TEXT: PETERSEN’S  
  ABOMINATIONS
  Sandy PeterSen
  with Mike MaSon
  Five Epic Tales of Modern Horror
  
  Sandy PeterSen
  with Mike MaSon
  PETERSEN’S  
  ABOMINATIONS
  Five Epic Tales of Modern Horror
  
  CREDITS
  Scenarios Originally Devised and Created by
  Sandy Petersen
  Authors and Editors
  Sandy Petersen and Mike Mason
  Cover Art
  Victor Leza
  Interior Art
  Lee Simpson, M. Wayne Miller, Evgeny Maloshenkov,  
  Grzegorz Pedrycz, and Victor Leza
  Portraits
  Petr Stovik
  Cartography
  Andrew Law and Stephanie McAlea
  Layout and Art Direction
  Nicholas Nacario
  Book Design
  Michal E. Cross
  Proofreading
  T.R. Knight
  Licensing
  Michael O’Brien, James Lowder, and Mike Mason
  Call of Cthulhu Line Editor
  Mike Mason
  Special Thanks 
  Special thanks to Sean Murphy and Ron McClug  
  for their help in developing player characters for Hotel Hell 
  and The Derelict, and to Brian Murphy for his helpful local 
  knowledge of Dallas.
  This supplement is best used with the Call of Cthulhu (7th Edition) roleplaying game, and optionally the Pulp Cthulhu sourcebook, 
  both available separately.
  Petersen’s Abominations © copyright 2017–2020 Chaosium Inc. All rights reserved.
  Call of Cthulhu © copyright 1981–2020 Chaosium Inc. Pulp Cthulhu © copyright 2016–2020 Chaosium Inc. All rights reserved.
   Chaosium Arcane Symbol (the Star Elder Sign) © copyright 1983 Chaosium Inc. All rights reserved.
  Call of Cthulhu, Chaosium Inc., and the Chaosium logo are registered trademarks of Chaosium Inc. Pulp Cthulhu is a trademark of 
  Chaosium Inc. All rights reserved.
  Dimensional Shambler art (page 178) © copyright 2015 Édition Sans Détour and Loïc Muzy.
  Tsathoggua © copyright 2020 the Estate of Clark Ashton Smith. Used with permission.
  Chaosium recognizes that credits and copyrights for the Cthulhu Mythos can be difficult to identify, and that some elements of the 
  Mythos may be in the public domain. If you have corrections or additions to any credits given here, please contact us at  
  mythos@chaosium.com.
  This is a work of fiction. This book includes descriptions and portrayals of real places, real events, and real people; these may not be 
  presented accurately and with conformity to the real-world nature of these places, people, and events, and are reinterpreted through 
  the lens of the Cthulhu Mythos and the Call of Cthulhu game in general. No offense to anyone living or dead, or to the inhabitants 
  of any of these places, is intended.
  This material is protected under the copyright laws of the United States of America. Reproduction of this work by any means 
  without written permission of Chaosium Inc., except for the use of short excerpts for the purpose of reviews and the copying of 
  character sheets and handouts for in-game use, is expressly prohibited.
  Find more Chaosium products at chaosium.com
  Chaosium Publication 23152      ISBN 978-156882-452-9
  Printed in China
  
  TABLE OF CONTENTS
  INTRODUCTION � � � � � � � � � �4
  HOTEL HELL � � � � � � � � � � � � � �7
  Background   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .7
  Location  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  The Tlingit and the Priest  .  .  .  .  .  .  .  . 12
  The Seven Stars Hotel  .  .  .  .  .  .  .  .  .  . 15
  Other Features of Interest  .  .  .  .  .  .  .  . 25
  Starting the Scenario.  .  .  .  .  .  .  .  .  .  . 25
  Ending the Scenario  .  .  .  .  .  .  .  .  .  .  . 31
  Conclusion .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
  Non-Player Characters and Monsters  .  . 32
  Pre-Generated Investigators  .  .  .  .  .  .  . 34
  THE DERELICT  � � � � � � � � � �41
  Starting the Scenario.  .  .  .  .  .  .  .  .  .  . 43
  Sequence of Events.  .  .  .  .  .  .  .  .  .  .  . 43
  Groenland Tropisch, Reefer Ship   .  .  .  . 46
  Searching the Iceberg  .  .  .  .  .  .  .  .  .  . 56
  Combating the Sciapod  .  .  .  .  .  .  .  .  . 57
  Conclusion .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 59
  Non-Player Characters and Monster.  .  . 60
  Pre-Generated Investigators  .  .  .  .  .  .  . 62
  PANACEA � � � � � � � � � � � � � � � � �69
  Background   .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 70
  Dramatis Personae  .  .  .  .  .  .  .  .  .  .  .  . 72
  The Party   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 76
  Searching Ogle’s House  .  .  .  .  .  .  .  .  . 81
  Researching ZyMedBio  .  .  .  .  .  .  .  .  . 83
  Visiting ZyMedBio  
  During Working Hours  .  .  .  .  .  .  .  .  . 84
  Breaking into ZyMedBio   .  .  .  .  .  .  .  . 88
  Conclusion .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 97
  Non-Player Characters and Monsters  .  . 97
  Pre-Generated Investigators  .  .  .  .  .  .  100
  MOHOLE � � � � � � � � � � � � � � � �107
  Background   .  .  .  .  .  .  .  .  .  .  .  .  .  .  108
  Dramatis Personae  .  .  .  .  .  .  .  .  .  .  .  110
  Devil’s Hole Rig  .  .  .  .  .  .  .  .  .  .  .  .  119
  Starting the Scenario.  .  .  .  .  .  .  .  .  .  124
  Part One: Events .  .  .  .  .  .  .  .  .  .  .  .  125
  Part Two: Events .  .  .  .  .  .  .  .  .  .  .  .  128
  Part Three: Events  .  .  .  .  .  .  .  .  .  .  .  134
  Ending the Scenario  .  .  .  .  .  .  .  .  .  .  136
  Conclusion .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  137
  Non-Player Characters and Monsters  .  137
  Pre-Generated Investigators  .  .  .  .  .  .  142
  VOICE OVER  
  THE PHONE � � � � � � � � � � � � �149
  Background   .  .  .  .  .  .  .  .  .  .  .  .  .  .  150
  The Investigators .  .  .  .  .  .  .  .  .  .  .  .  154
  Dramatis Personae  .  .  .  .  .  .  .  .  .  .  .  155
  Start  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  161
  Running the Scenario  .  .  .  .  .  .  .  .  .  163
  Key Locations  .  .  .  .  .  .  .  .  .  .  .  .  .  165
  Key Events .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  169
  Other Events.  .  .  .  .  .  .  .  .  .  .  .  .  .  173
  Conclusion .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  175
  Non-Player Characters and Monsters  .  175
  Pre-generated Gang Investigators  . 178, 180
  PLAYER HANDOUTS� � � � � 186
  INDEX � � � � � � � � � � � � � � � � � � � � 194
  AUTHOR BIOGRAPHIES � �200
  
  4
  I 
  designed the Call of Cthulhu roleplaying game in 1980, and 
  it changed my life. Though I have designed games with 
  immensely greater sales (Age of Empires, for instance, sold 
  tens of millions of copies), none generated the same degree of 
  affection as did my little homage to Lovecraft. 
  Though I had worked on fabulously successful computer 
  games, when I was invited to gaming conventions as a guest, it 
  was always on the strength of my tabletop Lovecraftian games. 
  That’s where the love came from. Naturally, when I was invited to 
  a convention, whether it was in Oregon, Finland, Italy, or even my 
  hometown, I was always asked to run a game of Call of Cthulhu.
   I am in a peculiar position with regards to Call of Cthulhu. 
  You see, though I designed many scenarios and game 
  supplements, when I run a game at a convention, it is always 
  expected that I run something new, something unpublished. 
  And of course, since I often attend the same convention several 
  years in a row, I have to switch out the adventures I run. 
  As a result, I write 1 to 2 adventures a year, expressly for 
  running at the conventions I attend. I’ll repeat an adventure 
  for several conventions in a row and then switch to my next 
  one. Over time, I’ve designed a large number of “convention 
  adventures.” A year ago, I was talking with the Chaosium team 
  and I mentioned I had all these adventures, most of which I 
  couldn’t run anymore (because they’d made the convention 
  rounds), and they got excited about publishing them. 
  These adventures, since they were designed for conventions, 
  share common features. First, they frequently include pre-made 
  characters, as I couldn’t depend on players having their own. 
  Second, they are all one-shot adventures, since they had to play 
  out in a single evening. Third, they are usually horrendously 
  violent, because people seem to expect and look forward to 
  “being killed by Sandy Petersen in Call of Cthulhu.” But, because 
  they are one-shots, I was able to set them in all kinds of odd 
  times and places, which gave me great creative freedom.  
  They share another feature. They were only intended for 
  my own use and not, originally, for publication; thus, their 
  notes were extremely sketchy and often unclear. Usually, 
  the major part of the adventure was inside my skull and not 
  actually written down. Here is where Mike Mason came in. 
  He took my wooly notes and turned them into tightly-plotted 
  masterpieces. Thanks, Mike! We worked together on this, 
  talking for hours to work out details and ensure everything 
  went well. Then Mike would write up the adventure from my 
  outline (and sometimes more detailed material), and I would 
  edit it. Most of the adventures in this book went through 
  several revisions before we were both satisfied. 
  I hope you like them!
  Sandy Petersen 
  2017
  INTRODUCTION
  
  5
  INTRODUCTION
  A BLASPHEMOUS ALLIANCE
  Working with Sandy on putting this collection of scenarios 
  together has been a blast! Seeing the scenarios come to life 
  has been an unusual process, as normally either I’m writing up 
  my own scenario ideas or editing another author’s work. This 
  time, the process involved video chats between Texas, USA, 
  and Nottingham, UK, where Sandy would walk me through 
  how he would run these scenarios, describing key scenes, plot 
  points, and the players’ usual reactions. While Sandy talked, 
  I would frantically write copious notes in freehand and then 
  throw questions at Sandy to check details (“what happens if 
  the players do…”), allowing me to build a full picture of the 
  scenarios, as well as understanding how they ran. Often we’d 
  get sidetracked and end up discussing varied horror themes 
  and the vagaries of the Cthulhu Mythos. 
  Along with these video chats, Sandy sent over his own 
  notes and, by combing my notes with his, I was able to form a 
  skeleton for each scenario, which I would then use to write up 
  the ideas, plot points, and scenes, and knit them into coherent 
  scenarios ready for publication. During the process, I was able 
  to build upon Sandy’s original ideas and experience of running 
  the scenarios, inserting red herrings, expanding on the drama, 
  and sometimes developing the scope of the adventures. In 
  some cases, I provided advice for Keepers on how to expand 
  the scenarios beyond one-shot games. Certainly, some of the 
  scenarios, like Panacea and Voice on the Phone, could easily 
  expand outwards and could form the basis of a campaign, 
  while The Derelict and Mohole are epic one-shots where all 
  bets are off. What you’ll find in this collection are dramatic 
  scenarios, with plenty of chaos and mayhem. Perfect for 
  spending an evening with your friends playing Call of Cthulhu!
  I hope you enjoy scaring and challenging your players 
  with these glimpses into the minds of Sandy Petersen and 
  Mike Mason!
  Mike Mason
  2017
  A Note on the Scenarios
  Each of the scenarios comes with a set of pre-generated 
  investigators. Advice is provided for Keepers who prefer 
  to have their players create new investigators and, if 
  appropriate, for using existing player characters. If creating 
  new investigators, bear in mind the importance of constructing 
  relationships between them—the more intertwined with one 
  another and the scenario’s plot, the better. Each of the pre-
  generated characters is also provided as a download from www.
  chaosium.com on writeable PDF Call of Cthulhu investigator 
  sheets, allowing the Keeper to both print them out as needed 
  and to tinker with skill and characteristic values as they see fit.
  Player handouts are presented in each scenario for the 
  Keeper’s reference; player versions of these are collected 
  together at the back of this book for ease of copying for 
  personal use in your games. Again, a download of the various 
  handouts can be found at the Chaosium website.
  
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  INTRODUCTION
  
  Opposite: Hotel Hell
  7
  CHAPTER
  1
  T
  his scenario is set in the modern-day in the 
  remote wilderness of British Columbia, Canada. 
  Accommodating three to six players, it can be played 
  over one to two sessions. One or more of the investigators have 
  inherited an old hotel and plan to renovate and reopen it for 
  tourists seeking the scenery and wildlife of the region. In the 
  process of restoring the long abandoned building, secrets are 
  revealed that point to an awful discovery—all while the world 
  outside is coming undone. 
  FOREWORD
  This scenario had its appearance as a result of the Tentacles 
  convention in June 2006. During the convention, I had 
  been assailed by family and friends to run a Call of Cthulhu 
  adventure for them. So, I spent the day after the convention 
  putting this one together. I noticed, in so doing, that the date 
  was June 6, 2006, which of course meant it was 6/6/6 so I felt 
  compelled to do an adventure about the apocalypse.
  I also based the scenario in fair part on Lucio Fulci’s film The 
  Beyond, which also is about the end of the world. I kept making 
  it clear that the adventure had started just before the current 
  actual date, and then during the course of the adventure, the 
  players gradually started to realize what was going on. When 
  the climax of the adventure was reached, it was on that day’s 
  actual date, and they finally made the connection with the 
  numerical meaning of 6/6/6. Along with the events reported 
  from all around the world, they realized that it was, indeed 
  Armageddon, and they were at ground zero.
  It was a fantastic run. One of the participants had never 
  played Call of Cthulhu before, and she was pretty impressed. 
  Unfortunately, you won’t be able to run it on June 6, 2006, 
  but we all have our crosses to bear. I think one of the aspects 
  to “Hotel Hell” which I most enjoy is that at first, players 
  assume it is a re-hash of the old “The Haunted House” 
  scenario, found in every copy of Call of Cthulhu. (That was 
  the first CoC scenario I ever wrote!) But of course, “Hotel 
  Hell” has somewhere quite different as its destination. This is 
  a very fluid and free form scenario in which you must react 
  to the players’ decisions—if you are the type of Keeper who 
  prefers everything cut and dried, you may wish to try another 
  adventure first.
  Sandy Petersen
  2017
  BACKGROUND
  In 1924 an obscure and ill-regarded painter from Europe, 
  named Johan Schiegl, came to the Seven Stars Hotel in British 
  Columbia. Seeking solitude far away from hustle and bustle of 
  the Roaring Twenties, Schiegl came to capture the remote and 
  rugged wilderness of the Canadian landscape in his paintings.
  Some years earlier, in the late 18th century, gold fever had 
  struck the region and since those times, a small number of 
  settlers had come to area and made it their home. Some 
  semblance of civilization followed in the prospectors’ wake. 
  A hotel, the Seven Stars Hotel, was built (by a man named 
  Barnabas Levee), beneath the looming presence of the nearby 
  Hoodoo Mountain. It is here that Schiegl took a room for 
  a prolonged stay so that he could explore the area and paint 
  his curious paintings.
  It wasn’t long before guests in the hotel, its management, 
  and other settlers in the area began to talk about Schiegl 
  and his “evil” paintings. Schiegl’s canvases were dark and 
  An inheritance conceals a hideous secret that may spell the end of the world.
  HOTEL 
  HELL
  
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  8
  CHAPTER ONE
  unwelcoming affairs, portraying the landscape of the region 
  in dismal and depressing colors, and featuring “unhealthy” 
  subject matter. He often disappeared for days on end, or would 
  be found in odd places around the hotel with a shifty look in 
  his eyes and wet paint on his hands. When local wildlife was 
  found butchered and hanging from trees, and strange graffiti 
  was found painted around the hotel (notably a mural painted 
  without permission in the hotel’s basement), the locals began 
  to whisper accusations about Schiegl. Some even talked of 
  witchcraft. When strange paintings were found in his room, 
  along with vials and paintbrushes dried with blood, it was 
  clear something had to be done before this “warlock” could 
  work his evil on the community. Being far from the police and 
  branches of authority, the settler community decided to take 
  matters into their own hands.
  On the evening of April 2nd 1925 a mob seized Schiegl 
  and dragged him outside the hotel to a large red-cedar tree, 
  where his hands where nailed to the tree’s trunk and quicklime 
  thrown over him. A local man said prayers while Schiegl died 
  a painful, bloody, and nasty death. Eventually, Schiegl’s body 
  was buried at the foot of the tree.
  Schiegl’s room was left as the mob had found it and was 
  locked and boarded up, as all feared to meddle with the 
  warlock’s paintings and possessions. Over the coming months, 
  an ill wind seemed to blow though the area. The Seven Stars 
  Hotel went broke and its owners left for happier climes. Plans 
  were drawn up to turn the hotel building into a Catholic 
  church, but following the mysterious death of the priest sent 
  to establish the church, the plan was abandoned. Some years 
  later in 1932, the structure was repaired and re-opened under 
  new management as the Seven Stars Trading Post and Hotel—
  although, Schiegl’s room was left undisturbed, hidden behind 
  a false wall. In this guise, the building continued to function 
  until the early 1970s when it closed down and was once again 
  abandoned. It has been empty and uncared for since that time.
  Revelations
  Schiegl was simply a painter whose works were outlandish and 
  horrific to his contemporaries. During his stay in the hotel, 
  his morbid curiosity and temperament became susceptible to 
  the subtle emanations of a gate to Hell that sits beneath the 
  hotel, twisting his already outré work into something even 
  more malign (see Gates of Hell, following). The influence 
  of the gate caused Schiegl to suffer horrifying nightmares of 
  the destruction of the Earth, which also plagued his waking 
  moments. He became drawn to the gate, often sneaking down 
  into the basement to be near to it. While down there he 
  began to paint a mural on the basement wall, depicting his 
  nightmares; such activities and his dark demeanor where what 
  brought him the attention of the hotel’s management, the 
  other guests, and nearby locals.
  The gate has always influenced those in its proximity, 
  although most discounted such things as simple nightmares 
  and thought little on it. In fact, the hotel’s builder, Barnabas 
  Levee, strongly felt the presence of the gate and was, 
  unconsciously, compelled to establish a building on the site. 
  Levee would, some time later, commit suicide in the hotel by 
  slitting his own throat with a cutthroat razor; the hotel was 
  passed on to his son. For the most part, the power of the gate 
  remained minimal, only at certain times (such as in 1925) 
  does its influence increase, manifesting in a few individuals 
  in strange and sinister ways. At the start of the scenario, the 
  gate’s power is again rising, heralding dark times ahead and the 
  possibility of the end of the world. Visions of “Hell” and also 
  of the horrifying figure of Schiegl will haunt the investigators. 
  Indeed, one investigator may well become the key focus of the 
  gate’s effects (see Events, page 29). 
  The gate to Hell beneath the hotel is one of seven gates 
  spread across the world (see The Pacific Ring of Fire, page 
  24). During the scenario, all of these gates begin to open, 
  causing volcanoes to erupt and other calamities to ensue. If 
  the gates are allowed to all fully open then the bottom of the 
  Pacific Ocean unscrews, bringing about the end of the world. 
  Yet, if the investigators can close the gate beneath the hotel, 
  then they can literally save the world, as all seven gates must 
  open to bring about the apocalypse. 
  Allowing all the gates to open brings cataclysm to the 
  Earth, devastating humankind and opening the way for the 
  return of the Great Old Ones and the other terrors of the 
  Cthulhu Mythos.
  Keeper note: April 2nd 1925—the date of Schiegl’s death is 
  significant, as it coincides with the date when R’lyeh, having risen 
  from the ocean’s depths, sank back into the sea, as described in H. 
  P. Lovecraft’s The Call of Cthulhu. Thus, the fluctuating power of 
  the gates can be seen to somehow connect to the concept of the 
  “stars coming right” and the freeing of the gods of the Mythos.
  Gates of Hell
  The Seven Stars Hotel stands upon one of the seven gates to 
  Hell, the locations of the other gates are as follows. Each gate 
  features a different dire event, with the dead rising at the Seven 
  Stars Hotel, an unexplained plague hitting the population 
  of the Kermadec Islands, and so on. While the investigators 
  won’t be able to get the full picture of what is happening in 
  each of the gate locations, various news reports hint at more 
  than just earthquakes and volcanoes. The following list of the 
  gates includes the ensuing disastrous events wrought about 
  by their opening (these are mirrored in the news reports (see 
  Breaking News, page 30); however, feel free to change and 
  adapt these as you see fit. Note that the events may or may 
  not happen, depending on the actions of the investigators.
  
  CONCEPTS OF HELL
  The notion of Hell, a place of damnation and suffering, is 
  common across many cultures around the world. While each 
  culture calls Hell by a different name, the similarities are 
  often thought provoking. Abrahamic tradition sees Hell as a 
  punishment. The Kabbalah describes Hell as a waiting room or 
  entryway for all souls. While in Islam, Jahannam is a place of 
  blazing fire, boiling water, and torments. Some other traditions, 
  where the concept of an afterlife as a place of punishment or 
  reward is unknown, describe Hell as the abode of the dead. 
  In regard to the Cthulhu Mythos, Hell might be regarded 
  as a dire dimension, a manifestation of utter desolation so alien 
  to humanity as to be beyond our ability to conceive. Visions, 
  encounters, and lore arising from centuries of human history 
  are viewed through common perceptions as a malign place 
  where no good exists, and a place where the wicked are sent for 
  eternity. Such conceptions are humanity’s way of dealing with 
  the truth of the cosmic reality of existence and the universe 
  in which we believe we exist.
  The Seven Gates of Hell Map
  9
  HOTEL HELL
  The Seven Gates of Hell
  Seven Stars Hotel, British Columbia
  • The dead rise. Hoodoo Mountain erupts.
  Commerce, Los Angeles County, California
  • City falls into a massive sinkhole, and Mythos monsters 
  emerge to feed.
  Petropavlovsk-Kamchatsky, Kamchatka, Russia
  • Everyone in a 20-mile radius suddenly and inexplicably dies. 
  Avachinsky volcano erupts.
  Jayapura City, capital of Papua, New Guinea
  • Volcano erupts; star-spawn and other watery monsters 
  emerge to feed.
  Kermadec Islands, New Zealand
  • A plague-like disease rapidly spreads, provoking mass 
  exit from the island. Nearby Curtis Island is destroyed by 
  volcanic explosion.
  Saipan, Marianas Islands
  • Earthquakes and mass panic. Volcano erupts.
  Valparaíso, Chile
  • Earthquake. Ghouls emerge to feed.
  
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  CHAPTER ONE
  THE INVESTIGATORS
  Hotel Hell is a very focused scenario, requiring one of the 
  investigators to have recently inherited the building; although, 
  it is possible that more than one investigator has a share in 
  the inheritance, with other player characters being family 
  members. Other investigators should be assumed to be close 
  friends or could be people hired and brought out to assist with 
  the refit work. As such, the investigators can come from any 
  modern-day occupations. 
  In deciding upon roles and jobs, remind the players that their 
  characters have a vested interest in getting the Seven Stars Hotel 
  back up and running, and that they have already made contact 
  with the Tlingit, a people native to the local area, who have 
  agreed to supply workers to assist in refitting the hotel. Thus, 
  the investigators do not necessarily need to be construction 
  experts, just regular folk who have inherited the hotel and have 
  an ambition to see it reopened as a successful business.
  If you do not wish to create new investigators or use existing 
  ones, six pre-generated characters are provided:
  • Jared Kelly, artist / hotel proprietor
  • Debra Kelly, store manager / hotel proprietor
  • Elsa Lemann, cook
  • Rob Hardy, carpenter
  • Dan Hardy, drifter (ex. convict)
  • Christy Johnson, fitness instructor
  Profiles for each of the pre-generated investigators can be 
  found on page 34.
  Investigator Equipment and Supplies
  The scenario begins with the investigators arriving at the 
  hotel in British Columbia. This is the first time they have 
  set foot here. In preparation for their trip and the work to be 
  carried out, it is assumed that they have previously arranged 
  for tools and equipment to be delivered to the hotel. Anything 
  subsequently needed, and not already delivered, can be sent for 
  and picked up by the Tlingit workers in due course. 
  The investigators have the deed to the hotel with them—
  previously sent to them by the legal firm that arranged the 
  inheritance (see Research, page 27).
  The investigators can be assumed to have brought one or 
  two satellite phones with them (determine which characters 
  have a phone). A satellite phone is capable of making and 
  receiving calls, sending and receiving email, and comes 
  with limited access to the Internet. In time, once the initial 
  structural and refitting work is carried out on the hotel, a 
  permanent hook-up for broadband Internet access is planned; 
  however, for now, the investigators are limited to making calls, 
  sending and receiving emails, and viewing web pages. 
  Keeper note: during the course of the scenario, it is likely 
  that the investigators will want to reach the outside world, 
  even if it’s just to call someone for help. The Keeper should 
  feel free to let the investigators call and email whoever they 
  want. No one will be able to arrive in time to provide any 
  useful support or help. Distance is not the only barrier, as 
  bad weather and other environmental factors can all play 
  their part in preventing help from reaching the people at 
  the hotel. Satellite phones have notoriously poor reception 
  indoors (if warranted, call for a Luck roll), as a direct line 
  of sight to the sky is usually required. Don’t forget though, 
  that the satellite phones provide an additional method for the 
  investigators to receive the various news flashes that punctuate 
  and deepen the horror of the situation (see Breaking News, 
  page 30). If the investigators seem be relying too much on the 
  phones, remember that large spikes in call volumes caused by 
  widespread emergencies (such as those occurring during the 
  scenario) often overload the systems, meaning that the phones 
  may suddenly drop calls or fail to make them altogether.
  Equipment delivered to the hotel includes:
  • Generator and fuel 
  • Power lines and sockets
  • Tools (inc. power tools, wood axes, etc.)
  • Building supplied (wood, concrete, plaster, etc.)
  • Work lanterns
  • Flashlights
  • Clothing and bedding
  • Food supplies
  • First aid kit
  The investigators have hired one vehicle, a Chevrolet 
  Traverse, accommodating up to eight people. The vehicle is 
  carrying two canoes on its roof rack.
  Specific items that don’t fall easily into the list above are 
  at the discretion of the Keeper (who may call for a Luck roll 
  to see if the investigator remembered to pack it). In terms of 
  weapons, most investigators can be expected to have packed 
  some form of knife (from penknife to sheath knife), depending 
  on their skill set and character concept. Likewise, it would be 
  perfectly reasonable to assume one or more of the characters 
  have brought a hunting rifle, although it makes less sense for 
  them all to be packing handguns in the wilderness. Discuss 
  equipment with the players and veer them towards “what 
  would be reasonable and expected” rather than what a typical 
  Call of Cthulhu investigator might have packed in their trunk! 
  
  Northwest British Columbia Map
  11
  HOTEL HELL
  LOCATION
  Information about British Columbia, the local area, and a 
  detailed overview of the Seven Stars Hotel follows, as well 
  as information concerning the native people of the area and 
  a visiting preacher. Where relevant, events linked to key 
  locations are given and should be utilized in conjunction with 
  the range of possible events described in the section entitled 
  Running the Scenario (page 26). The scenario is sandbox 
  in nature, allowing the players to explore, with the Keeper 
  reacting to their actions. 
  Hotel Hell takes place in the extremely isolated and remote 
  wilderness of the northwest corner of British Columbia, 
  Canada. The hotel is situated on the Iskut River and falls 
  under the shadow of Hoodoo Mountain, and is approximately 
  620 miles (997 km) from Vancouver, 389 miles (626 km) from 
  Prince George to the south, and 19 miles east from its junction 
  with the Stikine River. 
  Telegraph Creek (over 100 miles to the north, at the edge 
  of the Mount Edziza Park) is the nearest town where supplies, 
  fuel, and other essentials can be found. About 70 miles (112 
  km) northeast of Telegraph Creek and over 1,000 miles from 
  Vancouver, is the tiny community of Dease Lake and the 
  nearest airport. No road exists along the southern run of the 
  Iskut River.
  BRITISH COLUMBIA
  British Columbia is Canada’s westernmost province. Vancouver 
  lies at its southern border, while Alaska and the Yukon Territory 
  border to the north. Vast, sparsely populated, and dominated 
  by mountain ranges and glaciers, the region boasts magnificent 
  scenery and is a destination during the summer months for those 
  seeking the wilderness thrills of hiking, camping, and skiing.
  For the most part, there is a distinct lack of roads as most of 
  the region is inaccessible by automobile. What with sprawling 
  and dense forests, mountain ranges, and the lack of developed 
  trails, the best means of travel is by boat or by airplane. Cell 
  phone service is all but non-existent (visitors are recommended 
  to take a satellite phone). Consequently, huge areas of the 
  region are uninhabited.
  Dense fogs are common. The temperature can vary 
  significantly; during summer, the temperature can fall below 
  50°F (10°C). What with the wild terrain, getting lost in the 
  wilderness is easy. Just going for a hike means taking into 
  account the prevailing weather conditions, as well as other 
  environmental factors, such as black bears.
  Keeper note: a subspecies of the American black bear, the 
  Kermode bear (also known as the “spirit bear”) stalks the region; 
  around one in ten have a white coat (like a polar bear) due to a 
  unique recessive gene. These white bears hold an important place 
  in the oral traditions of the indigenous peoples of the region. 
  
  The Environs of the Seven Stars Hotel Map
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  CHAPTER ONE
  Incorporating what looks like a polar bear into the scenario 
  might cause all manner of consternation for the players.
  Iskut River
  The Iskut River, the largest tributary of the Stikine River, runs 
  through the northwestern area of the province. The river is 
  home to five species of salmon, artic grayling, and rainbow 
  trout, among other varieties of fish. The water is icy cold and 
  swimming is not recommended—swimmers risk hypothermia 
  if suitable clothing is not worn.
  THE TLINGIT  
  AND THE PRIEST
  While the location of the Seven Stars Hotel is remote, the 
  investigators are aware of the Tlingit people, who are providing 
  workmen to help refit the hotel building. The following 
  information may be useful should the investigators wish to 
  visit the local community or speak more in depth with some 
  of the men hired to work on the hotel. 
  The priest, an evangelical preacher from Texas, called 
  Rebnesh, is currently living with the Tlingit. The investigators 
  are not initially aware of his presence until they either visit the 
  Tlingit settlement or the preacher comes to call at the hotel.
  THE TLINGIT PEOPLE
  The Tlingit (“People of the Tides”) are an indigenous people 
  of the Pacific Northwest coast. A Tlingit community exists 
  along the northern bank of the Iskut River, approximately 10 
  miles from the Seven Stars Hotel.
  While their ancestral language is Lingít, the Tlingit speak 
  English and so communication should not be an issue for 
  the investigators.
  Historically, the Tlingit have occupied the region along its 
  major rivers. From the late 1880s, many of the Tlingit converted 
  to Christianity. Although, in more recent times, a tendency to 
  look back towards more traditional tribal beliefs has been seen in 
  the younger generation. Most, including many elders, reconcile 
  a Christian belief with their traditional cultural worldview.
  A strong relation between arts and spirituality can be seen 
  in much of the craft life of the Tlingit people. Those visiting 
  the community will see totem poles, canoes, pots, and jewelry, 
  all executed with great skill.
  The community is not particularly large, housing some fifty 
  tribes people, as well as Reverend Rebnesh, the evangelical 
  preacher, who has been living in the settlement some six 
  months. Indeed, some of the Tlingit are helping Rebnesh 
  to build a church near to the community. Otherwise, the 
  people of the community hunt and cultivate food, travel for 
  work around the region, or work as guides for the tourists and 
  scientists who visit the area. 
  
  HANDOUT: HOTEL 2
  THE THEFT OF DAYLIGHT
  Raven stole the stars, the moon, and the sun.
  Old Man was very rich and owned the three boxes that 
  contained the stars, the moon, and the sun. But Raven 
  wanted these for himself and so he transformed himself into 
  a hemlock needle and dropped into the water cup of the Old 
  Man’s daughter as she was out picking berries. After drinking 
  from the water cup, the Old Man’s daughter became pregnant 
  and gave birth to Raven as a baby boy. 
  The Old Man doted over his grandson, although the baby 
  cried incessantly until the Old Man gave him the Box of Stars 
  as a pacifier. The baby (Raven) opened the box’s lid and let the 
  stars escape through the chimney into the sky. Later, the baby 
  cried for the Box of the Moon and, after much fuss, the Old 
  Man gave it to him but not before stopping up the chimney. 
  The baby played with the box, allowing it to roll out of the 
  door, where the Moon escaped into the sky. Despite this, the 
  baby continued to cry, begging for the Box of the Sun. The Old 
  Man resisted, but eventually he caved in and gave the box to 
  the baby, although he now kept a close watch upon the baby. 
  As he was being watched, the baby waited until everyone was 
  asleep and then changed into his bird form, grasping the Sun 
  in his beak and flew up and out of the chimney. Raven took 
  the box to prove to those who would not believe him that he 
  had the Sun and, in so doing, opened the box, allowing the 
  Sun to fly into the sky where it has been ever since.
  13
  HOTEL HELL
  Tlingit Reactions to the Investigators
  The Tlingit are helpful and accommodating to the 
  investigators, as the work required to renovate the hotel 
  promises to provide much needed employment and income. 
  By the start of the scenario, the investigators have already made 
  contact with the community and approximately ten Tlingit 
  men have been employed to commence restoration work, as 
  well as collect and boat in building supplies. Throughout the 
  scenario the Tlingit should be portrayed as regular folk, eager 
  to help and welcoming. 
  As events build, the workers will grow more wary but do 
  not identify the investigators as “troublemakers.” Once all hell 
  does break loose, any workers remaining may attempt to flee 
  back to their community some ten miles away up the river. 
  The Keeper should determine whether passage is blocked by 
  the dead (see Events, page 29).
  Tlingit Information
  The Tlingit workers can confirm that a settler, named Levee, 
  originally built the hotel during the mid 1860s during the 
  Stikine gold rush, and that it was closed down but later rebuilt 
  as a trading post and hotel. Over the years, travelers lessened 
  and the business was closed in the 1970s and the building 
  abandoned. No one has used the building since.
  While the workers at the hotel won’t remember any 
  particular details, the tribe’s elders, if approached, can relate 
  that the settlers murdered one of their own kind at the hotel 
  during the 1920s, just before the hotel closed. The details are 
  sketchy. The elders are only able to say that a man was accused 
  of witchcraft and burned alive. The elders also remember that 
  a priest once came to the area to build a church on the site 
  of the old hotel, but when the priest was found with his head 
  twisted around, the plan for a church was abandoned.
  In discussing Hoodoo Mountain, the local people are 
  reticent to say a great deal but if pushed, most will say that it 
  is a common belief that the mountain is cursed. A successful 
  Fast Talk, Persuade, or Intimidate roll may get one of the 
  workers to declare that the mountain is place of restless spirits 
  and those who dwell too long there suffer from bad dreams. 
  If asked about legends, particularly ones concerning the 
  end of the world, gates to hell, and such like, the tribal elders 
  are as likely to quote gospel as readily as tribal folklore. If 
  convinced with a successful Charm or Persuade roll, the 
  investigators can be told the story of the Theft of Daylight 
  (see Handout: Hotel 2). The story concerns Raven, who allows 
  boxes containing the stars, the moon, and the sun to be opened, 
  releasing them into the sky. 
  A successful Occult roll may deduce that the tale is a fable 
  concerning the creation of the heavens, while a successful 
  Cthulhu Mythos roll positions the Old Man as Azathoth and 
  Raven as Nyarlathotep creating the solar system—inferring 
  that the Sun, Moon, and the Stars could be “put back in their 
  boxes” and so bring about a new darkness to the world, i.e. an 
  end to the Earth and its inhabitants.
  REVEREND REBNESH
  The reverend is a Pentecostal evangelist heralding from Texas. 
  He has been living with the Tlingit people for around six 
  months, ministering to the community and organizing the 
  construction of a new church building.
  Rebnesh is something of a hell and brimstone preacher, 
  often loud and energetic despite his advancing years. Thus, 
  he may come across as slightly crazed to the investigators. 
  While the investigators may meet him if they visit the Tlingit 
  settlement early in the scenario, it is more likely that he 
  
  BIBLE QUOTES
  Reverend Rebnesh can voice the following quotes from the Bible 
  when he comes into contact with the investigators. Try to pepper the 
  quotes into his speech; remembering that as the scenario progresses 
  he grows more and more wild and crazy in his protestations. 
  Daniel (9: 26-27)
  After the sixty-two weeks an anointed shall be cut down when 
  he does not possess the city; And the people of a leader who will 
  come shall destroy the sanctuary. Then the end shall come like 
  a torrent; until the end there shall be war, the desolation that is 
  decreed. 
  For one week he shall make a firm compact with the many; Half 
  the week he shall abolish sacrifice and oblation; On the temple wing 
  shall be the horrible abomination until the ruin that is decreed is 
  poured out upon the horror.
  Daniel (12: 2) 
  And many of those who sleep in the dust of the earth shall awake, 
  Some to everlasting life, Some to shame and everlasting contempt.
  Ezekiel (12: 20)
  And the cities that are inhabited shall be laid waste, and the land 
  shall be desolate.
  Matthew (24: 15-16)
  When ye therefore shall see the abomination of desolation, spoken 
  of by Daniel the prophet, stand in the holy place, (whoso readeth, 
  let him understand:) Then let them ... flee into the mountains.
  Revelation (13: 7) 
  And it was given unto the beast to make war with the saints, and 
  to overcome them: and power was given him over all kindreds, and 
  tongues, and nations.
  Revelation (18: 22-23)
  And the voice of harpers, and musicians, and of pipers, and 
  trumpeters, shall be heard no more at all in thee; and no craftsman, 
  of whatsoever craft he be, shall be found any more in thee; and the 
  sound of a millstone shall be heard no more at all in thee;
  And the light of a candle shall shine no more at all in thee; and 
  the voice of the bridegroom and of the bride shall be heard no 
  more at all in thee:
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  14
  CHAPTER ONE
  will visit them at the hotel early on to introduce 
  himself and say hello. 
  At first, Rebnesh is curious about what the 
  investigators are doing and what they have planned for 
  the hotel, advising that the Tlingit people are friendly 
  and that the work offered by the hotel’s repairs is 
  welcome. As the scenario progresses, Rebnesh dreams 
  the investigators are meddling with danger. Somehow, 
  he perceives that the strange events surrounding the 
  hotel, as well as those now taking place around the 
  world, are a warning from God, and so will do all 
  he can to pester the investigators to make them see 
  the error of their ways and leave the hotel well alone. 
  Rebnesh is a device for the Keeper to relay 
  important information from the outside world. 
  He has a working satellite phone and will be eager 
  to share momentous news with the investigators 
  once volcanoes start erupting around the world 
  (see Breaking News, page 30). As the situation 
  grows worse, Rebnesh heads to the hotel to inform 
  the investigators that Judgment Day is at hand, 
  as evidenced by the growing number of natural 
  disasters (and the fact that the dead have returned 
  to life—if he’s seen evidence or witnessed the dead 
  wandering about).
  With events building, Rebnesh grows more 
  crazed, quoting passages from the Bible (see Bible 
  Quotes box nearby), and telling the investigators 
  (and any Tlingit listening) to return with him to 
  the settlement to pray for their souls. 
  How this plays out is left to the Keeper, based 
  upon the actions of the investigators. Possible 
  outcomes include Rebnesh leaving the hotel in time 
  to reach the church, being delayed somehow and 
  then being prevented from reaching the church by 
  the dead, meaning he returns to the hotel—if so, he 
  likely becomes a victim of the dead as the climax 
  a p p r o a c h e s , 
  falling beneath 
  the murderous 
  h o rd e  w h i l e 
  y e l l i n g  o u t 
  quotes from 
  t h e  B i b l e . 
  Alternatively, 
  the possessed 
  investigator (see 
  Possession, page 
  27) may attempt 
  to murder the 
  priest.
  Reverend Rebnesh
  
  The Forests of British Columbia
  15
  HOTEL HELL
  THE SEVEN  
  STARS HOTEL
  The building has seen better days; long abandoned, the 
  elements have caused severe damage to the structure and 
  façade. Clearly there is much work to be done before the 
  doors can be opened for paying guests. Detailed descriptions 
  of the grounds and internal rooms follow.
  OUTSIDE
  The hotel is close to the southern bank of the Iskut River. 
  A rotted but useable wooden deck provides mooring for 
  boats. While vegetation is sparse, what exists is overgrown 
  and unkempt; straggly and thorny bushes surround the hotel, 
  while ancient and tall trees pierce the sky. In the distance, 
  Hoodoo Mountain dominates the skyline. 
  At the western end of the hotel is an outhouse where the 
  investigators have stored their tools and supplies, as well as the 
  generator and fuel. On the eastern side, a decaying set of doors set 
  into the ground lead to a chute connected to the hotel’s basement, 
  allowing wood and other supplies to be dropped down. A rusted 
  iron chain and padlock prevent access (Hard Locksmith or STR 
  roll—grant a bonus die if a lever or tool is used).
   Also at the northeastern end of the hotel is the oldest and 
  largest tree in the vicinity. A Western red-cedar, this tree is 
  nearly 200 feet tall and wide at its base. This is the spot where 
  the lynch mob killed Schiegl, nailing his hands to the tree 
  and covering him in quicklime, and where they buried his 
  body (his bones can be found if the investigators dig down 
  six feet—see Ending the Scenario, page 31). Those inclined 
  to examine the tree should attempt a Spot Hidden roll to 
  notice two old iron nails deeply embedded in the trunk—
  years of the tree’s growth mean that only the very ends of the 
  nails are visible. The Tlingit workers tend to shun the tree, 
  although this is barely perceptible (Hard Psychology roll, if 
  the stated intention is watching the workers outside the hotel). 
  If questioned on their attitude, the workers say that the tree 
  is very old and carries bad “vibrations” as it has witnessed evil 
  deeds. Solitary investigators who spend time near the tree risk 
  seeing a vision of Schiegl nailed and burning in agony from 
  the quicklime (Sanity roll, 1/1D3 loss). 
  Crossing the Iskut River and heading west, leads to the 
  Tlingit settlement (see The Tlingit People, page 12), while 
  heading north brings the investigators to Hoodoo Mountain 
  
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  CHAPTER ONE
  (see Hoodoo Mountain, page 25). Staying on the southern 
  bank of the river and heading east brings the investigators to a 
  series of ruined and long abandoned wooden cabins (see Old 
  Prospector Cabins, page 25). Note that while the river’s banks 
  are more or less free of vegetation, just a few yards beyond 
  the water are trees leading into dense forest. A simple walk 
  in the woods doesn’t necessarily call for a skill roll to find the 
  way back to the hotel, but if chased or otherwise in a dramatic 
  situation where one’s bearings could get confused, a Navigate 
  roll might be applicable.
  HOTEL INTERIOR
  A two-story structure, with a basement below, the hotel’s insides 
  are in relatively good condition as opposed to its external 
  features. The décor is old and fading; wallpaper is ripped and 
  lighting fixtures (to hold candles) are either missing or broken. 
  In places where boarding across windows is missing, the glass 
  is long smashed, allowing the elements to take their toll in 
  some of the rooms. Floorboards are, on the whole, sound, 
  however investigators and workers run the risk of putting their 
  feet through rotten and decayed boards, as determined by the 
  Keeper. Dust, dirt, and cobwebs festoon the place.
  Ground Floor
  At the front, a reception lobby opens into the public areas of 
  the hotel (dining room, lounge, and study), which back onto 
  offices, stores, and a closet. In the back are three bedrooms. 
  At the eastern end is a kitchen and food store. Most rooms 
  have either a fireplace or stove. Key room descriptions follow.
  Old trading post: beneath moldering dustsheets are the 
  remains of the old trading post, mostly long since cleared 
  out. A few clues to its original purpose remain, such as empty 
  buckets, an old service counter, a coil of rope, some discarded 
  and broken brooms, the head of a shovel, and various hooks 
  set into the walls. Amongst the clutter, the body of a dead 
  raccoon is an unpleasant find. An old photograph, taken in the 
  1960s, pinned to a wall shows the building’s owners outside 
  at the front of the building. 
  Seven Stars Hotel Map Keeper Version
  
  17
  HOTEL HELL
  Study/lounge: bookcases are half-filled with dusty old books 
  that are covered in a layer of cobwebs. Dead flies litter the 
  shelves. A search of the books turns up two Bibles, hunting 
  and fishing guides, a history of Canada (written in the 1970s), 
  and some paperback fiction. What’s perhaps most surprising 
  is the number of old art books: art history written in the late 
  1800s, folios of color plates from the late Victorian era, and 
  even some old sketchpads containing charcoal drawings of 
  the local area.
  If time is spent looking through the folios, the landscapes 
  have a dismal quality, which leaves the viewer somehow 
  depressed. One pad in particular has some quite disturbing 
  work depicting what could be scenes from some demented 
  dream or nightmare, as well as scenes of death and torture, 
  and what might be images from the seven hells. On one blank 
  page is written, “Woe to him who ventures near, Woe to him who 
  opens the gate, As Evil shall be unleashed upon the World.” The 
  sketchpads all carry the initials “J.S.” Some of the work is 
  dated, circa 1924 to 1925.
  Dining room: this room smells bad and flies seem to gather 
  in here. Dustsheets cover old wooden tables and chairs. A 
  successful Spot Hidden roll detects fresh blood on the floor, 
  going beneath one of the sheets. Beneath is the (recently 
  deceased) corpse of a raccoon; a wound in its belly has allowed 
  its entrails to spill out and begin to rot. Close examination 
  with a trained eye (medical, veterinary, or experienced hunter) 
  notes that the wound is not cleanly cut (as would be the case 
  with a bear’s claw) but rather looks as if caused by a long nail 
  tearing through the flesh.
  Kitchen: a massive wood-burning stove, now covered in 
  dust and cobwebs, dominates the room. Elsewhere, wooden 
  preparation tables make up the majority of the furniture. A 
  chest of drawers holds cooking implements, including a range 
  of rusting kitchen knives. If a fire is lit in the stove, clouds 
  of smoke soon fill the room—the chimney is blocked by the 
  remains of birds that have somehow been trapped inside (forty 
  birds, in varying states: from skeletal to recent and decaying.
  Kitchen store: the door to the storeroom is hanging from a 
  single hinge; anyone touching it finds it suddenly detaches 
  and falls (Dodge roll to avoid 1 point of damage). 
  A striped skunk has made a home inside the store; it may 
  feel threatened by the sudden entry of an investigator, spraying 
  them with its foul musk (which can reach up to 19 feet away)—
  particularly kind Keepers might allow a Dodge roll to avoid 
  the worse of it. If sprayed into the eyes, it causes a temporary 
  burning sensation (temporary blindness for 4 rounds).
  Inside, the walls are lined with dusty shelves; a few old tin 
  cans of peaches, and a couple of empty produce crates are 
  all that can be found in here. Should the tins of peaches be 
  opened the contents release an awful smell; inside, the fruit 
  has turned into sticky black sludge. At the far end is what was 
  once a small cold store, now empty.
  Offices: the offices are both cluttered with all manner of dusty 
  junk scattered about on desks, piled up on the floor, and in 
  drawers and pigeonholes. Mostly, its boxes of old ceramics, bills 
  and papers, ledgers, dried up inkwells, and so on. Searching 
  through the mess, some yellowing guest books can be found; 
  within, the names and locations of visitors depict a once 
  successful and busy establishment. The earliest volume dates 
  back to 1863, the latest to 1927—if looking for an entry for J.S. 
  or Johan Schiegl, his signature and home location of Cologne, 
  Germany, can be found for August 1924. 
  If time is spent sifting through the various old bills, papers, 
  and ledgers call for a Library Use roll: if successful, a ledger 
  dating back to 1925 is found to contain a cryptic message—see 
  Handout: Hotel 3. In addition, deeds for the property dated 
  for 1932, contain the same unusual stipulation.
  Keeper note: the stipulation, written into the hotel’s deeds, 
  was put in place to prevent anyone from digging up or 
  around the red-cedar tree, so as to prevent discovering of 
  Schiegl’s corpse. Should any of the Tlingit be asked if the 
  tree is somehow sacred to their beliefs, they respond that 
  pre-Christian tribal beliefs hold that all of nature as sacred, 
  Handout: Hotel  3
  Under no circumstances is the 
  Western red-cedar tree situated 
  at the northeastern corner of 
  the property to be uprooted or 
  otherwise moved in respect of the 
  native people’s beliefs.
  GENERAL LEDGER
  Date
  Details
  Charges
  Credit
  Balance
  
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  CHAPTER ONE
  as all things contain the essence of the Great Spirit; however, 
  that particular tree holds no greater significance than any of 
  the other trees in the area.
  On a wall in the larger office is a series of tiny bells 
  connected to wires running up through the ceiling. This was 
  once a bell call system, allowing guests to pull a cord that 
  would cause that room’s bell to ring twice. The system still 
  works (cord pulls can be found in all of the bedrooms).
  Keeper note: the bell for room 7 should ring at strange times 
  throughout the scenario (especially when room 7 has been “found” 
  and is empty of people). The unexplained ringing should grow 
  in occurrence towards the scenario’s climax, perhaps provoking 
  kampanaphobia (fear of bells) for an insane investigator.
  Closet and store: mostly empty except for some old linen, 
  towels, boxes of candles, and aging mops and brooms.
  Bedrooms (1–3): each bedroom is more or less the same, 
  with a fireplace or stove, bed frame, chair, and dressing table. 
  Most have been covered in dustsheets, although in rooms 
  1 and 3 broken windows have allowed the elements inside; 
  SCHIEGL'S ART
  Looking at the paintings on the walls or 
  through the stack of canvases in Room 
  7 reveals a wide range of subject matter. 
  In total, there are some thirty painting 
  (seven hung about the room, the rest 
  in stacks leaning against the walls). 
  Landscapes feature predominantly, 
  but there are also some character 
  pieces, and some that present ghastly 
  and nightmarish visions in an almost 
  Surrealist style. 
  Of the landscapes, each is well 
  executed and all appear to be 
  representations of the local area. Some 
  are quite picturesque and wouldn’t look 
  out of place in most homes; however, 
  most are less wholesome, macabre pieces: 
  gloomy skies filled with black birds, 
  Hoodoo Mountain dark and foreboding, 
  the hotel itself shown under a black sky 
  filled with eyes. A sense of disquiet 
  abounds, as though something evil is 
  lurking just beyond the viewer’s sight.
  The character paintings are smaller 
  in number. One shows an elderly man, 
  dressed in Victorian garb, in the midst 
  of slicing his own throat with a cutthroat 
  razor; a look of terror consumes the 
  suicide’s face. While another depicts a 
  youthful-looking male, with pale and 
  sinewy flesh, mouth open as if in a 
  scream, and whose eyes are completely 
  white. If anyone viewing this painting has 
  already seen a ghostly visage of Schiegl 
  around the hotel, then call for a Sanity 
  roll (0/1 loss) as this is a self-portrait.
  The more bizarre paintings (seven in 
  all, hidden from view amongst the stack 
  of canvases) show a series of strange fever 
  dream visions. Those with any knowledge 
  of fine art might liken the pieces to a 
  hellish cross between Surrealism and the 
  frightening works of Hieronymus Bosch. 
  Most seem to be set upon a barren and 
  gray landscape, in which eye and mouths 
  are melded into the terrain or sky. Across 
  these scenes, the differing paintings 
  depict complex geometrical shapes and 
  horrific beast-like demons cavorting and 
  performing horrendous torture upon 
  human-like figures. Star-headed devils 
  saw men’s heads open, while mermaid-
  like folk flay skin from lines of terrified 
  people. In every one of these paintings a 
  pair of monsters are holding aloft a scroll, 
  on which strange words are written in 
  an unknown language. Looking through 
  all of the painting calls for a Sanity roll 
  (1/1D3 loss).
  Keeper note: as an option, the Keeper 
  might wish to have depictions of 
  the investigators in these paintings 
  (possibly a Spot Hidden roll notices the 
  resemblances). Details for the majority 
  of paintings are left purposefully blank, 
  allowing the Keeper to conjure their own 
  descriptions of the subject matter as they 
  see fit. 
  Importantly, the writing seen across 
  the seven nightmare-scapes forms part 
  of a ritual—see Handout: Hotel 4). If 
  the phrases are pieced together in the 
  correct order, saying the words aloud is 
  one element of closing the gate to Hell 
  below the hotel (the correct order of the 
  phrases is given in The Correct Order 
  of the Ritual Phrases, page 31). The 
  second element is copying the strange 
  geometrical pattern painted on the 
  reverse side of the canvas that covers the 
  message on the wall of Schiegl’s room. 
  The symbol is a ward and must be drawn 
  as close to the gate as possible. Thus, 
  drawing the symbol and saying the words 
  closes the gate (for further details on this 
  see Ending the Scenario, page 31).
  
  Schiegl's Art
  19
  HOTEL HELL
  years of leaves, detritus, and rain have taken their toll on the 
  furnishings and decoration. 
  Water closets: a mix of Victorian era and mid-twentieth 
  century fittings; flushing reveals blockages in the pipes, causing 
  the bowls to fill to the brim with murky brown-colored water. 
  Bathtubs are water-stained with age.
  First Floor
  Hallway: the stairs from the reception lobby lead up to a 
  central hallway. Some light filters in at the eastern end through 
  a partially shuttered window.
  Keeper note: looking down the hallway towards the eastern 
  end, allow a Spot Hidden roll to notice that the wall sticks out 
  a couple of inches (this is due to the false wall that was fitted 
  back in 1925 when Schiegl’s room was locked and covered 
  over). When viewing the northeastern corner from the hotel’s 
  exterior, it’s clear that there is a “hidden” room (two dark 
  and curtained windows can actually be seen). It is likely to 
  become apparent to the players, fairly early in the scenario, 
  that there’s a hidden room here (the fact that the bell call for 
  room 7 keeps ringing might help things along). If they do 
  not notice it, have a Tlingit worker make the discovery (at a 
  suitable point), who then comes to the investigators to ask if 
  they’d like the wall tearing down to get to the room beyond. 
  This should be enough to garner their interest. 
  Bedrooms 4–6 and 8–11: all doors are unlocked except for 
  rooms 4, 6, and 10 (with no keys available, the doors must 
  either be forced open (STR roll) or picked (Locksmith). 
  Much like the guestrooms on the ground floor, each room 
  has a fireplace or stove, bed frame, dresser, and chair. Some 
  rooms have a wardrobe. Astute investigators may wonder what 
  happened to room 7.
  Water closets: like the ground floor, the water closets are 
  blocked.
  Bedroom 7: hidden behind a false, wooden wall—the false wall can 
  be torn down or broken through in a relatively short time. Beyond 
  the false wall is the original wall and door, with the number 7 on it. 
  A crude cross has been painted in white on the door (clearly done 
  decades ago). The door is locked, requiring a successful Locksmith 
  roll or a Hard STR roll to gain access inside. As an option, the 
  Keeper could have the door remain closed and unmoving, as if 
  some invisible force is keeping it closed. Only by chopping through 
  the door with an axe, or breaking through the wall, allows entry. 
  Perhaps when this is done, and just before the investigators step 
  through, the door mysteriously swings open by its own accord).
  
  QUICKLIME
  Commonly known as quicklime, calcium oxide (CaO) is an 
  odorless, grayish-white powder. It can cause severe irritation 
  if inhaled or when in contact with moist skin or eyes. 
  • Inhalation causes coughing, sneezing, and labored breathing, 
  as well as burning the nasal septum and causing abdominal 
  pain, and nausea and vomiting.
  • With skin contact, it causes painful burns. If enough were 
  poured over a person, it would cause severe burns and 
  possibly death.
  • Importantly, quicklime reacts with water, generating enough 
  heat to ignite nearby combustible materials.
  In game terms, inhalation causes 1D6 damage, or 1D4 
  damage for a small amount on wet skin. If covered in the 
  powder, the unfortunate person suffers 1D4 per round until 
  death or the substance is removed. When in contact with a 
  moist or wet environment, the Keeper may declare the heat 
  is substantial enough to automatically set fire to clothing or 
  nearby combustibles; otherwise, use a Luck roll to determine 
  if clothing and the like catches fire. Burning investigators 
  suffer 1D4 additional damage per round until death or the 
  fire is put out.
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  20
  CHAPTER ONE
  Within, the room is a mess. Unlike the other rooms in 
  the hotel, this room appears never to have been cleared out, 
  although aging dustsheets have been thrown over the furniture. 
  Two windows are covered in dusty and dark drapes.
  Moving aside the dustsheets reveals artist’s brushes, old 
  paint tubes, and easels. In one corner a number of painted 
  canvases are stacked, while around the walls paintings 
  are hung with nails and twine. The dresser contains a 
  man’s clothing (circa 1920s), well-made and quite formal, 
  unlike that of a prospector or wilderness traveler. A trunk, 
  monogrammed with the initials “J.S.,” contains some more 
  items of clothing and a well-thumbed Bible (which falls 
  open at the Book of Revelation).
  Looking through the art supplies, an investigator may notice 
  a small glass jar without a lid. A film of dark brown, almost 
  black, residue lies within. A successful Know roll, or other 
  analysis, suggests this is dried blood.
  If looking at the paintings hung around the walls, call for a 
  Spot Hidden roll (note that this is not possible until the dust 
  sheets are removed). If successful, marks can be seen behind 
  one of the canvases. Looking closer, the marks are words, 
  mostly hidden behind the canvas. Moving the painting, reveals 
  the words as: “And many of those who sleep in the dust of the 
  earth shall awake, Some to everlasting life, Some to shame 
  and everlasting contempt.” A successful Know roll places this 
  phrase as coming from the Bible (a Hard success means the 
  investigator can place it as coming from the Book of Daniel 
  in the Old Testament.
  What’s more, when moving the painting aside, the 
  investigator may notice that another piece of art has been 
  painted on the reverse side of the canvas. This is not a finished 
  piece and looks more like a sketch or early compositional work. 
  It shows a volcano (Hoodoo Mountain) erupting, pouring 
  burning flames upon a mass of people. What’s uncanny is that 
  the people are all still, as if unaware of the calamity falling upon 
  them. In the center of the piece is an unusual geometric pattern: 
  a circle within a circle, in which bisecting lines form strange 
  angles. Viewing this piece calls for a Sanity roll (0/1 loss). 
  If the investigators take time to look properly through the 
  rest of the paintings stacked or hung in this room, go to the 
  box titled Schiegl’s Art, nearby).
  Keeper note: this was Johan Schiegl’s room, where he stayed 
  in 1924–1925 until he was killed by the mob of fearful settlers. 
  Investigators and workmen alone in this room are likely to 
  see a vision of Schiegl on a wall, in the dressing mirror, or in 
  a painting. The silent vision is momentary and depicts a pale 
  European male, mouth screaming, with completely white eyes. 
  The man’s flesh is burning, as if covered in acid. A terrible 
  unease fills the viewer, who suddenly feels very cold. Call for 
  a Sanity roll (1/1D4 loss). 
  Bedroom 12: a large master bedroom with its own water 
  closet. Dustsheets have been moved and gathered together 
  in one corner upon the bed’s mattress (an old thing, with 
  springs poking through), almost like a nest. It’s clear that 
  someone slept in the room, using the dustsheets for bedding. 
  Indeed, the fireplace has the remains of a fire (whereas the 
  others in the hotel all seem to have been cleaned out when 
  the hotel was closed down years before). The unknown guest 
  must have used the hotel for shelter some time ago while it was 
  abandoned. Searching through the nest of dustsheets (Spot 
  Hidden) reveals a battered and old penny whistle (the whistle 
  plays no role in the scenario, but may perplex the players). 
  
  HANDOUT: 
  HOTEL 4 RITUAL PHRASES
  Ngh’aaaaa, ngh’aaaa.
  Azathoth! Ia!
  Finn-ai, Ygag-roll, n’grkdl’lh.
  Ygnaiih, ygnaiih, thothkh’ngha! Yog-Sothoth!
  Y’bthnk, h’ehye—n’grkdl’lh.
  Eh-yahaah, e’yayayayaaaa. 
  Khin-laggarr, yesta, yesta.
  Overleaf: The Mural
  21
  HOTEL HELL
  Basement
  A large basement lies beneath the hotel. The brick and cement 
  walls and wooden room partitions are all decaying. Various 
  old and moldering advertising posters have been stuck to the 
  walls, perhaps to add touch of color and cheer to what are 
  otherwise quite gloomy surroundings. There are no lights. As 
  the investigators descend, it quickly becomes apparent that 
  the whole area is flooded to a depth of 3 feet and smells bad 
  (dead rats, mice, etc. float about).
  At the northern end is an old fuel store; much of the wood 
  now floats in the water. The partitioned water closet is not 
  working (pipes blocked). Otherwise, the basement contains 
  empty shelving and an assortment of water damaged and 
  moldering junk. It’s a big mess.
  A sealed and rusting metal barrel, hidden behind assorted 
  junk, has a near unreadable label stating it contains quicklime 
  (see box nearby), a hazardous and potentially deadly powder. 
  The barrel has been down here for years and moving it while 
  the basement is flooded carries the chance that it will leak, 
  allowing the quicklime to react with the water to cause nearby 
  combustible materials to ignite (such as clothing).
  The reason all the water closets are blocked throughout the 
  hotel is due to a blockage in the main pipes leading into and 
  out of the cesspit adjacent to the basement. Once access to 
  the cesspit is made (by tearing down certain cellar walls) the 
  blockages can be cleared.
  On the southern wall are large posters advertising Hershey’s 
  chocolate, and Boris Karloff in The Mummy—both are peeling 
  away from the wall. 
  For those spending longer than 10 or so minutes in the 
  basement, call for a POW roll: if successful, faint moans and 
  wailing can be heard. The location of the wailing comes from 
  all around. Hearing this disembodied noise calls for a Sanity 
  roll (1/1D4 loss).
  Keeper note: it is presumed that the investigators ask one 
  or two of the local workmen to work down in the basement, 
  run a power line down there and set up some lights, allowing 
  them to identify and repair the water leak. The workmen 
  should eventually find the leak coming from the southern 
  wall—ideally, about an hour into the scenario—and then 
  commence to tear down the brick wall to get to the leak so 
  they may seal it up. Once the workmen begin to tear down 
  this wall, and if a light is shone through a gap, some sort of 
  large mural can be discerned painted on another wall behind 
  the wall being dismantled. Schiegl painted the mural on the 
  original basement wall (see The Mural, following), which was 
  later hidden behind a second wall (see Opening the Gate to 
  Hell, page 27).
  It’s important to delay the investigators (and workmen) 
  from starting to tear down the false wall and finding the 
  mural too early in the scenario. Initially, one workman in the 
  basement (perhaps running a power line and lights) should 
  see a vision of Schiegl, sending him running in fright and 
  refusing to go back down. After a little time, the worker is calm 
  enough to return (or perhaps doesn’t and a different worker 
  replaces him). At a suitable point in the scenario, one workman 
  should identify the leak and begin removing the brick wall at 
  the southern end of the basement. If an investigator is nearby 
  at this time, allow him or her to make a Spot Hidden roll to 
  notice the mural behind the wall—otherwise, the workman 
  finds it and calls the investigators to see it. The Keeper can 
  complicate things by having the workmen killed by one of 
  the dead, who has emerged from the gate to Hell—thus, until 
  the investigators think to go and check on the workmen, they 
  won’t discover the mural and false wall; this also means that 
  at least one of the dead leaves the basement and begins to 
  roam around the hotel. Encountering the first of the dead in 
  another part of the hotel helps to draw attention away from 
  the basement.
  After the mural is discovered, the Keeper determines 
  how long it takes to tear down the wall, so that events can 
  be timed in order to build to the climax. Once the mural is 
  discovered, the investigators should be able to begin to piece 
  things together and understand that the events around the 
  world are somehow illustrated in the mural. Note that the 
  gate to Hell is already beginning to open, allowing the dead 
  to appear in the hotel, as well as beyond the building in the 
  surrounding area.
  
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  22
  CHAPTER ONE
  
  23
  HOTEL HELL
  
  THE PACIFIC RING OF FIRE
  Hoodoo Mountain and the wider region is part of the Pacific 
  Ring of Fire, a seismically active region encircling the Pacific 
  Ocean that contains some of the Earth’s most active and 
  potentially most destructive volcanoes—452 volcanoes in 
  total. The ring touches the coast of North America down to 
  the tip of South America, then out to Japan, New Zealand, 
  and Antarctica, and extends across the Bering Strait.
  In this scenario, the end of the world is nigh. Volcanoes, 
  earthquakes, and other calamities around the Pacific Ring of 
  Fire serve to “unscrew” the floor of the Pacific Ocean, causing 
  the seas to boil, disaster to strike, and the gates of Hell to open, 
  heralding the return of the Old Ones.
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  24
  CHAPTER ONE
  The Mural
  The mural covers an area approximately 6 feet long by 5 feet 
  high (see pages 22-23). The colors are muted, mostly gray 
  tones, black, and white, although some features painted in 
  reds, oranges, and yellow are quite vivid. The painting shows 
  a diorama of the world, with seven scenes depicting certain 
  locales in some detail. All of the scenes show disaster, calamity, 
  and horror—a grand apocalypse, the end of the world.
  Amongst the scenes of devastation are seven icons spread 
  in a rough circle. Each icon sits by its own horrific scene, 
  suggesting some form of localized calamity. The icons and 
  scenes can be identified as follows—while most investigators 
  can ascertain the rough area housing each of the icons, the 
  Keeper may wish to call for a Know roll to identify the specific 
  regions/cities of the more obscure areas.
  Los Angeles, North America
  • A city collapsing into a gigantic hole in the ground, tentacles 
  reach from the hole to grab fleeing people.
  Kamchatka, Russia
  • Piles of dead bodies are strewn around the land. Larva from 
  a volcano burns and consumes these mounds of the dead. 
  Kermadec Islands, New Zealand
  • A group of people is depicted, all apparently suffering from 
  some plague-like disease. In the background a volcano is 
  erupting.
  Jayapura City, Papua, New Guinea
  • Highlighted in vivid reds from a nearby volcano, immense 
  creatures are emerging from the boiling ocean. The creatures 
  are hideous, with heads seemingly comprised of a mass 
  of tentacles. They are consuming the fleeing people and 
  destroying everything in their wake.
  Saipan, Marianas Islands
  • At the foot of an erupting volcano, scenes show people 
  fighting one another as others look on dumbly or flee in 
  panic.
  Valparaíso, Chile
  • The ground is rent and torn as an earthquake tears through 
  a city. From the rents in the ground, crouching human-like 
  figures pick over and eat the bodies of the dead. 
  Hoodoo Mountain, British Columbia
  • A flat-topped mountain is exploding; falling rocks destroy 
  trees. At the base of the mountain, hundreds of expression-
  less people stand looking at the viewer. Looking closer, their 
  faces are skull-like; it looks a legion of the dead.
  Viewing the mural is unnerving and the longer one looks at 
  the various details surrounding the icons, the more horrific the 
  whole piece becomes. Those staring at the art should make a 
  POW roll: if successful, awful moans and wails can be heard. 
  Call for a Sanity roll (1/1D4 loss; +2 Sanity points loss if 
  hearing the moans of the dead). As the scenario progresses, 
  the sounds of the dead wailing and moaning grows louder 
  and more apparent.
  Keeper note: the mural was painted by Schiegl; the hotel’s 
  owners, unhappy with this impromptu and disquieting art in 
  their basement, originally tried to scrub it from the wall, but 
  no matter what was done, the mural kept returning. Eventually, 
  a wall was built to hide the painting. In time, its existence 
  was forgotten. 
  
  25
  HOTEL HELL
  OTHER FEATURES  
  OF INTEREST
  HOODOO MOUNTAIN
  Hoodoo Mountain is a flat-topped Tuya (“table mountain”) 
  and a potentially active composite (conical) volcano. Experts 
  believe the volcano last erupted some 9,000 years ago. 
  The mountain gets its name from the needle-like lava spines 
  (“hoodoos”) that reach nearly up to the height of 500 feet 
  (150m). The ice cap covers a flat rock summit, beneath which 
  is an ice-filled volcanic crater. The mountain rises over 6,000 
  feet, dominating the skyline. Two valley glaciers, known as 
  the Hoodoo and Twin glaciers, cover the western, eastern, 
  and northern flanks of the mountain. 
  Visiting Hoodoo Mountain
  A long arduous trek brings the investigators to the foot of the 
  mountain. The smell of sulfur is strong here. On arrival, the 
  investigators should make a Listen roll: if successful, terrifying 
  wails, moans, and shrieks can be heard, like the cries of damned 
  and lost souls. There are no clear indications of where the sounds 
  are emanating from and, what’s more, the sounds are eerily 
  familiar to those who have already heard the wailing inside the 
  hotel’s basement (and vice versa)—Sanity roll (1/1D4 loss). If 
  progress is made up the side of the mountain, no roll is required 
  to hear the unearthly screams as they grow in intensity. 
  Those wishing to ascend to the top of the mountain will 
  need to make a Climb roll every 1,000 feet (six rolls). The 
  climb is not particularly hard, but rather strenuous and tiring. 
  Those succeeding with a Navigate or Track roll may be able 
  to find an easier route (only calling for three Climb rolls).
  As the scenario progresses, deep grumbling sounds can 
  be heard by those near to the mountain, suggesting seismic 
  movement and a possible indicator that the volcano is 
  becoming active. Such sounds eventually grow loud enough 
  that those in the hotel can hear them.
  OLD PROSPECTOR CABINS
  Walking through the forest near to the Iskut River, the 
  investigators are likely to come across one or more old 
  prospector cabins, which are dotted about the river. The nearest 
  ones to the hotel are on the southern bank of the river. These 
  are long abandoned and little more that piles of decaying logs; 
  although, if the Keeper wishes, it’s possible for one or more of 
  the cabins to be more or less whole and still standing. Such 
  constructions could in theory be used for shelter and to hide out.
  The cabins were built back around the 1860s, following 
  the discovery of gold in the Stikine River. The majority of 
  gold hunters focused their efforts along the Stikine, but a few 
  determined types headed inland to the Stikine’s tributary, the 
  Iskut River. The cabins are all that remains of these settler’s 
  hopes and dreams. In one cabin, if searched, a successful Spot 
  Hidden roll uncovers an old journal wrapped in a decaying 
  leather cloth. An unnamed settler wrote the journal in the 
  1920s. Time and the elements have taken their toll, most of 
  the pages are illegible, although a couple of short passages are 
  just about readable—see Handout: Hotel 5. 
  Keeper note: if needed, this journal could instead be found 
  amongst the junk in one of the hotel’s rooms.
  As things heat up in the scenario, the Keeper may wish to 
  have some of the dead appear dressed in the tattered rags of 
  old prospectors.
  STARTING THE SCENARIO
  At least one of the investigators is the beneficiary of an 
  inheritance from a distant relation. The unknown relation 
  bequeathed the Seven Stars Hotel to the investigator(s), of 
  which they are now the full owner(s). The decision has been 
  made to turn the inheritance into a lifestyle. The plan is to refit 
  the hotel and get it back up and running. The investigators 
  believe this sudden and unexpected gift could turn their lives 
  around, providing them with the chance to make it big.
  The investigators have arrived in British Columbia, having 
  flown into Dease Lake and then driven through the wilderness 
  to the hotel. Assume they arrived one day ago, have settled in, 
  met with the foreman of the Tlingit workers, and are now ready 
  to commence the refit work. They have not yet taken a good 
  look around the hotel, other than a cursory inspection yesterday.
  All of their supplies have been placed in the hotel’s outhouse 
  for now. Last night, the investigators put up some tents and 
  slept in those (later, the possibility exists for the investigators 
  to move into some of the rooms in the hotel, if they so wish).
  Use the set up to explain that this is the investigators’ chance 
  to make it big. If they can get the hotel up and running and 
  attract a flow of tourists, then the money will flow.
  Provide Handout: Hotel 1 (page 186), which gives the 
  hotel’s layout. Allow the players to discuss the work ahead. 
  Encourage this by asking which jobs are they tackling first, and 
  which jobs do they want the Tlingit workers to start—the men 
  will be arriving soon, so getting this worked out in advance 
  will save the embarrassment of the workers standing idly by 
  while the investigators think what to do. 
  
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  26
  CHAPTER ONE
  Here’s a list of possible jobs (see Hotel Interior, page 16):
  • Fixing the leak in the basement and draining out the water.
  • Roll out power lines and lights to the hotel’s interior, 
  including into the basement.
  • Clearing out furniture and junk.
  • Fixing up dustsheets.
  • Measuring windows to order replacement glass.
  • Stripping and replacing exterior and internal wooden walls.
  • Cutting back the vegetation outside.
  Fixing the leak in the basement (which has caused water to 
  pool down there) is a priority and something to get a couple 
  of the local workers on as soon as possible, while the rest 
  carry out other tasks as the investigators see fit. Most likely, 
  the investigators set the workers on their assigned jobs, while 
  they take time to have a proper look around the property.
  RUNNING THE SCENARIO
  The trick in running Hotel Hell is to ensure a steady stream 
  of events and clues to the players, allowing them to piece the 
  information together to form the bigger picture—much like 
  Thurston, the narrator in Lovecraft’s story The Call of Cthulhu. 
  Making sure that the clues to solving the mystery and closing 
  the gate to Hell are spread out so as not to provide all of the 
  answers in one lump.
  The scenario should build slowly, with small events growing 
  into larger ones as things progress. Given that this scenario 
  could reach a climax with the end of the world, there’s a lot 
  of latitude for the Keeper to roll things out in a fairly brisk 
  fashion. Should the players be focusing in on certain clues or 
  locations too early, then throw in events and encounters to 
  distract or confuse matters. 
  The various things that could happen are listed in the Events 
  section (page 29), allowing the Keeper to pick and choose 
  dependent on the current situation, as well as where things stand 
  in regards to running time. The events should be married with 
  the items listed in the Breaking News section (page 30), with 
  the Keeper alternating at they see fit between these “resources.”
  The scenario is sandbox in nature. Locations (and events 
  keyed to those locations), as well as a small number of non-
  player characters (NPCs), provide scenario’s “dressing,” while 
  the various events and news items provide the “meat.”
  Look for the moment in the game when the “penny drops” 
  and the players realize that the events happening are tied into 
  the wider world, and that their actions have meaning in that 
  they could prevent the end of humanity. This will help to drive 
  the players and their investigators into attempting to close 
  the gate. If the game is moving on and the players haven’t 
  October 29th, 1923
  Helped out at the hotel yesterday. 
  Water leaking from the river into the 
  basement. Managed to repair the wall 
  and seal off the leak. Money will be 
  useful as more supplies needed. Bad 
  dreams again though. Every time I’m 
  forced to step foot inside I have the 
  dreams of the damned. They say Levee 
  built the hotel on cursed land and that 
  it’ll never prosper. Old Levee certainly 
  didn’t – sliced through his own throat 
  one morning with his razor and was 
  found by his son. Whatever brought me 
  to this forsaken place?
  April 2nd, 1925
  We took him from his room and brought him 
  to the big tree. He cursed and hollered, 
  but we held him tight, fearful of his black 
  magic. Put two nails through his hands 
  to prevent him from casting hexes and 
  then I threw quicklime on him. His screams 
  filled the night and made some uneasy 
  about had to be done. God forgive me 
  but we had to put an end to it. I hope the 
  nightmares stop now…
  Handout: Hotel  5
  
  27
  HOTEL HELL
  grasped the bigger picture, then Reverend Rebnesh provides 
  an alternative means to relay the information.
  Complications, such as having one of the investigators 
  influenced by the insidious power of the gate (see Possession, 
  following), as well as the dead roaming about the hotel (see 
  Opening the Gate to Hell), provide problems and difficulties 
  for the investigators. They must negotiate and defend 
  themselves while also solving the mystery. 
  Research
  Initial research into the deceased relative who bequeathed the 
  hotel has not been a priority up until now, as the investigators 
  have been caught up in the unexpected good news and making 
  plans for the hotel (and the riches that will follow). Thus, they 
  really haven’t had the time to conduct any proper inquiries. 
  Once at the hotel, they may wish to access the Internet to see 
  what they can find out about the distant relation. 
  Initial research: (probably conducted prior to arrival at the 
  hotel)
  No skill roll required.
  • The inheritance was administrated by the legal firm of 
  Goodman, Winfield, and Watts, based out of Louisiana.
  • The name of the deceased relation is Jethro Alice Munden, 
  of Leesville, Louisiana, who left no immediate relations.
  • There were no other beneficiaries named in Munden’s will.
  Secondary research: (conducted at the hotel)
  A successful Library Use can find the following information.
  • There is no listing or record of a Jethro Alice Munden of 
  ever having lived in Leesville, Louisiana.
  • Using genealogy sites to determine ancestry, the investigator 
  cannot find any mention of the Munden name in relation 
  to their family line.
  • The legal firm of Goodman, Winfield, and Watts appears 
  to have ceased trading three days ago. Contact numbers for 
  the firm ring out, and no further information can be found 
  about the firm or the firm’s partners. 
  Keeper note: the inheritance was a set up. There is no Jethro 
  Alice Munden, and the legal firm was a front, a contrivance to 
  get the investigators to the hotel so that they can unwittingly 
  open the gate to Hell. It is left to the Keeper to decide if 
  these fictional people were really a cult in disguise or some 
  unexplainable force of darkness (perhaps the gate itself) 
  drawing the pieces together, with the investigators as pawns 
  in some malign and cosmic scheme.
  Possession
  While staying in the hotel, Schiegl began to fall under the 
  malign influence of the Hell gate, making him act out of 
  character and perform evil deeds, which eventually caused 
  him to be killed by folk who feared he was some sort of witch. 
  Prior to that, his mind was in turmoil as he tried to resist the 
  gate’s pull—leading him to paint clues onto his canvases that 
  could bring about the closing of the gate. 
  As an option, the Keeper might wish to consider having one of 
  the investigators fall under the spell of the gate. Deciding which 
  character is ultimately the Keeper’s call, but perhaps the one with 
  the lowest POW might be a good choice. The Keeper doesn’t 
  actually need to tell the player that their character is possessed, 
  as evil deeds and acts to prevent the other investigators’ progress 
  can happen unconsciously, perhaps when the character is asleep. 
  Such deeds need not be catastrophic. Indeed, the more subtle the 
  better. Moving items, locking another character in a room, causing 
  distractions, and so on, can all help to not only confuse progress 
  towards closing the gate but also sow seeds of mistrust and ramp 
  up a sense of paranoia. Importantly, a possessed investigator might 
  start to break through the wall of the basement, allowing the gate 
  to begin opening.
  An equally valid approach would be to pick the player who 
  would most enjoy acting as the saboteur in the scenario—in 
  this situation the player could secretly be informed that they 
  are possessed by the evil will of the gate and that they should 
  start acting against the interests of the other investigators and 
  work to ensure the gate opens and remains open—all while 
  leading the other investigators away from possible solutions. 
  This may be trickier to pull off, but with the right player 
  and good direction from the Keeper, it can really add a new 
  dimension to the experience.
  If necessary and at the Keeper’s discretion, a possessed 
  investigator might, if confronted with their evil actions, be 
  able to shake-off the possession by succeeding in a Hard POW 
  roll. As the climax draws near, this roll might grow more 
  difficult, becoming an Extreme roll. 
  Another option to consider is for the gate to temporarily 
  possess investigators who go insane. Thus, when suffering a 
  bout of madness the investigator’s actions should be concerned 
  with protecting and/or hiding the gate.
  OPENING THE GATE TO HELL
  The Keeper determines the rate that the gate to Hell opens, 
  once the workmen (or an investigator) breaks through the wall 
  in the basement. At first, it is only a tiny crack, which then 
  proceeds (over the course of the scenario) to widen until it’s 
  a hole some 10 feet or more in diameter. 
  With the gate opening, the dead can appear in and around 
  the hotel at any time the Keeper wishes—they don’t actually 
  
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  28
  CHAPTER ONE
  
  Opposite: The Gate to Hell
  29
  HOTEL HELL
  need to “walk through” the gate; although, having some do 
  this would be advisable. Initially, the dead should appear in 
  ones or twos, then small groups of three to four, then more 
  and more. At the climax, the whole hotel and surrounding 
  area should be swarming with the dead.
  As noted, the investigators should not find the mural or gate 
  too early in the scenario. Try to distract those likely to make the 
  discoveries by having something strange happen in the hotel (see 
  Events, below), or by having the investigators drawn away by the 
  appearance of one or more of the dead in another part of the 
  hotel. If all fails, have a group of the dead block progress to the 
  false wall—their inexplicable appearance and their attacks should 
  be enough to keep the investigators out of the basement while 
  they figure on what to do next. The dead can either move on or 
  simply disappear later on when the Keeper feels the time is right 
  for the investigators to make the discoveries in the basement—the 
  dead can then suddenly begin to appear to drive the investigators 
  back from the gate. For more information about the dead, see 
  the entry at the end of the scenario.
  One option, towards the climax of the scenario, is to 
  allow the investigators to cross through the gate to Hell, 
  perhaps thinking that more answers are to be found there. 
  Traveling through the gate to the “other side” costs 1 magic 
  point and 1 Sanity point. On arrival, all that can be seen is 
  a dead wasteland. Smoke and mist rolls across a barren and 
  gray landscape. Bodies of the dead hang from blackened and 
  twisted trees, their torsos impaled on branches like macabre 
  decorations. Distant wails, moans, and other less wholesome 
  noises can be heard. The air is icy cold. Through the clouds 
  of mist, dark forms loiter and begin to head towards the 
  investigators—the jealous dead called by the life force of 
  the investigators (and perhaps other Mythos horrors at the 
  Keeper’s discretion). If the investigators turn back now they 
  can escape back to the hotel’s basement. Otherwise, if they 
  venture on, they risk both death and becoming lost in this 
  “Hell” dimension. How this plays out is left to the Keeper; one 
  option (for kindly Keepers) is to have the investigators keep 
  walking in circles, so they keep returning to the exit back to the 
  hotel. Thus, an escape is provided for investigators who realize 
  their error in coming here. Of course, one possible ending is 
  for any surviving investigators to travel through the gate only 
  to find that they are now trapped in this dark dimension (see 
  the Conclusion, page 32, for ideas on extending the scenario 
  and having the investigators trapped in “Hell”).
  EVENTS
  As noted in Running the Scenario (page 26), the following 
  events should be used to add drama, build the horror and 
  tension, and generally trouble the investigators. The events 
  start small in scale and as the scenario advances they should 
  grow in size and difficulty, with the Keeper deciding the order 
  in which they occur. 
  Not all of the events listed must be used—they are 
  suggestions and inspiration—pick and choose, as well as invent 
  your own designed to best suit how your game is being run. Of 
  course, breaking through the wall in the basement is necessary 
  for the gate to Hell to begin to open—either done by the 
  workmen or by the investigators.
  Small-scale events:
  • Birds fly into windows and fall dead.
  • Insects swarm in the corner of a room.
  • A foul smell, with no discernable origin.
  • Momentary ghostly apparition of Schiegl’s face appears in 
  a mirror, window, or on a wall.
  • The bell call for room 7 rings in the office.
  • Moans and wails of the dead heard—Sanity roll (0/1 loss).
  • Without cause, doors and windows open and close.
  • Accident* (wood splinter, something falls, etc.)—DEX roll 
  to avoid 1 damage. 
  Medium-scale events:
  • The bell call for room 7 intermittently rings in the office.
  • A vision* of Schiegl’s corpse nailed to a bedroom wall.
  • Large number of crows congregates around the hotel.
  • Black widow spider bite*—causing 1 damage, as well as 
  pain, vomiting, and muscle spasms for 1D4 hours (not 
  fatal, but uncomfortable; Keeper may impose penalty die 
  for appropriate rolls).
  • Accident* (power tool acts as if possessed, fall from a ladder, 
  or similar)—Dodge/DEX roll to avoid 1D6 damage.
  • An old-fashioned six inch nail is suddenly “thrown” at 
  someone*—Dodge roll to avoid 1D4 damage. (The nail is 
  exactly like the ones in the red-cedar tree outside the hotel.)
  • One of the dead shambles around the upper floors of the 
  hotel and attacks anyone who comes too close—see The 
  Dead, page 33.
  • Strange men seen on the horizon, seemingly walking slowly 
  towards the hotel—small numbers of the dead, drawn to 
  the gate. They will attack anyone who comes too close—see 
  The Dead, page 33.
  Large-scale events:
  • A ghostly vision is seen of Schiegl being taken from the 
  hotel by a mob, nailed to the red-cedar and quick-lime 
  thrown over him, while thunder sounds and lightning flares 
  in the dark sky. The vision carries the sounds, smells, and 
  horror of the artist’s death—Sanity roll (1/1D4 loss).
  • A workman’s body is found floating in the water in the 
  basement; his eyes have melted—Sanity roll (1/1D3 loss).
  
  Breaking News
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  30
  CHAPTER ONE
  • Blood pours from a wall in the hotel—Sanity roll 
  (0/1D3 loss).
  • Local wildlife attacks those who try to leave the hotel.
  • The shambling corpses of the dead grow in number, 
  appearing in the basement and around the hotel, as well as 
  outside—see The Dead, page 33.
  • The dead block escape; they crowd around trails, roam the 
  forest and mountains. They savagely attack anyone trying 
  to leave. Some even stand in the river. 
  *Accidents and some other events may affect the Tlingit 
  worker instead of the investigators. The workers will bring 
  the event to the investigator’s attention.
  BREAKING NEWS
  The Keeper should relay the following news broadcasts 
  concerning the catastrophes, using them as punctuation marks in 
  the game, to help the players understand and realize that they are 
  directly caught up in world shattering events. Initially, such reports 
  should be fragmentary and “background noise,” perhaps heard 
  on a transistor radio playing nearby, overheard when listening to 
  the workmen chatting, in an email received on a satellite phone, 
  or when viewing a news web page. Later, the news should have 
  more detail and be told directly to the investigators by Rebnesh, 
  incoming calls or emails from friends commenting on the flurry 
  of mounting disasters around the world, or when they state they 
  are listening to radio news. Let the reports build in importance 
  and visibility, and allow the players to piece the clues together. 
  Note that reports of strange occurrences and monsters should 
  be vague, inconclusive, and bizarre.
  While the order of the following news items can be relayed 
  in any order, a suggested order is presented as follows. Note 
  that the earlier news is presented as sound bites, things perhaps 
  overheard or caught in the background hubbub, while later 
  reports contain more detail—representing the notion that, by 
  then, the investigators will be all ears for this news from the 
  outside world. There are no set moments when these pieces of 
  information should be delivered to the investigators. The Keeper 
  should insert them as they see fit, while remembering to increase 
  their frequency and intensity as the scenario builds to a climax.
  News reports:
  • “A sinkhole has brought chaos to traffic in Commerce, 
  California.” 
  • “Volcano Erupts on Saipan! Thousands die!”
  • “Russian scientists have warned of seismic activity in the 
  east of Russia.”
  • “Riots in Commerce, California, as buildings fall into 
  sinkhole.”
  • “Volcanologists are warning of significant activity along the 
  Pacific and Indo-Australian tectonic plates.”
  
  THE CORRECT ORDER OF 
  THE RITUAL PHRASES
  Azathoth! Ia!
  Ygnaiih, ygnaiih, thothkh’ngha! Yog-Sothoth!
  Y’bthnk, h’ehye—n’grkdl’lh.
  Ngh’aaaaa, ngh’aaaa.
  Khin-laggarr, yesta, yesta.
  Eh-yahaah, e’yayayayaaaa. 
  Finn-ai, Ygag-roll, n’grkdl’lh.
  31
  HOTEL HELL
  • “Mass exodus from South Island, New Zealand. Disease 
  outbreak blamed on ancient curse!”
  • “The entirety of downtown Commerce is falling into the 
  pit. Unsubstantiated reports from witnesses claiming to 
  have seen squid-like monsters emerging from the sinkhole.”
  • “In growing and concerning news, Saipan, the largest island 
  of the Northern Mariana Islands, is reporting mass panic as 
  a series of earthquakes cause damage to buildings and roads 
  throughout the island.”
  • “Kamchatka, Russia, is in a state of emergency following the 
  eruption of the Avachinsky volcano. The Avachinsky volcano 
  is part of the so-called ‘Pacific Ring of Fire,’ an area lying 
  between the American and Asian continents.”
  • “We go live to our correspondent in Saipan, James Redburn. 
  (Pause.) James, can you hear me? (Wailing sounds.) Well, it 
  looks like we are having some issues with the connection…”
  • “Dire reports coming in from Papua, New Guinea where 
  a volcanic eruption has claimed the lives of over 100,000 
  people living in Jayapura City.”
  • “A video clip, taken on a cell phone by one of the survivors, 
  seems to show giant creatures rising from the ocean and 
  walking through lava flows on the island of New Guinea.”
  • “We are getting word that Curtis Island has been destroyed 
  in a volcanic eruption. Taken with the reports coming in 
  from Kamchatka in Russia, some scientists are claiming that 
  the seismic activity is linked to the Pacific Ring of Fire and 
  that worse is yet to come.”
  • “Unconfirmed reports coming in off the wire of people eating 
  the injured and dead following the earthquake in Chile. We 
  understand that one witness has posted an account online, 
  which reads ‘werewolf-like men rising from below and 
  consuming the flesh of the dead, while the police run in terror.’”
  • “The Commerce sinkhole appears to have been just the start. 
  A major earthquake, 9 points on the Richter scale, has been 
  felt throughout California.”
  Keeper note: use the following if the investigators haven’t clued-
  into the fact the various eruptions and earthquakes are acting to 
  unscrew the Pacific basin—the entire ocean will erupt in a frenzy 
  of tsunami of cataclysmic proportions. It’s the end of the world!
  • “We have Professor Mark Wells, of Yale University on the 
  line. Professor Wells, what you tell us about this spate of 
  volcanic activity and earthquakes?” (Pause.) “Well, Sarah, 
  all of the activity seems to be centered on what is known as 
  the Pacific Ring of Fire. What we’re seeing appears to be a 
  domino effect, with seismic shifts and eruptions growing in 
  intensity. We’re detecting huge movements, beyond anything 
  we have historically recorded. It’s as if the entire Pacific plate 
  is unscrewing, like some ginormous sink plug. If this happens 
  it would be a major extinction event…”
  Also, from time to time as the scenario draws to a climax, 
  the investigators attempting to make a phone call may hear 
  the following message: 
  • “This is an automated message. Seek shelter and remain calm. 
  The authorities are aware of your situation. Assistance will be 
  forthcoming.”
  Of course, this message is purely meant to pacify. No help 
  is coming. It is the end of the world.
  ENDING THE SCENARIO
  Two possible ways of solving the scenario are as follows; both 
  focus on closing the gate to Hell before Hoodoo Mountain 
  erupts, killing all in the vicinity. Once the volcanic mountain 
  erupts, the last piece of the world-ending jigsaw is in place and 
  the bottom of the Pacific Ocean unscrews, bringing death and 
  devastation to the world and heralding the rising of R’lyeh 
  and the freeing of the Great Old Ones.
  Note that the dead will try to stop anyone attempting to close 
  the gate, and wise investigators will have to work quickly. Having 
  some of the investigator run interference and defend against the 
  dead while others work to close the gate may be the best option.
  Once the gate is closed, the dead fall to the ground and are 
  no longer a threat.
  
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  32
  CHAPTER ONE
  Solution One
  The investigators piece together the clues found in Schiegl’s 
  nightmare paintings. They must collect and correctly order 
  the words of the ritual, speaking this over the symbol copied 
  from the reverse of the painting hung on the wall in room 7.
  The writing seen in the seven nightmare-scapes forms the 
  ritual (see Handout: Hotel 4, and Schiegl’s Art, page 18 and 
  21). Piecing the phrases together is pretty much down to a 
  Luck roll; although, a successful Cthulhu Mythos roll, or a 
  Hard Occult roll will also do the trick. This allows the ritual’s 
  words to be placed in the correct order (see The Correct Order 
  of the Ritual Phrases, nearby). Of course, the investigators 
  can attempt to say the ritual multiple times in different orders 
  until they get it right. Once they have figured out what needs 
  to be done, giving the players Handout: Hotel 4 (cutting out 
  the seven phrases so they can order them how they wish) 
  should help.
  Solution Two
  Digging at the base of the red-cedar tree outside the hotel 
  and unearthing Schiegl’s bones allows the investigators to toss 
  them through the gate into the hell dimension, closing the 
  portal. The bones are buried six feet down on the southwestern 
  side of the tree.
  Other Solutions
  Other solutions may be feasible and the Keeper is 
  recommended to keep an open mind to novel suggestions 
  made by the players—if it sounds reasonable and fits with 
  your vision for the scenario then go with it.
  One possible ending sees any surviving investigators 
  escaping the horrors of the hotel and traveling through the 
  gate to the hell dimension. While not a victory, they have (at 
  least for a time) saved themselves. Whether they are forever 
  trapped, or must seek another way out is left to the Keeper to 
  decide. If they should eventually find their way out, the world 
  they return to could be one now ruled by the Great Old Ones. 
  CONCLUSION
  Either the world as we know it has come to an end or the 
  investigators saved the day. In both cases, hopefully, the climax 
  was suitably climatic!
  If the investigators do manage to close the gate, possibilities 
  exist for the Keeper to expand the scope of the scenario 
  by having the investigators travel to the other gates to 
  permanently close them. Depending on how far events 
  around the world have gone, they will arrive in each of the 
  gate locations to face differing challenges and may well need 
  to discover unique solutions for closing each of the remaining 
  six gates.
  Likewise, if trapped in the hell dimension, the investigators 
  may need to make their way through this strange and deadly 
  realm, encountering Mythos entities and unusual threats along 
  the way. Maybe they find an exit to take them to one of the 
  other six gate locations around the world. Perhaps there are 
  other gates leading to different times and places too. What 
  mysteries must they solve and what traps and encounters 
  must they negotiate in this mind-shattering place is left to 
  the febrile mind of the Keeper. 
  Of course, if the players are unable to prevent the end of 
  the world, then next gaming session you might like to play 
  through a game of Cthulhu Wars from Petersen Games! 
  Rewards
  If you are using Hotel Hell in an ongoing campaign, the 
  investigators may receive the following rewards:
  • Closing the gate to Hell +1D8 Sanity points.
  • Saving (or attempting to save) the lives of Reverend Rebnesh 
  and members of the Tlingit community +1D6 Sanity points.
  • Sacrificing NPCs to save their own necks –1D6 Sanity 
  points.
  APPENDIX: HOTEL HELL
  NON-PLAYER CHARACTERS 
  AND MONSTERS
  Tlingit Worker, helpful local
  STR 65 
  CON 60 
  SIZ 55 
  DEX 60 
  INT 75
  APP 55 
  POW 50 
  EDU 65 
  SAN 50 
  HP 11 
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 10
  Combat
  Brawl 
   
  45% (22/9), damage 1D3,  
   
   
  or knife 1D6
  Dodge 
   
  40% (20/8) 
  Skills
  Climb 65%, Drive Auto 55%, First Aid 45%, Electrical 
  Repair 45%, Intimidate 40%, Jump 45%, Language (English) 
  50%, Language (Lingít) 70%, Listen 40%, Locksmith 20%, 
  Mechanical Repair 60%, Natural World 65%, Navigate 80%, 
  Operate Heavy Machinery 50%, Persuade 40%, Pilot (Boat) 
  80%, Psychology 25%, Spot Hidden 40%, Stealth 60%, Swim 
  70%, Throw 70%, Track 50%.
  
  The Dead
  33
  HOTEL HELL
  Reverend Rebnesh, 63, hellfire preacher
  STR 40 
  CON 80 
  SIZ 60 
  DEX 60 
  INT 80 
  APP 45 
  POW 60 
  EDU 80 
  SAN 60 
  HP 14 
  DB: 0 
  Build: 0 
  Move: 5 
  MP: 12 
  Combat
  Brawl 
   
  30% (15/6), damage 1D3 
  Dodge 
   
  30% (15/6) 
  Skills
  Charm 25%, Climb 25%, Fast Talk 50%, First Aid 70%, 
  History 50%, Intimidate 60%, Language (English) 80%, 
  Language (Lingít) 20%, Library Use 40%, Listen 60%, 
  Medicine 25%, Natural World 40%, Navigate 30%, Occult 
  45%, Pilot (Boat) 55%, Psychology 65%, Spot Hidden 65%, 
  Stealth 50%, Swim 35%, Throw 30%.
  Kermode bear
  STR 110 
  CON 65 
  SIZ 110 
  DEX 70 
  INT — 
  APP — 
  POW 50 
  EDU — 
  SAN — 
  HP 17 
  DB: +2D6 Build: 3 
  Move: 12 MP: — 
  Combat
  Attacks per round: 2 (bite and/or claw)
  Fighting 
  40% (20/8), damage 1D6+2D6
  Dodge 
  35% (17/7)
  Skills
  Climb 40%, Listen 75%, Scent Prey 70%.
  Armor: 3-point fur and gristle.
  Sanity loss: n/a.
  The Dead, of the Million Favored Ones
  The dead are servants of the Outer God Nyarlathotep, and are 
  counted among those named as the “Million Favored Ones.” 
  The dead come in all shapes and sizes, they might be the 
  decaying remains of old prospectors and settlers, or could come 
  from anywhere in the world—the Hell dimension gathers 
  many to its waiting arms. Likewise, any investigator who dies 
  during the scenario will join their ranks.
  Note that while the dead are not like the zombies of popular 
  media (i.e. they do not eat brains or feed upon the living), they 
  will attack and kill the living if approached. They will attack 
  those trying to close the gate. Otherwise, they gather around 
  the Hell gate, as if waiting for a call—who knows, perhaps 
  when the moment is right, Nyarlathotep will issue a command 
  and they will act…
  STR 80 
  CON 90 
  SIZ 60 
  DEX 55 
  INT 05 
  APP — 
  POW 10 
  EDU — 
  SAN — 
  HP 15 
  DB: +1D4 Build: 1 
  Move: 5 (shambling) 
  MP: 2 
  Combat
  Attacks per round: 1 (bite, crush, tear)
  Note that gathering numbers of the dead may mean that they 
  outnumber the investigators—refer to Outnumbered, page 108, 
  Call of Cthulhu Rulebook.
  Fighting 
   
  40% (20/8), damage 1D4
  Crush* (mnvr) 
  40% (20/8), held, crush on  
   
   
  following round, damage 1D6
  Dodge 
   
  N/A
  *Crush: investigator may attempt a STR or DEX roll opposed 
  by the dead’s STR to break or wriggle free once per round. 
  Armor: none; major wounds indicate a limb or head 
  has fallen off (which continue to “live” unless completely 
  destroyed).
  Spells: none.
  Sanity loss: 0/1D6 Sanity points to see the dead. 
  
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  34
  CHAPTER ONE
  JARED KELLY  
  Age: 33 
  Occupation: Artist / Hotel Proprietor
  STR 40 
  CON 45 
  SIZ 60 
  DEX 60 
  INT 50 
  APP 75 
  POW 60 
  EDU 60 
  SAN 60 
  HP 10 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 12 
  Luck: 70
  Combat
  Brawl 
   
  25% (12/15), damage 1D3 
  Dodge 
   
  40% (20/8)
  Skills
  Archaeology 20% (10/4)
  Art/Craft (Painting) 60% (30/12)
  Climb 35% (17/7)
  Credit Rating 40% (20/8)
  Fast Talk 50% (25/10)
  Firearms (Handgun) 35% (17/7)
  Firearms (Rifle/Shotgun) 25% (12/5)
  First Aid 30% (15/6)
  History 30% (15/6)
  Jump 20% (10/4)
  Language (German) 15% (7/3)
  Language (English) 60% (30/12)
  Library Use 45% (22/9)
  Listen 30% (15/6)
  Mechanical Repair 15% (7/3)
  Occult 30% (15/6)
  Psychology 30% (15/6)
  Spot Hidden 40% (20/8)
  Stealth 35% (17/7)
  Throw 35% (17/7)
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  You go to college to study art, meet a pretty girl, and the two of 
  you set out to find your fortune. Sure, things haven’t turned out 
  like you expected. You’ve only sold a few paintings but you do 
  get to meet all sorts of interesting people working as a barista.
  Then, from out of nowhere, a letter arrives from a law office 
  saying an uncle you never knew you had has died and left you 
  a hotel in British Columbia. You cashed out your savings and 
  announced that you and Debra were going to start a new life 
  and take up residence in the hotel. You have gathered some 
  friends to go with you to repair and refurnish the property 
  and get things set up.
  • Description: average height, a bit on the skinny side, 
  messed-up hair.
  • Traits: optimistic, trusting.
  • Ideology/Belief: when life hands you an opportunity, seize 
  it with both arms.
  About your companions:
  • Debra Kelly: your wife. Things have been strained lately as 
  she has been worried about this new hotel venture.
  • Elsa Lemann: Debra’s twin sister. You try to get along but 
  it is clear she doesn’t really like you. She is a good cook and 
  that will be good for the hotel.
  • Rob Hardy: a great guy and a carpenter (useful to have him 
  for the hotel’s refit) who has offered to help.
  • Dan Hardy: Rob’s brother. You don’t really know him but 
  Dan says he’s a great handyman, so he should be useful 
  during the refit.
  • Christy Johnson: an old friend who jumped in with both 
  feet when you explained your plan to refit and run the hotel 
  as a business. She says she’s here to help.
  
  35
  HOTEL HELL
  DEBRA KELLY  
  Age: 33 
  Occupation: Store Manager / Hotel Proprietor
  STR 60 
  CON 40 
  SIZ 50 
  DEX 70 
  INT 70 
  APP 65 
  POW 55 
  EDU 55 
  SAN 55 
  HP 9 
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 11 
  Luck: 55
  Combat
  Brawl 
   
  35% (17/7), damage 1D3 
  .32 revolver  
  35% (17/7), damage 1D8
  Dodge 
   
  35% (17/7)
  Skills: 
  Accounting 35% (17/7)
  Charm 40% (20/8)
  Climb 20% (10/4)
  Credit Rating 40% (20/8)
  Drive Auto 40% (20/8)
  Electrical Repair 35% (17/7)
  Firearms (Handgun) 35% (17/7)
  Firearms (Rifle/Shotgun) 25% (12/5)
  First Aid 30% (15/6)
  Jump 20% (10/4)
  Language (German) 35% (17/7)
  Language (English) 55% (27/11)
  Law 15% (7/3)
  Listen 45% (22/9)
  Navigate 25% (12/5)
  Persuade 55% (27/11)
  Psychology 50% (25/10)
  Occult 15% (7/3)
  Spot Hidden 60% (30/12)
  Stealth 35% (17/7)
  Throw 40% (20/8)
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  A few weeks’ ago you led an ordinary life: assistant manager of a 
  small clothing store and thinking about starting a family with your 
  husband Jared. Then, from out of nowhere, Jared has inherited an 
  old hotel in the middle of British Columbia. Just like that.
  Somehow, you have been persuaded to leave your job and 
  start a new life remodeling and running the hotel. You’ve 
  said you’ll give a year and if it’s terrible, then Jared will sell 
  the hotel and you can get back to civilization. Your twin 
  sister and some of Jared’s friends have joined you to help 
  refit the hotel. But is this what you really want?
  • Description: average height, rosy cheeks, shoulder length 
  blonde hair.
  • Traits: pragmatic, curious, questioning.
  • Ideology/Belief: this hotel could be a money pit, when are 
  you going to get the chance to start a family?!
  About your companions:
  • Jared Kelly: your husband. He is excited about the hotel—
  you’re starting to grow tired of his enthusiasm. 
  • Elsa Lemann: your twin sister. You love her but nothing 
  you ever do is good enough for her. She is a professional 
  cook, so hopefully you can turn her attention to the hotel’s 
  kitchen.
  • Rob Hardy: seems nice enough and Jared says he’s an 
  excellent carpenter (useful to have for the hotel’s refit) 
  but, if he’s so good, how can he just drop everything to 
  go to British Columbia? Maybe his business wasn’t so 
  successful after all.
  • Dan Hardy: Rob’s brother. You don’t know him but Dan 
  says he’s a great handyman, so he should be useful during 
  the refit. On the flight over he seemed to be flirting with you.
  • Christy Johnson: one of Jared’s old friends (maybe an old 
  sweetheart?). She’s agreed to help out getting the hotel 
  straight. You don’t trust her.
  
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  36
  CHAPTER ONE
  ELSA LEMANN 
   
  Age: 33 
  Occupation: Cook
  STR 50 
  CON 65 
  SIZ 50 
  DEX 60 
  INT 60 
  APP 60 
  POW 55 
  EDU 60 
  SAN 55 
  HP 11 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 11 
  Luck: 55
  Combat
  Brawl 
   
  45% (22/9), damage 1D3 
  Kitchen knife 
  45% (22/9), damage 1D4+2
  Dodge 
   
  30% (15/6)
  Skills
  Accounting 20% (10/4)
  Art/Craft (Cook) 60% (30/12)
  Climb 20% (10/4)
  Credit Rating 40% (20/8)
  Firearms (Handgun) 35% (17/7)
  Firearms (Rifle/Shotgun) 25% (12/5)
  First Aid 50% (25/10)
  Intimidate 35% (17/7)
  Jump 20% (10/4)
  Language (German) 30% (15/6)
  Language (English) 60% (30/12)
  Library Use 60% (30/12)
  Listen 25% (12/5)
  Mechanical Repair 25% (12/5)
  Natural World 30% (15/6)
  Navigate 30% (15/6)
  Occult 30% (15/6)
  Psychology 40% (20/8)
  Spot Hidden 45% (22/9)
  Stealth 30% (15/6)
  Throw 30% (15/6)
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  Family comes first, that’s what your mother always said. You had 
  a successful job working at a restaurant when, out of the blue, 
  your twin sister announced she and her husband were moving 
  to British Columbia to run a hotel. Well, they needed you and 
  so you gave up your job and have gone with them. You’ll run 
  the hotel’s kitchen. After all, your sister needs you; she’s already 
  made a mess of her life and it’s your Christian duty to keep 
  her on the right track.
  • Description: average height, pale complexion, long 
  blonde hair.
  • Traits: mothering, confident in own abilities and opinions.
  • Ideology/Belief: you always know what’s best, even if other 
  people don’t see it at first.
  About your companions
  • Debra Kelly: your twin sister. You only want the best for 
  her. If you need to move Heaven and Earth to make this 
  crazy hotel idea a success, you will!
  • Jared Kelly: Debra’s lazy husband. He always talks a good 
  game but, so far, he is yet to deliver. Supposedly he’s an artist 
  but all you have ever seen him do is serve coffee.
  • Rob Hardy: Jared says he’s an excellent carpenter (useful 
  to have for the hotel’s refit) but, if he’s so good, how can he 
  just drop everything to go to British Columbia? Did Jared 
  ask for references? You doubt it.
  • Dan Hardy: Rob’s brother. Rob says he’s a great handyman 
  but all he’s done while traveling is look broody. The only 
  time when he “woke up” was to flirt with your sister. You’ll 
  have to watch him.
  • Christy Johnson: one of Jared’s old sweethearts, why she’s 
  coming is anyone’s guess. Debra thinks she aims to get her 
  hooks back in Jared—perhaps that wouldn’t be a bad thing?
  
  37
  HOTEL HELL
  ROB HARDY 
   
  Age: 36  
  Occupation: Carpenter
  STR 70 
  CON 65 
  SIZ 60 
  DEX 70 
  INT 60 
  APP 50 
  POW 45 
  EDU 60 
  SAN 45 
  HP 12 
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 9 
  Luck: 50
  Combat
  Brawl 
   
  60% (30/12), damage 1D3+DB
  Dodge 
   
  35% (17/7)
  Skills
  Art/Craft (Carpentry) 60% (30/12)
  Charm 30% (15/6)
  Climb 30% (15/6)
  Credit Rating 25% (12/5)
  Drive Auto 30% (15/6)
  Electrical Repair 30% (15/6)
  Firearms (Handgun) 20% (10/4)
  Firearms (Rifle/Shotgun) 35% (17/7)
  First Aid 30% (15/6)
  Jump 20% (10/4)
  Language (English) 60% (30/12)
  Listen 30% (15/6)
  Locksmith 20% (10/4)
  Mechanical Repair 40% (20/8)
  Natural World 30% (15/6)
  Navigate 40% (20/8)
  Persuade 30% (15/6)
  Psychology 20% (10/4)
  Spot Hidden 30% (15/6)
  Stealth 30% (15/6)
  Track 40% (20/8)
  Throw 30% (15/6)
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  Your friend Jared recently inherited an old hotel in British 
  Columbia and has a plan to remodel it and run it as a 
  business with Debra, his wife. Business has been bad for 
  you recently, so you offered your services to help refit the 
  hotel. Hopefully, the money will be good enough to put you 
  (and your brother) back on your feet.
  You’ve brought your brother, Dan, with you. Dan has never 
  had any luck and has struggled in life. He just got out of jail, so 
  this is a chance to put him back on the straight and narrow and 
  help him make something of himself. You’ve told Jared that Dan 
  is a great handyman—it’s a lie but you’re sure it’ll all work out.
  • Description: stocky build, unshaven, casual, needs a haircut.
  • Traits: hard working, amiable.
  • Ideology/Belief: we all have our crosses to bear.
  About your companions:
  • Dan Hardy: your brother. Keeping him with you on this 
  trip means you can keep an eye on him and ensure he doesn’t 
  slip back into bad habits. Hopefully jail has been a lesson 
  he won’t want to repeat. He seems to be making an effort 
  to be friendly with Debra and Elsa.
  • Debra Kelly: Jared’s wife. You’re not sure she is absolutely 
  onboard with this fixing up the hotel scheme. There seems 
  to be tension between her and her sister, Elsa.
  • Jared Kelly: seems a good guy. He is all fired up to make 
  this project work but is somewhat naive—he has never laid 
  eyes on the hotel. Who knows what’ll it’ll be like, but you 
  have to admire his courage.
  • Elsa Lemann: Debra’s twin sister. She’s a cook and is going 
  to sort out the hotel’s kitchen. From what you’ve seen so far, 
  she is a hardheaded woman who doesn’t suffer fools gladly; 
  no wonder she doesn’t seem to like Jared.
  • Christy Johnson: one of Jared’s old friends. She seems 
  sweet. Apparently, she is something of an outdoors expert. 
  Must be some bad blood there, given the way Debra and 
  Elsa look at her when she speaks to Jared.
  
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  38
  CHAPTER ONE
  DAN HARDY 
   
  Age: 34 
  Occupation: Drifter (ex. Convict)
  STR 65 
  CON 60 
  SIZ 60 
  DEX 80 
  INT 55 
  APP 55 
  POW 60 
  EDU 40 
  SAN 60 
  HP 12 
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 12 
  Luck: 55
  Combat
  Brawl 
   
  40% (20/8), damage 1D3+DB
  .32 revolver  
  45% (22/9), damage 1D8
  Dodge 
   
  40% (20/8)
  Skills
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  Working nine to five has never been your gig. There’s too much 
  fun to be had; that’s why you’ve always found it hard to stick to 
  one thing. A series of dead end jobs led you to make ends meet 
  through drug dealing and petty crime, which landed you in jail. 
  You’re out now and your brother Rob is determined to keep 
  you straight. That’s why you are being dragged to the middle 
  of freaking nowhere to help fix up some old hotel. You owe it 
  to your brother to give it a shot. While you are a clean of the 
  drugs now, a part of you wishes you could go back to the old 
  life; things were easier then.
  • Description: stocky build, bushy beard, and a shaven head. 
  Some tattoos.
  • Traits: opportunistic, cunning, patient.
  • Ideology/Belief: there are two kinds of people: those who 
  won’t cross the line and those that will. You have never been 
  afraid of crossing the line.
  About your companions
  • Rob Hardy: your brother. He keeps saying about how this 
  trip will be just like the old days when you used to go hunting 
  with your dad—but you hated all that. Hopefully, out in the 
  wilderness, he’ll relax and you won’t feel watched all the time.
  • Jared Kelly: the hotel’s new owner. He’s a sap. Man, it would be 
  easy to take this guy for a ride but with your brother watching 
  it is probably not worth the risk. Maybe an opportunity will 
  present itself to feather your nest at his expense.
  • Debra Kelly: Jared’s wife. She seems pretty angry with her fool 
  husband. Can’t blame her, you hear she had a pretty sweet job 
  she had to jack in on account of her husband’s mad scheme. You 
  have made an effort to get to know her and her sister, sharing 
  drinks and laughs on the flight over. A little flirting might lead 
  to something profitable—or, at least some fun.
  • Elsa Lemann: Debra’s twin sister and a cook. While she 
  appears straight laced, she seems to taken a shine to you. 
  She told you her concerns about this whole mad scheme 
  and how she thinks Jared is not good enough for her sister. 
  You nodded and smiled.
  • Christy Johnson: one of Jared’s old friends. Apparently, she 
  is something of an outdoors expert. It makes you chuckle 
  to think about the two sisters being worried that Christy 
  has her sights set on Jared, it’s pretty clear to you that men 
  aren’t her scene.
  Art/Craft (Acting) 25% 
  (12/5)
  Charm 40% (20/8)
  Climb 20% (10/4)
  Credit Rating 10% (5/2)
  Electrical Repair 20% (10/4)
  Firearms (Handgun) 45% 
  (22/9)
  Firearms (Rifle/Shotgun) 
  35% (17/7)
  First Aid 30% (15/6)
  Intimidate 50% (25/10)
  Jump 20% (10/4)
  Language (English) 40% 
  (20/8)
  Listen 40% (20/8)
  Locksmith 50% (25/10)
  Mechanical Repair 40% 
  (20/8)
  Navigate 30% (15/6)
  Natural World 20% (10/4)
  Operate Heavy Machinery 
  10% (5/2)
  Psychology 50% (25/10)
  Sleight of Hand 40% (20/8)
  Spot Hidden 30% (15/6)
  Stealth 40% (20/8)
  Swim 30% (15/6)
  Track 35% (17/7)
  Throw 30% (15/6)
  
  39
  HOTEL HELL
  CHRISTY JOHNSON 
   
  Age: 32 
  Occupation: Fitness Instructor
  STR 80 
  CON 80 
  SIZ 50 
  DEX 70 
  INT 55 
  APP 65 
  POW 50 
  EDU 65 
  SAN 50 
  HP 13 
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 10 
  Luck: 50
  Combat
  Brawl 
   
  70% (35/14), damage 1D3+DB
  Dodge 
   
  40% (20/8)
  Skills
  Charm 25% (12/5)
  Climb 60% (30/12)
  Credit Rating 35% (17/7)
  Firearms (Handgun) 20% (10/4)
  Firearms (Rifle/Shotgun) 25% (12/5)
  First Aid 70% (35/14)
  Intimidate 30% (15/6)
  Jump 40% (20/8)
  Language (English) 65% (32/13)
  Library Use 40% (20/8)
  Listen 25% (12/5)
  Natural World 40% (20/8)
  Navigate 35% (17/7)
  Occult 20% (10/4)
  Psychology 15% (7/3)
  Spot Hidden 25% (12/5)
  Stealth 25% (12/5)
  Swim 35% (17/7)
  Throw 40% (20/8)
  Track 30% (15/6)
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  This change of scenery is just what you needed. Your old 
  friend Jared has inherited a hotel in British Columbia and 
  plans to fix it up. He has invited you to help him and his 
  wife get it off the ground, saying he will need your expertise 
  to work as an outdoor pursuits instructor. Given your recent 
  break up with Samantha, you definitely want a fresh start. 
  Helping to get the hotel set up and ready should be great fun.
  • Description: slim and athletic physique, smart but casual 
  dress, hair tied in a ponytail.
  • Traits: open minded, independent, cautious.
  • Ideology/Belief: a change is as good as a rest; life’s too 
  short—make things happen!
  About your companions:
  • Jared Kelly: you are old friends; he’s a real a sweetie—always 
  optimistic and up for fun. He has been a real a lifesaver, 
  offering you this opportunity.
  • Debra Kelly: Jared’s wife. She’s clearly not totally onboard 
  with the hotel, but her anger seems to be directed at you, 
  which makes no sense. Maybe things are not good between 
  them.
  • Elsa Lemann: Debra’s twin sister and a cook. Nice enough, 
  coming all this way just to help her sister and Jared start 
  their new business. She is a bit standoffish, like she has 
  problem with you or something. 
  • Rob Hardy: Jared’s friend and a carpenter. He seems 
  okay but acts very seriously all the time. He could do with 
  lightening up. 
  • Dan Hardy: Rob’s brother. A nice guy, you spent time on 
  the flight getting to know him. You wouldn’t be surprised 
  if he’d done jail time; he seems to have drifted from job to 
  job and you get the impression he likes an easy life.
  
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  40
  INTRODUCTION
  
  41
  CHAPTER
  2
  T
  his scenario is set in the modern-day in the icy 
  waters of the North Atlantic. Accommodating two 
  to six players, it can be played in a single session. 
  The adventure concerns a missing reefer ship, the Groenland 
  Tropisch, which has been stranded on an iceberg. The thought 
  of a substantial salvage reward drives the investigators to 
  attempt to rescue the ship, but in doing so they attract the 
  attention of a strange and deadly monster.
  FOREWORD
  I came up with this scenario while reading an old book about 
  Viking explorations of the New World. In one of the tales, 
  the Vikings encountered what they called a “sciapod” (this 
  encounter is described in the scenario). What struck me is that 
  the rest of the saga was all perfectly normal, earthly activity. 
  There were storms, they caught fish, they sighted land, avoided 
  icebergs, etc. Then, out of nowhere, comes this sciapod, and 
  the Vikings treat it as matter-of-factly as a walrus. The only 
  reason I would have to discount the sciapod is that no one 
  since then seems to have spotted them (and lived?). But it is 
  a perfectly straightforward sighting.
  It makes me wonder how many odd supernatural events we 
  reject from ancient times because “we know better.” But we 
  are willing to believe their non-miraculous accounts, of course. 
  I wonder what we are blinding ourselves to by failing to dig 
  deeper. There are French courtroom cases in which werewolves 
  were put on trial, and these are right alongside other court 
  cases in which no one disputes the validity of the events, for 
  instance. Or 19th century accounts of lights glowing brightly on 
  the dark half of the moon. Things go on beyond our purview.
   
  Sandy Petersen
  2017
  THE INVESTIGATORS
  There are two possible ways to involve the investigators:
  Firstly, one character could be the owner of a luxury yacht 
  who, along with his or her friends, is enjoying one final journey 
  before handing their yacht over to its new owner. In this 
  situation, one of the investigators is the yacht’s owner, who 
  has fallen on hard times—perhaps as a result of the 2007–2008 
  economic crisis (or Crash of 1929, if adjusting the scenario to 
  the Classic era). Despite best efforts over the preceding years, 
  the investigator’s savings have dwindled and their investments 
  have dried up, and they have been forced to sell their yacht, 
  the Delilah. This could even be the consequence of too much 
  time spent jaunting around the world combating the Mythos 
  and not paying attention to their income! The Delilah has been 
  sold to a person in England, providing the investigator with 
  one last opportunity to sail the yacht from the USA to its new 
  owner. Deciding to make this trip as pleasant as possible, the 
  investigator has invited some friends (the other investigators) 
  along for a final grand party. Plans and details for the luxury 
  yacht are provided, refer to Delilah, Luxury Yacht, page 44.
  Alternatively, the investigators are a salvage team sent to 
  investigate the Groenland Tropisch’s situation and return the 
  ship to port. The reefer has been reported missing, its last 
  transmission put it somewhere southwest of Greenland. The 
  crew must locate the ship, search for and rescue any survivors, 
  and get the vessel back to port either under its own power 
  or by towing. For background on the missing reefer, refer to 
  Groenland Tropisch, Reefer Ship, page 48-49. Note that, with 
  this option, no plan has been provided for the salvage crew’s 
  ship—assume something similar in terms of a “working” boat, 
  but more down end of the Delilah.
  A final journey brings a remarkable discovery and a hidden terror.
  THE 
  DERELICT
  The Derelict
  41
  
  The Icy North Atlantic Ocean
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  42
  CHAPTER TWO
  The scenario as presented assumes the first option: a luxury 
  yacht owner and his or her friends on a journey across the 
  North Atlantic, who come across the Groenland Tropisch 
  stranded on an iceberg. 
  Six pre-generated characters are provided for option one (see 
  page 62); three are wearing silver jewelry, noted (S)
  • Jason Kernicky, stock broker / boat’s owner
  • Isaac Klein, architect
  • Siren, musician / singer (S)
  • Janice White, celebrity athlete (S)
  • Eric Huston, social network mogul
  • Ellen Gray, celebrity actress (S)
  If creating new investigators, the following occupations are 
  suggested:
  • Option one, luxury yacht owner and friends: accountant, 
  actor (film star), architect, athlete, author, designer, 
  dilettante, doctor, engineer, gambler, lawyer, and white-
  collar worker (successful business owner). Having one 
  player character with an engineering background is 
  recommended, but not essential. 
  In addition, there should be one or two non-player 
  characters (NPCs) who could play the roles of the yacht’s 
  captain and mate (both employed by the yacht’s owner) or 
  who could be other friends of the owner if players wish to 
  take those roles (for convenience, two NPCs are provided, 
  see Non-Player Characters and Monster, page 60). 
  • Option two, salvage crew: diver, engineer, mechanic, sailor, 
  soldier/marine (ex-military). Again, ensure one or two NPCs 
  are members of the crew.
  Important note: throughout this scenario, the Keeper must 
  keep a track of which investigators have skin in contact with 
  silver. The monster in this scenario is normally invisible and 
  only those who have flesh in contact with silver are able to 
  see the creature for what it is (see The Sciapod, page 60). 
  Try to avoid making the players aware of this fact until they 
  work it out for themselves. Use subtle questioning during 
  character creation or when establishing the opening scene to 
  determine who might be wearing jewelry, or simply make an 
  educated guess as to which characters have a sterling silver 
  ring, chain, or earrings. If in doubt, determine the wearing of 
  silver with a Luck roll—remember to note down successes 
  for later reference when the characters come face to face with 
  the monster.
  
  GENEVA CONVENTION 
   OF THE HIGH SEAS
  Signed in 1958, the Convention includes Article 98: the duty 
  to render assistance. The Article requires a ship and crew (if 
  able, without risking serious endangerment to ship, crew, or 
  passengers) to:'
  • Render assistance to any person found at sea in danger of 
  being lost.
  • Proceed with all possible speed to the rescue of persons in 
  distress, if informed of their need of assistance, in so far as 
  such action may reasonably be expected.
  • After a collision, to render assistance to the other ship, its 
  crew and its passengers.
  Keeper note: the yacht’s owner and its crewmembers would 
  be aware of the Convention and its implications (morally and 
  legally) if they fail to render assistance.
  43
  THE DERELICT
  STARTING THE SCENARIO
  The investigators are enjoying the facilities onboard the luxury 
  yacht, Delilah, traveling from Boston, USA, to Liverpool, UK. 
  Allow the players’ time to introduce their characters and establish 
  relationships. Explain that this is a party and their last chance to 
  have fun on the Delilah before it is handed over to its new owner 
  on arrival in Liverpool—a time to forget their personal worries 
  and financial hardships and make the most of the situation.
  At a suitable point, probably around mid-afternoon, they 
  spy a reefer ship seemingly stranded on an iceberg. The 
  reefer can be spotted by any of the guests or the yacht’s two 
  crewmembers as necessary (no roll necessary).
  The discovery may prompt a debate as to whether to use 
  the radio to contract the reefer or call for help, or whether 
  to just head towards the iceberg to see if help is required. 
  Additionally, the Keeper should plant the idea of salvage; if 
  none of the players think of it, then one of the NPC characters 
  can suggest that a hefty salvage fee would be rewarded if 
  they could tow the ship to port (appealing to the financially 
  strapped yacht owner). In any event, the investigators should 
  draw the conclusion that they should at the very least try to 
  ascertain if anyone is alive and needs rescuing, as stated in 
  the Geneva Convention on the High Seas (see box nearby).
  Thus, the investigators are drawn towards the reefer ship 
  through a sense of duty and responsibility, as well as perhaps 
  dollar signs in the eyes.
  SEQUENCE OF EVENTS
  From this point onwards, the scenario is somewhat freeform 
  in design, allowing the Keeper to react to the investigators’ 
  decisions and actions. The likely sequence of events follows 
  and the Keeper should feel free to build and adapt as necessary. 
  The scenario tends to have two halves: the search for clues 
  on the Groenland Tropisch and the realization that there is 
  “something” on the ship, followed by a game of cat and mouse 
  with the sciapod, leading to a climax where the success of the 
  investigators’ plan for dealing with the monster comes to a head. 
  Use the following sequence to drive the action and play, 
  omitting and replacing with events of your own design as 
  you see fit:
  • The investigators spot the iceberg and the stranded reefer 
  and are obliged to see if there are any crew needing to be 
  rescued, as well as provoking the notion that if they can get 
  the reefer ship to port then they could receive a handsome 
  salvage reward—enough to perhaps end the yacht’s owner’s 
  financial woes. See Salvage Rights, page 45.
  • Getting to the reefer and iceberg is relatively easy; although, 
  the Keeper may call for a Pilot (Boat) roll (if an investigator 
  is piloting the yacht) to determine how well this is managed. 
  A fumble or failed pushed roll means the yacht is somehow 
  damaged coming alongside the reefer and iceberg (perhaps 
  scraping the hull) and repairs will need to be made before 
  they can cast off again. 
  • Searching the Groenland Tropisch for clues as to its fate and/
  or working out how they might get the ship moving for 
  salvage. There are no signs of life on deck, so a search of the 
  reefer is required to determine if anyone needs rescuing.
  • Option: while searching the reefer’s cargo holds, the 
  investigators walk right past the sleeping sciapod (hidden 
  under a tarpaulin)—later, build the sense of unease when 
  they return to find the tarpaulin flat on the floor.
  • The sciapod wakes up, sizes up the situation, and boards the 
  Delilah to destroy its controls and radio, so as to prevent this 
  newly arrived food source from departing. Damage to the 
  Delilah’s controls might be repairable, given the time and 
  necessary skills.
  • As the reefer is searched, clues are found (growing in 
  importance and horror). The investigators realize they are 
  not alone and possibly one or more of them return to the 
  yacht to find its been attacked and that the controls and 
  radio are broken.
  
  The Delilah
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  44
  CHAPTER TWO
  Handout: Derelict 1
  
  DELILAH, LUXURY YACHT 
  Delilah is a 95-foot (29 meter) motor yacht, accommodating up 
  to ten people in luxury. The vessel comprises three levels: a fly 
  (open top) bridge, the main deck, and lower deck. Secondary 
  wheelhouse controls are on the fly deck, along with a lounge 
  area (with large comfy cushions for sunbathing), and an awning 
  for shade. The main deck contains the galley, dining table, 
  social areas, and wheelhouse, while the lower deck has four 
  spacious cabins (two doubles and two twins), plus two fore 
  cabins with Pullman berths. The yacht is air-conditioned and 
  the communal areas include flat screen televisions, DVD players, 
  and a surround sound music system. For the adventurous, the 
  yacht carries a sea kayak, snorkeling gear, water skis, and a 
  Wakeboard. A dinghy is stored on the fly deck.
  • Cruise speed: 20 knots
  • Max speed: 22 knots
  • Engine: 2 x MTU 2942 kw
  See the Delilah’s deck plan, nearby. A handout is provided for 
  the players (see Handout: Derelict 2).
  45
  THE DERELICT
  • Option: one of the investigators catches a brief glimpse of 
  the sciapod (a huge white thing moving past a porthole or 
  a doorway). Make sure that whoever spots the monster is in 
  contact with silver (perhaps a ring or other piece of jewelry 
  they are wearing, or one of the silver items noted in the 
  description of the Groenland Tropisch.
  • The sciapod begins to hunt the investigators. Any NPCs 
  are killed first; perhaps one is suddenly harpooned by the 
  sciapod’s crystal bow, causing panic when there is no sign of 
  who or what shot the deadly bolt. Another NPC might be 
  found dead, savage bite marks in their flesh. Alternatively, 
  all that the investigators hear is a terrifying scream; when 
  they go to see what has happened, all they find is a bloody 
  trail leading down into the cargo holds.
  • The mysterious attacks and strange sightings of a huge white 
  “thing” (as well as the possibility of an outright attack) drive 
  the investigators to hide (probably on the reefer, as it is 
  bigger and has more places for concealment). Build on the 
  confusion—to some of the investigators the monster is 
  invisible, to others (in contact with silver) its awful visage 
  can be seen (provoking Sanity rolls).
  • The sciapod finds one of the hiding places but is perhaps 
  initially driven back; it departs to rest up, but will return. 
  The investigators have a bit of time to work out how to deal 
  with the invisible monster.
  At this point, encourage the investigators to come up with a 
  plan of action. There are a number of ways they might proceed, 
  some of which are explored in Combating the Sciapod, page 
  57. Allow the players time to think over their options and 
  formulate a plan; although, if they take too long, have the 
  sciapod return to nose about only to depart again. Ultimately, 
  the investigators should be forced out of hiding to enact their 
  plan—probably requiring them to split up in order to gather 
  what they require and so face running into the monster. Build 
  tension as individual investigator actions risk bringing the 
  monster’s attention. The scenario’s climax should concern 
  whether the investigators’ plan works or not. Try to reward 
  ingenuity and risk, but success should be hard won. 
  The following sections detail particular courses of action, as 
  well as provide a walkthrough of the Groenland Tropisch that 
  can be used when the investigators explore the ship.
  Salvage Rights
  The following information can be found in the captain’s office 
  onboard the Groenland Tropisch (see Superstructure: Level 
  One, Kitchen, page 47). Alternatively, one of the investigators 
  with a suitable occupation or experience (or a crewmember 
  NPC) could relay the gist of the detail with a successful Law 
  or Hard Know roll.
  The Law of Salvage provides that a person recovering 
  another person’s ship or cargo after peril or loss at sea is 
  entitled to a reward commensurate with the value of the 
  property so saved. The Law of Finds may be applied if the 
  wreck has been abandoned (the vessel’s owner has not actively 
  tried to retrieve the vessel or its contents). Thus, the owner is 
  considered to have relinquished the title voluntarily. 
  A discoverer who finds a shipwreck is entitled to the 
  full value of all of the goods recovered. Since the owner 
  of the vessel has given up trying to recover the shipwreck, 
  the discoverer is deemed to have full rights to the content; 
  although, abandonment of the vessel must be proven.
  Where the Law of Finds does not apply, a successful salvor 
  is not entitled to keep the salved vessel but is entitled to an 
  award. The amount of the award is based on the vessel’s value, its 
  contents/cargo, how successful the salvage was, the salvor’s skill in 
  minimizing damage to the environment, and the level of peril to 
  which the salvaged vessel was subject. In addition, factors such as 
  the rescue of human lives, the salvor’s labor and expenses, and the 
  level of risk encountered also play a role in determining the award. 
  
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  46
  CHAPTER TWO
  Using the Radio 
  On seeing the Groenland Tropisch, investigators may want to 
  radio the stranded ship or communicate with the authorities 
  (probably the US Coast Guard). Calling the Groenland 
  Tropisch elicits no response whatsoever. Contacting the 
  maritime authorities can be done and the investigators can 
  relay a message; however, help will be a long time coming—
  certainly long after the investigators have come face-to-face 
  with the sciapod. In addition, remind the investigators that 
  bringing in another party to undertake the search and rescue 
  likely means that any salvage claim by the investigators would 
  be neutralized and lost.
  If the investigators don’t think to use the radio early on, 
  then have the sciapod destroy the radio and the yacht’s engine 
  controls while everyone is searching the Groenland Tropisch. 
  Should a pesky investigator decide to remain with the yacht, 
  have them distracted away from the yacht—here are two 
  possibilities:
  • They hear a sound or see something strange on the 
  Groenland Tropisch; fearing something bad is happening, 
  they leave the yacht to warn the others.
  • They see something jump into the water from the Groenland 
  Tropisch or iceberg (the sciapod making a big splash) and can 
  see something driving through the water towards the yacht.
  Even if an investigator stays aboard the Delilah, the sciapod 
  is invisible (presuming the investigator has no silver jewelry) 
  and so can come aboard and begin wrecking the ship’s radio 
  and controls. Witnessing this attack by an unseen force calls 
  for a Sanity roll (1D3/1D6). If an NPC is left alone onboard 
  the yacht, then the investigators find their dead body on their 
  return; a 6-foot long crystal harpoon embedded in their chest 
  (0/1D4 Sanity loss).
  GROENLAND TROPISCH, 
  REEFER SHIP
  The Groenland Tropisch is a refrigerated cargo ship (reefer) 
  used to transport perishable commodities, including fruit, 
  meat, fish, vegetables, and dairy products. Operated by the 
  firm of Simmons and Calvert, the vessel is currently adrift in 
  the North Atlantic upon an iceberg.
  The Groenland Tropisch is some forty years’ old and is 
  equipped with three cranes (only two of which are operational, 
  the other is damaged but repair may be possible), and three, 
  top opening hatches on the main deck through which cargo is 
  lowered to the various holds below. Two of the cargo hatches 
  are currently open to the elements.
  The vessel’s navigation bridge is at the top of the main 
  superstructure, which rises above the cargo decks. The 
  superstructure comprises five levels: kitchen and dining rooms 
  on level one, crew quarters, a crew lounge, galley, and a laundry 
  on level two; officers’ quarters and lounge on level three; captain’s 
  quarters and dayroom, plus recreation room on level four; 
  wheelhouse and the radio room on level five (navigation bridge).
  • Built: Harland and Wolff, Belfast
  • Registry: Dutch
  • Operated by: Simmons and Calvert
  • Type: Refrigerated Cargo Liner
  • Length: 331 feet (117 meters) 
  • Gross Tonnage: 6,600
  • Propulsion: 6,660 BHP
  • Compliment: 16 crew
  EXPLORING THE REEFER
  Effectively, the Groenland Tropisch is a ghost ship, seemingly 
  abandoned and melded to the side of an iceberg. Apparently, 
  the ship hit the iceberg, causing damage to the hull; the ship 
  is still seaworthy if it can be detached from the iceberg. The 
  ship’s power is off; there is no lighting, no heating, and a layer 
  of ice clings grimly to all exposed surfaces. Initial inspection 
  suggests no signs of life.
  A dark and unwholesome atmosphere pervades. Sound 
  echoes through the ship as the icy ocean lashes against 
  both ship and iceberg. Emphasize the cold, the darkness, 
  and the silence. The whole experience should be eerie and 
  foreboding, especially when the investigators venture inside 
  the superstructure and the cargo holds.
  The following sections include one or more discoveries the 
  Keeper can plant, depending on the action and focus on the 
  investigators. Such discoveries can occur whenever the Keeper 
  deems most appropriate; however, it is suggested to build the 
  frequency of such finds as the scenario progresses, so as to 
  build the horror (i.e. don’t throw all of this at the players in 
  the first thirty minutes).
  Refer to the deck plan of the Groenland Tropisch, nearby.
  Main Deck
  The hull has been partially crushed by impact with the ice, 
  although it does not appear to be letting in water. If somehow 
  detached from the ice, the vessel could be seaworthy enough 
  to be towed to land—and quite possibly a salvage reward.
  Three large cranes reside over large deck hatches. Only 
  one of the hatches is secured, the other two are open (one 
  fully, one partially) allowing egress to the cargo holds below. 
  Two large winches and the ship’s anchor mechanism (which 
  has not been deployed) can be found at the bow of the ship.
  
  47
  THE DERELICT
  Close examination of the partially open hatch reveals the 
  metal hatch cover has been torn from some of its mountings 
  and the cover is uneven due to several large dents in its surface, 
  near to the where it has been torn from the mountings. 
  Finding these indents is more difficult if the investigators 
  have not thought to bring a light source with them, meaning 
  that a Spot Hidden roll is required to identify them. 
  Cranes: two of the cranes appear to be in order from a cursory 
  inspection (if the ship’s power can be turned on), while the 
  third (furthest from the superstructure) appears damaged—
  wires are torn from fittings and mountings twisted, as if a 
  large object had knocked into the crane, causing it to bend 
  and twist. Repairing the damaged crane requires the proper 
  tools (stored in the superstructure), six hours, and a successful 
  Science (Engineering), Operate Heavy Machinery, or Hard 
  Mechanical Repair roll.
  One lifeboat is suspended from the outer deck of the third 
  level of the superstructure (viewable from the main deck) 
  on the starboard side. A lowering mechanism for a portside 
  lifeboat is visible, yet there is no sign of the lifeboat.
  Possible discoveries:
  • Drag marks through ice on the deck’s floor, as if something 
  large had been dragged along the deck.
  • Frozen drops of blood on the deck floor near the stern 
  (behind the superstructure).
  • Spot Hidden: a severed and frozen hand. A successful 
  Medicine roll confirms the hand has been bitten off, as if a 
  shark had attacked the hand’s owner.
  Superstructure: Level One, Kitchen
  From the main deck, doors to the interior of the superstructure 
  can be found on the port and starboard sides. It’s hard not to 
  notice that both doors have been ripped from their fittings. 
  One door (port side) lies buckled and twisted on the deck, 
  while the other is missing entirely. Examination of the port 
  side door reveals no scratches or claw marks but rather 
  indentations, as if something large and heavy was used to 
  batter down the door from outside. The locking mechanism 
  is bent and twisted, requiring substantial force. This damage 
  is replicated around the doorframe. From the doorframe 
  appearance, the starboard door looks to have been battered 
  from the inside and torn from its mountings altogether.
  Other access doors on the starboard side lead into the 
  cook’s meat, vegetable, diary, and dry provisions stores (all 
  locked). While on the port side, access doors lead into a crew 
  cargo hold (7), the cargo office (9) (locked), the CO2 bottle 
  room (10) (locked), and ship’s store (11). With no lighting 
  or heating on, the interior is dark and frosty. Along the 
  main corridor (port to starboard) can be found the officers’ 
  dining room (1), the galley kitchen (2), the crew’s dining 
  room (3), off-duty mess (13), and the captain’s (5) and chief 
  engineer’s (4) offices.
  Food stores: getting inside requires either a successful 
  Locksmith roll or brute force (STR roll and a crowbar or 
  similar). All seems in good order, with no apparent damage to 
  the doors or interiors. Foodstuff is packed neatly on shelving 
  in refrigerated rooms (the refrigeration system is not working). 
  There is some possible spoiling, although due to the cold of 
  the sea and the iceberg it’s still pretty chilly.
  CO2 room (10): carbon dioxide is used in a ship wide system 
  to fight fires (especially in the engine room, kitchen, and cargo 
  holds), as well as provide refrigeration to the holds. Each bottle 
  is just over 5-feet (1.5 m) in height and weighs 290lbs when 
  full (190lbs empty). Getting inside requires either a successful 
  Locksmith roll or brute force (Hard STR roll; reduce to 
  Regular difficulty if a crowbar or similar is used as a lever). 
  Investigators may think to jury-rig CO2 bottles in their fight 
  against the sciapod (see Combating the Sciapod, page 57).
  Cargo office (9): shelves and filing cabinets line the walls 
  and contain a great assortment of cargo manifests, legal 
  documents, and customs forms. A cluttered desk and a chair 
  are the only furniture within. Should the investigators wish 
  to find documents pertaining to the ship’s current cargo a 
  successful Spot Hidden finds the manifest, which details a 
  cargo of meat (beef, pork, etc.), fresh fruit and vegetables, fish, 
  and dairy products.
  Captain’s office (5): a well ordered room, with a desk and 
  swivel chair, and a bookcase holding a series of books on 
  maritime law (in English). The captain’s logbook is on the 
  desk, along with a half empty mug of frozen coffee. Behind 
  the desk is a small cast iron safe (open).
  The captain’s log is written in Norwegian. If anyone can 
  read Norwegian, the log states that the Groenland Tropisch 
  departed Bergen, Norway, on February 13th 2016, carrying a 
  cargo of vegetable and meat produce headed for Sukkertoppen 
  in Greenland. The most recent entries, dated February 16th, 
  describe a rogue iceberg hitting the Groenland Tropisch. The 
  ship suffered damage from the impact and chief engineer 
  Gunnar Ulfsson was instructed to inspect and ascertain the 
  level of damage to hull. The captain remarks that he has been 
  unable to communicate with land due to the radio operator, 
  Thorolf Löfgren, acting crazily and damaging the equipment. 
  Löfgren was overpowered and was confined to his cabin 
  pending investigation of the incident by the captain.
  
  The Groenland Tropisch
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  48
  CHAPTER TWO
  Handout: Derelict 2
  
  49
  THE DERELICT
  
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  CHAPTER TWO
  Crew’s dining room (3): a mirror of the officers’ dining room, 
  although a number of tables have been set on their sides, as if 
  to form a barricade. It appears to have done no good, as the 
  tables are bent and twisted and are covered in blood. Frozen 
  tracks of blood stretch across the floor.
  Possible discoveries:
  • Blood tracks and splatters on floors and walls.
  • A flare gun (empty).
  • A large kitchen knife, its blade crusted with a white 
  substance, almost like milk.
  • Bottles and rags for making Molotov Cocktails.
  Superstructure: Level Two, Crew Quarters
  The dark stairways lead up to level two and also continue up to 
  the higher levels. The corridors are silent and open into the various 
  crew cabins, as well as a crew lounge and bar, a laundry room (16), 
  and a medical room (17). All internal doors are unlocked and 
  most are ajar, swinging idly; occasionally a door will swing shut, 
  sending a metallic echo running through the ship.
  Inside the safe is a (locked) cash box holding 7,000 Danish 
  krone ($1,000), as well as the ship’s papers and other insurance 
  information.
  If the books of maritime law are studied, details concerning 
  salvage rights can be found. See Salvage Rights, page 45.
  Chief engineer’s office (4): the door is locked (Locksmith 
  or Hard STR roll to open; reduce to Regular if lever is used). 
  Inside are metal filing cabinets, a desk, and a swivel chair. The 
  room appears untouched, apart from two cabinet drawers 
  that are open, with various documents half-pulled out (as 
  if someone had been searching for something). One of the 
  drawers holds documents pertaining to the deck cranes, while 
  the other has various safety check forms, inventories, and bills 
  of purchase for bottles of CO2.
  Officers’ dining room (1): rows of chairs and tables. Half-eaten 
  meals sit cold on white plates, and cutlery lies scattered about.
  Galley kitchen (2): the large kitchen contains a large 
  assortment of pots and pans and other cooking paraphernalia. 
  Cold food sits in large pots on the unlit stoves. A pot of 
  stew has been overturned, its contents frozen in a pool on 
  the floor. All manner of kitchen knives and implements can 
  be found here.
  The Crew's Dining Room
  
  51
  THE DERELICT
  Crew cabins: are much alike, each houses a bed and a small 
  locker for personal belongings, as well as clothing and other 
  personal touches like taped-up saucy posters and calendars. 
  Some cabins are apparently vacant. The doors to a number of 
  cabins have been bashed in (requiring great force and strength 
  beyond that of a human).
  Crew lounge: consists of cheap, comfy chairs and coffee tables, 
  along with a bar (liquor can be found behind a draw-down, 
  locked, metal blind). It looks as though someone has tried 
  unsuccessfully to open the metal blind with an iron crowbar, 
  which lies on the floor nearby. A deck of playing cards is strewn 
  across the floor (close examination shows some of the cards 
  are marked with spots of dried blood). Otherwise, the lounge 
  contains a DVD player rigged to a projector, a screen on the 
  wall, and some shelves holding a library of popular movies.
  Medical room (17): contains an examination area, a sink, 
  and good supply of first aid materials, including dressings, 
  antiseptics, and so on. Medical tools for more series injuries 
  can also be found, including resuscitation equipment, medical 
  instruments, intravenous kits, disinfectant, and a defibrillator. 
  Two working flashlights can be found with one of the 
  cupboards. A wall cabinet has been broken open, revealing 
  bottles of drugs within (antibiotics, penicillin, etc.); some 
  broken vials of morphine lie on the floor. An investigator 
  with medical training would be aware that operations and 
  routine medical procedures could be performed here.
  Possible discoveries:
  • Bloodstains.
  • A discarded hand axe.
  • Empty vial of morphine and a used syringe.
  • A tarnished and bloodstained knife.
  • A crew cabin painted with frozen blood splatter.
  Superstructure: Level Three, Officer Quarters
  Similar in layout to the level below, the officers’ cabins are 
  a little larger than those of the crew. Apart from another 
  laundry room (19), the only other area is the officers’ lounge 
  (20), also fitted with a bar (locked) and slightly better quality 
  comfy chairs and tables. A number of empty whiskey bottles 
  (presumably removed from the bar) lie on the floor, some are 
  broken and so jagged glass presents a danger to anyone falling 
  onto the floor or getting on their hands and knees to search.
  Possible discoveries:
  • A 6-foot long cylindrical piece of glass embedded in a 
  bulkhead (from a distance, a flashlight would highlight 
  it glinting). When examined, the glass looks more like 
  crystal and is shaped like a harpoon. If pulled from the 
  wall (requiring a Hard STR roll), the crystal shaft is icy cold 
  to the touch and reveals a sharp barbed head. It looks like 
  nothing the investigators have ever seen before: the material 
  bears most resemblance to armored glass and is very strong 
  (see The Sciapod, page 60).
  • At least one cabin door torn from its hinges and now 
  partially blocking the corridor. 
  • A dead crewmember, found in the laundry room. The body 
  has been eviscerated and partially eaten (Sanity loss 1/1D4).
  • A loaded flare gun (1D10+3+burn).
  Keeper note: the following clue should, ideally, be introduced 
  later in the game, once the investigators have done an initial 
  inspection of the vessel. The location of the clue should be a 
  crew or officer cabin, perhaps overlooked or passed by when 
  they first venture through the superstructure. 
  In one cabin, books have been scattered about. The books 
  range from the classics to various books on mythology and folk 
  tales. One book, a volume of Norse sagas, lies open. The spine 
  has been broken, with the pages open at a section of Erik the 
  Red’s Saga: on the left-hand page is the Old Norse text, while 
  on the facing page is the English translation—see Handout: 
  Derelict 3. The books belong to one of the crew who had an 
  interest in history, who on seeing the sciapod with its crystal 
  bow remembered the passage in the saga. The highlighted 
  passage provides the only clue to monster stalking the Groenland 
  Tropisch. A successful Spot Hidden roll notices something shiny 
  beneath the littered books: a silver fountain pen.
  Superstructure: Level Four,  
  Senior Officer Quarters
  Comprising less room than the levels below due to the position 
  of the two external lifeboats, level four contains the captain’s 
  cabin (23), bathroom, and dayroom, as well as a recreation 
  room (21) and cabins for the radio officer (24) and chief 
  engineer (22). 
  Only one lifeboat is here (starboard side), the other lifeboat 
  is missing—examination shows that the missing boat must 
  have been previously lowered (see Searching the Iceberg, 
  page 56, for the lifeboat’s remains). See possible discoveries 
  (following) for what’s in the remaining lifeboat.
  The recreation room contains a pinball machine, green baize 
  card table, a selection of board games, a television and DVD 
  player, plus a selection of movies. 
  Radio operator’s cabin (24): the cabin door is locked (Locksmith 
  or Hard STR roll to open; reduce to Regular if lever is used). On 
  entering, the investigators are blocked by a mattress that has been 
  
  ERIK THE RED'S SAGA 
  Time taken to read through the whole saga (taking 
  approximately 30 to 45 minutes) reveals the following 
  information. An investigator with a classical education or 
  one growing up in Iceland or Greenland might recall the tale 
  with a Know roll.
  Composed in 1265, Erik the Red’s Saga tells of Thorfinn 
  Karlsefni and his wife Gudrid, and the discovery and 
  colonization of Greenland. The expedition, led by Thorfinn 
  Karlsefni and Gudrid, explores north, meeting and killing 
  natives on their way. In one instance, they come upon a sciapod 
  (“uniped” or “one-footer”) who shoots an arrow and kills Erik’s 
  son, Thorvald, and then disappears. The survivors’ return home 
  and then set sail again for Greenland in the following spring.
  The sciapod is mentioned only once and there is little to 
  describe the creature other than its name, which essentially 
  means it is a one-legged beast that carries and shoots a 
  large bow.
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  CHAPTER TWO
  upended and is blocking access inside. The mattress can easily be 
  pushed out of the way. Inside, it’s a mess: clothing and personal 
  possessions have been flung about with abandon. Some clothes 
  are bloodstained; suggesting that whoever ransacked this cabin 
  was injured at the time. Beneath the bed, visible through the 
  frame, is the body of Thorolf Löfgren the radio operator lying 
  in a pool of frozen blood. The man’s eyes are wide open, a look 
  of terror carved on his face (Sanity loss 0/1D3). Examination 
  reveals his throat has been cut, although there are lacerations to 
  his torso and lower arms, suggestive of knife wounds. Hidden 
  beneath his body is an old, silver-handled cutthroat razor (which 
  he used to commit suicide). Searching through personal effects 
  reveals the man’s name.
  Captain’s cabin (23): the door is ajar and leads into to a small 
  lobby from which the bedroom, dayroom, and bathroom are 
  accessed. Everything seems in order. Compared to the radio 
  operator’s cabin, it is tidy and there are no signs of distress or 
  vandalism. In the dayroom are three comfortable chairs, plus 
  a desk and upright chair. The desk holds the captain’s log, a 
  silver letter opener, and writing paper and pens. An occasional 
  table, set against a wall, holds a ship’s decanter, half-filled with 
  fine rum. The cut-glass decanter has a silver label on a short 
  chain around its stem. 
  Chief engineer’s cabin (22): a suite of rooms mirroring those 
  of the captain at the opposite end of the corridor. While the 
  bedroom is tidy, there are bloodstained towels in the bathroom 
  and the dayroom is a mess. Ship’s systems’ diagrams, deck 
  plans, crane diagrams, and other engineering papers are 
  strewn about a large desk. A handwritten note saying, “CO2 
  bottles or crane?” rests topmost on the scattered papers. The 
  investigators can find a deck plan of the Groenland Tropisch 
  here (see Handout: Derelict 1).
  Possible discoveries:
  • Papers revealing the captain’s name to be Helmar Engström.
  • The captain’s private rum store.
  • The mangled and bloody corpse of an officer in the 
  remaining lifeboat, hidden beneath the boat’s tarpaulin. 
  Possibly, a successful Spot Hidden roll notices the tarpaulin 
  is untied and loose at one end of the boat, as well as 
  bloodstained.
  Superstructure: Level Five, Wheelhouse
  A bloodstained internal stairway leads up to a corridor 
  accessing the rear of the wheelhouse. The radio room (27) 
  is accessed from the wheelhouse (26). Doors at the port and 
  starboard sides of the wheelhouse lead out to an upper deck, 
  on which two external stairways (facing the stern) descend 
  to the lifeboat deck.
  The wheelhouse (26) is somewhat brighter than the other 
  areas of ship, due to the large viewing window; it quickly 
  becomes apparent that the wheelhouse has been seriously 
  damaged. Controls and dials are smashed, levers bent, twisted 
  or pulled out of their mountings, and great dents mar the 
  controls’ metal housing. The viewing window has a large crack 
  running through it (frost also obscures the view). Papers and 
  charts lie scattered about. Clearly, this scene of destruction 
  suggests that one or more people were hell-bent on preventing 
  the ship’s operation, although the damage to the metal casing 
  and the twisted lever rods would require tremendous strength 
  beyond that of a normal man.
  The radio room (27) is a similar story. On entering, it is 
  apparent that someone has caused serious damage to the radio 
  system. Rents in the metal casing reveal wires that have been 
  pulled and severed, while the microphone has been dashed 
  to pieces. Examination of the damage reveals it is different 
  to the way the wheelhouse was damaged; in so much as the 
  damage here could easily have been accomplished by a single 
  determined person using an axe. Indeed, a few moments spent 
  looking over the debris reveals an axe partially hidden on the 
  floor. Both the ship’s controls and the radio are beyond repair. 
  
  53
  THE DERELICT
  Keeper note: the sciapod caused the damage in the 
  wheelhouse. Prior to that, Thorolf Löfgren saw the monster 
  and went insane; in a bout of madness he grabbed a wall-
  mounted axe and attacked the radio, causing significant and 
  irreparable damage before the crew subdued him. 
  Those with Pilot (Boat), Science (Engineering), Operate 
  Heavy Machinery (no roll required), or a Hard Mechanical 
  Repair roll may estimate that although the ship’s controls 
  cannot be used, it would be possible to tow the vessel to a port, 
  provided it could be extracted from the iceberg. Investigators 
  with these skills can also determine that the best way to get 
  the ship’s lighting working would be to go to the engine room 
  below decks.
  Possible discoveries:
  • Spot Hidden: traces of blood amongst the damage in the 
  radio room.
  • Spot Hidden: no traces of blood amongst the damage in 
  the wheelhouse.
  • The empty mounts for a fire axe on a wall on the external 
  upper deck.
  Cargo Holds
  There are three cargo holds, all accessible via the main deck 
  and below deck. Each hold is self-contained. Below deck, 
  corridors are lined with various pipes (carrying refrigeration 
  gas) leading to the holds and banks of compressors. Each hold 
  has its own refrigeration controls, although the various systems 
  are not currently functioning. The holds are not all full: some are 
  empty and others are only partially full. Packing boxes, crates, 
  tarpaulins, chains, ropes, pallets, and so on are strewn around 
  the holds. A small forklift truck, a bulldozer, and winches can 
  be found: operation of the vehicles requires refueling (diesel 
  must be found) and a successful Operate Heavy Machinery 
  roll, or Hard Mechanical Repair or Drive roll.
  These places are dark, cold, and uninviting. Slipping on 
  ice or a tool on the floor is possible (as appropriate, call for a 
  DEX roll to avoid stumbling and tripping); of course, those 
  with a light source may avoid such hazards.
  • Hold 1: meat products and the remains of the crew.
  • Hold 2: vegetable and fruit products.
  • Hold 3: diary products.
  Keeper note: when the investigators board the Groenland 
  Tropisch, the sciapod is resting beneath its giant foot in Hold 
  1 beneath a tarpaulin. Just remark that, along with pallets of 
  meat products and hanging beef carcasses, are some empty 
  crates, some of which are covered with tarpaulins. Remember 
  The Crystal Arrow
  
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  CHAPTER TWO
  Handout: Derelict 3
  
  55
  THE DERELICT
  
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  CHAPTER TWO
  that the sciapod is invisible unless the investigator’s skin is in 
  contact with silver, so should anyone inspect what’s beneath 
  the large tarpaulin, they see nothing. If they are in contact with 
  silver, the sciapod just looks like a pile of rocks (admittedly a 
  little strange to find in a meat storage hold). Those getting far 
  too interested in the tarpaulin/pile of rocks might have their 
  attention drawn away by a strange sound elsewhere on the 
  ship, a sudden lurch of the iceberg, or (even more likely) the 
  discovery of the crews’ remains by another investigator (see 
  following). Of course, determined and forcible prodding of 
  the tarpaulin or “rocks” may awaken the sciapod, who will rise 
  up beneath the tarpaulin and probably cause the inquisitive 
  investigator a shock (Sanity roll, 1/1D4 loss; 1D4/1D8 if able 
  to see the creature).
  Possible discoveries:
  • Bits of clothing snagged on metal or on the floor. 
  • Chunk of bloody hair frozen to a pipe.
  • Crowbars and other potentially useful tools.
  • Wooden pallets for barricading rooms.
  • Fuel Jerrycans for the forklift and bulldozer.
  • Flashlights (some smashed up, some working).
  • Various lengths of netting for holding down cargo.
  • Trolley carts with CO2 canisters.
  • Steel cable, winches, and ropes for tying down cargo.
  A grisly discovery: in one of Hold 1’s lower levels the remains’ 
  of the ship’s crew can be found. The sciapod has carried the 
  remains to this hold, piling up the corpses in some foul 
  mockery of the meat cargo elsewhere. Without a light source, 
  investigators face walking and tripping into this death pile 
  unless they succeed in a DEX roll. Those falling face first 
  into the corpses may not initially realize their predicament, 
  believing that they have come upon more agricultural meat; 
  as realization takes hold, call for a Sanity roll (1D3/1D6 loss). 
  Examination of the bodies reveals up to thirteen crewmembers. 
  All have various injuries, ranging from bite marks to crushing 
  damage, while some have been partially eaten. Searching the 
  bodies is not a pleasant task, and the best the investigators can 
  hope to find are sets of keys to open various doors and locks 
  on the ship. The sciapod will return here from time to time to 
  feed—although, living prey is far more to its taste.
  Engine Room 
  The engine room lies silent and dark. The access doors have been 
  bashed open and the smell of fuel is strong. There is a dizzying 
  array of controls, valves, switches, and dials—all the more dizzying 
  as much has been smashed and damaged, as if someone took a 
  sledgehammer to the room. Broken plastic, chipped metal, burst 
  pipes, and wiring litter the floor, walls, and ceiling.
  Keeper note: the sciapod, not wanting its new found food supply 
  to leave, entered the engine room and tore the place apart.
  Getting to grips with the systems is near impossible for 
  an untrained person. Isolating the electrical system in the 
  hope of getting the ship’s lights on is no easy task, requiring a 
  successful Hard Electrical Repair or Science (Engineering) 
  roll, or an Extreme Know roll (lower the difficulty to Regular 
  for someone experienced with ship’s systems). With success, 
  the investigator has managed to get the lights working; 
  although, there are obviously loose connections around the 
  ship, as parts of the vessel remain in darkness. Lights may 
  stay on and then suddenly go dead for a time before coming 
  back on. In which parts of the ship the lights work and how 
  intermittently they stay on is determined by the Keeper, who 
  is encouraged to use light and darkness to build atmosphere 
  and tension as the scenario draws to a climax.
  A competent mechanic or engineer may determine that 
  the ship’s main drive shaft has been broken and is irreparable. 
  Getting the ship’s engines working is impossible. The ship 
  must be towed to port for effective repairs to be made. If one of 
  the investigators is a skilled engineer, the Keeper may reward 
  effort with momentary sounds of the engines coming to life, 
  only to suddenly fail to the disappointment of all concerned. 
  It is left to the Keeper’s discretion what other of the ship’s 
  systems can be brought online.
  Possible discoveries:
  • Mechanic’s tools.
  • Access to the ship’s fuel supply.
  • Onboard intercom system (requiring an Electrical Repair 
  roll and a couple of hours to repair).
  SEARCHING THE ICEBERG
  Determined investigators may wish to explore the iceberg, 
  risking life and limb on the slippery floating island. Firstly, it is 
  very cold and warm clothing is required. Secondly, it’s dangerous 
  and the Keeper should call for a DEX roll to cross the ice: failure 
  means the investigator is in a precarious position; they can either 
  choose to withdraw and retrace their steps, or push the roll 
  (DEX or Jump). If pushed and failed, the investigator might 
  injure themselves, fall and land hard on the ice, or potentially 
  fall into the sea. Any such damage will be around 1D4 points, 
  although falling into the sea calls for quick action (and probably 
  
  57
  THE DERELICT
  help from those nearby) otherwise drowning is possible (apply 
  the drowning rules, page 124, Call of Cthulhu Rulebook). Note 
  Hard CON rolls are required to stave off drowning in the icy 
  cold waters of the Northern Atlantic. 
  If on the iceberg without suitably warm clothing, 
  hyperthermia sets in after 30-60 minutes: call for a CON roll: 
  if unsuccessful, the investigator is suffering from hypothermia. 
  Hypothermia provokes mental confusion (one penalty die to 
  all skill rolls) and causes 1D4 damage. If exposure continues, 
  call for a CON roll each hour until the investigator is 
  rescued and warmed up or dies. For each CON roll failed, 
  the investigator suffers a further 1D4 damage. Each time a 
  CON roll is failed, raise the difficulty of the next CON (thus, 
  after one failure the next roll will be Hard, followed by all 
  CON rolls being Extreme). Once the investigator has been 
  warmed through and rested, they regain 1D3 hit points and 
  recover the rest at the normal rate.
  The only thing of interest on the iceberg is the remains of 
  the Groenland Tropisch’s missing lifeboat. When two of the 
  crew tried to escape, the sciapod jumped in the water and 
  dragged the lifeboat back to the iceberg, whereupon it killed 
  the men and tossed the boat onto the ice. The boat’s remains 
  are battered, torn apart, and frosted with blood.
  COMBATING THE SCIAPOD
  Inventive players hopefully are able to concoct suitable plans to 
  deal with the invisible monster. Some possibilities follow—try 
  to encourage the players to make use of what is around them 
  rather than merely thinking to tackle the sciapod head on. 
  Ingenious concepts should be rewarded.
  Most plans probably will involve a number of “moving 
  parts,” requiring each of the investigators to play a role in 
  luring, trapping, or hurting the monster. Some investigators 
  may need to act as bait (perhaps calling for a Sanity roll to 
  remain cool under pressure), another might need to ensure 
  a door opens or closes at the right time, so as to channel the 
  sciapod in a certain direction (maybe a Mechanical Repair 
  or DEX roll is needed), and then there’s using the cranes 
  or bulldozer to injure or force the creature from the ship 
  (requiring the ability to drive or operate the equipment). 
  Think through the players’ plan and agree what the skill rolls 
  could be for the differing elements and avoid calling for repeat 
  rolls (this only diminishes the chances of success); one roll 
  per action is appropriate (e.g. if an investigator must lure the 
  monster by running ahead of it, only call for one DEX roll, 
  and allow for pushed rolls). Once you have agreed on the plan 
  The Abandoned Lifeboat
  
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  CHAPTER TWO
  
  59
  THE DERELICT
  and which investigators are required to make which rolls, then 
  everything is set and everyone has the same expectations. Of 
  course, the sciapod might not act in the way predicted by the 
  investigators and provoke last second changes where a single 
  investigator must think and react quickly—although, try not 
  scupper the players’ plan completely; add tension and drama, 
  but try to refrain from causing an anti-climax, which tends 
  to be unsatisfactory for all concerned.
  Using flour or ice: throwing flour (or some other foodstuff) 
  or shoveling ice onto a deck could create a way to track the 
  invisible monster. An area prepared in such a manner could 
  provide a means to detect the creature’s approach (visually or 
  hearing the crunch of the ice), especially if the investigators 
  haven’t caught onto using silver to spy the sciapod.
  Using a trap: acting as bait, an investigator lures the creature 
  to a trap. Traps could come in many variations: a concealed 
  pit filled with spiky metal and sharp-ended pipes, a room 
  filled with fuel that can be quickly set on fire; imprisoning 
  the monster in a cargo hold (how long it takes to break out is 
  left to the Keeper); and so on.
  Using the bulldozer/forklift: lure the sciapod to an area of 
  the ship and then distract it while investigators driving the 
  vehicles suddenly ram it overboard or hopefully cause enough 
  damage to severely injure it. Perhaps the bulldozer could be 
  used to drive the monster to a trap, or the forklift could pin 
  it to a wall, enabling others to join the attack.
  Using the reefer’s cranes: while the cranes cannot be moved, 
  they can still pack a punch if the monster can be lured nearby. 
  Perhaps the investigators could use netting and steel cable 
  (found in the cargo holds) connected to two of the cranes to 
  fashion a trap and hold the monster. 
  Using CO2: getting access to the CO2 room could allow the 
  investigators to jury-rig bottles so that the compressed gas is 
  used to shoot projectiles at the monster (much like an air gun). 
  Note that compressed CO2 may explode if heated. Likewise, if 
  enough of the gas is released and directed at the sciapod in an 
  enclosed space, it can displace the oxygen enough to asphyxiate 
  the monster. Appropriate skill rolls like Science (Engineering) 
  and Mechanical Repair are required (at a push, a Hard Know 
  roll might suffice if none of the investigators have applicable 
  occupations or backgrounds). They will also need to get the 
  monster into an appropriate space, perhaps by using one of 
  them as bait. Assume concentrated exposure in an enclosed 
  room rigged to fill with CO2 causes the monster to become 
  agitated and at risk of suffocation: it starts to take damage 
  after 1D6+1 rounds (being agitated, it quickly overexerts 
  itself), suffering 1D6 damage (ignoring armor) per round 
  until it falls unconscious (reduced to half hit points), death, 
  or the creature is able to break free and breath clean air. Just 
  spraying a single bottle of CO2 at the monster won’t cause it 
  any damage, but it might make it back away for a moment at 
  the Keeper’s discretion.
  Fighting the sciapod: remember, unless an investigator is in 
  contact with silver, the monster is invisible, making fighting a 
  difficult prospect; apply a penalty die to all attempts to hit the 
  sciapod. Before an investigator makes a Fighting or Firearms 
  roll, ask for a Listen roll (or Spot Hidden, if appropriate): if 
  successful, the investigator senses where the monster could 
  be, allowing the penalty die to be negated. Of course, these 
  mechanics reward players who set up alarms or a means to 
  “track” the monster. Depending on the circumstances (general 
  chaos, invisibility, darkness, madness, etc.), the Keeper is well 
  within their rights to impose two penalty dice during combat 
  (with the possibility of one penalty being negated).
  Injured?
  At which point the sciapod gives up is left to the Keeper. It 
  may decide to fight to the death (it’s not particularly intelligent) 
  or, if severely wounded, it may slink off to lick its wounds—at 
  least buying the investigators some time to devise a new plan, 
  repair their yacht, escape in a lifeboat, and so on. Certainly, if 
  the monster suffers the loss of half of its hit points, it will back 
  off and regroup. If badly injured and cornered, the sciapod is 
  likely to become enraged and desperate, lashing out with its 
  full force to escape.
  CONCLUSION
  There is no prescribed outcome for the scenario. Perhaps the 
  investigators kill the sciapod and then have time to repair the 
  yacht. Maybe they trap it, even though it is likely to break free 
  at some point, perhaps giving them enough time to escape the 
  iceberg using the lifeboat from the reefer, or set themselves 
  adrift on the Delilah. Of course, despite inventive planning 
  and heroic actions, the monster might win the day and the 
  investigators become its next meal. If a radio message was sent 
  out early on, then a passing ship or even a rescue team could 
  appear (once the sciapod has been dealt with in some way) 
  to help the investigators depart to safety. 
  The Sciapod
  
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  CHAPTER TWO
  It is suggested, if the investigators survive and depart on 
  lifeboats or are rescued, that the Keeper describes the end 
  scene along the lines of the following:
  You push off into the dark waters of the North Atlantic. Hopefully, 
  a passing ship will find you soon, although you know in your heart 
  that the chances are slim. Perhaps you can fight off the hunger and 
  thirst and cold, and live to tell the tale. At least, better this than the 
  awful fate of the crew of the Groenland Tropisch and your friends 
  who didn’t make it.
  As you huddle together, desperate for warmth, you look back 
  towards the iceberg and the old reefer. The scene is almost picturesque. 
  Even the wind seems to have calmed down. Then, suddenly, 
  something white moves and shifts, falling from the iceberg into the 
  dark waters with a large splash. You are very tired; your eyes must 
  be playing tricks on you; surely the thing isn’t following you…
  Rewards
  If you are using The Derelict in an ongoing campaign, the 
  investigators may receive the following rewards:
  • Surviving the Derelict +1D6 Sanity points.
  • Killing or otherwise defeating the sciapod +1D8 Sanity 
  points.
  • Fleeing by trapping or distracting the sciapod (i.e. it remains 
  at large) +1D4 Sanity points.
  APPENDIX: THE DERELICT
  NON-PLAYER CHARACTERS 
  AND MONSTER
  John Calhoun, yacht captain 
  STR 60 
  CON 60 
  SIZ 65 
  DEX 60 
  INT 70 
  APP 55 
  POW 40 
  EDU 65 
  SAN 60 
  HP 12 
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 8 
  Combat
  Brawl 
   
  30% (15/6), damage 1D3+1D4,  
   
   
  or club 1D4+1D4
  Dodge 
   
  30% (15/6) 
  Skills
  Climb 40%, Diving 45%, Electrical Repair 35%, First Aid 70%, 
  Intimidate 45%, Law 30%, Listen 40%, Mechanical Repair 65%, 
  Natural World 55%, Navigate 75%, Operate Heavy Machinery 
  25%, Pilot (Boat) 80%, Psychology 40%, Science (Engineering) 
  20%, Spot Hidden 50%, Swim 65%, Throw 40%.
  Jørgen Hansen, captain’s mate
  STR 50 
  CON 70 
  SIZ 55 
  DEX 70 
  INT 70
  APP 60 
  POW 45 
  EDU 60 
  SAN 45 
  HP 12
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 9 
  Combat
  Brawl 
   
  30% (15/6), damage 1D3+1D4,  
   
   
  or knife 1D4+1D4
  Dodge 
   
  35% (17/7) 
  Skills
  Charm 45%, Climb 45%, First Aid 45%, Electrical Repair 
  70%, Mechanical Repair 55%, Natural World 35%, 
  Navigate 60%, Operate Heavy Machinery 65%, Pilot (Boat) 
  70%, Science (Engineering) 40%, Spot Hidden 40%, Swim 
  50%, Throw 50%.
  THE SCIAPOD
  What first appeared to be a large and irregular, pale stone-
  like mass, raised its bulk to reveal its form beneath. It’s rocky, 
  umbrella-like exterior was in fact its huge prehensile foot, 
  splayed out and angled to cover its body like that of some 
  hellish mollusk. Pulling back its foot beneath it, so as to stand 
  upon the fleshy mass, it raised itself up and lurched forward. 
  A monstrous thing comprised of a white muscle mass, which 
  twisted and contorted to form a seemingly upper humanoid 
  shape, with two arms extending into webbed hands and 
  fingers. Atop, rising from its central mass, was a deformed 
  head comprising a gaping maw filled with razor-like teeth 
  and a single luminous green eye.
  The sciapod has one huge prehensile webbed foot, which it 
  can use to clutch enemies and crush them. Its upper body is 
  humanoid in appearance, with two arms and webbed hands, 
  and an oddly shaped head containing a single eye, set above a 
  large mouth. Its flesh is pale white, while the underside of its 
  great foot is a stony gray color, acting as a sort of camouflage 
  when its body is hidden beneath the foot, making it look like 
  a large organic lump or a rock.
  The monster is normally invisible. Somehow, silver seems 
  to negate its invisibility, rendering it visible to humans who 
  are in contact with silver, be it jewelry or otherwise. Whether 
  any other metals have the same effect is unknown. When it 
  can be seen in light (as well as artificial light and moonlight) 
  its white bulk appears to glitter.
  The creature can swim with its foot, propelling itself quite 
  quickly with pulsing kicks in the same manner as a frog. Its 
  prehensile foot provides a means to jump and leap—it is 
  certainly able to leap from water to the deck of boat. When 
  submerged, it must surface for air regularly. On land, it seems 
  to slide along—somewhat in the manner a slug’s motion, but 
  
  61
  THE DERELICT
  much quicker. The sciapod tends to operate in short bursts of 
  energy, after which it needs rests. Usually, when not seeking prey, 
  it prefers to remain stationary, hidden beneath its giant foot.
  Not having vocal chords, the sciapod cannot speak. It attempts 
  no communication with humans, who it views as prey and a food 
  source. It is an intelligence opponent, able to understand human 
  technology as a threat (hence, destroying the communications 
  and ship controls in this scenario), as well as use cunning to hunt 
  its prey. It has experience of dealing with humans, gained from 
  centuries of observation, but when enraged it tends to be driven 
  by instinct; thus, clever humans can outwit it. 
  The sciapod carries and uses a crystal bow. It is unclear how 
  the bow and its harpoon-like arrows are created or fashioned; 
  perhaps they are a remnant of its race’s technology, or the 
  creature has an inherent ability to fashion the items from their 
  surroundings, using bodily excretions much like an oyster creates 
  a pearl. Obviously, it must be able to create arrows relatively 
  easily, as the sciapod appears to have no problem in leaving 
  spent arrows behind. The bow and arrows are akin to armored 
  glass and are very strong, able to pierce metal. If the bow is 
  examined closely, the bowstring appears to be made of animal 
  sinew (possibly from a deep sea creature or even human sinews). 
  The use of a bow doesn’t mean the sciapod is primitive but 
  rather that it is a resourceful and clever—the crystal bow is a 
  useful weapon for a thing that sometimes travels underwater.
  Such creatures have been reported across human history. 
  Pliny the Elder wrote in Historia Naturalis (77 CE) about 
  one-legged creatures living in Ethiopia, while the Mappa 
  Mundi (1290 CE) shows a sciapod on one side of the world. 
  In fact, many medieval bestiaries contain creatures with a 
  humanoid upper torso above a single leg and large foot. In 
  some, the creature is sheltering from rain or protecting itself 
  by raising its foot above its prone body. Its name derives from 
  Greek skia (shadow) and pod (foot).
  The monster’s origin is unknown. Perhaps it is a creature of 
  the Mythos (perhaps some strange spawn of Yog-Sothoth), a 
  survivor of an alien race now long since departed, or a single 
  creature fallen to Earth in times past. Some might regard it 
  as relic of a pre-human race, or could it be a mutation or ill-
  advised elder thing experiment from the dawn of life on Earth?
  Sciapod, great footed and hungering thing
  STR 280 
  CON 240 SIZ 210 
  DEX 70 
  INT 50 
  APP — 
  POW 40 
  EDU — 
  SAN —  
  HP 45 
  DB: +5D6 Build: 6 
  Move: 7/9*  MP 8 
  *Swimming.
  Combat
  Attacks per round: 1 (bite, stomp, clutch and crush, or 
  weapon)
  Fighting attacks: the sciapod may suddenly lurch forward to 
  bite, use its foot to stomp an opponent, or use its crystalline 
  bow to shoot a harpoon-like arrow for a ranged attack.
  Fighting 
   
  60% (30/12), damage 5D6
  Clutch & Crush (mnvr) 60% (30/12), held, crush on  
   
   
  following round, damage 5D6
  Crystalline bow 
  50% (25/10), damage 1D8+2D6
  Dodge 
   
  35% (17/7)
  Clutch and Crush (mnvr): the prehensile foot can grasp a 
  victim, preventing movement. The victim may only break free 
  as the result of a successful opposed STR roll. When captured 
  by the foot, the sciapod may crush the victim for 5D6 damage.
  Crystalline bow (ranged attack): using its strange bow, the 
  sciapod can shoot a 6-foot long harpoon-like arrow at an 
  opponent. The base range is 40 yards. When hit, the arrow 
  causes 1D8+2D6 damage; if surviving, the victim also feels an 
  intense cold—a further 1 damage is suffered each round 
  thereafter if the crystalline 
  arrow is not removed.
  I n v i s i b i l i t y : 
  invisibility is 
  negated when 
  the viewer is in 
  contact with silver 
  (jewelry, letter 
  opener, bowl, 
  etc.). Apply at 
  least one penalty 
  die to those 
  attempting to 
  hit the invisible 
  monster (see 
  Fighting the 
  sciapod, page 
  59).
  Armor: 5-point 
  skin. Note that silver 
  weapons ignore 
  armor.
  Spells: none.
  Sanity loss: 1D4/1D8 
  Sanity points to see 
  the sciapod. 
  The Sciapod
  
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  CHAPTER TWO
  JASON KERNICKY
  Age: 29 
  Occupation: Stockbroker / Boat Owner
  STR 50 
  CON 70 
  SIZ 50 
  DEX 50 
  INT 80 
  APP 40 
  POW 60 
  EDU 60 
  SAN 60 
  HP 12 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 12 
  Luck: 50
  Combat
  Brawl 
   
  55% (27/11), damage 1D3 
  Dodge 
   
  25% (12/5)
  Skills
  Accounting 50% (25/10)
  Climb 40% (20/8)
  Credit Rating 60% (22/9)
  Electrical Repair 10% (5/2)
  Firearms (Handgun) 40% (20/8)
  Firearms (Rifle/Shotgun) 45% (22/9)
  First Aid 30% (15/6)
  Intimidate 60% (30/12)
  Jump 20% (10/4)
  Language (English) 60% (30/12)
  Law 40% (20/8)
  Library Use 60% (30/12)
  Listen 40% (20/8)
  Mechanical Repair 20% (10/4)
  Pilot (Boat) 40% (20/8)
  Psychology 50% (25/10)
  Spot Hidden 40% (20/8)
  Stealth 40% (20/8)
  Swim 40% (20/8)
  Throw 20% (10/4)
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  You are the owner of a luxury yacht called the Delilah, 
  enjoying a final journey across the Atlantic with your friends. 
  Unfortunately, the economic climate hasn’t been kind to you or 
  your investments, and you have been forced to sell the yacht to 
  a buyer in England. So you are making the most of things by 
  inviting some friends to join you on this last excursion.
  • Description: thin, angular features, blond hair, and devilish-
  looking eyes.
  • Traits: avaricious, self-centered.
  • Ideology/Belief: losers are never winners. Don’t be a loser. 
  You have to know how to protect yourself.
  • Treasured Possession: gold Rolex watch.
  Your friends:
  • Isaac Klein: a successful architect. He seems to have forgiven 
  you—despite the losses he suffered on the investments that 
  you advised him on.
  • Siren: a singer songwriter whose star is in the ascendance. 
  She’s a real party animal. 
  • Janice White: an athlete who lost out on gold at the last 
  Olympics. She has seen her sponsorship start to fall off and 
  hopes you can introduce her to new investors.
  • Eric Huston: the social network mogul. You made a couple 
  of investments for him some years ago, they didn’t pay well 
  but weren’t complete disasters either. He could bail out your 
  financial woes without breaking a sweat but he plays things 
  close to his chest. He can be an odd fish at times.
  • Ellen Gray: actress and star of that hit TV series. She 
  plays in straight in public but you’ve seen what a crazy and 
  hedonistic lady she is when there are no cameras about.
  
  63
  THE DERELICT
  ISAAC KLEIN
  Age: 32 
  Occupation: Architect
  STR 40 
  CON 60 
  SIZ 50 
  DEX 50 
  INT 70 
  APP 60 
  POW 60 
  EDU 80 
  SAN 60 
  HP 11 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 12 
  Luck: 50
  Combat
  Brawl 
   
  35% (17/7), damage 1D3 
  Dodge 
   
  35% (17/7)
  Skills
  Art/Craft (Architect) 60% (30/12)
  Climb 20% (10/4)
  Credit Rating 55% (27/11)
  Electrical Repair 60% (30/12)
  Firearms (Handgun) 20% (10/4)
  Firearms (Rifle/Shotgun) 25% (12/5)
  First Aid 30% (15/6)
  History 40% (20/8)
  Jump 30% (15/6)
  Language (English) 80% (40/16)
  Law 50% (25/10)
  Library Use 20% (10/4)
  Listen 25% (12/5)
  Locksmith 20% (10/4)
  Natural World 40% (20/8)
  Operate Heavy Machinery 40% (20/8)
  Persuade 40% (20/8)
  Psychology 20% (10/4)
  Science (Engineering) 70% (30/12)
  Sleight of Hand 20% (10/4)
  Spot Hidden 50% (25/10)
  Stealth 40% (20/8)
  Swim 20% (10/4)
  Throw 40% (20/8)
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  You are the friend or acquaintance of Jason Kernicky, a 
  stockbroker who has occasionally advised you on some 
  investments. The economic downturn has affected him badly, 
  and he has been forced to sell his luxury yacht. Never one to 
  let things get him down, he has invited you (and some other 
  well-heeled types) to join him on the yacht for its last voyage 
  before he hands the keys over to its new owner in England.
  • Description: preppy clothing, light brown hair, 
  cultivated stubble.
  • Traits: cautious, calm under pressure.
  • Ideology/Belief: take stock before rushing in. 
  Your Friends:
  • Jason Kernicky: you haven’t forgiven him for the losses you 
  suffered on the investments that he advised him on. You are 
  going to relish the moment when he is forced to hand over 
  the boat (it has been his pride and joy)—what goes around 
  comes around, you’ll enjoy seeing him suffer. 
  • Siren: a singer songwriter whose star is in the ascendance. 
  She’s a real party animal. 
  • Janice White: an athlete who lost out on gold at the last 
  Olympics. She keeps pestering you about whether you 
  can introduce her to your associates—she’s looking for 
  new sponsors.
  • Eric Huston: the social network mogul. He’s an odd fish. 
  You’re not quite sure why he’s here, as he hasn’t really 
  engaged with anyone or anything. You are hoping to sell 
  him on commissioning your firm to design one of his new 
  buildings but, so far, he’s played hard to get. 
  • Ellen Gray: actress and star of that new TV series. She’s 
  a crazy lady and wild! Man, the paparazzi would kill 
  themselves to get photos of her on this boat. 
  
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  64
  CHAPTER TWO
  SIREN  
  (A�K�A� LORI WASHINGTON)
  Age: 24 
  Occupation: Musician / Singer
  STR 60 
  CON 50 
  SIZ 60 
  DEX 70 
  INT 70 
  APP 80 
  POW 50 
  EDU 50 
  SAN 50 
  HP 11 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 10 
  Luck: 50
  Combat
  Brawl 
   
  45% (22/9), damage 1D3 
  .22 auto 
   
  30% (15/6), damage 1D6
  Dodge 
   
  35% (17/7)
  Skills
  Art/Craft (Singer/Rap) 60% (30/12)
  Charm 60% (30/12)
  Climb 20% (10/4)
  Computer Use 20% (10/4)
  Credit Rating 60% (30/12)
  Fast Talk 70% (35/14)
  Firearms (Handgun) 30% (15/6)
  Firearms (Rifle/Shotgun) 25% (12/5)
  First Aid 30% (15/6)
  Intimidate 25% (12/5)
  Jump 30% (15/6)
  Language (English) 50% (25/10)
  Library Use 20% (10/4)
  Listen 40% (20/8)
  Locksmith 30% (15/6)
  Occult 10% (5/2)
  Psychology 40% (20/8
  Sleight of Hand 30% (15/6)
  Spot Hidden 50% (25/10)
  Stealth 40% (20/8)
  Swim 40% (20/8)
  Throw 20% (10/4)
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  You are the friend or acquaintance of Jason Kernicky, a 
  stockbroker who has occasionally advised you on some 
  investments. The economic downturn has affected him badly, 
  and he has been forced to sell his luxury yacht. Never one to 
  let things get him down, he has invited you (and some other 
  well-heeled types) to join him on the yacht for its last voyage 
  before he hands the keys over to its new owner in England.
  • Description: tall and attractive, fashionable and glossy.
  • Traits: risk taker, extrovert, loud.
  • Ideology/Belief: show me the money.
  • Treasured Possession: silver cross on chain around neck.
  Your friends
  • Jason Kernicky: yes, he did lose you some money in bad 
  investments but you can recover; your latest album has hit 
  the number spot, so you are riding high. Would be nice to see 
  him squirm a little though, it’s only fair given his mishandling 
  of your money. Perhaps this trip is his way of saying sorry?
  • Isaac Klein: an architect. Perhaps Kernicky lost him money 
  too? Perhaps you should find out.
  • Janice White: an athlete who lost out on gold at the last 
  Olympics. She keeps pestering you about whether you can 
  introduce her to your business associates—she’s looking 
  for new sponsors.
  • Eric Huston: the social network mogul. He’s an odd fish 
  and certainly not the life of the party. Man, he should just 
  relax! He’s worth a ton of money—if you could cozy up to 
  him who knows what you could get out of it!
  • Ellen Gray: actress and star of that new TV series. She’s a 
  crazy lady and good fun to be with. You bet the paparazzi 
  would kill themselves to get photos of her acting wild on 
  this boat. 
  
  65
  THE DERELICT
  JANICE WHITE
  Age: 24 
  Occupation: Celebrity Athlete
  STR 65 
  CON 60 
  SIZ 45 
  DEX 80 
  INT 60 
  APP 70 
  POW 45 
  EDU 50 
  SAN 45 
  HP 10 
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 9 
  Luck: 50
  Combat
  Brawl 
   
  60% (30/12), damage 1D3
  Dodge 
   
  40% (20/8)
  Skills
  Charm 40% (20/8)
  Climb 50% (25/10)
  Credit Rating 65% (32/13)
  Diving 10% (5/2)
  Fast Talk 20% (10/4)
  Firearms (Handgun) 20% (10/4)
  Firearms (Rifle/Shotgun) 25% (12/5)
  First Aid 40% (20/8)
  Jump 60% (30/12)
  Language (English) 50% (25/10)
  Library Use 20% (10/4)
  Listen 40% (20/8)
  Mechanical Repair 40% (20/8)
  Natural World 30% (15/6)
  Psychology 30% (15/6)
  Spot Hidden 45% (22/9)
  Stealth 50% (25/10)
  Swim 60% (30/12)
  Throw 60% (30/12)
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  You are the friend or acquaintance of Jason Kernicky, a 
  stockbroker who has occasionally advised you on some 
  investments. The economic downturn has affected him badly, 
  and he has been forced to sell his luxury yacht. Never one to 
  let things get him down, he has invited you (and some other 
  well-heeled types) to join him on the yacht for its last voyage 
  before he hands the keys over to its new owner in England.
  • Description: athletic, thin, and muscular.
  • Traits: loud and brash, very confident in own abilities.
  • Ideology/Belief: supremely self-confident; you have to 
  push yourself hard to attain success.
  • Treasured Possession: silver Saint Christopher pendant 
  on chain around neck.
  Your friends:
  • Jason Kernicky: you love him but he thinks you are just 
  a girl after a fun time. You’ve tried to ask his advice about 
  getting some new sponsors but he keeps giving you the 
  cold shoulder.
  • Isaac Klein: an architect. You want to meet his business 
  associates, as they’d make great sponsors. You need to 
  convince him that you are worth investing in.
  • Siren: a singer songwriter whose new album has gone to 
  number one. She’s a real party animal and doesn’t look after 
  herself. You need to be her friend—that’s the only way she 
  will introduce you to her entertainment industry contacts—
  you do need new sponsors!
  •  Eric Huston: the social network mogul. He’s an odd fish 
  and certainly not the life of the party. Man, he should just 
  relax! He’s worth a ton of money—if you could cozy up to 
  him who knows what you could get out of it!
  • Ellen Gray: actress and star of that new TV series. She’s a 
  crazy lady and definitely the life of the party. You bet the 
  paparazzi would kill themselves to get photos of her acting 
  wild on this boat. 
  
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  66
  CHAPTER TWO
  ERIC HUSTON
  Age: 31 
  Occupation: Social Network Mogul
  STR 50 
  CON 70 
  SIZ 50 
  DEX 50 
  INT 85 
  APP 40 
  POW 50 
  EDU 65 
  SAN 50 
  HP 12 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 10 
  Luck: 50
  Combat
  Brawl 
   
  35% (17/7), damage 1D3+DB
  Dodge 
   
  35% (17/7)
  Skills
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  You are the friend or acquaintance of Jason Kernicky, a 
  stockbroker who has occasionally advised you on some 
  investments. The economic downturn has affected him badly, 
  and he has been forced to sell his luxury yacht. Never one to 
  let things get him down, he has invited you (and some other 
  well-heeled types) to join him on the yacht for its last voyage 
  before he hands the keys over to its new owner in England.
  • Description: pock-marked skin, lanky, pale complexion.
  • Traits: controlling, laughs at own jokes.
  • Ideology/Belief: to lose control risks losing everything.
  Your friends:
  • Jason Kernicky: he made one to two (bad) investment deals 
  for you back in the day but you are hardly old friends. You 
  are not sure why you accepted his invitation, perhaps you just 
  needed to get away for a few days and it was a convenient 
  distraction. He keeps pestering you about money (like a lot 
  of people do) but there’s no way you’d give him the chance 
  to waste your money again.
  • Isaac Klein: an architect. Seems nice enough but he’s ruining 
  your “vacation” by wanting you to let him design one your 
  new office sites.
  • Siren: a singer songwriter whose new album has gone to 
  number one. She’s parties too hard and doesn’t look after 
  her health. She keeps offering you booze despite telling her 
  you’ve been clean for over five years.
  • Janice White: an athlete who lost out on gold at the last 
  Olympics. She keeps pestering you about whether you can 
  introduce her to your business associates—she’s looking 
  for new sponsors.
  • Ellen Gray: actress and star of that new TV series. She’s 
  the life of the party and headed for a big fall one day. You’ve 
  seen it before with these “celebrities,” they are all fun until 
  they overdose or wash up on skid row. 
  Climb 25% (12/5)
  Computer Use 80% (40/16)
  Credit Rating 80% (40/16)
  Electrical Repair 40% (20/8)
  Electronics 20% (10/4)
  Firearms (Handgun) 20% 
  (10/4)
  Firearms (Rifle/Shotgun) 
  45% (22/9)
  First Aid 30% (15/6)
  Intimidate 45% (22/9)
  Jump 20% (10/4)
  Language (English) 85% 
  (42/17)
  Language ( Japanese) 20% 
  (10/4)
  Language (Norwegian) 15% 
  (7/3)
  Law 10% (5/2)
  Library Use 50% (25/10)
  Listen 45% (22/9)
  Mechanical Repair 20% 
  (10/4)
  Persuade 30% (15/6)
  Psychology 20% (10/4)
  Science (Mathematics) 70% 
  (35/14)
  Science (Engineering) 30% 
  (15/6)
  Spot Hidden 35% (17/7)
  Stealth 30% (15/6)
  Swim 30% (15/6)
  Throw 20% (10/4)
  
  67
  THE DERELICT
  ELLEN GRAY
  Age: 28 
  Occupation: Celebrity Actress
  STR 40 
  CON 50 
  SIZ 50 
  DEX 70 
  INT 60 
  APP 80 
  POW 60 
  EDU 50 
  SAN 60 
  HP 10 
   
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 12 
  Luck: 50
  Combat
  Brawl 
   
  50% (25/10), damage 1D3
  .32 auto 
   
  40% (20/8), damage 1D8
  Dodge 
   
  40% (20/8)
  Skills
  Art/Craft (Acting) 60% (30/12)
  Charm 60% (30/12)
  Climb 40% (20/8)
  Credit Rating 65% (32/13)
  Disguise 40% (20/8)
  Fast Talk 40% (20/8)
  Firearms (Handgun) 40% (20/8)
  Firearms (Rifle/Shotgun) 25% (12/5)
  First Aid 30% (15/6)
  History 20% (10/4)
  Jump 20% (10/4)
  Language (English) 50% (25/10)
  Library Use 20% (10/4)
  Listen 35% (17/7)
  Occult 20% (10/4)
  Persuade 25% (12/5)
  Psychology 50% (25/10)
  Sleight of Hand 30% (15/6)
  Spot Hidden 40% (20/8)
  Stealth 40% (20/8)
  Swim 30% (15/6)
  Throw 20% (10/4)
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  You are the friend or acquaintance of Jason Kernicky, a 
  stockbroker who has occasionally advised you on some 
  investments. The economic downturn has affected him badly, 
  and he has been forced to sell his luxury yacht. Never one to 
  let things get him down, he has invited you (and some other 
  well-heeled types) to join him on the yacht for its last voyage 
  before he hands the keys over to its new owner in England.
  • Description: natural beauty, straight teeth, glowing 
  complexion, cropped blonde hair.
  • Traits: inquisitive, cocky, wise cracking.
  • Ideology/Belief: beneath a clean cut appearance hides a 
  raunchy and wicked personality.
  • Treasured Possession: your mother’s silver ring, a family 
  heirloom.
  Your friends
  • Jason Kernicky: you love him but he thinks you are just a 
  girl after a fun time. You’ve tried to get close to him but he 
  keeps giving you the cold shoulder.
  • Isaac Klein: an architect. If Kernicky isn’t interested, you 
  could do worse that Klein. Perhaps you need to devote 
  some time to him?
  • Siren: a singer songwriter whose new album has gone to 
  number one. She’s a party animal and you enjoy being 
  around her. You seem to be trying to out one another to 
  see who is the wildest.
  •  Janice White: an athlete who lost out on gold at the last 
  Olympics. She keeps pestering you about whether you 
  can introduce her to your entertainment associates—she’s 
  looking for new sponsors.
  • Eric Huston: the social network mogul. He’s an odd fish 
  and certainly not the life of the party. Man, he should just 
  relax! He’s worth a ton of money, though.
  
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  68
  INTRODUCTION
  
  69
  CHAPTER
  3
  P
  anacea is set in the modern-day and accommodates 
  two to six investigators. Set in North America, the 
  location is unspecified, allowing the Keeper to pick a 
  city they are familiar with and use their own local knowledge 
  to add depth and color. When running Panacea, Sandy places 
  ZyMedBio in North Dallas. There’s no reason at all why things 
  can’t be moved to another country (although some of the U.S. 
  references will need to be changed). 
  Six pre-generated investigators are provided for use with 
  Panacea (see page 100). The Keeper is advised to use these 
  characters as they have strong links to the opening events 
  of the scenarios. The option for bringing in existing player 
  characters is possible but will require additional work adapting 
  them to the scenario’s premise. 
  FOREWORD
  Several tales in the Cthulhu Mythos mention the existence of 
  “Satyrs.” But what the heck is a satyr in Lovecraftian terms? 
  Surely not a capriform sprite, leaning on a tree with a flute! 
  Many games and sources treat satyrs as somehow connected 
  with Shub-Niggurath, which makes sense if they are somehow 
  fertility entities. I conceived of Panacea as an attempt to better-
  define the term and to make it terrifying and Lovecraftian. 
  In several tales, Lovecraft makes it clear that the human 
  genotype is subject to degeneration or mutation under the 
  influence of the Outside. Sometimes this is purposeful, as with 
  ghouls (who come from humans, and whose children at least, 
  can sometimes return), the deep ones (who can interbreed 
  with humanity), or Yog-Sothoth (whose hybrid spawn are 
  the direct result of such interactions). 
  But there are other ways for humanity to become animalistic 
  and vile—we have the monstrous remains of quadruped 
  degenerate humans in the “Rats in the Walls,” the horrible 
  Martense family from “The Lurking Fear,” and the genetic 
  taint of the “Facts Concerning the Late Arthur Jermyn 
  and His Family.” Ramsey Campbell added to this concept 
  in his own stories, particularly The Moon Lens, in which a 
  person is engulfed by an entity from Outside (possibly Shub-
  Niggurath), and then spat out as a terrifying monster, plus 
  the “Horror Under Warrendown,” in which the animalistic 
  horrors renew their numbers by feeding their god’s “fruit” to 
  others, causing mutation.
  Basically, my theory is that these deteriorated, genetic 
  abominations might have a thousand different origins and a 
  thousand different forms, but—in all their variety, they are the 
  satyrs from Mythos lore—humans whose minds and bodies 
  have been warped almost beyond recognition by the Outside. 
  So in Panacea, I present these hobbling, chuckling, mowing, 
  enthusiastic, but perhaps also pathetic creatures as my analysis 
  of the Lovecraftian satyr.
  Sandy Petersen
  2017
  Behind a miraculous cure for many ills hides a loathsome truth.
  PANACEA
  69
  Tertiary Biocyte Storage
  
  THE MILK OF SHUB-NIGGURATH 
  Primary Biocyte: Shub-Niggurath, the All-Mother, a gigantic 
  being that spawns strange life.
  Secondary Biocyte: dark young, which bud off from 
  Shub-Niggurath.
  Tertiary Biocyte: formed from Shub-Niggurath’s milk when 
  heated, these are amoebozoans, which are sentient life forms 
  that seek a living host. Once infected by amoebozoans, the 
  host mutates into a greater satyr (see The Satyrs, page 77).
  Zylactis: if the milk is cooled rather than heated, it may be 
  consumed or injected to trigger fantastic health benefits, but 
  these are soon followed by physical mutation and mental 
  collapse as the recipient begins to change into a lesser satyr 
  (see The Satyrs, page 77).
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  70
  CHAPTER THREE
  BACKGROUND
  ZyMedBio Corp is a pharmaceutical development company. 
  The company is relatively new, having been incorporated just 
  three years ago. In the last five months, the company has 
  begun drug trials on human subjects for a range of clinical 
  issues. Currently, ZyMedBio is undertaking a Phase 2 study 
  where human subjects are being given doses of a new drug 
  called “Zylactis.”
  On paper, the Phase 2 clinical trial looks to be legitimate but 
  in actuality, ZyMedBio has presented the FDA with a string 
  of false information. ZyMedBio has obfuscated results and 
  lied to hide the truth behind what is in Zylactis.
  ZyMedBio is a front for a cult of Shub-Niggurath, whose 
  goal is nothing more complicated than unleashing the “fruit” 
  of She With A Thousand Young upon the world. At the 
  head of the cult are Ulysses and Jefferson Anak, brothers 
  who may not be entirely human. While some at ZyMedBio 
  are cultists under the thrall of the Anaks, many employees 
  are witless innocents unaware of the dark secrets at the heart 
  of the company. Whenever an employee learns too much 
  and becomes a potential risk, they are dealt with (possibly 
  becoming a meal a for the cannibalistic cult members). In a 
  few cases, such bothersome employees are cajoled and become 
  indoctrinated into the cult. Over time, the cult has become 
  reasonably efficient in spotting potential troublemakers 
  and simply terminates their employment before they can 
  begin to put the pieces together. Sometimes, just to be safe, 
  ex-employees are watched and, should the situation warrant it, 
  quietly brought back to ZyMedBio for “further questioning,” 
  which is code for experimental testing or sacrifice in one of 
  the cults debased rituals.
  The Truth About Zylactis
  Zylactis, simply put, is the processed milk of Shub-Niggurath. 
  ZyMedBio cools the milk, which reduces it strength and, 
  consequently, decreases the speed of its effects—the milk, so 
  treated, is branded as Zylactis.
  Ingesting Zylactis brings about numerous health benefits, 
  even to the extent of re-growing lost limbs, if a regime of 
  doses is taken. But, given its source, the processed milk will 
  eventually begin to change the patient, mutating them into 
  something different—a lesser satyr (see The Satyrs, page 77, 
  for further details).
  The company also has a different process for the milk, where 
  instead of being cooled it is heated, which becomes what 
  ZyMedBio calls the “Tertiary Biocyte.” The Tertiary Biocyte 
  contains “amoebozoans,” which become semi-sentient if left 
  alone to gestate for a length of time. Amoebozoans seek to 
  enter a host, thereby mutating the host into a greater satyr. 
  In its raw unprocessed form, the milk of Shub-Niggurath 
  triggers rapid spontaneous mutation and a general corruption 
  of the flesh into a greater satyr or some other foul “child of 
  the Mother.”
  The Anak Brothers
  Jefferson and Ulysses Anak are brothers who established 
  ZyMedBio. In their blood, they carry the taint of the tcho-
  tcho. Heralding from Asia, the Anak clan migrated to southern 
  Europe in the 1800s. Around ten years ago, the two brothers 
  made their way to America, changing their first names and 
  becoming citizens, where they established their wealth through 
  scientific endeavor and Mythos knowledge. 
  It is unlikely the investigators meet the Anak brothers as 
  both are away “on business” during the course of the scenario. 
  In terms of the brothers’ goals and backstory, details are left 
  purposefully vague to give Keepers some creative freedom 
  in positioning the Anaks within their campaign. Here are 
  some ideas:
  • The Anak brothers are Mythos agents devoted to Shub-
  Niggurath. They exist solely to spread Her taint upon 
  humanity. In the U.S., their plans concern pharmaceuticals 
  
  CONCERNING TCHO-TCHO 
  A wealth of misinformation concerns the tcho-tcho, with 
  conflicting reports debating their origin, homeland, and 
  physical being. Alleged to have originated near the Cold 
  Wastes of Kadath or the Plateau of Leng (or Sung) or the 
  Dreamlands or even on Earth in such geographies as Burma, 
  China, and the Pyrenees, the tcho-tcho are variously described 
  as dwarfish humans, degenerate humans, or a hybrid creation 
  of human and monster. Perhaps some of these stories share 
  a grain of truth. Consensus builds that the tcho-tcho are 
  humans tainted by the Mythos to varying degrees—in some, 
  the taint of the Outer Gods grows strong while in others it 
  is diminished or somehow buried or lost. Perhaps this factor 
  alone helps to determine the nature of certain tcho-tcho 
  communities: whether they work to foster the return of the 
  Great Old Ones or settle into society with little awareness of 
  their strange heritage.
  What can be certain is that the tcho-tcho are not bound 
  by any particular locale as they may be encountered almost 
  anywhere in the world. It is also clear that the tcho-tcho are 
  not easily described by ethnicity, as over the decades they have 
  traveled far and their bloodline has mixed with numerous 
  peoples around the world. Whether in the 1920s or modern 
  era, the tcho-tcho have become a fragmented people whose 
  only tangible connection to one another lies in their unsavory 
  beliefs, cannibalistic customs, and folklore passed down the 
  generations. Thus, the tcho-tcho may come in all shapes, sizes, 
  and ethnicities. Those tcho-tcho who maintain and promote 
  the Old Ways of cannibalism and sacrifice to such beings as 
  Shub-Niggurath, Hastur, Zhar, and Atlach-Nacha are like a 
  cancer to society, sometimes hidden in plain view, working in 
  secret to hasten the glory of alien gods inimical to humanity.
  In this scenario, the tcho-tcho appear more Mediterranean 
  than Asian, their line having moved to southern Europe during 
  the 1800s. They bear little resemblance to the stereotype often 
  depicting the tcho-tcho as Asiatic-looking. Embracing the 
  diversity of the tcho-tcho frees the Keeper from clichéd 
  portrayals and keeps the players guessing.
  71
  PANACEA
  while in other parts of the world their wealth has been 
  put to other uses, such as a soft-drinks plant in Asia and a 
  luxury resort in the Caribbean. In all of their enterprises, 
  their goal is simple: let the blessings of the Mother spread. 
  In this respect, they are full-blooded tcho-tcho, aware of 
  their Mythos-tainted heritage and eager to spread chaos.
  • Like so many others, the brothers sought to master the 
  antithetical forces of the Mythos but have, in turn, become 
  its slaves. The brothers believe what they do is for the greater 
  good of humanity. In conjoining science and the lore of the 
  Mythos, the brothers have become insane and no longer 
  can tell the difference between right and wrong. They have 
  been touched by Shub-Niggurath and their once noble 
  ideals have been terribly corrupted. Uncovering evidence 
  of their tcho-tcho bloodline might be a strand in future 
  investigations, perhaps linking the brothers to other relations 
  who (knowingly or unwittingly) have also become embroiled 
  in schemes to further the Mythos around the globe.
  Ulysses Anak, appears 65 years old,  
  CEO of ZyMedBio
  Ulysses is the younger of the Anak brothers and a high priest 
  of Shub-Niggurath. While the investigators are unlikely to 
  meet him face-to-face, his portrait hangs the administration 
  offices at ZyMedBio. The painting portrays an elderly man 
  of Mediterranean and Asiatic descent, short of stature yet 
  significantly rotund, with a mouth that seems just a fraction 
  too wide.
  Jefferson Anak, appears 70 years old,  
  head of research at ZyMedBio
  Jefferson is the older brother and also a high priest of Shub-
  Niggurath. He is a small, wizened man, whose arms and legs 
  are stick-like, reminiscent of a praying mantis. His features 
  are weathered and he has a wide mouth.
  THE INVESTIGATORS
  There are two options in establishing investigators to play 
  through Panacea:
  • Option A: a range of six pre-generated investigators are 
  provided, each with a backstory relating in some fashion to 
  the company known as ZyMedBio (see following).
  • Option B: using existing player characters, the investigators 
  are somehow aware of ZyMedBio, possibly through clues 
  gained in an earlier mystery, and plan to gatecrash Chuck 
  Ogle’s party to see what more they can discover.
  
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  CHAPTER THREE
  The scenario presumes Option A is being used. If the 
  Keeper is looking to build Panacea into an ongoing campaign, 
  more preparatory work is required. In this case, the Keeper 
  should consider inserting the name of ZyMedBio into earlier 
  scenarios, establishing that the company has some kind of link 
  to a Mythos cult and therefore is worthy of closer scrutiny. 
  The Keeper may have to adapt or entirely replace the opening 
  scene at Chuck Ogle’s house. 
  Panacea starts with the investigators having just arrived 
  at Chuck Ogle’s house for a party. In this respect, the pre-
  generated investigators are largely unknown to one another 
  (although some do have existing connections) and the opening 
  scene of the party is designed for the players to introduce their 
  characters and build allegiances. 
  Six pre-generated investigators:
  Wade Boteler: security consultant, hired by ZyMedBio three 
  weeks ago to keep an eye on Marina Kolga, who is believed 
  to be “a dangerous disgruntled ex-employee.” He has been 
  ordered to bring Kolga to ZyMedBio’s facility for “further 
  questioning.” Boteler intends to crash Chuck Ogle’s party 
  to watch Kolga and, if an opportunity arises, persuade her to 
  accompany him to ZyMedBio’s offices.
  Marina Kolga: a lawyer who worked for ZyMedBio until 
  a month ago when she was fired for refusing to take part 
  in the company’s “test programs.” Kolga feels ill-treated by 
  ZyMedBio and has mounting suspicions. Chuck Ogle is a 
  neighbor and Kolga knows he was a participant in one of the 
  company’s drug trials (she processed his paperwork while at 
  ZyMedBio). Kolga intends to invite herself to the party to 
  see what she can learn about the drug trial.
  Mary Fuller: a registered nurse and cousin to Chuck Ogle. 
  Fuller is aware that Ogle has been seriously ill with adult-
  onset diabetes. Despite some experimental treatment from 
  ZyMedBio, Fuller believes the party is Chuck’s way of saying 
  goodbye to friends and family before he dies. Fuller is taking 
  a date with her, Gus Phillips, who is her best friend’s brother. 
  It’s their first date together.
  Gus Phillips: police officer and brother of Mary Fuller’s best 
  friend. Phillips had recently been investigating an assault that 
  had taken in the ZyMedBio car park until his boss, Chief 
  Dawson, closed the case down. Chief Dawson has only just 
  returned to work after a miraculous recovery from Stage 
  IV pancreatic cancer. Phillips has suspicions concerning 
  ZyMedBio and has taken the opportunity to accompany Mary 
  Fuller on a date to her cousin’s party—a cousin who has also 
  undergone treatment by ZyMedBio.
  Belinda Norwich: a doctor involved in research for sickle-
  cell disease (SCD). One of her SCD patients was accepted 
  for a free treatment protocol with ZyMedBio and returned 
  two months later claiming he was cured, which is impossible. 
  Having tried and failed to discuss the matter with ZyMedBio 
  directly, Norwich is intrigued and wants to know more about 
  the treatment. She has learned of Chuck Ogle’s treatment 
  and party through a co-worker, Mary Fuller, and has decided 
  to show up to the party see if she can gather any more facts 
  about ZyMedBio and Ogle’s treatment.
  Elliott Clawson: a journalist investigating ZyMedBio. His 
  editor, Anthony Callison, was interested in the word of 
  mouth ZyMedBio was picking up. Callison, who had been 
  HIV positive for some years, announced that his condition 
  had progressed to AIDS and decided to contact ZyMedBio 
  regarding their drug trials. When he was accepted, Callison 
  told Clawson he would nose around to see what he could dig 
  up while undergoing treatment. Three weeks later, Callison 
  returned saying his condition was in complete remission and 
  that ZyMedBio was completely legit. Clawson was told in no 
  uncertain terms to drop the investigation and move on. Highly 
  suspicious, Clawson smells that something isn’t right. During 
  his initial research, Clawson became acquainted with Chuck 
  Ogle and has received an invitation to the man’s party. Clawson 
  intends to go to see what Ogle can tell him about ZyMedBio. 
  If using Option B, here are some possible clues to point the 
  investigators to ZyMedBio:
  • Word of mouth concerning sick people receiving miraculous 
  cures after treatment with ZyMedBio.
  • Due to earlier exploits, an investigator (or associate) suffers 
  the loss of a limb only to reappear later with the limb 
  regrown after an experimental treatment at ZyMedBio.
  • Current investigations about a cult worshipping Shub-
  Niggurath reveals correspondence with Ulysses or Jefferson 
  Anak of ZyMedBio.
  • Bizarre reports of talking animals or werewolves reach the 
  investigators. The reports all come from the area local to the 
  offices of ZyMedBio or nearby those of patients undergoing 
  drug trials with the company.
  DRAMATIS PERSONAE
  Here are the key non-player characters (NPCs) likely to 
  be met by the investigators. While other NPCs—or more 
  correctly, monsters—may be encountered, the investigators 
  are likely to catch up to the NPCs described here while they 
  are still “human.”
  
  73
  PANACEA
  For some NPCs, a “mutated description” is provided; use 
  this only if the investigators should encounter the person after 
  they have undergone mutation into a satyr. Note that NPC 
  statistics are provided at the end of the scenario.
  Chuck Ogle, 46, party host
  Ogle has been seriously ill with adult-onset diabetes and 
  things looked grim until he was accepted by ZyMedBio to 
  undertake an experimental drug trial of Zylactis. He’s only 
  recently finished the treatment and has gathered friends and 
  neighbors to celebrate. While everyone assumes the party is 
  Ogle’s way of saying goodbye, he actually intends to reveal 
  that he’s been cured.
  Ogle has been wheelchair bound for some time due to an 
  infection that required both of his legs from the knee down to 
  be amputated. He’s not handled the disease well and most fear 
  he hasn’t got long to live. Since taking Zylactis, his condition 
  has been fully cured and his legs have even begun to grow 
  back; however, the drug is mutating him, which is seen by the 
  partygoers when he reveals his “new” feet during the party. In 
  addition, his mind is becoming more bestial.
  During the party, Ogle will begin hitting on the females 
  in attendance—including, one of the female investigators 
  (Marina Kolga or Mary Fuller). If his advances are brushed 
  off, he eventually disappears into his bedroom with another 
  female partygoer and assaults her, motivating the investigators 
  to intervene and rescue the woman from Ogle’s unsavory 
  advances (see The Party, page 76).
  • Description: obese, with thinning hair and a scraggy beard. 
  Wheelchair bound. His left hand is wrapped in bandages 
  and a blanket covers his legs and feet.
  • Mutated description: beneath the blanket, his legs are 
  re-growing into hoof-like stumps. The bandages covering 
  his hand hide an inhuman claw, with stringy and dense hair 
  growing on the back of it. His back and chest are covered with 
  fur. Lastly, Ogle’s tongue can extend out of his mouth much 
  like a frog’s tongue.
  • Traits: initially jovial 
  and welcoming, he 
  soon grows predatory 
  towards any females at 
  the party.
  • Roleplaying Hooks: 
  Mary Fuller’s cousin. 
  Marina Kolga is his 
  neighbor and Elliott 
  Clawson talked to him 
  over the telephone 
  while researching his 
  story on ZyMedBio. 
  Ted Dawson, 57, police chief 
  Despite his recent 
  announcement concerning 
  his retirement due to 
  terminal Stage IV pancreatic 
  cancer, Dawson is back 
  at work running the local 
  police department. His 
  police colleges can’t explain 
  anything, other than to say 
  Dawson is a very lucky 
  man. Some say, since his 
  treatment, that he seems 
  almost ten years younger. 
  Dawson doesn’t hide 
  the fact that he underwent 
  experimental treatment with ZyMedBio and puts his recovery 
  squarely down to the care he received. If asked, he’s vague 
  about the details, simply saying that he had to go in every 
  other day for a shot. 
  Dawson is now under ZyMedBio’s spell. While undergoing 
  treatment, he was conditioned through hypnosis to protect 
  ZyMedBio and its owners. The conditioning is built upon 
  the very real feelings Dawson has for the company; he owes 
  his life to ZyMedBio and believes they are doing great work. 
  Consequently, Dawson has closed a recent case investigating 
  an assault that took place in the parking lot of ZyMedBio, 
  transferring one of the officers concerned to the gangs unit 
  and putting the other (Gus Phillips) on desk duty despite 
  their protests. In doing so, he aims to keep suspicious eyes 
  away from the company.
  Should ZyMedBio require it, Dawson can be called to 
  put a stop to any investigations concerning his officers. In 
  addition, if warnings don’t work, Dawson might attempt 
  to kill a “wayward” police officer, such as the pre-generated 
  investigator Gus Phillips—luring him into a trap at Dawson’s 
  home or even following Phillips to ZyMedBio’s building.
  Note: if an investigator wished to use Psychology to 
  determine Dawson’s state of mind, Dawson is difficult to 
  read (Dawson’s Psychology is 80%, requiring a Hard success). 
  Dawson’s conditioning is well hidden and will not be revealed 
  unless he is caught in an extreme situation, such as having 
  suffered a major wound or having lost a significant amount 
  of Sanity, whereupon the conditioning takes hold and he 
  loses all pretense, effectively becoming an automaton solely 
  intent on protecting ZyMedBio through whatever means 
  are necessary. At the Keeper’s discretion, a successful Hard 
  Psychoanalysis or Hypnosis roll may be enough to break 
  Dawson’s conditioning, returning him to normality.
  Chuck Ogle
  Ted Dawson
  
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  • Description: looks ten years younger, steely blue eyes and 
  thick blond hair.
  • Mutated description: half-man-half-bulldog; an unnaturally 
  wide mouth constantly slobbers, has stunted arms and legs, 
  and is covered in fur.
  • Traits: stern and straight talking.
  • Roleplaying Hooks: Gus Phillips’ boss. Attempts to steer 
  interest away from ZyMedBio. 
  Anthony Callison, 48, editor
  Callison is the editor of the Morning News, a local newspaper 
  on which the pre-generated investigator Elliott Clawson 
  works. Callison has always been open about having HIV and 
  took an interest in Clawson’s investigation of ZyMedBio when 
  his condition turned into full-blown AIDS. Callison felt he 
  had nothing to lose and so signed up for the experimental 
  drug trials.
  Having been accepted by ZyMedBio, Callison told Clawson 
  that he’d take the opportunity to nose around the building. 
  Three weeks later, Callison returned to the newspaper stating 
  that he was in complete remission. An incredulous Clawson 
  was told to drop the investigation as Callison could confirm 
  that the firm and its drug trials were completely legitimate—
  he’d seen the evidence for himself and there was no story here.
  Callison, like Ted 
  D a w s o n , h a s  b e e n 
  conditioned through 
  hypnosis to protect 
  ZyMedBio and its owners. 
  Should ZyMedBio require 
  it, Callison can be called 
  to put a stop to any 
  journalistic investigations. 
  In an escalating situation, 
  Callison might team up 
  with Dawson and attempt 
  to silence their unruly 
  employees (Clawson and 
  Phillips) once and for all.
  Note: Callison conditioning is well hidden and will not be 
  revealed unless he is caught in an extreme situation, such as 
  having suffered a major wound or having lost a significant 
  amount of Sanity, whereupon the conditioning takes hold 
  and he loses all pretense, effectively becoming an automaton 
  solely intent on protecting ZyMedBio by whatever means 
  necessary. At the Keeper’s discretion, a successful Hard 
  Psychoanalysis or Hypnosis roll may be enough to break 
  Master’s conditioning.
  • Description: healthy looking (looks early forties), with 
  unruly brown hair and beard, and wide, plastic “tortoiseshell” 
  spectacles.
  • Mutated description: half-man half-owl; unnaturally large 
  eyes, rudimentary beak, feathers, and the ability to twist his 
  head around nearly 360 degrees.
  • Traits: usually lively and easy-going; when talking about 
  ZyMedBio he is serious and reticent.
  • Roleplaying Hooks: Elliott Clawson’s boss. Attempts to 
  steer interest away from ZyMedBio.
  THE DARK YOUNG
  CHILD OF SHUB-NIGGURATH 
  The Anak brothers have been blessed by the arrival of a dark 
  young, which exists to aid in the summoning of the Shub-
  Niggurath. The dark young has wired itself into the main server 
  banks in the East Wing Basement in an unholy combination 
  of Mythos flesh and technology. Using the integrated systems 
  of ZyMedBio, the dark young is able to summon a portion of 
  Shub-Niggurath to the facility, allowing her unsavory milk to 
  be harvested. Dark young come from the Mother and cannot 
  reproduce themselves. Here, the dark young is much like a 
  midwife, fostering the development and reproduction of the 
  amoebozoans.
  Although connected to the servers by wires and tentacles, 
  the dark young can move around a little in the basement. If 
  attacked, it may tear free of the connections, knocking the 
  machinery down and tearing the servers apart to get at pesky 
  investigators. 
  The dark young is linked to the building’s systems, able 
  to monitor the progress of the investigators who break into 
  the building through the closed circuit security cameras. The 
  investigators first encounter the creature via the intercom 
  system—of course, they won’t know it’s a dark young speaking 
  to them. See Cold Words, page 90, for further details.
  • Description: an enormous writhing mass of black ropy 
  tentacles atop a slimy, tree-like stump filled with gaping 
  maws from which stout legs sprout that end in evil-looking 
  hoofs. The tentacles intertwine with electrical and service 
  cables leading to the building’s servers like some Giger-
  esque nightmare.
  Anthony Callison
  
  75
  PANACEA
  Sissy Richards, 37, sister and best friend
  After fifteen years of marriage, Sissy got divorced and ended 
  up with a packet in the settlement, so she is sitting pretty. 
  She owns a small florist shop in town and tends to be there 
  most of her time. Sissy is Gus Phillips’ sister and also Mary 
  Fuller’s best friend.
  Sissy plays no key role in the scenario, other than setting 
  Phillips and Fuller up on a date to attend Chuck Ogle’s party. 
  She can be used by the Keeper to plant ideas and get the 
  investigators on track if they go awry—perhaps by calling 
  her brother or Mary to ask about the date and thereby get 
  involved to some degree. Sissy is also provided as she makes a 
  great replacement investigator should there be an early death 
  or some other incident knocks one of the player characters 
  out of the scenario.
  • Description: curly hair, broad smile, wears lots of jewelry. 
  • Traits: likes to know everyone’s business and is a 
  terrible gossip.
  • Roleplaying Hooks: acts to drive the investigators on; 
  possible replacement investigator.
  Andrew Lucio, 24,  
  IT technician and assault victim
  Lucio was assaulted in the ZyMedBio parking lot and the 
  incident has been reported to the police. Pre-generated 
  investigator Gus Phillips and his partner had been assigned 
  to the case until their boss, Chief Dawson, closed down the 
  investigation.
  Seeing Lucio in the hospital, Phillips found a man badly 
  mauled, with severe injuries more akin to a savage animal 
  attack (dog or coyote) rather than a human one. Preliminary 
  medical reports state the injuries were not self-inflicted 
  and consist of bite and parallel slashing wounds. Lucio was 
  delirious and unable to communicate. 
  Note: Phillips and his 
  partner were called off 
  the case before they could 
  return to the hospital to 
  speak to Lucio. Phillips 
  did have an initial meeting 
  with ZyMedBio’s Head of 
  Security, Wesley Rice, who 
  confirmed that one of his 
  security guards found 
  Lucio in the car park 
  around 10.30 p.m. and 
  called for an ambulance. 
  The guard did not see the 
  incident and only found Lucio while walking the perimeter of 
  the grounds. The incident took place in a camera blind spot, 
  so there is no security footage.
  The truth of the incident is that Lucio was in the wrong 
  place at the wrong time. Getting a flat tire, he pulled into the 
  nearest car park (which happened to be ZyMedBio Corp.) to 
  change the wheel, whereupon, he was attacked by a mutated 
  laboratory dog that had escaped from the building.
  Lucio’s appearance in the scenario is determined by the 
  Keeper and by Gus Phillips’ player’s decision whether to 
  disobey his chief’s orders and go speak to Lucio again. Lucio 
  is wild card character whose role can be tuned to the needs 
  of the Keeper, acting as a source of information, a potential 
  device to push the investigators in a certain direction, or 
  as a replacement investigator. One further option, if the 
  investigators decide to visit him, is to have Lucio now under 
  ZyMedBio’s control—perhaps on leaving the hospital, a 
  representative of ZyMedBio visited Lucio and gave him a 
  heavy dose of Zylactis—by the time the investigators arrive, 
  Lucio has mutated into a lesser satyr.
  • Description: short dark hair, thin and tall. If Zylactis has 
  been administered to him, he shows no signs of injury but 
  probably exhibits signs of mutation.
  • Mutated description: Keeper’s choice.
  • Traits: open to telling his side of the story (possibly turning 
  to animal behavior if Zylactis has been taken). 
  • Roleplaying Hooks: an aid or a threat to the investigators.
  Jim Conaty, 51, vice president of ZyMedBio
  Conaty is vice president in charge of all non-scientific company 
  needs and the ex-boss of pre-generated investigator Marina 
  Kolga. Conaty is obsessed with keeping fit and enjoying a 
  healthy lifestyle, often boring his staff about his daily 2-mile 
  runs. He constantly boasts of his cycling vacations to the 
  Ozarks and elsewhere. From Marina Kolga’s perspective, he 
  didn’t seem to have that much work on his plate. 
  Should the investigators manage to gain access to ZyMedBio 
  during the daytime and if Conaty spots Marina Kolga, he 
  notifies security to remove her from the premises. In dealing 
  with other investigators, Conaty is happy to talk health and 
  fitness and the benefits of Zylactis. He’s purposefully vague on 
  the makeup of Zylactis, citing non-disclosure agreements and 
  that the drug is a company secret. He’s happy to arrange an 
  appointment for an investigator with a medical condition to see 
  a company doctor to judge their eligibility for a trial of Zylactis.
  Outside of work and if threatened by the investigators, 
  Conaty may reveal that he has no understanding of what’s in 
  Zylactis and prefers not to know—it should be clear that he’s 
  afraid of the Anak brothers and fears retribution if he speaks. 
  Andrew Lucio
  
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  All he can say is that he was once shown the “Milking Room” 
  and doesn’t ever want to go there again. Conaty is a cultist 
  of Shub-Niggurath, indoctrinated into the cult by the Anak 
  brothers. He is kept in line through fear rather than devotion. 
  During Part Three of the scenario, Conaty may be 
  encountered as a lesser satyr in the research wing of ZyMedBio 
  (see Tertiary Biocyte Storage, page 94).
  • Description: wiry and 
  toned, blond hair and 
  gleaming teeth.
  • Mutated description: 
  half-man half-deer, 
  arms and legs ending in 
  hooves, antlers growing 
  from his forehead.
  • Traits: fitness fanatic, 
  avaricious, and willfully 
  ignorant of what goes 
  on at ZyMedBio.
  • Roleplaying Hooks: 
  Marina Kolga’s ex-boss. 
  Can arrange for an 
  investigator to be vetted 
  for a trial of Zylactis. Likely to be encountered as a lesser satyr 
  when the investigators break into ZyMedBio.
  Blanche Yurka, 44, personal assistant to Jim Conaty
  Blanche is Jim Conaty’s personal assistant, acting to keep unwanted 
  traffic from his desk. Her behavior is polite and professional at all 
  times. Blanche is a devoted cultist of Shub-Niggurath, indoctrinated 
  by the Anak brothers into the cult. She is tasked with ensuring Jim 
  Conaty remains compliant to the cult. The investigators probably 
  encounter Blanche after she has mutated into a human-bird hybrid 
  creature. See Satyrs, page 77, for further details.
  • Description: a little dumpy, with shoulder length 
  brunette hair and dark 
  green eyes.
  • Mutated description: 
  half-woman half-
  bird; quick moving, 
  rudimentary beak, 
  hair has turned into 
  white feathers.
  • Traits: very organized 
  and precise, watchful of 
  Jim Conaty, cautious.
  • Roleplaying Hooks: 
  guards the entrance to 
  Jim Conaty’s office.
  Other ZyMedBio Employees
  The various personnel working at ZyMedBio play little to no 
  role in the scenario. Most will never be encountered unless 
  the investigators attempt to visit the company during the day 
  (see Visiting ZyMedBio During Working Hours, page 84). 
  Notable employees are listed below.
  • Brad Mestler, Head of Accounts—encountered as 
  mutated bat-frog thing in Part Three.
  • Beatrice April, research assistant—encountered as 
  mutated skull-headed girl in Part Three. 
  • Esme Richards, Client Services—possibly encountered if 
  an investigator attempts to join the Zylactis trial.
  • Tiana Freeman, Personnel Manager
  • IT Team (made up of Alan Goss, Sanjit Pingle, Anish 
  Rama, Jess White)
  • Ethan Brock, Personal Assistant to Wesley Rice
  • Wesley Rice, Head of Security
  • Anne Jones, Personal Assistant to Lewis Pitts
  • Lewis Pitts, Head of Sales
  • Alyssa Dean, Personal Assistant to Brad Mestler
  • Elina Goul, Personal Assistant to Ulysses Anak
  Note: no statistics are provided for these characters. Use the 
  lesser satyr profile (page 98) at the end of the scenario for 
  Brad Mestler and Beatrice April (or any other personnel) in 
  their mutated forms.
  PART ONE
  The scenario begins with the investigators attending Chuck 
  Ogle’s party. Initially, this provides an opportunity for the 
  investigators to become acquainted and mingle. Once the scene 
  has been set, Ogle appears from his bedroom to rapturous 
  applause. Events at the party are designed to motivate the 
  investigators to pursue ZyMedBio and uncover what is taking 
  place in the company’s research building, as well as uncover 
  the “magical” ingredient in Zylactis.
  THE PARTY 
  Chuck Ogle’s party is being held in his house. Bunting and 
  other celebratory trimming have been hung around the 
  walls and there is plenty of alcohol to go around. In fact, 
  bottles of beer and spirits, as well as plastic cups cover most 
  of the surfaces. Drugs are also being openly consumed, be it 
  marijuana or harder drugs like Ecstasy (MDMA) and cocaine. 
  By the time all of the investigators have arrived, a crowd of 
  sixty or more is enjoying the scene. At present, Chuck Ogle 
  is nowhere to be seen. See the nearby plan of Ogle’s house; 
  Jim Conaty
  Blanche Yurka
  
  77
  PANACEA
  the party is happening both on the ground and upper floor, 
  with people gathering in groups and generally milling about. 
  Only Ogle’s bedroom door is closed, with a “do not disturb” 
  sign tacked to the door.
  Have the players introduce their investigators while the 
  party gets into full swing. Should any of the investigators, 
  like Gus Phillips, be concerned about the drug use going 
  on all around them, remind the player that this is nothing 
  he hasn’t seen before—these are well-to-do people letting 
  their hair down—and causing a scene over what (these 
  people) believe to acceptable could easily backfire. If the 
  player is adamant and approaches any of the drug users in a 
  reproachful or accusatory manner, the partygoers apologize 
  and put the offending drugs away (only to carry on once 
  the investigator has moved on).
  Before too long, a murmur carries through the crowd. 
  Chuck Ogle opens his bedroom room and wheels himself 
  into the center of the party. Dressed in a Hawaiian shirt, his 
  legs and feet covered in a blanket festooned with images of 
  saucy ladies, he has a big smile on his face and his skin glows 
  with health. The only sign of something amiss is his heavily 
  bandaged left hand. 
  All attention naturally falls upon Ogle as he welcomes 
  everyone and thanks all for coming. He goes on to talk about 
  his condition, how he lost his feet to the disease and how 
  diabetes has severely affected his life. “But no more! I’ve been 
  cured,” he says. “I owe it all to Zylactis and the great folk at 
  ZyMedBio!” The room erupts with thunderous applause and 
  cheers as Ogle says, “tah-dah!” and whips away the blanket 
  covering his legs and proceeds to stand up. “It’s a miracle,” he 
  says. Depending on where the investigators are standing, they 
  may not see Ogle’s “new” feet at first due to the crowd but 
  they certainly hear the collective gasp and momentary pause 
  before more loud cheers resound.
  THE SATYRS, HUMAN-ANIMAL MUTANTS
  When the milk of Shub-Niggurath 
  enters the bloodstream of humans it 
  provokes changes at the cellular level, 
  triggering mutation and changing the 
  person into a half-human-half-monstrous 
  thing called a satyr. These come in two 
  varieties: greater and lesser satyrs.
  When exposed to the Dark Mother’s 
  raw milk (or when the milk is heated—
  forming amoebozoans) the host mutates 
  into a greater satyr, a more hideous and 
  bizarre creature. Such beasts are one of 
  the Dark Mother’s one thousand young.
  Lesser satyrs also come in a wide 
  variety of forms. When Shub-Niggurath’s 
  milk is cooled it becomes a panacea, a 
  cure for virtually all human ills. Despite 
  its curative effects, the milk (Zylactis) 
  also slowly twists and mutates those 
  that consume it. The unconscious mind 
  influences the reformation of the body 
  and mind. Thus, the physical mutation 
  is partially based upon the subject’s 
  mind, causing wide variations in the 
  transformations. Most often, as the 
  physical mutation takes hold, the person 
  gains a certain animalistic feature, such as 
  that of a goat, bird, pig, dog, or another 
  animal. Such hybrids of humanity and 
  animal may account for the folklore 
  concerning creatures like werewolves, 
  the Jersey Devil, Skunk Ape, and the like. 
  As the mutation continues, the mind 
  loses its grip on reality as consciousness 
  is twisted, eventually sinking into 
  madness. Instead of a coherent human/
  beast hybrid, body parts (such as mouths 
  and reproductive organs) begin to sprout 
  willy-nilly. Eventually, even this level of 
  organization fails and they turn into 
  masses of riotous flesh. At this point they 
  are no longer recognizable as human or 
  animal in any way, being utterly insane 
  and devoid of purpose other than to 
  consume and reproduce.
  The lesser satyrs seen in Panacea are, in 
  the main, in the early stage of mutation 
  and are more recognizably human-animal 
  hybrids. The scope is huge, allowing 
  the Keeper to design whatever crazy 
  amalgamations they desire. The satyrs 
  have animal-like mannerisms, presenting 
  curious and horrific traits while still 
  seeming human-like. As the mutation 
  continues, the traits become more 
  profound as the human consciousness 
  disintegrates into total bestiality. 
  The transformation of human into 
  “other” is a common strand to be found 
  many of Lovecraft’s tales. Consider 
  Arthur Jermyn, the devolution seen 
  in “The Rats in the Walls,” as well as 
  Pickman and the ghouls. While not 
  necessarily directly linked to Shub-
  Niggurath, such creatures demonstrate 
  the propensity for staggering changes 
  in humanity through contact with the 
  bizarre forces of the Mythos. 
  
  The Investigators save their friend from Chuck Ogle
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  Getting closer to Ogle provides a clear view. The flesh on 
  his right leg (below the knee) is bright pink with some red 
  blotches, like raw, new skin, and ends in half a foot, the other 
  leg ends in a stump where his heel would be. It’s not hard to 
  see that his “feet” are actually rudimentary, goat-like hooves.
  After a brief tottering wander, Ogle sits back in his 
  wheelchair, talks to his guests, and drinks heavily. He seems 
  particularly happy to speak at length to any women at the 
  party, more or less brushing off the questions of any of the 
  males at the party. Investigators wishing to converse with Ogle 
  are treated likewise; thus, only the approach of Mary Fuller, 
  Marina Kolga, or Belinda Norwich does the trick, whereupon 
  Ogle is delighted to describe his treatment with ZyMedBio:
  At this point, Ogle winks and whispers, “come back to my 
  room and I’ll show you some more.” If the female investigator 
  refuses his lecherous advances, he quickly appears bored and 
  excuses himself. He then mingles some more, continues to 
  drink heavily, and proceeds to buttonhole another female guest. 
  By this point, everyone is drunk, high, or both. Whether 
  the investigators heavily partake of the liquor or drugs on 
  offer is down to them; however, it’s assumed that most of the 
  investigators have either abstained or consumed moderately. 
  Ogle begins to drag the woman he’s been speaking with into 
  his bedroom. The woman screams and resists, causing noise 
  but everyone else at the party seems too drunk or high to be 
  aware of the situation. It’s up to the investigators to act to save 
  the woman from Ogle’s unsavory advances as he bundles her 
  into his bedroom and shuts the door.
  Note: the rest of this scene presumes Ogle is accosting a 
  female NPC—if one of the female investigators decides to 
  accept Ogle’s offer, then what follows should be modified 
  accordingly, with the female investigator being the person 
  that Ogle is attempting to drag into his bedroom.
  As the investigators rush through the door into Ogle’s bedroom 
  they find the woman screaming in a corner as Ogle advances, 
  his short torn off, revealing his torso covered in dense fur. The 
  bandages have fallen from his hand exposing an inhuman claw 
  from which stringy hair grows. Call for a Sanity roll (1/1D3 loss).
  On hearing the investigators, Ogle turns, utters some 
  animalistic and guttural moans, and then his tongue shoots, 
  frog-like, out of his mouth and attempts to strangle whoever 
  is in the front. See Ogle’s statistics at the end of the scenario. 
  There are three possible outcomes:
  • The investigators manage to subdue Ogle. What they do 
  with him after this is their choice. Calling the police is 
  probably the best option, with Ogle arrested and taken away 
  pending charges.
  • Ogle is killed. In this case, his body starts rapidly dissolving. 
  Only malformed bones and a disgusting smell are left. As 
  everyone else at the party is drunk or high, the event doesn’t 
  register with anyone. Even the poor woman Ogle dragged to 
  his bedroom is hazy on the details due to being inebriated; 
  by the next morning, she can’t remember much at all. If 
  necessary, Gus Phillips can take a statement and arrange 
  help for the woman.
  • Despite their best efforts, Ogle is badly wounded but 
  escapes, crashing through the bedroom window into the 
  night. Whether the investigators pursue him or contact 
  the police is up to them. Ogle plays no further role in the 
  scenario unless the Keeper wishes for him to reappear later, 
  fully mutated into a half-man-half-goat creature, to pounce 
  on the investigators at an inopportune moment. 
  Next Steps
  How thing progress from here is largely dependent on 
  the investigators. They all have reason to be suspicious of 
  ZyMedBio. Having seen the results of the Zylactis trial in 
  Chuck Ogle, they hopefully want to find out more about the 
  company and treatment. Clearly something is badly wrong.
  The investigators have three possible routes:
  1. Search Ogle’s house for information.
  2. Conduct further research into ZyMedBio.
  3. Head to the source of the problem and go to 
  ZyMedBio’s premises.
  Each of these routes is discussed in the following sections. 
  Note that the scenario presumes the investigators eventually 
  make their way inside ZyMedBio one night to finally uncover 
  what has been going one, bringing things to a climax (see 
  Part Three, page 88).
  If playing Panacea as a one-shot game, Keepers are advised to 
  move swiftly through any research phase (Part Two, following)—
  some of the investigators have already undertaken research on 
  the company before the scenario starts, so much of what can be 
  learned in the section called Researching ZyMedBio (page 83) 
  can be assumed to be already (or at least partially) known. Move 
  “I was dying, there are no two ways about it. I heard about 
  the Zylactis drug trial and, figuring I only had a few months 
  to live, thought what the hell, and signed up. I had an 
  interview and they did some tests and said I could take the 
  experimental treatment. Thought I was a great candidate. 
  I had to go to ZyMedBio every other day to have the drug 
  administered. Straight away I was feeling it working inside 
  me, making me feel strong and alive. And then… my feet 
  starting growing back! A miracle! They said Zylactis was a 
  wonder drug and I’m the living proof!”
  
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  Chuck Ogle's House
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  things on so that the investigators have a clear path to get their 
  hands dirty and enter the company’s building.
  If playing a longer, multi-session game, the research 
  phase can be fully played through. Some suggestions—
  Expansion Options—for this are included in the 
  appropriate following sections.
  In either case, the players, from this point onward, should 
  decide the scenario’s direction as much as possible. There is 
  scope to greatly extend the scenario by having ZyMedBio be 
  a much larger company with facilities at a number of sites, 
  but this is firmly in the hands of the Keeper and their desire 
  to extrapolate upon the information provided.
  PART TWO
  This is the research phase of the scenario, allowing the 
  investigators to uncover some information about ZyMedBio, 
  its owners, and the Zylactis drug trial. This phase can run long 
  or short depending on whether Panacea is run as a one-shot 
  or multi-session game.
  SEARCHING OGLE’S HOUSE
  Quick-thinking investigators have the opportunity to search 
  Ogle’s house once they have dealt with Ogle; otherwise, they 
  may wish to return at a later stage. In truth, there is little to be 
  found here. There are no secrets concerning ZyMedBio other 
  than documentation from the company, addressed to Ogle, 
  detailing his application and acceptance for an experimental 
  drug trial. The information can be found stuffed into a bedside 
  drawer in Ogle’s bedroom on the ground floor.
  Particular information includes:
  • A letter from Marina Kolga of ZyMedBio confirming 
  receipt of Ogle’s application to be considered for a trial 
  of Zylactis and asking for him to attend a preliminary 
  consultation.
  • A letter confirming Ogle’s eligibility for the trial and 
  welcoming him into the program; it details appointment 
  times (every other day for two weeks) when Ogle was 
  expected to go to ZyMedBio’s facility for the administration 
  of Zylactis.
  • A booklet entitled Welcome to ZyMedBio, which provides 
  a simple overview of the company and Zylactis—see 
  Handout: Panacea 1.
  NEW DRUG APPLICATIONS
  In the U.S., a New Drug Application (NDA) is made to the 
  Food and Drug Administration (FDA) seeking approval for 
  a trial to determine a new drug’s effectiveness. Various phases 
  must be followed, with results checked and verified before 
  the FDA will approve a new drug for market. ZyMedBio is 
  undertaking a Phase 2 study.
  • Phase 0: the FDA is shown results of preclinical testing in 
  laboratory animals, along with a proposal for human testing. 
  The FDA decides whether it is reasonably safe for the drug 
  to go forward for human testing.
  • Phase 1: the drug is tested in a few healthy volunteers to 
  determine if it is acutely toxic and what may be the most 
  frequent side effects from use. The number of subjects tends 
  to range from 20 to 80.
  • Phase 2: determines effectiveness. Here, the goal is to obtain 
  data on whether the drug works in those who have a certain 
  disease or condition. The number of subjects ranges from 
  12 to 300.
  The Anak brothers, with the assistance of ZyMedBio staff 
  indoctrinated into the Shub-Niggurath cult, have falsified records 
  and reports, getting Zylactis through the NDA’s checks and 
  monitoring and enabling the company to move forward with a 
  Phase 2 clinical trial. The cult hasn’t looked far beyond Phase 2 
  but aims to doctor reports as necessary (resorting to blackmail and 
  other aggressive tactics) to ensure the FDA accepts their findings 
  on Zylactis, allowing the drug to go to market. The cult’s end goal 
  is to spread the milk of the Mother as far and wide as they can.
  EXPANSION OPTION: OGLE ESCAPES
  If the investigators didn’t deal with Ogle at the party and 
  he escaped, the mutated Ogle could return home when the 
  investigators come back to search for clues. A confrontation is 
  likely as, by now, Ogle is more beast than human.
  
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  Our scientific research is at the cutting edge of modern 
  medicine and your participation in the Zylactis Phase 2 
  clinical trial is the next step on our journey to bring the 
  healing properties of Zylactis to the wider world. You have 
  been accepted to take part in our study and we hope that 
  you feel the benefits in just a few days of beginning the 
  two-week program. Our health technicians will guide you 
  through the process in a series of regular consultations 
  held at ZyMedBio’s state of the art facility.
  At ZyMedBio your health and wellbeing are our first priority. 
  We use the miracles of modern pharmaceutical engineering 
  to bring you the benefits of our research to treat a wide 
  range of debilitating and life-threatening conditions. With 
  ZyMedBio you are in safe hands.
  Handout: Panacea 1
  
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  PANACEA
  RESEARCHING ZYMEDBIO
  Researching ZyMedBio Corp may involve Internet searches, 
  telephoning the FDA, local newspapers, contacting the 
  company directly, as well as anything else the investigators 
  can think up. The information presented below can be 
  obtained relatively easily as ZyMedBio is a young company 
  and there isn’t a deep well of hidden information in the public 
  domain. The pertinent facts are outlined below but the Keeper 
  should feel free to elaborate and expand as necessary. In most 
  cases a successful Library Use roll delivers the goods (be it 
  newspapers, the Internet, or an actual library) but should 
  the Keeper wish to introduce NPCs (former employees, 
  current low-level employees, and perhaps people who are 
  undergoing treatment (or have been rejected a place on the 
  drug trial) then use social skill rolls like Charm, Persuade, 
  and so forth. Computer savvy investigators may want to break 
  into ZyMedBio’s servers to dig into secret information—see 
  Hacking ZyMedBio, following. 
  Initial research on ZyMedBio:
  • Established three years ago as a pharmaceutical development 
  company.
  • The company owns one property, which houses 
  administration, patient consulting, and research and 
  development. The building lies out of town* on a light 
  industrial estate just off a two-lane freeway.
  • The company is privately owned by Jefferson and Ulysses 
  Anak, brothers who originate from Europe but now hold 
  full U.S. citizenship. 
  • The company’s website is pretty but basic, describing in 
  general details ZyMedBio’s pharmaceutical research. A 
  section is devoted to the current Zylactis trial and provides 
  an online application form, allowing people to apply to be 
  considered for the study. A vacancies page lists no current 
  employee recruitment.
  • The company holds no government contracts.
  • At last count, the company employed around eighty people. 
  Local newspapers over the last three years have carried 
  advertisements for jobs, mainly for secretarial and administrative 
  staff, as well as security personnel. Judging by the frequency, 
  there appears to be a steady need for new employees.
  • Five months ago, the company began advertising for people to 
  come forward for clinical trials. Adverts begin to appear more 
  frequently in local newspapers and on billboards some two 
  months ago. It seems ZyMedBio is now constantly seeking 
  people for research studies and experimental procedures.
  *The exact location of ZyMedBio is for the Keeper to determine. 
  We suggest the Keeper picks a familiar city. 
  Deeper research:
  • A successful Accounting roll suggests that ZyMedBio has 
  no obvious source of income (they have no products for sale), 
  despite owning an entire building and employing nearly 100 
  staff. Presumably, its owners are bankrolling the business.
  • Contacting the FDA confirms that ZyMedBio is currently 
  engaged in Phase 2 testing of a drug branded as Zylactis. 
  All filing and paperwork are in place.
  • A supplier of laboratory animals may be persuaded to 
  confirm that they have sold rabbits, rats, mice, and even 
  dogs to ZyMedBio. The sales of animals for testing have 
  been steady since ZyMedBio came into being, although 
  orders have fallen in the last six months.
  Hacking ZyMedBio
  Investigators with the necessary skill and knowledge may 
  attempt to hack into ZyMedBio’s servers—it’s also feasible 
  that an investigator uses a contact with the necessary skill, or 
  attempts to seek out a hacker and purchase their time (possibly 
  leading to all manner of shady encounters).
  Hacking into the servers is not an easy task and requires 
  a Hard Computer Use success; partly due to the robust 
  safeguards ZyMedBio has in place but also because a 
  dark young is monitoring and securing the company’s IT 
  infrastructure; if successful, the investigator finds the following 
  EXPANSION OPTION:
  FDA INVOLVEMENT
  If the investigators pick up on the FDA angle, they may wish 
  to dig more deeply. One possibility is to present Ted Dean, an 
  ex-FDA employee as a potential lead. In this case, Dean was a 
  relatively high-up scientist whose job was to scrutinize clinical 
  trials. Dean can confirm that all the paperwork checked out 
  but that there was something bothering him about Zylactis. 
  The results and reports seem just too good to be true. He raised 
  a concern and had arranged to visit ZyMedBio but at the last 
  minute the visit was canceled and he found himself being 
  accused of financial irregularities (fraudulent expenses claims) 
  and was subsequently fired from the FDA. While he cannot 
  prove ZyMedBio has anything to do with it, he can’t shake 
  the feeling that somehow they were involved. He was certainly 
  falsely accused and feels embittered by the whole situation. 
  
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  information—note that the dark young detects the intrusion 
  and instigates countermeasures (when the Keeper deems 
  necessary). The nature of the countermeasures is open to the 
  Keeper, some possibilities include:
  • The hack is simply cut. The investigator’s access is lost and 
  cannot be reinstated.
  • A message appears for the investigator saying: YOUR 
  BREACH HAS BEEN DETECTED. YOUR 
  LOCATION IS BEING DETERMINED. 
  • The dark young casts a spell through the connection. 
  Possible spells include: Cloud Memory, Implant Fear, 
  Mental Suggestion, Mindblast, or Wrack (ignore the 
  normal conditions for the spell). If an NPC is the one 
  performing the hack, the spell could be even more serious, 
  such as Cause Blindness.
  • Call for an opposed POW roll with the dark young: if the 
  dark young wins, the investigator receives a vision of the 
  Mythos, calling for a Sanity roll (1D4/1D8 loss). Do not 
  show the investigator the dark young in the ZyMedBio’s 
  basement—keep its whereabouts secret until the 
  investigators actually go there (although the Keeper could 
  use the vision to hint at terrible “things” below the ground).
  • As the result of any of the above, the hacker is unable to 
  print or save any data from ZyMedBio. If necessary, the 
  dark young causes the hacker’s computer to overheat and 
  burst into flames.
  Information possibly obtained: (choose one or two)
  • Personal diaries of Jefferson and Ulysses Anak, showing that 
  they are currently out of the country on business (details left to 
  the Keeper) and are not scheduled to return for another month.
  • Evidence of falsified reporting: reports prepared for the 
  FDA show information being altered or removed. Unless 
  the investigator is a scientist, the details are difficult to 
  understand—a scientist can deduce that Zylactis has some 
  very unusual properties, triggering cell mutation in test subjects. 
  • A report describing tests on laboratory rats. The rats are 
  described as having “Tertiary Biocyte” administered. At 6 
  minutes, the rats are acting aggressively and attempting 
  to mate. At 9 minutes, the report states, “spontaneous and 
  rapid mutation of form, each subject changing in a unique 
  manner.” At 14 minutes, “the subjects can no longer be 
  called rats but continue to interact aggressively, using newly 
  grown organs in what can only be presumed to be unusual 
  mating practices.” The report closes by stating the subjects 
  had ceased to interact with one another and, instead, began 
  to attack the cage, whereupon the subjects were terminated 
  and the experimented concluded. 
  • Client report where the following names are included: Chuck 
  Ogle, Ted Dawson, Anthony Callison, plus anyone else the 
  Keeper wishes to include as undergoing the Zylactis trial. 
  No personal details, other than their name and whether the 
  person is “active,” “in consultation,” or “declined” is shown.
  • A short and somewhat vague report describing the “Secondary 
  Biocyte” as “installed to its satisfaction” and “ready to begin to 
  collection protocols from the Primary Biocyte.”
  Note: if the investigators do not hack into ZyMedBio’s servers, 
  the Keeper should feel free to present the investigators with 
  elements of the information above through other means 
  (if applicable), such as if the investigators break into the 
  company’s facilities and attempt to access information on 
  site, or if they manage to corner one of the ZyMedBio cultists 
  and pump him or her for information.
  CONTACTING PEOPLE ON 
  THE ZYLACTIS TRIAL
  The investigators already know at least three people who have 
  undergone the Zylactis trial: Chuck Ogle, Ted Dawson, and 
  Anthony Callison. In respect of Dawson and Callison, refer 
  to their descriptions in the Dramatis Personae (page 72)—
  due to their positions as press editor and police chief, both 
  have been conditioned through hypnosis by the cultists to 
  protect ZyMedBio. Thus, unless the conditioning is broken, 
  they will do all they can to steer the investigators away from 
  the company. As things progress, Dawson and Callison will 
  mutate, possibly attacking the investigators or at least causing 
  the further headaches.
  If the investigators pursue this line of inquiry and are able 
  to track down others who have taken the Zylactis trial (at 
  the Keeper’s discretion), such people will be happy to talk 
  about the benefits of their treatment while talking about 
  the “miracle cure.” Again, depending on the Keeper, some 
  individuals may be displaying initial signs of mutation while 
  others have descended into half-human-half-animal beasts. 
  The investigators might arrive at an address only to find it 
  smashed up and deserted, its occupant having fully mutated 
  and run off into the surrounding countryside or city.
  No statistics are provided for additional clients of 
  ZyMedBio; the Keeper should use the entries (at the end of 
  the scenario) for Chuck Ogle or the lesser satyrs and adapt 
  them as necessary. 
  VISITING ZYMEDBIO 
  DURING WORKING HOURS
  The investigators may wish to visit ZyMedBio during office 
  hours, perhaps using the cover of interested business people 
  or as someone wishing to take the drug trial. On a normal 
  
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  day, ZyMedBio appears to be a relatively busy office and 
  nothing out of the ordinary can be seen. Those walking into 
  the building arrive at the front security desk and are asked 
  the purpose of their visit. Unless an appointment has been 
  made, investigators are (politely) turned away. Those wishing 
  to apply for the Zylactis trial are directed to the company’s 
  website where an application form can be found. Requests for 
  a site tour are declined.
  The building is comprised of two wings, connected by an 
  entrance block that houses the front security desk. Where 
  the west wing (administration) is steel and glass (mirrored 
  windows prevent onlookers from seeing inside), the east 
  wing (research) is more solidly built from brick and concrete, 
  although it too has large mirrored windows running along its 
  front side. Two large glass doors open into the entrance lobby. 
  Inside, the offices, meeting and consultation rooms, and public 
  areas are clean, modern, and spacious. The buildings are by no 
  means full to capacity in terms of workers; many rooms and 
  cubicles are empty, with a small workforce conducting the 
  day-to-day business of the firm. The vast majority of office 
  workers are unaware they actually work for a cult of Shub-
  Niggurath, with only the senior management, perhaps their 
  direct reports, the security guards, and the research team being 
  inducted into the worship of the Dark Mother. It is left to 
  the Keeper, which other staff might be cultists or innocent 
  office workers unaware they are helping to unleash the foul 
  milk of Shub-Niggurath.
  Getting an Appointment
  Posing as business suppliers, pharmaceutical brokers, or 
  other business contacts might get one or two investigators 
  through the door and into the administration wing of 
  ZyMedBio. Some possibilities are outlined below (the Keeper 
  should extrapolate from these). Note that using a cover to 
  get a business appointment requires the investigator to act 
  convincingly—call for Art/Craft (Acting) and Charm, Fast 
  Talk, or Persuade rolls as necessary. The Keeper may also 
  call for an opposed Psychology roll (versus a general NPC 
  skill of 50%) if the situation and investigator’s actions or 
  speech warrant it. Failure means the cover is seen through 
  and the investigator is asked to leave and not return, with 
  security called to remove him or her from the premises if the 
  investigator won’t leave quietly. Most likely, the investigator 
  is considered to be an industrial spy sent by a competing 
  pharmaceutical firm and may be targeted for surveillance.
  Ultimately, the investigators can learn little from such 
  meetings. The people they meet are business-like and do 
  not reveal company secrets. Such employees will not brook 
  conversations trailing into matters outside of the meeting’s 
  remit. Confrontations and accusations concerning mutations 
  and secret agendas are laughed out of the room while security 
  is called. Otherwise, the Keeper is free to share the information 
  found in Researching ZyMedBio (page 83).
  Possible business meetings:
  • Tiana Freeman, Personnel Manager: will meet with 
  recruitment firms and stationery suppliers.
  • IT Team: will meet with IT equipment suppliers.
  • Lewis Pitts, Head of Sales: will meet with possible investors 
  and pharmaceutical interests outside of the U.S.
  • Wesley Rice, Head of Security: 40% chance of meeting with 
  potential security staff.
  • Jim Conaty, Vice President: busy, has a three-month waiting 
  time for any meetings.
  • Ulysses Anak (CEO) and Jefferson Anak (Head of 
  Research): are away on business and no appointments can 
  be arranged to meet with them.
  Note: wise investigators may attempt to trail NPCs like 
  Jim Conaty when they leave the office and head for home. 
  Such out of work encounters won’t garner much additional 
  information, although confronting Jim Conaty outside of work 
  may get him to reveal his fear of the Anak brothers and the 
  “Milking Room” before he attempts to run away and escape 
  from the investigators’ questions (see Jim Conaty, page 75). 
  EXPANSION OPTION:
  SOMETHING IN THE WATER
  If the Keeper wishes to expand the scope of the scenario, 
  one possibility includes a small number of amoebozoans 
  getting into the local water supply. In this event, faulty pipes 
  or human error have meant the amoebozoans have escaped the 
  ZyMedBio research building and gone into the water supply, 
  causing all manner of trouble for houses in the vicinity. The 
  Keeper could wait and have this event occur towards the end 
  of the scenario—perhaps the dark young instigates the release.
  The investigators may have to search the area for households 
  with mutated occupants. Whether the investigators can 
  contain the outbreak or just have to deal with its repercussions 
  is in the hands of the Keeper.
  
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  Applying for the Zylactis Trial
  Investigators can apply to be considered for entry onto the 
  Zylactis trial via the company’s website. A section of which is 
  devoted to promoting the trial and encouraging people with 
  certain medical conditions to apply. The site also states that 
  patient referrals will be considered.
  A number of medical conditions are highlighted as being 
  most eligible although the text includes an ambiguous line 
  stating, “Non-eligible pre-existing medical conditions may be 
  considered.” The listed conditions are many and varied and 
  include: Cancer, Adult Onset Diabetes, HIV, Pancreatitis, 
  Hansen’s Disease (Leprosy), Mitochondrial Disease, plus others.
  The lengthy application form can be completed online, it 
  asks for personal and medical details, which when completed 
  can be submitted, whereupon a dialogue box pops up stating 
  that the application will be considered and, if successful, a 
  ZyMedBio consultant will be in touch. A unique application 
  number is then emailed to the applicant.
  Assuming the investigator has piqued the interest of 
  ZyMedBio (at the Keeper’s discretion), in 1D4 days the applicant 
  is telephoned by a friendly sounding ZyMedBio employee and 
  asked to come in for an initial consultation. At the agreed time, 
  the investigator is met at the ZyMedBio security desk by Esme 
  Richards, who takes the investigator to a treatment room in the 
  Research (East) Wing of the building. Richards, in her early 
  thirties and wearing a white lab coat, proceeds to review the 
  investigator’s application, discussing their medical history and 
  condition. Should an investigator be feigning a medical condition, 
  call for a Hard Fast Talk or Persuade roll (reduce the difficulty 
  to Regular for those who have done their homework researching 
  the condition or who have 40% or more in Medicine). If Richard 
  believes she is being lied to, she doesn’t confront the investigator 
  but closes down the meeting, saying she has all she needs for 
  now and will be in touch. 
  Depending on how the meeting goes, either the investigator 
  never hears from ZyMedBio again or, if the investigator gives 
  good cause for real suspicion, a freelance security contractor 
  is hired to look into the investigator—which may lead to 
  complications if the investigator is then discovered to have 
  been contacting others undergoing Zylactis trials or generally 
  poking their noses into ZyMedBio’s business. If such activities 
  are brought to light, the investigator could be warned to stop 
  their inquiries with subtle (or worse) threats or, if the situation 
  warrants, even kidnapped for questioning, depending on how 
  serious the Keeper wants to make things. 
  Should the investigator fool Richards, they are accepted 
  on to the Zylactis program and told to return the following 
  day for their first treatment. Investigators going through with 
  the trial are met again by Richards and taken to the patient’s 
  lounge in the Research Wing to wait for their treatment. After 
  a few minutes, the investigator is taken to a treatment room 
  where a “doctor” proceeds to take a blood sample and then 
  injects Zylactis into their arm. Once done, the investigator is 
  told to come back at the same time in a couple of days.
  Consequences of Treatment
  It is assumed that most investigators draw shy of actually 
  following up and receiving the Zylactis drug; however, should 
  an investigator go through with the treatment, here is an 
  outline for how it affects them.
  The course of Zylactis normally takes place over two weeks, 
  with the drug administered every other day for a total of six doses. 
  • Doses 1 to 3: if there is a pre-existing medical condition, its 
  effects are noticeably lessened. The investigator feels good 
  and energetic. Any recent wounds or scar tissue begin to 
  heal over, so by the end of the week they are completely 
  gone. If the investigator has a major wound, this is cured 
  (i.e. remove the tick from the character sheet) and any lost 
  hit points are regained.
  • Doses 4 to 6: pre-existing conditions go into remission. Any 
  long-term pain or other effects are now gone. Lost limbs 
  being to regrow—the actual regrowth may take another 
  week or more to be fully completed.
  In addition, the investigator begins to unconsciously exhibit 
  behaviors that mimic a particular animal (be it a cat, bird, 
  insect, and so on). By the end of the treatment, physical 
  similarities to the animal are also developing (such as webbed 
  fingers, hoofs, feathers). Beyond the end of the treatment, the 
  investigator loses 1 point of Sanity per day, and the physical 
  mutation becomes more pronounced and their behavior more 
  bestial. Two weeks later, the Sanity loss increases to 5 points 
  per day as they mutate fully into a satyr. Higher strength or 
  increased frequency of doses accelerates the mutations and 
  Sanity loss at the Keeper’s discretion. 
  If the investigator stops the treatment after one or two doses 
  then they may attempt a Hard CON roll to negate the drug’s 
  effects: success, they suffer a single minor mutation and lose 
  1D4 Sanity points; failure, they suffer a single major mutation 
  and lose 1D8 Sanity points. In both cases, the effects of the 
  drug are limited and do not continue past the initial mutation. 
  The nature of the mutation and its long-term effects should be 
  determined by the Keeper and written into the investigator’s 
  backstory. Should the mutated investigator suffer temporary or 
  indefinite insanity in the future, it is entirely possible for bouts 
  of madness to focus on the mutation (physically and mentally). 
  
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  PANACEA
  ZyMedBio Offices
  
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  CHAPTER THREE
  Investigators getting up close to the mirrored windows can see 
  little inside and no movement to suggest anyone is inside working. 
  Observant investigators may notice security cameras posted to 
  the sides of the building (one at each corner). While the cameras 
  look down on the building, they appear fixed and do not track 
  movement. Investigators believing they have been caught on 
  camera may be surprised to find no one comes to confront them.
  Refer to the plans of the ZyMedBio building on page 87.
  Gaining Entrance
  The investigators have three options:
  • Entry through the doors into the front lobby: the doors are 
  unlocked (see following). 
  • Entry through either of the fire escape doors (one at the 
  sides of both wings): these doors are locked, requiring a 
  successful Hard Locksmith or Hard Mechanical Repair 
  roll to break them open. Both can be easily opened from 
  inside the building.
  • Entry through the delivery bay doors at the far end of the East 
  Wing: these doors are stoutly locked from the inside; thus, the 
  only way through is through brute strength (doors are STR 
  300). As the doors are set above ground level (allowing easy 
  unloading of trucks and the like) it is impossible to drive a 
  car through the doors. Otherwise, axes and other tools could 
  be used but these would make serious noise.
  Obviously, the easiest way inside is through the unlocked 
  doors into the entrance lobby. If necessary, to tempt the 
  investigators inside, have one of the front doors ajar slightly. 
  Investigators succeeding in a Spot Hidden roll can see a man’s 
  shoe is preventing the front door from closing.
  Entrance Lobby
  Once through the doors, it’s clear that there are no security 
  guards nearby. Behind the front desk, one of the chairs has a 
  small blood splatter running down the backrest. A few spots 
  of blood also fleck the surface of the desk. The blood marks 
  are recent. 
  Behind the desk, three unlocked doors open into a break 
  room, a room containing controls for the building’s systems (air 
  conditioning, sprinkler, etc.), and a security monitoring station 
  with a bank of screens displaying the feeds from the security 
  cameras inside and outside the building. Most of the screens 
  show static although a couple of the internal feeds are live and 
  show the dimly lit main corridors of the East and West Wings. 
  As the investigators watch, someone appears in the feed from 
  the West Wing corridor. The figure edges towards the center 
  of the screen and then suddenly leaps at the camera. The last 
  thing the investigators see is a woman with bird-like features 
  grabbing the camera as the screen goes to static.
  PART THREE
  The scenario draws to a conclusion when the investigators 
  decide to break into ZyMedBio. The optimal time for a break in 
  is during the night when the employees have left and there are 
  just a couple of security guards on duty. What the investigators 
  don’t know is that some of the employee cultists have been 
  self-administering Zylactis and have turned into satyrs. When 
  the investigators begin sneaking around the building, they will 
  encounter and have to contend with some of these folk.
  Part three focuses on the inevitable destruction of 
  ZyMedBio. With or without the investigators, the cultist 
  operating the company propel themselves towards a downward 
  spiral of chaos—akin to the chaotic and ever-changing nature 
  of their goddess. By the time the investigators arrive, the 
  structured order of the cult is fragmenting and its members, 
  dosed on Zylactis, are mutating. 
  The rest of this section assumes an evening or nighttime 
  break in.
  BREAKING INTO ZYMEDBIO 
  On arrival, the investigators find a handful of vehicles present 
  in the company’s car park; otherwise, things are quiet. The 
  majority of the building is dark except for the entrance lobby; 
  there are no signs of any security guards being present.
  
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  PANACEA
  Hanging on the walls, on either side of the reception desk, 
  are two portraits. Beneath each portrait, small signs read: 
  Ulysses Anak, Chief Executive Officer and Founder (on the 
  left) and Jefferson Anak, Head of Research and Founder (on 
  the right). Both men look to be in the mid-50s, slight of 
  stature, clean-shaven, and portray traits both of Mediterranean 
  and Asiatic descent. The family resemblance is clear; both are 
  elderly, with thinning hair, weathered features, and mouths 
  that seem just a fraction too wide.
  On either side of the front desk are the doors leading to the 
  building’s wings. The door to the West Wing (administration) 
  is unlocked while the East Wing (research) door is locked. 
  There are no keys to be found in the entrance lobby.
  Once all of the investigators are inside, a computer sounding 
  voice is heard over the building’s intercom saying, “Alert! 
  Unauthorized Entry!”—Honk! Honk! Honk!—“Please stand 
  away from all exterior doors and windows while protective 
  seals activate. Please stand away from all exterior doors and 
  windows while protective seals activate.” With this, steel 
  blinds scroll down over the outside windows and doors of the 
  entire building, preventing escape. The voice then says, “Please 
  follow all emergency protocols. Please follow all emergency 
  protocols. Security personnel must report to their managers 
  for instructions.”
  The investigators have no time to react and are trapped 
  inside. Those attempting to make telephone calls find there 
  is no signal—the dark young is jamming all communications. 
  Building Layout
  Despite having access to the building’s systems and security, 
  the investigators are unable to deactivate the steel shutters. 
  Should an investigator be particularly savvy with IT systems 
  and the like, make it clear to them that whatever they are 
  doing “should” work but that something is countermanding 
  their instructions and locking them out—within in a minute 
  of the investigator attempting to disable the security, they find 
  they have been totally locked out of the system.
  Note: the Keeper should ensure that Marina Kolga’s player is 
  aware that, as a former employee, she is familiar with the layout 
  of the building (although she never saw inside the research 
  areas) and would know that her former boss, Jim Conaty, had 
  access keys for the East Wing in his office—firstly, getting 
  these keys would allow the investigators to look into the secrets 
  behind Zylactis and, secondly, perhaps there’s a way to escape 
  the building in there.
  Attempts to break into or pick the lock of the door to 
  the East Wing have no success. Those with any engineering, 
  mechanical, or security expertise can presume the door is a 
  multi-point secure door —only the proper key will open it.
  The investigators have little choice but to go through 
  the unlocked West Wing door and hope they can find Jim 
  Conaty’s keys.
  ADMINISTRATION WING 
  (WEST WING)
  Going through the door from the entrance lobby, the offices 
  beyond are dark, with just safety lights dimly illuminating 
  the main corridor. At the end of the corridor, light is coming 
  from two of the offices on the right-hand side—Marina Kolga 
  recognizes these as Jim Conaty’s (Vice President) and Brad 
  Mestler’s (Head of Accounts) offices.
  If the investigators want to poke around rather than going 
  straight to Conaty’s or Mestler’s offices, refer to the plans of the 
  building, which detail the various offices. Note that there is little 
  to be found in the paperwork or computer systems in the empty 
  offices; attempting to access confidential data (Hard Computer 
  Use roll) may uncover some information but also brings the 
  attention of the dark young, see Researching ZyMedBio, 
  page 83, and Cold Words, page 90 for details. Otherwise, 
  the investigators might come upon documents showing the 
  purchase of laboratory animals, as well as animal feed, and also 
  regular bills and records of payments for stationery, scientific 
  equipment, and so on. The Keeper should feel free to improvise 
  and build potential plot hooks as desired—perhaps clues to 
  the whereabouts of the Anak brothers, their other businesses, 
  and possibly clues (names, addresses) leading to people who 
  have undergone the Zylactis trial.
  Once the investigators are in the West Wing, they hear a 
  shrieking ululation emanating from down the corridor (where 
  the lit offices are). Moving towards the sound, they come to 
  Alyssa Dean’s office and are able to see inside through the glass 
  window, beyond which is the open door into Mestler’s office. 
  Mestler’s office is more or less dark, with only the light from 
  Dean’s room spilling in. A figure can be seen erratically moving 
  about the office but seems not to notice the investigators. This 
  is Mestler, the Head of Accounts, mutated into a bat-frog 
  thing. He has glistening, green-tinted skin, his hair is dark and 
  furry, and his eyes are unnaturally large saucer-like discs. He 
  dances around the room and makes an unearthly sound like a 
  cross between a croak and a high-pitched wine. Getting a full 
  look at the Mestler satyr provokes a Sanity roll (1/1D3 loss).
  If the investigators successfully use Stealth to pass by 
  Mestler’s office, he remains unaware of their presence; 
  otherwise, if go out of their way to attract his attention 
  or approach him, he moves towards them with quick and 
  disconcerting movements but does not attack. Instead, he 
  begins to talk (with a human voice) about paychecks, “Have 
  
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  CHAPTER THREE
  COLD WORDS
  In the event of the investigators 
  breaking into ZyMedBio, the dark 
  young in the East Wing Basement 
  watches their progress through the 
  facility’s closed circuit video system 
  and, from time to time, speaks to them 
  through the intercom.
  The voice of the dark young sounds 
  human enough, albeit somewhat 
  husky and oddly pitched (perhaps 
  the intercom actually makes it sound 
  somewhat mechanical). Think of the 
  dark young’s words as if coming from 
  an evil motivational speaker, making 
  promises and propounding on the nature 
  of reality and life in general. In its speech, 
  the creature refers to itself in first person 
  plural, as “we, ourselves, us,” and so forth. 
  Think of its alien intelligence and how 
  it views the inconsequential humans, 
  scrambling around the buildings like so 
  many ants. Therefore, it doesn’t mislead 
  the investigators or attempt to lure 
  them into the basement (which it would 
  prefer to avoid); instead, it celebrates 
  the majesty of the Mother’s gifts and 
  appeals to human desire, saying that 
  only through “we” (i.e. the dark young 
  and Shub-Niggurath) can the frailties 
  of humanity be overcome—accept the 
  Mother and you will become better. The 
  dark young is not beyond appealing to 
  human concerns since the blessings of the 
  Mother can help humanity to cast away 
  disease, pain, and even death.
  The creature talks in non-sequiturs and 
  bold statements, which should unnerve 
  the investigators, making them question 
  their ability to affect anything in a real 
  and meaningful way. The dark young’s 
  speech acts as an unwholesome narrative 
  to the investigators actions as they make 
  their way around ZyMedBio.
  Some example statements:
  • “As a human, one day you are certain to 
  die. Endless oblivion and nothingness. 
  We can change that. You can continue 
  on forever.»
  • “Feel your limitations. Faster, stronger, 
  smarter, wiser, any or ALL are possible 
  with our help.”
  • “Cure for cancer? We have it. Join us in 
  bringing our amazing discoveries to the 
  world. Millions of lives will be saved. 
  Pain and suffering will end forever.”
  • “Look upon the world. We can make 
  it better. Free from uncertainty and the 
  failures of humanity.”
  • “Your tiny existence is but a mote of 
  dust. Exceed your reality and become 
  one with us.”
  Additionally, the dark young can 
  comment on specific individuals, 
  addressing particular investigators 
  to drive home its message. Possible 
  statements include:
  • “Mr. Boteler, remember how your 
  mother has been suffering for almost a 
  decade from her stroke? She is paralyzed, 
  mute, and needs to be fed by a nurse. 
  We can CURE that. Your mother can be 
  restored to vitality and strength.” 
  • “Ms. Kolga, our evaluation indicates 
  that you are a prime candidate for 
  early-onset dementia. Soon, the 
  memory loss will begin. You’ll start 
  getting lost, even in your home. By 
  the age of 75, the essential YOU will 
  be long gone. Remember how this  
  affected your grandmother? You see  
   
   
   
   
   
  it starting in your mother, don’t you?  
  That’s your fate unless we prevent it. 
  Together.”
  • Officer Phillips, you fear that you will 
  grow old and die without love. Your 
  urge to reproduce is admirable but 
  there will be no progeny. You will end 
  your own life in misery and despair. This 
  can be CHANGED if you join with us. 
  You need never be alone again and you 
  will be blessed with numerous offspring.
  • Doctor Norwich, our records show 
  that you work tirelessly to help 
  your patients. It is a shame that all 
  your work comes to naught. Your 
  accomplishments will crumble to ashes 
  like that of humanity. We can reveal 
  such revelations to you. With our 
  knowledge, you can conquer disease 
  and bring aid to millions. Go beyond 
  the limits of your existence. Embrace 
  a new world.”
  • Mr. Clawson, your father suffers from 
  cancer. His will be a terrible death. We 
  can change his destiny. We can CURE 
  him and restore him to full vitality.”
  • Nurse Fuller, there is no need to tell 
  you of the suffering. You see it every 
  day of your existence as you try to 
  halt the ravages of disease, injury, and 
  death. It is a war. Do YOU feel like 
  you are winning the war? We can help. 
  Think of a world without disease. It is 
  within your reach.”
  
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  PANACEA
  you been paid? Where’s your tax form?” He seems oblivious 
  to his condition and appears more worried and obsessed with 
  tax forms, credit payments, and bills. While his interaction is 
  strange, it is not threatening.
  If the investigators talk to Mestler about him being a 
  monster, he says “nothing wrong with me” but then starts to 
  shake and tremble. Suddenly, he rips open his shirt as a giant 
  mouth tears open the skin across his stomach, and he starts 
  croaking so loudly that the investigators must attempt CON 
  rolls or be take 1 damage per turn while in his presence. Call 
  for another Sanity roll (1/1D4 loss). In addition, he leaps to 
  attack, biting with his newly formed stomach-mouth. He 
  fights in this manner until subdued or killed, or if he suffers 
  a major wound, which causes him to run out into the larger 
  office and hide under one of the open plan desks.
  Jim Conaty’s Office
  Next to Brad Mestler’s office is Blanche Yurka’s office, behind 
  which is Jim Conaty’s office. The investigators must go through 
  Blanche’s smaller outer office to get into Conaty’s room. The 
  light is on inside allowing the investigators to see Blanche as she 
  is now—a bird-woman satyr—call for a Sanity roll (1/1D3 loss).
  Blanche’s lips have formed into a rudimentary beak; her 
  hair has turned into white feathers, and her fingers into long, 
  bird-like claws. She acts like a bird: her eyes fix upon people 
  as her head darts about, her claws latch onto objects, and she 
  is quick moving. 
  Blanche is currently surfing the Internet and singing to 
  herself. When she sees the investigators, she starts whistling 
  about “Unauthorized access” in a singsong voice. If the 
  investigators attempt to go past her to get to Conaty’s office, 
  she rises up and charges them (call for a Dodge roll to avoid 
  Blanche). If the investigators are successful in dodging, Blanche 
  leaps past them and hits her head loudly against the wall and 
  knocks herself out. Otherwise, her initial assault causes 1D4 
  damage and the investigators must subdue or kill her to stop 
  her attacks. Should the investigators manage to talk to Blanche 
  (after she comes round after knocking herself out or if she is 
  subdued) she talks about “the Mother” in vague terms but is 
  more specific when describing the “amoebozoans,” referring 
  to Secondary and Primary Biocytes, milking the mother (and 
  how birds don’t produce milk), and so on—refer to The Milk 
  of Shub-Niggurath, page 70, for information to relay.
  Jim Conaty’s spare keys are actually in the drawer of 
  Blanche’s desk, which otherwise has little else of interest. 
  Inside Conaty’s office, the room is empty although his 
  computer is turned on and its screen displays a window with 
  a message—see Handout: Panacea 2.
  EXPERIMENTAL SCHEDULE ZMB17B: 
  1. Personnel identified and told to report for test program (90% positive, 
  remainder terminated).
  2. Personnel inoculated with Formula B138 (Tertiary Biocyte). Successful. 
  3. Observation ongoing.
  SUPPORTING:
  §	 TERTIARY BIOCYTES: research wing only. (CONFIRMED)
  §	 SECONDARY BIOCYTE: basement research facility. (POSITIVE)
  §	 PRIMARY BIOCYTE SCHEDULE: Milk harvesting schedule on track. 
  Semi-automation of collection POSITIVE but primary collection units 
  reaching end of cycle — REPLACEMENT UNITS REQUIRED ASAP
  Handout: Panacea 2
  
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  CHAPTER THREE
  WHERE NEXT?
  The investigators’ primary objective is to obtain the keys (in 
  Blanche Yurka’s desk drawer) to allow them to into the East 
  Wing of the building; however, it is likely they will want 
  to explore the West Wing, as well as the West Basement. 
  Note that access to the rooftop garden and staff restaurant is 
  barred by the security shutters and so are out of bounds for 
  the investigators. While there are no important clues in these 
  areas, the Keeper may decide to inject further encounters and 
  information as they see fit. Rather than a detailed, room-
  by-room, description of these areas, here following are some 
  possible clues and encounters that the Keeper can use or draw 
  upon for inspiration. Remember, the objective is to get the 
  investigators into the East Wing to face the horrors therein, 
  so try to avoid overlong searches of the building and skip to 
  the action and points of interest.
  Option: if any of the investigators have knowingly or unwittingly 
  ingested or been injected with Zylactis, amoebozoans, or 
  (somehow) the raw milk of Shub-Niggurath, then they are 
  likely to begin exhibiting its effects (minor or greater mutations); 
  thus, instilling the idea that a potential “cure” might be found in 
  the East Wing will focus their attention on getting inside. The 
  Keeper might insert clues to plant this (incorrect) notion earlier 
  in the scenario, should the investigations have the opportunity 
  to become exposed to the drug.
  Possible encounters and clues:
  • A computer terminal showing an email to a member of 
  staff. The email states the staff member’s new contract is 
  attached. When the file is opened, there is a section stating 
  the employee agrees to take part in any “test programs” 
  organized by ZyMedBio.
  • In Wesley Rice’s office (Head of Security), a report from 
  a private security consultant named Wade Boteler (pre-
  generated investigator) stating he has Marina Kolga under 
  surveillance and awaits further directions.
  • An opened vial of Zylactis; a partially filled and used syringe 
  nearby.
  • In Ulysses Anak’s office, a desk diary with appointments 
  showing the Anak brothers’ visits to their other businesses 
  and so on (the Keeper should devise the details according 
  to how they might wish to expand the scenario).
  • A satyr, intent on injecting the investigators with a massive 
  dose of Zylactis (accelerated mutation if an Extreme CON 
  roll is failed). The satyr has a massive 100ML syringe full 
  of Zylactis. 
  • A half-man half-pig is tearing open food containers and 
  refrigerators in the staff kitchen and lounge so that he can gorge 
  on the food. Perhaps living flesh is more to his or her taste?
  • In the West Wing Basement, a spider-like satyr has made its 
  web, waiting for unwary food to approach. Call for a Hard 
  Spot Hidden roll to notice the sticky web-like strands in 
  the darkness of the basement (the satyr has broken the lights 
  down here). Freeing oneself from the web calls for a STR roll.
  RESEARCH WING  
  (EAST WING)
  From the entrance lobby, the investigators arrive at a second 
  reception area containing a desk, with doors on either side. 
  Both doors are unlocked. The door on the right leads to a front 
  corridor containing treatment rooms, offices, and a patient’s 
  lounge while the door to the left leads to a rear corridor where 
  laboratories, lab animals, and storage facilitates can be found.
  Sitting at reception is Beatrice April, a satyr whose head 
  is skull-like (Sanity roll, 1/1D3 loss). She raises her skeletal 
  hands at the intruding investigators, shouting, “You can’t stop 
  us!” Beatrice is fully initiated into the cult and resists attempts 
  to access the doors (particularly the door to the private corridor 
  in the rear of the building). She will have to be subdued or 
  killed if the investigators are to pass—once reduced to half 
  or fewer hit points, Beatrice attempts to flee through the 
  door to the rear corridor (intent on releasing the satyrs in the 
  Milking Room, see page 95). Investigators looking for a handy 
  weapon may note the two wall-mounted fire extinguishers in 
  the reception area (use as clubs, dealing 1D6 damage).
  Following are brief overviews of the rooms in the East 
  Wing. Specific encounters are described in the subsequent 
  sections as noted; otherwise, the rooms are free of clues or 
  encounters—unless the Keeper wishes to insert their own. The 
  East Wing is split into a front (public) corridor, where patients 
  undergoing the drug trial come for their appointments, and 
  a rear (private) corridor containing laboratories, stores of 
  Zylactis, and the Milking Room.
  FRONT CORRIDOR
  This area is quiet, dark, and currently free of satyrs. The rooms 
  at the front of the building comprise a patient’s lounge (comfy 
  chairs, low tables, drink and snack vending machines) and a 
  row of treatment rooms (containing a hospital bed, sink, and 
  basic medical supplies). All of these rooms smell of antiseptic 
  cleaner and are free of clutter. 
  A staff lounge is marked “Private: Staff Only.” Inside, it’s 
  more or less a mirror of the patient lounge but with a row of 
  vending machines offering a variety of hot and cold drinks, 
  confectionery and snacks. A door at the rear of the room 
  
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  PANACEA
  is locked (STR 150), which leads directly into another staff 
  lounge in the rear corridor. Jim Conaty’s keys may be used 
  to open this door.
  Opposite to the treatment rooms are a line of empty offices. 
  Each has desk and chair (but no computer) and looks unused. 
  At the far end of the corridor are a couple of storage rooms, one 
  contains regular janitorial supplies (cleaning equipment, buckets, 
  and vacuum cleaner) while the other is locked (STR 100) and 
  holds various medical supplies (syringes, gauze, bandages, plus 
  a basic pharmacy collection of pain killers and the like).
  REAR CORRIDOR
  Safety lighting provides an atmosphere of dim twilight here. 
  As the investigators enter, voices can be heard shouting 
  (coming from the far end of the corridor, see Lab Animals: 
  The Dogs, nearby). Looking down the corridor, a successful 
  Spot Hidden roll detects movement (Jim Conaty, who is 
  loitering nearby, see Tertiary Biocyte Storage, page 94). 
  Staff Lounge
  The staff lounge mirrors the one in the front corridor although 
  it is messy and chairs are half-turned over. A successful Spot 
  Hidden roll notices organic matter on the floor—greasy 
  portions of skin, blood, and thick gloopy saliva.
  Jefferson Anak’s Office
  The (locked, STR 150) door to Jefferson Anak’s office can be 
  found opposite the door from the reception. A smart office, 
  with a polished wood desk, high-backed executive chair, and 
  a whiteboard showing various strange chemical formulae. The 
  formulae will mean little to most people but those making 
  a successful Science (Pharmacy, Chemistry, or Biology) 
  roll can deduce it’s a complex series of DNA structures. If 
  a Hard or Extreme level of success is achieved, the viewer 
  notes that the formulae concern the combining of a specific 
  (unidentifiable) DNA into human and animal DNA. The 
  result being that the unknown DNA provokes mutation in the 
  cells where it is introduced. While the investigators may not 
  be able to decipher these clues, they may wish to photograph 
  the whiteboard and show the formulae to experts—allowing 
  this information to be used should the Keeper wish to expand 
  the scope of the scenario. 
  Laboratories 
  The laboratories are well equipped and modern. Microscopes, 
  computers, Petri dishes, flasks, ultracentrifuges, electrophoresis 
  apparatus, and more can be found here. Those without medical 
  or scientific training will be at a loss at what do with most 
  of the devices. 
  Electrical Closet and Flammable Storage
  Both of these closet spaces are locked (STR 100) but can be 
  opened with Jim Conaty’s keys. The electrical closet houses 
  power junctions and supplies; a successful Electrical Repair 
  roll can either disable or turn on the electrical supply as 
  desired. Note that switching off the electricity turns off all 
  lighting and all systems requiring power; if this should be 
  done, the servers connected to the dark young in the basement 
  below also go down but, as it controls the master supply, the 
  dark young can turn things back on.
  The flammable storage closet holds two large metal cabinets, 
  each containing highly flammable substances and dangerous 
  chemicals, such as Triethylamine (volatile, has a strong fishy 
  odor), Diethylamine (corrosive chemical, contact with skin causes 
  irritation or burns), Ethylenediamine (reacts with moisture to 
  produce a corrosive, toxic, and irritating mist), and Ethanol 
  (volatile, flammable, colorless liquid with a chemical odor) to 
  name but a few. This assortment of deadly chemicals might be 
  brought to bear against the dark young if the investigators think 
  to carry the heavy canisters down to the basement. Attempting to 
  use such chemicals carries risk: they must be carried and handled 
  safely. Investigators lobbing canisters at satyrs (and the like) must 
  get relatively close and also risk exposure.
  Cold Store
  This room is actually an industrial refrigerator; the metal door 
  is unlike those elsewhere in the corridor, with an inbuilt lever 
  lock system. Getting inside requires Conaty’s keys, smashing 
  the lock on the lever (STR 100), or a successful Locksmith 
  or Hard Mechanical Repair roll. Once inside, it’s clear that 
  it’s a giant fridge—the air is cold. A series of shelves hold 
  patient blood samples, flasks and vials containing Zylactis, as 
  well as other experiments in here for safekeeping. Inventive 
  investigators might be able to use this relatively secure room 
  to confine captured and subdued satyrs. 
  Lab Animals: The Dogs
  The shouting heard upon entering the East Wing comes from 
  within this room at the end of the corridor. Opening the 
  unlocked door, the investigators are greeted by a cacophony 
  of noise, as seemingly a dozen men and women are in heated 
  discussion. Going inside, the investigators quickly realize 
  there are no people in here but, instead, twelve cages, each 
  containing a dog that speaks with a human voice. Some of the 
  dogs have physical mutations, such as human hands instead 
  of paws, human-like skin instead of fur, and one actually has 
  a human-like head. Call for a Sanity roll (1D3/1D6 loss).
  Listening to what the dogs are actually saying is somewhat 
  difficult given that all are talking at the same time and at high 
  volume. A successful Listen roll manages to pick out some sense: 
  “Let us out!” “Water please!” “I’d like some more milk please!” And 
  
  The Mutated Canines
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  so on. If an investigator actually speaks to the dogs, they fall quiet 
  and listen, and something of a conversation can be held (although 
  some dogs can’t contain themselves and randomly shout out 
  requests). The dogs claim to know nothing other than that they 
  enjoy being fed, particularly with that “delicious milk,” and that 
  they wish to be released (some dogs have made a good effort at 
  biting through the wire mesh of their cages). The dogs just want 
  to be let out and promise not to hurt anyone.
  If the dogs are released, they rush out in a pack and begin to 
  seek a way out of the building (the ones with human hands can 
  open doors). While they won’t attack the investigators (unless 
  provoked), they might cause a nuisance and a distraction. It’s 
  down to the Keeper to decide if this pack of mutated dogs 
  does break free of the building, running off into the night to 
  cause mayhem elsewhere—in time, madness takes hold and 
  the dogs become hungry and fearsome hunters, endangering 
  those who cross their path.
  Next to the room holding the dogs is another holding smaller 
  lab animals, like rabbits, mice, and rats. Most of these appear 
  normal but one or two are clearly showing signs of mutation.
  Tertiary Biocyte Storage
  Plate glass windows allow the investigators to see inside this 
  room; the door is signed “Tertiary Biocyte Storage.” Inside, 
  rows of shelves hold flasks of a gloopy, blob-like white liquid. 
  The liquid is moving, as if alive, and in some cases the liquid 
  appears to have pushed out the stoppers of the flasks, allowing 
  the creepy-looking white slime to escape. Indeed, globs of 
  the viscous liquid are crawling up the windows of the room.
  As the investigators look on, Jim Conaty appears nearby 
  and barks out, “Stop there! You are in big trouble!” If Marina 
  Kolga is there, Conaty addresses her by name. He runs towards 
  them, yelling, “Get away from the amoebozoans!”
  Conaty is emaciated and skinny. He is now part deer; his 
  arms and legs now end in hooves, his face is elongated, and 
  antlers grow from his forehead (Sanity roll, 1/1D3 loss). He 
  doesn’t immediately attack as he still clings to some shreds of 
  sanity (he will soon fall completely insane). Thus, depending on 
  the investigator’s response, he can briefly converse and explain 
  a little about what is going on. His speech is somewhat slurred 
  as he says, “the Secondary Biocyte is the key. It brings forth an 
  organ of the Primary Biocyte, which produces the milk. The 
  gatherers collect the milk and then we process it. When warmed 
  sufficiently it becomes the Tertiary Biocytes. But if kept cool, 
  it proves a powerful cure for all diseases. It’s truly wondrous! 
  But the balance is hard to get right. It’s really really hard. So 
  hard…” With this, he appears to breaks down and tries to run 
  away towards the Milking Room—if the door to the Milking 
  Room is yet unopened, he tries to open it.
  If attacked, Conaty defends himself but doesn’t resort to 
  violence. He attempts to scurry away and hide, whimpering 
  in a corner. Eventually, his remaining humanity will be lost, 
  whereupon he becomes bestial and aggressive. 
  Investigators electing to open the door to the amoebozoans 
  put themselves in danger. The amoebozoans can attack, 
  dropping down from the ceiling or suddenly leaping at nearby 
  humans or animals. The milky blobs attach to flesh or try to 
  enter via the mouth, ears, or eyes. Quickly (1D3+1 rounds) 
  the amoebozoan enters the body, triggering rapid changes as it 
  coalesces with the host, provoking mutation into a more bizarre 
  and less-human seeming satyr—one of Shub-Niggurath’s one 
  thousand young (see Greater Satyr statistics, page 99).
  Delivery Area
  Beyond the rear corridor, the building opens up into a delivery 
  area. Large bay doors allow for deliveries of equipment and 
  supplies. Nearby, two, ten foot tall metal canisters stand next 
  to what looks like a control panel mounted next to a pair of 
  reinforced metal doors marked as “Primary Biocyte Collection” 
  (these open into the Milking Room, see following). To the right-
  hand side of the area is a door with the words “Basement. No 
  Unauthorized Access” written on it (see East Wing Basement, 
  page 95). Trolleys and boxes of medical supplies are randomly 
  littered about. A pair of fire hoses, coiled and mounted to one of 
  the walls, can be found near to some fire extinguishers.
  Inspecting the control panel next to the reinforced doors, 
  the investigators see a series of controls—a successful 
  Mechanical Repair or Science (Engineering), or Hard 
  Know roll deduces that the controls operate a system of 
  pipes that come out of the room behind the reinforced 
  doors and feed into the two large canisters. In addition, the 
  panel has controls for heating and cooling units (sitting 
  beneath the canisters), which regulate the temperature of 
  the canisters. Both canisters have faucets with screw-end 
  feeds near their bottoms, allowing whatever is inside to be 
  poured out. Investigators who decide to open a faucet find 
  that it unleashes a flow of amoebozoans (see Tertiary Biocyte 
  Storage for details).
  
  95
  PANACEA
  Hanging from hooks on the far side of the reinforced doors 
  are three metal rods. Each rod has a plastic handle and ends 
  in two electrodes. These are cattle prods, used by ZyMedBio 
  cultists to control the greater satyrs inside the Milking Room.
  Milking Room
  “Primary Biocyte Collection” is written across the reinforced 
  metal doors� The doors can be unlocked using a wheel locking 
  mechanism, much like a ship’s watertight door. If opened, the 
  room beyond is dark but noises can be heard.
  This reinforced structure is huge and was built to hold a partially 
  materialized portion of Shub-Niggurath. The dark young in the 
  building’s basement uses otherworldly magic to summon one of the 
  Dark Mother’s gigantic tentacles, allowing the sixth greater satyrs 
  inside the room to suckle and consume the Outer God’s milk. Once 
  they had had their fill, the satyrs have been trained to regurgitate 
  the milk into a trough, which then feeds the milk through pipes 
  to the two canisters outside the room. The process completed, the 
  spell is ended and Shub-Niggurath departs.
  The satyrs are horrific things; once human, they have swollen 
  and mutated into foul creatures devoid of any resemblance to 
  man or woman due to feeding directly upon the Mother’s 
  milk. Call for a Sanity roll (1D3/1D6 loss). When the doors 
  open, the satyrs think it is the ZyMedBio cultists come to 
  hurt them with the cattle prods, and so are initially scared of 
  the investigators and hide in the darkness of the room. They 
  steer clear of the investigators unless cornered or threatened, 
  whereupon they attack.
  EAST WING BASEMENT
  The door to the basement is locked (STR 100) requiring brute 
  force, a successful Locksmith roll, or Jim Conaty’s keys to open. 
  The door leads to a flight of stairs descending below the building, 
  which end at another (unlocked) door. Inside, the basement is 
  dark although a myriad of green, red, and yellow flashing server 
  lights cast some illumination. Upon entering, an unwholesome 
  smell, like that of an open grave, greets the investigators.
  Here the “Secondary Biocyte” resides; a dark young of 
  Shub-Niggurath that has entwined itself into the many servers 
  and building systems. Brought here by the Anak brothers to 
  periodically summon a portion of Shub-Niggurath so that 
  the Outer God’s milk may be gathered. 
  The dark young will be aware of the investigators and their 
  approach (see Cold Words, page 90) and would prefer to 
  use guile and cunning to turn the investigators into faithful 
  (or unwitting) servants so that they further contaminate the 
  world with the Mother’s milk. It will appeal to their sense of 
  humanity, asking if they wish to rid the world of disease, pain, 
  and the anguish of sickness. The Mother’s milk brings hope 
  to millions, who are they to deny it? Seeing the dark young 
  provokes a Sanity roll (1D3/1D10 loss); those investigators 
  succumbing to insanity might be drawn to heed the dark 
  young’s words and believe that running back upstairs to break 
  open the Tertiary Biocyte Storage room or open the faucets of 
  the canisters containing the milk to release the amoebozoans 
  is the “right” thing to do—perhaps they feel the need to drink 
  up the milk and escape the building.
  If the dark young’s words are ignored or denied, and 
  the investigators move to attack, the monster attempts to 
  unleash spells to harry or incapacitate (rather than kill)—see 
  Confrontation with the Dark Young, following.
  Confrontation with the Dark Young
  The dark young would prefer to draw the investigators to its 
  side rather than kill them outright. If all fails, it attempts to 
  incapacitate the investigators so that they might be of future 
  use to the cult—perhaps as replacements to gather the Mother’s 
  milk directly from her teats, or as test subjects for further trials 
  of Zylactis and/or hosts for amoebozoans. The dark young has 
  a variety of spells at its disposal—favoring the use of Cause 
  Blindness, Cloud Memory, Clutch Of Nyogtha, Mental 
  Suggestion, and Wrack to achieve its ends. Such spells appear 
  as glowing and strange glyphs in the air before unleashing their 
  effect. Despite its best efforts, should the investigators gain the 
  upper hand, it will attempt to use the Gate spell to depart—
  providing the investigators, at least, a pyrrhic victory. 
  CATTLE PRODS
  Cattle prods discharge an electric current (anywhere from 
  50,000-5-million volts), enough to incapacitate a human. 
  Applied continuously to the skin, a cattle prod causes burning 
  and scarring. 
  Use the Fighting (Brawl) skill when wielding a cattle prod 
  as a weapon. Damage depends on length of exposure: a single 
  prod causes 1D3 damage and the target must succeed in a 
  Hard CON roll or be stunned for 1D6 rounds; prolonged and 
  sustained contact inflicts an additional 1D3 damage per round 
  after the first (inclusive of burning damage), the target must 
  succeed in an Extreme CON roll each round or be stunned 
  for 1D6 rounds. Sustained damage may cause a major wound.
  Note: dark young are immune to attacks dependent on 
  electrical charge, as well as heat, blast, corrosion, or poisoning.
  
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  97
  PANACEA
  The investigators have a few options to deal with the dark 
  young. Some possibilities follow although be prepared for the 
  players to come up with out-of-the-box thinking!
  • Using the canisters found in the Electrical Closet and 
  Flammable Storage room won’t really cause any harm to 
  the dark young but will cause an electrical fire, destroying the 
  servers and building system controls. With the infrastructure 
  gone, the dark young can no longer control the building 
  (the steel blinds locking the investigators inside are released, 
  allowing escape) and it may elect to depart.
  • A head-on attack is likely to result in investigator deaths 
  but, should a successful concerted effort be made, the dark 
  young might be wounded enough to make it want to leave 
  rather than risk further injury. Remember, hand-to-hand 
  weapons inflict normal damage while bullets cause only 1 
  (2 with an impale) damage. Quick-thinking investigators 
  might seek out fire axes.
  • The investigators agree to the arguments of the dark young. 
  Perhaps group insanity means the investigators comply with 
  the monster’s wishes and they readily consume Zylactis in 
  great quantities or allow amoebozoans to crawl down their 
  throats so they can become more than human so as to spread 
  the good word of Shub-Niggurath. 
  CONCLUSION
  Possibly, the investigators win the day and kill or cause the dark 
  young to depart. Perhaps they turn the ZyMedBio building into 
  a blazing inferno, stopping the cult’s Zylactis trial and its tentacles 
  from spreading further. If the investigators escape the building 
  without causing its destruction, do they call the authorities and 
  risk exposing innocent people to the horrors within ZyMedBio?
  Perhaps some investigators are turned and become the slaves 
  of the cult. Do their colleagues now attempt a rescue? And 
  what of the Anak brothers? Do the investigators seek them 
  out to mete justice?
  The Keeper can either draw a veil across the proceedings 
  or use the scenario’s outcome to lead into further adventures 
  against the Anak’s cult of Shub-Niggurath. The choice is yours.
  Rewards
  If you are using Panacea in an ongoing campaign, the 
  investigators may receive the following rewards:
  • Killing the dark young +1D8 Sanity points.
  • Causing the dark young to flee +1D6 Sanity points.
  • Destroying ZyMedBio’s ability to continue its foul work 
  +1D6 Sanity points.
  • Knowingly sending the police and other innocents into 
  ZyMedBio –1D6 Sanity points.
  APPENDIX: PANACEA
  NON-PLAYER CHARACTERS 
  AND MONSTERS
  Sissy Richards, 37, sister and best friend
  STR 50 
  CON 70 
  SIZ 60 
  DEX 70 
  INT 75 
  APP 55 
  POW 45 
  EDU 70 
  SAN 45 
  HP 13 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 9 
  Combat
  Brawl 
   
  35% (17/7), damage 1D3
  Dodge 
   
  40% (20/8) 
  Skills
  First Aid 45%, Listen 60%, Persuade 40%, Psychology 45%, 
  Spot Hidden 35%, Stealth 40%, Throw 40%.
  Andrew Lucio, 24, IT technician and assault victim
  If presenting Lucio as having been dosed on Zylactis, use the 
  lesser satyr profile instead.
  STR 50 
  CON 60 
  SIZ 50 
  DEX 70 
  INT 80 
  APP 55 
  POW 55 
  EDU 80 
  SAN 52 
  HP 11 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 11 
  Combat
  Brawl 
   
  35% (17/7), damage 1D3
  Dodge 
   
  35% (17/7) 
  Skills
  Computer Use 75%, Electrical Repair 40%, Fast Talk 45%, 
  Persuade 30%, Psychology 30%, Sleight of Hand 40%, Spot 
  Hidden 55%, Stealth 50%, Throw 60%.
  Chuck Ogle, 46, mutated party host
  Ogle is on his way to becoming a lesser satyr.
  STR 60 
  CON 90 
  SIZ 90 
  DEX 45 
  INT 70 
  APP 50* 
  POW 40 
  EDU 70 
  SAN 09 
  HP 18 
  DB: +1D4 Build: 1 
  Move: 5 
  MP: 8 
  *Pre-mutation.
  Combat
  Attacks per round: 1 (bite, claw, tongue strangle)
  Fighting 
   
  65% (32/13), damage 1D4+1D4
  Tongue (mnvr) 
  65% (32/13), strangle damage  
   
   
  1D3 per round** 
   
  Dodge 
   
  20% (10/4) 
  Opposite: The Milking Room
  
  The Satyr
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  **Tongue strangle: target suffers penalty die to all actions while 
  held; target may attempt to break free with opposed STR roll (not 
  subject to penalty).
  Skills
  Fast Talk 60%, Intimidate 55%, Psychology 30%, Spot Hidden 
  45%.
  Sanity loss: 1/1D3 loss for seeing Ogle’s mutations.
  Ted Dawson, 57, police chief 
  Dawson is on his way to becoming a lesser satyr (statistics 
  show the partial effects of Zylactis); if encountered later in 
  the scenario, the Keeper should use the lesser satyr profile.
  STR 70 
  CON 90 
  SIZ 65 
  DEX 60 
  INT 75 
  APP 40* 
  POW 60 
  EDU 70 
  SAN 38 
  HP 15 
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 12 
  *Pre-mutation.
  Combat
  Attacks per round: 1 (bite, claw)
  Fighting 
   
  50% (25/10), damage 1D4+1D4
  Dodge 
   
  40% (20/8) 
  Skills
  Fast Talk 50%, First Aid 45%, Intimidate 80%, Jump 50%, 
  Law 50%, Listen 60%, Psychology 55%, Spot Hidden 40%, 
  Stealth 35%, Throw 50%.
  Sanity loss: 1/1D3 loss for seeing Dawson’s mutations.
  Anthony Callison, 48, editor
  Callison is on his way to becoming a lesser satyr (statistics 
  show the partial effects of Zylactis); if encountered later in 
  the scenario, the Keeper should use the lesser satyr profile.
  STR 40 
  CON 90 
  SIZ 45 
  DEX 75 
  INT 85 
  APP 55* 
  POW 60 
  EDU 80 
  SAN 38 
  HP 13 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 9 
  *Pre-mutation.
  Combat
  Attacks per round: 1 (bite, claw)
  Fighting 
   
  45% (22/9), damage 1D4
  Dodge 
   
  45% (22/9) 
  Skills
  Art/Craft (Journalism) 80%, Charm 40%, Fast Talk 60%, 
  Listen 45%, Psychology 30%, Spot Hidden 80%, Stealth 70%, 
  Throw 30%.
  Sanity loss: 1/1D3 loss for seeing Master’s mutations.
  Satyr, Lesser
  Use this profile for Jim Conaty, Blanche Yurka, Brad Mestler, 
  and Beatrice April. 
  char. 
  average  
  roll
  STR 
  60 
  3D6 Í5 
  CON 
  90 
  (5D6) Í5
  SIZ 
  65 
  (2D6+6) Í5 
  DEX 
  80 
  (3D6+6) Í5
  INT 
  60 
  (3D6) Í5
  POW 
  50 
  3D6 Í5 
  Average Hit points: 15
  Average Build: 0
  Average Damage Bonus: 0
  Average Move: 8
  Average Magic Points: 10
  Combat
  Attacks per round: 1 (dependent on mutation; claw, bite, 
  tail, tongue, etc.)
  Fighting 
   
  50% (25/10), damage 1D6+DB 
  Dodge 
   
  40% (20/8)
  Skills
  Climb 40%, Jump 40%, Listen 40%, Stealth 50%, Throw 45%.
  
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  PANACEA
  Armor: none.
  Spell: none.
  Sanity loss: 1/1D3 loss to see a lesser satyr (increase to 1/1D4 
  or 1/1D6 for particularly horrific mutations).
  Satyr, Greater
  char. 
  average  
  roll
  STR 
  80 
  (3D6+6) Í5 
  CON 
  100 
  (4D6+6) Í5
  SIZ 
  90 
  (5D6) Í5 
  DEX 
  80 
  (3D6+6) Í5
  INT 
  40 
  (3D6) Í5
  POW 
  50 
  3D6 Í5 
  Average Hit points: 19
  Average Build: 2
  Average Damage Bonus: +1D6
  Average Move: 7
  Average Magic Points: 10
  Combat
  Attacks per round: 2 (bite, claw, other)
  Greater satyrs may bite and claw attacks, as well as specific 
  attacks based on a mutation (e.g. using a tail to grab or 
  strangle; use combat maneuvers as appropriate). 
  Fighting 
   
  60% (30/12), damage 1D3+DB
  Dodge 
   
  30% (15/6) 
  Skills
  Climb 45%, Jump 50%, Listen 40%, Stealth 40%, Throw 40%.
  Armor: none—some mutations may confer 1 or 2 points of armor.
  Spell: none.
  Sanity loss: 1D3/1D6 loss to see a greater satyr.
  Mutated Dogs (twelve)
  STR 40 
  CON 70 
  SIZ 35 
  DEX 70 
  INT 30 
  APP — 
  POW 35 
  EDU — 
  SAN — 
  HP 10 
  DB: –1 
  Build: –1 
  Move: 12 MP: 7 
  Combat
  Fighting 
   
  55% (27/11), damage 1D6–1
  Dodge 
   
  45% (22/9) 
  Skills
  Jump 60%, Listen 45%, Stealth 40%.
  Armor: none—some mutations may confer 1 or 2 points of armor.
  Spell: none.
  Sanity loss: 1D3/1D6 loss to see the mutant dogs.
  Dark Young, child of Shub-Niggurath
  STR 220 
  CON 80 
  SIZ 220 
  DEX 80 
  INT 80 
  APP — 
  POW 90 
  EDU — 
  SAN — 
  HP 30 
  DB: +4D6 Build: 5 
  Move: 8 
  MP: 18 
  Combat
  Attacks per round: 5 (tentacle, kick, crush, trample) 
  Grab (mnvr): may use its tentacles to grab and capture up to 
  four victims. If grabbed, the target is held to one of the horrible 
  sucking mouths and drained of 1D10+5 STR per round. This 
  STR loss cannot be restored. While being drained, a victim is 
  capable only of ineffectual writhing and screaming.
  Trample: once per round, may trample with its massive hooves, 
  typically hooting and bellowing as it rears up and attempts 
  to trample as many opponents as it can (up to 1D4 humans 
  if they are situated close together).
  Fighting 
   
  80% (40/16), damage 4D6
  Grab (mnvr) 
  80% (40/16), grabbed and held for  
   
   
  1D10+5 STR drain per round
  Trample 
   
  40% (20/8), damage 2D6+4D6
  Dodge 
   
  40% (20/8) 
  Skills
  Interface with Computer 90%, Stealth 30%.
  Armor: dark young are of non-Earthly material and make-up, 
  any successful hit with a firearm attack does only 1 point of 
  damage per bullet (2 points for an impale). Hand-to-hand 
  weapons inflict normal damage. Attacks dependent on heat, 
  blast, corrosion, electrical charge, or poisoning have no effect.
  Spells: Call/Dismiss Shub-Niggurath, Cause Blindness, Cloud 
  Memory, Clutch of Nyogtha, Gate, Mental Suggestion, Wrack.
  Sanity loss: 1D3/1D10 loss to see a dark young.
  
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  WADE BOTELER
  Age: 54 
  Occupation: Security Consultant
  STR 80 
  CON 65 
  SIZ 55 
  DEX 70 
  INT 85 
  APP 75 
  POW 70 
  EDU 80 
  SAN 70 
  HP 12 
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 14 
  Luck: 45
  Combat
  Brawl 
   
  50% (25/10), damage 1D3+1D4
  .38 auto 
   
  60% (30/12), damage 1D10
  .30-06 rifle  
  50% (35/14), damage 2D6+4
  Dodge 
   
  40% (20/8) 
  Skills
  Bonus: allocate 40 points to any skills of the player’s choice.
  Backstory
  You served a total of thirty years in the Army as a Non-
  Commissioned Officer. Following retirement, you gradually 
  moved into the private investigation field, billing yourself as a 
  “Security Consultant” as you never got around to obtaining a 
  P.I. license. Your mother had a stroke a few years ago and now 
  lives in a nursing home, where you make regular visits.
  Three weeks ago, a pharmaceutical company called 
  ZyMedBio hired you with the offer of $23,000 to keep an eye 
  on a “dangerous disgruntled ex-employee” named Marina Kolga. 
  Putting Kolga under surveillance, you quickly saw that she lives 
  a quiet life. Hacking into her computer (she had no security), 
  all you found is that she likes romantic comedies, doesn’t watch 
  porn, and is actively looking for a job. You sent your findings 
  to ZyMedBio and a few days ago they asked you to “bring her 
  in for questioning at night.” What the heck? That’s not what a 
  security consultant does. They said you would only get the rest 
  of the money if you brought her into ZyMedBio—you’ve been 
  paid $2750 so far. You are suspicious of ZyMedBio’s intentions. 
  Illegal violence is one line you are not yet prepared to cross.
  From your investigation, you discovered that Kolga is attending 
  a party being held by her cousin, Chuck Ogle. Your plan is to 
  crash the party, observe Kolga and, ultimately, decide whether to 
  convince her to accompany you to the ZyMedBio offices. If you 
  can talk Kolga into going along with you, you could demand your 
  paycheck when you arrive at ZyMedBio, as well as guarantee her 
  safety by staying with her during the questioning.
  Key People:
  • Marina Kolga (PC): a young lawyer that ZyMedBio 
  assigned you to keep tabs on. She reminds you of your 
  daughter (now grown up and moved far away).
  • Gus Phillips (PC): a desk cop you’ve seen a few times when 
  you had to visit the police station. He’s at the party with a 
  woman. You are barely an acquaintance, but you do know 
  his name. Not sure he knows yours. 
  • Chuck Ogle (NPC): the guy throwing the party. 
  • Jim Conaty (NPC): your ZyMedBio contact. He’s a skinny 
  guy in his 50s, He’s the kind of guy that when you first shook 
  hands, he tried to crush you with his manly grip like it was 
  some kind of testosterone thing. What a loser. 
  • Blanche Yurka (NPC): Conaty’s personal assistant. Most 
  of your e-mails and phone calls were from her. You never 
  met her face-to-face. 
  Climb 60% (30/12)
  Computer Use 50% (25/10)
  Credit Rating 25% (12/5)
  Fast Talk 40% (20/8)
  First Aid 45% (22/9)
  Intimidate 45% (22/9)
  Jump 50% (25/10)
  Library Use 45% (22/9)
  Listen 40% (20/8)
  Locksmith 40% (20/8)
  Mechanical Repair 35% 
  (17/7)
  Psychology 45% (22/9)
  Spot Hidden 45% (22/9)
  Stealth 40% (20/8)
  Swim 50% (25/10)
  Throw 40% (20/8)
  
  101
  PANACEA
  MARY FULLER
  Age: 44 
  Occupation: Nurse
  STR 55 
  CON 75 
  SIZ 50 
  DEX 75 
  INT 80 
  APP 55 
  POW 60 
  EDU 75 
  SAN 60 
  HP 12 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 12 
  Luck: 45
  Combat
  Brawl 
   
  35% (17/7), damage 1D3
  Dodge 
   
  35% (17/7) 
  Skills
  Charm 45% (22/9)
  Climb 25% (12/5)
  Computer Use 70% (35/14)
  Credit Rating 22% (11/4)
  First Aid 80% (40/16)
  Jump 30% (15/6)
  Library Use 25% (12/5)
  Listen 40% (20/8)
  Medicine 35% (17/7)
  Psychoanalysis 30% (15/6)
  Psychology 40% (20/8)
  Science (Biology) 50% (25/10)
  Science (Pharmacy) 40% (20/8)
  Spot Hidden 30% (15/6)
  Stealth 30% (15/6)
  Throw 30% (15/6)
  Bonus: allocate 40 points to any skills of the player’s choice.
  Backstory
  You are a hard-working nurse at a hospital downtown. You 
  were married, twice, but have been divorced for about three 
  years. Your best friend is Sissy Richards, also divorced. 
  You have a cousin called Chuck Ogle, who has been 
  seriously ill with adult-onset diabetes. Chuck’s eyesight had 
  been getting worse and, eight months ago, he had to have 
  both of his legs amputated below the knee. A few weeks ago, 
  he vanished. Your aunt said he was “undergoing treatment” 
  with a pharmaceutical company named ZyMedBio.
  Last week, out of the blue, Chuck telephoned and 
  invited you to a party he is throwing. He didn’t give much 
  information—you fear the party is Chuck’s way of saying 
  goodbye to friends and family before he dies. Nevertheless, 
  you decided to go. Gus Phillips, your best friend’s brother 
  and a police officer, was interested in the party for some 
  reason (or maybe he’s just interested in you?) and so he is 
  going as your date. 
  Key People:
  • Gus Phillips (PC): – Sissy Richard’s brother and a cop. 
  When he heard you were going to a party, he asked if he 
  could come along. 
  • Dr� Belinda Norwich (PC): one of the doctors at your 
  hospital, who is also attending the party. You don’t often 
  work directly with her (you are an E.R. nurse and she works 
  with chronic cases). 
  • Chuck Ogle (NPC): your cousin. He was badly sick and has 
  undergone treatment with ZyMedBio. Now he’s holding a 
  party and you hope it’s not to announce his death. 
  • Sissy Richards (NPC): your best friend. After fifteen years 
  of marriage, she got divorced and ended up with a packet 
  in the settlement, so she is sitting pretty. She owns a small 
  florist shop to keep busy.
  
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  102
  CHAPTER THREE
  ELLIOT CLAWSON
  Age: 32 
  Occupation: Journalist 
  STR 60 
  CON 75 
  SIZ 80 
  DEX 55 
  INT 65 
  APP 70 
  POW 70 
  EDU 85 
  SAN 70 
  HP 15 
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 14 
  Luck: 45
  Combat
  Brawl 
   
  35% (17/7), damage 1D3
  Dodge 
   
  35% (17/7) 
  Skills: 
  Bonus: allocate 40 points to any skills of the player’s choice.
  Backstory
  You are an investigative reporter for a newspaper. You have been 
  investigating ZyMedBio, a secretive medical research firm that 
  just opened up its doors a few years ago. You started checking 
  them out pretty much just to see if there even was a story to 
  be had—you found out that they: 
  • Have no government contracts and are privately held. 
  • They have no products for sale and no obvious source of 
  income, despite having an entire building in your city and 
  over 100 employees. 
  • They are constantly seeking people for their research studies 
  and experimental procedures. 
  All of this seemed pretty odd to you, and you were keenly 
  interested in following it up – finding out more information on 
  this weird corporation. But you were stopped cold. 
  Your editor, Anthony Callison, has been HIV+ for some years 
  and recently his condition progressed to AIDS. Based on your 
  research on ZyMedBio, Callison decided to go to ZyMedBio 
  and sign up for one of their treatments. He said he would 
  do some scouting around while he was there. He was gone 
  about three weeks. When he returned, he announced he was 
  in complete remission and that his latest tests couldn’t even 
  identify HIV antibodies in his blood. How is that even possible? 
  He also told you, in no uncertain terms, that ZyMedBio had 
  no secrets and made it clear that you were to stop your 
  investigation of the firm. What the heck! 
  Puzzled, worried, and now highly suspicious, last week you 
  got an invitation to a party from Chuck Ogle—one of the 
  ZyMedBio patients you had previously interviewed over the 
  telephone. Chuck was seriously diabetic and had both his 
  feet amputated several months ago. You know he underwent 
  treatment at ZyMedBio, so going to the party might be a 
  good chance to pump Chuck again about ZyMedBio without 
  violating Callison’s orders to stop your investigation. 
  Key People:
  • Gus Phillips (PC): you’re a little surprised to see 
  him at the party. Phillips is a cop; not a friend but an 
  acquaintance you’ve met via the job. Maybe there is more 
  to this ZyMedBio thing than you thought if the police are 
  interested. 
  • Chuck Ogle (NPC): he was badly sick when you conducted 
  a telephone interview with him, just before he undertook 
  treatment with ZyMedBio. 
  • Anthony Callison (NPC): your editor. Once dying from 
  AIDS, he is now in remission. He was treated at ZyMedBio 
  and now won’t let you investigate the company further. 
  Art/Craft (Photography) 60% 
  (30/12)
  Computer Use 60% (30/12)
  Credit Rating 26% (13/5)
  Electronics 45% (22/9)
  Fast Talk 65% (32/13)
  Jump 40% (20/8)
  Library Use 55% (27/11)
  Listen 30% (15/6)
  Locksmith 20% (10/4)
  Persuade 65% (32/13)
  Psychology 50% (25/10)
  Spot Hidden 40% (20/8)
  Stealth 35% (17/7)
  Throw 35% (17/7)
  
  103
  PANACEA
  BELINDA NORWICH
  Age: 42 
  Occupation: Doctor
  STR 45 
  CON 40 
  SIZ 55 
  DEX 70 
  INT 70 
  APP 75 
  POW 70 
  EDU 90 
  SAN 70 
  HP 9 
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 14 
  Luck: 45
  Brawl 
   
  25% (12/5), damage 1D3
  Dodge 
   
  35% (17/7) 
  Skills
  Charm 40% (20/8)
  Credit Rating 36% (18/7)
  First Aid 65% (32/13)
  Law 25% (12/5)
  Library Use 35% (17/7)
  Listen 35% (17/7)
  Medicine 75% (37/15)
  Persuade 40% (20/8)
  Psychology 40% (20/8)
  Science (Biology) 45% (22/9)
  Science (Chemistry) 55% (27/11)
  Science (Pharmacy) 50% (25/10)
  Spot Hidden 45% (22/9)
  Stealth 30% (15/6)
  Throw 30% (15/6)
  Bonus: allocate 40 points to any skills of the player’s choice.
  Backstory
  You are a doctor who works in a large hospital. You are 
  idealistic but flatter yourself that you have a realistic view of 
  the world. You are involved in research for sickle-cell disease 
  (SCD). You want to improve lives and provide medical care. 
  Recently, one of your sickle-cell patients told you he was 
  going to ZyMedBio for a free treatment protocol. SCD is 
  permanent and not particularly treatable; thus, you were 
  intrigued. Your patient came back after the treatment, saying 
  he was “cured.” You asked him to come in for a checkup but 
  he never did. You had your secretary call him a couple of 
  times, and apparently he was doing fine. Didn’t even have 
  an ongoing drug regimen or anything, which is amazing 
  and, to your mind, impossible.
  Having tried and failed to discuss the matter with 
  ZyMedBio directly, you are puzzled and want to know more 
  about the treatment. A nurse at your hospital, Mary Fuller, 
  mentioned that her cousin (Chuck Ogle) had undergone a 
  similar treatment with ZyMedBio. Apparently, Ogle is having 
  a party, which you have decided to attend in the hope that you 
  can gather some details about ZyMedBio and its treatments.
  Key People:
  • Mary Fuller (PC): a nurse at your hospital. She is also, 
  usefully, a cousin of this Chuck Ogle guy who is throwing 
  the party.
  • Chuck Ogle (NPC): you have been told he was critically ill 
  and went to ZyMedBio for treatment. Now he’s holding a 
  party, which you have crashed. You want to pump him for 
  information about his treatment and ZyMedBio.
  
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  104
  CHAPTER THREE
  MARINA KOLGA
  Age: 29 
  Occupation: Lawyer
  STR 45 
  CON 90 
  SIZ 60 
  DEX 55 
  INT 65 
  APP 65 
  POW 65 
  EDU 65 
  SAN 65 
  HP 15 
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 13 
  Luck: 45
  Combat
  Brawl 
   
  25% (12/5), damage 1D3
  Dodge 
   
  35% (17/7) 
  Skills
  Bonus: allocate 40 points to any skills of the player’s choice.
  Backstory
  Your grandmother has dementia and you think your mother is 
  beginning to show signs of dementia too. You have nightmares 
  about losing your memory and fear that you will suffer from 
  early-onset dementia.
  Six months ago, you were fresh out of law school and 
  unemployed. Out of the blue, a medical research company called 
  ZyMedBio made contact and offered you a well-paying job, with 
  standard corporate benefits. You couldn’t refuse. You assumed you 
  would be the company’s liaison with an outside law firm but you 
  were amazed to learn that you were expected to take care of all 
  the company’s legal operations. In reality, it turned out that all 
  you did was shuffle papers in a small side office. It was trivial legal 
  work and so dull you thought of leaving, despite the nice pay. 
  You rarely had a chance to meet with or talk to other company 
  personnel and didn’t make any friends. 
  A month ago, the company sent you memo stating that you 
  would be required to “voluntarily participate” in test programs. 
  When you asked the Vice President, Mr. Conaty, how you 
  could be required to volunteer he responded that the voluntary 
  part was picking which test program. You couldn’t believe it 
  and so refused to sign up for any of the “voluntary” medical 
  experiments. 
  The next day, when you came into work, your keycard didn’t 
  work and your things were in a box by the door. A security 
  person met you, handed you a check for three months’ pay and 
  asked you to leave. You were out. 
  The guy who lives down the street, Charles Ogle, was a 
  patient at ZyMedBio—you know this because you processed 
  his forms. Tonight, you see lights and music coming from 
  his house and a lot of cars in the street. He must be having 
  a party. This is your chance to crash the party. You have an 
  excuse—you are his neighbor, plus you worked for ZyMedBio 
  when he was being treated. This could be your chance to find 
  out what was going on; maybe Ogle can give you some info? 
  Key People:
  • Jim Conaty (NPC): your former boss at ZyMedBio and 
  Vice President in charge of all non-scientific company 
  matters. He was one of those annoying fit older men, 
  obsessed with taking a 2-mile run every. He constantly 
  boasted of his cycling vacations. If only you had had the 
  opportunity to snoop around his office and the research 
  wing of the building, you might have discovered just what 
  these test programs were about.
  • Blanche Yurka (NPC): your boss’s personal assistant. Mostly 
  you interacted with her. She was a bird-like, quick-moving, 
  middle-aged woman. 
  • Chuck Ogle (NPC): lives down your street, and underwent 
  experimental treatment at ZyMedBio. You intend to crash 
  his party to find out just what is going on at ZyMedBio.
  Credit Rating 28% (14/5)
  Fast Talk 50% (25/10)
  History 35% (17/7)
  Law 85% (42/17)
  Library Use 40% (20/8)
  Listen 35% (17/7)
  Persuade 60% (30/12)
  Psychology 40% (20/8)
  Science (Biology) 40% (20/8)
  Spot Hidden 45% (22/9)
  Stealth 40% (20/8)
  Swim 55% (27/11)
  Throw 45% (22/9)
  
  105
  PANACEA
  GUS PHILLIPS
  Age: 42 
  Occupation: Police Officer
  STR 70 
  CON 60 
  SIZ 65 
  DEX 55 
  INT 70 
  APP 45 
  POW 70 
  EDU 70 
  SAN 70 
  HP 12 
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 14 
  Luck: 45
  Combat
  Brawl 
   
  45% (22/9), damage 1D3+1D4
  .38 auto 
   
  50% (30/12), damage 1D10
  Dodge 
   
  35% (17/7) 
  Skills
  Bonus: allocate 40 points to any skills of the player’s choice.
  Backstory
  You’ve been a cop for twenty years. Your commander, Chief 
  Dawson, isn’t your favorite guy but he recently announced his 
  retirement due to terminal cancer, and you wouldn’t wish that on 
  anyone. He took medical leave and an interim chief was appointed. 
  Recently, you were investigating a case of assault that 
  occurred in the parking lot of ZyMedBio, a medical research 
  company. A man (Andrew Lucio) had been badly mauled; his 
  wounds indicated that dogs or coyotes had bitten him, but he 
  also had suffered deep slash wounds, like from a knife. The guy 
  was delirious and the hospital said no one could talk to him. 
  You went to ZyMedBio and talked to the Head of Security, 
  Wesley Rice, who confirmed that a security guard found 
  Lucio at around 10.30 p.m. and called for an ambulance. The 
  guard did not see the incident, which took place in a camera 
  blind spot. You put the investigation on a back burner, waiting 
  for Lucio to recover, so he could explain what had happened.
  Last week, Chief Dawson unexpectedly returned. He said 
  his cancer was cured and he was back in the saddle. You never 
  heard of anyone getting better from Stage IV pancreatic cancer! 
  You spoke with him and he said he’d been treated at ZyMedBio 
  but wouldn’t go into specifics. Then, he transferred your partner 
  to the gang unit and moved you to a desk job. He completely 
  closed down the ZyMedBio investigation. Something is up. 
  While visiting your sister, her best friend, Mary Fuller, 
  mentioned that she was going to a party for her cousin, Chuck, 
  who had been on some treatment program at ZyMedBio. Thinking 
  this might be a chance to find out a little more about the company 
  (without alerting Chief Dawson), you asked if you could escort 
  Mary to the party. She said yes, so you are going as her date.
  Key People:
  • Mary Fuller (PC): your sister’s friend and a trained nurse. She 
  is also Chuck Ogle’s cousin. You don’t know if she sees you 
  romantically but she did agree to let you escort her to Chuck’s party. 
  • Elliott Clawson (PC): a newspaper reporter you’ve had 
  run-ins with in the past. He’s good at his job and not 
  dangerously anti-cop. 
  • Wade Boteler (PC): an unlicensed investigator. You know 
  him because he has shown up at the station a few times 
  to wriggle out of being an investigator without a license. 
  What’s he doing here? 
  • Sissy Richards (NPC): your sister. She’s divorced and owns 
  a small florist shop.
  • Chuck Ogle (NPC): Mary Fuller’s cousin. He was critically 
  ill and went to ZyMedBio for treatment. Now he’s holding a 
  party. You want to pump him for information about ZyMedBio.
  • Chief Dawson (NPC): your boss. He had terminal 
  pancreatic cancer and went to ZyMedBio for treatment. 
  Now he claims to be cured. He is acting suspiciously and 
  you dare not take official action. 
  Credit Rating 32% (16/6)
  Drive Auto 50% (25/10)
  Fast Talk 40% (20/8)
  First Aid 30% (15/6)
  Intimidate 45% (22/9)
  Law 40% (20/8)
  Listen 45% (22/9)
  Mechanical Repair 40% (20/8)
  Navigate 40% (20/8)
  Persuade 40% (20/8)
  Psychology 40% (20/8)
  Spot Hidden 30% (15/6)
  Stealth 40% (20/8)
  Swim 30% (15/6)
  Throw 40% (20/8)
  
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  INTRODUCTION
  
  107
  CHAPTER
  4
  S
  et in the modern-day on a North Sea drilling rig, Mohole 
  accommodates up to six players and can be played in 
  one or multiple sessions. A team of investigators is 
  transported to Devil’s Hole Platform to undertake an impartial 
  audit of an experimental drilling project. Despite initial 
  appearances, nothing is what it seems and the visiting team 
  must cut through the fog of unease that pervades the isolated 
  and inhospitable platform that stands all alone in a restless sea.
  FOREWORD
  The thing that hath been, it is that which shall be; and that which 
  is done is that which shall be done: and there is no new thing 
  under the sun.
  —Ecclesiastes 1:9, King James Bible
  When I create an adventure it is almost never from whole 
  cloth. I always steal bits and pieces from stories I read, movies 
  I saw, and other adventures I’ve played or read. In one sense, 
  many of my writings are sort of Frankenstein monsters, 
  cobbled together (I hope elegantly).
  Mohole is no exception. For this scenario, I took elements 
  from both the film Quatermass and the Pit, as well as from 
  the Doctor Who episode Inferno (Pertwee). From Quatermass 
  I took the idea of a malign underground presence that was 
  subverting the minds of the people but also transforming 
  them, as well as the final image of a horrific entity towering 
  over the scene (in my case it is Tsathoggua). From Inferno, 
  I took the concept of a nuclear-powered drill, an erupting 
  volcano, and an underground force that was subverting the 
  bodies of the people, plus a crazed geophysicist driving the 
  project to ruin.
  Thus, the scenario features some characters being driven 
  insane by their contact with “what lies beneath,” and 
  others being physically transformed into what I’ve termed 
  Primordials. What I’ve added is an active intelligence, in the 
  form of Tsathoggua, driving the process forward.
  What I have not done is try to explain Tsathoggua’s motives. 
  In this scenario at least, they are possibly unthinkable. I mean 
  look at what we have here. Tsathoggua is not human and 
  “his” thought processes are not human. In human terms, he is 
  vastly intelligent in some ways but also driven by deep animal 
  hungers. What he gets out of Dr. Roylott’s Mohole going 
  wrong is probably unguessable, so I didn’t even try to calculate 
  a motive. I just made it clear that everything Tsathoggua does 
  is to the detriment of the players. I was content with this. If 
  you want to figure out a motive however, please do so with 
  my blessing. 
  Sandy Petersen
  2017
  An experimental drilling project delves too deep and brings the attention  
  of an ancient unspeakable horror.
  MOHOLE
  Tsathoggua and The Rig
  107
  
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  108
  CHAPTER FOUR
  BACKGROUND
  The investigators comprise a team of external observers called 
  in to conduct an audit and report on an experimental drilling 
  project designed to penetrate the Earth’s crust and release 
  a previously untapped source of energy, named “Rolot” gas 
  after its discoverer Dr. Simon Roylott. The project, being 
  conducted on a repurposed North Sea oil platform, falls 
  under the auspices of the United Kingdom government and 
  is classified top secret.
  Piers Goldman, the Executive Manager responsible for the 
  project, manages Devil’s Hole Platform. Goldman, a timid and 
  cowardly pencil-pushing bureaucrat, is directly accountable 
  to Gerald Winestep, Secretary of State for Business, Energy, 
  and Industrial Strategy. In charge of the day-to-day technical 
  operations at Devil’s Hole rig is Dr. Roylott, a somewhat 
  domineering and fiery personality at the best of times. Thus, 
  Goldman is caught in the middle of differing agendas and, 
  consequently, under a great deal of pressure to ensure the 
  success of the project. Goldman wants nothing more than 
  to leave the project and return to the relative obscurity and 
  safety of Whitehall and the British Civil Service; however, to 
  voluntarily leave the project would ruin his career and, being a 
  coward, Goldman is also fearful to speak out about concerns 
  regarding safety on the platform. Winestep is applying pressure 
  to get results at all costs and, consequently, Dr. Roylott has 
  been dismissing the concerns of Goldman and exceeding all 
  safety margins in order to expedite the work. Such matters are 
  not helped by the fact that Winestep has contracted with a 
  company named Fortudo to supply a team of “consultants” to 
  provide security on the rig under the direction of David Stahl, 
  a thuggish and brutal man with an unsavory past.
  Goldman needs a way out. To this end, he hopes that the 
  planned external audit of the project will provide him with 
  a way to exit the rig and leave the North Sea far behind 
  him. The audit will bring in knowledgeable outsiders—the 
  investigators—to conduct a review of the project and thereby 
  assess the viability of the work. While Winestep is confident 
  the audit is just a rubber-stamping exercise, Goldman secretly 
  hopes the external team will find something amiss; something 
  bad enough for the project to be closed down and for him 
  to be sent home.
  PROJECT NERGAL 
  Named by Dr. Roylott after the Mesopotamian god of 
  the underworld, Project Nergal began life in 2014 as an 
  underfunded, left field research project focused on experimental 
  drilling to the Earth’s crust using a decommissioned oilrig. 
  Despite early minor setbacks, Roylott’s drilling discovered a 
  new form of naturally occurring gas, named Rolot.
  Compared to natural gas, Rolot carries fewer impurities 
  and can be processed at a reduced cost, making it a highly 
  attractive energy source. Dr. Roylott believes Rolot, just like 
  standard natural gas, is derived from layers of decomposing 
  animal and plant matter but, due to far greater geological 
  pressure, the gas is purer and more concentrated. 
  With promising initial results, Dr. Roylott campaigned the 
  U.K. government for increased funding and an extended lease 
  of the oilrig. Able to demonstrate Rolot’s enormous potential, 
  Roylott’s requests were accepted, the money flowed, and the 
  rig was repositioned in Devil’s Hole in the North Sea, over 
  what Roylott believes to be an enormous pocket of Rolot 
  gas. In addition, Roylott managed to get the government to 
  agree to the installation of a nuclear reactor, taken from a 
  decommissioned submarine, enabling faster and more powerful 
  drilling, allowing Roylott to plumb incredible depths below 
  the seafloor.
  Deep Down
  Apart from the politicking and day-to-day human concerns 
  on Devil’s Hole Platform, down below, at the Earth’s mantle, 
  concerns of an inhuman nature are coming to the fore. Drilling 
  into the Earth’s crust, some five miles below the sea’s floor, has 
  broken open a hole into a realm of nightmare.
  Whether by foolish mischance or inhuman direction, the 
  Devil’s Hole drill has tapped into the black gulf of terrible 
  N’Kai, where dwells the monstrous thing that is known to 
  some as Tsathoggua. As the drill digs deeper, a repellant green 
  slime begins to seep up the drill to the platform, affecting 
  those it touches and transforming their flesh—turning them 
  into horrific slime monsters. These “primordials” are inhuman 
  creatures with no thought other than to serve the will of 
  Tsathoggua. This corrosion of humanity is just the start. 
  As the drilling continues, there is a growing risk that the 
  creeping horrors that are the Great Old One’s attendants and 
  servants, the formless spawn of Tsathoggua, will begin to seep 
  from the drill hole and up to the rig, preparing the way for 
  their hideous master to psychically manifest. If the drilling is 
  not stopped, the minions of Tsathoggua will be freed, able to 
  carry far and wide and bring death to thousands of people in 
  both the U.K. and Continental Europe.
  THE INVESTIGATORS
  The investigators are members of the external auditing team, 
  commissioned by the Infrastructure and Projects Authority 
  (a division of Her Majesty’s Treasury Department) to look at 
  the project as a whole and determine whether it has a viable 
  degree of success in meeting its stated goals. As such, the 
  
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  MOHOLE
  investigators may come from a range of occupations including, 
  accountant, business/project management, medical professional 
  (including psychiatrist), elected official (in this case, a Member 
  of Parliament), lawyer, military officer, engineer, or scientist 
  (geologist, chemist, oceanographer, nuclear physicist). At 
  least one investigator should be a scientist with specialism in 
  geology, chemistry, nuclear physics, or engineering.
  While players may create new investigators for the scenario, 
  it is possible for existing modern-day characters to be used. 
  The Keeper should ensure that any existing investigators 
  have the appropriate credentials to be appointed to the team. 
  Otherwise, six pre-generated investigators are provided for 
  those wishing to make a quick start:
  • Jessica Anderson, scientist (geo-chemistry) and team leader
  • Phillip Swann, scientist (nuclear physicist)
  • Terry Douglas, oceanographer
  • Victor Mann, systems and processing engineer
  • Trisha Hickey, personnel consultant
  • Clarice Williams, Member of Parliament
  Profiles for the pre-generated investigators can be found 
  starting on page 142.
  NORTH SEA ENERGY
  Oil and gas have long been produced from reservoirs beneath the 
  North Sea. By 2016, the North Sea is home to the world’s most 
  active offshore drilling operations, with 173 rigs actively drilling.
  The North Sea lies on the European Continental Shelf and 
  has an average depth of 300 feet (90 meters), although some 
  sections are much deeper, such as Devil’s Hole, which lies 
  200 miles east of Dundee, Scotland. Devil’s Hole is a series 
  of asymmetrical trenches between 12 and 19 miles long, and 
  up to 750 feet (230 meters) deep. Fishermen, who managed 
  to lose their nets on the trenches’ steep sides, gave the region 
  its hellish name.
  In the U.K., the Department for Business, Energy, and 
  Industrial Strategy (BEIS) manages the supply of energy, 
  as well as nuclear fuel, in terms of supply, infrastructure, and 
  decommissioning (prior to July 2016, the Department of 
  Energy and Climate Change fulfilled this role).
  Project Nergal and the Mohorovicic Discontinuity
  
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  DRAMATIS PERSONAE
  Key non-player characters (NPCs) are described in the 
  following section, with their statistics gathered at the end 
  of the scenario for ease of reference (see page 137 onwards). 
  Apart from Gerald Winestep, all other NPCs are divided by 
  role: Platform Crew, Drill Crew, and Security Team.
  In total, there are forty-one people working and living 
  on Devil’s Hole Platform; many of these are given a brief 
  profile in the following section—meaning that there are a 
  lot of NPCs in this scenario. As Keeper, don’t worry about 
  introducing all of these characters to the investigators (there’s 
  too many for the players to really get a handle on); instead, 
  focus on the main characters (Piers Goldman, Dr. Roylott, 
  Jerry Scrivens, Dr. Kent, and David Stahl) and simply refer 
  to the other NPCs as needed—the scenario is something of 
  a sandbox, allowing the investigators to go where they will, 
  so the NPC write ups are provided to help the Keeper out 
  when the investigators suddenly decide to pay a visit to the 
  drilling team, and so on. Many of the NPCs may also be used 
  as replacement investigators. A handy organization chart of 
  all of the personnel on the rig can be found nearby, use this to 
  navigate your way around the NPCs—the investigators can 
  get a copy of this chart from either Angie Yousef or Mich 
  Tennyson.
  Note that some NPCs have already fallen under the dread 
  influence of Tsathoggua—others will join their ranks as the 
  scenario progresses—as mentioned in the scenario’s events.
  PROJECT MOHOLE
  While the Space Race received the 
  greater level of attention during the 
  1960s, an attempt to drill through the 
  Earth’s crust into the Mohorovičić 
  discontinuity (see following) was also 
  taking place. The project was led by 
  the American Miscellaneous Society 
  and funded by the National Science 
  Foundation. 
  Phase One of Project Mohole began 
  in 1961, with five holes being drilled 
  off the coast of Mexico. The deepest 
  hole, some 601 feet (183 meters) below 
  the sea floor (thus, a total depth of 
  12,301 feet (3,783 meters) proved that 
  the technology was in place to drill into 
  the Earth’s mantle. 
  Unfortunately for those involved, 
  drilling ceased and no greater depths 
  were reached. A change of operational 
  control to the National Science 
  Foundation didn’t work out and, soon 
  after, the American Miscellaneous 
  Society dissolved itself. With a series of 
  failures, mounting costs, and a somewhat 
  less “sexy” profile in comparison to 
  the Space Race, the U.S. Congress 
  discontinued Project Mohole in 1966. 
  Was the project’s discontinuation due 
  to poor business practices or were there 
  other factors at play? Perhaps, as imagined 
  in this scenario, the original drilling also 
  tapped into hidden realms? In a desire to 
  plumb the depths of knowledge, maybe 
  the project cracked open a hole in sunless 
  N’kai and suffered the consequences of 
  meddling with things beyond humanity’s 
  understanding. 
  The Moho
  The “Moho” is the boundary between 
  the Earth’s crust and the mantle, named 
  after pioneering Croatian seismologist 
  Andrija Mohorovičić, who discovered 
  it in 1919. The Moho separates the 
  Earth’s crust from the underlying 
  mantle. The Mohorovičić discontinuity 
  is 3–6 miles (5–10 kilometers) below 
  the ocean floor, and an average of 22 
  miles (35 kilometers) beneath most land 
  continents. 
  Recently, with the discovery of Rolot 
  gas, the U.K. government has given its 
  blessing to Dr. Roylott to pursue his 
  research and continue drilling deeper to 
  the Moho, with the expectation that a 
  supply of Rolot gas can be secured as a 
  new and sustainable energy source.
  The Earth’s Mantle
  The Earth’s mantle is a layer between 
  the crust and the outer core, and 
  consists of a silicate rocky shell with an 
  average thickness of 1,793 miles (2,886 
  kilometers). The mantle makes up about 
  84% of the Earth’s volume. 
  In the mantle, temperatures range 
  from 500 to 900°C (932 to 1,652°F) at 
  the upper boundary with the crust, to 
  over 4,000°C (7,230°F) at the boundary 
  with the Earth’s core. 
  
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  Devil's Hole Organisational Chart
  
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  Gerald Winestep, 54, Secretary of State 
  Winestep is the recently appointed Secretary of State for 
  Business, Energy, and Industrial Strategy. A relatively little-
  known politician, Winestep is keen to change his colleagues’ 
  perceptions and position himself as a “player” in both 
  government and his political party. Winestep has jumped 
  into the project with both feet and now expects results. 
  While Winestep does not physically appear in the 
  scenario, the Keeper may wish to have him place a call to 
  the investigators early on to demonstrate his need for the 
  project to be a success and to ensure the investigators are 
  aware that he expects their audit to be no more than a “rubber 
  stamp exercise.” His generally unpleasant demeanor and veiled 
  threats should put the investigators on edge—as it does Piers 
  Goldman, the civil servant in charge of the platform. 
  Once things begin to go wrong, the investigators should 
  be unable to contact Winestep, although if they do somehow 
  manage to speak to him, he grows more belligerent and 
  expects them to handle the situation. As far as he is concerned, 
  anything other than a successful supply of Rolot gas is totally 
  unacceptable.
  • Description: broad shoulders, thickset, and overweight. A 
  pearly-white smile and warm handshake masks an avaricious 
  personality.
  • Traits: mean spirited and a bully to those who work for 
  him; known to be a tyrant amongst his department’s staff.
  • Roleplaying Hooks: an off-camera role during the scenario, 
  bullying Goldman and the investigators should they give 
  him the impression that things are not good on the platform. 
  Does not wish to listen to excuses or problems, preferring to 
  have plausible deniable should anything really bad happen.
  Note: statistics are not provided for Winestep, as he takes no 
  physical role in the scenario. 
  PLATFORM CREW
  Those NPCs involved the management, oversight, and day-
  to-day operations of Devil’s Hole Platform.
  Piers Goldman, 48, Company Man
  Directly accountable to Gerald Winestep, Goldman is fearful 
  for his job and terrified of Dr. Roylott. Despite a career built 
  on mediocre performance and an ability to hide beneath 
  gray layers of the civil service, Goldman has, somewhat 
  unexpectedly, found himself elevated to a senior role and is 
  accountable for not only the wellbeing of the people working 
  on Devil’s Hole Platform but also responsible for delivering 
  results. Both of these things give Goldman sleepless nights, 
  indigestion, and a stomach ulcer.
  Caught between his 
  bullying boss and the 
  manic aggression of Dr. 
  Roylott, Goldman wishes 
  he could be anywhere but 
  isolated in the middle of 
  the North Sea with no 
  escape plan. The upcoming 
  external audit of the 
  project is, he sincerely 
  hopes, a means to get the 
  project closed down. In 
  recent weeks, differing 
  people have come to him 
  expressing concerns over 
  safety due, in the main, to Dr. Roylott pushing the staff and 
  equipment beyond acceptable parameters. Any attempts 
  Goldman has made to confront the situation with Roylott have 
  been shouted down, with Roylott going so far as to complain 
  about Goldman to Gerald Winestep, who seems to delight 
  in backing up Roylott while turning the screws on Goldman. 
  Consequently, Goldman is a hollow man, out of his depth, 
  and unable to take charge, reduced to sitting in his office and 
  letting Roylott actually manage things day-to-day.
  • Description: a thin and undernourished look about him, 
  and graying hair from constant stress.
  • Traits: vigorously cleans his spectacles when nervous.
  • Roleplaying Hooks: sees the investigators as the only way 
  to close down the project and will defer to them as soon as 
  possible. While he hopes he can hide in his office and let 
  the investigators discover the various issues for themselves, 
  if necessary, he will attempt to steer their attention to the 
  workers who have expressed safety concerns. 
  Dr� Simon Roylott, 53, Project Lead,  
  Under the influence of Tsathoggua
  Project Nergal is the brainchild of Dr. Roylott. Once an all 
  but unknown scientist, Roylott’s discovery of Rolot gas has 
  elevated his position and credentials within the scientific and 
  political communities, and given him access to significant 
  funding which, if Rolot gas can provide a sustainable energy 
  source, could change the world.
  Like so many great minds that have gone before him, 
  Roylott has always been something of a crazed genius: highly 
  temperamental, volatile, and passionately driven. His is just 
  the “right” kind of impressionable mind to be susceptible to 
  the otherworldly emanations of the entities of the Cthulhu 
  Mythos. Indeed, for some considerable time, Roylott has 
  been receiving psychic messages from the Great Old One 
  Tsathoggua. Unaware of the truth, Roylott’s febrile mind 
  Piers Goldman
  
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  MOHOLE
  believes these implanted 
  thoughts are his own 
  and have driven him to 
  pursue schemes to drill 
  into the heart of the 
  planet. Consequently, by 
  the time the investigators 
  meet him, Roylott ’s 
  mind has been damaged 
  beyond repair and he is a 
  high functioning, utterly 
  insane, psychopath: 
  egotistical, antisocial, and 
  without remorse. Roylott’s 
  overriding mission is to 
  crack open the Mohole; it matters not if people are injured 
  or die in the process. 
  Roylott’s madness has, for the last few weeks, become 
  externalized. He uses a broken-down computer in his office to 
  communicate with what he calls the “Greater Mind.” Tapping 
  away on the keyboard for hours at a time, everyone believes 
  Roylott is hard at work constructing and testing computer 
  drilling models; in fact, he is receiving mental commands 
  from Tsathoggua. 
  Keeper note: when speaking or observing Roylott in his office, 
  the investigators should always be in front of his desk so that 
  they are unable to actually see the doctor’s computer screen. 
  In conversation, Roylott answers questions while typing away, 
  appearing to be a busy and driven professional. At a suitable 
  point, later in the scenario, let the investigators have access to 
  his office to find his computer is a dusty and unusable thing 
  and the monitor screen broken and cracked—the power cable 
  doesn’t even have a plug, it’s just a severed lead. The realization 
  that Dr. Roylott has been tapping away on a dead keyboard 
  for hours at a time should give the investigators (and players) 
  pause for thought and, ideally, a sense of mounting dead!
  If the elusive Roylott is confronted with accusations of unsafe 
  working practices or similar concerns, he initially dismisses such 
  matters but soon grows angry, blaming Goldman (and anyone else 
  he can think of) of shortsightedness and of trying to discredit his 
  work. He calls anyone who complains a “child” and retorts that 
  limited minds cannot conceive of the great work he is undertaking. 
  He will change the world by bringing new energy to millions. Those 
  who cannot see this goal are small-minded and should get out of his 
  way. If pressed, Roylott unleashes a torrent of abuse and accusations 
  back at his “persecutors” and storms off—locking himself in his 
  office or running to Stahl for help. Tsathoggua has gifted Roylott 
  the ability to wipe recent memories from people—a trick he has 
  already begun to use (see Brain Wipe, page 127).
  • Description: average height, balding with white and 
  unkempt hair; thick bottle-lensed glasses hide sharp and 
  perceptive eyes (increase the difficulty of Psychology or apply 
  a penalty die for rolls to fathom Roylott’s mind).
  • Traits: quick to anger, volatile, remorseless, and 
  exceedingly cunning.
  • Roleplaying Hooks: totally focused on expediting the 
  drilling work and accessing the Mohole. Blames others for 
  wanting to sabotage his life’s work. Takes action to prevent 
  anyone from stopping the drilling, using Stahl and his 
  security team to ensure “saboteurs” are dealt with.
  Jerry Scrivens, 49, Offshore Operations  
  Engineer (OOE)
  Scrivens is the senior technical authority concerning drilling 
  matters on the platform. Over the last few weeks he has 
  become worried about the pace of the work. In his view, 
  Dr. Roylott has been pushing safety margins to expedite 
  the drilling; his men are working around the clock and are 
  tired, and an accident leading to injury or death is likely. 
  After a heated exchange with Roylott (with no resolution), 
  Scrivens took his concerns to Piers Goldman, who said he 
  would look into the matter. Scrivens knows that Goldman’s 
  hands are tied and that nothing will change until someone 
  actually gets severely injured or dies on the job—fearful of 
  stepping forward himself, he hopes the investigators’ audit 
  will identify the safety issues and bring changes before an 
  accident occurs.
  Scrivens is stressed, not only by the work regimen imposed 
  by Dr. Roylott but also from a series of terrifying nightmares 
  he has been experiencing over the last six months. He puts 
  the nightmares down to the mounting stress of the project’s 
  delivery. During a fourteen-day vacation off the rig, the 
  nightmares ceased only to return with renewed vigor on 
  his return to Devil’s Hole. In reality, the nightmares are 
  caused by psychic emanations from the subterranean realm 
  of N’Kai, amplified in part by the stirrings of Tsathoggua. 
  At the Keeper’s discretion, 
  Scrivens may succumb to 
  the psychic assault and 
  fall under the influence of 
  Tsathoggua at any time.
  • 
  D e s c r i p t i o n : 
  thickset build and below 
  average height, with a thick 
  mane of dark brown hair 
  and a bushy moustache.
  • 
  Traits: generally 
  friendly but distrusting 
  of strangers and those in 
  Dr. Simon Roylott
  Jerry Scrivens
  
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  authority (i.e. the investigators). Currently despondent 
  and stressed.
  • Roleplaying Hooks: waits to see what the investigators do 
  and whether he can trust them. May go to the investigators 
  with his safety concerns but shies away from blaming any 
  individual, as he is fearful of losing his and his team’s jobs. 
  May suddenly fall under the control of Tsathoggua.
  Dr� Rachel Kent, 49, Nuclear Operations  
  Engineer (NOE)
  Dr. Kent is responsible 
  for the maintenance and 
  operation of the nuclear 
  reactor being used to power 
  the rig’s drill. Known as 
  something of a maverick in 
  the field of nuclear physics, 
  she was directly appointed 
  by Roylott and feels a 
  strong sense of loyalty to 
  the man. Dr. Kent has 
  been given a reactor from a 
  decommissioned submarine 
  and is honored to have 
  the chance to be the first 
  scientist to reconfigure and repurpose a reactor for use in deep 
  sea drilling. When the project is an overall success (she doesn’t 
  see it as having any possibility of failing), she looks forward to 
  the acclaim and wealth it will bring her.
  Over the last six months, she had grown concerned 
  regarding the pace of the project, fearful of putting too much 
  strain on the old reactor, this in addition to the log reports 
  she has been receiving from the Reactor Control Systems 
  Team; however, in bringing up these concerns, she had her 
  mind put at ease by Dr. Roylott (who, channeling the will of 
  Tsathoggua, made her forget her worries). Thus, now Dr. Kent 
  is more committed than ever, eager to push on with the work 
  and secure the Rolot gas, seemingly ignorant of the safety 
  issues she and her team have previously raised.
  Inquisitive investigators, who may be concerned about 
  Dr. Kent’s somewhat blasé attitude, may discover the 
  doctor’s notes, buried in her office, outlining her concerns—
  specifically that the reactor pile needs replacements parts and 
  a maintenance shut down, without which, the continued strain 
  on the reactor is liable to become critical. If confronted with 
  her own notes, a successful Psychology roll by an investigator 
  gets Dr. Kent to “remember” her concerns, although she cannot 
  seem to remember why she forgot all about them.
  • Description: almost painfully thin, with long blonde hair 
  usually tied in a bun, angular features, and spectacles for reading.
  • Traits: business-like and quite matter of fact; defers to Dr. Roylott.
  • Roleplaying Hooks: refuses to say anything to discredit Dr. 
  Roylott but will openly criticize Piers Goldman for his lack 
  of “vision.” Says the reactor is working just fine and doesn’t 
  like anyone else interfering in her work (i.e. snooping around 
  the Reactor Control Systems). If confronted with her own 
  notes, may recall her original concerns but not why she forgot 
  all about them, causing her to begin questioning her mental 
  state. May eventually fall under the control of Tsathoggua.
  Angie Yousef, 53, Operations Team Leader (OTL)
  Yousef is member of the management team and is responsible 
  for operational rather than technical matters. Her key role is to 
  ensure the work is carried out to required standards and meets 
  maximum productivity. Within her remit are: support systems, 
  maintenance, and crane operation, as well as the platform’s 
  control room, sickbay, stores, kitchen, and Boris Cooke the 
  helicopter pilot.
  Caught between the power struggles of Goldman and 
  Dr. Roylott, Yousef tries to keep her head down. She’s no 
  stranger to rumors of safety concerns from the technical and 
  maintenance staff and has raised these concerns with both 
  of her bosses but little good has come from it. She considers 
  Roylott a bully and Goldman ineffective but fears to get 
  too involved in their battles so as not to lose her job. As her 
  primary role is to support the project’s successful delivery, she 
  leaves the technical stuff to the experts—trusting that Roylott 
  knows what he’s doing.
  Of all those on the management team, Yousef is the most 
  likely to befriend the investigators and act as a guide and host. 
  While she cannot give them hard facts about safety concerns, 
  she can point the investigators in the right direction. She dislikes 
  David Stahl (page 118) but understands the necessity for having 
  armed security due to the sensitive nature of the project.
  • Description: shoulder length strawberry-blonde hair, business 
  suit that has seen better days, she permanently looks tired.
  • Traits: a jolly and 
  chatt y demeanor 
  hides a depressed soul; 
  tends to make jokes at 
  inappropriate times.
  • Roleplaying Hooks: 
  b e f r i e n d s  t h e 
  investigators and acts 
  a guide around the 
  platform. When the bad 
  weather sets in, she can 
  be found in the Control 
  Room monitoring 
  weather conditions.
  Dr. Rachel Kent
  Angie Yousef
  
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  MOHOLE
  Michel “Mich” Tennyson, 42,  
  Operations Coordinator
  Tennyson manages personnel and shift changeovers, as well 
  as anything else required by Angie Yousef and the other 
  managers. He recently had a run in with Vance Norris, one 
  of the security guards, over a perceived slight, which led to a 
  brief bout of fisticuffs. Tennyson dislikes the attitude of the 
  security team and does what he can to avoid them.
  • Description: taller than average, small build, with a black 
  eye (from the fight with Norris).
  • Traits: calm under pressure and generally friendly, despises 
  those he considers to be thugs.
  • Roleplaying Hooks: may assist the investigators when the 
  situation descends in to chaos; wants revenge on Vance 
  Norris for beating him up.
  OTHER PLATFORM CREW
  Brief descriptions are provided for the following staff. The 
  Keeper should expand these characters as necessary based 
  upon whether the investigators significantly interact with them; 
  otherwise, these people provide a backdrop, monster fodder, and 
  possible replacement investigators for the events of the scenario. 
  Finbar Drummond, 46, Jeff Smalls, 36, 
  Lucille Sharkey, 32, and Fiona McCraig, 38, 
  Control Room and Power Control Systems Operators
  Working in shifts, this team controls and monitors the platform’s 
  systems, drilling work, and power supplies. They are a close team 
  who cover for one another when needed. Usually, Jerry Scrivens 
  oversees their work but, at times, Dr. Roylott generates unease by 
  loitering over their shoulders to observe how things are going. 
  None of the team dare speak out about Dr. Roylott or show 
  concerns over lax safety procedures; however, if questioned alone 
  (and with a successful social skill roll at Hard difficulty) one or 
  more might describe the arguments between Dr. Roylott and 
  others in the management team regarding safety concerns and 
  pushing the systems too hard.
  • Description: Drummond is stocky, Smalls is overweight, 
  Sharkey is slim, and McCraig is buxom. All wear gray 
  overalls with yellow piping. 
  • Traits: all are quite matter of fact and conscientious, used 
  to spending long hours looking at computer screens, dials, 
  and readouts.
  • Roleplaying Hooks: if Dr. Roylott thinks the investigators 
  (or anyone) is about to stop the drilling work, he holds the 
  Control Room team hostage to ensure no one can prevent 
  the drill descending deeper into the Mohole and thereby 
  opening a way for the “Greater Mind” to come through.
  Gabe Macready, 31, radio operator (Control 
  Room Team) Under the influence of Tsathoggua.
  Spends his work shifts in the Control Room monitoring 
  weather patterns, the sonar, and general systems on the 
  platform. He’s also responsible for communications with 
  the mainland. Macready is falling under the influence of 
  Tsathoggua, causing him to have a vacant expression and 
  seem distracted. As the Great Old One’s influence takes 
  hold, Macready begins to act more strangely: turning off the 
  radio, not mentioning that a big storm is headed towards the 
  platform, and eventually locking himself in the Radio Room 
  as he destroys the communication system while singing songs 
  from the Pixies* back catalogue (e.g. Wave of Mutilation).
  *Or a rock group of the Keeper’s choice.
  • Description: something of a geek, wears a Star Wars tee 
  shirt and an R2D2 beanie hat, slim build.
  • Traits: gets distracted easily, dreams of ways to make his 
  fortune.
  • Roleplaying Hooks: as the influence of Tsathoggua grows 
  stronger, Macready grows erratic and he will eventually 
  sabotage the communication system. If needed, he assists 
  Dr. Roylott to keep the drill working or runs interference 
  to draw people away from Roylott. 
  Lewis Duffy, 35, Bill Greer, 47, Mitch Logan, 
  42, and Steve Cressey, 54, Processing Technicians
  This team operates and maintains the processing systems, 
  effectively capturing Rolot gas, filtering out impurities, and then 
  channeling the gas into storage tanks, which are later transported 
  to the mainland. If the project is successful, pipes will be laid to 
  convey the gas directly from the rig to facilities on the mainland.
  So far, the team’s work has been a waiting game, waiting for 
  the drill to dig down into the Earth’s crust to access the gas. By 
  the time the investigators arrive, the team has begun to harvest 
  upper pockets of gas. If the investigators visit, the team (in two 
  man shifts) is busy with filtering systems and checking pipe seals. 
  Their work is really only just beginning and the team has little to 
  offer the investigators. Closed away in the processing rooms they 
  are unaware of safety concerns—as long as they have power and 
  the gas is flowing, they are pretty much self-contained.
  • Description: dressed in the project’s gray overalls and hard 
  hats; Duffy and Logan are currently competing against one 
  another in a moustache growing competition, while Greer 
  seems to be winning the prize for the longest beard. Cressey 
  is clean-shaven and is the smallest of the bunch.
  • Traits: hard working, thick as thieves; dislike outsiders 
  poking their noses into their business.
  
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  • Roleplaying Hooks: if they can be won over, the processing 
  team may come to the investigators’ aid if the security team 
  declares “martial law” on the platform.
  Denise Latch, 28, Cerys Jones, 33,  
  and Mea MacDougal, 36, Reactor Control
  Self-contained within the Reactor Control Systems Room, 
  this team monitors, regulates, and operates the nuclear 
  reactor, generating power to drive the drill. Conscientious to 
  a fault, the team takes their work very seriously and conduct 
  themselves in a regimented and precise fashion. Sequestered 
  away behind security doors (guarded by security team 
  personnel), the reactor team keep themselves to themselves, 
  aloof from the rest of the platform. Even at meal times, the 
  team sits apart from everyone else. Of all of the people on 
  the rig, these ladies have the most contact with Stahl and the 
  security team, who (for whatever reason) always seem to be 
  on their best behavior when nearby.
  If questioned, the team will be polite but non-committal, 
  preferring to defer and point the investigators to their boss, Dr. 
  Rachel Kent. If pressed (successful social skill roll), they simply 
  point the investigators to a nearby computer to look through their 
  daily log reports, saying that anything the auditors wish to know 
  will be in the reports—this is true, if the investigator concerned 
  spends time (1D4+1 hours) or makes a successful combined 
  Library Use and Science (Physics or Engineering) roll, they 
  find logs detailing findings that show the reactor is straining and 
  has the potential to grow critical if significant maintenance is 
  not carried out soon. A series of reports can be found requesting 
  that the reactor be shut down to allow replacement parts to be 
  fitted to the pile and for general maintenance to be carried out. 
  In addition, reports from one week ago show that the reactor’s 
  coolant system registered a fault and a backup system had to be 
  brought online to keep the reactor running. These reports are 
  all for the attention of Dr. Kent.
  • Description: the team refuses to wear the project’s gray overalls, 
  preferring white laboratory coats. Latch and MacDougal wear 
  spectacles, and tend to fashion their hair in buns, while Jones 
  tends to be the “messy” one, with straggly curly hair and a 
  comparatively austere and old-fashioned dress sense.
  • Traits: business like, meticulous, rigidly loyal to Dr. Kent 
  (although with their concerns being ignored, they have 
  begun arguing amongst themselves whether to confront 
  their boss).
  • Roleplaying Hooks: Dr. Roylott may wipe the memories 
  of the team if they publicly raise safety concerns—the 
  investigators may be surprised to find the team forgets who 
  they are on a return visit.
  Vijay Reza, 31, and Tom Martin, 38, Coolant 
  Technicians
  Reza and Martin work in the Coolant Plant to monitor 
  and regulate the reactor’s three coolant systems. Most of the 
  time, their work is simply watching out for warning signals; 
  however, a week ago, the main coolant system showed signs of 
  an electrical fault, so one of the backup systems was brought 
  online. It’s been a busy few days what with transferring to the 
  backup and then beginning the process of checking wiring and 
  circuit boards to identify where the fault resides. As such, the 
  team has little time for the investigators and their audit—it’s 
  critical they find the fault and repair it.
  Note: investigators who learn about the failure of the coolant 
  system may be surprised that Dr. Kent knows nothing about 
  it (having had her memory wiped by Roylott), although the 
  reactor control team have noted it in their reports and may 
  mention it to the investigators if questioned.
  • Description: Reza is a tiny petite man, who needs a haircut. 
  Martin shaves his head each day and appears like some kind 
  of giant when stood next to his colleague.
  • Traits: Conscientious, the pair tend to bicker like an old 
  married couple.
  Harry Dawson, 35, automation systems specialist
  Dawson configures, maintains, and troubleshoots the 
  processing control systems, power control systems, safety 
  systems, and emergency support systems on the platform, 
  as well as the desalination system. Something of a jack-of-
  all-trades, he can usually be found in the depths of the rig 
  conducting repairs. 
  • Description: slightly overweight, a bulbous nose and dark 
  hair. Wears greased-stained overalls and a hard hat.
  • Traits: a hard-working man with a pessimistic outlook on life.
  • Roleplaying Hooks: comes to help when Harry Slocum is 
  discovered covered in the green slime (see Where’s Harry 
  Slocum? page 128). Might be heard complaining about the 
  maintenance workers being somewhat lazy.
  Harry Slocum, 43, and Billy Waters, 24, 
  Maintenance Crew
  Slocum and Waters go where needed to fix and maintain the 
  fabric of the platform. They are never seen without a toolbox 
  in hand. They keep themselves “busy” by playing cards in out 
  of the way areas of the platform; of all the staff, these two 
  know the platform like the backs of their hands. 
  • Description: messy and dirty overalls, with unkempt hair 
  sprouting from beneath hard hats.
  
  117
  MOHOLE
  • Traits: cynical of authority, somewhat lazy.
  • Roleplaying Hooks: Slocum is the first person to encounter 
  the green slime (see Where’s Harry Slocum? page 128).
  Tony Pearson, 36, paramedic
  Pearson provides medical care for the rig’s crew and can usually 
  be found reading a book in sickbay. Note that a number of the 
  crewmembers are trained in first aid and emergency response, 
  able to support Pearson in times of crisis. He has taken a shine 
  to Tegan Fielding but is not aware of her troubles with the 
  security detail (see Tegan Fielding, following).
  • Description: athletic, average height, with a shaven head. 
  • Traits: no nonsense approach to life, quiet and reserved.
  • Roleplaying Hooks: treats the workers contaminated by the 
  green slime but the situation is over his head and he looks 
  to any medical investigators to help. Begins to lose his mind 
  when the affected men transform into primordials. When 
  attacked by those in sickbay or the gym, he panics and runs 
  off to hide—the Keeper may have the investigators later 
  discover an insane Pearson hiding somewhere on the rig.
  Tegan Fielding, 36, stores keeper
  Responsible for stocking and maintaining supplies and 
  provisions, Fielding also runs a small shop selling magazines, 
  confectionary, and general supplies. In addition, she is a 
  hairdresser. She gets on well with everyone on the rig except 
  for the security team, who make her nervous—while she can 
  give as good as she gets, she dislikes the attitude of the security 
  men, finding them rude and sexist, and dislikes their leery stares.
  • Description: frizzy black hair, toned physique from her 
  daily runs around the platform, brown eyes.
  • Traits: chatty, fiery temper.
  • Roleplaying Hooks: when things go bad, she looks to the 
  investigators for help. 
  Richard Copper, 42, crane operator
  Responsible for the operation of platform’s crane, Copper 
  also supports the work of Harry Slocum and Billy Waters in 
  carrying out general maintenance work (and joining their card 
  games). May be found in his room listening to music or in the 
  Control Room chatting with Gabe Macready.
  • Description: a broken nose suggests an early career as a 
  boxer; a once athletic physique past its prime.
  • Traits: wishes for some excitement (he regrets taking this job).
  • Roleplaying Hooks: liable to pull a stupid and risky 
  stunt just to break the monotony, possibly causing the 
  investigators a headache or, at least, getting in their way 
  when least expected. If he begins to notice Macready’s 
  strange behavior, he might be overheard expressing his 
  concern about Macready to Billy Waters.
  Boris “the bird” Cooke, 38, helicopter pilot
  Responsible for transporting crew on and off the rig, Boris 
  tends to spend most of his time on the mainland and is based 
  out of Aberdeen. Boris delivers the investigators to the rig and 
  then heads back to the mainland—he and his helicopter are 
  away from the platform when things start to go bad.
  • Description: big round face, wide-set eyes, and a broad physique.
  • Traits: friendly and wisecracking.
  Note: statistics are not provided for Cooke.
  Patrick Murphy, 34, and Seamus O’Clare, 26, 
  Catering Crew
  These two Irishmen run the kitchen and provide regular meals 
  for all staff on the platform. They are something of a comedy duo 
  but can turn nasty if anyone gets out of hand in their domain. 
  They jealously guard their kitchen equipment and woe betides 
  anyone who “borrows” a knife or “messes around” in their territory.
  • Description: Murphy is short, fat, and rotund, with a bushy 
  beard, while O’Clare is tall, thin, and clumsy.
  • Traits: quick to take offense if anyone dislikes their food.
  • Roleplaying Hooks: liable to attempt to barricade themselves 
  in the kitchen when primordials begin to stalk the rig.
  DRILL CREW
  The Drill Crew, comprising a team of eleven people, works on 
  the Drilling Floor in the depths of the rig. Once the green slime 
  begins to pour out (after Harry Slocum has been affected by the 
  slime), Bob MacCrum calls Pete Shead the Mud Engineer, and 
  those off duty to come down to help address the situation. Thus, 
  MacCrum and the rest of his team are covered in the green goo 
  (see The Green Slime, page 131), which later transforms them 
  into primordials (see Primordials, page 133).
  • Driller: (team leader) Bob MacCrum.
  • Mud engineer: (manages the drilling fluid) Pete Shead.
  • Derrickhands: (guide the drill) Roy Bates, Yan Andersson, 
  and Barbara Cunk.
  • Roughnecks: (laborers) Flora Macrae, Angus McNab, Jim 
  Reid, Donald Stewart, Tyrone Cleaver, and Lionel Scott.
  • Description: tough, hardworking types with muscles to prove it.
  • Traits: a close team, distrustful of outsiders.
  • Roleplaying Hooks: when they become infected by the green 
  slime they are taken to the gym (made up as a temporary 
  sickbay) but soon turn into monstrous primordials. 
  
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  118
  CHAPTER FOUR
  SECURITY TEAM
  The security team is employed by Fortudo, a private contractor, 
  hired by Gerald Winestep to provide security on the rig. David 
  Stahl, a brutish thug, leads the team of ten, who work in 
  shifts patrolling the rig or guarding key areas like the Reactor 
  Control Room.
  Initially, the security team keep out of the investigators’ 
  way, only serving to look moody and threatening rather than 
  being an actual threat. Nigel Gordon is assigned to provide 
  security for the investigators (and be a possible replacement 
  player character or a handy NPC to kill off to demonstrate 
  danger). As the scenario progresses, Stahl (and some of his 
  team) fall under the influence of Tsathoggua and, consequently, 
  completely under Roylott’s command. Should the investigators 
  (or anyone else) begin making trouble, Roylott uses Stahl’s 
  team to impose “martial law” on the rig; things may come to 
  a head if the investigators oppose Stahl, who then attempts to 
  capture the investigators and murder them in a firing squad 
  lineup (see The Madness of Stahl, page 134).
  David Stahl, 38, Head of Security
  At the best of times, Stahl is a pompous jerk, sexist and 
  arrogant, he thinks he is God’s gift to the human race. In a 
  previous life, Stahl was a dirty cop in the Los Angeles Police 
  Department, who left before his crimes could be discovered. 
  Now employed by Fortudo, he has a second chance to make 
  the lives of those around him miserable.
  At a suitable point in 
  the scenario, Stahl’s mind 
  cracks due to the influence 
  of Tsathoggua and, in his 
  insanity, he sees enemies 
  everywhere—likely to accuse 
  the investigators of being 
  spies or even terrorists who 
  must be locked up or put 
  down. Such events play into 
  the schemes of Roylott, who 
  may also have had enough of 
  the pesky investigators and 
  wish them gone. 
  Note that Stahl has a powerful cell phone jammer in his 
  room, which he uses to prevent calls for help. If Gabe Macready 
  has not already sabotaged the radio, Stahl puts a security detail 
  in the Control Room to stop anyone using the communication 
  system. Additionally, he sends some of his men to guard the 
  lifeboats to prevent “saboteurs” from departing the rig.
  • Description: shaven head, black mustache, and beady eyes.
  • Traits: arrogant, sexist, and a bully.
  • Roleplaying Hooks: accuses the investigators of spying, 
  sides with Roylott, and eventually becomes a dangerous 
  psychopath intent on hunting down his enemies.
  STAHL'S GUNS AND CELL PHONE JAMMER
  The gun cabinet in Stahl’s office holds the 
  following (numbers will vary as on duty 
  security will have some of these weapons):
  • 15 x HK416 assault rifles
  • 15 x Glock 17 handguns
  • Plenty of ammunition
  While cell phone reception in the 
  middle of the North Sea is patchy at best, 
  Stahl takes no chances and will active his 
  jammer once he descends into madness 
  or at Roylott’s command.
  The jammer prevents cell phones from 
  receiving and sending signals, effectively 
  disabling such devices. Stahl’s jammer is 
  a powerful American model, capable of 
  blocking communications within 1 mile 
  (1.6 km), which he keeps in his office.
  Weapon
  Damage
  Base Range
  Uses per Round
  Magazine
  Malfunction
  Heckler & Koch HK416
  2D8
  80 yards
  1 (2)  
  or full auto
  30
  99
  Glock 17
  1D10
  15 yards
  1 (3)
  17
  99
  David Stahl
  
  119
  MOHOLE
  Stahl’s Men
  Stahl’s men comprise a mixture of ex-cops and ex-military 
  types. At the start of the scenario, all are loyal to Stahl but 
  this may change as events progress, with one or more of the 
  team having doubts about their boss’s mental state—the 
  investigators may be able to convince one or two to side 
  with them, which could prove very handy if Stahl orders the 
  investigators be shot.
  Up until the investigators arrive and the horrifying events 
  that then begin to take place, the security team has had little 
  to do. It’s been a dull, if easy, assignment so far.
  Note that one person from the security team is permanently 
  on guard duty at the door to the Reactor Control Systems. 
  Whereas the rest of team will normally be patrolling or 
  standing idle around the decks of the rig. The team uses their 
  own two-way radios to keep in communication; the units have 
  earpieces and are extremely robust and waterproof.
  • Section Leaders: Jack Denes and Cal Fuchs.
  • Security: Nigel Gordon*, Greg Bennings, Vance Norris, 
  Lem Strode, Teddy Doyle, Gary Hunt, Ken Loomis, Budd 
  Alves.
  *Assigned to safeguard the investigators. 
  DEVIL’S HOLE RIG
  Offshore platforms (including oil and gas rigs) are large 
  structures designed to extract and process oil and natural 
  gas. While platforms come in various designs, Devil’s Hole, 
  Platform is a deep-water tension-leg platform (TLP): a 
  moored floating platform well suited for water depths between 
  590 and 4,000 feet (180-1,300 meters).
  The platform is moored by means of tethers coupled to 
  the platform’s corners (a group of tethers is called a tension 
  leg). TLPs are designed to have relatively low elasticity; thus, 
  vertical motion is eliminated, allowing the wellhead to be 
  positioned on deck rather than on the seafloor, providing 
  greater control over production and easier access for 
  operational and maintenance workers.
  Devil’s Hole Platform is self-sufficient in terms of energy and 
  water, with water desalination, electrical generation via conventional 
  diesel engines, as well as a repurposed nuclear reactor, and the 
  equipment necessary to extract and process Rolot gas. 
  Operating the drilling and extraction, as well as the day-to-
  day maintenance of the platform, the crewmembers typically 
  work seven days of 12-hour day shifts, then seven days of 
  12-hour night shifts, followed by seven days off. See the 
  Devil’s Hole Organization Chart  (page 111) for an overview 
  of the crew on the rig. Typically, all of the crew wear gray 
  overalls but the dress code is somewhat lax. Those involved in 
  manual operations and maintenance wear hard hats (providing 
  1 point of armor to the head), safety boots, and glasses—as 
  should anyone visiting such areas. 
  The rig is fitted with large diesel engines, which power 
  electrical generators that, in turn, provide power for everything 
  on the rig except for the drilling operations. In addition, 
  the rig has water desalinization processing, which provides 
  fresh drinking water for the crew. Anything else has to be 
  transported by boat or helicopter.
  LOCATIONS ON THE RIG
  Following is a brief overview of the key areas on Devil’s Hole 
  Rig; see the plan of the rig (page 121). The Keeper should 
  feel free to expand upon these, adding further detail (sights, 
  sounds, smells) to build atmosphere as needed.
  ACCOMMODATION BLOCK
  The Accommodation Block (see plan on page 122) is divided 
  over five levels, each accessible by stairwells at either end of 
  a block. Each level has an exterior door facing into the rig. 
  Contained inside are the living quarters, Tegan Fielding’s shop 
  and stores, the kitchen and restaurant area, a gym, and sickbay. 
  Sickbay (Level 1)
  Situated at the top of the block, near to the helipad, sickbay 
  comprises a consultation room, a six-bed convalescence room, 
  surgery room, and a small office for Tony Pearson, as well 
  as medicine/equipment store. While all of the rooms are 
  lockable, Pearson only keeps his office, the surgery room, and 
  the medicine and equipment locked up when he’s off duty.
  The consultation room is equipped with a resuscitation couch, 
  with suction, oxygen, and medical equipment (easily accessible 
  in cupboards), as well as a sink with running water. The beds in 
  the convalescence room are primarily for short-stay in-patient 
  treatment as those with longer term and more serious conditions 
  are airlifted to the nearest hospital on land. Should a mass 
  casualty situation occur, the accommodation block’s gym could 
  be repurposed into a temporary field hospital. 
  In terms of medicine and drugs, a full complement is on 
  hand (including drugs for gastrointestinal, cardiovascular, 
  respiratory, central nervous system conditions, as well as 
  antibiotics and anesthesia). Dressings, bandages, gauze, 
  resuscitation kits, oxygen cylinders (2), masks, hypodermic 
  needles, surgical equipment, scalpels, and so on, can be found.
  
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  CHAPTER FOUR
  Offices (Level 2)
  Offices for the managerial staff. Each is lockable (Piers 
  Goldman and Dr. Roylott have master keys). Spare space is 
  given over to storage.
  The following people have their own office:
  • Piers Goldman.
  • Dr. Simon Roylott.
  • Dr. Rachel Kent.
  • Angie Yousef.
  • David Stahl.
  • An office room will be provided for the investigators’ use. 
  Other than the notes regarding Dr. Roylott’s computer and 
  Dr. Kent’s notes buried within her paperwork (see Dramatis 
  Personae entries for details, pages 112 and 114 respectively), 
  there is nothing unusual in the other offices—except for David 
  Stahl’s office, in which are two charging stations for two-way 
  radios (walkie talkies), some spare handsets and ear pieces (the 
  rest being used by the on duty security team), and a locked 
  strong box cabinet (Stahl has the only key) for the security 
  team’s guns (see box nearby). Without the key, investigators 
  wishing to get inside the strong box must succeed on a Hard 
  Locksmith roll or be inventive (i.e. getting a cutting tool from 
  engineering or the drill floor).
  Kitchen and Restaurant (Level 3)
  Patrick Murphy and Seamus O’Clare can be found in the 
  kitchen, either cleaning up or getting meals ready. The kitchen 
  has all the modern conveniences of a modern catering unit and 
  houses a lockable cold store and dry goods store. The cooks 
  do not take kindly to anyone messing up their clean floors 
  or using their gear.
  A serving hatch with hot plates opens out on to the 
  restaurant area, which comprises rows of tables and chairs 
  (enough to seat up to 80 people at a sitting). Off duty crew 
  can sometimes be found in here shooting the breeze or losing 
  money playing cards with Murphy and/or O’Clare.
  Stores and Shop (Level 3)
  Tegan Fielding runs a small shop offering magazines, books, 
  confectionery, tobacco, drinks and snacks, toiletries, and other 
  sundry items. Usually, she opens for an hour each morning, a 
  couple of hours around lunchtime, and for three or so hours 
  in the evening. Fielding also attends to the rig’s stores, which 
  includes processing requests and placing orders for the kitchen 
  staff, maintenance team, as well as the other teams on the rig 
  as necessary. 
  Gym (Level 3)
  A fully equipped gymnasium boasts all manner of fitness 
  machines and free weights, as well as a shower block, a sauna, 
  and changing rooms.
  Living Quarters (Levels 4–6)
  The Accommodation Block can accommodate up to 80 people 
  in four-person cabins, many of which are empty as the rig is 
  operating with a half crew of just over 40 people. As there are 
  plenty of rooms and beds to go around, most prefer to have a 
  cabin all to themselves. The living quarters offer lounges with 
  satellite television, and other recreation facilities. Meals and 
  drinks are available 24 hours a day from vending machines, 
  the kitchen (when open), and shop (when open). 
  CONTROL ROOM
  The nerve center of the rig, the Control Room is a series of 
  small rooms and offices in which the monitoring of weather 
  systems, the rig’s sonar, and security cameras can be carried 
  out. In addition, the platform’s various systems—including 
  drilling, processing, and power (from the diesel engines)—can 
  be controlled and monitored. The radio room is also housed here. 
  An internal telephone system allows communication 
  between the various teams on the rig, supplemented by two-
  way radios, which individual teams (including the maintenance 
  team, processing technicians, and control room team) use to 
  keep in touch with one another when roaming about the rig.
  Depending on their roster, Jeff Smalls and Lucille Sharkey or 
  Fiona McCraig and Finbar Drummond will be on duty, as well 
  as Gabe Macready the radio operator. Jerry Scrivens and Michel 
  Tennyson have offices within the Control Room structure.
  POWER CONTROL SYSTEMS
  The power control systems primarily regulate and monitor 
  the output of the rig’s diesel engines and generators, with the 
  key information automatically relayed to the Control Room. 
  Harry Dawson and, possibly, a member of the Control Room 
  team may be encountered here, checking up on the equipment 
  and monitoring power flows. 
  GENERATORS  
  AND DIESEL ENGINES
  Noisy with the hum of electrical generators and diesel engines, 
  this is a hot, dirty, and greasy environment. On the floor above the 
  engines, Harry Slocum and Billy Waters have a room housing their 
  tools and equipment—they may be discovered here (sometimes 
  with Richard Copper), slacking off and playing cards when not 
  attending to the generators or refueling or repairing the engines.
  
  121
  MOHOLE
  Devil's Hole Rig
  
  Devil's Hole Accomodation Block Plan
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  CHAPTER FOUR
  
  123
  MOHOLE
  PROCESSING SYSTEMS
  Lewis Duffy, Bill Greer, Mitch Logan, and Steve Cressey 
  maintain the processing systems for refining the gas brought 
  up by the drill. For the most part, they have had little to do 
  other than run tests while they wait for the drill to do its work. 
  By the time the investigators arrive, the team is hard at work, 
  as the drill has broken into an upper pocket of Rolot gas. 
  Dr. Roylott may, from time-to-time, be found here checking 
  on the filtration systems and levels of gas harvested. Harry 
  Dawson might also be here to lend a hand or troubleshoot 
  should a problem occur. 
  DRILLING FLOOR
  A hot, noisy, and dirty environment, the drilling floor is where 
  the hard manual labor of maneuvering and maintaining the 
  drill takes place. Apart from the drill line, mud tanks, pipes, 
  all manner of tools, and cables can be found. Dr. Roylott, due 
  to his position, is tolerated on his occasional visits but Bob 
  MacCrum doesn’t take kindly to outsiders as they liable to 
  “get in the way” and cause an accident.
  See the Drill Crew’s entry in the Dramatis Personae, 
  page 117.
  COOLANT PLANT
  Vijay Reza and Tom Martin look after the reactor’s three 
  coolant systems. The primary coolant is a liquid metal, which 
  is regulated and carefully monitored by the team—the Reactor 
  Control Systems team provides oversight to the entire process. 
  A coolant leak would be a cause for serious concern.
  NUCLEAR REACTOR
  The reactor powering the drill has been repurposed from a 
  decommissioned submarine (a Rolls Royce pressurized water 
  reactor), brought to the platform and installed. The drill system, 
  the brainchild of Dr. Roylott, uses the power of the nuclear pile 
  (processed through a steam generator and turbine) to forge speeds 
  and depths far beyond any previous borehole. It’s a cutting-
  edge venture that is top secret as far as the U.K. government is 
  concerned. The nuclear plant is self-contained and, theoretically, 
  requires minimal maintenance; however, the extraction of volatile 
  substances from the earth, sometimes under extreme pressure, 
  means risk. Accidents occur regularly on normal oilrigs and so 
  the crew of Devil’s Hole is careful to monitor the situation as 
  the last thing anyone wants is a serious fault or accident to occur 
  that would threaten the safety of the reactor.
  REACTOR CONTROL SYSTEMS
  Unauthorized people are barred from entering by the armed 
  security team personnel guarding the door to this area. The 
  door is reinforced (STR 200, 50 HP) and is fitted with an 
  electronic locking mechanism requiring a key code (requiring 
  a Hard Electronics roll)—the code is known by Dr. Roylott, 
  Dr. Kent, Denise Latch, Cerys Jones, and Mea MacDougal, 
  as well as David Stahl.
  Inside, the team monitors the nuclear reactor and its 
  attendant coolant systems. The room is clean and new looking 
  in comparison to the rest of the rig, kept well maintained by 
  Denise Latch, Cerys Jones, and Mea MacDougal. Dr. Kent, 
  if not in her office, may also be found here.
  LIFEBOATS AND ROV
  The rig is fitted with three “free-fall” lifeboats, which are 
  enclosed capsules able to accommodate up to 40 people each. 
  The orange capsules are molded from fiberglass and are designed 
  to be dropped into the sea below the platform and self-right 
  (assuming that those onboard are not seamen but rather regular 
  people with little knowledge of boats). Use of the craft is not 
  without danger; in extremely rough conditions a capsule could 
  be thrown against the rig platform and suffer damage.
  Each capsule is fitted with an Emergency Position 
  Indicating Radio Beacon (EPIRB), distress rockets, hand-
  held flares, a radio, first aid kit, oxygen bottles, food and water, 
  lifejackets, and a pair of oars.
  Housed nearby the lifeboat capsules is the rig’s remotely 
  operated underwater vehicle (ROV), which is used to inspect 
  the rig’s structure beneath the sea and the drill line. Connected 
  by an umbilical link, the ROV sends images from its single 
  camera back to the operator.
  HELICOPTER
  Boris “the bird” Cooke flies a H225 Airbus Helicopter, a 
  twin-engine aircraft able to carry up to 24 passengers. Boris 
  makes a trip to the platform from the mainland once a week 
  to ferry crew back and forth, as well as bring in sundry and 
  late-notice supplies. 
  For the main part, once he drops the investigators off, he and 
  his helicopter play no role in the scenario—unless he receives 
  a message from the rig telling him to come post haste. Thus, 
  the helicopter may provide a means of escape even if Boris is 
  somehow incapacitated or killed on arrival. Of course, if formless 
  spawn are attacking the platform, they may make short work of 
  the helicopter or, perhaps, one might hide aboard and wait to 
  reveal itself as the investigators fly off, believing they are now safe!
  
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  124
  CHAPTER FOUR
  STARTING THE SCENARIO
  On an overcast and rainy day, the investigators are flown to 
  Devil’s Hole Platform by Boris “the bird” Cooke. As they 
  approach, they see a lonely bastion of metal girders and 
  corrugated blocks standing isolated in the rough waters of the 
  North Sea. “Welcome to Devil’s Hole,” says Boris their pilot, 
  as they touch down on the rig. As they exit the helicopter, 
  Boris wishes them “Good luck.” 
  On arrival, Angie Yousef, dressed in a gray jumpsuit and 
  hardhat, greets the investigators. Yousef shakes hands and 
  introduces herself, saying that they had better get inside. As 
  she waves off Boris as he departs to return to the mainland, 
  she confides that the weather is only going to get worse as a 
  storm front is moving in. It’s cold, wet, and very windy.
  Yousef first takes the investigators to the Accommodation 
  Block and to the rooms allocated to them, pointing out that 
  her office and those of Dr. Roylott and Piers Goldman, the 
  platform’s managers, are located on level 2, and that a spare 
  office on the same level has been prepared for the teams use. 
  She explains that she can give the investigators a guided tour 
  of the facility but expects they will want to have some time 
  to unpack and, after showing them to their accommodation, 
  she tells them to come and find her in her office when they 
  are ready for the tour.
  RUNNING THE SCENARIO
  The scenario is loosely divided into three parts, which are 
  outlined as follows. 
  Part One
  The investigators arrive, are given a brief tour of the platform, 
  and then meet with Piers Goldman followed by Dr. Roylott. 
  Thereafter, it’s down to the investigators to decide where they 
  want to go and whom they wish to interview. Angie Yousef 
  acts as guide and host but the investigators may want to ditch 
  her so they work privately (she seems to take a lot of notes if 
  allowed to sit in on any of the interviews), plus she won’t be 
  allowed to sit in on meetings with Goldman or Dr. Roylott 
  (see Part One: Events, following).
  Part one allows the investigators to get to know the 
  basics of the platform and the operation, meet some of the 
  NPCs, and (possibly) discover some of the fears of the crew 
  regarding health and safety, as well as begin to see some of 
  the strange behaviors of certain people. The Keeper should 
  refer to the write up in the Dramatis Personae section (page 
  110 onwards) for key individuals and their motivations or 
  plot points. Dr. Roylott keeps close tabs on the investigators 
  and probably uses his ability to brain wipe (see Brain 
  Wipe, page 127) to ensure nothing and no one prevents 
  the ongoing drilling. Roylott brain wipes any NPCs as the 
  Keeper desires—you may be tempted to brain wipe one or 
  more of the investigators but remember that Roylott will 
  not overplay his hand, preferring to use Stahl to harry and 
  distract the investigators (see The Madness of Stahl, page 
  134). Roylott only brain wipes an investigator if they are 
  alone and if he or she has given Roylott good reason to take 
  this dramatic action. Thus, avoid a big confrontation with 
  Roylott until part two or three—if the players seem likely to 
  move to serious (i.e. nonverbal) confrontation, then Roylott 
  simply hides away or sends Stahl to deal with them (see Dr� 
  Roylott’s Madness, page 127).
  During part one, one or more malfunctions should take 
  place, diverting attention and posing degrees of risk to the 
  platform and its inhabitants (see Malfunctions, page 128).
  Part one is about investigation, the Keeper should be guided 
  by the players and allow them to progress around the platform 
  and NPCs as they see fit. While most of the NPCs will make 
  time to talk with the investigators, follow-up conversations or 
  interviews that take up too much of their time can be curtailed 
  or prevented by the NPC in question stating that they must 
  return to their duties, or by having another NPC call for their 
  help somewhere else on the platform. 
  When the Keeper feels appropriate, move on to part two. 
  Depending on whether you are running this scenario as a 
  single session game or over multiple sessions, the length of 
  part one is intentionally variable. Try to avoid giving over 
  too much time to part one and drive into part two suddenly, 
  allowing the green slime to appear and begin to cause trouble 
  for the crew and investigators. The scenario then changes from 
  pure investigation into more dramatic scenes, requiring the 
  players to react and make decisions.
  Part Two
  Harry Slocum is discovered covered in the green slime (see 
  Where’s Harry Slocum? page 128). Slocum is taken to 
  sickbay, allowing Tony Pearson (and the investigators) to study 
  the poor man’s condition (see A Medical Emergency, page 
  128). While this takes place, the drill crew is also infected by 
  the slime and the gym is turned into a temporary medical 
  facility (see Drilling for Slime, page 133). At this point, the 
  storm front has moved in and the platform is assaulted with 
  strong winds, a raging sea, and torrential rain.
  During part two, the investigators get the opportunity to 
  examine those affected by the green slime and, if they wish, 
  visit the areas where the slime appeared. Some investigators 
  may wish to perform tests on the casualties or the green 
  slime—the situation is beyond Pearson’s training and 
  knowledge and so he turns to the investigators for help if 
  they display any medical or scientific capacity to understand 
  and deal with the situation.
  
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  MOHOLE
  During part two it should become clear to the investigators 
  that more and more green slime is appearing on the platform, 
  and that those affected by it are changing somehow. If the 
  Keeper wishes, one of the investigators might become infected 
  by the green slime—rather than being covered in it, they get 
  a dab of it on their arm or leg, allowing the Keeper to build 
  additional tension as the investigator realizes the slime is 
  growing on them and will, at some point, cover them entirely. 
  Use this device if you want to rapidly drive the action forward.
  Park Three
  The primordials begin to spread across the rig (see The 
  Primordials Attack, page 134), with many of them making 
  their way to the heat source of the reactor, David Stahl’s 
  paranoia increases and madness takes hold (see The Madness 
  of Stahl, page 134). Meanwhile, lava starts rising up through 
  the drill, threatening the collapse of the entire platform (see 
  Lava Danger, page 136). If all of this wasn’t enough to give 
  the investigators a headache, then the formless spawn of 
  Tsathoggua released from N’kai swim up to the platform to 
  herald the way for their god (see Elastic Horror, page 136).
  Chaos should reign as primordials wander in search of heat, 
  crewmembers fall foul of the green slime and transform into 
  more primordials, and the rig’s systems begin to fail—repairs 
  are not helped by the primordials preventing access to key areas. 
  Attempting to damage and stop the drilling is high risk as some 
  of the primordials block access and seem intent on keeping the 
  drill working, even as the rising lava bursts on to the drill floor 
  and starts to flow across the lower levels, damaging equipment 
  and the rig’s structural integrity as it does so.
  If Dr. Roylott hasn’t already taken the Reactor Control 
  Room and its team hostage, he does so now, preventing anyone 
  from switching off the reactor. If Dr. Kent is with him, the 
  Keeper must decide if she has fallen insane or whether enough 
  of her tattered sanity remains to provide a potential help to the 
  investigators (see Dr� Kent’s Assistance, page 134).
  PART ONE: EVENTS
  The following events set the scene and introduces key NPCs 
  to the investigators.
  TOUR OF THE PLATFORM
  Unless the investigators wish to take the driving seat, Angie 
  Yousef ’s tour of the platform covers the following areas: 
  Control Room, Power Control Systems, Reactor Control 
  Systems, Coolant Plant, Processing Systems, the Drilling 
  Floor, and the lifeboats (inc. the platform’s ROV). She will 
  avoid traipsing around the generators and diesel engines unless 
  the investigators specifically ask to see these areas. She ends 
  the tour by dropping the investigators off at Piers Goldman’s 
  office for an initial meeting.
  The tour is cursory—it is up to the investigators to press 
  for more time in an area or indeed get enough time to briefly 
  speak to any of the differing teams. While Yousef will be 
  accommodating, she has planned the tour with a timescale 
  in mind, allowing everyone to return in time for dinner that 
  evening, so she will attempt to keep the investigators moving, 
  which may (wrongly) be viewed as suspicious.
  If the Keeper wishes to ramp up the situation straight out 
  of the gate, a malfunction could happen while the investigators 
  are on the tour (see Malfunctions, page 128).
  TECHNICAL JARGON
  Keepers may find it helpful to refer to some technical jargon 
  while describing the operation and processing, as well as the 
  rig’s various mechanical systems. Here are a few terms to 
  throw in when the investigators are questioning the personnel 
  on the rig.
  • Steam turbine: nuclear reactor produces steam to drive 
  turbines to produce energy.
  • Coolant system: the reactor has three coolant systems, the 
  temperature reaches 320°C (600°F), at a pressure of about 
  32,000 kg per square cm (2,250 psi). It becomes steam at one 
  point, with a temperature of about 260–290°C (510–550°F) 
  and a pressure of 14,000 kg per square cm (1,000 psi).
  • Wellhead: structural and pressure-containing interface for 
  drilling and production equipment.
  • Blowout preventer: (BOP) controls pressure to prevent a 
  blowout of gas.
  • Production separator: a pressure vessel used for separating 
  the extracted materials (gaseous and/or liquid)—natural gas 
  usually comes out of the ground mixed with water vapor and 
  other gases. These various components must be separated 
  before production quality oil and natural gas can be sent 
  to market.
  • Gas compressors: somewhat like a pump, these adjust 
  pressure to transport fluids through a pipe.
  • Gas export metering system: measures levels of gas 
  produced.
  
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  CHAPTER FOUR
  INTERVIEW WITH  
  PIERS GOLDMAN
  Goldman will be waiting for the investigators in his office. 
  He greets them with a firm handshake and a warm smile. He 
  can explain the background to the operation and will hint 
  that there have been some concerns from some of the teams 
  about the operation moving too fast but will not elaborate in 
  great detail. If pressed, he says that Jerry Scriven did come to 
  him with some concerns regarding safety issues and that the 
  matter was referred to Dr. Roylott.
  Throughout the conversation, Goldman tries to appear 
  somewhat incompetent and if asked difficult questions he 
  says things like, “Well, I’m not a technical expert, you’d be 
  better off talking to…” and “Really, I’m not much use. You’ll 
  get better answers from Jerry Scrivens and Dr.Kent.” Goldman 
  wants to appear out of touch and out of his depth, and hopes 
  the investigators report will mention such things so that he 
  can be removed from his position to return to obscurity in a 
  middle tier of the civil service. Shrewd investigators succeeding 
  with a Psychology roll may be able to ascertain that Goldman 
  is playing dumb and is really far more intelligent and 
  knowledgeable than he appears. 
  If he begins to feel uncomfortable with the line of 
  questioning, he looks at his watch and says they’ll all miss 
  dinner. “Perhaps we can pick this up tomorrow? It’s been 
  a long day.” Of course, the following day (or whenever the 
  investigators try to pin him down), Goldman is missing from 
  his office. He hides in his cabin room and only emerges when 
  the green slime begins to rise up through the platform—
  suspicious investigators could, potentially, discover Goldman 
  lying in his cabin covered in the green slime. 
  Refer to Goldman’s write up in the Dramatis Personae 
  (page 110) for further details.
  INTERVIEW  
  WITH DR� ROYLOTT
  When the investigators first encounter Dr. Roylott he will 
  be sitting behind his desk, tapping away on his computer 
  keyboard (remember to not allow the investigators to see the 
  screen). He appears harried and says he can only spare a short 
  time for questions.
  If asked, he’ll provide enthusiastic details and his personal 
  history of the project, frequently repeating that his discoveries 
  are the salvation of mankind and put an end to questions about 
  worldwide energy depletion. His enthusiasm for the project 
  appears undeniable and he is able to reel off massive amounts 
  of technical detail, all while simultaneously tapping away on 
  his keyboard; “I’m very good at multitasking.” Throughout, 
  despite his enthusiastic demeanor, Roylott clearly wants the 
  Devil's Hole Rig
  
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  MOHOLE
  conversation to end as, from time-to-time, he is somewhat 
  antisocial—for example, he might pour himself a coffee or 
  grab a can of soda and not offer the investigators a drink.
  A successful Psychology roll notes that Roylott is 
  egotistical, antisocial, and utterly obsessed with the project. 
  Something about his manner also hints that there is something 
  he is not revealing. If the investigators appear enthusiastic and 
  positive, rather than nit picking and annoying, Roylott may be 
  pressed, whereupon he becomes even more impassioned and, 
  in so doing, may let slip something along the lines of, “the 
  Greater Mind shall prevail and all will enjoy the benefits to 
  come.” At this stage, the investigators should only get a hint 
  of Roylott’s madness and anything he says is ambiguous—the 
  Greater Mind could be his, or the collective minds of the 
  platform’s crew—leaving the investigators to question what 
  they heard and if it is significant.
  If confronted with accusations of unsafe working practices or 
  similar concerns, he dismisses such things with anger and blames 
  his coworkers of shortsightedness. If pressed further, Roylott 
  grows abusive towards the investigators and ends the meeting.
  The Keeper should end the interview before the 
  investigators can proceed too far. If they do attempt to look 
  at what the doctor is typing, tell them that his screen is difficult 
  to see (even with a Spot Hidden). If they try to physically 
  move to view the screen, Roylott suddenly gets up and tells 
  them that he must end the meeting as he must go down to the 
  drill floor. He sharply prods any slow-moving investigators out 
  of the office and locks the door. Of course, if the investigators 
  later manage to break inside the office, they find the doctor’s 
  broken computer and screen.
  Thereafter, Roylott will be hard to track down; there will be 
  no sign of him in his office, and asking for his whereabouts 
  elicits responses like, “I think I saw him headed to the drill 
  floor, or was it to the reactor control room?” 
  If the investigators have tipped their hand and accused 
  Roylott of unsafe work practices, he now has them marked and 
  uses Stahl to contain the meddlesome outsiders. If necessary, 
  Roylott brain wipes the investigator who he found most 
  annoying (see Brain Wipe, nearby).
  Refer to Roylott’s write up in the Dramatis Personae (page 
  112) for further details.
  DR� ROYLOTT’S MADNESS
  During part one, Dr. Roylott should be portrayed with 
  subtlety so as not to raise the investigators’ concerns too early 
  in the scenario. They will surely have suspicions but try to 
  avoid giving them anything concrete. Of course, once the 
  investigators discover his broken computer, the game may well 
  be up and Roylott’s madness can become more pronounced.
  As the scenario progresses, Roylott is consumed with 
  ensuring the drilling continues at all costs. He tries to stay 
  one step ahead of the investigators, moving about the platform 
  and using Stahl and his security team to harry any opposition. 
  If warranted during Part 2 or 3, Roylott takes a gun from Stahl 
  and takes the Reactor Control team hostage to make sure the 
  power to the drill cannot be turned off—if he can lure and 
  capture Dr. Kent as well, then so much the better.
  If the investigators manage to contain and restrain Roylott, 
  he attempts escape but may try to also use guile to convince 
  his captors to release him, using either his Persuade skill (70%) 
  or brain wipe ability if alone with an investigator.
  If Roylott is killed, the events of the scenario proceed as 
  directed; the drill has already broken through into N’kai and 
  the minions of Tsathoggua will still come. Perhaps the Great 
  Old One’s influence will create a replacement to ensure the 
  drill keeps opening up a deeper and larger hole in the Mohole.
  INTERVIEWS WITH  
  OTHER PERSONNEL
  Presumably, the investigators will want to speak with Goldman 
  and Roylott first but, thereafter, it is down to the players to 
  decide whom they then wish to interview. Refer to the various 
  NPC sections in the Dramatis Personae for particular details.
  BRAIN WIPE
  Dr. Roylott has the ability to brain wipe individuals, effectively 
  giving them short-term memory loss much like the Cloud 
  Memory spell. When used successfully, the target is unable 
  to recall their last 24 or 36 hours, depending on magic points 
  invested by Roylott.
  This spell-like ability costs Roylott 6 magic points to wipe 
  24 hours worth of memory, or 10 points for 36 hours. Roylott 
  must be speaking to the target and be in close proximity. 
  The target may resist with an opposed POW roll but, even if 
  successful, doesn’t recall the attempt and believes they were 
  having a normal conversation with Roylott. The process takes 2 
  rounds to complete and if Roylott is interrupted he must make 
  a successful POW roll to maintain concentration, otherwise 
  the attempt fails.
  
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  CHAPTER FOUR
  As a reminder, the following NPCs have (or have had) 
  concerns over safety:
  • Jerry Scrivens (page 113): worried that the pace of the work 
  is exceeding safety margins. 
  • Control Room Team (page 115): may express concerns over 
  lax safety procedures, in addition to describing the arguments 
  between Dr. Roylott and others in the management team 
  regarding safety concerns and pushing the systems too hard.
  • Dr� Kent (page 114): despite having been brain wiped, Kent 
  has left evidence of her concerns regarding the pace of the 
  project (fearful of putting too much strain on the reactor) 
  in her notes in her office. If confronted with these, she 
  (truthfully) cannot remember writing the notes.
  • Reactor Control Systems Team (page 116): whose daily 
  log reports show that the reactor is straining and has the 
  potential to grow critical if significant maintenance is not 
  carried out soon.
  A clever investigator might think to ask about crewmembers 
  who spend their time working all around the platform, as 
  they might see a lot more of what is going on than those 
  people who sit in one room all day long. Angie Yousef can 
  point the investigators to Harry Slocum and Billy Waters, the 
  maintenance workers on the rig, who can usually be found 
  near the diesel generators. Getting the investigators to look 
  for Slocum and Waters means that the Keeper can have the 
  investigators discover Slocum covered in the green slime in 
  part two (see Where’s Harry Slocum? nearby).
  MALFUNCTIONS
  As and when the Keeper wishes, the following two equipment 
  malfunctions may occur while the investigators are touring 
  the platform or conducting interviews—such malfunctions 
  can also take place during parts two and three at the Keeper’s 
  discretion. The Keeper is at liberty to invent other malfunctions 
  or greater or lesser risk.
  • The main computer system breaks down due to either 
  rainwater getting into circuits or overheating. 
  • An emergency is caused by a leak in one of the drill head 
  output pipes. 
  • A valve malfunction in the coolant plant risks a coolant leak.
  If Dr. Roylott is nearby the investigators while a malfunction 
  elsewhere on the platform occurs, he may respond himself, saying 
  that he’ll go down to wherever the malfunction is happening. In 
  this case, Roylott doesn’t come back and is missing to all intents 
  and purposes—later, when he does return he has transformed 
  into a primordial (see Primordials, page 133).
  If the investigators attempt to assist or fix any problems 
  themselves (apply suitable skill rolls, like Electronics, Mechanic 
  Repair, Electrical Repair, Operate Heavy Machinery, etc.), 
  such actions may be witnessed by one of the security team, 
  who reports the incident back to Stahl. Such information 
  provides fuel to Stahl’s growing madness and he begins to see 
  the auditors as saboteurs (which may come to a head later on 
  when Stahl orders the investigators to be taken captive and 
  face a firing squad—see The Madness of Stahl, page 134).
  PART TWO: EVENTS
  The horror of the investigator’s situation begins to manifest, 
  as the green slime makes its appearance.
  WHERE’S HARRY SLOCUM?
  While alone with the diesel engines, Harry Slocum discovers 
  a large pool of green slime on the floor. Believing it to be an 
  oil leak, he touches it and finds that, to his horror, the sticky 
  goo begins to cover his hand. A while later, Billy Waters comes 
  down to check on Slocum (there’s no response on his radio) 
  and finds him covered in the foul smelling substance. Waters 
  calls for help and soon Slocum is stretchered to sickbay.
  The incident is quickly relayed around the crew through 
  their personal radios and the telephone system and comes to 
  the attention of the investigators, who learn that Slocum has 
  been taken to sickbay.
  The Keeper may prefer for the investigators to discover Slocum 
  covered in slime; this can be accomplished if the investigators are 
  already looking for Slocum and Waters to interview them, or if 
  one or more investigators have decided to take their own tour 
  of the platform and see the areas that Angie Yousef’s tour didn’t 
  cover. How they handle the grisly discovery is up to them, but a 
  nearby telephone may remind them to call for help. 
  A MEDICAL EMERGENCY
  When Harry Slocum is discovered covered in the green 
  slime an attempt is made to move him to sickbay—either the 
  investigators think to do this or the attending crewmembers 
  recommend this course of action. Touching Slocum means 
  touching the green slime unless precautions are taken—
  resourceful investigators can find latex covered gloves and 
  thick leather rigger gloves around the engineering areas, as 
  well as in other working areas of the platform (see box The 
  Green Slime, page 131). If the investigators are not present 
  while Slocum is stretchered to sickbay, the Keeper decides 
  whether any of the crew dealing with Slocum are infected; 
  however, one assumes most NPCs are intelligent enough to 
  
  129
  MOHOLE
  put on some gloves to avoid touching the slime that is clearly 
  affecting the writhing maintenance worker.
  Once in sickbay, Tony Pearson does his best to deal with 
  the situation but a successful Psychology roll confirms the 
  man is clearly out of his depth and at a loss on how to treat 
  Slocum. Pearson first uses water, saline, and then a spatula to 
  try and scrape the slime from Slocum’s skin, all to no avail.
  Pearson is thankful for any help he can get, allowing the 
  investigators to experiment to their heart’s delight as long 
  as they don’t appear to be making things worse—in this 
  event, Pearson stops whatever an investigator is doing and 
  removes them from sickbay. First Aid and Medicine rolls 
  come to naught unless the investigator thinks to expose the 
  slime to heat or cold, whereupon, the slime noticeably reacts. 
  Otherwise, the investigators can attempt to take a sample and 
  analyze the slime (see box The Green Slime, on page 131). 
  While all of this is happening in sickbay, disastrous events are 
  taking place on the drill floor (see Drilling for Slime, page 133) 
  and Gabe Macready is destroying the rig’s communication system 
  for contacting the mainland (see Macready’s Sabotage, following). 
  Thus, multiple calamities begin to take place and the investigators 
  are caught in the middle. Note that the events happening on the 
  drill floor are likely to be relayed to the investigators by word of 
  mouth or snatches of radio conversation—the investigators hear 
  that something bad is occurring on the drill floor but don’t really 
  get the full picture. In all likelihood, the investigators won’t fully 
  comprehend the situation until they actually see members of the 
  drill crew being brought up to the gym on stretchers.
  During all of these events, Dr. Roylott is missing, 
  suspiciously absent.
  MACREADY’S SABOTAGE
  Gabe Macready the radio operator, under the influence of 
  Tsathoggua, begins to present erratic behavior (possibly noticed by 
  his friend Richard Copper, the crane operator). While everyone’s 
  attention is taken up with the plight of Harry Slocum and the 
  explosion of green slime on the drilling floor, Macready sabotages 
  the radio communication system in the Control Room.
  While his colleagues in the Control Room (any two of Jeff 
  Smalls, Lucille Sharkey, Fiona McCraig, and Finbar Drummond) 
  are distracted, Macready enters the radio room, closes and locks 
  the door, and proceeds to wreck the radio with a large wrench. His 
  colleagues hear the commotion and attempt to break down the 
  door (STR 60, 15 hit points) while also calling out for help—Jeff 
  Smalls or another member of the team may suddenly appear 
  near to sickbay or elsewhere (if the investigators are not too far 
  away) to call for help. Ideally, an investigator is nearby to lend 
  assistance; otherwise, once the team breaks through the door, a 
  fight ensures as they attempt to overpower the crazed Macready.
  The Medical Emergency
  
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  CHAPTER FOUR
  
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  THE GREEN SLIME
  The green slime has been brought up 
  to the platform by the drilling. A semi-
  sentient thing, the slime has crept up the 
  drill rod and swam up through the water. 
  Now it has begun making its way up the 
  platform’s supports and into the lower 
  decks. It appears first near to the diesel 
  engines but may also be discovered in 
  small pockets across the lower platform 
  levels. Soon it bursts in a massive gush up 
  into the drilling floor, covering the drill 
  team (see Drilling for Slime, page 133).
  The slime is bright green in color and 
  sticky; it clings to clothing if touched 
  or brushed against. Left to its devices, 
  the slime corrodes clothing and also 
  expands, eventually entirely covering 
  anyone unfortunate enough to come into 
  contact with it in about an hour (adjust the 
  time dependent on the initial amount of 
  exposure to the slime). Quick thinking and 
  removing one’s clothes prevents the slime 
  from coming into contact with the skin. 
  It moves by rolling itself along or by 
  sending out pseudopods that enable it to 
  grab on to nearby surfaces. Witnessing 
  a patch of the slime moving provokes a 
  Sanity roll (0/1 loss).
  If required, a Luck roll may be used 
  to determine if an investigator gets any 
  slime on their clothes while passing 
  through an infected area. If the slime 
  touches skin it quickly begins to expand, 
  rolling along arms and covering the 
  body in a green film. Unless somehow 
  removed, the slime causes 1 point of 
  damage per five minutes; thus, a host 
  with 12 hit points would survive for 
  60 minutes (the timing can be slowed 
  or speeded up as the Keeper desires). 
  Eventually, the slime covers the entire 
  body. Witnesses can see that the skin 
  below the slime is being eaten away; the 
  slime effectively forming a new skin, like 
  some horrendous life-sized jelly man. At 
  zero hit points death occurs and the slime 
  transforms its host (within 1D10+10 
  minutes) into a primordial—a walking 
  slime beast in the service of Tsathoggua 
  (see Primordials, page 133).
  The slime loves heat and seeks it out—
  whether it be the warmth of the human 
  body or the heat of the reactor core and 
  diesel engines. Heat can accelerate the 
  slime’s progress (rapidly increasing the 
  damage to 1 point per minute or even 
  round if sufficiently hot) while cold slows 
  it down and can even kill the slime. The 
  North Sea has a minimum temperature 
  of 6°C (42°F), which means the slime is 
  lethargic on arrival at the platform but 
  soon warms up and becomes active.
  The only effective way of stopping or 
  slowing the slime’s progress is to expose it 
  and its host to cold. Temperatures below 
  30°C (86°F) slow the rate of transition 
  (effectively doubling the amount of time 
  it takes to entirely cover its host), while at 
  0°C (32°F) and below the slime begins to 
  die (taking about 20 minutes to an hour)—
  if the slime is exposed to heat during this 
  time it revives and begins its assault on the 
  host anew. Putting the affected person in 
  a freezer or an ice bath are possible ways 
  to kill off the green slime.
  The scientific equipment on the platform 
  only allows for a rudimentary analysis of 
  the slime. An attempt to assay its chemical 
  composition indicates that it contains 
  both organic and silicon compounds, but 
  its weight is unusual: it is heavier than it 
  ought to be, as though it contains heavy 
  metal elements (which do not, for some 
  reason, turn up in the analysis). 
  Note: the issue is that the slime is 
  not fully terrene—some of it is from 
  “Outside.” 
  Another problem, making it difficult 
  to analyze, is that the slime is alive, and 
  though not sentient, is able to react to 
  stimuli. Thus, it can physically attack the 
  equipment being used to centrifuge or 
  titrate it, damaging such equipment, and 
  possibly dripping through onto the floor 
  or otherwise contaminating the area. 
  Sufficient application of reagents 
  or heat may possibly turn the slime 
  black—at this point, it becomes 
  embryonic formless spawn, with a mind 
  of its own, and all bets are off as to how 
  it might react!
  In summary, under analysis with 
  a successful Science (Biology or 
  Chemistry) roll, the slime displays the 
  following properties:
  • It is animate and able to move by its 
  own volition.
  • It has a temperature of 50°C (122°F).
  • Exposed to cooler temperatures (below 
  30°C (86°F)) its movement slows.
  • The slime seems to be repelled by cold, 
  retracting if exposed to frozen metal 
  (or even something, like a chicken leg, 
  taken from the kitchen’s freezer). 
  • Exposed to heat, the slime becomes 
  noticeably more active and moves 
  closer to the heat source.
  • Its weight is unusual: it is heavier than 
  it ought to be.
  • Contains both organic and silicon 
  compounds.
  Drilling for Slime
  
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  132
  CHAPTER FOUR
  If Macready can be captured, he is locked in one of the 
  nearby empty offices in the Accommodation Block while 
  others try to find Piers Goldman (who is probably hiding in 
  his room) or anyone else in authority. Otherwise, if Macready 
  can escape, he descends into the lower levels of the platform 
  and seeks out the green slime to become one with his new 
  master, Tsathoggua. The investigators may meet him later, 
  transformed into a primordial.
  If Macready is contained in a room, the investigators may 
  want to question him; however, his responses are those of a 
  madman. Unless bound, Macready begins to mimic a frog, 
  bending his knees and hopping about, occasionally using his 
  tongue to lick at the corners of the room with an insane look 
  in eyes. A successfully Psychology roll confirms the man’s 
  mind is broken. While Macready won’t directly respond to 
  questioning, he does make exclamations concerning his master, 
  “The Sleeper of N’kai awakens!” and “Sadagowah be his name!” 
  “Up from below his servants come and He shall have mastery 
  of the seas and land!” And other enlightening statements as the 
  TSATHOGGUA'S INFLUENCE
  The Great Old One’s influence affects a number of the 
  platform’s crew. The Keeper has full control of deciding 
  which NPCs succumb to the malign psychic emanations 
  and when it happens. It is unlikely the investigators will be 
  on the platform long enough for the influence to really affect 
  them but, optionally, the Keeper may decide to test this by 
  having the investigators make an opposed POW roll versus 
  Tsathoggua’s POW of 175. Those succeeding are immune to 
  the influence for now. Those failing the roll, begin to have 
  nightmares of dark caverns far beneath the earth and an 
  immense toad-like thing wallowing in muddy lakes of green 
  slime—more like some huge presence that they cannot fully 
  see but feel enclosing upon them (Sanity roll, 1/1D4 loss). In 
  addition, the person affected hears strange names during their 
  sleep—the Sleeper, Zhothaqqua, Sadagowah, or Tsathoggua 
  (all different interpretations of Tsathoggua’s name.
  Each night the nightmares continue and each morning 
  the investigator makes another opposed POW roll: once one 
  roll is failed, the investigator has succumbed to Tsathoggua’s 
  influence and begins to work with Dr. Roylott to ensure the 
  drilling continues. Those under full influence are able to 
  recognize others in the same predicament.
  If the influence is discovered, the affected investigator’s 
  colleagues may attempt to break the connection by using either 
  blunt force (a severe whack to the head, causing 3 or more damage 
  is sufficient) or a successful Hard Psychoanalysis roll. Of course, 
  the influence may return if the affected investigator remains on 
  the platform and fails an opposed POW the following morning.
  HOT, HOT, HOT!
  While not the main enemy in the scenario, heat may be an 
  unexpected factor for the investigators, especially for those 
  affected by the green slime. The following information may 
  be of use.
  37°C (98�6 °F): average human body temperature.
  38°C (100�4 °F): onset of hyperthermia (see below); 
  uncomfortable, profuse sweating, and a desire to drink fluids.
  39°C (102�2 °F): sweating, flesh becomes flushed and red; heart 
  rate increases and breathlessness, coupled with exhaustion. 
  40°C (104�0 °F): profuse sweating, with fainting, general 
  weakness, vomiting, headaches, and dizziness possible. 
  41°C (105�8 °F): fainting, vomiting, severe headache, dizziness, 
  confusion, hallucinations, delirium, and drowsiness are all likely.
  42°C (107�6 °F): skin turns pale or becomes flushed and red. 
  Severe delirium, vomiting, and convulsions can occur; the 
  subject may become comatose. Heart rate becomes very fast.
  43°C (109�4 °F): continuous convulsions and shock, serious brain 
  damage and cardio-respiratory collapse possible. Death is likely.
  Hyperthermia occurs when the body produces or absorbs 
  more heat than it can dissipate. The body becomes overwhelmed 
  and is unable to deal with the heat, causing body temperature 
  to rise uncontrollably. Hyperthermia at or above 40 °C (104 °F) 
  is life threatening and requires immediate treatment (a shaded 
  environment, drinking water, removing clothing, bathing in 
  tepid or cool water) to bring body temperature down. The 
  Keeper may desire to inflict an increased difficulty level and/
  or penalty die to those suffering hyperthermia.
  
  133
  MOHOLE
  Keeper desires. If possible, Macready will attempt to escape, 
  which may lead to a chase scene as the investigators try to 
  apprehend him before he can disappear to the lower levels.
  DRILLING FOR SLIME 
  In tandem with the discovery of Harry Slocum and Gabe 
  Macready’s sabotage, the drilling crew find themselves covered 
  in green slime as it begins to pour out from the drill pipe in 
  gushing torrents. In the chaos, Bob MacCrum radios for Pete 
  Shead, the Mud Engineer, and any of his crew off duty to come 
  down to help address the situation. Thus, MacCrum and the 
  rest of his team are covered in the green goo and collapse.
  The commotion may draw the investigators’ attention. On 
  arrival at the drill floor, the drill crew is all covered in the 
  slime, their bodies twitching spasmodically. It’s a scary and 
  unnatural sight, provoking a Sanity roll (1/1D6 loss). Note 
  that by the time any investigators arrive, the rest of the green 
  slime has moved to other areas of the platform, all that is left 
  is what is covering the drill crew.
  There are too many casualties for sickbay to hold, so the 
  gym in the Accommodation Block is swiftly turned into a 
  makeshift hospital. Tony Pearson takes charge of the refit—a 
  successful Psychology roll detects he is relived to be doing 
  something he can actually manage rather than dealing with 
  the green slime and his patients, which is beyond his capacity 
  and knowledge to deal with.
  Once the drill crew has been moved to the gym, the process 
  of turning the men into monstrous primordials is rapid (due 
  to the total exposure they suffered). The timing is at the 
  Keeper’s discretion to maximize chaos and tension. Once the 
  primordials “wake up” en masse, they make their way to the 
  reactor core (for the heat) and resist any obstructions or people 
  with force (see The Primordials, above). 
  THE PRIMORDIALS
  Humans affected by the green slime are 
  transformed into inhuman monsters, 
  with no thought other than to serve 
  the will of Tsathoggua. They present a 
  tangible danger to the investigators and 
  crew of the Devil’s Hole Platform, as they 
  wander the rig in search of heat sources 
  and perform Tsathoggua’s bidding. 
  Creatures of heat, they need warmth to 
  function, otherwise they grow lethargic 
  and could even die. 
  There is no set number of these 
  monsters, as any of the platform’s crew 
  could be transformed—the Keeper is 
  advised to have as many primordials 
  as needed to present an appropriate 
  challenge. Initially, once the drill crew 
  is transformed, there will be 12 of 
  the monsters on the rig. Assume one 
  primordial per 2 or 3 investigators 
  is an adequate challenge, allowing 
  the investigators the opportunity to 
  understand how dangerous the monsters 
  are (running away is a good option and 
  allows the investigators time to work out 
  how to combat the creatures).
  In combating the primordials the 
  following solutions might be attempted:
  • Bullets and piercing weapons: inflict 
  minimum damage.
  • Blunt damage weapons: inflict half 
  damage.
  • Co2 fire extinguishers: (found all 
  around the platform*) a single 2kg 
  extinguisher sprayed point-blank at 
  a primordial causes 1D6+1 damager 
  per round for 3 rounds (a 5kg 
  extinguisher causes 1D6+1 per round 
  for 7 rounds—probably enough to kill 
  an individual).
  • Cold: a frozen leg of lamb used as a 
  club inflicts 1D3+2 damage, while 
  trapping a primordial in a freezer will 
  kill it after 1D6+1 rounds.
  • Sea: pushing a primordial into the sea 
  solves the problem for now but the 
  monster will eventually make its way 
  back to the rig (the sea’s temperature 
  does make them lethargic but does not 
  kill the creatures).
  Hand-to-hand combat with the 
  monster is risky, as touching the green 
  slime that forms their skin brings with 
  it the danger of getting the slime on to 
  one’s skin. At the end of each round of 
  melee combat, an investigator should 
  attempt a Luck roll (unless they have 
  taken adequate precautions) to see if 
  any of the slime has latched on to their 
  skin. In addition, the monster’s touch 
  is burning; causing skin to blister and 
  inflicting 1D6 burn damage.
  *Extinguishers: only Co2 extinguishers are 
  effective. Other types (foam, dry powder) 
  are available on the platform—unless 
  an investigator is specifically stating they 
  are looking for a Co2 type, call for a Luck 
  roll to determine if they grab the correct 
  extinguisher.
  
  The Primordials Attack
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  134
  CHAPTER FOUR
  PART THREE: EVENTS
  The investigators must navigate a path through panic, madness, 
  and death. Will they attempt to save the day or try to flee in 
  order to save their own necks?
  THE PRIMORDIALS ATTACK
  Ideally, have a group of primordials perform a surprise attack 
  on the investigators; this might be in the investigators’ office 
  in the Accommodation Block when they are regrouping 
  and sharing information, but could happen anywhere that’s 
  opportune. Such a scene begins with a Listen roll; if successful, 
  the sounds of something moving against the walls can be 
  heard, quickly followed by the smell of burning. Without 
  further notice, the walls of the room crash in as the hands 
  and arms of primordials lunge forward and reach to grasp 
  the investigators.
  Meanwhile, around the platform, other primordials begin 
  to roam, seeking out heat sources and attacking anyone they 
  come across. The monsters are relatively slow moving (MOV 
  5) but relentless if they in pursuit.
  See box The Primordials, nearby, for details on these 
  walking jelly horrors—profiles for the monsters can be found 
  on page 133. 
  DR� KENT’S ASSISTANCE
  If Dr. Roylott has taken the Reactor Control Room and its 
  team, including Dr. Kent, hostage, the investigators may wish 
  to appeal to Dr. Kent and her team to help subdue Roylott. If 
  the investigators can somehow communicate with Dr. Kent 
  (e.g. surreptitiously, like stealthy hand gestures through the 
  reinforced glass windows facing into the room) then they can 
  persuade her and her team to cause a distraction (allowing 
  the investigators to storm inside—if they know the key code) 
  or attempt to overpower Roylott while the investigators run 
  in to help. Of course, at the Keeper’s discretion, Dr. Kent or 
  one of her team may, by now, have fallen under Tsathoggua’s 
  influence; thus, whatever is agreed is in fact a trap for the 
  investigators to walk into.
  Perhaps even though she is not under the Great Old One’s 
  influence, Dr. Kent is already insane from the sights and events 
  that have unfolded so far. Does her madness help or hinder 
  the investigators? In any respect, play this scene out as befits 
  the situation so far in respect to the investigators’ interactions 
  with Dr. Kent, her team, and, of course, Dr. Roylott.
  THE MADNESS OF STAHL
  Assaulted by the influence of Tsathoggua, Stahl’s mind cracks 
  and, in his insanity, he sees enemies everywhere. His paranoia 
  is extreme and he views any who question his authority as 
  enemies, while the outsiders—the investigators—are accused 
  of being spies or terrorists who must be put down.
  If Dr. Roylott has not already ordered Stahl to impose 
  “martial law” on the rig, then Stahl does this now. He positions 
  his men at the lifeboats, at the entrances to the Control Room, 
  and at Reactor Control. He also sends a search party to look for 
  the investigators and, if successful, the investigators are brought 
  to Stahl, who then orders them to be shot by firing squad.
  The Keeper should determine how many of Stahl’s men 
  are also influenced by Tsathoggua; no more than half should 
  be. Those unaffected may act as seems appropriate; the 
  investigators may use their social skills to convince the men 
  that Stahl is mad and to help them put an end to Stahl’s rule. 
  If any investigators made a point of getting to know any of 
  the security team before Part 3, a kindly Keeper might grant a 
  bonus die to a Persuade, Fast Talk, or Charm roll to get that 
  individual on side. Such an appeal might be the investigators’ 
  last resort if facing a firing squad (see following).
  The Firing Squad
  If captured, the investigators may be held in a secure room 
  until Stahl decides to convene a firing squad, providing an 
  opportunity to escape. Otherwise, the investigators are hauled 
  out and lined up on the helicopter pad as a line of Stahl’s 
  men take aim.
  Present this moment with suitable tension but allow 
  the players a bit of time to think up a last second strategy. 
  Possibilities include using a social skill roll to appeal to the 
  security men’s humanity and to point out Stahl’s madness, or 
  a sudden break and dash for freedom by running and jumping 
  off the deck to the sea below (calling for a DEX roll to make 
  it to relative safety—perhaps they manage to grab hold of a 
  support beam, allowing them to climb to another part of the 
  rig, rather than fall into the sea). Possibly a deal could be made 
  if an investigator can think up a scheme to convince Stahl 
  they are worth keeping alive (use the investigator’s Fast Talk 
  or Persuade opposed by Stahl’s POW). If the investigators 
  seem doomed, at a last resort, Lewis Duffy and the rest of 
  the processing technicians come to their rescue (or perhaps a 
  different team led by Angie Yousef) and provide enough of a 
  distraction for the investigators to escape.
  
  135
  MOHOLE
  
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  136
  CHAPTER FOUR
  LAVA DANGER
  As things build towards the climax, lava shoots up the drill, 
  flooding the drilling floor in burning molten rock. Alarms go 
  off around the platform—if the investigators can get to the 
  Control Room, they can see what’s happening on the various 
  read outs. Otherwise, the lava flows throughout the lower deck 
  and the members of the platform’s crew soon bring word of 
  the disaster to the investigators.
  Those with Science (Geology) can deduce that there is a 
  very real risk of a volcanic eruption and that nothing can be 
  done to prevent this taking place. The best option is to abandon 
  the rig and get as far away as possible—if only there wasn’t 
  a huge storm front currently preventing rescue by helicopter.
  When a volcanic eruption occurs is determined by the 
  Keeper and, ideally, makes for an epic climax to end the 
  scenario (see Ending the Scenario, nearby).
  ELASTIC HORROR
  The formless spawn of Tsathoggua swim up to the platform to 
  herald the coming of their master, arriving by climbing up the 
  platform’s support legs. They seep onboard and pose serious 
  threats to anyone going near to the lifeboats or trying to kill 
  Dr. Roylott (if he is still alive by this point).
  As they begin to emerge, the storm clouds above the 
  platform seem to combine and change shape. Those outside 
  or able to see the sky are filled with a sense of dread as a 
  vast psychic image of Tsathoggua forms in the sky overhead. 
  Those witnessing this terrifying image must make a Sanity 
  roll (0/1D10 loss).
  ENDING THE SCENARIO
  It is highly likely the investigators die or go insane as the 
  scenario comes to a close, so the Keeper should aim to finish 
  things with a big bang with the drilling of the Mohole 
  resulting in an epic volcanic explosion, taking out the rig, 
  killing everyone and everything thing onboard, and essentially 
  closing the hole into N’kai and preventing Tsathoggua’s 
  arrival. Of course, the investigators might have a different 
  conclusion in mind and so here are some possible solutions 
  (and hindrances), should the players wish to attempt them.
  The Formless Spawn
  
  137
  MOHOLE
  Escape
  • Stahl’s men guard the lifeboats or, if they are no longer a 
  threat, then a formless spawn is lurking nearby and preventing 
  access. The investigators must distract or overcome the guards 
  or monster to use the escape capsules—perhaps an investigator 
  must give their life in order for their colleagues to escape? 
  • Some investigators might consider jumping off the platform 
  into the North Sea a viable option. The fall is around 190 
  feet (58m) and is survivable; however, drowning is the main 
  threat to life. A successful Swim roll followed by a Climb 
  roll means the investigator can get to one of the support 
  legs and make their up to the platform. Those hoping to 
  wait for a lifeboat must cope with the onset of hypothermia, 
  which contributes significantly to the possibility of drowning 
  due to its debilitating effects. An investigator who spends 
  more than 30 minutes in the sea must make a CON roll 
  or contract hypothermia (after another fifteen minutes, the 
  CON roll becomes Hard and, after another fifteen minutes, 
  the difficulty increases to Extreme). Once the CON roll is 
  failed, hypothermia sets in and the investigator suffers 1D4 
  damage, as well as all suffering from a penalty die on all skill 
  rolls. For every fifteen minutes thereafter, the investigator 
  loses another 1D4 hit points and must succeed in a Hard 
  CON roll or fall unconscious, which may lead to drowning 
  if they are without a life preserver. If rescued, lost hit points 
  are regained at the normal rate. 
  Stopping the drill:
  • If the investigators can get into the Reactor Control Room, 
  eliminate the threat posed by Dr. Roylott, any attendant 
  security guards, and avoiding primordials and formless 
  spawn before the lava begins to flow through the platform, 
  then they have a chance to close down the reactor and 
  stop the drilling. In so doing, the investigators prevent the 
  volcanic rupture and can save the platform—at least long 
  enough to wait for rescue helicopters once the storm dies 
  down. All they need to do is avoid the primordials, formless 
  spawn, and anyone influenced by Tsathoggua (who will 
  attempt to restart the drill) long enough for rescue to arrive.
  CONCLUSION
  With an outside chance of survival, any investigators 
  succeeding in stopping the drill and being rescued deserves a 
  well-earned Sanity reward. Otherwise, and more than likely, 
  the scenario concludes with Devil’s Hole Platform being 
  destroyed by violent volcanic eruption. Thank the players for 
  the game and gather in their character sheets.
  If the investigators do manage to escape in a lifeboat, the 
  Keeper may wish to end things with a short and brutal epilogue. 
  Perhaps all seems well until something can be heard knocking on 
  the fiberglass shell of the capsule and black shape is spied through 
  a porthole. Suddenly, the capsule is pulled beneath the waves and 
  down into the sea, clutched in the myriad pseudopods of a group 
  of formless spawn intent on taking this hard skinned treat with 
  a fleshy inside down to the depths of N’kai for a special feast.
  Rewards
  If you are using Mohole in an ongoing campaign, surviving 
  investigators may receive the following rewards:
  • Stopping the drilling and preventing the volcanic explosion 
  +1D10 Sanity points.
  • Escaping but the platform is destroyed +1D6 Sanity points.
  • For each primordial killed +1 Sanity point (to a maximum of 5).
  • For each formless spawn killed +1D8 Sanity points (to a 
  maximum of 8). 
  APPENDIX: MOHOLE
  NON-PLAYER CHARACTERS 
  AND MONSTERS
  Key NPCs are given their own profile, whereas NPCs fulfilling 
  the same or related roles are gathered together in a generic profile. 
  Dr� Simon Roylott, project lead
  STR 40 
  CON 55 
  SIZ 45 
  DEX 60 
  INT 90 
  APP 35 
  POW 35 
  EDU 93 
  SAN 00 
  HP 10 
  DB: 0 
  Build: 0 
  Move: 6 
  MP: 9 
  Combat
  Brawl 
   
  40% (20/8), damage 1D3
  Handgun 
   
  25% (12/5), damage 1D8
  Dodge 
   
  30% (15/6) 
  Skills
  Art/Craft (Acting) 45%, Intimidate 60%, Jump 45%, Listen 
  45%, Mechanical Repair 60%, Natural World 60%, Operate 
  Heavy Machinery 40%, Persuade 55%, Psychology 60%, 
  Science (Chemistry) 60%, (Engineering) 95%, (Geology) 70%, 
  (Physics) 70%, Spot Hidden 35%, Stealth 50%, Throw 35%.
  Brain Wipe: target is unable to recall their last 24 or 36 hours. 
  Costs 6 magic points to wipe 24 hours worth of memory, or 10 
  points for 36 hours. Roylott must be speaking to the target and 
  be in close proximity. The target may resist with an opposed 
  POW roll but, even if successful, doesn’t recall the attempt. 
  Takes 2 rounds to complete and if Roylott is interrupted he 
  must make a successful POW roll to maintain concentration.
  
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  CHAPTER FOUR
  Angie Yousef, operations team leader 
  STR 55 
  CON 70 
  SIZ 50 
  DEX 45 
  INT 55 
  APP 50 
  POW 80 
  EDU 60 
  SAN 45 
  HP 12 
  DB: 0 
  Build: 0 
  Move: 6 
  MP: 16 
  Combat
  Brawl 
   
  35% (17/7), damage 1D3
  Dodge 
   
  40% (20/8) 
  Skills
  Accounting 45%, Charm 60%, Climb 35%, Fast Talk 45%, 
  First Aid 55%, Listen 65%, Natural World 35%, Persuade 
  50%, Psychology 65%, Spot Hidden 35%, Stealth 40%, Swim 
  50%, Throw 30%.
  Piers Goldman, company man
  STR 40 
  CON 50 
  SIZ 45 
  DEX 50 
  INT 75 
  APP 45 
  POW 65 
  EDU 65 
  SAN 65 
  HP 9 
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 13 
  Combat
  Brawl 
   
  25% (12/5), damage 1D3
  Dodge 
   
  30% (15/6) 
  Skills
  Accounting 80%, Charm 45%, Climb 25%, Fast Talk 50%, 
  First Aid 35%, Jump 40%, Law 40%, Listen 60%, Persuade 
  30%, Psychology 30%, Spot Hidden 30%, Stealth 50%, Swim 
  30%, Throw 30%.
  Jerry Scrivens, offshore operations engineer 
  STR 85 
  CON 75 
  SIZ 55 
  DEX 60 
  INT 80 
  APP 60 
  POW 60 
  EDU 80 
  SAN 60 
  HP 13 
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 9 
  Combat
  Brawl 
   
  60% (30/13), damage 1D3+1D4
  Dodge 
   
  40% (20/8) 
  Skills
  Charm 40%, Climb 45%, Computer Use 35%, Demolitions 
  30%, Electrical Repair 60%, First Aid 35%, Jump 40%, 
  Law 25%, Listen 35%, Locksmith 40%, Persuade 40%, 
  Psychology 45%, Science (Engineering) 70%, (Geology) 50%, 
  (Mathematics) 60%, Mechanical Repair 50%, Spot Hidden 
  50%, Stealth 30%, Swim 40%, Throw 45%.
  Dr� Rachel Kent, nuclear operations engineer
  STR 50 
  CON 80 
  SIZ 35 
  DEX 70 
  INT 85 
  APP 40 
  POW 70 
  EDU 90 
  SAN 70 
  HP 11 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 14 
  Combat
  Brawl 
   
  35% (17/7), damage 1D3
  Dodge 
   
  35% (17/7) 
  Skills
  Climb 25%, Electronics 55%, Intimidate 40%, Jump 45%, Law 
  40%, Listen 60%, Mechanical Repair 60%, Persuade 50%, 
  Psychology 30%, Science (Chemistry) 70%, (Engineering) 60%, 
  (Physics) 80%, Spot Hidden 40%, Stealth 40%, Swim 40%.
  Michel “Mich” Tennyson, operations coordinator
  STR 65 
  CON 70 
  SIZ 50 
  DEX 55 
  INT 80 
  APP 50 
  POW 45 
  EDU 60 
  SAN 45 
  HP 12 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 9 
  Combat
  Brawl 
   
  45% (22/9), damage 1D3
  Dodge 
   
  30% (15/6) 
  Skills
  Accounting 50%, Charm 60%, Climb 40%, Computer Use 
  25%, Diving 30%, Fast Talk 30%, First Aid 50%, Jump 40%, 
  Law 20%, Listen 50%, Persuade 50%, Pilot (Boat) 25%, 
  Psychology 40%, Spot Hidden 30%, Stealth 30%, Swim 60%, 
  Throw 45%.
  Tony Pearson, paramedic
  STR 80 
  CON 60 
  SIZ 50 
  DEX 80 
  INT 60 
  APP 55 
  POW 55 
  EDU 75 
  SAN 55 
  HP 11 
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 11 
  Combat
  Brawl 
   
  50% (25/10), damage 1D3
  Dodge 
   
  60% (30/12) 
  Skills
  Charm 70%, Climb 60%, Fast Talk 60%, First Aid 80%, 
  Intimidate 45%, Jump 45%, Listen 40%, Medicine 45%, 
  Persuade 40%, Psychology 50%, Spot Hidden 50%, Science 
  (Biology) 40%, Stealth 60%, Swim 55%, Throw 60%.
  Tegan Fielding, stores keeper
  STR 45 
  CON 55 
  SIZ 60 
  DEX 65 
  INT 60 
  APP 80 
  POW 45 
  EDU 55 
  SAN 45 
  HP 12 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 9 
  
  139
  MOHOLE
  Combat
  Brawl 
   
  35% (17/7), damage 1D3
  Dodge 
   
  40% (20/8) 
  Skills
  Accounting 55%, Art/Craft (Hairdresser) 65%, Charm 50%, 
  Climb 30%, Fast Talk 60%, Jump 30%, Listen 50%, Occult 
  30%, Psychology 35%, Read Lips 30%, Spot Hidden 45%, 
  Stealth 50%, Throw 25%.
  Control Room/Power Control Systems 
  Operators, and Radio Operator
  • Control Room: Jeff Smalls, Lucille Sharkey, Fiona McCraig, 
  Finbar Drummond.
  • Radio: Gabe Macready.
  STR 45 
  CON 55 
  SIZ 60 
  DEX 50 
  INT 75 
  APP 50 
  POW 40 
  EDU 70 
  SAN 40 
  HP 13 
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 8 
  Combat
  Brawl 
   
  35% (17/7), damage 1D3
  Dodge 
   
  25% (12/5) 
  Skills
  Climb 30%, Computer Use 50%, Fast Talk 35%, First Aid 
  45%, Jump 40%, Library Use 30%, Listen 40%, Natural World 
  50%, Persuade 35%, Psychology 35%, Science (Mathematics) 
  45%, (Meteorology) 40%, (Physics) 40%, Spot Hidden 60%, 
  Stealth 35%, Swim 30%, Throw 30%.
  Processing Technicians
  • Lewis Duffy, Bill Greer, Mitch Logan, Steve Cressey.
  STR 55 
  CON 80 
  SIZ 65 
  DEX 70 
  INT 70 
  APP 45 
  POW 50 
  EDU 75 
  SAN 50 
  HP 14 
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 10 
  Combat
  Brawl 
   
  55% (27/11), damage 1D3
  Dodge 
   
  40% (20/8) 
  Skills
  Charm 45%, Climb 40%, Computer Use 60%, Electrical 
  Repair 50%, Electronics 45%, First Aid 30%, Listen 30%, 
  Persuade 40%, Psychology 30%, Science (Chemistry) 60%, 
  (Engineering) 70%, (Physics) 60%, Spot Hidden 45%, Stealth 
  35%, Swim 35%, Throw 45%.
  Reactor Control and Coolant Technicians
  • Reactor: Denise Latch, Cerys Jones, Mea MacDougal.
  • Coolant: Vijay Reza, Tom Martin.
  STR 35 
  CON 50 
  SIZ 50 
  DEX 70 
  INT 90 
  APP 65 
  POW 50 
  EDU 85 
  SAN 50 
  HP 10 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 10 
  Combat
  Brawl 
   
  35% (17/7), damage 1D3
  Dodge 
   
  35% (17/7) 
  Skills
  Climb 30%, Computer Use 60%, Listen 35%, Persuade 30%, 
  Psychology 20%, Science (Chemistry) 60%, (Mathematics) 
  60%, (Physics) 70%, Spot Hidden 60%, Stealth 40%, Swim 
  25%, Throw 25%.
  Automation Systems Specialist,  
  Maintenance Workers, and Crane Operator
  • Automation Systems: Harry Dawson.
  • Maintenance: Harry Slocum, Billy Waters.
  • Crane: Richard Copper.
  STR 65 
  CON 80 
  SIZ 60 
  DEX 60 
  INT 65 
  APP 40 
  POW 60 
  EDU 60 
  SAN 60 
  HP 14 
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 12 
  Combat
  Brawl 
   
  60% (30/12), damage 1D3
  Dodge 
   
  40% (20/8) 
  Skills
  Charm 50%, Electrical Repair 80%, Fast Talk 60%, First Aid 
  25%, Listen 45%, Mechanical Repair 80%, Locksmith 60%, 
  Operate Heavy Machinery 70%, Psychology 30%, Science 
  (Engineering) 50%, Sleight of Hand 60%, Spot Hidden 50%, 
  Stealth 50%, Swim 30%, Throw 55%.
  Catering Crew
  • Patrick Murphy and Seamus O’Clare 
  STR 45 
  CON 40 
  SIZ 60 
  DEX 75 
  INT 70 
  APP 50 
  POW 70 
  EDU 60 
  SAN 70 
  HP 10 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 14 
  
  Primordial
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  140
  CHAPTER FOUR
  Combat
  Brawl 
   
  45% (22/9), damage 1D3
  Dodge 
   
  45% (22/9) 
  Skills
  Accounting 40%, Art/Craft (Cooking) 80%, Charm 70%, Climb 
  40%, Electrical Repair 25%, Fast Talk 50%, First Aid 35%, 
  Listen 25%, Occult 30%, Psychology 40%, Sleight of Hand 
  45%, Spot Hidden 30%, Stealth 30%, Swim 40%, Throw 50%.
  Drill Crew
  • Team Leader: Bob MacCrum.
  • Mud engineer: Pete Shead.
  • Derrickhands: Roy Bates, Yan Andersson, Barbara Cunk.
  • Roughnecks: Flora Macrae, Angus McNab, Jim Reid, 
  Donald Stewart, Tyrone Cleaver, Lionel Scott.
  STR 90 
  CON 70 
  SIZ 80 
  DEX 70 
  INT 65 
  APP 35 
  POW 50 
  EDU 55 
  SAN 50 
  HP 15 
  DB: +1D6 Build: 2 
  Move: 8 
  MP: 10 
  Combat
  Brawl 
   
  70% (35/14), damage 1D3+1D6
  Dodge 
   
  35% (17/7) 
  Skills
  Climb 60%, Diving 30%, First Aid 40%, Intimidate 60%, Jump 
  40%, Mechanical Repair 55%, Natural World 50%, Operate 
  Heavy Machinery 80%, Psychology 40%, Spot Hidden 50%, 
  Stealth 30%, Swim 50%, Throw 60%.
  SECURITY TEAM
  David Stahl, head of security
  STR 75 
  CON 60 
  SIZ 80 
  DEX 70 
  INT 90 
  APP 60 
  POW 45 
  EDU 55 
  SAN 36* 
  HP 15 
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 9 
  *Tsathoggua’s influence causes Stahl to go insane during the 
  scenario.
  Combat
  Brawl 
   
  85% (42/17), damage 1D3+1D4
  HK416 rifle  
  65% (32/13), damage 2D8
  Glock 17 pistol 
  55% (27/11), damage 1D10
  Dodge 
   
  60% (30/12) 
  Skills
  Climb 65%, Demolitions 40%, Diving 35%, First Aid 60%, 
  Intimidate 80%, Jump 50%, Law 40%, Listen 50%, Medicine 
  20%, Psychology 40%, Spot Hidden 55%, Stealth 65%, 
  Survival 45%, Swim 50%, Throw 60%.
  Stahl’s Men
  • Section Leaders: Jack Denes and Cal Fuchs.
  • Security: Nigel Gordon, Greg Bennings, Vance Norris, Lem 
  Strode, Teddy Doyle, Gary Hunt, Ken Loomis, Budd Alves.
  STR 70 
  CON 70 
  SIZ 80 
  DEX 65 
  INT 60 
  APP 50 
  POW 50 
  EDU 60 
  SAN 50 
  HP 15 
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 10 
  Combat
  Brawl 
   
  70% (35/14), damage 1D3+1D4
  HK416 rifle  
  60% (30/12), damage 2D8
  Glock 17 pistol 
  55% (27/11), damage 1D10
  Dodge 
   
  40% (20/8) 
  Skills
  Climb 50%, Demolitions 30%, Diving 40%, First Aid 50%, 
  Intimidate 60%, Jump 50%, Law 30%, Listen 50%, Mechanical 
  Repair 30%, Operate Heavy Machinery 40%, Psychology 45%, 
  Spot Hidden 50%, Stealth 60%, Survival 40%, Swim 50%, 
  Throw 60%.
  
  141
  MOHOLE
  MONSTERS 
  Primordials, shambling jelly monsters
  Transformed by the green slime of N’kai, primordials are 
  humans turned into horrific shambling jelly monstrosities. 
  Their luminous green rippling and wobbling skin is 
  translucent; their once-human innards and organs visible. 
  While serving the will of Tsathoggua, primordials will seek 
  out heat sources and avoid cold, which makes them lethargic 
  and can kill them at very low temperatures.
  STR 80 
  CON 50 
  SIZ 70 
  DEX 40 
  INT 20 
  APP — 
  POW 40 
  EDU — 
  SAN — 
  HP 12 
  DB: +1D4 Build: 1 
  Move: 5 
  MP: 8 
  Combat
  Attacks per round: 1 (bash or grab)
  Burning touch: causes skin to blister and inflicts 1D6 burn 
  damage.
  Green slime: hand-to-hand combat with primordials is risky, 
  as exposure to the green slime that forms their skin is likely. 
  At the end of each round of melee combat opponents in 
  melee should attempt a Luck roll (unless they have taken 
  adequate precautions) to see if any of the slime has latched 
  on to their skin. 
  Grab (mnvr): grabs one victim; automatic damage per round 
  thereafter. Victim may attempt opposed STR or DEX roll to 
  break or wriggle free; Luck roll to determine if green slime 
  has latched onto victim’ skin.
  Fighting 
   
  40% (20/8), damage 1D6+burn
  Grab (mnvr)  
  40% (20/8), automatic 1D6 burn  
   
   
  damage on subsequent rounds
  Dodge 
   
  n/a 
  Skills
  Climb 50%, Listen 40%, Shamble 80%, Spot Hidden 20%, 
  Relentless Pursuit 80%.
  Armor: bullets and impaling weapons inflict minimum 
  damage; blunt weapons inflict half damage; prolonged 
  exposure to temperatures below 00°C (32°F) can injure and 
  kill: 
  • CO2 fire extinguishers: (found all around the platform*) 
  a single 2kg extinguisher sprayed point-blank at a 
  primordial causes 1D6+1 damager per round for 3 
  rounds (a 5kg extinguisher causes 1D6+1 per round for 7 
  rounds—probably enough to kill an individual).
  • Cold: a frozen leg of lamb used as a club inflicts 1D3+2 
  damage, while trapping a primordial in a freezer will kill it 
  after 1D6+1 rounds. 
  • Temperatures below 30°C (86°F) make primordials lethargic 
  (MOV 3).
  Armor: none.
  Spells: none.
  Sanity loss: 1/1D6 Sanity points to see a primordial.
  Formless Spawn
  Black, protean beings able to change shape in an instant, 
  from toad-like lumps to elongated things with hundreds 
  of rudimentary legs. Able to ooze through small cracks and 
  enlarge their appendages at will.
  STR 90 
  CON 50 
  SIZ 120 
  DEX 95 
  INT 65 
  APP — 
  POW 50 
  EDU — 
  SAN — 
  HP 17 
  DB: +2D6 Build: 3 
  Move: 12 MP: 10 
  Combat
  Attacks per round: 2 (limited to 1 Bite per round)
  Due to their extreme fluidity, able to attack in a wide variety 
  of ways, forming whips, tentacles, and other appendages with 
  which to bludgeon and strike their opponents.
  Bite: victim is instantly swallowed. Each round thereafter 
  the victim suffers 1 damage from constriction—the damage 
  increasing by 1 point per round (e.g., on the second round 
  2 damage, and so forth). While swallowed, the victim may 
  take no action whatsoever, though friends may attempt to 
  slay the monster to free him or her. May attempt one Bite 
  attack per round and can continue to swallow prey until having 
  swallowed its own SIZ in prey. While digesting a victim, 
  a spawn may continue to fight but may not shift location 
  without disgorging what it has swallowed.
  Grab (mnvr): grabs an opponent using one of its whip like 
  appendages; range is always one-fifth of the monster’s SIZ in yards.
  Fighting 
   
  60% (30/12), damage 2D6+DB
  Grab (mnvr)  
  60% (30/12), damage 1D6+DB
  Dodge  
   
  47% (23/9)
  Armor: immune to all physical weapons—wounds simply snap 
  closed after being opened. Fire, chemicals, and other forces 
  deal standard damage. Spells may affect them. 
  Spells: formless spawn have a 25% chance of knowing 1 spell. 
  Sanity loss: 1/1D10 Sanity points to see a formless spawn.
  
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  142
  CHAPTER FOUR
  JESSICA ANDERSON
  Age: 48 
  Occupation: Scientist (Geo-Chemistry)  
   
  and Team Leader
  STR 55 
  CON 45 
  SIZ 65 
  DEX 60 
  INT 80 
  APP 60 
  POW 75 
  EDU 90 
  SAN 75 
  HP 11 
  DB: 0 
  Build: 0 
  Move: 6 
  MP: 15 
  Luck: 45
  Combat
  Brawl 
   
  25% (12/15), damage 1D3 
  Dodge 
   
  30% (15/6)
  Skills
  Climb 20% (10/4)
  Credit Rating 44% (22/9)
  Firearms (Handgun) 20% (10/4)
  Firearms (Rifle/Shotgun) 25% (12/5)
  First Aid 30% (15/6)
  Intimidate 65% (32/13)
  Jump 20% (10/4)
  Language (Latin) 30% (15/6)
  Language (English) 90% (45/18)
  Library Use 70% (35/14)
  Listen 20% (10/4)
  Mechanical Repair 10% (5/2)
  Natural World 70% (35/14)
  Persuade 40% (20/8)
  Psychology 20% (10/4)
  Science (Chemistry) 70% (35/14)
  Science (Geology) 80% (40/16)
  Science (Mathematics) 60% (30/12)
  Spot Hidden 65% (32/13)
  Stealth 20% (10/4)
  Swim 20% (10/4)
  Throw 20% (10/4)
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  Project Nergal is an experimental drill, designed to penetrate the 
  Earth’s crust, based on a former oil platform in the North Sea. 
  The scope of the project includes the collection and refinement 
  of a new energy source, named “Rolot gas” after its discoverer 
  Dr. Simon Roylott, who also happens to be the project’s leader. 
  The project has expanded astronomically. It now boasts extensive 
  government funding and backing from Gerald Winestep, 
  Secretary of State for Business, Energy, and Industrial Strategy. 
  Dr. Roylott has installed a nuclear reactor to power the drill to 
  previously-unknown depths. The project’s executive director 
  is Piers Goldman, a civil servant, who handles logistics and 
  non-scientific concerns. 
  You and a team of experts have been sent to the Devil’s Hole 
  Platform to audit the project and determine if it is: value for 
  money, safe, and likely to succeed in its mission. Your report is 
  expected to either close down the project or essentially green 
  light further investment. You are to be given access to all parts 
  of the platform without question. 
  • Description: slim, graying hair, angular face, with a stern 
  countenance.
  • Traits: inquisitive, bossy.
  • Ideology/Belief: science heralds a limitless future but must 
  be kept free of political interference. 
  External Auditors
  • You, scientist (geo-chemistry) and team leader
  • Phillip Swann, scientist (nuclear physicist)
  • Terry Douglas, oceanographer
  • Trisha Hickey, personnel consultant
  • Victor Mann, systems and processing engineer
  • Clarice Williams, Member of Parliament
  
  143
  MOHOLE
  PHILLIP SWANN
  Age: 52 
  Occupation: Scientist (Nuclear Physicist)
  STR 50 
  CON 70 
  SIZ 65 
  DEX 65 
  INT 75 
  APP 55 
  POW 60 
  EDU 85 
  SAN 60 
  HP 13 
  DB: 0 
  Build: 0 
  Move: 6 
  MP: 12 
  Luck: 50
  Combat
  Brawl 
   
  25% (12/15), damage 1D3 
  Dodge 
   
  32% (16/6)
  Skills
  Charm 45 (22/9)
  Climb 30% (15/6)
  Computer Use 45% (22/9)
  Credit Rating 40% (20/8)
  Electrical Repair 30% (15/6)
  Firearms (Handgun) 20% (10/4)
  Firearms (Rifle/Shotgun) 25% (12/5)
  First Aid 30% (15/6)
  Jump 20% (10/4)
  Language (Latin) 20% (10/4)
  Language (English) 85% (42/17)
  Library Use 40% (20/8)
  Listen 25% (12/5)
  Mechanical Repair 30% (15/6)
  Natural World 30% (15/6)
  Persuade 40% (20/8)
  Psychology 15% (7/3)
  Science (Engineering) 50% (25/10)
  Science (Mathematics) 60% (30/12)
  Science (Physics) 70% (35/14)
  Spot Hidden 60% (30/12)
  Stealth 40% (20/8)
  Swim 20% (10/4)
  Throw 20% (10/4)
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  Project Nergal is an experimental drill, designed to penetrate 
  the Earth’s crust, based on a former oil platform in the North 
  Sea. The scope of the project includes the collection and 
  refinement of a new energy source, named “Rolot gas” after 
  its discoverer Dr. Simon Roylott, who also happens to be the 
  project’s leader. The project has expanded astronomically. It 
  now boasts extensive government funding and backing from 
  Gerald Winestep, Secretary of State for Business, Energy, 
  and Industrial Strategy. Dr. Roylott has installed a nuclear 
  reactor to power the drill to previously-unknown depths. The 
  project’s executive director is Piers Goldman, a civil servant, 
  who handles logistics and non-scientific concerns. 
  You and a team of experts have been sent to the Devil’s 
  Hole Platform to audit the project and determine if it is: 
  value for money, safe, and likely to succeed in its mission. 
  Your report is expected to either close down the project or 
  essentially green light further investment. You are to be given 
  access to all parts of the platform without question. 
  • Description: slim muscular physique, graying hair, and 
  spectacles.
  • Traits: adventurous, gregarious.
  • Ideology/Belief: science has the answers to all of mankind’s 
  problems.
  External Auditors
  • You, nuclear physicist
  • Jessica Anderson, scientist (geo-chemistry) and team leader
  • Terry Douglas, oceanographer
  • Trisha Hickey, personnel consultant
  • Victor Mann, systems and processing engineer
  • Clarice Williams, Member of Parliament
  
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  144
  CHAPTER FOUR
  TERRY DOUGLAS
  Age: 45 
  Occupation: Oceanographer
  STR 65 
  CON 60 
  SIZ 70 
  DEX 60 
  INT 70 
  APP 50 
  POW 60 
  EDU 80 
  SAN 60 
  HP 13 
  DB: +1D4 Build: 1 
  Move: 6 
  MP: 12 
  Luck: 55
  Combat
  Brawl 
   
  25% (12/15), damage 1D3+DB 
  Dodge 
   
  32% (16/6)
  Skills
  Climb 40% (20/8)
  Computer Use 15% (7/3)
  Credit Rating 35% (17/7)
  Diving 40% (20/8)
  Fast Talk 35% (17/7)
  Firearms (Handgun) 20% (10/4)
  Firearms (Rifle/Shotgun) 25% (12/5)
  First Aid 30% (15/6)
  Jump 20% (10/4)
  Language (English) 80% (40/16)
  Library Use 30% (16/6)
  Listen 25% (12/5)
  Natural World 70% (35/14)
  Psychology 15% (7/3)
  Science (Biology) 70% (35/14)
  Science (Botany) 60% (30/12)
  Science (Chemistry) 60% (30/12)
  Spot Hidden 45% (22/9)
  Stealth 40% (20/8)
  Swim 50% (25/10)
  Throw 20% (10/4)
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  Project Nergal is an experimental drill, designed to penetrate 
  the Earth’s crust, based on a former oil platform in the North 
  Sea. The scope of the project includes the collection and 
  refinement of a new energy source, named “Rolot gas” after 
  its discoverer Dr. Simon Roylott, who also happens to be the 
  project’s leader. The project has expanded astronomically. It 
  now boasts extensive government funding and backing from 
  Gerald Winestep, Secretary of State for Business, Energy, and 
  Industrial Strategy. Dr. Roylott has installed a nuclear reactor 
  to power the drill to previously-unknown depths. The project’s 
  executive director is Piers Goldman, a civil servant, who handles 
  logistics and non-scientific concerns. 
  You and a team of experts have been sent to the Devil’s Hole 
  Platform to audit the project and determine if it is: value for 
  money, safe, and likely to succeed in its mission. Your report is 
  expected to either close down the project or essentially green 
  light further investment. You are to be given access to all parts 
  of the platform without question. 
  • Description: stocky and broad chested, short cut hair, round 
  face.
  • Traits: risk taker, cheerful.
  • Ideology/Belief: mankind has been nothing but bad news 
  for the planet.
  External Auditors:
  • You, oceanographer
  • Jessica Anderson, scientist (geo-chemistry) and team leader
  • Phillip Swann, nuclear physicist
  • Trisha Hickey, personnel consultant
  • Victor Mann, systems and processing engineer
  • Clarice Williams, Member of Parliament
  
  145
  MOHOLE
  TRISHA HICKEY
  Age: 42 
  Occupation: Personnel Consultant
  STR 65 
  CON 70 
  SIZ 55 
  DEX 60 
  INT 80 
  APP 65 
  POW 50 
  EDU 70 
  SAN 50 
  HP 12 
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 10 
  Luck: 60
  Brawl 
   
  45% (22/9), damage 1D3
  Dodge 
   
  30% (15/6)
  Skills
  Accounting 25% (12/5)
  Charm 50% (25/10)
  Climb 30% (15/6)
  Credit Rating 45% (22/9)
  Fast Talk 40% (20/8)
  Firearms (Handgun) 20% (10/4)
  Firearms (Rifle/Shotgun) 25% (12/5)
  First Aid 50% (25/10)
  Intimidate 50% (25/10)
  Jump 30% (15/6)
  Language (English) 70% (35/14)
  Language (Dutch) 20% (10/4)
  Law 35% (17/7)
  Library Use 40% (20/8)
  Listen 50% (25/10)
  Psychology 60% (30/12)
  Spot Hidden 60% (30/12)
  Stealth 50% (25/10)
  Swim 30% (15/6)
  Throw 30% (15/6)
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  Project Nergal is an experimental drill, designed to penetrate 
  the Earth’s crust, based on a former oil platform in the North 
  Sea. The scope of the project includes the collection and 
  refinement of a new energy source, named “Rolot gas” after 
  its discoverer Dr. Simon Roylott, who also happens to be the 
  project’s leader. The project has expanded astronomically. It 
  now boasts extensive government funding and backing from 
  Gerald Winestep, Secretary of State for Business, Energy, 
  and Industrial Strategy. Dr. Roylott has installed a nuclear 
  reactor to power the drill to previously-unknown depths. 
  The project’s executive director is Piers Goldman, a civil 
  servant, who handles logistics and non-scientific concerns. 
  You and a team of experts have been sent to the Devil’s 
  Hole Platform to audit the project and determine if it is: 
  value for money, safe, and likely to succeed in its mission. 
  Your report is expected to either close down the project or 
  essentially green light further investment. You are to be given 
  access to all parts of the platform without question. 
  • Description: average height, smart business suit, and dark 
  hair in a bob.
  • Traits: domineering, tunnel vision.
  • Ideology/Belief: everyone has secrets that can be used to 
  get what you want.
  External Auditors:
  • You, personnel consultant
  • Jessica Anderson, scientist (geo-chemistry) and team leader
  • Phillip Swann, nuclear physicist
  • Terry Douglas, oceanographer
  • Victor Mann, systems and processing engineer
  • Clarice Williams, Member of Parliament
  
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  CHAPTER FOUR
  VICTOR MANN
  Age: 49 
  Occupation: Systems and Processing Engineer
  STR 80 
  CON 70 
  SIZ 65 
  DEX 50 
  INT 70 
  APP 55 
  POW 55 
  EDU 85 
  SAN 55 
  HP 13 
  DB: +1D4 Build: 1 
  Move: 6 
  MP: 11 
  Luck: 55
  Combat
  Brawl 
   
  55% (27/11), damage 1D3+DB
  Dodge 
   
  35% (17/7)
  Skills
  Charm 15% (7/3)
  Climb 20% (10/4)
  Credit Rating 40% (20/8)
  Electrical Repair 65% (32/13)
  Electronics 40% (20/8)
  Firearms (Handgun) 45% (22/9)
  Firearms (Rifle/Shotgun) 45% (22/9)
  First Aid 30% (15/6)
  Intimidate 15% (7/3)
  Jump 20% (10/4)
  Language (English) 85% (42/17)
  Law 30% (15/6)
  Library Use 40% (20/8)
  Listen 20% (10/4)
  Mechanical Repair 75% (37/15)
  Operate Heavy Machinery 40% (20/8)
  Persuade 25% (12/5)
  Psychology 10% (5/2)
  Science (Engineering) 70% (35/14)
  Science (Mathematics) 55% (27/11)
  Spot Hidden 25% (12/5)
  Stealth 20% (10/4)
  Swim 30% (15/6)
  Throw 20% (10/4)
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  Project Nergal is an experimental drill, designed to penetrate the 
  Earth’s crust, based on a former oil platform in the North Sea. 
  The scope of the project includes the collection and refinement 
  of a new energy source, named “Rolot gas” after its discoverer 
  Dr. Simon Roylott, who also happens to be the project’s leader. 
  The project has expanded astronomically. It now boasts extensive 
  government funding and backing from Gerald Winestep, 
  Secretary of State for Business, Energy, and Industrial Strategy. 
  Dr. Roylott has installed a nuclear reactor to power the drill to 
  previously-unknown depths. The project’s executive director 
  is Piers Goldman, a civil servant, who handles logistics and 
  non-scientific concerns. 
  You and a team of experts have been sent to the Devil’s Hole 
  Platform to audit the project and determine if it is: value for 
  money, safe, and likely to succeed in its mission. Your report is 
  expected to either close down the project or essentially green 
  light further investment. You are to be given access to all parts 
  of the platform without question. 
  • Description: short and a little overweight, broad shoulders, 
  hair in a crew cut.
  • Traits: easy going, bit of a comedian.
  • Ideology/Belief: hates injustice and bullies.
  External Auditors:
  • You, systems and processing engineer
  • Jessica Anderson, scientist (geo-chemistry) and team leader
  • Phillip Swann, nuclear physicist
  • Terry Douglas, oceanographer
  • Trisha Hickey, personnel consultant
  • Clarice Williams, Member of Parliament
  
  147
  MOHOLE
  CLARICE WILLIAMS
  Age: 36 
  Occupation: Member of Parliament
  STR 80 
  CON 65 
  SIZ 45 
  DEX 80 
  INT 65 
  APP 70 
  POW 50 
  EDU 60 
  SAN 50 
  HP 11 
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 10 
  Luck: 60
  Combat
  Brawl 
   
  35% (17/7), damage 1D3+DB
  Dodge 
   
  40% (20/8)
  Skills
  Charm 55% (27/11)
  Climb 40% (20/8)
  Credit Rating 40% (20/8)
  Fast Talk 50% (25/10)
  Firearms (Handgun) 20% (10/4)
  Firearms (Rifle/Shotgun) 25% (12/5)
  First Aid 40% (20/8)
  History 25% (12/5)
  Intimidate 40% (20/8)
  Jump 40% (20/8)
  Language (English) 60% (30/12)
  Law 15% (7/3)
  Library Use 40% (20/8)
  Listen 40% (20/8)
  Persuade 30% (15/6)
  Psychology 45% (22/9)
  Sleight of Hand 40% (20/8)
  Spot Hidden 40% (20/8)
  Stealth 40% (20/8)
  Swim 30% (15/6)
  Throw 20% (10/4)
  Bonus: allocate 30 points to any skills of the player’s choice.
  Backstory
  Project Nergal is an experimental drill, designed to penetrate 
  the Earth’s crust, based on a former oil platform in the North 
  Sea. The scope of the project includes the collection and 
  refinement of a new energy source, named “Rolot gas” after 
  its discoverer Dr. Simon Roylott, who also happens to be the 
  project’s leader. The project has expanded astronomically. It 
  now boasts extensive government funding and backing from 
  Gerald Winestep, Secretary of State for Business, Energy, 
  and Industrial Strategy. Dr. Roylott has installed a nuclear 
  reactor to power the drill to previously-unknown depths. 
  The project’s executive director is Piers Goldman, a civil 
  servant, who handles logistics and non-scientific concerns. 
  You and a team of experts have been sent to the Devil’s 
  Hole Platform to audit the project and determine if it is: 
  value for money, safe, and likely to succeed in its mission. 
  Your report is expected to either close down the project or 
  essentially green light further investment. You are to be given 
  access to all parts of the platform without question. 
  • Description: diminutive yet athletic, prominent nose, long 
  blonde hair.
  • Traits: pretends to understand things even when she doesn’t, 
  cunning.
  • Ideology/Belief: find the angle to improve your position 
  and standing.
  External Auditors Team:
  • You, Member of Parliament
  • Jessica Anderson, scientist (geo-chemistry) and team leader
  • Phillip Swann, nuclear physicist
  • Victor Mann, systems and processing engineer
  • Terry Douglas, oceanographer
  • Trisha Hickey, personnel consultant
  
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  INTRODUCTION
  
  149
  CHAPTER
  5
  V
  oice on the Phone is a modern day scenario accommodating 
  two to six players and can be played in a single evening 
  or across two to three sessions. The “investigators” are 
  members of a street gang intent on fighting off the advances of 
  a ruthless rival fraternity. The police seem at a loss to combat the 
  escalating violence and it is up to the investigators to put an end 
  to the upstart gang and end their reign of terror.
  FOREWORD
  Gangs and organized crime have been part of American urban 
  culture since the mid-19th century. Its continued existence 
  today is no surprise. Dallas is not particularly a hotbed of 
  gang trouble, compared to other large cities in America; it 
  does exist, just to a lesser extent. 
  Of course, if gang violence was powered and directed by 
  the force of the alien horrors that dwell behind the veil, it 
  would be far worse. This is what I’ve posited in this adventure. 
  Please note that while the scenario is set in Dallas in the 21st 
  century, almost every aspect of this adventure (except I suppose 
  the cell phones) could be adapted to another city, another country, 
  and another time. There were powerful gangs operating in the 
  1920s, and such organizations are not unique to the Western 
  world. Asia, in particular, is subject to this kind of crime. 
  The underlying idea is not just about gangs; I am interested in 
  applying the ancient legend of Baphomet and to a scientific/cult 
  purpose. The old tales said that Baphomet was the severed head 
  of the Grand Templar, who gave wisdom and instruction to his 
  knights. In C. S. Lewis’s tale That Hideous Strength, a severed, 
  reanimated head rules a secret cabal of scientists. This is another 
  riff on that concept and something of an homage if you will. 
  Sandy Petersen
  2017
  ABOUT THE SETTING 
  Sandy usually sets this scenario in Dallas, an area familiar to 
  him, nominally in the southeastern portion of the city known 
  as Pleasant Grove. Keepers are advised to relocated Voice on 
  the Phone to a large city of their own acquaintance—changing 
  aspects of the scenario’s NPCs and locations as necessary—as 
  this will bring verisimilitude to their portrayal of the setting. 
  New York City, Los Angeles, London, Paris, Moscow—any 
  big city where gang culture can be found.
  The locations described in Voice on the Phone are fictional, 
  allowing the Keeper to locate buildings and events as they see fit. 
  The focus of the scenario is on the people and events; direct the 
  flow of the scenario in response to the players and don’t worry 
  about precisely describing geographical distances or details. 
  Present the scenario as a sequence of events, rather than a 
  minute-by-minute account of each step the investigators take.
  Representation of Gangs
  As the Keeper may set this scenario in any city of their choice, 
  the gangs described are fictional, with fictional names. Feel 
  free to rename and model the gangs on real-life fraternities, if 
  so desired. Of course, using fictionalized versions means that 
  the players will not be able to bring prior knowledge to bear, 
  and ensures a sense of mystery.
  The gangs in Voice on the Phone are mainly Latino and 
  Hispanic. Neither term refers to race, as a person of Latino/
  Hispanic ethnicity can be of any race. The Keeper should bear 
  this in mind in their portrayal of the various gangs and their 
  members, and should, obviously, change the portrayal when 
  moving the scenario to another location. It should be noted 
  that “Latino” and “Hispanic” are not always favored terms, with 
  many people preferring to be identified by their country of 
  origin rather than by a label designated by the US government. 
  No offense is intended by the authors.
  A tale of two brothers set in the violent world of gang culture.
  VOICE OVER 
  THE PHONE
  The Heads of SE14 by Victor Manuel Leza Moreno
  149
  
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  CHAPTER FIVE
  BACKGROUND
  As youngsters, Diego Lopez and his younger brother Juan 
  were close. While Diego had the street smarts, Juan was more 
  academically minded and his parents pushed him to make 
  something of his life away from the streets and gangs of Dallas. 
  Of course, Juan just wanted to be like his brother. Both boys 
  seemed destined for a gang lifestyle; however, Juan’s life was 
  to take a different turn.
  Diego had recently left school for good, welcomed into 
  the arms of a local gang called SE13 (much to his parent’s 
  disgust). Juan wanted to follow his brother but an unexpected 
  conversation during a school careers fair made Juan reconsider 
  his life. During the event, a well-dressed man named Cochin S. 
  Waghalter approached Juan. Something about Waghalter’s eyes 
  and voice made the impressionable youth take note. Waghalter 
  talked with eloquence about the marvels of medicine and 
  technology and how a boy, with a bright head on his shoulders 
  could make something of his life if he pursued a career as a 
  doctor and that Juan was exactly the type of person that the 
  foundation Waghalter represented was looking for. If Juan 
  agreed, Waghalter would enroll him in an exclusive scholarship 
  program that would pay for him to become a doctor. 
  Sure enough, a few days later, to his parent’s delight, 
  Juan received a letter saying the Waghalter Foundation had 
  accepted him into their special “Minds of the Future” program. 
  While Diego’s involvement with SE13 deepened, Juan studied 
  and he eventually took a place at the Miskatonic University 
  Medical School in Arkham—helpfully arranged and paid for 
  by the Waghalter Foundation. On attaining his qualifications, 
  Juan returned home to Dallas to work in emergency care.
  By the time Juan returned to Dallas, Diego was a high-
  ranking member of SE13. Despite the distance of both 
  geography and lifestyles, the brothers had remained close. Diego 
  told his gang comrades that his brother’s medical training could 
  always be counted on to help and, over time, Juan was called 
  upon to patch up SE13 gang members who had been on the 
  receiving end of gunshot and knife attacks in the course of rival 
  gang disputes. Thus, in the short space of a year, Juan, while not 
  technically a member of SE13, was a close ally, who could often 
  be found socializing with his brother and SE13 gang members.
  Despite the brothers’ close relationship, Diego was unaware 
  of Juan’s private area of study, which he began while living and 
  studying in Arkham. Under the direction of Waghalter, Juan 
  began experimenting with technology to sustain life. Using 
  unorthodox techniques, Juan has perfected a means to keep 
  animal heads alive by hooking them up to a special green fluid. 
  The fluid’s creation, which Juan calls “líquido verde” (literally, green 
  fluid) was based on the research of an early twentieth-century 
  physician named Dr. H. West, whose little-known research was 
  passed to Juan by Waghalter while at Miskatonic University. 
  RECENT HISTORY
  Diego Lopez a.k.a. “Viper” and his gang have, for some 
  time, been unhappy with the relationship they have with the 
  wider SE13 gang. Things came to a head when a group of 
  SE13s from a neighboring patch paid Viper’s crew a visit 
  to tell him that his loyalty was being questioned. Word had 
  reached SE13’s top dog, a fellow called Long Horn, that 
  Viper’s brother Juan had been seen hanging out with the crew 
  on numerous occasions. Long Horn wasn’t happy that “an 
  outsider” could be privy to gang secrets and had sent his men 
  to warn Viper that he must prove his “heart” (gang loyalty) 
  and sever his connection to his sibling—gang brotherhood 
  being stronger than blood. Viper was offended, he considered 
  Juan to be a gang member in all but name, and he and his crew 
  opened fire on Long Horn’s men, killing them all. Thus, Viper’s 
  crew broke away from the larger SE13 gang and formed SE14, 
  declaring independence. 
  When Long Horn heard the news, he declared war on 
  SE14 and was intent on retribution. Shortly thereafter, about 
  a month ago, Viper was ambushed and attacked and left for 
  dead—Long Horn had wanted his head but the ambushers 
  had been prevented from finishing this final act when a police 
  patrol car happened to come upon the grisly scene. Despite 
  COCHIN S. WAGHALTER
  Cochin S. Waghalter is none other than (and an anagram 
  of) The Crawling Chaos— Nyarlathotep—whose influence 
  upon Juan’s life is the trigger for the events of this scenario. 
  Nyarlathotep’s role is purely positioned in the background 
  events leading to the current situation and, as such, the Outer 
  God plays no active role in Voice on the Phone, unless the 
  Keeper wishes otherwise.
  Perhaps the Waghalter Foundation has recruited children 
  across the world, each destined to be unwittingly lured into 
  areas of strange and unorthodox research with horrific results. 
  While outside the scope of this scenario, the Keeper may desire 
  to use the events of Voice on the Phone to launch a campaign 
  where the investigators’ paths cross again with these “chosen 
  of Nyarlathotep.” Whether these are isolated situations with 
  a common backstory or disparate parts of a grander plan that 
  may eventually come to some awful fruition, is left to the 
  Keeper to decide.
  
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  VOICE ON THE PHONE
  the blood loss from a multitude of machete and knife wounds, 
  Viper hung onto life and, by chance, his brother Juan was the 
  attending physician.
  Trying everything he could, Juan worked feverishly to keep 
  his brother alive but knew it was a losing battle. He had but 
  one recourse, remove Diego from the hospital and take him 
  to his secret laboratory where he could remove his brother’s 
  head and inject it full of líquido verde. The process had worked 
  with the heads of rats, cats, and dogs, and it was better than 
  losing his brother forever. 
  The other members of SE14 were surprised (and perhaps 
  a little horrified) to discover their leader was not dead but, 
  instead, a living and talking head hooked up to bundles of 
  wires and electronics. Viper’s head spoke to his gang and told 
  them to not to worry, his brother Juan was able to perform 
  miracles and, with his assistance, SE14 would not only survive, 
  it would become stronger. 
  Present Day
  Long Horn and SE13 are still gunning for the elusive Viper 
  and members of SE14 but, despite best efforts, have been 
  unable to track the breakaway gang down or, when they have, 
  they have been outgunned and outmaneuvered at every turn. 
  Long Horn believes he must have a traitor within SE13, 
  someone who is informing SE14 of their plans, allowing 
  Viper and his crew to stay one step ahead. Currently, SE13 is 
  in a state of turmoil as an internal witch-hunt takes place to 
  uncover the supposed traitor in their ranks.
  In the meantime, true to Viper’s words, SE14 has gone 
  from strength to strength, pulling off crimes and expanding 
  their base of operations. They have begun muscling in on 
  rival gangs territories, including the turf of Diablos Chicos 
  (“Devil’s’ Boys”) and Reyes Callejeros (“Street Kings”) in the 
  Pleasant Hills area of the suburb of Balch Springs. Reyes 
  Callejeros’s leader, Pig Pen, went to find Viper in an effort to 
  calm the situation and negotiate terms to share out the patch. 
  Unfortunately, Pig Pen never returned.
  The police are at a loss. Detecting the shifting base of power, 
  units have been sent into Pleasant Grove to arrest SE14’s 
  leader and its members but every operation has been a dismal 
  failure. Viper’s SE14s seem to be one step ahead, leading those 
  in authority to question if Viper has a mole on the force. Thus, 
  the police are doubly troubled and chasing their collective tails; 
  capturing Viper is proving extremely difficult, and there’s an 
  internal witch-hunt to root out the mole.
  The situation on the streets is tense. SE14’s rise seems 
  unstoppable despite the attempts of rival gangs and law 
  enforcement to close Viper’s gang down. The bloody streets 
  of Pleasant Grove seem likely to only get bloodier.
  What is Really Happening 
  Dr. Juan Lopez, using his version of Herbert West’s 
  reanimation fluid (see H.P. Lovecraft’s story “Herbert West—
  Reanimator”) and stolen medical equipment (from the hospital 
  he works at) has given life to his brother Diego’s decapitated 
  head. Driven by this success, Dr. Lopez has managed to also 
  reanimate the heads of two other gang members, known as 
  Red Hot and Over Easy, who ran foul of a retribution attack 
  made by Long Horn’s SE13s.
  The three heads are kept in Dr. Lopez’s secret laboratory in 
  a warehouse in Pleasant Grove. The warehouse is rented to a 
  “Dr. J. Lopez,” and now has become the de facto headquarters 
  of SE14 (see The Warehouse, page 167). Diego/Viper’s head 
  floats in a cylindrical tank resting on a table, while the tanks 
  holding the other two heads stand on wooden crates. The three 
  heads are positioned in such a manner as to be a mockery 
  of the three crosses on Golgotha. The heads are connected 
  by a wild variety of wires and pipes to complicated-looking 
  medical equipment. Dr. Lopez looks after the heads but, as 
  this is a time-consuming thing and with him having to leave 
  to attend to his day job at the hospital, he has had SE14 gang 
  members kidnap two nurses to act as (somewhat reluctant) 
  assistants. The nurses, Jenette Williams and Mía Torres, are 
  TIMELINE
  6 weeks ago:  
  Long Horn questions Viper’s loyalty.   
   
   
  Viper declares independence from SE13 
   
   
  and forms SE14.
  5 weeks ago:  
  Viper ambushed by SE13; Dr. Lopez  
   
   
  reanimates Viper’s head.
  4 weeks ago:  
  Red Hot and Over Easy killed in an  
   
   
  ambush; Dr. Lopez reanimates their heads 
   
   
   and builds the Infernal Mechanism.  
   
   
  Jenette Williams and Mía Torres, nurses  
   
   
  at the same hospital as Dr. Lopez are  
   
   
  kidnapped to attend to the living heads.
  Present day: 
  Viper’s head allows SE14 to stay ahead  
   
   
  of rival gangs and the police. SE14 carves  
   
   
  out new territory from rival gangs and is  
   
   
  able to also avoid police scrutiny. 
  
  The Infernal Mechanism Map
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  CHAPTER FIVE
  kept prisoners inside the warehouse. Sharpie (a.k.a. Rebeca 
  Estrada), a female gang member, helps to keep a watch on the 
  nurses along with at least two male gang members at all times. 
  The Infernal Mechanism
  The warehouse is an unsettling place. A red painted symbol—
  something like a stylized eye—is repeated in various sizes 
  around the walls (see Eye of Nyarlathotep, nearby). While 
  on the floor, a large hexagon has been painted, inside which 
  is a painted triangle. Both the hexagon’s edges and triangle 
  are divided into segments, each containing a black painted 
  glyph. The head of Viper sits at the 12 o’clock point of the 
  hexagon, while the heads of Red Hot and Over Easy each sit 
  in their own segment of the inner triangle (see The Infernal 
  Mechanism diagram, nearby. A Player version of this diagram 
  Handout: Voice 1 can be found on page 193). Note that player 
  handouts depicting the Eye of Nyarlathotep and the Infernal 
  Mechanism are provided in the Collected Player Handouts 
  section at the back of this book.
  Through arcane knowledge passed to him by his brother’s 
  reanimated head (the knowledge actually comes from 
  Nyarlathotep, communicating through Viper’s head), Dr. 
  Lopez has magically empowered the bizarre symbols painted 
  on the floor, which glow with infernal light when active. 
  Somewhat like clocks, the segments making up the hexagon’s 
  edge each glow when active, as do the symbols within the 
  triangle. Thus, one symbol in the hexagon and one symbol in 
  the triangle are active at any one time. 
  Like a clock, each segment becomes active in turn. The 
  hexagon “hand” moves at the rate of once per hour, the triangle 
  segments move once every 6 hours. When the hexagon 
  segment containing Viper’s head (at the top of the hexagon) 
  becomes active, then the head is able to impart great wisdom 
  and foretell future events, and does so for varying amounts 
  of time, from a few minutes up to an hour. Thus, once every 
  6 hours, Viper’s head becomes active.
  When the segment holding Red Hot’s head becomes active, his 
  eyes open and blaze with fire. At this, Dr. Lopez has told the gang 
  that they must make a sacrifice to Red Hot of a human body part; 
  for example, cutting off a finger, an ear, or pulling out a tooth. The 
  body part does not have to come from a gang member—unwilling 
  victims are often used—but this “small” sacrifice is now part of 
  the gang’s initiation ritual, so new recruits must offer something 
  of themselves in order to be accepted into the gang. The more 
  important the body part (i.e. the greater sacrifice), the longer Red 
  Hot’s eyes stay open. Once, when the gang cut off a victim’s hand, 
  Red Hot’s eyes stayed open for a full four hours. 
  When the active segment is the one containing Over Easy’s 
  head, then his eyes open and blaze with an emerald glow. Over 
  Easy also requires a sacrifice; in his case, the sacrifice must be a 
  death. Fortunately, the death need not be human, as any small 
  animal will do (pigeon, cat, or dog are most common). The gang 
  
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  VOICE ON THE PHONE
  has only sacrificed one human to Over Easy and, that time, his 
  eyes stayed open for 7 hours. When the empty third segment of 
  the triangle is active the gang is not required to perform a sacrifice. 
  Dr. Lopez has warned the gang that if the required sacrifices 
  are not made to the heads of Red Hot and Over Easy, then 
  great disaster will befall the gang and they will lose the power 
  they have gained. Consequently, the gang members do as they 
  are told lest they incur the wrath of Dr. Lopez and the heads.
  The Power of the Heads 
  Unbeknown to anyone, all three of the reanimated heads 
  are actually conduits for Nyarlathotep, each “powered” by 
  the Infernal Mechanism. Viper’s head is a mouthpiece for 
  the Outer God and, when active, the head imparts special 
  knowledge of the future to those in the warehouse. Effectively, 
  Viper is able to predict events that will happen in six hours’ 
  time, enabling the gang to be ready for anything. Thus, the 
  gang is ready for police raids and rival gang attacks, and able 
  to turn the tables to their advantage. This is how the gang has 
  remained one step ahead of efforts to arrest or destroy them.
  Note that if greater sacrifices are made to either Red Hot or 
  Over Easy then their heads remain active for longer. Should 
  both heads become active at the same time, the combined 
  magical energy summons a dimensional shambler. The monster 
  is bound to the will of Viper (see Shambler in the Gang, page 
  172). If Red Hot and Over Easy are active at the same time as 
  Viper’s head activates, a different Mythos entity is summoned 
  and bound to Viper—the Keeper should determine what 
  monster appears (this can be randomly decided if desired).
  For example, should a human leg or head be sacrificed to 
  Red Hot, his head will remain active for 7 hours—thus, Red 
  Hot’s head is active when the Infernal Mechanism moves on 
  and activates the segment containing Over Easy’s head. As both 
  heads are active, a dimensional shambler appears. If both heads 
  are active and a suitably powerful sacrifice is made to Viper’s 
  head as well, while Viper’s head is activated, a different and more 
  powerful monster is summoned (see A Couple in Love, page 
  173, and Random Monster Summoning, page 173).
  Viper has told the gang that if they can perform large enough 
  sacrifices to have both Red Hot and Over Easy’s heads awake 
  at the same time, they will receive a gift (the dimensional 
  shambler). So far, the gang has not actually caused the heads 
  to be active at the same time but it is only a matter of time. 
  What this all means is: at some point in the scenario, 
  SE14 “recruits” a dimensional shambler to their team and, a 
  little later if the Keeper desires, the gang has the potential to 
  “recruit” another even more troubling monster. One likely use 
  of the shambler is to send it to kill or kidnap members of rival 
  gangs, or even police officers assigned to the gang task force; 
  this further upsets and discombobulates SE14’s rivals and 
  ensures the gang’s continued dominance. As the investigators 
  get the runaround, their enemy only gets stronger.
  The Eye of Nyarlathotep
  
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  CHAPTER FIVE
  The Investigators’ Dilemma
  Viper’s head becomes active every six hours and is able to alert 
  the gang to all attempts to attack, arrest, ambush, or harm its 
  members, in full detail. Thus, the only way to surprise the gang 
  is by planning and carrying something out in less than 6 hours, 
  in between the times of the head’s awakening! Otherwise, the 
  gang will know exactly what is about to take place and can 
  either completely avoid the investigators, ambush them, or 
  create a ruse to confound or distract them. 
  Even if the investigators act quickly, remember that Viper 
  can foretell the future, so even if he doesn’t know exactly what 
  the investigators are about to do, he is probably aware they 
  intend to do something, so can forewarn the gang by saying, 
  “They will act but details are unclear, be ready.” 
  To further complicate matters, once Viper becomes aware 
  of the threat of the investigators, he begins to communicate 
  with them via a cell phone (one of the gang members holds a 
  burner phone up to his head). Viper can sound like anyone he 
  chooses, perfectly mimicking a voice to deceive and mislead, 
  as well as to set traps and create opportunities. In this fashion, 
  Viper could sound like a commanding police officer, a rival 
  gang leader, or even an investigator. Sharp investigators, who 
  start to question these strange telephone calls, may begin to 
  notice that they only receive them during a certain period 
  each day—Viper is only active once every 6 hours; such a clue 
  might help them to later understand the Infernal Mechanism.
  THE INVESTIGATORS
  The scenario presumes the investigators are all members of 
  the SE13 gang, essentially subordinates of Long Horn, tasked 
  with closing down the SE14 splinter gang. Six pre-generated 
  SE13 “investigators” are provided (see page 180), although 
  Keepers may prefer to have their players create new characters 
  if so desired. Having all of the investigators be gang members 
  provides a sharp focus and a clear motivation to track down 
  and deal with the rival gang. Such a set up is recommended 
  for one shot play, with games likely to be action orientated 
  and fast moving.
  Pre-generated gang investigators:
  • Antonio Jimenez a.k.a. “Digger”
  • Emilio Castillo a.k.a. “Taco”
  • Elena Vega a.k.a. “Lucky”
  • Lucia Rivera a.k.a. “Princess”
  • Tyler Washington a.k.a. “Frosty”
  • Gabriel Reyes a.k.a. “Buzzsaw” (undercover cop)
  Alternatively, the investigators could be members of a police 
  task force, gathered together to look into the current wave 
  of gang-related crime and violence. This option allows for 
  an investigative approach, within the law, which may appeal 
  to Keepers who do not wish for their players to be lawless 
  gang types. The task force might include consultants, such as 
  ex-gang members or local citizens, assisting the police in their 
  work to combat gang recruitment and crime. Pre-generated 
  characters are not provided for this option; thus, players should 
  be directed to create investigators using the suggested titles/
  roles given below as inspiration.
  If designing police investigators (see Sample Occupations, 
  page 41, Call of Cthulhu Rulebook, or page 81 of the Investigator 
  Handbook for Police Detective and Uniformed Officer 
  occupations) players are recommended to invest skill points 
  in the following: interpersonal skills (Charm, Fast Talk, 
  Intimidate, Persuade), Firearms (Handgun) or Fighting 
  (Brawl), and Psychology. Such characters have been newly 
  assigned to a task force team with the remit of reducing violent 
  and drug-related crime in the Pleasant Grove district. Some 
  possible names and roles are provided for inspiration. 
  Possible members of a police task force:
  • Emiliano Garcia, Sergeant, Police Detective
  • Julieta Cruz, Police Detective 
  • Alexa Luna, Police Officer (undercover experience)
  • Dylan Coggins, Police Detective (undercover experience)
  • Frank Williams, Police Officer 
  • Daniel Duran, Consultant (ex-gang member)
  Note that, in each option, the investigators are part of an 
  organization in the middle of a crisis. Both the deputy police 
  chief and SE13’s Long Horn believe a traitor within their 
  ranks is acting as a mole for SE14, enabling the gang to stay 
  one step ahead of efforts to track them down. These witch-
  hunts may bring unwanted attention on the investigators—
  whether they are police officers or gang members— 
  questioning the investigators’ loyalties, methods, and results. 
  Such additional pressure in an already pressurized situation 
  means that sparks are likely to fly in all directions.
  Keeper notes:
  • Police and gang member investigators are immune to 
  Sanity losses from “routine” brutality (unless a player wants 
  to specifically take on the role of a young, new recruit). 
  Some Sanity losses are presented with reduced values due 
  to this fact.
  • During the scenario, SE14 attempts to kidnap a pair of 
  lovers (see A Couple in Love, page 173). Ideally, have one 
  or more of the investigators related to one of the lovers 
  (perhaps a younger brother or sister) to ensure that these 
  
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  VOICE ON THE PHONE
  family ties help to motivate the players and drive them 
  towards the scenario’s climax. Alternatively, if the Keeper 
  wishes to directly involve in the players, two of the pre-
  generated investigators are described as a couple, providing 
  the option for them to be targeted for abduction.
  • Each of the pre-generated characters is equipped with one or 
  more weapons. It is likely that the investigators will want to get 
  their hands on more firepower as the scenario progresses, such 
  as semi-automatic firearms. Such weapons can be obtained 
  via their gang connections without a great deal of fuss. The 
  Keeper should avoid unnecessary bookkeeping and focus 
  on the drama, using such requests to play out relationships 
  between the player characters and other gang members (“I’ll 
  let you take the gun but I want a favor in return”). 
  DRAMATIS PERSONAE
  There are five key groups of non-player characters (NPCs) 
  in the scenario:
  • SE14—Viper’s gang
  • SE13—Long Horn’s rival gang
  • Reyes Callejeros—rival gang
  • The police
  • (Optional) Diablos Chicos—rival gang
  An overview of each of these groups follows, along with 
  their key players and sample NPCs; statistics for all are 
  provided starting on page 175.
  SE14  
  (A�K�A� SOUTH EAST FOURTEEN)
  Initially a splinter gang of SE13, SE14 is now an independent 
  gang led by the reanimated head of Viper (Diego Lopez), 
  attended to by his brother, Dr. Juan Lopez. Currently, the gang 
  has 37 members (80/20 male/female) but more are joining 
  each month—due, in no small part, to the need to have a ready 
  supply of recruits ready to sacrifice parts of their bodies to the 
  reanimated heads as part of their gang initiation. As word 
  spreads about the gang’s exploits and growing power, eager 
  recruits (some as young as ten years old) are lining up to join.
  Not counting the heads of Red Hot and Over Easy, Viper 
  has 7 lieutenants who control and maintain order in the gang. 
  Each lieutenant is totally loyal to SE14, Viper and, due to his 
  life-saving abilities and relationship to Viper, Dr. Juan Lopez. 
  Those who cross the gang, including junior members who put 
  a foot wrong, are disciplined by one of the lieutenants; usually, 
  this means having to offer up a significant body part (e.g. eye 
  or hand) in an act of sacrificial penance to the heads.
  SE14 Lieutenants (7)
  • Goldie
  • Sticks
  • Reaper
  • Little Escobar
  • Red Eye
  • Wolfe
  • Lizard
  The gang’s color is green (often a green and black scarf tied 
  around an arm or through a belt loop), and all of the initiated 
  members sport tattoos of a bat flying over or sitting on top of 
  a lone star, as well as “SE14” (in usually large letters) on their 
  chests, backs, arms, or heads.
  Viper (Diego Lopez), 28, head of the gang 
  Despite all the gang 
  members believing Viper 
  to be alive (albeit just a 
  head), the reanimated 
  head is really nothing 
  more than a voice piece 
  for Nyarlathotep. Viper 
  “wakes” when the Infernal 
  Machine activates the 
  segment in which he 
  sits (once every 6 hours), 
  enabling the head to advise 
  about future events, as 
  well as impart wondrous 
  infinite wisdom (for each 
  5 minutes that the head speaks of the truth of reality, the 
  listener gains 1 percentile point of Cthulhu Mythos and loses 
  1 point of Sanity). Viper’s head is active for 6D10 minutes 
  (but may be longer, as the Keeper desires). See Viper’s profile 
  (page 175) for further details.
  The head can perceive the future and impart instructions to 
  the gang to avoid oncoming threats, as well as take advantage 
  of opportunities. The only method of negating Viper’s ability 
  is to concoct a plan and carry it out immediately (before the 
  head becomes active again); working out a plan and then 
  waiting until the next morning to carry it out guarantees that 
  Viper can warn the gang. 
  Viper, assisted by Sharpie (see following), uses a burner 
  phone to mislead and hassle the investigators, using them 
  as cannon fodder when rival gangs come calling, generally 
  frustrating their efforts, and setting them up in compromising 
  situations which could question their loyalties. See The Voice 
  on the Phone, page 169 for further information.
  Viper
  
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  CHAPTER FIVE
  If moved outside of the Infernal Mechanism, Viper’s head 
  (and any other also moved) remains “living” but inactive (the 
  eyes and mouth occasionally move). It is the Mechanism that 
  actually “powers” the heads and enables them to interact with 
  the rest of the gang.
  • Description: suspended in a toughened plastic tube filled 
  with líquido verde, the head has numerous cables and tubes 
  running from its neck to a series of medical machines (stolen 
  by Dr. Lopez). Viper’s eyes are usually closed and only open 
  when he becomes active, whereupon they are revealed to be 
  black abysses utterly devoid of humanity. “SE14” is tattooed 
  on his forehead in black lettering.
  • Traits: speaks quietly and commands awed respect from 
  the gang members. 
  • Roleplaying hooks: by increasing the strength and reach of 
  the gang, Viper is spreading chaos and madness. Unless the 
  investigators act with haste, Viper can foretell their actions. 
  Viper uses a cell phone to mislead and compromise the 
  investigators.
  Dr� Juan “Doc” Lopez, 26, insane physician
  Having been mentored by Cochin S. Waghalter (Nyarlathotep) 
  for many years, Dr. Lopez is insane. Despite his madness, a 
  high-functioning Dr. Lopez works in the Emergency Room of 
  a Parkland Hospital in Dallas, allowing him the opportunity 
  to steal medical supplies and equipment for his ongoing 
  experiments.
  While his cool and collected demeanor fools most of 
  his co-workers, a few have begun to notice Dr. Lopez’s 
  strange mannerisms—a certain distant look in his eyes, 
  obsessive behavior, and a growing “God complex.” Should 
  the investigators become aware of Dr. Lopez and visit the 
  hospital to interview him, he will be unavailable (having been 
  pre-warned by Viper and most likely hiding somewhere in 
  the large hospital complex); however, his colleagues may be 
  persuaded to describe Dr. Lopez’s strange demeanor (see The 
  Hospital, page 165).
  Dr. Lopez has, over 
  the years, stolen some 
  very expensive medical 
  equipment from the 
  hospital to assist with 
  his ongoing experiments; 
  all of the stolen devices 
  and sundry medical 
  tools can be found in 
  the secret laboratory 
  in the warehouse in 
  Pleasant Grove. More 
  troubling than the theft of 
  equipment is the kidnapping of two nurses, Jenette Williams 
  and Mía Torres, who are imprisoned in the warehouse and 
  have been intimidated to comply with the doctor’s orders 
  (see The Nurses, page 160). Note that his master, Cochin S. 
  Waghalter, has taught the doctor the Dominate spell.
  The bond of blood with his brother Diego/Viper is strong 
  and Dr. Lopez will do all he can to prevent losing his brother. 
  In his madness, the doctor believes that he will soon be able to 
  reanimate a suitable body, allowing Viper’s head to be attached, 
  making him “whole” again—perhaps one of the investigators 
  with a good physique becomes a prime candidate in Dr. 
  Lopez’s eyes.
  • Description: goatee beard, dark hair, and thick-lensed 
  spectacles (which sometimes amplify Lopez’s “wild” eyes).
  • Traits: God complex, obsessed with his experiments and 
  building his brother a new body, and insane.
  • Roleplaying hooks: ensures Viper’s will is enacted by the 
  gang, patches up wounded gang members, and fulfills 
  Nyarlathotep’s wishes. May encounter the investigators 
  at the hospital in order to misdirect them (forewarned by 
  Viper); possibly seek to kidnap an investigator for their body, 
  which minus the head, could be reanimated for Viper.
  Goldie (Luis Rubio), 27, SE14 lieutenant
  Goldie is a trusted gang member and representative of all of 
  the SE14 lieutenants. Having grown up with Viper, Goldie has 
  always been an ally, joining SE13 with Viper and then agreeing 
  with the decision to become independent; thus, Goldie is a 
  founding member of SE14. 
  It was Goldie who Dr. Lopez called to help him remove 
  Viper’s body from the hospital to the warehouse. Disturbed 
  by the doctor’s order to decapitate Viper’s head, he grew angry 
  and was about to attack Dr. Lopez when, all of a sudden, his 
  reservations disappeared and he complied with the command. 
  Once the doctor had lowered Viper’s head into the vat of green 
  liquid, Goldie understood and saw a miracle take place—Viper 
  was alive and could speak. All fear and anger drained away, and 
  Goldie (along with the other gang members present) listened 
  as Viper proceeded to tell him about how the gang would grow 
  more powerful and how he could now divine the future. Viper 
  told Goldie that the miracle was due to his brother Juan and 
  that Juan spoke for Viper in all matters.
  Goldie is totally loyal to Viper, Dr. Lopez, and SE14. 
  Any doubts have been thrown aside, as Viper’s knowledge 
  of the future has proven, time and again, to be real. Goldie 
  follows any order given to him by Viper or Dr. Lopez without 
  question. Goldie believes Viper is a living miracle, somehow 
  touched by God; when his god commands, he obeys. 
  Dr. Juan Lopez
  
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  VOICE ON THE PHONE
  • Description: a large and brutish appearance, his face covered 
  in SE14 gang tattoos; he gets his name from the large gold 
  rings that adorn his fingers like knuckledusters.
  • Traits: loyal and unquestioning, and unafraid of death.
  • Roleplaying hooks: likely to be sent to ambush the 
  investigators (once they become known to Viper), or sent to 
  kidnap one of them (if Dr. Lopez wants their body for Viper).
  Torro (Tomas Crespo), 17, typical SE14 member
  Torro was recruited from the streets of Pleasant Grove and is 
  a typical example of an SE14 gang member, ready and eager 
  to do the bidding of the lieutenants. For the most part, Torro 
  operates a number of corners in the neighborhood, supplying 
  drugs to his cadre of pushers and collecting the takings. At 
  other times, Torro is called upon to assist with other gang 
  activities, which normally means providing muscle.
  Torro is distinctive and easily recognized due to the green 
  eye patch he wears over his left eye—the eye was sacrificed 
  to Red Hot when he was initiated into the gang. Torro can’t 
  explain why the heads in the warehouse are alive, nor can he 
  fully understand how Viper’s head can reveal the future; such 
  matters are beyond him. Everyone else in the gang says it’s 
  God’s will, and that’s just about fine for Torro. The proof is 
  plain to see: since Viper became a talking head, the gang has 
  gone from strength to strength.
  Of all of the gang members, Torro is one most likely to 
  break ranks. While he fears Viper, Dr. Lopez, and the gang 
  lieutenants, he can’t quite come to terms with the situation. A 
  voice inside tells him this situation is messed up and questions 
  whether it’s actually the Devil’s, rather than God’s, will being 
  done. If the investigators can somehow capture Torro and turn 
  him to their cause, he may prove useful in divulging the fact 
  that Viper’s head only speaks once every six hours. Of course, 
  such knowledge comes with a price, and if Torro reveals gang 
  secrets then Viper will send a dimensional shambler to take 
  Torro from under the investigators’ noses.
  • Description: stubble and a thin mustache, green eye patch 
  covering the hole of his missing left eye, and gang tattoos 
  covering his arms and chest.
  • Traits: loyal to the gang, fearful of Viper and Dr. Lopez, 
  generally a cool customer.
  • Roleplaying hooks: if isolated for a length of time from 
  the gang, he begins to question things and may become 
  susceptible to the investigator’s persuasion or intimidation 
  and reveal gang secrets. Likely to be abducted by a 
  dimensional shambler if he crosses SE14. 
  Sharpie (Rebeca Estrada), 17, typical SE14 member
  Sharpie has been tasked with keeping an eye on the abducted 
  nurses being kept in the warehouse and making sure they 
  follow Dr. Lopez’s orders. Sharpie has no medical training 
  and only knows that the tanks of the green liquid must be 
  kept topped up and that the machines into which the pipes 
  and cables from the heads run must be left turned on. 
  Kicked out of school some years back, Sharpie is 
  devoted to SE14; she considers the gang is her family. 
  She has a serious reputation for both her intelligence 
  and cruelty; she is not squeamish when it comes to 
  administering punishment with a machete. Prior to her 
  current assignment, she was a familiar face on the streets of 
  Pleasant Grove, supplying drug drops to corners and drug 
  dens. When a group of youths once tried to rip her off, she 
  tracked them down and chopped off each of their right 
  arms, securing her reputation and ensuring word quickly 
  went around that she was one female not to be messed with.
  For the last two years, Sharpie has been an item with Viper 
  and she was there when Viper’s brother saved his life. While 
  initially horrified, Dr. Lopez explained that it was the only way 
  to save her lover, saying that, in time, he would give Viper a 
  new body and he would be good as new. Consequently, she now 
  calls Viper “Frankenstein.” Having spent the most time with 
  Viper, listening to his outpouring of Mythos wisdom, she is 
  now totally insane and will do anything to ensure Viper’s safety. 
  • Description: below average height, with a slender physique, 
  long curly hair, and bright green eyes.
  • Traits: cruel and violent to her enemies, deeply in love 
  with Viper.
  • Roleplaying hooks: protects Viper’s head at all costs (would 
  willing sacrifice herself), watches the nurses but, due to her 
  devotion to Viper and insanity, may become distracted and 
  allow one of the nurses to escape.
  Other SE14 Gang Members
  Here are some gang member nicknames to use as needed—feel 
  free to devise your own as well. Note that all initiated members 
  have had to sacrifice a body part, such as a finger or two, ear, 
  or an eye, so be sure to mention such missing items when 
  describing gang members.
  Male:
  • Diablo
  • Ice
  • Three Fingers
  • Pinky
  • Mad Dog
  • Lil’ Bat
  • Chivo
  Female:
  • Shy Girl
  • Spyder
  • Sniper
  • Azul
  • Bandit
  • Cookie
  • PS4
  
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  CHAPTER FIVE
  SE13 (A�K�A� SOUTH EAST 
  THIRTEEN)
  SE13 controls the area north of Pleasant Grove. Now that 
  Viper’s SE14 have gone independent, SE13 wants their old 
  territory back, in addition to the burning desire to kill Viper 
  and destroy the upstart gang for their disloyalty. 
  Currently, SE13 has 60 active members (70/30 male/female) 
  ranging from 10 to 11-year-olds to those in their early 40s; the 
  majority are aged 16 to 25. The true leader of SE13 is Sinner 
  (Jesùs Rodriguez), who is waiting out time on death row in the 
  Allan B. Polunsky Unit, Livingston, Texas. Due to the restrictive 
  conditions of Sinner’s incarceration, day-to-day control of SE13 
  has fallen to Long Horn (a.k.a. Santiago Garcia).
  SE13 have a reputation for violence, originally earning 
  their territory through indiscriminate brutality and murder. 
  Since Viper’s SE14 splintered and declared independence, 
  some SE13 gang members are beginning to question Long 
  Horn’s leadership, saying that Sinner would never have let this 
  situation occur in the first place. Despite Long Horn’s best 
  efforts to eradicate the upstarts, SE14 have stayed ahead of the 
  game and frustrated all efforts to put an end to them. Even an 
  attack on SE14’s leader, Viper, which seemingly left him for 
  dead, appears to have backfired. The word on the street is that 
  Viper is alive and very much in control of SE14 and, what’s 
  worse, the gang has since grown even stronger
  The gang’s color is blue, and their symbol is a lone star 
  (often decorated with the letters “SE13”).
  The pre-generated investigators are members of SE13 and 
  subordinate to Long Horn. Due to Long Horn’s perceived 
  weakness, the investigators (should they prove successful) 
  stand a good chance of supplanting him and taking control 
  of SE13. You, as Keeper, should point this out to the players 
  as an extra incentive to take bold action and seize the day.
  Long Horn, 34, leader of SE13
  Long Horn is in an unenviable position: he has lost territory due 
  to SE14 and has been unable to bring the splinter gang to heel. 
  His position is weakening every day that Viper and SE14 go 
  unaddressed; Long Horn is angry and desperate. To make matters 
  worse, the police are attempting to crack down on gang-related 
  crime, with more officers roaming his and SE14’s neighborhoods.
  It has occurred to Long Horn that someone in SE13 is a 
  mole, working for SE14 and keeping them apprised of SE13 
  plans. Thus, he handpicks a crew (the investigators) and orders 
  them to find and kill Viper, hoping this will effectively close 
  down SE14. He’s chosen his most trusted comrades for the 
  job, allowing him space to hunt out the supposed mole in his 
  ranks. Consequently, for the majority of the scenario, Long 
  Horn’s role is off camera.
  • Description: above 
  average height, rotund 
  but well built, and 
  sporting shoulder 
  length hair. No facial 
  tattoos but his body 
  is covered in scars and 
  gang ink.
  • Traits: something of 
  a megalomaniac, he is 
  shrewd and careful to 
  weigh up the options 
  before committing to a 
  plan of action.
  • Roleplaying hooks: 
  sends the investigators to hunt down Viper; can supply 
  extra muscle (if needed) and replacement player characters.
  Gordo, 23, typical SE13 gang member
  Gordo likes nothing more than to party and when he’s not 
  partying, he can be found sitting on an old armchair out front 
  of an SE13 drug den cracking jokes and dispensing wisdom to 
  gang members. Gordo is a font of knowledge and likes reading 
  (a characteristic not particularly shared by his gang brothers).
  Long Horn, believing a mole exists in SE13, has 
  secretly put Gordo in charge of rooting out the traitor. The 
  investigators may get a call from Gordo requesting a meet 
  up so he can question them to ascertain their loyalty. Should 
  an investigator’s loyalty to the gang appear to be in question, 
  Gordo visits the investigator’s home or attempts to catch 
  him or her alone so he can have a private “chat.” If Gordo 
  points the finger at one or more of the investigators, the entire 
  SE13 gang will be gunning for them—in such an event, the 
  investigators will need to either provide clear proof of their 
  innocence, meaning they will have to either prove that Viper 
  is a living head, able to predict the future, or frame another 
  (innocent) gang member to take the fall.
  • Description: large and overweight, short cropped hair, 
  baseball cap and a tent-like tee shirt.
  • Traits: cunning and knowledgeable, dogged in his pursuit 
  of the truth.
  • Roleplaying hooks: questions the investigators’ gang 
  loyalty and may keep tabs on them through his network 
  of child “spies.” May (wrongly) accuse one or more of the 
  investigators of being the traitor(s) in SE13.
  Long Horn
  
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  Other SE13 Gang Members
  Here are some SE13 gang member nicknames to use as 
  required.
  • Description: Pig Pen—a once strong and well-built man, 
  now a pitiful sight; all of his fingers (except one index finger 
  on each hand) have been cut off and his ears are missing, 
  as is one eye. More pieces will be missing by the time the 
  investigators see him.
  • Traits: fear and anger pervade the emotions of the gang 
  members.
  • Roleplaying hooks: may send a posse to find out what 
  happened to Pig Pen or for revenge. Some may enter rival 
  gang territories offering their services if the gang will take 
  them in. 
  Diablos Chicos (Devil’s’ Boys)
  Diablos Chicos operate in the southern portion of Pleasant 
  Grove, encompassing Crawford Memorial Park and four 
  blocks east. SE14 have set their sights on claiming all of 
  Pleasant Grove, so the area is being subjected to a violent 
  turf war, which Diablos Chicos are losing.
  Gang members may attack anyone from a rival gang 
  entering their area; however, if the investigators can contrive 
  to offer some sort of truce, perhaps a deal to get both gangs 
  working together to take out SE14, then the investigators 
  may be able to set a meeting with Diablos Chicos’ boss “Papa” 
  Álvarez. Whether they can convince him to side with SE13 
  is another matter entirely.
  The gang’s color is red and their symbol is an inverted 
  pentagram, within which is a pair of horns. 
  • Description: Papa Álvarez—broad shoulders, slicked-back 
  hair, and a bushy mustache. 
  • Traits: the gang is nervous and edgy; they know they are 
  losing ground and people to SE14.
  • Roleplaying hooks: a wild card in the scenario, equally likely 
  to make a deal to survive or go out in a blaze of violent glory.
  THE POLICE
  The area of Pleasant Grove falls under the Dallas Police 
  Department’s Southeast Division, led by Deputy Chief of 
  Police Derek Smith, and operates from a substation on North 
  Jim Miller Road (to the west of Pleasant Grove). The division 
  has an investigative unit that conducts covert surveillance, 
  fugitive apprehension, and targeted sting operations. In 
  addition, “Operation TAtTOO” (Tactical Approach to 
  Target Organized Offenders) is a unit designed to reclaim 
  large apartment complexes that have been taken over by drugs 
  and gang activity. If using the police task force option for the 
  investigators, the unit will be stationed here with its own 
  room and have access to interview rooms. The Keeper should 
  determine how far cooperation between differing tactical units 
  extends. Resources are limited. 
  Male:
  • Flipper
  • BFG
  • Bubble
  • Veda
  • Mateo 
  Female:
  • Sissy
  • Crazy Eyes
  • Pumps
  • Nova
  • T-Girl
  OTHER RIVAL GANGS
  The following two gangs are rivals to both SE13 and SE14 
  and each could, at the Keeper’s discretion, play a role in the 
  scenario. Involving either of these gangs is optional; the 
  Keeper may use them to further complicate matters for the 
  investigators. Some possibilities include:
  • The investigators follow a lead that takes them into rival 
  gang territory (perhaps they need to question a rival gang 
  member who is believed to have seen “something”).
  • Diablos Chicos hits back at SE14 while the investigators are 
  nearby, or turns their attention on SE13 and the investigators 
  are on the receiving end.
  • The investigators are given bad information (probably via 
  Viper) and focus their attention on one of the rival gangs.
  • A posse from Reyes Callejeros come looking for their 
  missing leader (Viper sets up the investigators to deal with 
  this incursion so as to “kill two birds with one stone”).
  Reyes Callejeros (Street Kings)
  Reyes Callejeros run an area to the east of SE14 in the suburb 
  of Balch Springs. Currently, SE14 is muscling in on the rival 
  gang’s territory and (with Viper’s assistance) it won’t be long 
  before Reyes Callejeros are finished. 
  Seeing the writing was on the wall, Reyes Callejeros leader, 
  Pig Pen, went to make a deal with SE14, taking four trusted 
  gang members with him. Pig Pen and his brothers have not 
  been since and rumor has it that SE14 wiped them out; 
  consequently, Reyes Callejeros are in a state of turmoil with 
  differing factions battling for control, while others are starting 
  to talk about changing allegiances to SE13 and/or SE14.
  In reality, Pig Pen was captured and his men murdered by 
  SE14 on a tip-off from Viper. Pig Pen is being held at SE14’s 
  warehouse and parts of him are being sacrificed to Red Hot’s 
  head. It is likely that there won’t be much of him left by the 
  time the investigators arrive at the warehouse.
  The gang’s color is purple, and their symbol is a crown 
  (often depicted as a series of triangles—stylistically the top 
  of a crown).
  
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  CHAPTER FIVE
  The recent rise in gang-related crime and the general 
  increasing levels of violence on the streets of Pleasant Grove 
  is a cause for concern. What with heightened media attention, 
  the police are under orders (as well as being keen to be seen) 
  to tackling the situation. Hence, the creation of the gang task 
  force led by Sergeant Emiliano Garcia.
  Units have been tracking gang crime in the area and have 
  noticed the territory gains made by the splinter SE14 gang. 
  Unfortunately, every move made against SE14 has resulted 
  in failure and no arrests of SE14 gang members. While the 
  police seem to have no trouble in apprehending suspects from 
  neighboring gangs, SE14 seem something akin to ghosts: 
  their presence is felt but never seen. Consequently, Deputy 
  Chief of Police Smith is concerned that a mole in the force is 
  supplying intelligence to SE14, tipping them off about planned 
  raids and crackdowns. He has called in Internal Affairs to 
  monitor the situation.
  Susan Crossley is heading up the Internal Affairs 
  investigation and she is likely to be watching the gang task 
  force closely (especially if such roles are in the hands of the 
  players). Crossley’s probing is already causing disquiet within 
  the division and, while nothing solid has yet come to light, the 
  situation seems likely to only grow more intense. 
  Susan Crossley, 42, internal affairs
  Crossley can call upon additional support when needed but, at 
  present, she is conducting a solo investigation into the alleged 
  mole within the Southeast Division. While she has no proof, 
  she is beginning to focus her attention on the newly formed 
  gang task force as her gut tells her these experienced officers may 
  somehow be on “the take.” She has already upset many of the 
  uniformed officers with her accusatory demeanor and is likely to 
  do the same with those in plain clothes or working undercover.
  Crossley is a wild card, designed to harass police 
  investigators, otherwise, she probably plays an all but unseen 
  role if the investigators are gang members.
  • Description: average height, domineering physique, with 
  short curly hair; well-
  dressed in a smart suit.
  • Traits: inquisitive 
  and shrewd, behind 
  a mask of serenity 
  she is aggressive and 
  vindictive.
  • Roleplaying hooks: 
  may ask to r ide 
  along with police 
  investigators, call them 
  in for questioning, 
  and look into their 
  backgrounds. Possibly 
  monitors interrogations held at the police station via close 
  circuit video and then questions the investigators’ methods 
  and tactics.
  Sammy Volcheck, 38, corrupt cop
  The Keeper may wish to use a corrupt detective to pose moral 
  quandaries for players taking on the roles of the police task 
  force. Sammy Volcheck could be an NPC on the gang task 
  force or simply working a case in Pleasant Grove (a homicide). 
  Perhaps one of the investigators sees something he or she 
  wasn’t meant to see (i.e. unorthodox policing or straight 
  bribery) and Volcheck attempts to buy them off or blackmails 
  them when they won’t comply. 
  Equally, Volcheck might provide gang member investigators 
  with information they wouldn’t easily come by, such as the 
  information on the missing nurses and the fact that the Deputy 
  Police Chief thinks there’s a mole on the force. Volcheck, 
  believing that Susan Crossley is on to him, attempts to 
  improve his standing in the force by framing the investigators 
  for the crime he is investigating. At the very least, Volcheck 
  could make the investigator’s lives difficult.
  •  Description: average height, a physique past its prime, and 
  shaved head.
  • Traits: greedy and opportunistic.
  • Roleplaying hooks: provides information or trouble.
  THE NURSES
  The two kidnapped nurses both work at Parkland Hospital 
  with Dr. Lopez; they were taken four weeks ago, while off duty, 
  by SE14 gang members. Missing persons reports have been 
  filed by their families but, so far, the police have been unable 
  to trace a black Chevrolet Tahoe (registration BK7 H679) 
  seen in the areas of both nurses’ homes on the night of their 
  abductions—the SUV may be found during the course of the 
  scenario, burned out on some wasteland in Pleasant Grove (see 
  Key Events, page 169).
  Jenette Williams 
  and Mía Torres
  Under the watchful eye of 
  Sharpie (see page 157) and 
  a couple of gang members, 
  the nurses are required 
  to top up the levels of 
  líquido verde in the tanks 
  containing the heads 
  and ensure their vitals 
  are monitored on stolen 
  hospital equipment. Both 
  Susan Crossley
  Mía Torres
  
  161
  VOICE ON THE PHONE
  nurses are stressed and 
  in fear of their lives and, 
  so far, have been unable 
  to escape. They are kept 
  in a locked room inside 
  the warehouse when not 
  attending to the heads. 
  During the course of the 
  scenario, at least one of the 
  nurses manages to escape 
  and (ideally) runs into the 
  arms of the investigators, 
  warning them about 
  Viper’s ability to see into 
  the future (see The Nurse’s 
  Warning, page 172).
  • Description: disheveled casual clothes, Jenette is tall, blonde, 
  and slim, while Mía is broad and average height. Both have 
  rope marks on their wrists and ankles, plus cuts and bruises 
  from beatings administered by Sharpie.
  • Traits: frightened but resourceful.
  • Roleplaying hooks: when Sharpie and their guards are 
  distracted, one or both of the nurses escapes the warehouse 
  (allowing the investigators to be warned about Viper); 
  however, the escape does not last for long, as a dimensional 
  shambler is sent to bring them back.
  START
  The basic set up for the scenario is the same whether the 
  investigators are SE13 gang members or the police task force: 
  they are tasked with tracking down and putting a stop to the 
  SE14 gang led by Viper. The investigators are called together 
  and the following facts are put to them:
  • Over the last few weeks a splinter gang of SE13, calling 
  themselves SE14, have sparked a turf war in Pleasant Grove.
  • Violence has increased and neighboring gangs are feeling 
  the heat.
  • SE14 is led by a man called Viper, who commands several 
  lieutenants—all previously members of SE13.
  • SE14’s color is green and their gang tattoos usually feature 
  a bat flying above a lone star. 
  • Viper’s SE14 are trying to expand their turf and this is 
  beginning to spiral out of control. SE14 must be stopped.
  Naturally, how the information is presented to the players 
  depends on their roles in the scenario. If police, then further 
  facts, such as the disappearance/supposed abduction of the two 
  nurses and the disappearance of Pig Pen, can be made known; 
  otherwise, if gang members, then give one of the following 
  clues to each of the investigators—these represent knowledge 
  recently picked up on the street:
  1. Long Horn sent a team to take out Viper about a month 
  ago. Word is that Viper was hacked to pieces.
  2. Viper killed some SE13s sent to question his loyalty.
  3. SE14 have started kidnapping people for ransom; someone 
  said a nurse had been taken.
  4. Two of Viper’s lieutenants, Red Hot and Over Easy, were 
  killed in an ambush.
  5. There must be a mole in SE13, as every move made against 
  SE14 in the last few weeks has gone wrong. Tip-offs about 
  SE14 haven’t played out or when SE13 turned up, they 
  have been outgunned, as if SE14 knew they were coming.
  6. As SE14 were moving into Reyes Callejeros’ territory, their 
  leader Pig Pen went to make a deal with Viper. He and his 
  men haven’t been seen since. 
  A GRISLY DISCOVERY
  As the investigators’ briefing is coming to a close, word comes in 
  of an attack on some SE13 gang members on the border with 
  Pleasant Grove. The investigators are sent to look over the scene.
  On arrival, the investigators find the bloody aftermath of 
  an attack against two members of SE13. Lying dead in the 
  street are the bodies of El Lobo (a.k.a. Vincente Ruiz) and Zu 
  Zu (a.k.a. Kiara Campos), their bodies mutilated by wounds 
  inflicted by machetes and knives. Closer inspection reveals 
  that the pairs’ hands have been chopped off and taken from 
  the scene. Call for a Sanity roll (0/1 loss).
  If witnesses are sought, they say the victims were chatting 
  on the corner when all of a sudden a silver SUV pulled up and 
  four men bundled out and proceeded to set upon the couple 
  with large knives. Some of them had green bandanas and they 
  were covered in gang tattoos. The men were seen carrying the 
  bloody hands with them into the car. If pressed (a successful 
  Charm, Intimidate, or Persuade roll), one of the witnesses 
  can remember the car as being a Ford Taurus, while another 
  recognized the tattoos as belonging to SE14.
  Whether police or gang members, the investigators are told 
  to find the culprits.
  Jenette Williams
  
  South-East Dallas Neighborhoods Map
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  Downtown Dallas
  163
  VOICE ON THE PHONE
  RUNNING THE SCENARIO
  This scenario is designed to both prompt and react to the actions 
  of the investigators. Somewhat sandbox in nature, the Keeper is 
  free to build the setting and locations around the players, moving 
  the scenes in a fairly rapid fashion and not worrying too much 
  about logistics—move the action along by having the investigators 
  arrive without the need to be concerned with how they got there. 
  The investigators are meant to be locals with knowledge of the 
  area, so there is no need to go into a great amount of detail.
  Let the players direct the flow and react to their movements 
  and actions. A number of Key Events (see page 169) are 
  described, which are designed to help the investigators reach 
  the scenario’s conclusion; these are important but can be 
  amalgamated or redesigned as needed to best fit with the events 
  in your game; in addition, while some of the key events are 
  somewhat time specific, they can all be moved around as needed.
  As well as the key events, a few lesser events are described (see 
  Other Events, page 173), which the Keeper can use to add to the 
  action, provoke reactions, and generally mess with the players. Feel 
  free to come up with your scenes along these lines too.
  Most important is the Voice on the Phone (page 169), as 
  this is a device to really drive and infuriate the investigators. 
  The whole course of events could, in theory, be provoked by 
  the investigators responding to the information provided by 
  the “voice,” which is essentially guiding them to their doom.
  Lastly, as the scenario progresses, it will become important 
  to have the players realize whatever they do seems to be 
  forewarned. Unless they act within the 6-hour window of 
  opportunity (when Viper’s head is inactive), all of their moves 
  will be foreseen and negated in some way. Some players may 
  begin to get frustrated (good, that’s the idea) but try to avoid 
  the players feeling they are in a no-win situation. Use the 
  voice to lead them on, even if they have run out of clues to 
  follow—remember, it’s actually Nyarlathotep talking to them, 
  jerking them about like puppets on strings for “his” amusement 
  (or whatever passes for Outer God recreation).
  The scenario should come to a head with the investigators 
  finding SE14’s warehouse (or an alternative site, if the players 
  have been very sharp and caused Viper to move sites). If 
  all fails, perhaps Viper, wishing to be rid of the nuisance 
  investigators, has them brought to him via dimensional 
  shambler or a kidnap crew so he can impart great wisdom to 
  them or, at the very least, lock them up to be used as sacrifices. 
  What follows are descriptions of the key locations that may 
  feature in the scenario (adapt these as required), and then the 
  various types of events (a toolkit for the Keeper). Use both to 
  set up scenes and move the scenario along as needed.
  
  South-East Dallas Neighborhoods Map
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  165
  VOICE ON THE PHONE
  KEY LOCATIONS
  Located in north Texas, Dallas is the fourth most populous area 
  in the U.S. and the largest economic center of the Dallas-Fort 
  Worth-Arlington (DFW) metropolitan area. Dallas’ population 
  sits at over 1 million, with over 7 million people residing in the 
  greater DFW metropolitan area. The city covers nearly 386 
  square miles (999 km2) and has grown significantly since its 
  beginnings as a center for oil and cotton industries. Nowadays, 
  the city’s main industries include banking, telecommunications, 
  energy, medical research, and transportation and logistics. 
  PLEASANT GROVE
  Situated in the southeast of the city, 8 miles from the 
  downtown area, Pleasant Grove is a residential neighborhood 
  with a population of over 95,000, covering an area of 28 square 
  miles (72.5 km2). The area is bounded by Bruton Road (North), 
  Marvel Drive/Trinity River (South), Cheyenne Road/Prairie 
  Creek (East), and Trinity Forest/White Rock Creek (West). 
  Once an independent city, Pleasant Grove has been subsumed 
  by the greater city of Dallas, although undeveloped land can 
  be found on all sides of the neighborhood. 
  Some 26,000 households lie within the area, with an 
  average income of $11,500–$12,500. Approximately 14% 
  of the housing is vacant and just under 40% of residents 
  are unemployed. Pleasant Grove is considered to be a poor 
  neighborhood and crime rates tend to be higher than other 
  areas of Dallas (assaults and burglary above Dallas rates as 
  a whole). Houses tend to be detached, with front and rear 
  yards often walled with chain-link fencing, although there 
  are a number of apartment blocks also in the area. In terms of 
  businesses, car lots, payday loan stores, fast food restaurants, 
  and insurance companies proliferate.
  GANG LOCATIONS
  The various gangs in the scenario can either be found 
  frequenting sidewalks, corners, residential houses, or business 
  establishments. Locations used for drugs, cash handling, and 
  so on are well guarded. The gangs make use of vacant buildings 
  and businesses to suit their needs. 
  While no specific buildings, other than SE14’s warehouse, 
  are described, the Keeper may find it useful to refer to the 
  sample floor plans provided should the investigators go 
  sneaking or attacking a rival gang’s location. Certainly, any 
  SE14 drug operation or hangout could be found in a typical 
  house or vacant business.
  THE HOSPITAL 
  If the investigators discover the name and profession of Viper’s 
  brother, Dr. Juan Lopez, they may seek him out either at work or 
  at his apartment (see following). Dr. Lopez works at the Parkland 
  Hospital on Harry Hines Blvd, northwest of the center of Dallas.
  The hospital is one of the largest in the country, with over 
  1,000 patient beds and more than 10,000 employees. It’s a very 
  busy place, with over 1 million patients visiting annually, so it’s 
  no surprise that Dr. Lopez has been able to steal equipment 
  with no one noticing. 
  Tracking Dr. Lopez in the Emergency Room isn’t that 
  easy, investigators may choose to use social skills, Spot 
  Hidden to find a staff roster, or wander the wards (without 
  getting removed by security) until they get lucky. Naturally, 
  if they start in the ER things will go more quickly than 
  if they start elsewhere in the hospital. If the investigators 
  arrive at the hospital before Viper can warn his brother, have 
  the investigator with the lowest Luck value make a Luck 
  roll to determine if Dr. Lopez is actually on shift while the 
  investigators are there; otherwise, he is forewarned and hides 
  (providing a slim chance of the investigators finding him in 
  an out of the way room—eagle-eyed investigators might spot 
  him running away, leading to a chase scene) or simply calls in 
  sick and so avoids the encounter entirely. If an investigator is 
  able to corner Dr. Lopez, don’t forget to use his Dominate 
  spell to extricate him from tricky situations.
  If able to convince colleagues to talk about Dr. Lopez, a 
  handful of nurses might comment on his unusual mannerisms 
  (obsessive behavior, a strange look in his eyes, and domineering 
  personality), as well as his “God complex” (lording it over both 
  patients and hospital staff, and shouting down nurses or other 
  doctors who question his diagnosis). One nurse might reveal 
  that Dr. Lopez once said he has a brother in Pleasant Grove 
  who can call be called upon if ever she needed help, said he 
  went by the name of Viper. 
  The investigators might find a nurse who was present when 
  Viper was brought into the ER after being attacked by SE13. 
  She recalls the events from a month ago, saying: Dr. Lopez was 
  attending when the gangbanger was brought in and he was clearly 
  shocked on seeing the guy all cut up. He kept saying “Diego, 
  Diego…” and he clearly knew and had a relationship with the 
  man, like he was his brother. It was clear the man was dying, he’d 
  been stabbed and hacked up with knives, but Dr. Lopez wouldn’t 
  call it. He told us all to get out. When I later looked back in, the 
  bed was empty and Dr. Lopez had left. I checked to see whether 
  the body had been sent down to the morgue but there was no 
  record of the patient. It was like he’d never been there—I mean, 
  Dr. Lopez must have done something with him but nobody I 
  talked to seemed to know anything.
  Getting Dr. Lopez’s home address requires a bit of guile. 
  The obvious place to find it is in the personnel records of the 
  
  Dr. Lopez's Apartment Map
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  hospital but getting inside requires subterfuge or breaking and 
  entering out of office hours (apply skill rolls as appropriate); 
  naturally, this will a lot easier for the police. A shrewd 
  investigator could search Dr. Lopez’s locker in the ER staff 
  room (possibly requiring Disguise or Art/Craft (Acting) 
  and Stealth), or Charm or Intimidate a nurse or other 
  hospital employee. If the address can be obtained, it directs 
  the investigators to Dr. Lopez’s apartment in the South Dallas/
  Fair Park neighborhood.
  The investigators may additionally learn that two nurses 
  (Mía Torres and Jenette Williams) were reported as missing 
  a month ago; the nurses both worked in the ER alongside Dr. 
  Lopez (see The Nurses, page 160). 
  Police investigators may uncover information about missing 
  medical equipment (it’s unlikely that gang member investigators 
  will think to ask about such things—however, a nurse could 
  mention it in passing). A recent audit found the following items 
  to be missing from the ER (all were taken by Dr. Lopez):
  • H-1200 Fast Flow Fluid Warmer (for rapid infusion of 
  warm fluids)
  • A portable defibrillator
  • Connex Vital Signs Monitor
  • Infusion System
  • Alaris Pump Module (for the delivery of fluids)
  • Sundry medical supplies (gloves, bandages, suture kits, etc.)
  • A long list of drugs, including: 
  Ativan (for anxiety disorders)
  Azithromycin (for bacterial infections)
  Catapres (relaxes blood vessels)
  Dopamine (for shock and trauma)
  Morphine (pain relief)
  Methylphenidate (central nervous system stimulant)
  It should be noted that any “scenes” caused by gang member 
  investigator in or on the hospital grounds may result in security 
  being called and, dependent on the situation, the police arriving.
  DR� LOPEZ’S APARTMENT
  Situated on South Boulevard in the South Dallas/Fair Park 
  district, just over 10 miles from Pleasant Grove, Dr. Lopez has an 
  upper story, two-bedroom apartment in a complex housing twenty 
  above average units. If forewarned by Viper, Dr. Lopez will not 
  be there. At any hour of the day or night, the drapes are closed.
  The rooms are messy, with clothes lying about, half-
  eaten microwave meals and pizza boxes on surfaces, and 
  an assortment of medical supplies littered here and there. 
  The spare bedroom is used as an office and storage space; 
  searching the room calls for a Spot Hidden roll to find a 
  laptop computer hidden beneath a large pizza box.
  
  The Reanimated Hand and Rat
  167
  VOICE ON THE PHONE
  Dr. Lopez’s computer password is “Viper” but can be cracked 
  with a successful Computer Use roll. Searching through the 
  computer files finds many images of animals, rats, mice, rabbits, 
  and cats, many of which appear to be dead. The photos go 
  back some years. A successful Library Use finds a video clip on 
  the hard drive, dated six months ago; if played, the clip shows 
  Dr. Lopez conducting an experiment on what appears to be 
  a dead (certainly unmoving) rat. Lopez is heard talking about 
  something called “líquido verde” and that he believes he has, 
  at last, perfected “his creation.” He decapitates the rat with a 
  large meat cleaver and then positions the rat’s head on a plastic 
  chopping board he grabs from the kitchen. He prods the rat’s 
  head, saying it is clearly dead and then proceeds to inject a green 
  fluid into it. After a few seconds, the head begins to move, its 
  jaws open wide (as if emitting a piercing shriek). Lopez can 
  be heard cooing with delight as the image focuses on the rat’s 
  head, which unnaturally shakes and shivers. Off camera, Lopez 
  can be heard saying, “Mister Waghalter will be pleased, it’s just 
  as he said it would be.” The clip ends at this point.
  Another successful Spot Hidden roll in the spare bedroom 
  finds a lease agreement, amongst some innocuous bills, for the 
  hire of a warehouse on Lake June Road (see The Warehouse, 
  following). In the refrigerator in the kitchen is a ghastly 
  collection of moldering animal remains, some many months old.
  Complicating matters are the two “experiments” in the 
  apartment: a reanimated hand (stolen from the hospital’s 
  morgue) and a reanimated rat. The disembodied hand and the 
  rat (which looks more like a zombie rat) attempt to ambush 
  unsuspecting investigators, gaining a free surprise attack (kind 
  Keepers may allow a Spot Hidden or Listen roll to avoid 
  surprise). The creations are fast moving, small, and make good 
  use of the litter and mess in the apartment for cover (apply 
  two penalty dice to the investigators’ attacks). See the profiles 
  for the Reanimated Hand and Rat on page 177. 
  At the Keeper’s option, Dr. Lopez realizes his mistake (or 
  Viper makes it known) of leaving the lease agreement for 
  the warehouse in his apartment and sends round some SE14 
  thugs to pick up the receipt—perhaps while the investigators 
  are inside, further complicating the situation.
  THE WAREHOUSE
  Situated on Lake June Road, Pleasant Grove, the warehouse is 
  a plain white colored building, offset from the road and with 
  a small parking lot out front. The path from the main road 
  leads to the car lot and to two loading bays (metal roll-down 
  shutters). To the rear and sides of the property, the land is hard 
  earth covered in grass and scrub, surrounded by a 10-foot high 
  chain-linked fence.
  
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  The building’s front offices and the rear lounge and toilets 
  have windows that have been covered over with newspaper, 
  hiding the interiors while allowing in a little light. The double 
  doors at the front are wooden (STR 90, 30 HP) and are locked.
  The scene inside the warehouse depends on whether Viper 
  is aware of the investigators’ plans (i.e. he has forewarned 
  SE14) or not (i.e. the investigators act before Viper can predict 
  their actions).
  If Viper is Aware 
  The warehouse has been cleaned out and SE14, along with 
  the three reanimated heads and their prisoners, have moved 
  locations to another building in the neighborhood (either 
  another warehouse or, at the discretion of the Keeper, perhaps 
  an abandoned residential property). Inside, it’s clear that the 
  gang has acted quickly to move on, leaving evidence of their 
  presence behind.
  The half-destroyed painted glyphs and alignments of the 
  Infernal Mechanism (see page 152) can be discerned on the 
  floor; it looks as though someone has hastily tried to erase the 
  symbols with a knife or chisel.
  A red painted eye-like symbol (the Eye of Nyarlathotep) 
  is repeated on many of the internal walls, presenting an eerie 
  and unwelcoming atmosphere. The various painted eyes seem 
  to follow people around the room; if an investigator spends 
  too long looking at an eye (such as spending time examining 
  them), they may think they see the eye blink and then open 
  wider, as if to bore into their very being. The experience is quite 
  unsettling and investigator feels mentally violated, provoking 
  a Sanity roll (1D3/1D6 loss).
  Pieces of medical equipment (pipes, drug bottles, and so 
  on) lie discarded on the floor next to overthrown tables. A 
  search of the offices and lounge reveals that people were being 
  kept here, as there are scratch marks (Mía Torres, the nurse, 
  scratching marks to count off the days she has been held), as 
  well as bloodstained blankets.
  If the gang had to vacate in a hurry, the investigators find the 
  bodies of Pig Pen and any other captured members of rival gangs 
  here, dumped in one of the front offices. All of the corpses have 
  been killed execution-style with a bullet to the head and there 
  are signs of torture, as each corpse has body parts missing, such 
  as fingers, hands, a foot, eye, and so on—these actually sacrificed 
  to the heads rather than “torture” in the standard sense. To those 
  with medical knowledge, it is clear the limbs were hacked off with 
  machetes or large knives. Dried bloodstains tarnish the concrete 
  floor of the warehouse, and there is a preponderance of such 
  stains in and around the strange symbols and shapes painted on 
  the floor (the Infernal Mechanism).
  A successful Spot Hidden roll detects a small pool of viscous 
  green liquid on the floor, sticky to touch. This is some líquido 
  verde spilled by a gang member when the warehouse was cleared 
  out. Other traces of the liquid may be found in the warehouse. 
  The Warehouse Map
  
  169
  VOICE ON THE PHONE
  As the investigators explore the warehouse, one of their cell 
  phones begins to ring: it’s Viper, goading them and saying, 
  “Too slow! You’re like mice in a maze, stumbling blindly down 
  dead entries, while I’m a god watching and foreseeing your 
  every move. You might as well put your own gun to your head 
  and pull the trigger; your efforts will fail. They’ll always fail. 
  You will fail.” 
  If Viper is Unaware 
  Use the description as given in the preceding section but, in 
  this case, the three reanimated heads are in situ within the 
  (un-erased) Infernal Mechanism—the glyphs within the active 
  segments glow with an unnatural and pale yellow-white light; 
  call for a Sanity roll (1/1D6) for seeing the horrific setup 
  (increase the loss to 1D3/1D8 if any of the heads are active). 
  SE14 gang members (including Sharpie) are present, and Pig 
  Pen (plus any of rival gang members still held by SE14) clings to 
  life despite the various amputations and injuries already sustained.
  Entering the warehouse without Viper’s knowledge should, 
  in most cases, set the scene for the scenario’s climax. At a 
  minimum, there are three SE14 NPCs in the warehouse 
  (Sharpie plus two thugs); more likely, Dr. Lopez is also there, 
  along with 1D6 other SE14 gang members. More can be 
  present (or can be called in once the investigators’ presence 
  is known) if the Keeper desires; however, avoid filling the 
  warehouse with too many adversaries—an intelligent plan 
  (quickly undertaken) by the investigators should be rewarded. 
  The climax doesn’t necessarily have to be a big fight scene if 
  the investigators are attempting a subtle and quiet execution, 
  although if spotted or heard, their enemies will take action 
  against them. See Possible Endings, page 174, for ideas and 
  investigator solutions.
  KEY EVENTS
  The following key events are designed to happen during 
  the scenario and may take place when the Keeper wishes or 
  when the investigators trigger them. These key events can be 
  supplemented with the Other Events (page 173) as desired.
  THE VOICE ON THE PHONE 
  Once Viper begins to see the investigators in his visions of the 
  future and understands their aim to track him down, he begins 
  contacting the investigator through a burner cell phone (with 
  help from Sharpie). Thus, the investigators start to receive 
  strange calls that both tantalize and provoke.
  Viper innately knows all phone numbers and passwords and 
  can also target smartphone applications, computers, and so 
  on (using social media to send messages and so on). Able to 
  ANALYZING THE GREEN FLUID
  If the investigators can find someone to analyze the green fluid 
  found in the warehouse (líquido verde)—requiring expertise 
  with Science (Chemistry or Pharmacy)—the liquid is found 
  to contain a strange mix of human, cephalopod, and reptilian 
  stem cells, along with traces of nutrients and some cell-like 
  compounds of unknown origin, mixed together in amniotic 
  fluid, formaldehyde, and glutaraldehyde (the last being 
  components in embalming fluid). 
  The expert undertaking the examination is at a loss as to 
  the purpose of the substance, although might be pressed into 
  saying that, in their opinion, the ingredients seem suggestive 
  of someone trying to not only preserve organic matter but 
  also to rejuvenate it in some outlandish manner.
  Keeper option: giving the líquido verde to a medically or 
  scientifically minded NPC presents the Keeper with the option 
  that the NPC becomes obsessed with working out the purpose 
  of the fluid. Perhaps in their attempts to test and recreate the 
  substance in order to learn its secrets, they unwittingly open 
  themselves up to madness and, ultimately, Nyarlathotep who 
  looks with favor upon this new disciple—especially if Dr. Lopez’s 
  work is curtailed and cut short by the investigators. In time, this 
  NPC might go on to perfect the process and begin anew the work 
  begun by Herbert West and later developed by Dr. Lopez; thus, 
  the NPC becomes the focus for a future scenario.
  mimic anyone he chooses (including other NPCs and other 
  investigators), Viper can use technology to confuse, taunt, and 
  lure anyone he desires. While this misdirection is primarily 
  designed to harass the investigators, it may also be used on 
  other NPCs, such as luring Long Horn or other enemies to 
  Viper or getting the police to focus on the investigator’s antics.
  The Keeper should create communications appropriate to 
  the situation and use this device to sow not only confusion 
  but also clues as to Viper’s ability to see into the future. Some 
  example messages follow.
  • SE14 forever 4REAL
  • Better move fast – things going down on Peachtree and 
  Lake June.
  • It’s a shame that no one has heard from Pig Pen in a while.
  
  The Voice on the Phone
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  • I wonder what the police will think about what you’ve 
  just done.
  • I’m watching you.
  • No matter what you do, I’m ahead of the game.
  Additionally, Viper may send audio messages, gifs, or video 
  clips showing a series of text messages over a rolling starscape 
  of infinity. The messages hint at or contain Mythos knowledge, 
  which likens humanity to ants and confront the listener/viewer’s 
  beliefs. The information provided is akin to listening to Viper’s 
  head speak of Mythos revelations (see Viper’s entry in the 
  Dramatis Personae, page 155) and grants 1 percentile point 
  of Cthulhu Mythos and loss of 1 point of Sanity per message 
  received. Samples of Mythos knowledge might include:
  • You are nothing. Like scurrying ants is humanity to the 
  cosmos.
  • The human brain cannot estimate the infinity of truth that 
  lies beyond your pathetic attempt at life.
  • The enterprise of human endeavor is but the screams of 
  nightmare.
  • What lies beyond the veil of comprehension? A cacophony 
  of benighted chaos, untethered and unrivaled.
  • Dare you to tread the inconceivable, unlighted chambers 
  beyond time? To face the heart of the cosmos, a power 
  absolute and unimpeachable? Shall ye know the words to 
  name it? 
  • Old they were when then the universe was young. They 
  live beyond life and death, and I shall hasten their return.
  • Unbound like my kin, I am the haunter, the bringer of night, 
  and the scream of humanity’s ending.
  • Between the spaces they walk serene and primal, 
  undimensioned and unseen.
  • Ia! The dead shall speak and darken the hearts of those 
  shall listen. 
  • Mankind will become as the Great Old Ones: free and wild 
  and beyond good and evil, with laws and morals thrown 
  aside and all men shouting and killing and reveling in joy. 
  Then my kin will be liberated to teach mankind new ways 
  to shout and kill and revel. The earth shall be a flame within 
  a holocaust of ecstasy and freedom.
  The contact from Viper is usually short and to the point, 
  and should leave the investigators perplexed and uncertain 
  of who is contacting them. As the calls and messages build 
  up, the investigators may begin to see a pattern (of their own 
  devising) or may simply continue to be confused. The Keeper 
  can use the messages to drive the scenario towards a climax 
  if needed. Viper may elect to reveal his identity and goad the 
  investigators, letting just enough information slip to lead them 
  to him—the whim of Nyarlathotep being capricious. Perhaps 
  
  171
  VOICE ON THE PHONE
  Viper wishes to lure the investigators into an ambush but they 
  overcome the surprise and force Viper’s location out of one 
  of the SE14 thugs; if done while Viper is inactive, they have 
  a chance of finding the warehouse unprepared.
  Researching Viper and SE14
  While the investigators may have heard the name of Viper, 
  they are unlikely to have previously met him face-to-face (even 
  when he was still a member of SE13). Asking fellow SE13 
  gang members or canvassing opinions on the street allows the 
  investigators to learn something of the rival gang leader. As 
  appropriate, call for either a Charm, Fast Talk, Intimidate, 
  or Persuade roll:
  About Viper:
  • Viper’s real name is Diego Lopez.
  • Viper left school when he was 14 and joined SE13.
  • Viper has a brother, who got a special scholarship to go be a 
  doctor. Works in one of the big hospitals in the city.
  • Long Horn didn’t like how Viper’s brother was acting like 
  he was in the gang. He sent people to tell Viper that our 
  blood was his blood and he must prove his heart was right 
  and cut off his doctor brother. They never came back.
  • Viper’s angry with Long Horn. Set up his own gang now; 
  says SE14 gonna take over. But Long Horn’s ready for them 
  and gets Viper on the street and Viper goes down! Left him 
  all carved up. Viper’s dead and someone in SE14 is still using 
  his name, too afraid to come out into the light.
  • Viper’s parents are dead.
  About SE14:
  • SE14 is recruiting fresh blood. Growing stronger day-by-day 
  and gunning to take over. 
  • I hear they got a nasty initiation; something about giving 
  your blood to become blood.
  • Have you seen ‘em? Running round, missing fingers, eyes, 
  and the like? I say you better watch your limbs or Viper’ll 
  cut them off.
  • Some of the lieutenants, Goldie, Reaper, and Little Escobar, 
  used to run with SE13 but now they gone with Viper.
  • They’re moving into everyone’s territory; Reyes Callejeros, 
  Diablos Chicos, and SE13. It’s all going to erupt; the war’s 
  already started.
  • Pig Pen runs Reyes Callejeros and he’s not been seen for 
  days man. Word was he was going to cut a deal with Viper. 
  Pretty much all the rumors are true—feel free to invent 
  some false ones too. While no one outside SE14 really 
  understands about the gang’s initiation (sacrificing a body 
  part), garbled versions and downright inaccurate gossip are 
  beginning to creep out. The investigators are most likely to 
  hear differing accounts of SE14’s initiation ceremony through 
  younger kids or bleary-eyed drug addicts who have either 
  heard about or half-seen some strange stuff. 
  Pet Theft
  As the investigators travel around the area of Pleasant Grove 
  they begin to notice missing pet posters on sidewalks and 
  lampposts. While not immediately important, the number 
  and locations become relevant as clues to the fact that SE14 
  are stealing animals to sacrifice their deaths to the head of 
  Over Easy. 
  The Keeper may decide to include a robbery at a local pet 
  store; what’s strange is that no money is stolen, only a handful 
  of animals are taken. The store’s owner, somewhat shaken, can 
  relate the experience and confirm it was SE14 gang members 
  (he saw their tattoos) who threatened him. He says they took 
  two small dogs, three rabbits, and a cat, along with leashes and 
  carrying boxes. He is, naturally, somewhat mystified why the 
  gang wanted the animals; the dogs weren’t fighting material— 
  they were Miniature Dachshunds.
  Missing Fingers and More
  When encountering SE14 gang members, the investigators 
  should notice that all of them are missing a small body part 
  (finger/s, an eye, an ear). While many of the missing parts were 
  taken weeks’ ago, some people sport fresh blood-soaked bandages. 
  If the investigators get to question one of the SE14 gang members 
  (requiring a Regular, if not Hard, Intimidation roll), they can 
  find out that giving up a body part is part of SE14’s initiation 
  for new recruits which, compared to some other gangs desire for 
  callous murder, seems a pretty mild inconvenience.
  To further build on SE14’s need for sacrifices and their 
  attempts to get the three heads active at the same time, SE14 
  gang members can attack rival gangs and even innocent 
  residents to hack off body parts so that they may be offered 
  to Red Hot. Such “amputation horror” is paralleled by the 
  gang’s attempts to kidnap people for sacrifice (murder) to 
  Over Easy in their desire to increase the level of sacrifice to 
  simultaneously activate all of the heads. Perhaps people known 
  to the investigators are attacked or kidnapped in this fashion, 
  bringing the horror closer to home. Relatives might call on the 
  investigators to meter out retribution or find missing people.
  Vehicular Revelations
  If following up on the missing nurses, the investigators may 
  be on the look out for a black Chevrolet Tahoe (registration 
  BK7 H679) seen in the areas of both nurses’ homes on the 
  night of their abductions (see The Nurses, page 160). Likewise, 
  attempts may be made to find the Silver Ford Taurus seen 
  
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  CHAPTER FIVE
  at the scene of Zu Zu and El Lobo’s deaths (see A Grisly 
  Discovery, page 161).
  Both vehicles can turn up at differing points in the scenario. 
  A successful Spot Hidden, or perhaps information via a source 
  (successful social skill roll), leads to a vehicle parked up outside 
  a disused commercial property in Pleasant Grove—the other 
  vehicle might be found on some wasteland not too far away—
  the Keeper should decide which vehicle appears and when.
  Examination of the cars by gang member investigators will 
  not be as thorough as a police investigation unit but may reveal 
  some clues (evidence for police to find is noted).
  Chevrolet Tahoe:
  • Parked outside a disused commercial property.
  • Locked, a successful Spot Hidden finds the keys thrown 
  into the nearby scrub.
  • Inside the trunk, a wallet containing ID for Jenette Williams.
  • Inside the car, stubs for two brands of cigarettes (Marlboro 
  and Lucky Strike).
  • (Police) the car is registered to Ethan Wade and was 
  reported as stolen just over a month ago.
  • (Police) with DNA analysis, hair found in the trunk match 
  matches both Mía Torres and Jenette Williams.
  • (Police) DNA analysis on the cigarette stubs identifies SE14 
  gang members Goldie (a.k.a. Luis Rubio) and Torro (a.k.a. 
  Tomas Crespo).
  Ford Taurus:
  • Found on wasteland in an out of the way spot in Pleasant 
  Grove.
  • The vehicle has been wrecked by fire, leaving a burned-out frame.
  • A number of spent 9mm shell casings can be found in the 
  footwells.
  • (Police) the vehicle was set on fire with gasoline.
  • (Police) the shell casings match to bullets used in the 
  murder of Wesley Williams, the proprietor of a liquor store 
  in Pleasant Grove. The lead suspect in the case is Little 
  Escobar, an SE14 gang member.
  Shambler in the Gang
  Approximately half way through the scenario, SE14 capture 
  a rival gang member and perform a horrific sacrifice (cutting 
  off the hands and feet) that prolongs the activation of Red 
  Hot’s head into the period when Over Easy’s head is active. 
  Consequently, a dimensional shambler is summoned and 
  bound to Viper’s command. 
  When the shambler first appears, there is confusion and 
  panic in the warehouse—the gang members fearful of the 
  unnatural monster that has appeared from nowhere. In the 
  moments of chaos, the captured nurses make a bid for freedom 
  and escape (see The Nurses’ Warning, following).
  The shambler is a permanent part of the gang’s arsenal 
  and may be used by Viper to “round up” anyone he chooses, 
  such as rival gang leaders and members, medaling police, 
  and investigators—if they are on his radar and proving to be 
  troublesome. The shambler can also be sent to retrieve escaped 
  prisoners (such as the nurses). 
  The Nurses’ Warning 
  Making the most of the confusion and chaos caused by the 
  arrival of the dimensional shambler, the two nurses escape 
  the warehouse and go on the run. The Keeper should decide 
  if the nurses make a break on foot or are able to dive into one 
  of the gang’s cars parked outside the warehouse—the decision 
  factors upon the location of the investigators, as they should 
  come across the nurses before SE14 do. 
  The women are in a bad way; beaten and abused, they 
  fear for their lives and may be resistant to the approaches of 
  gang member investigators, who, they fear, are just as much 
  trouble as their SE14 captors. Successful Psychology and a 
  Charm or Persuade roll may be required to get the nurses 
  to listen (and stop them from attacking the investigators 
  with whatever weapons they have at hand). The nurses are 
  particularly distrustful of men; thus, female investigators may 
  fare better in approaching them.
  The Keeper can use the nurses in a number of ways to help 
  the investigators and warn them of the difficulties they are 
  facing, discussed as follows:
  • The nurses can talk in garbled and incoherent terms about 
  the warehouse and the heads, revealing they had to “top up 
  the green fluid for the heads,” and how the “strange marks 
  on the floor seem to glow when the heads wake up and 
  speak.” They probably also mention Sharpie, the mean and 
  brutal woman who made their lives hell.
  • Importantly, the nurses can talk about the disembodied 
  heads, specifically the ability of Viper’s head to see into 
  the future and thereby warn the gang of oncoming events. 
  While the information should sound crazy, disjointed, and 
  incredulous, the part about Viper’s head “coming alive” 
  once every 6 hours should be clear—a vital clue for the 
  investigators to learn. Likewise, ensure the investigators 
  hear about the “weird symbols” on the floor around the 
  heads—this is another vital clue in helping to figure out 
  how to put an end to the heads.
  • Unclear and contradictory directions to the warehouse 
  could be provided. This information might be clearer if 
  the Keeper wishes to dispense with (or it the investigators 
  fail to observe) the kidnapping of the couple in love (see 
  following section), allowing the nurses’ information to lead 
  to the warehouse and the scenario’s climax.
  
  173
  VOICE ON THE PHONE
  • The dimensional shambler could materialize to grab one 
  or both nurses, returning them to the warehouse. Such an 
  event can be played to spook the investigators and also warn 
  them that they face something more than just a power-
  hungry gang.
  • If police investigators, the nurses are probably taken to a 
  hospital or police station. Allow the investigators to get 
  some information (per the bullet points above) before they 
  are grabbed by the shambler—perhaps while the nurses 
  are left in a hospital room (while the investigators sort out 
  some paperwork or get a call) the shambler comes for them; 
  the investigators may have a hard time explaining how the 
  nurses disappeared into thin air.
  • Rather than have the nurses recaptured, the shambler 
  murders them, leaving their bloody and horrific remains 
  for the investigators to find (apply 1/1D6 Sanity loss).
  • You may decide to have the shambler grab or kill just one 
  of the nurses, sending the other into total madness; helping 
  to build horror and motivate the investigators. Leaving one 
  nurse alive, able to communicate with the investigators 
  (albeit in insane terms), provides the Keeper with a means 
  to supply further clues as necessary to help move the 
  investigators to the warehouse and the big climax.
  A Couple in Love
  After the dimensional shambler has been “recruited,” Viper 
  informs the gang that they must seek out and bring to him 
  a “man and woman in love” so they can be sacrificed to him 
  while the heads of Red Hot and Over Easy are both active. 
  The power of the sacrifice combined with the energy of the 
  three activated heads will summon a powerful ally to the gang’s 
  cause (see Random Monster Summoning, nearby). 
  It is likely that SE14 gang members stalking the streets 
  looking to kidnap a couple in love will be spotted by the 
  investigators (assuming they are trying to track down SE14’s 
  people to find Viper). Ideally, have the investigators see a 
  young couple waylaid and bundled into the back of a stolen car 
  or van, allowing a pursuit to take place. The investigators may 
  be able to track the vehicle to SE14’s warehouse; following at 
  a discrete distance, the investigators now have the opportunity 
  to raid the warehouse and (hopefully) find Viper—leading to 
  the scenario’s climax. Of course, if the investigators prevent 
  the kidnapping, others in SE14 go looking for another couple 
  of lovers.
  Ideally, the investigators should know the kidnapped 
  couple—perhaps one of the lovers is related to one or more of 
  the investigators; the kidnapping witnessed by the investigators 
  or someone who proceeds to call them about it. Possibly, it is a 
  pair of romantically involved investigators who are abducted. 
  Making it personal helps to drive the motivation of the 
  investigators (and the players).
  OTHER EVENTS
  The following are optional ideas for events to scatter through 
  the scenario, allowing the Keeper to develop and insert them 
  as desired. Feel free to adapt these or invent your own to suit 
  the route and events of your scenario.
  Body Count
  Once the investigators’ activities fall under Viper’s prescient 
  gaze, he may desire to fan the flames of trouble for the rival 
  gang members (or police unit) by having them framed for 
  murder. The likely set up is for the investigators to receive one 
  or more anonymous tip-offs, which leads the investigators on 
  a wild goose chase. While out chasing shadows, a real crime 
  is taking place in one of the investigators’ homes. Viper’s men 
  abduct someone the investigator knows, perhaps a fellow gang 
  member or police officer, takes them to the investigator’s home 
  and murders them. Viper then tips off the police, who are either 
  already at the scene or shortly arrive when the investigator 
  concerned returns home. Ideally, the victim is known to have 
  had “bad blood” with the investigator, giving the crime a whiff 
  of motive. The surface evidence seems to lead straight to the 
  investigator, who must now clear their name or face reprisal. 
  Perhaps one body isn’t enough and so Viper attempts to 
  paint the investigator as a serial killer, leaving a trail of bodies, 
  somehow all connected to the investigator.
  RANDOM MONSTER SUMMONING
  If all three heads are active at the same time, roll 1D6 to 
  determine a random monster (pages in parentheses refer to the 
  monster’s entry in the Call of Cthulhu Rulebook). Alternatively, 
  pick or design a monster of your own choosing. 
  An option: Nyarlathotep appears; whether the Outer God 
  arrives as Cochin S. Waghalter, the bloody tongue, or in some 
  other form is left to the Keeper; the Outer God’s arrival could 
  form a climactic conclusion to the adventure!
  1. Hound of Tindalos (page 298)
  2. Hunting Horror (page 299)
  3. Nightgaunt (page 302)
  4. Servitor of the Outer Gods (page 304)
  5. Shantak (page 306)
  6. Star Vampire (page 308)
  
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  CHAPTER FIVE
  Police Crack Down
  If playing gang member investigators, the players may have to 
  contend with the police breathing down their necks. Crime 
  is spiraling and the “high ups” want something done. Patrols 
  are increased, making it difficult to act without drawing 
  attention. Suspected gang members are stopped to have their 
  photographs taken and gang and real names written down (the 
  police attempting to build a map of gang members). 
  Investigators faced with having to act in a criminal manner 
  (breaking in, violence, or even the disposal of a body—perhaps 
  one left by Viper to frame the investigators) face a tougher time 
  of going unnoticed by a passing patrol car. Don’t forget, Viper 
  can call up the police to draw their attention to the investigators.
  Keeper note: don’t overdo it; too much attention on the 
  investigators means the scope of their actions diminishes and 
  the players may feel overly constrained. A situation invoking 
  caution and an awareness of potential consequences is good; 
  whereas, the players feeling their hands are tied and so can do 
  nothing is bad and, ultimately dull. Give the players problems 
  but allow them room for maneuver. 
  Your Enemy is My Friend
  While the main focus of the scenario is about the rivalry 
  between SE13 and SE14, two other gangs are provided to help 
  the Keeper spice things up. Both Reyes Callejeros and Diablos 
  Chicos are feeling the hammer of SE14’s empire building and, 
  consequently, may seek out others on the receiving end of 
  SE14’s attention in the hope of temporary alliance to combat 
  Viper’s land grab.
  Approached by a rival gang, the investigators have to decide 
  whether to pass on the request for meeting with their boss 
  Long Horn or to take the meeting themselves. Investigators 
  tired of Long Horn’s rule might see an alliance as a way to 
  take control of SE13—what happens if or when Long Horn 
  finds out? 
  Of course, the whole scheme for an alliance could be an 
  elaborate set up by Viper manipulating the situation to bring 
  the rival gang leaders together in one place so that they can be 
  ambushed and taken out—while the investigators are caught 
  up in the chaos and violence of a sudden power vacuum, SE14 
  moves in to mop up and take control.
  POSSIBLE ENDINGS
  Ultimately, the investigators should be drawn to or discover 
  The Infernal Mechanism (page 152) in The Warehouse 
  (page 167). If the players are bewildered by the course of 
  events and chasing their tails due to Viper’s telephone 
  runaround, then Viper may decide to call it a day and bring 
  an end to the investigators by luring them into a trap at the 
  warehouse. Alternatively, quick-acting investigators may be 
  able to discover Viper’s lair all by themselves—assuming this 
  takes place before Viper’s head activates and can foresee the 
  investigators’ plan, they can launch a surprise assault.
  It is equally possible for the investigators to get themselves 
  killed or locked up before they ever make it to the warehouse. 
  Should all of the investigators become incapable of continuing, 
  the Keeper has the option to “restart” the scenario with the 
  players now taking on the role of the police unit (or vice 
  versa). In this case, the “new” investigators must approach 
  the situation from a different angle and with differing tactics 
  in order to reach their goal. Splitting the scenario in this way 
  allows the players to discover new facets of the scenario.
  The scenario’s climax is most likely to take place in The 
  Warehouse (page 167). Familiarize yourself with the horrors 
  and mysteries to be found inside as, once the investigators 
  arrive on the scene, there are a number of ways things could 
  go down. Consider the following questions and use them to 
  determine the set up for the final climactic scene:
  • Is Viper’s head active?
  • Are the heads of Red Hot and/or Over Easy active?
  • Are all three heads active? 
  • Are the investigators walking in while a new monster is 
  being summoned?
  • Is Dr. Lopez in attendance?
  • What’s the condition of Pig Pen (plus any other captured 
  rival gang members)?
  • Has one of the nurses been recaptured by the shambler and, 
  if so, what will she do when the investigators arrive?
  The end scene is either some sort of combat encounter or 
  fast-moving plan enacted by the investigators to destroy Viper 
  and the other two heads. If the investigators can generate 
  enough chaos (releasing Pig Pen and any captured people, 
  bringing allies with them to distract the SE14 guards, and so 
  on) they may have a relatively clear route to the heads, allowing 
  them to destroy the Infernal Mechanism (see Ending SE14’s 
  Reign, following) and/or the reanimated heads. Reward stealth 
  and tactics if the investigators use their heads; otherwise, throw 
  the kitchen sink at them. 
  Dr. Lopez and Sharpie are wild cards; liable to remain close 
  to Viper and pose a threat—if they realize the investigators 
  aim to destroy Viper’s head, they will attack. While Sharpie 
  will fight to the death, Dr. Lopez will attempt to escape if all 
  seems lost—Nyarlathotep has further plans for the doctor 
  (which could lead to further adventures if the Keeper desires).
  
  A Head of SE14
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  VOICE ON THE PHONE
  ENDING SE14’S REIGN
  Destroying the Infernal Mechanism and killing Dr. Lopez 
  is the only lasting way to stop the horror from continuing. 
  Erasing (despoiling) the glyphs on the floor destroys the 
  Infernal Mechanism; while only two glyphs need be “erased” 
  (one in the hexagon alignment and one from those in the 
  triangle alignment), leaving any of the remaining glyphs intact 
  leaves the possibility that Dr. Lopez can recreate the glyphs 
  and repower the mechanism. Simply destroying the heads of 
  Viper, Over Easy, and Red Hot (smashing their holding tanks 
  and then smashing the undead heads) is only a temporary 
  solution, as further heads can be found to replace them.
  It should be relatively simple for the investigators to destroy 
  the Infernal Mechanism but the action is complicated by the 
  other people and the general situation in the warehouse. If the 
  investigators suddenly find themselves at a loss for what to do, 
  Pig Pen or a recaptured Nurse can shout at them to destroy the 
  glyphs. Perhaps an insane investigator’s madness grants them a 
  vision of what to do, or one of the investigators by chance defaces 
  one of the glyphs, enabling them to realize what they have to do.
  If the heads are taken away from the Infernal Mechanism, 
  they continue to “live” for 1D6+2 hours (but unable to speak) 
  and then begin to decay unless their supply of líquido verde 
  is replenished; otherwise, in rapid order, the skin slouches off 
  their skulls, and their brains and eyes liquefy—provoking a 
  Sanity roll for onlookers (1/1D4 loss).
  CONCLUSION
  Hopefully, the investigators manage to erase the glyphs of the 
  Infernal Mechanism and destroy the reanimated heads, which 
  effectively ends SE14’s reign of terror. If Dr. Lopez has been 
  killed, then the investigators have truly put a lid on things.
  Should Dr. Lopez survive, he may resurface at some future 
  point; an insane and willing servant of Nyarlathotep bent on 
  furthering his experiments and perfecting his líquido verde.
  REWARDS
  If you are using Voice on the Phone in an ongoing campaign, 
  the investigators may receive the following rewards:
  • Destroying the Infernal Mechanism: +1D6 Sanity points.
  • Destroying a reanimated head: +1 Sanity point (to a 
  maximum of 3 points).
  • Understanding Dr. Lopez’s role and preventing him from 
  ever being able to recreate the Infernal Mechanism: +1D6 
  Sanity points.
  APPENDIX:  
  VOICE ON THE PHONE
  NON-PLAYER CHARACTERS 
  AND MONSTERS
  SE14 (A�K�A� SOUTH EAST 
  FOURTEEN)
  Heads of the Gang: Viper, Over Easy, and 
  Red Hot 
  Except for talking and seeing, the heads of Viper, Over Easy, 
  and Red Hot are unable to physically interact with the world 
  around them. 
  STR — 
  CON 20 
  SIZ 01 
  DEX — 
  INT 200*
  APP 01 
  POW 60 
  EDU — 
  SAN 00 
  HP 2 
  DB: — 
  Build: 0 
  Move: — MP: 10 
  *Viper’s INT is a reflection of Nyarlathotep’s intelligence. Red Hot 
  and Over Easy's INT are both 30. 
  
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  CHAPTER FIVE
  Combat
  Fighting 
   
  N/A 
  Dodge 
   
  N/A
  Armor: 1-point holding tank (2 points of damage will smash 
  the tank).
  Viper’s Skills: Foretell the Future 100%.
  Sanity Loss: 1/1D6 Sanity points to see the heads (increase 
  to 1D3/1D8 if the heads are active).
  Dr� Juan “Doc” Lopez, 26, insane physician
  STR 55 
  CON 60 
  SIZ 50 
  DEX 75 
  INT 85 
  APP 70 
  POW 70 
  EDU 90 
  SAN — 
  HP 11 
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 14 
  Combat
  Brawl 
   
  45% (22/9), damage 1D3
  Glock 9mm auto 
  35% (17/7), damage 1D10
  Dodge 
   
  45% (22/9)
  Skills
  Charm 70%, Climb 60%, Fast Talk 55%, First Aid 70%, 
  Medicine 90%, Psychology 35%, Science (Biology) 80%, 
  (Pharmacy) 96%, Spot Hidden 30%, Stealth 60%.
  Spells: Dominate.
  Goldie (Luis Rubio), 27, SE14 lieutenant
  The following profile may also be used for any gang lieutenant.
  STR 70 
  CON 80 
  SIZ 75 
  DEX 60 
  INT 70 
  APP 55 
  POW 50 
  EDU 45 
  SAN 50 
  HP 15 
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 10 
  Combat
  Brawl 
   
  65% (32/13), damage 1D3+1D4
  Machete 
   
  65% (32/13), damage 1D8+1D4
  Glock 9mm auto 
  35% (17/7), damage 1D10
  AK-47 
   
  40% (20/8), damage 2D+1
  Dodge 
   
  30% (15/6)
  Skills
  Climb 50%, Jump 35%, Intimidate 70%, Persuade 45%, 
  Psychology 45%, Spot Hidden 35%, Stealth 40%, Throw 50%.
  Sharpie (Rebeca Estrada), 17, Viper’s keeper
  STR 60 
  CON 70 
  SIZ 50 
  DEX 80 
  INT 75 
  APP 75 
  POW 45 
  EDU 40 
  SAN 27 
  HP 12 
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 9 
  Combat
  Brawl 
   
  70% (35/14), damage  
   
   
   
  1D3, or knife 1D4+2
  .32 auto 
   
  30% (15/6), damage 1D8
  Dodge 
   
  40% (20/8)
  Skills
  Climb 40%, Jump 50%, Fast Talk 80%, Intimidate 40%, Listen 
  45%, Psychology 60%, Sleight of Hand 60%, Spot Hidden 
  45%, Stealth 45%, Throw 30%.
  SE13 (A�K�A� SOUTH EAST 
  THIRTEEN)
  Long Horn, 34, leader of SE13 
  STR 80 
  CON 65 
  SIZ 80 
  DEX 55 
  INT 80 
  APP 60 
  POW 55 
  EDU 45 
  SAN 52 
  HP 14 
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 11 
  Combat
  Brawl 
   
  80% (40/16), damage 1D3+1D4 
  Machete 
   
  80% (40/16), damage 1D8+1D4
  MAC-11 SMG 
  35% (17/7), damage 1D10
  .357 revolver 
  45% (22/9), damage 1D8+1D4
  Dodge 
   
  35% (17/7)
  Skills
  Climb 60%, Jump 30%, Intimidate 90%, Listen 30%, 
  Psychology 65%, Spot Hidden 45%, Stealth 40%, Throw 55%.
  THE POLICE
  Susan Crossley, 42, internal affairs
  STR 45 
  CON 60 
  SIZ 50 
  DEX 80 
  INT 85 
  APP 70 
  POW 60 
  EDU 80 
  SAN 59 
  HP 10 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 12 
  Combat
  Brawl 
   
  55% (27/11), damage 1D3 
  Glock 27 auto 
  35% (17/7), damage 1D10
  Dodge 
   
  40% (20/8)
  Skills
  Accounting 30%, Climb 35%, Jump 30%, Intimidate 40%, 
  Law 40%, Listen 60%, Mechanical Repair 30%, Persuade 50%, 
  Psychology 75%, Spot Hidden 45%, Stealth 40%, Throw 35%.
  
  177
  VOICE ON THE PHONE
  Sammy Volcheck, 38, corrupt cop
  STR 60 
  CON 55 
  SIZ 60 
  DEX 60 
  INT 70 
  APP 45 
  POW 55 
  EDU 65 
  SAN 55 
  HP 11 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 11 
  Combat
  Brawl 
   
  70% (35/14), damage 1D3 
  Walther PPK/S auto 
  55% (27/11), damage 1D8
  Dodge 
   
  30% (15/6)
  Skills
  Climb 30%, Jump 30%, Fast Talk 40%, Intimidate 50%, Law 
  25%, Listen 45%, Mechanical Repair 45%, Psychology 50%, 
  Spot Hidden 45%, Stealth 35%, Throw 40%.
  Typical Uniform Cop
  Use this profile for all cops as necessary.
  STR 55 
  CON 65 
  SIZ 65 
  DEX 55 
  INT 70 
  APP 50 
  POW 50 
  EDU 65 
  SAN 50 
  HP 13 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 10 
  Combat
  Brawl 
   
  60% (30/12), damage 1D3 
  Tonfa (baton) 
  60% (30/12), damage 1D6
  Glock 22 auto 
  55% (27/11), damage 1D10
  Taser (dart)  
  55% (27/11), damage 1D3+stun
  Remington 870 shotgun* 45% (22/9), damage  
   
   
   
  4D6/2D6/1D6 (mag 4, mal 99)
  Dodge 
   
  30% (15/6)
  *Patrol car units.
  Skills
  Climb 35%, Drive Auto 70%, First Aid 40%, Jump 25%, 
  Intimidate 35%, Law 15%, Listen 40%, Mechanical Repair 
  30%, Navigate (Dallas) 60%, Persuade 35%, Psychology 35%, 
  Spot Hidden 40%, Stealth 30%, Throw 30%.
  THE NURSES
  Jenette Williams
  STR 45 
  CON 50 
  SIZ 70 
  DEX 60 
  INT 70 
  APP 70 
  POW 45 
  EDU 65 
  SAN 32* 
  HP 12 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 9 
  *Sanity reduced due to the trauma of captivity.
  Combat
  Brawl 
   
  60% (30/12), damage 1D3 
  Dodge 
   
  30% (15/6)
  Skills
  Charm 30%, Climb 30%, First Aid 70%, Jump 30%, Listen 
  35%, Medicine 50%, Persuade 40%, Psychology 45%, Science 
  (Biology) 25%, (Chemistry) 35%, Spot Hidden 55%, Stealth 
  45%, Throw 25%.
  Mía Torres
  STR 65 
  CON 70 
  SIZ 55 
  DEX 55 
  INT 75 
  APP 55 
  POW 70 
  EDU 65 
  SAN 65* 
  HP 12 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 14 
  *Sanity reduced due to the trauma of captivity.
  Combat
  Brawl 
   
  60% (30/12), damage 1D3 
  Dodge 
   
  30% (15/6)
  Skills
  Charm 40%, Climb 25%, First Aid 80%, Jump 25%, Listen 
  50%, Medicine 40%, Persuade 40%, Psychology 65%, Science 
  (Biology) 40%, (Chemistry) 40%, Spot Hidden 60%, Stealth 
  35%, Throw 30%.
  MONSTERS
  Reanimated Hand and Rat
  Use this profile for the reanimated rat and the hand, as well 
  as other “creations” the Keeper wishes. The reanimation 
  process has boosted the speed and capacity for violence of 
  these creations. 
  STR 25 
  CON 50 
  SIZ 05 
  DEX 90 
  INT — 
  APP — 
  POW 30 
  EDU — 
  SAN — 
  HP 5 
  DB: –2 
  Build: –2 
  Move: 12 MP: — 
  Combat
  Attacks per round: 1 (grab, bite, claw)
  Fighting 
   
  60% (30/12), damage 1D6–2
  Dodge 
   
  45% (25/9)
  Note: being a fast moving and small target imposes 2 penalty 
  dice to opponent’s attacks.
  Skills
  Climb 40%, Listen 75%, Scent Prey 70%.
  Armor: none.
  Sanity loss: 1/1D4 to see these reanimated horrors.
  
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  178
  CHAPTER FIVE
  Dimensional Shambler 
  STR 95 
  CON 80 
  SIZ 95 
  DEX 50 
  INT 35 
  APP — 
  POW 50 
  EDU — 
  SAN — 
  HP 17 
  DB: +1D6 Build: 2 
  Move: 7 
  MP: 10 
  Combat
  Attacks per round: 2 (claws or grab)
  Fighting 
   
  45% (22/9), damage 1D8+1D6
  Grab (mnvr)  
  45% (22/9), held for 1 round then  
   
   
  disappears
  Dodge 
   
  30% (15/6)
  Trans-dimensional travel: able to leave a plane of existence 
  at will, signaling the change by beginning to shimmer and 
  fade; the transition costs 4 magic points and takes a round to 
  complete. During this time they may be attacked, however, 
  they cannot inflict damage on their attackers. A shambler 
  can take objects or beings with it when it fades into another 
  dimension. By clutching the desired object in its talons and 
  expending an additional magic point per 50 SIZ points of the 
  object or creature, it transports the creature or object with it. 
  In this scenario, the shambler usually returns to Viper with 
  whatever it has grabbed unless told otherwise.
  Armor: 3-point thick hide.
  Spells: none (unless Keeper desires).
  Sanity loss: 0/1D10 Sanity points to see a dimensional 
  shambler.
  PRE-GENERATED 
  GANG INVESTIGATORS
  Provide each player with the following background.
  You are an initiated member of the SE13 gang, based in 
  Pleasant Grove, southeastern Dallas. You answer to the gang’s 
  leader, Long Horn.
  Recently, a splinter gang calling themselves SE14 has 
  been making waves in the neighborhood and attempting to 
  establish their own turf, leading to all-out war. Street violence 
  has increased and everyone in SE13 and SE14 is a target; other 
  neighboring gangs are also getting pulled into the situation 
  and crossfire.
  
  179
  VOICE ON THE PHONE
  TYPICAL GANG MEMBERS
  The following assortment of profiles can be used for typical gang members, be they SE13, SE14, Reyes Callejeros, or Diablos 
  Chicos; also, use these also for minor NPCs like Torro and Gordo.
  #1
  #2
  #3
  #4
  #5
  #6
  #7
  #8
  #9
  #10
  STR
  70
  55
  65
  60
  65
  60
  85
  60
  55
  65
  CON
  60
  65
  55
  65
  70
  60
  70
  50
  45
  70
  SIZ
  70
  65
  75
  60
  70
  80
  75
  70
  75
  75
  DEX
  70
  60
  50
  45
  55
  65
  50
  70
  65
  70
  INT
  60
  65
  55
  60
  65
  70
  55
  50
  65
  65
  APP
  60
  50
  45
  55
  65
  50
  55
  70
  60
  40
  POW
  55
  50
  60
  55
  70
  50
  55
  60
  70
  55
  EDU
  50
  55
  50
  45
  50
  55
  60
  70
  45
  55
  SAN
  55
  50
  60
  55
  70
  50
  55
  60
  70
  55
  HP
  13
  13
  13
  12
  14
  14
  14
  12
  12
  14
  Average Damage Bonus (DB): +1D4
  Average Build: 1
  Average Move: 8
  Average Magic Points: 11
  Combat
  Brawl 
   
  60% (30/12), damage 1D3+DB,
   
   
   or knife 1D6+DB
  Machete/large knife 
  60% (30/12), damage 1D8+DB
  Dodge 
   
  40% (20/8)
  Choose one from the following:
  .22 auto 
   
  40% (20/8), damage 1D6
  .38 auto 
   
  40% (20/8), damage 1D10
  AR-15 assault rifle 
  35% (17/7), damage 2D6 (110yd,  
   
   
  1(3) or full auto, mag 20, mal 97)
  12-g shotgun (2b) 
  45% (22/9), damage 4D6/2D6/1D6
  Skills
  Climb 45%, Fast Talk 35%, Intimidate 50%, Jump 40%, 
  Listen 35%, Spot Hidden 35%, Stealth 40%, Throw 45%.
  
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  180
  CHAPTER FIVE
  “DIGGER”  
  (A�K�A� ANTONIO JIMENEZ) 
  Age: 26 
  Occupation: SE13 Gang Member
  STR 80 
  CON 65 
  SIZ 60 
  DEX 70 
  INT 70 
  APP 65 
  POW 60 
  EDU 45 
  SAN 60 
  HP 12 
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 12 
  Luck: 60
  Special: immune to Sanity losses from “routine” brutality
  Combat
  Brawl 
   
  65% (32/13), damage 1D3+1D4
  Large knife  
  60% (32/13), damage 1D8+1D4
  .32 revolver  
  50% (25/10), damage 1D8
  Dodge 
   
  35% (17/7)
  Skills
  Charm 55% (27/11)
  Climb 60% (30/12)
  Credit Rating 10% (5/2)
  Drive Auto 50% (25/10)
  Firearms (Handgun) 50% (25/10)
  Firearms (Rifle/Shotgun) 25% (12/5)
  Firearms (SMG) 30% (15/6)
  Intimidate 50% (25/10)
  Jump 20% (10/4)
  Language (Spanish) 60% (30/12)
  Language (English) 45% (22/9)
  Listen 25% (12/5)
  Locksmith 30% (15/6)
  Mechanical Repair 45% (22/9)
  Psychology 40% (20/8)
  Spot Hidden 30% (15/6)
  Stealth 30% (15/6)
  Throw 40% (20/8
  Bonus: allocate 20 points to any skills of the player’s choice.
  Backstory
  You are respected in the gang, having earned your place 
  by taking out a rival gang leader all by yourself. Being 
  headstrong is both your strength and weakness; you take 
  risks and sometimes win big but the day may come when 
  you lose big. For now, life is good and you have money in 
  your pocket and Princess on your arm. Long Horn, your 
  gang’s leader, is looking old and weak—perhaps it’s time 
  for you to step up. 
  • Description: muscular physique, large gang tattoos on 
  upper body and neck, shaved head.
  • Traits: risk taker and headstrong, quick to anger.
  • Ideology/Belief: life is what you make it, look for an 
  opportunity and seize it.
  • Significant People: Princess, your current girlfriend; you 
  helped her to murder her sister’s killer.
  Player Notes:
  
  181
  VOICE ON THE PHONE
  “TACO”  
  (A�K�A� EMILIO CASTILLO) 
  Age: 19 
  Occupation: SE13 Gang Member
  STR 55 
  CON 80 
  SIZ 45 
  DEX 70 
  INT 80 
  APP 70 
  POW 55 
  EDU 55 
  SAN 55 
  HP 12 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 11 
  Luck: 50
  Special: immune to Sanity losses from “routine” brutality
  Brawl 
   
  45% (22/9), damage 1D3 
  Pocket knife 
  45% (22/9), damage 1D4
  .38 auto 
   
  40% (20/8), damage 1D10
  Dodge 
   
  35% (17/7)
  Skills
  Charm 60% (30/12)
  Climb 60% (30/12)
  Credit Rating 10% (5/2)
  Drive Auto 30% (15/6)
  Electrical Repair 15% (7/3)
  Firearms (Handgun) 40% (20/8)
  Firearms (Rifle/Shotgun) 25% (12/5)
  Firearms (SMG) 20% (10/4)
  Intimidate 25% (12/5)
  Jump 45% (22/9)
  Language (Spanish) 60% (30/12)
  Language (English) 50% (22/9)
  Listen 50% (25/10)
  Mechanical Repair 30% (15/6)
  Natural World 30% (15/6)
  Psychology 35% (17/7)
  Science (Biology) 20% (10/4)
  Science (Mathematics) 35% (17/7)
  Spot Hidden 30% (15/6)
  Stealth 40% (20/8)
  Throw 50% (25/10)
  Bonus: allocate 20 points to any skills of the player’s choice.
  Backstory
  You like to model yourself on “wiseguys” you’ve seen in the 
  movies but often this backfires and your gang brothers think 
  you are all talk and no bite. You feel you have earned your place 
  but no one seems to take you seriously, and you wish you could 
  find a way to prove your “heart” and build respect in the gang. 
  Everyone knows you are clever but you want people to fear you.
  • Description: very short hair beneath a baseball cap, a little 
  shorter than average, and a babyish face.
  • Traits: something of a joker, you try to restrain yourself but, 
  sometimes, can’t help but fool around.
  • Ideology/Belief: wants respect from his gang brothers most 
  of all.
  • Treasured Possession: your gun, it’s your ticket to 
  adulthood.
  Player Notes:
  
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  182
  CHAPTER FIVE
  “LUCKY”  
  (A�K�A� ELENA VEGA) 
  Age: 23 
  Occupation: SE13 Gang Member
  STR 45 
  CON 70 
  SIZ 45 
  DEX 85 
  INT 85 
  APP 65 
  POW 60 
  EDU 65 
  SAN 60 
  HP 11 
  DB: 0 
  Build: 9 
  Move: 8 
  MP: 12 
  Luck: 80
  Special: immune to Sanity losses from “routine” brutality
  Brawl 
   
  50% (25/10), damage 1D3 
  Medium knife 
  50% (25/10), damage 1D4+2
  .22 auto 
   
  35% (17/7), damage 1D6
  Mace spray  
  50% (25/10), stunned for 1D6 rounds 
  Dodge 
   
  50% (25/10)
  Skills
  Art/Craft (Acting) 45% (22/9)
  Charm 60% (30/12)
  Climb 40% (20/8)
  Credit Rating 10% (5/2)
  Drive Auto 30% (15/6)
  Fast Talk 50% (25/10)
  Firearms (Handgun) 35% (17/7)
  Firearms (Rifle/Shotgun) 25% (12/5)
  Firearms (SMG) 15% (7/3)
  Intimidate 50% (25/10)
  Jump 25% (12/5)
  Language (Spanish) 65% (32/13)
  Language (English) 60% (30/12)
  Listen 45% (22/9)
  Locksmith 25% (12/5)
  Occult 40% (20/8)
  Psychology 40% (20/8)
  Spot Hidden 45% (22/9)
  Stealth 55% (27/11)
  Throw 30% (15/6)
  Bonus: allocate 20 points to any skills of the player’s choice.
  Backstory
  You knew you’d always end up in the gang, just like your 
  brother before you. Now, with your brother in jail, the gang 
  is only family (your parents having kicked you out onto the 
  streets long ago). Nowadays, you have to stand up for yourself 
  and you’d rather die than let a man belittle you—a few fools 
  who thought they could control you learned their lesson the 
  hard way.
  • Description: short spiky hair, lots of jewelry, long 
  painted nails.
  • Traits: harsh, calculating, and fearless.
  • Ideology/Belief: the gang is your family—you would be 
  lost without it.
  • Significant People: your brother, “Jam,” who has always 
  been there for you.
  Player Notes:
  
  183
  VOICE ON THE PHONE
  “PRINCESS”  
  (A�K�A� LUCIA RIVERA) 
  Age: 21 
  Occupation: SE13 Gang Member
  STR 60 
  CON 65 
  SIZ 50 
  DEX 70 
  INT 75 
  APP 80 
  POW 70 
  EDU 60 
  SAN 70 
  HP 11 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 14 
  Luck: 50
  Special: immune to Sanity losses from “routine” brutality
  Combat
  Brawl 
   
  45% (22/9), damage 1D3 
  Straight razor 
  45% (22/9), damage 1D4+1
  .32 auto 
   
  45% (22/9), damage 1D8
  Dodge 
   
  55% (27/11)
  Skills
  Charm 55% (27/11)
  Climb 30% (15/6)
  Computer Use 35% (17/7)
  Credit Rating 10% (5/2)
  Drive Auto 25% (12/5)
  Fast Talk 65% (32/13)
  Firearms (Handgun) 45% (22/9)
  Firearms (Rifle/Shotgun) 25% (12/5)
  Firearms (SMG) 15% (7/3)
  First Aid 40% (20/8)
  Jump 25% (12/5)
  Language (Spanish) 60% (30/12)
  Language (English) 60% (30/12)
  Listen 35% (17/7)
  Natural World 30% (15/6)
  Psychology 45% (22/9)
  Read Lips 30% (15/6)
  Spot Hidden 55% (27/11)
  Stealth 50% (25/10)
  Throw 25% (12/5)
  Bonus: allocate 20 points to any skills of the player’s choice.
  Backstory
  You spent your life avoiding trouble but trouble found you 
  anyway when your little sister was shot and killed by a stray 
  bullet not meant for her. Consumed with despair, your family 
  couldn’t heal the hurt you’d suffered and so you turned to the 
  boys on the corner, who made you feel whole once more. You 
  joined the gang and, with the help of your new family, put a 
  bullet in the head of the man who killed your sister. At times, 
  you wish you could put this life of violence behind you.
  • Description: long dark hair (usually tied back), plenty of 
  makeup, various tattoos on arm and neck.
  • Traits: accusatory, doesn’t like to back down and lose “face.”
  • Ideology/Belief: an eye for an eye makes sense.
  • Significant People: Digger, your boyfriend. He helped you 
  track down and kill your sister’s murderer.
  Player Notes:
  
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  184
  CHAPTER FIVE
  “FROSTY”  
  (A�K�A TYLER WASHINGTON) 
  Age: 32 
  Occupation: SE13 Gang Member
  STR 70 
  CON 90 
  SIZ 55 
  DEX 55 
  INT 80 
  APP 60 
  POW 60 
  EDU 65 
  SAN 60 
  HP 14 
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 12 
  Luck: 45
  Special: immune to Sanity losses from “routine” brutality
  Combat
  Brawl 
   
  60% (30/12), damage 1D3+1D4 
  Machete 
   
  60% (30/12), damage 1D8+1D4
  .38 auto 
   
  55% (27/11), damage 1D10
  Dodge 
   
  27% (13/5)
  Skills
  Climb 35% (17/7)
  Computer Use 30% (15/6)
  Credit Rating 10% (5/2)
  Drive Auto 45% (22/9)
  Firearms (Handgun) 55% (27/11)
  Firearms (Rifle/Shotgun) 30% (15/6)
  Firearms (SMG) 25% (12/5)
  Intimidate 50% (25/10)
  Jump 40% (20/8)
  Language (Spanish) 65% (32/13)
  Language (English) 60% (30/12)
  Library Use 45% (22/9)
  Listen 40% (20/8)
  Mechanical Repair 35% (17/7)
  Persuade 40% (20/8)
  Psychology 50% (25/10)
  Spot Hidden 50% (25/10)
  Stealth 55% (27/11)
  Throw 35% (17/7)
  Bonus: allocate 20 points to any skills of the player’s choice.
  Backstory
  You’re a tough one. They call you “Frosty” because you are 
  cold and without remorse. Life on the streets has taught 
  you one lesson: kill or be killed. You owe your life to your 
  gang brothers and sisters and you repay that debt every day; 
  loyalty to the gang is everything. You would think nothing of 
  cutting down anyone who disrespects you and your “family.”
  • Description: shaved head, mustache, large gang tattoos on 
  your upper body, neck, and face.
  • Traits: cold-blooded, callus.
  • Ideology/Belief: uncompromisingly loyal to the gang.
  • Significant People: Long Horn, SE13’s leader, who you 
  respect above all others.
  Player Notes:
  
  185
  VOICE ON THE PHONE
  “BUZZSAW”  
  (A�K�A� LUCAS REYES) (REAL 
  NAME: GABRIEL MONTEZ) 
  Age: 24 
  Occupation: SE13 Gang Member   
   
   
   
    (Undercover Cop)
  STR 70 
  CON 75 
  SIZ 65 
  DEX 60 
  INT 85 
  APP 50 
  POW 60 
  EDU 80 
  SAN 60 
  HP 14 
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 11 
  Luck: 55
  Special: immune to Sanity losses from “routine” brutality
  Combat
  Brawl 
   
  60% (30/12), damage 1D3+1D4 
  Glock 17 auto 
  60% (30/12), damage 1D10
  Dodge 
   
  30% (15/6)
  Skills
  Art/Craft (Acting) 55% (27/11)
  Charm 35% (17/7)
  Climb 30% (15/6)
  Computer Use 35% (17/7)
  Credit Rating 10% (5/2)
  Disguise 65% (32/13)
  Drive Auto 45% (22/9)
  Electrical Repair 20% (10/4)
  Fast Talk 55% (27/11)
  First Aid 50% (25/10)
  Firearms (Handgun) 60% (30/12)
  Firearms (Rifle/Shotgun) 45% (22/9)
  Firearms (SMG) 25% (12/5)
  Intimidate 35% (17/7)
  Jump 25% (12/5)
  Language (Spanish) 80% (40/16)
  Language (English) 70% (35/14)
  Library Use 30% (15/6)
  Listen 45% (22/9)
  Psychology 40% (20/8)
  Spot Hidden 55% (27/11)
  Stealth 50% (25/10)
  Throw 35% (17/7)
  Bonus: allocate 20 points to any skills of the player’s choice.
  Backstory
  Not long out of the police academy, you were moved into 
  undercover work to infiltrate SE13, a powerful gang operating 
  in the Pleasant Grove neighborhood of Dallas. You have 
  spent two years in the gang, earning trust and establishing 
  relationships. So far, you have managed to avoid murdering 
  anyone but you have had to come close to it on a few occasions 
  to keep your cover. Sometimes the lines blur and you forget 
  you are a cop. You want out but your bosses think you are too 
  valuable collecting evidence. You know, sooner or later, you’ll 
  be faced with an impossible decision—loyalty to the gang or 
  the police—which way will you fall when it happens?
  • Description: Broad shoulders, shaved head, goatee, and a 
  couple of small gang tattoos on your upper arms.
  • Traits: observant, plays the role of a hell raiser when in a 
  group.
  • Ideology/Belief: you hate gang culture and wish to live a 
  normal life again.
  • Treasured Possession: Saint Christopher pendant given 
  to you by your father.
  Player Notes:
  
  186
  APPENDIX
  1 PLAYER 
  HANDOUTS
  Handout: Hotel  1
  
  HANDOUT: HOTEL 4
  RITUAL PHRASES
  Note: Each of the following phrases is found on one of 
  Schiegl’s seven nightmare-scapes. See The Correct Order of 
  the Ritual Phrases, page 31.
  Ngh’aaaaa, ngh’aaaa.
  Azathoth! Ia!
  Finn-ai, Ygag-roll, n’grkdl’lh.
  Ygnaiih, ygnaiih, thothkh’ngha! Yog-Sothoth!
  Y’bthnk, h’ehye—n’grkdl’lh.
  Eh-yahaah, e’yayayayaaaa. 
  Khin-laggarr, yesta, yesta.
  HANDOUT: HOTEL 2
  THE THEFT OF DAYLIGHT
  Raven stole the stars, the moon, and the sun.
  Old Man was very rich and owned the three boxes that 
  contained the stars, the moon, and the sun. But Raven 
  wanted these for himself and so he transformed himself into 
  a hemlock needle and dropped into the water cup of the Old 
  Man’s daughter as she was out picking berries. After drinking 
  from the water cup, the Old Man’s daughter became pregnant 
  and gave birth to Raven as a baby boy. 
  The Old Man doted over his grandson, although the baby 
  cried incessantly until the Old Man gave him the Box of Stars 
  as a pacifier. The baby (Raven) opened the box’s lid and let the 
  stars escape through the chimney into the sky. Later, the baby 
  cried for the Box of the Moon and, after much fuss, the Old 
  Man gave it to him but not before stopping up the chimney. 
  The baby played with the box, allowing it to roll out of the 
  door, where the Moon escaped into the sky. Despite this, the 
  baby continued to cry, begging for the Box of the Sun. The Old 
  Man resisted, but eventually he caved in and gave the box to 
  the baby, although he now kept a close watch upon the baby. 
  As he was being watched, the baby waited until everyone was 
  asleep and then changed into his bird form, grasping the Sun 
  in his beak and flew up and out of the chimney. Raven took 
  the box to prove to those who would not believe him that he 
  had the Sun and, in so doing, opened the box, allowing the 
  Sun to fly into the sky where it has been ever since.
  187
  INTRODUCTION
  Handout: Hotel  3
  Under no circumstances is the 
  Western red-cedar tree situated 
  at the northeastern corner of 
  the property to be uprooted or 
  otherwise moved in respect of the 
  native people’s beliefs.
  GENERAL LEDGER
  Date
  Details
  Charges
  Credit
  Balance
  
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  INTRODUCTION
  October 29th, 1923
  Helped out at the hotel yesterday. Water leaking from the 
  river into the basement. Managed to repair the wall and 
  seal off the leak. Money will be useful as more supplies 
  needed. Bad dreams again though. Every time I’m forced to 
  step foot inside I have the dreams of the damned. They 
  say Levee built the hotel on cursed land and that it’ll never 
  prosper. Old Levee certainly didn’t – sliced through his own 
  throat one morning with his razor and was found by his 
  son. Whatever brought me to this forsaken place?
  April 2nd, 1925
  We took him from his room and brought him to the big tree. 
  He cursed and hollered, but we held him tight, fearful of 
  his black magic. Put two nails through his hands to prevent 
  him from casting hexes and then I threw quicklime on him. 
  His screams filled the night and made some uneasy about 
  had to be done. God forgive me but we had to put an end 
  to it. I hope the nightmares stop now…
  Handout: Hotel  5
  
  189
  INTRODUCTION
  Handout: Derelict 1
  
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  INTRODUCTION
  Handout: Derelict 2
  
  191
  INTRODUCTION
  Our scientific research is at the cutting edge of modern 
  medicine and your participation in the Zylactis Phase 2 
  clinical trial is the next step on our journey to bring the 
  healing properties of Zylactis to the wider world. You have 
  been accepted to take part in our study and we hope that 
  you feel the benefits in just a few days of beginning the 
  two-week program. Our health technicians will guide you 
  through the process in a series of regular consultations 
  held at ZyMedBio’s state of the art facility.
  At ZyMedBio your health and wellbeing are our first priority. 
  We use the miracles of modern pharmaceutical engineering 
  to bring you the benefits of our research to treat a wide 
  range of debilitating and life-threatening conditions. With 
  ZyMedBio you are in safe hands.
  Handout: Panacea 1
  
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  INTRODUCTION
  EXPERIMENTAL SCHEDULE ZMB17B: 
  1. Personnel identified and told to report for test program (90% positive, 
  remainder terminated).
  2. Personnel inoculated with Formula B138 (Tertiary Biocyte). Successful. 
  3. Observation ongoing.
  SUPPORTING:
  §	 TERTIARY BIOCYTES: research wing only. (CONFIRMED)
  §	 SECONDARY BIOCYTE: basement research facility. (POSITIVE)
  §	 PRIMARY BIOCYTE SCHEDULE: Milk harvesting schedule on track. 
  Semi-automation of collection POSITIVE but primary collection units 
  reaching end of cycle — REPLACEMENT UNITS REQUIRED ASAP
  Handout: Panacea 2
  
  193
  INTRODUCTION
  Handout: Voice 1`
  Handout: Voice 2
  
  194
  INDEX
  HOTEL HELL
  B
  Barnabas Levee . . . . . . 7, 8, 13, 26
  Basement, Seven Stars Hotel . . .21
  Bible Quotes . . . . . . . . . . . . . . .14
  Breaking News  . . 8, 10, 14, 26, 30
  British Columbia . . 7, 9, 10, 11, 24, 
  25, 34, 35, 36, 37, 39
  C
  Commerce, Los Angeles .9, 24, 30, 
  31
  Concepts of Hell . . . . . . . . . . . . .9
  Correct Order of the Ritual 
  Phrases, The . . . . . . . . . . . . .18, 32
  D
  Dease Lake . . . . . . . . . . . . .11, 25
  F
  First Floor, Seven Stars Hotel . .19
  G
  Gate to Hell  . 8, 18, 21, 26, 27, 29, 
  31, 32, 33
  Goodman, Winfield, and Watts .27
  Ground Floor, Seven Stars Hotel 
  . . . . . . . . . . . . . . . . . . . . . . . . . .16
  H
  Handouts
  Hotel 1  . . . . . . . . . . . . . . . . .25
  Hotel 2  . . . . . . . . . . . . . . . . .13
  Hotel 3  . . . . . . . . . . . . . . . . .17
  Hotel 4  . . . . . . . . . . . . . .18, 32
  Hotel 5  . . . . . . . . . . . . . . . . .25
  Hoodoo Mountain  . . . . . . . . . . . . 
  7, 9, 11, 13, 15, 18, 20, 24, 25, 31
  I
  Investigators, the . . . . . . . . . . . .10
  Iskut River . . . . . . . . 11, 12, 15, 25
  J
  Jayapura City, New Guinea . . . . . . 
  . . . . . . . . . . . . . . . . . . . . . 9, 24, 31
  Jethro Alice Munden . . . . . . . . .27
  Johan Schiegl . . 7, 8, 15, 17, 18, 19, 
  20, 21, 24, 27, 29, 32
  K
  Kermadec Islands, New Zealand . . 
  . . . . . . . . . . . . . . . . . . . . . . 8, 9, 24
  Kermode Bear . . . . . . . . . . .11, 33
  M
  Million Favored Ones . . . . . . . . . . . .  
  . . . . . . . . . . . . . . . . . 27, 29, 30, 31, 33
  Mural, The . . . . . . . . . . . . 8, 20, 21
  O
  Old Prospector Cabins  . . . . . . .25
  P
  Pacific Ring of Fire . . . . . 8, 24, 31
  Petropavlovsk-Kamchatsky, 
  Kamchatka  . . . . . . . . . . . 9, 24, 31
  Possession . . . . . . . . . . . . . . . . .27
  Prince George . . . . . . . . . . . . . .11
  Q
  Quicklime . . . . . . . . . . . . . . . . .20
  R
  Red-Cedar Tree . . . . . 8, 17, 29, 32
  Research  . . . . . . . . . . . . . . . . . .27
  Reverend Rebnesh 12, 13, 14, 27, 30, 
  32, 33
  S
  Saipan, Marianas Islands . . . . . . . .
  . . . . . . . . . . . . . . . . . . 9, 24, 30, 31
  Schiegl's Art . . . . . . . . . . . . . . .18
  Seven Stars Hotel . 7, 8, 9, 10, 11, 
  12, 15, 25
  Seven Stars Trading Post and 
  Hotel . . . . . . . . . . . . . . . . . . . . . .8
  Stikine River . . . . . . 11, 12, 13, 25
  
  195
  INDEX
  T
  Theft of Daylight, The . . . . . . . .13
  Tlingit People . . 10, 12, 13, 14, 15, 
  17, 19, 25, 30, 32
  Tlingit Worker  . . . . . . . . . . . . .32
  V
  Valparaíso, Chile . . . . . . . . . .9, 24
  Vancouver . . . . . . . . . . . . . . . . .11
  THE DERELICT
  B
  Bulldozer . . . . . . . . . 53, 56, 57, 59
  C
  Captain's Cabin . . . . . . . . . . . . .52
  Captain's Log . . . . . . . . . . .47, 52
  Captain's Mate . . . . . . . . . . . . .60
  Captain's Office . . . . . . . . . . . . .47
  Cargo Holds . . . . . . . . . . . . . . .53
  Cargo Office . . . . . . . . . . . . . . .47
  Chief Engineer's Cabin . . . . . . .53
  Chief Engineer's Office . . . . . . .50
  CO2 Bottle Room . . . . . . . .47, 59
  Cranes . . . . . . . . 46, 47, 50, 57, 59
  Crew Cabins . . . . . . . . . . . . . . .51
  Crew Lounge . . . . . . . . . . . . . . .51
  Crew's Dining Room  . . . . . . . .50
  D
  Delilah, The . 41, 43, 45, 46, 59, 62
  E
  Engine Room  . . . . . . . . . . . . . .56
  Erik the Red's Saga . . . . . . . . . .52
  F
  Food Stores . . . . . . . . . . . . . . . .47
  Forklift Truck  . . . . . . . . . . . . . .53
  G
  Galley Kitchen . . . . . . . . . . . . . .50
  Geneva Convention on the High 
  Seas  . . . . . . . . . . . . . . . . . . . . . .43
  Groenland Tropisch, The . . . . . . . . 
  41, 42, 43, 45, 46, 47, 52, 53, 57, 59, 
  60
  H
  Handouts
  Derelict 1 . . . . . . . . . . . . . 54-55
  Derelict 2 . . . . . . . . . . . . . . . .44
  Hyperthermia . . . . . . . . . . . . . .57
  I
  Iceberg . . . . . . . . . . . . . . . . . . . . . . 
  41, 42, 43, 46, 47, 53, 56, 57, 59, 60
  Investigators, The . . . . . . . . . . . .41
  L
  Law of Finds . . . . . . . . . . . . . . .45
  Law of Salvage  . . . . . . . . . . . . .45
  Lifeboat . . . . . . . 47, 52, 53, 57, 59
  M
  Main Deck, Groenland Tropisch
  . . . . . . . . . . . . . . . . . . . . . . . . . .46
  Medical Room . . . . . . . . . . . . . .51
  O
  Officers' Dining Room . . . . . . .50
  R
  Radio Operator's Cabin. . . . . . .52
  Radio Room  . . . . . . . . . . . .46, 53
  Radio, The . . . . . . . . . . . . . . . . .46
  S
  Salvage Rights . . . . . . . . 43, 45, 50
  Sciapod, Combating  . . . . . .45, 57
  Sciapod, The  . . . . . . . . . . . . . . . . . 
  41, 43, 45, 46, 47, 52, 53, 56, 57, 59, 60, 
  61
  Silver . . . . . . . . . . . . . . . . . .42, 46
  Superstructure
  Level Five . . . . . . . . . . . . . . .53
  Level Four . . . . . . . . . . . . . . .52
  Level One . . . . . . . . . . . . . . .47
  Level Three . . . . . . . . . . . . . .51
  Level Two . . . . . . . . . . . . . . .50
  T
  Thorolf Löfgren . . . . . . . 47, 52, 53
  W
  Wheelhouse . . . . . . . . . . . . .46, 53
  Y
  Yacht Captain . . . . . . . . . . . . . .60
  PANACEA
  A
  Alyssa Dean . . . . . . . . . . . . .76, 89
  Amoebozoans . . 70, 74, 77, 85, 91, 
  92, 94, 95, 97
  Anak Brothers . . 70, 71, 74, 75, 76, 
  81, 85, 89, 92, 95, 97
  Andrew Lucio . . . . . . . . . . .75, 97
  Anne Jones  . . . . . . . . . . . . . . . .76
  Anthony Callison  . . 72, 74, 84, 98
  B
  Basement, East Wing . 74, 90, 94, 95
  Beatrice April  . . . . . . . . 76, 92, 98
  Belinda Norwich . . . . . 72, 78, 103
  Blanche Yurka . . . . . 76, 91, 92, 98
  Brad Mestler . . . . . . 76, 89, 91, 98
  
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  INDEX
  C
  Cattle Prods . . . . . . . . . . . . . . . . . . . 95
  Chief Ted Dawson . 72, 73, 74, 75, 84, 
  98
  Chuck Ogle . 71, 72, 73, 75, 76, 77, 78, 
  81, 84, 97
  Cold Store, East Wing . . . . . . . . . . 93
  Cold Words . . . . . . . . . . . . . .74, 89, 95
  D
  Dark Young, The . . . . . . . . . . . . . . 
  70, 74, 83, 84, 85, 89, 90, 93, 95, 97
  Delivery Area, East Wing . . . . .94
  E
  East Wing Basement 74, 90, 94, 95
  East wing (Research) . . . . . .86, 92
  Electrical Closet and Flammable 
  Storage, East Wing . . . . . . . . . .93
  Elina Goul . . . . . . . . . . . . . . . . .76
  Elliott Clawson . . . 72, 73, 74, 102
  Entrance Lobby . . . . . . . . . . . . .88
  Esme Richards . . . . . . . . . . .76, 86
  F
  Front Corridor, East Wing . . . .92
  G
  Gus Phillips . . 72, 73, 74, 75, 77, 
  78, 105
  H
  Handouts
  Panacea 1 . . . . . . . . . . . . . . . .81
  Panacea 2 . . . . . . . . . . . . . . . .91
  I
  Investigators, The . . . . . . . . . . . .71
  J
  Jefferson Anak . . 70, 71, 72, 83, 84, 
  85, 89, 93
  Jefferson Anak’s Office. . . . . . . .93
  Jim Conaty  . 75, 76, 85, 89, 91, 93, 
  94, 95, 98
  Jim Conaty’s Office, West Wing 
  . . . . . . . . . . . . . . . . . . . . . . . . . .91
  L
  Lab Animals (Dogs), East Wing 
  . . . . . . . . . . . . . . . . . . . . . . .93, 99
  Laboratories, East Wing . . . . . .93
  Lewis Pitts . . . . . . . . . . . . . .76, 85
  M
  Marina Kolga  . . . . . . . . . . . . . . . . 
  72, 73, 75, 76, 78, 81, 89, 92, 94, 104
  Mary Fuller . . . 72, 73, 75, 78, 101
  Milking Room, East Wing 76, 85, 
  92, 94, 95
  Milk of Shub-Niggurath . . . . . .91
  N
  New Drug Applications  . . . . . .81
  P
  Phase 2 Study . . . . . 70, 81, 82, 83
  Primary Biocyte . . . . 70, 84, 91, 95
  R
  Rear Corridor, East Wing . . . . .93
  S
  Satyr, Greater . . . . . . . . . . . . . . . . . . .99
  Satyr, Lesser. . . . . 70, 75, 76, 77, 84, 98
  Satyrs . . . . . . . . . . . . . . . . . . . . . . . . .77
  Secondary Biocyte . . . . . . 70, 84, 94, 95
  Shub-Niggurath  . 70, 71, 72, 74, 76, 77, 
  81, 85, 90, 92, 94, 95, 97, 99
  Sissy Richards . . . . . . . . . . . . . . .75, 97
  Staff Lounge, East Wing . . . . . . . . . .93
  T
  Tcho-Tcho . . . . . . . . . . . . . . . . . .70, 71
  Tertiary Biocyte 70, 76, 84, 91, 93, 94, 95
  Tertiary Biocyte Storage, East Wing .94
  Tiana Freeman  . . . . . . . . . . . . . .76, 85
  U
  Ulysses Anak . . 70, 71, 72, 76, 83, 84, 85, 
  89, 92
  W
  Wade Boteler . . . . . . . . . . . . . . . .72, 92
  Wesley Rice . . . . . . . . . . . 75, 76, 85, 92
  West Wing (Admin) . . . . . . . . . . . . .89
  Z
  Zylactis 70, 73, 75, 76, 77, 78, 81, 82, 83, 
  84, 85, 86, 88, 89, 92, 93, 95, 97
  ZyMedBio . . . . . . 70, 71, 72, 73, 74, 75, 
  76, 77, 78, 81, 82, 83, 84, 85, 86, 88, 89, 
  90, 92, 95, 97
  ZyMedBio, Breaking into . . . . . . . . .88
  ZyMedBio Employees . . . . . . . . . . . .76
  ZyMedBio, Hacking . . . . . . . . . . . . .83
  ZyMedBio, Researching . . . . . . . . . .83
  
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  INDEX
  MOHOLE
  A
  Accommodation Block . 119, 120, 
  124, 132, 133, 134
  Angie Yousef . . 110, 114, 115, 120, 
  124, 125, 128, 134, 138
  Angus McNab . . . . . . . . .117, 140
  B
  Barbara Cunk  . . . . . . . . .117, 140
  Bill Greer . . . . . . . . . 115, 123, 139
  Billy Waters . . . 116, 117, 120, 128, 
  139
  Bob MacCrum 117, 123, 133, 140
  Boris Cooke . . . 114, 117, 123, 124
  Brain Wipe . . . 113, 124, 127, 137
  Budd Alves . . . . . . . . . . .119, 140
  C
  Cal Fuchs . . . . . . . . . . . . .119, 140
  Cerys Jones . . . . . . . 116, 123, 139
  Control Room . 114, 115, 117, 118, 
  120, 125, 128, 129, 134, 136, 139
  Coolant Plant . . . . . 116, 123, 125
  D
  David Stahl . . . 108, 110, 113, 114, 
  116, 118, 119, 120, 123, 124, 125, 
  127, 128, 134, 137, 140
  Denise Latch . . . . . . 116, 123, 139
  Devil’s Hole . . . . . . . . . . . . . . .108
  Devil’s Hole Organization Chart 
  . . . . . . . . . . . . . . . . . . . . . . . . .119
  Devil’s Hole Platform . . . . . . .119
  Diesel Engines . . . . . . . . . . . . .120
  Donald Stewart . . . . . . . .117, 140
  Dramatis Personae . . . . . . . . . .110
  Drill Crew . . . . . . . . 110, 117, 140
  Drilling Floor . . . . . 117, 123, 125
  Dr. Rachel Kent .110, 114, 116, 120, 
  123, 125, 126, 127, 128, 134, 138
  Dr. Simon Roylott . .108, 110, 112, 
  113, 114, 115, 116, 118, 120, 123, 
  124, 125, 126, 127, 128, 129, 132, 
  134, 136, 137
  E
  Earth's Mantle . . . . . . . . . . . . .110
  F
  Finbar Drummond .115, 120, 129, 
  139
  Fiona McCraig 115, 120, 129, 139
  Firearms  . . . . . . . . . . . . . . . . .118
  Firing squad. . . . . . . . . . . . . . .134
  Flora Macrae . . . . . . . . . .117, 140
  Formless Spawn . . . .108, 123, 125, 
  131, 136, 137, 141
  Fortudo . . . . . . . . . . . . . .108, 118
  G
  Gabe Macready . . .115, 117, 118, 
  120, 129, 132, 133, 139
  Gary Hunt . . . . . . . . . . . 119, 140
  Generators . . . . . . . . . . . . . . .120
  Gerald Winestep . 108, 110, 112, 118
  Green Slime  . . 108, 116, 117, 124, 
  125, 126, 128, 129, 131, 132, 133, 
  141
  Greg Bennings . . . . . . . . 119, 140
  Gus Phillips . . . . . . . . . . . . . .105
  Gym . . . . . . . . . . . . . . . . . . . .120
  H
  Harry Dawson . 116, 120, 123, 139
  Harry Slocum . 116, 117, 120, 124, 
  128, 129, 133, 139
  Helicopter . . . . . . . . . . . . . . . .123
  Hyperthermia . . . . . . . . . . . . .132
  I
  Investigators, The . . . . . . . . . . .108
  J
  Jack Denes . . . . . . . . . . . .119, 140
  Jeff Smalls . . . . 115, 120, 129, 139
  Jerry Scrivens . . 110, 113, 115, 120, 
  126, 128, 138
  Jim Reid  . . . . . . . . . . . . .117, 140
  K
  Ken Loomis . . . . . . . . . . .118, 140
  Kitchen and Restaurant . . . . . .120
  L
  Lava . . . . . . . . . . . . . . . . . .125, 136
  Lem Strode . . . . . . . . . . . .119, 140
  Lewis Duffy . . . 115, 123, 134, 139
  Lifeboats . . . . . . . . . . . . . . . . . .123
  Lionel Scott . . . . . . . . . . . .117, 140
  Living Quarters . . . . . . . . . . . . .120
  Lucille Sharkey . 115, 120, 129, 139
  M
  Malfunctions . . . . . . 124, 125, 128
  Mea MacDougal . . . 116, 123, 139
  Michel Tennyson . . .110, 115, 120, 
  138
  Mitch Logan . . . . . . 115, 123, 139
  Mohorovičić Discontinuity . . .110
  Moho, The . . . . . . . . . . . . . . . .110
  N
  N'Kai . . . 108, 113, 125, 127, 132, 
  136, 137, 141
  Nigel Gordon  . . . . . 118, 119, 140
  North Sea . . . 108, 109, 112, 121, 
  124, 131, 135
  North Sea Energy. . . . . . . . . 109
  Nuclear Reactor 108, 114, 116, 119, 
  123, 125, 127, 128, 131, 133, 137
  
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  INDEX
  O
  Offices . . . . . . . . . . . . . . . . . . .120
  P
  Patrick Murphy . . . . 117, 120, 139
  Pete Shead . . . . . . . . 117, 133, 140
  Phone Jammer . . . . . . . . . . . . .118
  Piers Goldman 108, 110, 112, 113, 
  114, 120, 124, 125, 126, 127, 132, 
  138
  Platform Crew . . . . . 110, 112, 115
  Power Control Systems . 115, 120, 
  125, 139
  Primordials  . . . 108, 117, 125, 128, 
  131, 133, 134, 137, 141
  Processing Systems . . . . .123, 125
  Project Mohole . . . . . . . . . . . .110
  Project Nergal . . . . . . . . .108, 112
  R
  Reactor Control Systems . . . 114, 
  116, 118, 119, 123, 125, 127, 128, 
  134, 137, 139
  Richard Copper 117, 120, 129, 139
  Rolot Gas .108, 110, 112, 114, 115, 
  119, 123
  ROV  . . . . . . . . . . . . . . . 123, 125
  Roy Bates . . . . . . . . . . . . 117, 140
  S
  Sabotage  . . . . . . . . . . . . . . . . .129
  Security Team . 110, 113, 115, 116, 
  117, 118, 119, 120, 123, 127, 128, 
  134, 140
  Sickbay  . . . . . . . . . . . . . . . . . .119
  Steve Cressey . . . . . . 115, 123, 139
  Stores and Shop . . . . . . . . . . . .120
  T
  Technical Jargon . . . . . . . . . . .125
  Teddy Doyle . . . . . . . . . .119, 140
  Tegan Fielding 117, 119, 120, 138
  Temperature  . . . . . . . . . . . . . .132
  Tom Martin . . . . . . . 116, 123, 139
  Tony Pearson . . 117, 119, 124, 129, 
  133, 138
  Tsathoggua  . . . 108, 110, 112, 113, 
  114, 115, 118, 125, 127, 129, 131, 
  132, 133, 134, 136, 137, 140, 141
  Tyrone Cleaver  . . . . . . . .117, 140
  V
  Vance Norris . . . . . . 115, 119, 140
  Vijay Reza . . . . . . . . 116, 123, 139
  Y
  Yan Andersson . . . . . . . . .117, 134
  VOICE ON THE PHONE
  B
  Body Count . . . . . . . . . . . . . . .173
  C
  Chevrolet Tahoe  . . . 160, 171, 172
  Couple in Love . . . . . . . .154, 173
  Crawford Memorial Park  . . . .159
  D
  Diablos Chicos 151, 155, 159, 171, 
  174, 179
  Dimensional Shambler . 153, 157, 
  161, 163, 172, 173, 178
  Dramatis Personae . . . . . . . . . .155
  Dr. Juan Lopez 150, 151, 152, 153, 
  155, 156, 157, 160, 165, 166, 167, 
  169, 174, 175, 176
  Dr. Lopez’s Apartment . . . . . .166
  E
  Eye of Nyarlathotep  . . . .152, 168
  F
  Ford Taurus . . . . . . . 161, 171, 172
  G
  Gang Locations . . . . . . . . . . . . . . . .165
  Goldie (Luis Rubio) 155, 156, 171, 172, 
  176
  Gordo . . . . . . . . . . . . . . . . . . .158, 179
  Grisly Discovery, A . . . . . . . . .161, 172
  H
  Herbert West . . . . . . . . . . 150, 151, 169
  I
  Infernal Mechanism 151, 152, 153, 154, 
  156, 168, 169, 174, 175
  Internal Affairs  . . . . . . . . . . . . . . . .160
  Investigators, The . . . . . . . . . . . . . . .154
  J
  Jenette Williams . . .151, 156, 160, 166, 
  172, 177
  K
  Key Events. . . . . . . . . . . . . . . .163, 169
  Key Locations . . . . . . . . . . . . . . . . .165
  L
  Líquido Verde . . 150, 151, 156, 160, 167, 
  168, 169, 175
  Long Horn . . . 150, 151, 154, 155, 158, 
  161, 169, 171, 174, 176
  M
  Medical Equipment . . . . . . . . . . . . .166
  Mía Torres 151, 156, 160, 166, 168, 172, 
  177
  Miskatonic University . . . . . . . . . . .150
  Missing Fingers and More  . . . . . . .171
  
  199
  INDEX
  N
  Nyarlathotep . . 150, 152, 153, 155, 
  156, 163, 169, 170, 173, 174, 175
  O
  Operation TAtTOO . . . . . . . .159
  Other Events . . . . . . 163, 169, 173
  Over Easy 151, 152, 153, 155, 161, 
  171, 172, 173, 175
  P
  Papa Álvarez . . . . . . . . . . . . . .159
  Parkland Hospital . . 156, 160, 165
  Pet Theft . . . . . . . . . . . . . . . . .171
  Pig Pen  . . 151, 159, 161, 168, 169, 
  171, 174, 175
  Pleasant Grove 149, 151, 154, 156, 
  157, 158, 159, 160, 161, 165, 166, 
  167, 171, 172
  Police 150, 151, 153, 154, 155, 158, 
  159, 160, 161, 166, 169, 172, 173, 
  174, 176
  Police Crack Down . . . . . . . . .174
  Police Task Force . . .153, 154, 159, 
  160, 161
  R
  Random Monster Summoning . . 173
  Reanimated Hand and Rat . . 167, 
  177
  Red Hot  . 151, 152, 153, 155, 157, 
  159, 161, 171, 172, 173, 175
  Reyes Callejeros . . . .151, 155, 159, 
  161, 171, 174, 179
  S
  Sammy Volcheck . . . . . . .160, 177
  SE13 150, 151, 154, 155, 156, 158, 
  159, 161, 165, 171, 174, 176, 179
  SE14 . . . . 150, 151, 153, 154, 155, 
  156, 157, 158, 159, 160, 161, 163, 
  165, 167, 168, 169, 171, 172, 173, 
  174, 175, 179
  SE14 Lieutenants . . . . . . . . . .155
  Sergeant Emiliano Garcia . . . .160
  Sharpie (Rebeca Estrada) 152, 155, 
  157, 160, 161, 169, 172, 174, 176
  Sinner (Jesùs Rodriguez) . . . . .158
  South Peachtree Road . . . . . . .167
  Susan Crossley . . . . . . . . .160, 176
  T
  Torro (Tomas Crespo) . . 156, 171, 
  177
  Typical Gang Members . . . . . .179
  U
  Uniform Cop . . . . . . . . . . . . . .177
  V
  Viper (Diego Lopez) 150, 151, 152, 
  153, 154, 155, 156, 157, 158, 159, 
  161, 163, 165, 166, 167, 168, 169, 
  170, 171, 172, 173, 174, 175, 178
  Voice on the Phone (Viper) . . 155, 
  169
  W
  Waghalter . . . . . . . . 150, 156, 173
  Warehouse, The 151, 152, 153, 156, 
  157, 159, 161, 163, 165, 167, 168, 
  169, 171, 172, 173, 174, 175
  Z
  Zu Zu (Kiara Campos) . .161, 171
  MAPS
  Hotel Hell
  The Seven Gates of Hell . . . . . . .9
  British Columbia . . . . . . . . . . . .11
  The Environs of Seven Stars Hotel  
  . . . . . . . . . . . . . . . . . . . . . . . . . .12
  Seven Stars Hotel (Keeper Version)
  . . . . . . . . . . . . . . . . . . . . . . . . . .16
  The Derelict
  The Delilah . . . . . . . . . . . . . . . .44
  Groenland Tropisch . . . . . . . 48-49
  Panacea
  Cuck Ogle’s House  . . . . . . . . . .80
  ZyMedBio . . . . . . . . . . . . . . . . .87
  Mohole
  Project Nergal . . . . . . . . . . . . .109
  Devil’s Hole Organisational Chart  
  . . . . . . . . . . . . . . . . . . . . . . . . .111
  Devil’s Hole Rig  . . . . . . . . . . .121
  Accommodation Block Plan . .122
  Voice on the Phone
  The Infernal Mechanism (Keeper 
  Version) . . . . . . . . . . . . . . . . . .152
  South-East Dallas Neighborhoods 
  . . . . . . . . . . . . . . . . . . . . . . . . .162
  Pleasant Grove  . . . . . . . . . . . .164
  Dr. Lopez’s Apartment . . . . . .166
  The Warehouse . . . . . . . . . . . .168
  
  s 
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  200
  INDEX
  AUTHOR 
  BIOGRAPHIES
  CARL "SANDY" SANFORD PETERSEN is a game 
  designer and video game designer who created Call of Cthulhu 
  in 1981. From 1983-1988 he participated in nearly all of 
  Chaosium's products as developer or editor. From 1988 to 
  2009 he designed video games, and was on the team of such 
  successful games as Civilization, Doom, Quake, and the Age 
  of Empires series.
  He is now founder of Petersen Games, and in addition to 
  the Cthulhu Wars game line, has designed the Orcs Must Die 
  board game, The Gods War, and upcoming projects.
  MIKE MASON is the Call of Cthulhu Line Editor at 
  Chaosium Inc., and the co-writer of the latest edition of Call 
  of Cthulhu, author of Pulp Cthulhu, and contributing author 
  and editor for the revised Horror on the Orient Express. Mike 
  oversees the Call of Cthulhu line, working with writers and 
  artists to produce scenarios, supplements, and campaigns, as 
  well as writing, developing, and editing their content. Mike 
  lives in Gotham, England and enjoys watching horror films, 
  reading history books, and drinking tea.
  
  For more information about Chaosium 
  and Chaosium publications, please see 
  our website at www.chaosium.com
  Printed in China
  CHA23152 $39.95
  23152
  PETERSEN’S  
  ABOMINATIONS
  Five Epic Tales of Modern Horror
  A COLLECTION OF FIVE NIGHTMARISH MODERN-DAY SCENARIOS  
  FOR THE CALL OF CTHULHU ROLEPLAYING GAME.
  Gathered from across the aeons, this anthology of horror brings together for the first time a series of 
  scenarios from the mind of Sandy Petersen, the creator of the Call of Cthulhu Roleplaying Game. Each 
  one-shot scenario is designed for one or more sessions of play.  Within, you will find the following tales of 
  mystery and horror:
  •	
  Panacea—behind a miraculous cure for many ills hides  
  a loathsome truth.
  •	
  Hotel Hell—an inheritance conceals a hideous secret that  
  may spell the end of the world.
  •	
  Mohole—an experimental drilling project delves too deep  
  and brings the attention of an ancient unspeakable horror.
  •	
  The Derelict—a final journey brings a remarkable discovery  
  and a hidden terror.
  •	
  Voice on the Phone—a tale of two brothers set in the violent  
  world of gang culture.  
  Advice for getting the most out of the scenarios is provided, as well 
  as suggestions for expanding the scope of the adventures. Each scenario 
  comes with a set of ready to play pre-generated investigators. Get ready to 
  enter the mind of the creator of Call of Cthulhu and enjoy the nightmare!
  You must have a copy of the Call of Cthulhu Keeper Rulebook 7th Edition to fully enjoy these scenarios.
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Adventures/CoC 7e - Adv - Petersen's Abominations.pdf