacks when the batteries are
  exhausted.
  Military Binoculars
  Military binoculars are highly
  advanced optical binoculars that
  are also equipped with a thermal
  and light enhancement viewing
  systems. They are also equipped
  with microcomputers that can
  calculate ranges and enhance
  images. Such binoculars are
  extremely useful in the arctic as
  they can be used to detect heat
  sources (such as vehicles, bases, and
  people) even through snowstorms.
  Creatures and Spells
  Shoggoth “zombie”
  STR 13
  CON 17
  INT
   4
  SIZ
  12
  POW 12
  DEX
  4
  Move 4
  HP: 10
  Damage Bonus: none
  Weapons: Claw 35%, damage 1D6.
  Armor: None, but 1) fire and
  electrical attacks do only three
  quarters damage, physical weapons
  such as firearms do only quarter
  damage, and 3) it regenerates 1 hit
  point per round.
  Sanity Loss: 1/1D8 Sanity points to
  see this being.
  Ice Zombies
  Ice Zombies are rather horrible in
  appearance as they look like frozen
  human corpses of people who have
  tied terrible, agonizing deaths and
  have been forced back into some
  unholy semblance of life. This is
  because this is exactly what they
  are. Because of their magically
  frozen state, they can move, but do
  so in a jerky fashion and all
  movement is accompanied by a
  horrid sound that reminds
  listeners of breaking bones.
  Like their normal zombie
  “cousins”, Ice Zombies are almost
  immune to impaling weapons
  (such as firearms), although such
  weapons will give them an even
  more horrifying appearance. Being
  dead, Ice Zombies cannot be killed
  but must instead be hacked apart or
  destroyed by some other means.
  
  They are particularly vulnerable to
  intense heat or large fires, taking
  double normal damage from such
  attacks. Ice Zombies also require
  freezing temperatures to remain
  active, otherwise they begin to
  thaw out. Once thawed, they cease
  to be animated. Ice Zombies, like
  normal zombies, require one point
  of power from their creator.
  Char  Rolls
  Averages
  STR
  3D6 x2
  20-22
  CON 3D6 x2
  20-22
  SIZ
  3D6
  10-11
  POW 1
  1
  DEX
  1D6
  3-4
  Move 3
  HP 15-17
  Av. Damage Bonus: +1D4 - +1D6
  Weapon: Bite 30%, Damage 1D3,
  Bludgeon (punch) 30% 1D6+db
  Armor: Frozen body acts as 2 points
  of armor, impaling weapons do 1
  point of damage, and all others do
  one half rolled damage.
  Sanity Loss: 1/1D8 Sanity points to
  see an ice zombie
  Lieutenant Daniel Jones, Ice
  Zombie
  STR
  26
  CON 28
  SIZ
  13
  POW  1
  DEX
   3
  Move 3
  HP 21
  Damage Bonus: +1D6
  Rachel Tsung, Ice Zombie
  STR
  20
  CON 22
  SIZ
  7
  POW  1
  DEX
   5
  Move 3
  HP 15
  Damage Bonus: +1D4
  Dr. Henry Pierce, Servant of
  Ithaqua
  STR     26
  CON 30
  SIZ
  26
  INT 
  18
  POW 19
  DEX
  14
  Move: 8/ 60 Flying
  HP 
  28
  Damage Bonus: +2D6
  Weapons: Wind Gust 50% ,
  damage lift and drop: 1D6 x 10 feet,
  each 10 feet dropped equals 1D6
  damage. Claw: 40%, Damage
  2D6+db (normal armor and “cold”
  armor, such as arctic gear, counts
  against this attack).
  Attacks: If Dr. Pierce is within six
  meters, he can use powerful winds
  to whisk victims up into the air
  and drop them onto the ice. Players
  of those attacked must roll on the
  Resistance Table, matching the
  investigator’s STR against Pierce’s
  STR on that table. If Pierce is
  attacking several people, he must
  divide his strength among them.
  Pierce can also use his winds to
  interfere with flying vehicles,
  especially helicopters. Used in this
  manner, the pilot must roll a
  successful piloting skill. This skill
  is modified by subtracting Pierce’s
  STR from the pilots skill. On a
  missed roll, Pierce can force the
  craft 3D6 meters in any general
  direction he chooses. If the pilot
  succeeds, she retains control of the
  craft.
  Armor: 4 points of skin.
  Spells: Call/Dismiss Ithaqua,
  Contact Ithaqua, Create Ice Zombie,
  Power Drain, Ritual Of
  Transformation, Shrivelling.
  Sanity Loss:1/1D10 to see Pierce in
  
  his new form.
  Physical description: Pierce is a
  horrid monstrosity. He appears to
  be an unholy mix of his original,
  human form and Ithaqua. Despite
  his horrid alteration, many of
  Pierce’s features are still
  recognizable (which makes his
  appearance even more horrible).
  Description: Once human, Pierce is
  a vicious and insane monster.
  After successfully completing the
  ritual, he was transformed into a
  servant of Ithaqua. Now he exists
  to further madness, death, and the
  spread of icy cold.
  Despite his complete insanity,
  Pierce still has a brilliant mind and
  he retains most of his memories
  and knowledge. His main
  vulnerabilities are his ego and his
  desire to live forever. He can be
  driven into rages by insults and
  provocations and during such rages
  he will often make mistakes that
  can be exploited. His desire to live
  forever, which helped lead him to
  his current fate, makes him overly
  cautious and somewhat cowardly
  (at least when he is not in a rage).
  Spells
  Create Ice Zombie
  Casting this spell requires a
  human body which was either
  killed by cold (or by a being of the
  cold such as Ithaqua, a Servant of
  Itahqua, or a Gnoph-Keh) or a
  corpse that has been allowed to
  freeze all the way through. This
  body must be coated in snow or ice
  and then the spell must be cast.
  Casting the spell requires one
  magic point for every three Size
  points of the corpse, a permanent
  point of POW from the caster, and
  1D6 Sanity Points. Casting the spell
  requires a number of minutes
  equal to its cost in magic points. At
  the end of the spell, the newly
  formed zombie (which looks like a
  frozen corpse) stands up to do its
  master’s bidding.
  Ritual of Transformation
  This extremely rare spell enables
  a human being to transform
  himself into a monstrous Servant
  of Ithaqua. Casting this spell
  requires three days (which need not
  be consecutive). On each day of
  casting, at least two humans (or
  human like beings) must be
  sacrificed and the caster must
  expend 20 magic points and one
  permanent point of POW. The
  caster (if not already insane) loses
  1D8 points of Sanity per casting.
  After the third casting, the caster is
  transformed into a hideous
  monstrosity. The caster’s STR, CON
  and SIZ all double, while all other
  attributes (except APP) remain the
  same. The caster’s SAN drops to 0,
  if it is not there already. The
  transformed person has the attack
  abilities and inflicts the Sanity loss
  as described above in Pierce’s
  statistics.
  Items
  Pierce’s Compass
  Pierce’s compass is actually an
  ancient device constructed by the
  serpent man who found the
  temple. He placed a “charge” on the
  temple and constructed a device
  that would locate the temple from
  any point on earth. The device
  survived the eons, eventually
  being partially rebuilt in the 18th
  century by a skilled madman.
  
  The compass was eventually
  located by Pierce, who was able to
  learn its purpose through arcane
  research.
  Externally, the device looks like a
  very ornate, complex and unusual
  compass/gyroscope combination
  made of brass. Internally, the
  device is composed of incredibly
  odd and very advanced
  instruments. In the center of the
  compass is a small cap. The cap
  covers a tube which runs down
  into the mechanism. The interior
  of the tube is coated with dried
  blood.
  The device is inert until blood is
  poured into the tube. Ten
  milliliters of blood is enough to
  activate it for ten minutes. Pierce
  mistakenly thought that the blood
  had to come from the heart of a
  human victim, but any blood will
  do.
  When active, the compass part
  will spin and the gyroscope parts
  will rotate. The device will indicate
  the location of the temple, using
  the compass arrow. The rings of the
  gyroscope like part are covered
  with odd mathematical symbols. A
  successful roll using Navigation
  will reveal that the rings indicate
  position in latitude and longitude.
  Naturally, the location will
  correspond exactly to that of the
  temple.
  
  Handout #1
  It is well that men head the fate of
  brave Pierce. There are some places
  where man should tread carefully
  or perhaps not at all. Pierce’s place
  of rest, the vast icy realm of
  Antarctica, is one such place. May
  his body rest eternally in peace.
  
  Handout #2 Pierce’s Notes
  “The compass device is clearly
  ancient and alien in nature. I have
  learned through my research that it
  is activated by heart blood. It points
  the way.”
  “While I have followed many
  wild geese, I think that this time I
  have the answer. The texts speak of
  the ancient temple in which
  ‘transformations take place.’ The
  Walker in the Wastes shall have
  his ideal servant in me.”
  “The ancient texts speak of a race
  that flew down from the stars and
  built might cities. There are some
  references to the Shugguths.
  However, such is the power of my
  desire that I will dare even them.”
  “There is a single reference to a
  hole to the stars in some of the
  fragments. I know not what this
  refers to.”
  
  Helicopter Crash Site
   26.84  km. 
  Base
   15.89  km. 
  Mysterious Ruins
  Ocean
  
  Helicopter Pad
  Fuel Storage
  Power Plant
  Ground Vehicle Storage
  Main Building
  Barracks
  
  Skulls and Bones
  Altar
  Tent
  
SOURCE: textdata/thevault/Call of Cthulhu/Cthulhu Now/Modern Day Adventures/CoC - Now Adv - Temple in the Ice.pdf