TEXT: THE ROLE-PLAYING GAMES MONTHLY 
  CALL OF CTHULHU OMNIBUS 
  Every Call Of Cthulhu Article & Scenario ... Ever! 
  
  e-rl/U~I/U HOWl 
  Part 1: Skills and Weapons 
  by Marcus L Rowland 
  How to play Call of Cthulhu campaigns set in the 1980's, including new skills and weapons. 
  Call ofCthulhu is set in the cosy world of the 1920's, and much 
  of the game's charm lies in its period settin9' However, it is 
  possible to run adventures or campaigns set In the present 
  day. and still produce situat ions as horrific as any that might 
  arise in the heyday of the Cthulhu mythos. The power of the 
  beingsoftheCthulhu mythos may not be a match forthe more 
  violent examples of modern weaponry. but it has never been 
  suggested that theywQuld wish to begin any open confronta-
  tion. Theirevil has always been exerted bycarefutlyconcealed 
  routes, traps for the occasionally unwary individual or a slow 
  gathering of strength for a rare and secretive use of power. 
  One problem of a modern campaign is the possibility that 
  players will not take the games events seriously. Their first 
  exposure to a Cthulhu-inspired mass murderer, or to a cult's 
  random terrorism, should change their minds ... 
  Character Generation 
  The standard methods used in Call ofCthulhu produce a 
  character well-equippedforthe 1920's but less suitable forthe 
  1980's. Thefollowing additional and modified skills should be 
  made available to players - some are essential, most are useful: 
  Computer Programming (Knowledge). The player character 
  is famil iar with the use of one or more computer languages. 
  Since there are a vast range of languages it is essential that 
  one specific type be selected initially, with further languages 
  added for each 10% skill attained. If a previously unknown lan-
  guage is to be used the attempt is made at 5%. (Example: Eric 
  Potter has 300/ocomputerskilt, in the form of BASIC 30, FORTH 20, 
  COBOL 10. He wishes to attempt to gain access to a system 
  operating FORTRAN, rolls 02, and succeeds). Obviously, those 
  languages which are either subsets or simplified forms of a 
  parent language can be used as the parent language, less 5% 
  '0 
  for lack of familia rity. (Example: Compiler BASIC is a subset of 
  BASIC and of Machine Code, and can be used with 5% less skill 
  proficiency than either - if a character has skills in both these 
  languages their skill in Compiler Basic would be 5% less than 
  the better of these skills). 
  Variants of the same language (Example: PET Basic and 
  APPLE Basic) are used without skill penalti~s provided a few 
  minutes are avaitable for familiarisation. Unless otherwise 
  stated, it should be assumed that a character's first proficiency 
  is with BASIC. 
  The ability to extract information from open data bases such 
  as Ceefax or Prestel is covered by library research skills, and 
  not Computer Programming skill unless some programming 
  is required. 
  Data gathering (Knowledge). The character is able to make 
  effective use of devices such as video cameras, tape recorders, 
  electronic 'bu9s', and the like, and knows how to perform 
  routine serviCing if they malfunction. 
  Electronics (Knowledge). The character can identify elec-
  tronic parts, trace circuitry, etc and use this knowledge to 
  determine the function and probable origin of electronic 
  devices, make repairs, etc. 
  Nuclear Physics (Knowledge ). The character has theoretical 
  and/or practical knowledge of this subject, which can be 
  applied to problems such as decontaminating irradiated 
  Investigators, the defusing (or assembly) of home-made 
  weapons, etc. 
  Pharmacy (Knowledge). Includes the ability to identify nar-
  cotics and hallucinogens. 
  Treat Poison (Knowledge). Includes the ability to deal with 
  those suffering from drug overdoses, 'bad trips', etc. 
  Drive Automobile/Motorcycle (Manipulation). Characters 
  may prefer to specialise in Drive Motorcycle rather than Drive 
  Automobile. Both skills are used in the same way. Possession 
  of one skill does not imply possession of the other. A 
  minimum of 20% skill is required for safe road operation of 
  either vehicle under normal conditions, and is available for 
  one of the two forms of vehicle without point cost in the 
  character generation process. Characters may, of course, 
  choose both skills, but the full point cost must be paid for the 
  second skill. 
  Parachute (Manipulation). Possession if this skill allows the 
  Investigator to make landings under normal conditions with· 
  out injury, and gives a roll against injury in difficult or unusual 
  conditions. If characters do not have parachute skill they must 
  make a roll under 2 x DEX to avoid injury in any use of a 
  parachute. Characters with parachute skill make a skill roll to 
  avoid any chance of injury in adverse conditions, then a DEX 
  roll if the skill roll fails (Example: John Castle has 20% 
  parachute skill and 12 DEX, and has to make a freefall jump 
  into a moutainous area. The referees rules that these are 
  unusual conditions. Castle rolls 25 for skill, a failure, but then 
  rolls 22, under DEX x 2, to avoid injury). If skill and DEX rolls 
  fail the user takes 3d6 injury. If skill rolls orDEX rolls are above 
  95 a luck roll should also be made to avoid a parachute mal-
  function for an additional 6d6 injury. 
  Pilot Aircraft (Manipulation). Normal skill applies only to 
  propellor driven crah. lf skill with helicopters orjets is desired 
  a prerequisite is a minimum of 30% normal skill. A minimum 
  of 20% skill is required to use any form of modern aircraft, 
  regardless of type (Example: Joe Meades decides to become 
  a pilot and selects 50% normal aircraft skill, 20% jet aircraft, and 
  
  CTHULHU NOW! 
  30% helicopter). Wholly unfamiliar forms of aircraft are piloted 
  with 20%ofthetotal of all forms of aircraft skills (Example: Joe 
  Meades is trapped aboard a hovercraft by cultists, and decides 
  to escape by piloting the vessel outto sea. He has a total of 100 
  points aircraft skill, giving a 20%chance of mastering the con-
  trols, but rolls 87 and is still trying to start the engines as the 
  cultists break in. Sorry, Joe ... ). It should be remembered that it 
  may be physically or technically impossible to perform some 
  aircraft skills single handed - for example, some modern airlin-
  ers require a ground crews' help to start their engines. 
  Referees will probably find that players wish to gain other 
  skills (eg Scuba Diving). Such ingenuity should not be discour-
  aged, but the referees should not allow characters extra skill 
  points for the acquisition of other abilities. Some skills may, 
  however, be incorporated into existing skills (Example: Hang-
  gliding into parachute skill, Truck Driving into Drive 
  Automobile) with some loss of proficiency. If a Prior Experi· 
  ence skill generation procedure is used the referees will need 
  to control the options available to players with great care. 
  While it may seem like a good idea to allow a character to serve 
  with the SA'S or Green Berets, in practice Investigators with 
  the skills likely to result would seriously unbalance the game. 
  As a general guideline, the increase in technical training inhe· 
  rent in almost all modern jobs and professions should give an 
  additional 20% skill for each five years in an occupation. 
  (Example: To Enlisted Man add a second skill from the alterna· 
  tives Drive Auto, Electrical Repair or Operate Heavy Machine, 
  double the level of these skills to 10% and add another 5% to 
  one combat skill). Some new prior careers follow: 
  Engineer: Chemistry or Geology (10), Computer Program-
  ming (15), Electronics or Electrical Repair or Mechanical 
  Repair (15), Operate Heavy Machinery (20), 30% chance of 
  Nuclear Physics or Pilot Aircraft (30), players choice. 
  Rock Musician (Only available to characters of CHA 11 + ): 
  Electronics (20), Pharmacy (10), Drive Automobile (10), Credit 
  Rating (10), Bargain (10), Fast Talk (10), Sing (5), 10% chance 
  of Pilot Aircraft (30). It is not usually practical to allow player 
  characters to be active in this profession during a campaign. 
  Criminal (White Collar!: ReadIWrite En\illish (5), Accounting 
  or Computer Programming (201, law (15). listen (5). Psychology 
  (5), Bargain (10), Fast Talk (10). Foreach period in this occupa' 
  tion a luck roll should be made, if unsuccessful the character 
  spends the next 5 years in prison. 
  Convict: Any two knowledge skiJls except Cthulhu mythos 
  (201,library Use (10), Hide (lOt, Move Quietly (10), Pick Pockets 
  (10), Credit Rating (-10), 15% chance of anyone weapon skill 
  (10) ortwo hand-to-hand skills (5). 
  Income 
  Since income can vary considerably in different countries it is 
  almost impossible to produce a single standard formula for 
  the calculation of Investigators wealth. For British characters 
  in the 1980's a roll of d4+ 3 multiplied by a thousand pounds 
  should give a useful range, assuming that this is income after 
  taxes and other deductions have been made, with profession. 
  als earning £1000 x d6+2 and authors £1000 x d8. These 
  figures should not be considered to be especially close to the 
  true income of these groups· they are simply convenient val· 
  ues for accounting purposes. 
  Firearms 
  In order to simplify conversion to modern conditions it is 
  assumed that all types covered by the original rules retain 
  their power, range, etc - in effect, these designs are still made 
  because they are suitable for the uses for which they were 
  originally produced. However, there are also several new 
  designs and types which are not covered by the original rules: 
  Weo""n. Table 'o.,he80'. 
  W .... pon 
  Sho •• 
  ldlO.?~~tJ;; 
  B ... 
  R."ge Br •• k 
  No.e. 
  Ligh'SMG' 
  , 
  '" 
  30v.rd. , Impa!es 
  9mm Mach,ne Pi$'ol' 
  , ldS+3Ixl(3) 
  ,,., 15vard$ , Impllie. 
  Hu~SMG ' 
  , 2d8(xldJ) 
  '" 
  JOV"d$ " 
  Imp.l.o 
  Revo ver, .357 Magnum 
  , '" 
  '" 
  20V·'d. " 
  Impales 
  Au,om'''C .. 357 Ma~num 
  , '" 
  15"!0 
  20y.rd. " 
  'mp,'.' 
  Au'oIOidingRirte._ 2' 
  , 
  ,~ 
  , ~ 25v.rd$ , Implies 
  Autoloading Shotgun .. 22' 
  , '" 
  "" 
  lOy .. d. , 
  , '" 
  ,,.,, 
  10y.rd. , 
  AU'OI0'dl~Rifle. 9mm' 
  , '" 
  ,~ 
  75Yafds " 
  Impale. 
  Ugh,Anti. ank 
  , 5<1611 v.rd,. diu'l 
  50", 
  300vards , Impales 
  Aoctet' 
  Hea~nli .Tank 
  M 
  8<1613 Va,ds rldiul) ~ 6OOy •• d. , Impales 
  Notes 
  1. Fired as automatic weapons (see Sourcebook for the 
  1920's). 
  11 
  2. Modified military designs. A competent gunsmith can con-
  vert them to full automatic operation. 
  It should be remembered that it is extremely difficult to buy 
  firearms without various official permits in most modern 
  countries, and that full auto machine guns are illegal almost 
  everywhere. Prices have not been listed since there are a wide 
  variety of weapons in each specification. 
  3. Disposable launcher, no \iluidance system. Uses shaped 
  charges for impaling explosive penetration. Weapon is carried 
  in a pack, unfolded, fired, launcher discarded. Wire or laser 
  guided, usable by trained personnel only. Launcher can be 
  reused (after several rounds). 
  Even the least powerful heavy military weapons of today 
  could probably destroy any creature of the Cthulhu mythos 
  with relative ease. A single anti-tank missile, for example, 
  would probably inflict over a hundred points of damage on 
  any creature it struck at a range of several miles. Since such 
  weapons could seriously upset a campaign's balance it is 
  suggested that they be kept in the background for mopping-up 
  operations after the main action has ended. However, it is poss-
  ible that some of the events of a campaign may be motivated 
  by factors relating to such weaponry. 
  The most 'advanced' weapons, such as atomic bombs, cause 
  extreme damage over a large area. The following (simplified) 
  table gives the ranges for various results of their use. 
  Nucl ••• WUpOns 
  Power 
  '" 
  '" 
  10K, 
  "'"' 
  ,OOK, 
  'M, 
  Total 
  l00v •• d. 
  500va.ds 
  l000ya.ds 
  5mil.s 
  8miles 
  12mile. 
  RadiUS of damllge 
  81a.1 
  SOOy .. ,ds 
  lmil. 
  2mile. 
  10miles 
  20miles 
  40miles 
  KI .. Kilolonnes 
  Mt., Megatonne. 
  Secondary 
  lmile 
  5miles 
  10mile. 
  20 mile. 
  35miles 
  75 mile. 
  Fallout 
  Smiles 
  25 mile. 
  40miles 
  75 miles 
  lOOmiles 
  200miles 
  Total refers to the radius within which it is impossible to sur-
  vive regardless of a character's skills or physical characteris-
  tics. Objects within this radius will either be vaporised, burnt, 
  or reduced to pulverised rubble. 
  Blast refers to the radius within which all structures are sub-
  jected to severe damage, and all living creatures take 10d100 
  damage. Any investigator within this radius will almost cer-
  tainly receive a lethal radiation dose. 
  Secondary is the radius within which structures and people 
  take significant damage (from shockwaves, falling rubble, fly-
  ing splinters of glass, etc.) and within which most electronic 
  equipment will become useless, due to magnetic erasure of 
  data (in computers), radiation damage to transistors, etc. Any 
  living creature within this radius will take 5d20 damage, which 
  may be halyed by a su_ccessf.ulluck roll. 
  Fal/out indicates the radius within which characters will 
  need to take precautions against drifting radioactive dust and 
  gas, for a period of several months after a nuclear explosion. 
  It should be remembered that some conventional weapons 
  are nearly as powerful as tactical atomic weapons. Undercer· 
  tain circumstances (eg the player characters are a mile under, 
  ground in a lead-liner bunker) the referee may wish to modify 
  these results. 
  An additional possibility referees should consider is that the 
  unannounced use of atomic weapons may trigger a 
  worldwide nuclear conflict. This might, of course, be the 
  reason for their use by cultist groups. 
  Other weapons which might enter a campaign on a similar 
  basis are military gases, toxins, and beam weapons, but there 
  is too little data available to allow a hard and fast description 
  of their effects. 
  Bibliography 
  John Brunner 
  - TheAtlanricAbomination 
  Dr Christopher Evans 
  - Cults of Unreason 
  James Gunn 
  - The Magicians 
  Dave langford (and others) 
  • The Necronomicon 
  Fritz Leiber 
  - Our Lady of Darkness 
  Eric Frank Russell 
  - Sinister Barrier 
  Bob Shaw 
  - An Uncomic Comic Book Story 
  John Sladek 
  - The New Apocrypha 
  Referees may also find episodes of the TV series The Prisoner 
  and The Avengers helpful in suggesting plot ideas for their 
  own campaigns.D 
  Next Iss1Je, Part /I will be scenario and campaifln outlines 
  utilising some of the skiff and weaponry mentioned above. 
  
  Part 2: Mini-scenario Outlines by Marcus L Rowland 
  Three scenario outlines for Call ofCthulhu in the 1980's, using new 
  skills and rules from WD42's article. 
  DIAL 'H' 
  FOR 
  HORROR 
  Mini-scenario 
  for 3-5 beginning 
  player characters 
  'Irs Kilt/art' -1/{.1s ill shock .. 
  'J'm lIot slIrprised. Whlll 011 
  earth was that 'hillg?' 
  Players Informal ion 
  Jim Kildare, a \\dl-known T V 
  personality who presents the 
  weekly progr:Jmmc P~'YclJic 
  WurM. h a~()ffcrcd the team jobs 
  as r1.'searchcr, for his show. The 
  team ha\(' been invited to his 
  London home one cH'ning in 
  carl\' NOH:mhcr. 10 dine and 
  sign'their comracb. When the) 
  arrive they find that the house is 
  compklcl) dark :md the front 
  door i:. slightly ajar. Slnmgc 
  crashes and croaking noises can 
  be heard. 
  Rdert'CS lnforll1:1liUIl 
  A British cull \\orshippin~Nyar. 
  lalholcp coveh itl> ;Ictlvitles by 
  po~ing a) a cmnk philisophical 
  mo\ ement. Till' SOliS 0/ rill' 
  EOrlh. \.\hod;tim to renounce all 
  form!> of technolog\ . f\ fc\\ 
  month!> ago they decidcd to 
  'peed their o peratiuns b) trans-
  ferring ~ome of their occult lore 
  to a computer data bas.;'. The 
  purchase should not h;l\c bcen 
  notiL·ed. "ncc it \\ al> armnged via 
  a third part)'. but a journalist 
  happened to p<l~l> their head-
  quartcr~ while the machine \\ a~ 
  being dcli\cred and wrote a 
  short 'Irtick \.\hich ;Ippeared in 
  !>e\cral computer masazinc~. 
  speculating on thcir rcasons for 
  the purchase. The d:lla transfer 
  \\as succel>~ful. and the files 
  crcatcd re!;lm ... d the full potcnt) 
  of the origi n:ll volumCl>. possibly 
  b) Nyarhlthot ... p·!> dir ... ct inter-
  vcntion. Kildare saw one of thc 
  iLrticles. and \.\as loufficicntly 
  intrigued to try lind find out lhe 
  re;Ll>On fur the purcha!>c. l>ince h ... 
  thought il might makc a good 
  story for hb programme. When 
  the cult refused to ;mswer any 
  q uestions Ill' callcd a contact ill 
  the compuler company. who 
  told him that the machine was a 
  multi·user device which could 
  communicatc with homc 
  machines by telcphonc. Kildarc 
  had thc ncccssary eq uipment on 
  hi!> own homc computer (uscd 
  for word proccsloing and 
  rcsearch) ilnd managed to dis-
  cover loeveral unlisted telephone 
  numbers for thc offices. He 
  decided to try to interrogate the 
  m;lchine by phone to learn more 
  ahout the group's activiticlo. To 
  hilo surpris ... there w\!re no prob-
  killS. :lIld he did not even necd 
  to usc a password to contact the 
  comput ... r. Ilowe\'Cr. ;IS soon as 
  he hcgan to rC:ld thc books 
  lotored h\ the cult he reil liloed that 
  something wal> badly \\ rong (and 
  ](ht :; poinl!> of SAN). Whill Kil-
  dare did not rcalise was that the 
  cult had fitted a tracingdc\'icc to 
  thc comput ... r. \\hich g:lvc them 
  hb hom ... telephone number and 
  (\.\ilh a lillic rescarch) his 
  ;tddn:slo. Kildar ... halo lopentthc 
  la~l three e\cnings reading the 
  books scored on the computer. 
  gai ning I~ points of Cllwlhl/ 
  Mylllos knowledge (and inciden-
  \lilly lo~ingmore SAN). H ... does 
  not \et reah~e that the bookl> 
  repreloCnt :10) thing mor ... than a 
  compililtion of legends. Mcan-
  \\ hLk. thc cult h:l\C sacrificed 
  two tramp~ to Nyarlathotcp. 
  \\ ho hil!> respondcd by !>cnding 
  one of hi, Huntinl! Horrors to 
  Kildare's Ilou,c. fi arrh ... d a few 
  minutes before thc tcam. crash-
  ing through the roof lind illlic 
  floor at the back of thc house. 
  and has no\\ cornered Kild:lre 
  under hissted desk. As the team 
  reach the hou~e it is preparing to 
  Ihro\\ the desk aside and kill 
  him. If the tcam cnter immed-
  iatelv ilnd rush \0 his aid it will 
  be diverted. othcrwise he will 
  die. and the creilture wilileavc 
  the way it came. If Kildare sur-
  vives he will be insillle. since his 
  reilding and the sight of the crea-
  turc havc drained too many 
  points of SAN. Searching Kil-
  dare'lo housc wi ll n:veal the wrec-
  kagc of his computcr (fonnerly 
  in thc attic. now on the second 
  floor) ;md several hundred pages 
  of printcd data from the cult's 
  files. Kildare's printer used a 
  nlodernistic typefilcc. and al· 
  mough the pages incl ude almost 
  all the Necronomicon they will 
  ~
  i\'e Cilmllm Mphos knowlcdge 
  lind !I t-orresponding loss of 
  AN) \.\ithout any chance of 
  spells. SpOl Hiddell Objecl \.\ill 
  re\ calli notcpad under thc pap-
  ers. rccording thc cult·s telc-
  phone number and address. The 
  contwetlo have becn dcstroycd. 
  The cult'" helldquilrters is in a 
  housc neilr Regents Park. and 
  holdlo 5d~ cultists of whom 1-3 
  carry firearms lind I -~ havc spell 
  knL)\\ kdgc. The ground floor is 
  an apparently in noccnt suitc of 
  (Jffice, \.\ ilh a receptionist who is 
  a cultist. On the upper floors arc 
  the computer room. and a lib· 
  rilT) holding SC\'cml hundred 
  innocuou~ books hiding a com-
  picte English Nt'crOllomicoll and 
  the books Nameless Gillis and 
  Trill' Mogick. Thc basemcnt is a 
  looundproofed temple of Nyar-
  lathotep and conlains gold orna-
  ments \\orth five hundred 
  pound). At any time 3d4 more 
  cultists \\ill be aWlly from the 
  tcmple.lllld.may revcnge any 
  action Ihe team takcs.O 
  10 
  TRAIL OF THE 
  LOATHSOME 
  SLIME 
  Miniscenario for 
  3-5 player 
  characters 
  Players Information 
  Thc British Animal Pn:scnalion 
  Socicty (BAPS) have rcceived 
  reports suggesting that the noise 
  and explosions of a recent war 
  have seriously upset the ecoloS) 
  of the Lesser Barbed Penguin. 
  an endangered specics found 
  only on a few Antarctic islands. 
  At-cordingly. thcy have financed 
  an cxpedition to scc if anything 
  C;III be done to aid the species. 
  hiring various cxperts and ex-
  plorers incl uding the tcam. 
  When the ship sails from Dovcr 
  ;111 is wcll. but by the time it 
  reaches thc Ant:lrclic t\.\ o crew· 
  men havc died in mysterious 
  accidents and another seems to 
  be pc rmane n tl~ insane ... 
  Referees Inrormation 
  No mattcr how hard (hc team try 
  to find a common cause they will 
  learn nothing, since the acci-
  de nts were causcd by careless-
  ness ;lIId the intense cold. while 
  thc insanity was caused by the 
  crewman. an alcoholic. acciden-
  tally drink ing methylatcd spirits 
  mstead of whisky. 
  There arc a total or 14 cxplor-
  ... rlo and scientists including thc 
  team Oil board the ship, which is 
  ~upp l ied with a variety of equip-
  ment including a hot air balloon 
  for silent aerial observation of 
  the birds. a two-SC:ltcr helicop· 
  ter. t\\O four-\\ heel drive trucks. 
  and scveral rubber boats and 
  tents. Thcre arc no weapons on 
  board apart from thosc the team 
  possess. a A5 revolver and a 
  9mm machine pistol in the cap-
  tain'S safe. and a shotgun owned 
  by onc of thc truck drivers. It is 
  possiblc to improvise som ... addi· 
  tional weapons from the equip-
  ment on board (helicopter fuel. 
  signal flares. etc) but playcrs 
  should be allowed to deducc Ihis 
  
  fact for themselves. Unless play-
  ers specific;llly slate that thcy arc 
  preparing firearms for Antarctic 
  conditions their weapons will 
  have double the normal chance of 
  malfunctioning. When the ship 
  reaches its destination. a large 
  deserted island. there are no 
  signs of the usual swarms of pen-
  guins. inste:ld a I'cw scattered 
  birds can be seen on thc rocky 
  shore. The first landi ng parties 
  will discover that the rocks ,He 
  covered with a curious clellr 
  slime. amongst which arc thc 
  pulverised bones of several 
  thousand penguins. All of Ihc 
  penguins seem to be ill. and 
  there nre no mating activities. 
  During thc recent war a 
  cruiser fired a missile which wc nl 
  off course and landed on the 
  island. SInking a cliff and causing 
  a major landslide. Buried in a 
  cave deep under the island were 
  two hibernating Shoggoths. and 
  the rock fall allowed sufficient 
  air into the tunnel leading to the 
  cave for them to revive and 
  break out. Their first action was 
  10 feed on the defcnceless pen-
  guins. and thcyemerge from the 
  cave at night to pursue Ihe sur-
  vivors. If a camp is set up on the 
  island the creatures will attack it 
  the next night. retreating to their 
  cave if they take more tha n half 
  damuge. If the creutures can des-
  trov the entire camp and eat its 
  occupants they will relurn to the 
  cave to digest their meal. In 
  either case they will icave a trail 
  of fresh slime leading to their 
  cave. a few miles from the land-
  in~ site. and their shrill whistling 
  efles will be heard by the team 
  bUI not recognised unless they 
  have prior experience of the crca· 
  tures. or make a successful 
  Olwllw MYlllOs roll. Whatever 
  thc tcam's 'Iclions. the shore 
  pilrty and ship will be subject to 
  nightly altacks until both Shog-
  goths arc killcd or they sail al 
  least ten miles from the island. 
  Thecavc in which the Shoggoths 
  wcre imprisoncd holds three 
  peculiar stone sculpt ures. of Old 
  One manufact ure. and thc cor-
  roded remains of a metal machine 
  or sculpture whose function is 
  nOi appa rcnt. The sculptures arc 
  worth several hundred thousand 
  pounds to any interested mus-
  eum. such as that at Miskittonic 
  University. while the metal 
  structure is part of the O ld Ones 
  equivalent of a computer ilnd 
  would be worth an equivalent 
  amount to any research fi rm. 
  BOlh the sculptures and machine 
  weigh sevcral hundred kilos and 
  arc embedded in the rock. 
  If an altempt is made to radio 
  for help it will be discovered that 
  Ihe island is in a natural dead 
  area. where it is impossible to 
  transmit for more than a few 
  ,miles. If the island is searched 
  thoroughly there is a 25% 
  chance that one or more unex-
  ploded bombs will be found.D 
  CTHUlHU NOW! 
  Cthulhu Now! 
  Campaign outline for 
  5-8 experienced characters 
  There Ihey ililend 10 {ower il inlO a volcanic fissure and 
  Irigger all erupliofl {hal should bring R'/yeh back 10 Ille 
  surface and release Cthulhu 10 rille Ille world ... 
  1>la,·ers Information 
  Sir Maxwell Lyon. a well-known 
  ecologist and TV Pundit. is also 
  th!.' founder of '~eace Force. an 
  environmental group which is 
  frequently in opposition to gov-
  ernment and EEC policy. and 
  has had severlll brushes with the 
  law. In recent weeks four senior 
  members of the society have 
  been slain in brutal. almost 
  ritualistic killings. and he has 
  decided to recrui t some inves-
  tigators to fi nd out the reason for 
  the deaths. He hints that the soc-
  iety is about to launch some am-
  bitious but illegal project. but 
  refuses to give any details. and 
  suggests that the murders may 
  have been com mined by a gov-
  ernment ·DirtyTricks· dep;lTt-
  ment. He is prepared to provide 
  any reasonable quantity of 
  funds. but wan ts quick ·results. 
  Referees Information 
  Peacc Force a re about to launeh 
  their most ambitious project. an 
  attempt tostopa NATO nuclear 
  test in the Pacific. They plan to 
  ny an old cargo plane into the 
  area and drop eighteen dedi-
  cated volunteers onto the test 
  island by parachute. The volun-
  teers wi ll then disperse down to 
  a cave 500 mctres below sea lev!.'l 
  and. equipped with radio trans-
  mitters and concentrated iron 
  rat ions. will hide and transmit 
  11 
  propaganda until the tCSI is can-
  celled. What Pcace Forc!.' do not 
  know is that a group ofCthulhu 
  worshippers plan to steal the 
  bomb and deliver it to ilnother 
  island. a hundred and fifty miles 
  to the East. There they intend to 
  lower il into it volcanic fissure 
  and trigger an eruption. which 
  will initiate a wave of mount<lin 
  building thill should bring R'lych 
  back to the surface and release 
  Cthulhu to rule the world. 
  One of the Cult il>ts covered his 
  darker activi ties by membership 
  in Ihc Pcace Force organisation_ 
  and ch.mced to learn of their 
  plans for the weapon test. When 
  he reportcd 10 the cult they 
  decided to disrupt the plan .• md 
  thus avert any possibility that the 
  ecologists would get in their way. 
  by ki lling some of the organisa-
  tion's leaders. Thcy feel surc 
  that a continued campaign ofter-
  rorism wi ll beenough tostopth!.' 
  protest. 
  For Ihis reason. both Lyon·s 
  home and the offices of Peace 
  Force arc under obser\'ittion and 
  bugged by cultists. Th!.' offices 
  ure also being watched by the 
  police. who suspect that Peace 
  Force are involved in some sort 
  of illegal activity but know no 
  dCtllils. Once it becomes appar-
  ent th.lIthe te;l m have heen 
  hired by .Lyon the cultists will 
  attempt to murder them. as we ll 
  as members of Peace Force. wilh 
  the majorityofthe assaults being 
  made by lone assassins arml!d 
  with daggers and carrying poison 
  capsules so that they cannot be 
  interrogated if caught. They 
  n'lturally carry no identification. 
  The cultists will typically Iry to 
  catch their victim 111 their most 
  vul nerable moments (in bed. 
  alone in lifts. while taking a bath. 
  ctc) anddo Ihcir utmost to disfig-
  ure the corpses before fleeing. If 
  this proves impractical they may 
  allempt to cast spells such 'IS 
  shrilling against their victims. 
  and thus give a clue that cult 
  activity is involved. 
  Sooner or latcr they will at -
  tempt 10 kill Lyon and probahly 
  succeed. but a private trust fund 
  established before his death will 
  continue to pay the investigaton.. 
  Lyon·s lawyer knows nothing of 
  his plan~ . 
  By the ti me the investigators 
  have learned what Peace Force 
  plan (preferably by saving the 
  life ot a mem1x:r who tells them 
  in gratitude) the majori1\' of the 
  cultists will already he on· the test 
  island. holed up in a cave ncar 
  the teSI site. They arc e(luippcd 
  wilh military e(luipment includ-
  ing;1 helicopter. rocket laun-
  chers. nerve gas. and machine 
  gun~. and will be aided by Sd20 
  Deep Ones who will atttlck the 
  NATO forces guarding thc 
  bomb after it is armed but heforl! 
  ·it is lowered into the test cavern. 
  The investigators will have 
  great difficul ty in convincin~ 
  NATO Ihat something is gOIng 
  10 happen - the only likely resul t 
  is that they and all known mem-
  bers of Peace Force will be arrcst-
  ed until th!.' test is over. The onlv 
  praclical way to rcach the i~land 
  111 thc time availahic is for the 
  investigators to join the Peace 
  Force parachute mission and try 
  to do ~omel h ing on the spot. 
  The bomb itself is a I-megaton 
  missile warhead. If il explodes in 
  the original test e'lve the entire 
  i~land will ~uffer a ~e\'ere but sur-
  vivable earthquake innicting 
  3d 10 dam<lg!.' on all prescnt. Sur-
  face cxp losion~ will eausc thc 
  damage listed on the nuclcar 
  wcapons table in Part II wonl. 
  If the bomb is detonated under-
  w;lter it will produce a vast tidal 
  wavc and ccrtainly sink any sur-
  faroe vessel within 25 miles. as 
  well as its normal blast effcct~. 
  If the cultists succeed in stc'l1ing 
  the bomb they will fly it to tlwir 
  island base. altach their own 
  remote controls. and lower il 
  into Ihc volcano. If it aClually 
  detonales in this position Ihev 
  will all be killed. but their phin 
  will ~ucceed and the sunken cil), 
  of R'lveh will rise 10 the surf'lce 
  three \\'eeks later. accolllpani~'d 
  by volca nic explosions through-
  out the Pacific which will make 
  Krakatoa look fairly puny. Sub-
  sequent cvellls arc left tOlhe di~­
  cretion of the rderee.O 
  
  The UJATCHERS of UJALBERSUJICK 
  A Call ofCthulhu Adventure for Inexperienced to Intermediate Investigators, set in England, 1934 
  by Jon Sutherland 
  Inll'stigators' Inform;llion 
  rll<: pb},·r, ar,' all a~"K·latl" 01 Ill<: Bl'dturd An.:h;I,'ologicd 
  Rl'''l'arrh S"l'iL'[} (lh'l1ed"I'rt h BA RS). The Socict} has hl'!:n in 
  ,·\i,[,·IIl·l· for '<lIlIC fi\c H'ar, ;111(1 ha~ h;IIJ .. il!n:ll .. un·c .. ~,,~.,n th,· 
  Ilot"} ,·oa .. 1. {\kxiL"o and T urkry. Th ... irl\c~tigator~ ,Irc hoping h) 
  Ill'''' )nlL" till! I11rl11bl'r .. ami Ilht;111l pl:t~'l'" 1111 thc Sockt} ., blgge .. l 
  "~lll:dil i, III tl' dat,·, an e .~ll'nded I'i~it II) P~'ru. Thr pl;l},cr" ;lrr a~l..rd 
  toatll'nd ii hriding in th ... Sneil'IY Inungc b) J i\ O'Arr) BA (Hon~l-
  Tht Bridll1 ~. Profl'~sor Olil!:f Wa~ land (atlitchcd 10 Ih(' Dep,lrl-
  I11l'nl ,If Arrh:!L·,lh Ig} illld Ant hnlpIlh'l!) . L, Illdllll Unil er .. it) ). a 
  BARS mrmh!:r. \\;t~ recrlltl) 1l)I)king for it romfortable cOllage 10 
  .. lip ;111 iI) to. \Vh il-.l .. laying att hl' Clladl ,lilt! 1- 1 1)f"~'~. Walh!:r .. 11 id .. 
  h~' I i .. itcd " murh forgol1ell 10r;11 mu~cum in Ih,' I illag". Among~t 
  IllL' impnlin1L"ntia of tIll' farming ~·omnHlnil~. a .. 111,111. hut il11rrr~ ­
  .. iw rlJllcl'lion (If rock~ and fll .. ~il~ CllIl!.ht his altenlioll . H <.' \\"a~ par· 
  tl~' lilarl~ intrigul'd h) a blll1<.". II hidl ,Irpc;)rl'd to h.: from .. om.: erc,,-
  turl'·~ leg. B;)ml'd and ;l!1n\l)!:d, 11<." could not readil) idenlif) Ih!: 
  hUlll'. SI:I}lI1g \lnl) m.:T thc Ilc.:k.:nd "llhc lillagl' he h;lll 110ltllll' 
  hi I'mlllirl' a~ 10 th!: .. Upp,l .. l'd naluTI' ofth ... bOlW. Th!: !:uralOT ",I~ 
  ,,'nlL'thl\H!.' It ;)n a!>r,I,)1 L', ,ld lad\ II hll ,"<)uld (1' 11 1'1 II, luld 1]1'1 a .... l .. t 
  him .. 0 I h~ I'ror.:~~nr would likc -Ihc honc il1l e .. tigatcd. O· Arl'~ 
  hdi"H, .. th"t it i .. pTllhahl~ nothing 'IK~' ial ami in hi .. Ilpin;on .. h(1uld 
  nol lit I.. I.' mllTl' I h;ln ,[roup!.: of day, lu .. oTt OUI. H.: givc .. t h.: gmup 
  train limL"lahk~. and .. :!\~ thai ruom .. lwu· hCl'n hool..rd Inlhr 
  Cnarh amil lor .. l· ... I·k r.:mimb Ihr gnHl1' Ih,lIlllL') arc b!:inl! 
  judg,'" lorthrir l11.:ril" inlhi .. ;)11.1 tlwI a 'Pl'l'd) l·unL"1u .. ion II ilThod,' 
  1\.:11 II hl'l1 Ihe 'l,1.:1·lil>l1 p;)nd m<.'!:t .. \(1 d.:ddc the Pnul i;)n Irip. 
  Kt'cpcrs' Information 
  Th~' hlHK i!,~lt i .. !h~ r'm.:l.:g (Ira Deep One. f\lund hy Rq~inald 
  K rl';g.h. now {luile mad after IwO cncounh.:r~ with the aforcmcll-
  IlIlIled hca~h. SlKCl· .... ful (klcrtil": work II ill lead 1 he invc .. til!al0T' 
  loth..: di~c()\'cr~ of a biT of Deep One .. in lhe process of abandon-
  Illl'1l1 . Tlw lIcalh ,Inu ,uh"~4ucnl pnJPcrt) dbpo .. al of till', III n ... r 01 
  GrciH Dingle Farm. in fael a Deep One. ,Ifter his mnthcrhad been 
  l'arri!.'d <1\\ ay b~ them tor t'lrccding purpo .. c ... cam.cd ;!wbl ani IlfOh. 
  kIm for the scuJcmcll1. Simon Fr;!Oklin (deceased) had uwnC( land 
  ncOif Walhcr .. \\il.:k and had kft il untollt'hcd in mUl' r \0 prl'\!;'111 an} 
  building llcarlhc Old Town Marshes. Through thb rOUie the Deep 
  One' !fadiliollilll) gaincd aCCC~ .. 10 thl' 101\n and ib inhabit'IIH~ . 
  S0111e [hift V \'car~ <tco. the Deep Onc~ home had !;uffercd an unfor-
  [unall' accldcll1 II h~n a fi~hing traIl kr ran <,ground on [he ~<tnd 
  bank of Ihl' toast and rupillred [he roof of Iheir cave~. The unda-
  ground ~) ~Iem I~ <I' ,til hul ,ubmerl!l·d In II ,I\cr. Whib[ rcpairing. 
  Rcggic ,Ind ~lJm('" fricnd, ~tumbl('"a upon a boat beillg ustd by 
  I-ranklin and four DCl·p Ont'. Rl'ggic gol all ay lI'i[h a hone Ill' had 
  u~cd In fighl off a Oeep Onl' . and finally thl' bnne appeared in [hc 
  mu',·um. f, Irgl)tl,·n and 1101\ uni11lp,nt;!n[ . An attcmpt I~ a, m<ld!: [II 
  ,ikIlCl· Reggic·~ I"al'ing', hut a harmle~s nul is nOI rcally a Ihreat. 
  Thl'nlhL· Fnml..lin·, plOh w!:rc pur!:ha~cd b~ [IK' Counl~ Coun!:i!. 
  th rc,lk'ning the ~afc t } of Ihe group, I·kncl' I h!: deti~ion 10 abandon. 
  (;erwrallnformalioll 
  Populalion of WHlhcr~1I irl.. : 1.:'11 appTl l ~ . A II hui Idin.!!\ arc olt)"]lll"ill 
  period de~ign: mo~t Iy .. imple str\lcture~ . of hetween I U-SU years old. 
  I. Sionehouse Museum. Larl!.!: Ihr('e ~1OT\' huildinl!. \Iith c()urt)ilTd 
  hi rl'a r and loa,\. ]"Ill" ~;trd i .. lllIL"rcd 1I;lh old rU~I)- pl()ugh .. ilnd 
  .. uchlikl·. nOI hing of an) note. Th.: museUIll i~ locked and alII ay ~ 
  10111.. .. do .. ~·d _ Ih ringinl!;1 bdl. Mi .... Carolinl' ErciL' ... Ihl' curato r. 
  1\ ill hru .. qucl} a;"k t h~ pia~ !:r\ 1)U~inc~~. Shc will kt t hem in ,md cli\-
  "ppr"r Inh I h!:r r ril ,'tl' T<lom~ Iclling th ... 111 to kl1\:II.'k I~ h.::n finish'::lt . 
  Sh!: \1 ill ~iI~ .. Ill' i .. IOO bu~y to hdp. A Il'di o u~ loo k al thc ... xhibib 
  II ill k"d th ... pla~eT' tIl Ihe .. cnllld flllllr II h!:rl' Ih!:} 1\ ill find t!lL" 
  Fo .... ib and Rorl." .. rl·tilln . and th ... bune ca~l' with sCleral olher 
  11':]1)" uf 1l<1 inl.: rl·"1. A c<lrd ";)~" II lI;h prc~rnt.:J to Ihr MU"!:lIm h) 
  ('\llnnrl C H G S\lann. dated 9th Dccember IIJ:n. Miss Ecclcs II ill 
  .lIlIm ;1 do .. .:r ilh!1L·(·lIon Ollill' hOIl!: if pr':~~l'd ;lIld a ~uece~~ful 
  l'ahll·ontolol!.l TIlIl 1\ ill indicate that Ihi .. i~ indel'd from 110 knowll 
  "p!:l·il'~. AIlIJih ... r "U('.:c .. sflll role II ill re\'e;rl that the crealurc 11':1\ 
  .lbolll 51: kc\ t'llI. Clo .. er examinalion requiring a sample and II:: 
  mall dil} I!:,I .. I\ith nlino ... ·'lpr and dll'llli~lr~ ~ kilh I\ill ('ol1ciulk 
  th,1I lh.: nl'alUrl' dicd ,rpproximalc1y 40 y ... ar~ "go. If thc book 
  d,'pann1l'nt i~ I il'l\<,d then ,I librar~ \I~C roll i~ rC(luired 10 find 
  Sowllll"Old Ga;;('(/{'. Oat ... d June 5th. Ix92. TRA WLER RUNS 
  :\(iROlI ND ON FREHES BANK. Sm,rll fj~hinl!. \"es~el 'lu!:1.. (Ill 
  ,and h<ink. Harr~ Cripp~ Ihe !:apwin MJ~1<I;ned a broken leg. Threl' 
  ,hip" lrolll Slluthllold nL'l'(kd to 10\1 h ... r 10 \afl'lyof thc River 
  BII th. DIll" ofth.: ('fell wtlll \1 as 011 walch <ltlhe [ime s tate~ tlwt hi~ 
  alielllion lIa~ l"au!!ht h\ " Jar!!!: fi~h llL"adilll!.lO\\"ard land. 
  SO!l//rwoh/ Ga;;/-I/('. Dated jul\' 2nd. IH92~ FISHING TRIPPERS 
  ATrACKEO BY UNKNOWN·ASSAI LANTS. T heSaurI' Lan a 
  \\ ;llt .... r,," irl.. rct!i,tercd I H fOlltl"!" 111\ ned hI LillI ~ Boat Y;lrd. and 
  dwrtrrcd by 4 S~)\llhllold di.:nt~ wa~ <lllegl'(lIy a1!acked by repti les 
  \llf Frl'rl'" BallI.. Il' .. tntlal . T hrer al"l' mi"inl!. A "ufl"ivor. Mr 
  R!:gill;t!d K rei!!.l; of SOUI!l11 old. i .. being queslioned h) the Policc. 
  2. St Mar~ 'sChurchand Vicarage. F;nh ... r Robll1d is rather fat ilnd 
  20 
  pompou .. hut hi .. hl'arll" in tIll" righl rJ.Il· ... . I k took up hi .. po~t afl!:r 
  till" d~'ath (If th ... ,H!~'d Falher Chamber~. back in 1922. He can offcr 
  11\' rl' al "",bt"nr!:~ ~"ll· lh.: lIiar\' 01 till" late fathrr. An entrv for Jull 
  41h. IH9:! re,llk -Rq;in;tld Krdgh. parishoner of SI J~dc·s. Soulh~ 
  11 (,ld. I i~it!:d Illl'!\llt:tl in a ~Iat!: ofhll!h <ll1xi<'1\ H.: ('!<llmrd mall\ 
  inl"rrdihl!: thing~. inl"iuding thc .:xi~lcnc ... of fi~h likc ereaturcs . 
  ut Ihe \;lIld hanl..~ Il!:af Ihe fil!:r BI\lhe. He d"inwd to h:!l"!: had;) 
  t!:TTifyin!1,'I1!:oull tef lI'ith Ih~'M.· crCitlur.:s 'Igain 2 days before and 
  l\il .... " fnghlclll'd thaI hl' h,,~ not ~pukrn \(l a living ~o.ul. I bdiclc 
  thl' rOllr m,1Il to h!: quite mad and have encouraged htm to seek 
  IlKdic<l1 a .. wcll:1" spirilU<l1 a~~islallce: 
  J. Coath and Horses Public House. Thc proprielOr. Mr Mcbri<tr. is 
  t TI!:l1dl) Cll< lugh . ThL' inl eSligalor"~ hal'l' eumfor1,lble room~ on the 
  ~nd noor II hich arr ~parskl' furnished bUI " dequate. They can 
  "hl,'in nll,l..rd nil·"I .. ;lIld ntll of hour .. drink fe<ldily . Th ... staff COll-
  ~bt nf11i~ wife Margilret. a parI time bar m,l11 and 111'0 local women 
  II hl) aCI a~ cook and chamber maid. 
  
  &:ale: I square = Ikm 
  4. P C Ikrlram's House/l'olic{' SI'llion. A I~ plcal bic)cle-riding vil-
  l<lge bobb} . Known loc.dly 'l~ 'Tubb~ '. thl' pl)rtl~ ~oul I~ p;Jlnfllll~ 
   r-slrnighlfon\"3nhmd-hollCSI. IIc-docs C\Cj~ thll1g b5 ttrc1mok . A 
  succc~~ful Fast T;llk roll II ill convince hun to leI \011 hil\e a Inok:1I 
  his fill's and arre~t record~ . 
  . 
  I. R Krelgh - drunk and di,orderl~ Jul~ Xlh l!'in. Au!:!u~t 1!'i'}4, 
  February 1897. 
  2. Persof} rni~sin!:!. _, re\identlo of South" <)Id (South" <lid pulie~' 
  have delails). Daled J iJl~ 51h 1892. 
  5. Soulhwold Times alld ' .... illt Shop. Mr Farrell" .:dilor and 0" ner 
  and \\ill be only IOLlI>lea\cd 10 allo\\ you 10 Inok allh~' had. i'~ue' 
  of his p.lper (former y The South ..... old Galetl.:). Sc.: SlOnehou~e 
  Museum library information for detail:. afler a louceessful Librar} roll. 
  6. Doctor Winstanley's Huuse and Sur~erl . The DoclOr inherited 
  Ihe r.r'Kticc from hb father. Ihe laIC R \Vin~I;lIlk~ . The~ lIer<' \<:r} 
  sinllli<lT In aspect and ;lppe'lrancc. If talked to, Ihe fol1owLllu ma~ 
  be divulged: 
  COIOIII'15wlIlIlI. De;Hh cerifie.llc, died nalur,,1 cause, "Ih 
  December 1<)22. Th\' doc!Or wi ll add Ihal Swann wa, Ih~' O\\l)er of 
  Great Dingl\' F3rm and scv!.!ral notable hOlls!.!loand ~iles in thcarea. 
  15m 
  A fler IH~ dealh. ha\ ing no children. Ihe e~la[e \\ ,I' run b) exeell[,)r, 
  for four ycar~ until <I gcntlm.ln n,Hllcd Simon Franklin succe~.,fully 
  produced do(umcn~to"'mppurr~lniTTr.T5"":f'to'ng-'(!s t ~Ijn . T~I-­
  mother had disappeared ~(1InC thirty years ago after h,l\'in!:! heen 
  \purned by the Colonel. 
  R Kn'lgh . Numerou\ en Inc, for minor 'llimcnb. Al~o cont;Lined 
  ar(' det"i" \Jf Krel.!.d"~ commillal paper, 10 I he Bulchamp A~ylurn . 
  Daled JuJ) 10lh 1892. Released AUgll~1 1894. H i~ paranoia hilu 
  unproved to ,ueh an cxtenl thaI Ihe 'HlthOfLlIe .. de~'lded he would 
  be litlk more than a nUiSll llCC when released. I-Ie ha~ hee n philan-
  thropicall) ~cen 10 by bOlh I he f:!lher and son of thi~ praelice. 
  7, Lo"s FishinJ: Tacklt' and Hoatllirt'. Peter Lowown~ the boal' 
  ~ard \ltuateu Inth<: .. mall inlcl offl he River BI}'th, l li,operalion i, 
  a rarmhal·k h.' affair hut ohviousl)' ~lIL:ecssft t l: i~'..p.(lpLLI;j( wj[h 
  IlK'al angler .. , The in\e~l lgalOrs m,,> hire;1 \e~~d from Ihi~('Slab­
  lL~hmenl. A ~ lI eees~fll l hrihe and Fa~ 1 Talk will induce him tosho\\ 
  ~ou his !ecord~. wlll'n Ihe company wa\ run hy hb falher. 
  Tilt' SOIl{")' L(lss. Booked out 10 four Soulhwold men. one of 
  which was R Kreigh. The vessel we nt missi ng. indeed no Imee has 
  ever been fou nd. nor of the people onhoa rd exeepl R Krcigh. t> 
  
  THE WATCHERS OF WALBERSWICK 
  8, Matthew Steddon House. Matthew Steddon is Reggie's nephew, 
  He thinks his uncle is raving mad, but looks after him as best as he 
  ca n. Man is uneffirloycd and he will be at home most of the time 
  making nels 10 sel to Lows. He wi ll tell the investigators to leave 
  his uncle alone. A Fast Talk and assurance that no harm is meant 
  to Reggie will induce him to tell thc playcrswhcre Reggie Jives. He 
  prefers not to believe Reggie's story. 
  9. Mrs Kebbels Shop. In the midst of bori ng trivial gossip 
  Mrs Kebbel wi ll tell the following: 
  I. Reginald Krcigh (Reggie) lives in Walberswick. 2. Colonnc1 
  Swann's son acquired several acres of land ncar the village. all of 
  which has been compulsorily purchased by the County Council 
  since. 3. Reggie often sleeps neM the beach. 4 . Strange creatures 
  are thought to stalk Old Town marshes. 5, Sometimes eeric lights 
  arc seen out to sea ncar Frercs Bank. 
  10. Rt>ggie's House. Small house within easy walking distance of 
  thc sea. Rc~ie will be there 60% of the time during the day. and 20'% 
  of the time 111 the evcning or at night. Otherwise hewill be aimlessly 
  wandering thc beach or the outskirts of the marshes near the sea. 
  The house itself is unremarkable. See Reggie's Story and his Slats 
  for further details. 
  11 . Sle~'e Franks House. He lives directly op~site Reggie and 80% 
  of the time will be in his front garden. He will tell Reggie's callers 
  whether he is at home or not. He knows nothing and is linle but an 
  interfering busybody. He will attempt to follow the investigators 
  should they go anywhere o n foot from Reggie's, Stubborn and 
  stupid. he will attempt to conceal himsclfin the most obvious way. 
  He should be used for annoyance value. 
  12. Great Dingle Farm. Accessible through a footpath from Hoist 
  Covert or by road leading up East Hill and then by track to the 
  farm. It is deserted and overgrown except for an old and ugly man 
  who will appear from one ofthl' outbuildings. He will approach the 
  in vesti~ators. There is a strong fishy smell about him and he will 
  keep hiS face downwards revealing the scabrous marks on his neck. 
  Anyone getting a view of his face will have to save versus sanity or 
  lose Id6 SAN. He is suffering from advanced stages of Deep One 
  transition. His name is Joh n Leigh and was one of the members of 
  Reggie's crew from the ill-fated trip of 1892. If Reggie is present he 
  will recognise John ,lIld automatically lose Id20 SAN. Leigh will 
  fight ifattaeked but will not harm Reggie: if trapped he will attempt 
  to get to Dingle Hill and then into the marshes where he will lose 
  the investigators by swimming away down the Dunwieh River. 
  Being almost all Deep One he can o utswim anyone but the 
  strongest. If c,lptured, a successful Fast Talk will make him reveal 
  the following: 
  I. That he is related to Colonel Swann's wife's family. His wife was, 
  in fact, a Deep One. 2. He was the one who attempted to talk 10 
  Reggie but is 100 frigh tened to go into Walberswiek. J. The Deep 
  Ones below Freres bank are in the process o fuprooli n ~ and !cav-
  ing, <lnd if sufficiently convinced he will take the invesl1gators into 
  the caverns to prove they aren't malevolent. 
  Reggie's Tale (to be read to investigators). 
  'Johnny Leigh, Boband Ian Carter and Meselfhired the Sallcy Lass 
  from Lows for a weekend fishing. I remember we'd been out for a 
  whole day and caught nought but ,\ few liddlers when Bob 
  suggested we try the approaches 10 the Blyth, We .could see the 
  lights on the pier and the jetty alright. but I saw a light further 
  upshore. It was near Freres Bank, where only a month before a 
  trawler had run aground, so we thought we'd have a look and see if 
  anyonew<ls in trouble, As we got closer we could make out a small 
  boat ancho red right on thc bank with four or five shrouded figures 
  onboard. Johnny shouted but they didn't even look up. As we got 
  closer we could hear a strange murmuring, and when we pulled 
  alongside they looked up at us .. , it was horrible - one of them was 
  human. the others ... well, like fish they were, all sealey with white 
  be llies. Then twoofthem sprang overboard and disappeared, I was 
  ~ripped with fear and screamed in terror. lost my footing and fell 
  IntO the water. [ splashed about a bit and then oneofthe things was 
  swimming real f<lst towards me. I turned and swam o nto the bank, 
  and stood up 10 run. Then it reared up and I «111 but fcllthrough a 
  hole I hadn't seen. I fell about ten feet into a clammy, cold and 
  damp cavern. On the fioorwas all bones and things scattered about . 
  Above me I could hear scrambling and one of the things jumped 
  down after me, I picked upsome bone ,lIld swung at it as it was gct-
  ting up. I bolted down the passage behind me - I didn't dare look 
  10 see what it wasdoing,1 just ran and rilll. Soon I couldn't run any 
  more and, it fell really silent. I stood upand kept wal king along the 
  passage until I could sec a light along the passage in front of me and 
  smell fresh air. I came out of aerack in a rock ncar the beach b)' the 
  Dunwich river in the marshes. Looking out to sea, I could still sec 
  the little boat making for the pier. It looked like only one person 
  WlIS in it. there was no sign of our boat. nor my friends. Too 
  frightened and exhausted to do anything. I fell asleep. 
  When I woke up [ran into town st raight totht: police who juS! didn", 
  believe me. So I went to sec Fathcr Chambcrs but he just humoured 
  me. I felt I was goi ng mad - all thaI torment and frustration. Why 
  didn", anyone believe me? And that's not al1- coming home from 
  the pub some four months laler this thing loomed out of thc dark-
  ness al me ... it was Johnny, all scaly. [ ran off inlo thc marshes 
  pret ty sharpish. I ca n tel l you. [ did not go home for several days 
  aflcr that -I just lay ncar thc hole in thc rock just wailing. Eventu-
  ally. a policeman came and took me off to sec Old Man Winstanley. 
  Him and his friend from Soulhwold asked me a lo t of questions until 
  they signed this paper saying I was m<ld. They p<lcked meofrto the 
  Bulchampasylum. I got out in94. I still watch for them. you know. 
  and somet imes I see a light out near the bank, but I'm not sure. 
  Anyway no·one believes me: 
  Keepers' Guide 
  Reggie should be hard to fi nd, at first. There should be a 25% 
  chance that any inhabitants will refer to Reggie.The Deep Onc's 
  caverns are in the processofbcin~abandoned. since the impending 
  building of houses on the Franklin land. The population has not 
  grown amongst the Deep Ones toany extent. At anyt ime there may 
  be 2-10 creatures in the caverns. Dagon (the God of the Deep 
  Ones) has decreed that they withdraw from the area; they have 
  been tardy and for each day. aftcr the first two there is a 15% 
  chance it may be deserted for good. rising to <I 60% chance after 10 
  days. They have stolen the pump from the Saucy Lass to keep the 
  caverns relatively dry. the remams of the rest of the ship can be 
  found as timber supports holding up the cave roof in the rickety 
  places. 
  22 
  If the investigators go into the caverns with a view to destroying 
  or defi ling the caverns, thc Dcep Ones will fight back -otherwise 
  the Deep Ones will just try to escape. as they feci outnumbered. 
  Concluding Ihe Scenario 
  The investigators should succeed if they can obt<lin positive proof 
  of the nature of the bone. This could mean the capture, dead or 
  alive,of a DeepOne,or perha ps ,I photograph. If the investigators 
  go too far up a blind alley then a direct mention that R Kreigh and 
  Reggie arc one and the same will help. It should be noted that the 
  vi llage is close knit and protective. even extending its hand to the 
  outcast Reggie ifhe is roughly treated in anyway. IdlOvillagersof 
  unremarkable stats should come to his aid if applicable. In any 
  event the policeman would not look kindly on outsiders inICrferring 
  in his quiet little village, 
  Name 
  Caroline Eccles 
  Father Roland 
  Mr MeBriar 
  PC Bertram 
  MrFarrell 
  Dr Winstanley 
  Peter Low 
  Mall Steddon 
  Mrs Kebbcl 
  Sieve Franks 
  Reggie Kreigh 
  l>tepOnes 
  John Leigh 
  DccpOne t 
  DeepOnc2 
  DeepOne3 
  DecpOne4 
  DeepOnc5 
  OeepOne6 
  DeepOne 7 
  DeepOnc 8 
  DccpOnc9 
  Deep One to 
  Final Note 
  STATS 
  STR CON SIZ INT POW DEX CHA SAN EDU HP AGE 
  8 
  9 
  9 14 
  12 
  I! 
  7 
  60 
  15 
  10 64 
  10 
  9 
  14 13 
  9 
  13 
  II 
  55 
  13 
  13 38 
  12 
  14 
  t2 
  12 
  14 
  II 
  12 
  71 
  10 
  13 42 
  14 
  I I 
  15 
  10 
  1 t 
  (, 
  8 
  50 
  9 
  15 32 
  9 
  IU 
  8 11 
  12 
  10 
  10 
  48 
  12 
  9 51 
  10 
  12 
  1 I 14 
  12 
  14 
  ]2 
  65 
  16 
  14 28 
  14 
  II 
  to 
  9 
  IU 
  13 
  9 
  52 
  8 
  12 35 
  15 
  12 
  12 
  7 
  15 
  9 
  11 
  55 
  7 
  14 26 
  7 
  10 
  II 
  10 
  8 
  7 
  9 
  62 
  ]0 
  8 81 
  13 
  11 
  10 
  5 
  12 
  9 
  8 
  45 
  8 
  15 49 
  II 
  12 
  13 
  9 
  10 
  12 
  i3 
  25 
  9 
  12 58 
  STR CON SIZ INT POW 
  16 
  12 
  14 
  II 
  II 
  11 
  9 
  12 
  11 
  11 
  15 
  9 
  14 
  12 
  7 
  10 
  I! 
  13 
  10 
  9 
  IS 
  t4 
  18 
  II 
  10 
  20 
  11 
  16 
  8 
  8 
  15 
  9 
  14 
  12 
  7 
  16 
  12 
  21 
  9 
  I J 
  14 
  8 
  ] I 
  10 
  8 
  19 
  8 
  20 
  II 
  9 
  9 
  11 
  t2 
  4 
  13 
  DEX HP CLAWAlT 
  8 
  i3 
  30% 
  11 
  15 
  35% 
  8 
  12 
  25% 
  9 
  II 
  30% 
  10 
  I t 
  55% 
  11 
  14 
  25% 
  8 
  15 
  40% 
  11 
  J7 
  30% 
  13 
  IU 
  25% 
  9 
  12 
  30% 
  II 
  14 
  35% 
  HAM 
  2d6 
  206 
  2d6 
  2d6 
  2d6 
  2d6 
  2d6 
  2d6 
  2d6 
  2d6 
  2d6 
  The investigators should be urged not to usc firearms. if possible 
  not carry them, bearing in mind the operation on which they are 
  engaged is secminglr a peaceful one. ;lnd th;ll the ,1\';lil;lbilit), of 
  guns should be restTle\ed and indeed frowned upon by the 
  authorities 
  An alternative for more experienced investigators could be 10 
  make nearly iliithe inhabililnts in various stages of becoming Decp 
  Ones. and thus all potentially hostile and uneo-operative 10 any of 
  the investigators endeavours.D, 
  
  7 
  A Base 1. showing the temple, Spaid· 
  ing's abandoned ship and S5 
  Thatcher's ship's ~oat. 
  
  GENERAllNTRooucnON 
  Although designed for Call of Cthulhu 
  this scenario requires little work to adapt 
  to most popular SF APGs. In our experi· 
  ence, the less the players know about 
  the system or the Lovecraft mythos the 
  more rewarding it is forthem. Setting the 
  scenario out of the traditional 205 era 
  shows just how flexible Calf ofCthulhu 
  can be. This scenario could be used 
  either as an introduction to CaG for 
  novice players, or as a basis of a new 
  series for experienced ones. The Keeper 
  should read the entire scenario thorough. 
  Iy, before starting. The players are the 
  crew on a Transtec Inc (an interstellar 
  mining company) freighter (the 55 
  Thatcher). ordered to detour to investi· 
  gate a nearby planet where a Transtee 
  survey team have lost contact for sev· 
  era I months. They travel down to the 
  planet's surface in the Ship's Boat, which 
  also carries an ATP (see Technology). 
  Time Scale (for Keeper and Players) 
  2224·Discovery of the planet Po:zalt 7. 
  2227·Basic geographical tests carried 
  out. High probability of Mannox (an 
  essential ore for ship drive systems) and 
  other deposits suggested. 
  2230-lnterest shown by Transtec Inc and 
  Zark Investments for mining of Po:zalt 7. 
  2235·Homeworld rebellion. lark Invest-
  ments fund revolutionary organisation, 
  Transtec backs government. 
  2237·Rebellion crushed, lark Invest-
  ments assets seized and Transtec 
  rewarded with mining concerns (includ-
  ing Pozalt 71. 
  2240-Minin~ interests of Pozalt rekindled 
  after depOSits of Mannox dwindle from 
  existing mines. 
  2241·Advanced survey team lands and 
  establishes initial base on Po:zalt 1. Planet 
  declared uninhabited although traces of 
  extinct civilisation remains, planet con-
  sidered viable mining proposition. 
  2243-12 machine manned sites estab· 
  lished. Base one is manned by a small 
  co-ordinating team led by Cpt Spalding. 
  2244-After many promisin9 reports a 
  period of 7 months pass Without any 
  word from the survey team. 
  2244.Passing Transtec freighter ordered 
  to detour to send an investigative team 
  toestablish reasonsforthe communica-
  tions breakdown ... 
  THE PLAVERS 
  (Crew of the Freighter, SS Thatcher) 
  Talos Beri k 
  AGE: 44 
  STR: 13; CON: 16; SIZ: 10; INT: 12; 
  POW: 14; DEX: 15; CHA: 14; EDU: 7; 
  SAN: 40 
  Hit Points: 13 
  Skills: First Aid 75%, Listen 80%, Spot 
  Hidden 75%, Track 70"k, Mech Repair 55%. 
  Camouflage 70%, Hide 80%; Move 
  Quietly 85%, Fast Talk 50%, Throw 90%. 
  W eapons: Slug thrower (autol 2 shots 
  per round, 2d8 damage, 75%, 8BPs; 
  Bowie Knife90%, 1d6 damage (1 in each 
  boot),15BPs. 
  Profile: Security co-ordinator for Trans-
  tec Mining Inc. Talos' unique abilities as 
  a scout have been exploited to the full by 
  Transtec. Security is always tight when 
  rival companies compete for new sites. 
  Talos' experience in the field has meant 
  a constant, if unrewarding, supply of 
  security work. During his fifteen years 
  with the company, the ex·marine has 
  become a shrewd judge of character, 
  THE LAST l OG 
  having met, arrested or totalised villains 
  from every walk of life. Berik has the 
  reputation of being a perfectionist, 
  standing up to anyone who he feels 
  threatens group safety. His clinical 
  approach to the job has ~ained him 
  immense respect from hiS colleagues. 
  Thetripto Pozalt lis to be his last before 
  planned retirement at the end of the 
  year. Physically Talos remains capable 
  but the responsibilities of work have 
  aged him prematurely. Years of solitude 
  en route to missions have resulted in a 
  tense, easily excitable individual brood-
  ing and withdrawn. The mission to 
  Pozalt 7 represents the final barrier bet-
  ween him and the luxury of retirement; 
  adventure isthe last thing Talos needs ... 
  Keeper Only Notes. Talos Berik is suf-
  fering from acute paranoia. Once the 
  events begin to unfold, suspicions 
  towards certain players will heighten ... 
  Through careful twisting of the actual 
  plotline the Keeper should do his best to 
  construct a reasonable mist rust bet· 
  ween Talos and the rest of the charac-
  ters. Talos' secret should not even be 
  revealed to the player of the character. 
  Delia Wasp 
  AGE: 32 
  STR: 10; CON :13; SIZ: 11 ; tNT: 17; 
  POW: 11 ; DEX: 14; CHA: 10; EDU :19 
  SAN: 80 
  Hit Point s: 10 
  Skills: Chemistry 65%; First Aid 85%; 
  Computer/library Use 60%; Diagnose 
  Disease 75%; Psychology 55%. 
  Weapons: None. 
  Profile: Medic. In many ways Delia rep-
  resents the complete opposite of Talos; 
  level headed, somewhat overcautious, 
  preferring to maintain a low profile and 
  unwilling to put herself in any physical 
  danger. Although obviously intimidated 
  by security, Delia will speak out against 
  brash attempts to deal with matters 
  medical. A former mortician with the 
  Transtec Cryogenic Division she 
  remains ever calm with the impersonal~ 
  ity expected from a professional. The 
  overall impression is that of a rather 
  morbid individual less approachable 
  than the good natured Cpt Gritton. 
  Keeper Only Notes. She is likely to be 
  the first to detect Talos' basic instability 
  (using her psychology skills). 
  Cpt Peter Gritton 
  AGE: 29 
  STR; 12; CON : 14; SIZ: 17; INT: 13; 
  POW:13; OEX: 16; CHA: 11 ; EDU :'1; 
  SAN : 58 
  Hit Points: 16 
  Skills: First Aid 50%, Listen 60%, 
  Psychology 25%, Spot Hidden 50%. Hide 
  35%, Move Quietly 70%, Oratory 45%, 
  Pilot Ship's Boat 55%, Drive ATP 40%. 
  Weapo ns: Magnum, 2 shots per round. 
  1dl0+2 damage, 55"10, 8BPs. 
  Profile: Grinon is inexperienced, with lit· 
  tie active service to his credit. Having 
  been in Transtecs' employ for four years 
  his knowledge is largely theory. His rank 
  has been forced upon him by the lack of 
  experienced personnel aboard the 
  diverted freighter. He makes up for his 
  lack of practical skills with boundless 
  enthusiasm. He is less than decisive and 
  prefers to seek the advice of others. He 
  does, however, display a natural lIairfor 
  organisation. Gritton appreciates the 
  opportunity given to him and sees it asa 
  chance to prove that he is official material. 
  21 
  He knows Talos reputation and will not 
  let him undermine his authority. 
  Roger Needham 
  STR: "
  ; CON :12; SIZ: 11 ; INT: 10; 
  POW:12; DEX: 13; CHA: 12; EOU :l0; 
  SAN : 55 
  Hit Points: 12 
  Skills: Electrical Repair 45%, Mechanical 
  Repair 50%, Operate Heavy Machinery 
  40%, Pilot Ship's Boat 90%, Drive ATP 
  70%, Listen 35%, Spot Hidden 50%. 
  Weapons: Ships standard rifle, 1 shot 
  per round, 2d6+ 3, 35%, 10SPs. 
  Profile: Bored back-up pilot, irritated 
  with the routine of day to day life in 
  space. Theonevolunteerofthe party, he 
  is a lively individual, willing to contri· 
  bute his ideas even when not asked. 
  Keeper Only Notes. Needham is the 
  most flexible of the four. His role 
  although not central is crucial, being the 
  only all round technician and pilot. 
  NON·PLAVER CHARACTERS 
  Security Personnel 
  Five individuals, use same stats for each. 
  DEX: 12; SAN : 50 
  Hit Points: 16 
  Weapons: Machine pistols, 1d10+2 
  damage, 45%, 9BPs. 
  Skills: Move Quietly 40%, Spot Hidden 
  60%, listen 55%. 
  Notes: Under direct control of Talos, 
  they trust him and will be reluctant tofol· 
  low anyone else's orders. They should 
  not act particularly independently and 
  rely on clear (and simple) instructions 
  from Talos (via throat mikes). Security 
  operatives have high· tensile plastic 
  body armour that will absorb Idl0-1 
  damage from any attack. 
  Ships Crew 
  Two individuals, use same stats. 
  DEX: 11 ; SAN: 40 
  Hit Points: 12 
  Weapons: None. 
  Skills: Ship·handling (general main· 
  tenance) 50"10. 
  Notes : Under Needham's command; 
  they are little more than deckhands vir· 
  tually useless for any non~ship activities. 
  Zark Rebels 
  Four individuals, use same stats. 
  OEX: 16; SAN :25 
  Hit Points: 15 
  Weapons: Machine pistols, Id10+2 
  damage, 50%, 9BPs. 
  Skills: Move Quietly 55%, listen 60%, 
  Spot Hidden 50%, Drive APC 40%. 
  Not es: They have a lark ATV (see 
  Technology) at their disposal. They will 
  be very unwilling to stand and fight. If 
  attacked they will return fire only for as 
  long as it takes to effect escape. They are 
  semi-uniformed with characteristic Zark 
  Investments insignia. The ATV will be 
  recognised by Talos as standard rebel 
  design. 
  The Star Vampire 
  STR: 30; CON: 15; SIZ: 30; INT: 12; 
  POW : 15; DEX: 10 
  Hit Points : 15 
  Weapons: Talons, 40%, 1d6+2d6. 
  Bite, 80%, Blood drain. 
  Note: Read section on Star Vampires in 
  rulebook for attack details. SAN loss for 
  sighting, 1d10.lose 1 SAN even if suc· 
  cessful. This hideous servitor is auto-
  matically summoned 1 d6 hours after any 
  individual breaks the warding created by 
  
  the stone circle. It will attempt to rend all 
  those in the area and will only withdraw 
  when the party has either left or been 
  destroyed. It also possesses the ability 
  to use shrivelling spells to its POW limit 
  but prefers to rip-up its victims. 
  Jem Briggs - The Sniper 
  STR: 12; CON:15; SIZ: 14; INT: 
  7; 
  POW: 9; DEX: 16; CHA: 5; EDU: 6; 
  SAN: 0 
  Hit Points: 15 
  Weapons: Ships Rifle (6 shots only) 
  75%, 1 shot per round 2d6+3 damage, 
  10BPs. 
  Skills: listen 70%, Spot Hidden 70%, 
  Move Quietly 65%, Cthulhu Mythos 
  25%, Kick 30%. 
  Notes: Briggs is the last remaining sur-
  vivor of the fi rst expedition. Constantly 
  on the run from both rebels and tribes-
  men, he has led the life of a scavenger 
  stealing food from the base whenever 
  he can pluck up the courage to do so. 
  Hidden in the rocks he will open fire on 
  the party if they venture too near the 
  temple. Make sure the players have 
  actually broken the warding around the 
  temple before he fires! He knows its 
  danger, and has seen the monsters (his 
  SAN proves this!). If all else fa ils or he 
  runs out of ammunition Briggs will run 
  directly towards the temple in an 
  attempt to stop the accidental summon-
  ing, screaming and gesticulating madly. 
  He is long past caring about being 
  rescued. If he is captured alive, at first he 
  isjusta gibbering wreck and is unableto 
  make himself understood in any way. 
  After a while and under sedation, Briggs 
  will quieten down and begin a delirious, 
  but coherent babbling, describing the 
  summoning of the Vampire at Base 10, 
  the nomads of Dan-A-Thos and their 
  outrage at the 'desecration' of Base 1 
  and the danger of the Temple (see Keep-
  ers explanation of the destruction of 
  Spalding's party). 
  CAMP OVERVIEW (see plan of Base 1) 
  Landing close to the camp, the party's 
  first impression will be that it appears 
  deserted and overgrown, with no sign 
  of life. The campsite covers an area 
  below a rocky escarpment flanked to 
  one side by a ships boat andto the other 
  by a ruined structure (see photo). Vari-
  ouschairs, tables and survey equipment 
  lay in ordered piles, three tents and a 
  laboratory pod are the main features. 
  The whole area is shrouded in an eerie 
  silence. The air is st ill and the site is 
  tinged by green lichen which seems to 
  be growing on all exposed surfaces. As 
  the dust whipped up by the ship settles, 
  the onboard computer registers a breath-
  able if somewhat ra rified atmosphere 
  with no significant levels of toxicity. 
  1. Large Tent 
  The contents are seemingly untouched 
  - a few empty food cannisters are scat-
  tered about the floor. Cooking equip-
  ment is set up to the rear w ith rough 
  communal seating around a collapsable 
  table. Just inside the tent flaps is a desk 
  and chair from the ship's pod on which 
  is strewn various charts, logs, text 
  books. and the medical aid kit. 
  Information Points: A. Food cannisters. 
  They appear to have been opened recent-
  ly. Contents analysis will reveal that 
  decomposition is only about 3 weeks old. 
  B. Medical Kit. The box is open and the 
  THE LAST lOG 
  contents are in disorder; those with 
  knowledge of first aid will note that the 
  sedative and painkilling drugs are mis-
  sing as is the drip feed and stand. 
  C. The Duty Rosta. This is on the table 
  just inside the entrance and details 
  group activities, shifts and works 
  schedules. The Team personnel are: 
  Hannah Ross - Technical Assistant 
  Steve Cohen - Technical Assistant 
  Frank Brand - Security Supervisor 
  Jem Briggs - Security Officer 
  Marsh Gascoigne - Pilot and Engineer 
  Briggs' name has been omitted from the 
  las1 three day entries, and that Brand is 
  noted as sick. 
  2. Tent 
  Tent flaps are wide open revealing 
  rough living quarters. Clothes, beer cans 
  and personal effects litter the floor of the 
  tent. There are two camp beds, on one 
  of which lies the wasted body of Frank 
  Brand. An intravenous drip hangs from 
  his right forearm and dangles down to 
  the ground. A broken plasma bottle and 
  stand lie close to the bed. (SAN check, 
  ld610ss if failed.) 
  Information Points: A. The body of 
  Brand is strapped to the bed, both hands 
  and legs are bound to the bed frame. 
  B. The initial cause of death appears to 
  have been blood loss. Acloser examina-
  tion will reveal a large gouge along the 
  right side of the torso with considerable 
  lacerations. The bed has few traces of 
  blood. Neither has the ground. 
  C. Chemical analysis will show that the 
  contents of the bottle was a strong seda-
  tive /from the medical kit). 
  D. Tags on the clothing show that this 
  tent housed both Brand and Briggs. 
  3. Tent 
  Part of the rigid steel frame is buckled. 
  Slumped against a support bar is a body 
  with its head resting on its knees (SAN 
  check, 1d6 SAN loss if failed). Contents 
  are two portable beds with personal clo-
  thing and effects, there are maps, techni-
  cal equipment, journals and texts of a 
  mining nature. 
  Information Points: A. The body is 
  Steve Cohen /name tag on his jacket). 
  B. Cohens' jaw bone and shoulder 
  blades are shattered, fractured and dis-
  placed. The neck is broken and the clo-
  thing is badly torn. 
  C. Some of the vertabrae of the back are 
  shattered - showing that the body was 
  thrown against the metal support pillar, 
  with considerable force. 
  D. A pool of dried blood is around the 
  corpse, and the fabric of the tent around 
  the entrance is splattered with blood. 
  E. The tent appears to have been inhabi-
  tated by the technicians Cohen and Ross. 
  4. The Ship's Boat 
  The ship is of an identical design to the 
  landing partys'. Parked precariously all 
  but 10 yards from the cliff face, an exter-
  nal examination of the ship will reveal 
  that the front right hand landing foot is 
  badly buckled. Vegetation and dirt par-
  tially cover the ships surface. 
  Information Points: A A successfu l 
  listening roll will detect that faint hum-
  ming noises emanate from the ship, 
  suggesting that it is still powered. 
  B. The rear cabin door is shut tight and 
  opens only if the emergency release is 
  activated. 
  22 
  C. Once opened, the rear cabin area is 
  exposed revealing a huddled body (SAN 
  check, 1d6 loss if failed). 
  D. Closer examination shows that it is 
  the body of Hannah Ross, one of the 
  teams technical assistants. 
  E. Clutched inthe left hand of the corpse 
  is a bottle of capsules. The body is 
  unmarked and the cause of death 
  appears to have been a massive over-
  dose of painkillers. 
  F. To characters with Pilot abilities itwill 
  be obvious that an abortive launch 
  attempt had been made. 
  G. Primary ignition switches are on and 
  control systems disarray. Warning lights 
  indicate landing gear malfunction. 
  H. A primitive radar sweep system has 
  been hastily installed and is operational 
  and registeri ng the presence of both 
  landing party and their ship. The hailing 
  tannoy is turned on (much to the alarm 
  of those outside!). 
  I. The armoury locker has been unsuc-
  cessfullyforced, upon opening it (can be 
  forced easily by two of the party) one 
  rifle niche is empty. 
  Overview: The ship is fully opera-
  tional requiring at least two days work 
  with welding equipment to realign the 
  buckled foot. 
  5. Temple 
  Constructed of rough hewed stone and 
  with paved flooring, its low walls have 
  been reduced through the ages. An 
  altar-like structure stands at its centre 
  made of a dense smooth material, cold 
  to the touch. Two tables have been 
  erected on the site, various artifacts lie 
  upon them, some in plastic bags. Hand 
  tools are strewn around. 
  Information Points: A. A successful 
  spot hidden throw at -20% around the 
  temple w ill detect a circle of regularly 
  placed black stones. As characters enter 
  the area a breeze (chill) will pick up 
  across the campsite. 
  B. Artifacts scattered on the table consist 
  of numerous utensils, containers and 
  bone carvings. (The players should be 
  discouraged from too deep an analysis 
  of these artifacts - merely being 
  remnants of an ancient and unknown 
  civilisation.) The books on the table are 
  amateurish drawings of both temple 
  and artifacts. There is a black stone 
  placed on the table which is identical to 
  those surrounding the temple area -
  they are distinctly alien and of a com-
  pletely different structure to the tem-
  ple's material. Closer examination will 
  reveal that the runes carved on the black 
  stone are both crude and recent (a few 
  months old). 
  C. The altar is about chest height from the 
  floor; it is approximately 8' long, with 
  grooves running down its edges some 
  2" deep; a collection channel is cut into 
  one corner. There is little vegetation vis-
  ible around the site. 
  D. The whole structure is of a solid and 
  sophisticated construction which has 
  borne well the ravages of time. 
  6. Ship's Pod 
  Standard Transtec laboratory pod. It is 
  awkwardly balanced upon a rocky out-
  crop. Despite the pod's legendary sturdi-
  ness its bottom right hand corner has 
  been crumpled inwards. Only one of its 
  four doors appears open and it is only 
  accessible by climbing the rocks and 
  lowering oneself down into the entrance. 
  
  Information Points: A. Deep impres-
  sions in the soft soil surround the pod. 
  They are angular in appearance, starting 
  some 20 yards from the pod's present 
  position. 
  B. The three closed doors emergency 
  access buttons fail to respond emitting 
  only a hiss, indicating that they are 
  functional. 
  C. The outer surface of the pod is scarred 
  with score marks. Gouges around both 
  door and underside are of an irregular 
  and indefinable nature. There are traces 
  of carbon in small round indentations 
  peppering the pod's surface. 
  D. Closer examination of the doors will 
  reveal the fact that they have been 
  welded shut, from the inside ... 
  E. On looking through the pod entrance 
  one can dimly see that the jumbled con-
  tents of the lab lie to the far end of the pod. 
  F. When illuminated, players will see a 
  mass of smashed furniture and equip-
  ment; scattered papers and clothing 
  partially cover two legs which protrude 
  from the pile. 
  G. Exposing the body will reveal the 
  headless corpse of Cpt Spalding (SAN 
  check, 1d810ss if failed). 
  H. Items of interest in the pod are some 
  welding gear and cannisters. No 
  weapons of any description are visible. 
  I. The body's head appears to have been 
  literally torn off, there is no sign of it in 
  the pod. 
  J. In Spaldings jacket pocket is a black 
  log book. This is the personal mission 
  log of Spalding and details in note form 
  the group's activities since November 
  25th 2243, dated Day 1. The entries are 
  in the style of a detached professional· 
  brief and emotionless. The notebook is 
  more a scientific log than a personal 
  diary, obviously unofficial. 
  Day 72 .... malfunction of survey droids 
  at Base 10, running routine checks to 
  establish faults. 
  Day 77. am-security officers Brand 
  and Briggs sent to establish nature of 
  fault and possible repair. 
  Day 80. am-after absence of a day 
  without communication Brand returns 
  alone in a state of shock, claiming that 
  Briggs attempted to murder him ... Brand 
  sedated and stable. pm· ... Brand's con· 
  tinual ravings unnerving the team, I am 
  concerned for Briggs' safety; am consid· 
  ering contacting Transtec for back-up 
  and Brand's evacuation and replacement. 
  Day 81.1 had to rebuke Ross this morn-
  ing for wasting company time with alien 
  artifacts, (a circle of black stones she 
  hadn't noticed before) and have been 
  forced to put temple out of bounds, team 
  is stretched with two personnel absent 
  from work rota ... still no sign of Briggs. 
  I wonder if he'll return. 
  Day 82. Bases 10,9, 6all non·operative. 
  Considering shutting down all sub-
  sidiary bases and concentrating efforts 
  here ... forced to sedate Brand due to his 
  demoralising effect on the team. 
  Day 83. am·talked to Brand this morn· 
  ing ... no charge (hand writing wor-
  sens) ... pm-we have been under attack 
  for three hours now ... must assume that 
  rest of party dead ... no food ... no 
  weapons ... have taken all precautions I 
  can ... can only hope now ... (final entry 
  scrawled and unreadable). 
  7. Player's Ship 
  See the Technology paragraph below. 
  THE lAST LOG 
  8. The piles of equipment are all stan· 
  dard mining survey gear. Drill bits, sam-
  pling rods, explosives and detonators, 
  some of which are open. 
  9. Service Droids. 
  Stand inactive around the camp ; suc-
  cessful electronic analysis will show that 
  the batteries are dead and they are in a 
  considerable state of despair. 
  Keeper's Guide to Running the Scenario 
  The Keeper must always bear in mind that 
  the mission has a series of objectives: 
  1. Contact Spalding's Group. 
  2. Establish the nature of the com-
  munications breakdown. 
  3. If necessary pick up survivors. 
  4. Ae·establish communications and 
  secure base and Transtec property. 
  Within the confines of the mission objec-
  tives players should be free to draw their 
  own conclusions as to the base's fate. It 
  should be noted that they should play 
  within the framework given in the player 
  character profiles. Some of the most 
  important aspects of the scenario deal 
  with the deterioration ofTalos and the 
  worsening working relationship with the 
  rest of the group. Gritton will have to 
  cope with both the mission and the 
  inevitable clash of personalities. 
  THE EVENTS 
  The pace of the scenario will gradually 
  build as clues to the disaster emerge. 
  Once the warding circle around the tem· 
  pie is broken (simply by crossing it) the 
  summoning of the Star Vampire will 
  begin. Briggs' attempt to stop the party 
  from breaking the warding should be 
  flexible and used to speed up the pace if 
  the party have been wasting too much 
  time or are beginning to stray off the 
  track. Soon after the sniper's appear-
  ance the Zark rebels ATV will be picked 
  up on the radar making straight for the 
  base camp. Theywill arrive in 3 minutes 
  time. If the radar is not manned then give 
  the characters 30 seconds to react 
  before the ATV bursts onto the scene 
  without stopping. The rebels will make 
  an attempt to warn the party. If fired on, 
  they will simply drive through the camp 
  and disappear into the distance at high 
  speed. The Star Vampire is following 
  closely; the rebels are simply attempt· 
  ing to put someone else between them 
  and it, consequently they will ignore 
  attempts at further communication, and 
  just try to get 'the hell out'. 
  When the Star Vampire arrives at the 
  base, its mode of attack will be to attack 
  anyone visible in the open. If beaten 
  back by any firearms it will cast a shrivel-
  ling spell on the closest victim. Wise 
  players will not stand and fight but will 
  attempt to outwit the creature or try to 
  escape. Note: there are explosives and 
  detonators in the base camp. 
  THE DESTRUCTION OF SPALDING'S 
  PARTY (Keeper Only) 
  The initial survey teams had been cor· 
  rect in that an ancient civilisation had 
  once inhabitated the planet, but they 
  failed to identify evidence that remnants 
  still roamed the planet. The Dan-A-thos 
  cult fanatically worships strange alien 
  gods and have dedicated their nomadic 
  existence to the preservation of their 
  sacred shrines, patrolling the planet's 
  surface and offering sacrifice at the sites. 
  Prior to Spalding's arrival some sur-
  23 
  vivors of the defeated Zark Investments 
  backed rebels had encamped. Unable to 
  eke out an existence on this barren 
  planet their numbers have dwindled. 
  Uncertain ofTranstec response to their 
  presence they decided to avoid contact 
  with Spalding's group. The events lead-
  ing up to Base l's destruction are much 
  as Spalding described them in his per-
  sonallog. The reason for Briggs' disap-
  pearance and Brand's loss of sanity was 
  the witnessing of the tribe's ritual sum· 
  moning of its god at Base 10 while they 
  were checking the droid malfunction. 
  Brand found his way back whilst Briggs 
  hid terrified in the highlands. The tribe, 
  in an attempt to track the two men, fol· 
  lowed Brand's trail past Bases 9 and 6 
  destroying them as they went, then fol-
  lowed Brand back to Base 1 and at night 
  placed a warding around the temple. 
  Once broken their guardian was sum· 
  maned to the site of violation, where it 
  tore th rough the camp. After butchering 
  Brand in his bed, and slaughtering 
  Cohen as he awoke. The others ran for 
  safety; Aoss to the ship, Spalding to the 
  pod and Gascoigne to the open country 
  never to be seen or heard of again. 
  Spalding, without weaponry, attemp-
  ted to seal the pod from the inside by 
  welding the doors closed and escape the 
  beast. After a prolonged assault the crea· 
  ture finally broke into the pod and seized 
  Spalding ... Aoss was the last to die, 
  locked in the ship with no food, or water. 
  Unable to break into the weapons locker, 
  she constructed a makeshift radar to 
  detect the creature's presence. Con-
  stantly aware of its proximity she could 
  no longer stand the pressure and, after 
  an abortive attempt to take off, commit-
  ted suicide. 
  TECHNOLOGY 
  On board the player's Ship's Boat is a 
  small vehicle, an ATP. ATP = All Terrain 
  Platform. Capable of hovering up to 15' 
  above the ground, the ATP is a purpose· 
  built military/civilian craft for rough ter· 
  rain and short distance travel. Capable 
  of carrying up to three persons, usually 
  used for ferrying delicate technical equip-
  ment, it has no armament, although 
  military variants carry both ground·to· 
  air and air·to-air missile launchers. 
  Targets in the vehicle should be fired at 
  when moving at ·20% chance tohit, when 
  stationary at -10%. Its body is to all 
  intents and purposes invulnerable to 
  small arms fire, although the control 
  panel can be easily smashed. 
  ATV = All Terrain Vehicle. Many var-
  iants of this vehicle are available - the 
  Zark Investments rebels version is of 
  standard civilian type. Used for many 
  tasks from VIP security to heavy duty 
  haulage work. It has room for 4 crew, 
  and has a top speed of 70mph. 
  On board the players' Ship's Boat: 
  Standard on board computer; weapons 
  locker with 6 ships rifles (as per Jem 
  Briggs), medical kit with emergency 
  drugs etc; basic sick bay (sleeps 6); 
  emergency provisions for 3 weeks for 6 
  people; water purifier and 1 vacc suit. 
  The player characters could make a 
  makeshift radar on board their own ship 
  by making 3 electrical/mechanical skill 
  rolls at 30 minute intervals. Pulling out 
  the old radar and transplanting it to their 
  ship, will take 45 minutes but will leave 
  them without radar coverage for that 
  timen 
  
  (t~( 1£((1)I11C Seal1( 
  a11"~(t'jlB 
  A Call of Cthulhu Scenario 
  by Steve Williams, with Jon Sutherland 
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  EX HIHITION 
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  markets.The 
  iii 
  unremarkable. there 
  pies of such relics back in the 
  Museum and most of the typically Euro-
  pean visitors look equally unimpressed. 
  Keeper's Notes 
  The players' attention should be drawn to a 
  dishevelled creature shifting nervously bel-
  ween the exhibits. He wears a soiled white 
  three piece suit, and his general appearance 
  and manner arc that of a European. A sue-
  cesful Anthropology roll will suggest that he 
  is of Turkish origin. Players choosing to 
  examine his actions will realise hisattenlion 
  is di rected towards the party. rather than 
  the exhibition. After a few minutes he will 
  altempt to strike up some rather Oaccid cun-
  versatlon with one of the players. The 
  stranger's English is adequate although 
  heavily accented, and his conversation 
  shows an embarrassing lack of knowledge 
  of this topic. The mysterious stranger can· 
  tinues to loiter until the party decide to 
  leave. Once outside the small admirer will 
  finally inlroduce himself to the PC's as 
  Lakey and suggest a quiet drink with a 
  friend of his, who, he claims. is a great art 
  authority. Assuming the players accept his 
  offer, Lakey will march them off to Lotto ·s. 
  LOTTO'S BAR 
  As Ihe players push their way into Ihe 
  smoky confines of the bar it will become 
  obvious that some ofthe city's less respecta· 
  ble inhabitants are seated amongst the small 
  network of tables. The bar itself is a strange 
  mix of old city and new European. Beads 
  and silk mix with martinis and suils. A few 
  soldiers have encamped against the bar. 
  whilst locals haggle and drink in the room·s 
  numerous niches. The noise, smoke and 
  heal arc quite overpowering. especially to 
  those unaccustomed to the chaos of 
  Jerusalem. 
  Keeper's Notes 
  Seated at the far end of the room. flanked 
  by two burl)' locals, is lotio. He is clean· 
  shaven and Immaculalelydressed in a white 
  cotton three piece suil. Despite the noisy 
  crowd. a small space has formed around his 
  table. Most of the low life seems reluctant 
  to venture too near his table. Lotto is a 
  courteous and charming character. Once 
  introduced by Lakey, Lono will strike up 
  some general conversation about the 
  players' reasons for visiting the city and 
  then move onto the subject of the exhibi· 
  tion. Any players wit h archaeological skill 
  I 
  collection. As thcevening progresses lotio 
  will confess to being worried by the lack of 
  progress being made by Foster, Despite 
  over two months of 'dig time'. at considera· 
  ble expense. the professor has failed to 
  uncover anything more than a few unre-
  markable pots and tools. Lotto realises the 
  time and effort involved in excavation, but 
  can·t believe so little has been achieved in 
  two solid months of work. Although a man 
  of considerable means, his revenue is not 
  limitless, If, during the conversation, the 
  players express an interest in his plight or 
  dig, lotio will suggest that they visit the 
  site. He suggests il would bea perfect break 
  from the rigours of city. In return for dis· 
  cretly examining the professor's progress, 
  he will sUJ?ply transport and supplies (if 
  necessary). Protection from the less 
  savoury locals will be taken care of by 
  Lakey, who will be armed with the ·neces· 
  sary precautions'. Should the players 
  expressintcrest in his offer, Lotto will invite 
  them to stay at his hotel the night before the 
  journey, to facilitate an early start. Lotio 
  will bid the party goodnight and retire, leav-
  ing them With their new guide. Lakey. 
  GENERAL INFORMATION 
  At this point the players have time to gener· 
  ally prepare themselvcs for their expedi. 
  tion. Anyone enquiring further into Lotto·s 
  background with locals will uncover very 
  little, save the fact that he has considerable 
  interests in the city's club and hotel 
  businesses. 
  I. The city Library holds few clues. 
  However. most of the librarians seem 10 
  know Professor Foster. Up until twO 
  months ago he was their most regular atten-
  dant, virtually ensconced in the building's 
  study room. The subject of his work seems 
  unclear. as his reading mailer varied 
  widely. from whole encyclopaedias to mod· 
  ern works of fiction. 
  2. The Colonial Office is responsible 
  for administration. The Foreign Office is 
  concerned with regional policy in the Mid-
  dle East. All too frequently this has led to 
  interdepartmental fnction. Investigators 
  whould be advised not to hamper these 
  departments with their inconsequential 
  affairs. At the time of the adventure 
  Jerusalem has just undergone a series of 
  riots and both departments advise steering 
  clear of trouble. which may be difficult in 
  such a turbulent climate. 
  DOMINO CLUB 
  Lono's Hotel is located off thc Via 
  Dolorosa in the Christian quarter. Once 
  inside Lakey will show the players to their 
  rooms and suggest a meal in the hotel's 
  ground floor restaurant. The rooms arc 
  sJ?arsely furnished, and judging from the 
  $Iggling emanatins from some of the adjoin-
  Ing bedrooms. theIr purpose seems less than 
  reputable! The downstairs bar fills as the 
  night draws in. Most of the patrons are 
  crowded against it, and few seem interested 
  in the food being served. After arranginj!: 
  the players orders, Lackey will'excusc hIm· 
  ,. 
  self 
  to the bar where he con· 
  tinues a conversation with a young Arab. 
  Keeper's Notes 
  During their meal the players wi ll notice 
  that Lakey's conversation with the man has 
  turned into a somewhat heated confronta-
  tion. A succesful Listening roll will reveal 
  thc nature of the argument · namely money 
  for goods supplied. Obviously enraged. the 
  young man storms out of the bar. cursing 
  loudly. Lakey will leave shortly afterwards, 
  along with two of the hotel's large 'atten-
  dants'. 
  Lakey is in fact chasing up on one of 
  Lotto's clients. whose credit for drugs has 
  reached an unsatisfactory leve\. The unfor· 
  tunate youth is attacked once outside, and 
  beaten unconscious. Any players who fol-
  low the group outside will sec the two thugs 
  attacking Ihe youlh, while Lakey stands 
  casually walching the horrific scene. If the 
  outside player(s) confront Lakey, he will 
  explain that, "In my country we do things 
  our way. If a man fails to pay his debts, he 
  must face Ihe consequences ... " Lakey will 
  usher the characters back into the bar and 
  divert them from any further questioning. 
  The victim will take some time to crawl 
  away if anyone manages to go to his aid, 
  they will gct liltle from him. A successful 
  Medical roll will show he is under the effect 
  of strong hallucinogenic drugs. 
  :::4, 
  .~,--A 
  , 
  , 
  , 
  , 
  .--' 
  "-, 
  KEEPER '8 TlMELINE 
  10.00 AM: Party arrive 
  1O.()()..12.IS: Van unloaded. 
  12.15 PM: Professor Foster shows party ·dig 
  site' and then retires to tent feeling tired. 
  3.00 PM: Players' free to roam site. Lakey 
  joins Foster in tent. Locals spotted in sur· 
  rounding hills. 
  10.00 PM: Professor and Lakey begin to 
  argue. 
  3.20 AM: Foster murders Lakey and 
  attempts to dump body in secret. Following 
  morning -
  Foster falls into coma. 
  lO am 
  As the vehicles pull into Ihedustycampsite. 
  twO Arab guards emerge from the small tent 
  nearest the track. The site is not obvious at 
  first, but scattered tools and marker flags 
  give away its local ion. After a short delay 
  the professor emerges from the largest of 
  the four tents. The presence of so many 
  Europeans overwhelms him at first, but his 
  caution soon disappears as he discovers the 
  purpose of this unexpected visit. He greets 
  Lakey tcrsely and directs the unloading of 
  supplies. 
  
  KEY TO CAMPSITE 
  (;ut'sls' 
  Suppl) 
  Fu,lt'r', 
  Teool 
  Teool 
  Teol 
  . ., 
  (-;' 
  , 
  Keeper's Notes-
  Niche __ 
  ' Tl-It~ 
  fllG 
  SITE' 
  I. Any pl~yer able to successfull y usc 
  their Psychology ski ll will d~ t~ct ,L good deal 
  of ill-feeling bctwecen L~k ey and the Pro-
  fessor. 
  2. 
  Time spent examining the profes-
  sor's actions. combined with a successful 
  Medical roll. will uncover the fact that he 
  shows signs of intoxication. both voice and 
  acitonsareslurred and clumsy. (NOTE: Do 
  nOi su~gest to the playercollccrncd [hat his 
  conditIOn may be drug induced.) 
  3. The Arab guards speak little English . 
  and answer only to the professor. BOIh of 
  them loileraround the c:'lmp when not help-
  ing Foster. They will not allow players to 
  enler his tent unless authorised. an unlikely 
  occurrence. 
  4. 
  Any players who de liberately watch 
  the unloading of the \Tuck will notice th,L\ 
  Lakey carefully carries a small brown box 
  into the Profs lenl. The myslerious box w~s 
  not in evide n ~e in the back of the truck. 
  12.15 pm Onwards 
  Once Ihe truck is unloaded. lind itscontents 
  stored away. thc professor retires to his 
  lent. obviously ex hausted. followed II fey, 
  minutes later by La key. At around 12.40 
  Foster emerges. aPP" rently envigoratcd. 
  and rallies the players round for II tour of 
  the site. During Ihe tour the Professor bah-
  bles voraciously about the various cultu res 
  and history of the area. He explains to the 
  players that he believes the site of Tell 
  . Akil-Iu' is one of the first permanent settle-
  me nts of the Israelites in Palestine. If ques-
  tioned aboulthe slowness of the survey. 
  FosteTwil[ immediately realise that Lotto is 
  ::I~h;~~ :~~ ,~:~~:'~,~::~;,~',~~c.avation. too 
  . does not understand Ihe 
  i
  ~~;~i.i~;~~:;~ 
  Ihings ... " Despite 
  the site is hardly 
  ecrtainly doesn't show the 
  resulis of two months hard work. After an 
  hour thc p rofes~o r will cxcuse himself. fecl-
  ing ill. and limp off back 10 his tent. 
  Player~ with an archaeological ilbililY 
  over 40% will be f;lmiliar wilh the term 
  "Tell·.:1 Semitic word describing an artif;ei,11 
  hill formed through repeated occupation 
  over Ihe course of centuries. 
  Keeper's Notes 
  Whilsl examining Ihe sitc the players may 
  notLce a hLgh. pitted ridge off to thc left of 
  Ihe dig. A successful SpOI Hidden Item will 
  reveal that in one of the cliffs numerous 
  hollows havc been parti;llly dug-out. [f ques-
  tioned. the professor will quickly explain ils 
  purpose - simple rock sampling. Foster will 
  try to dissuade any closer examin~t i o n of 
  the niche. 
  3.00 pm 
  The surrounding area holds little of 
  interest. Ihe plateau above the ridge leilds 
  off towards Similar rocky outcrops. A Spot 
  Hidde n will reveal signs of movement about 
  600 melres away. where a figure. clad in 
  white robes. appears \0 be watching Ihc 
  proceedings. He is in cover. any attempt \0 
  approach him will prove fruitless. as he wi ll 
  simply withdraw behind the outcrop. The 
  dig site itself is quite unremarkable. Any 
  players wi th archaeOlogical skill will realise 
  1\ is nothing more than a section of Roman 
  fort. 
  Keeper's Notes 
  The fi~ure i~ in fact a t r;bc~man who has 
  taken mlerest in the activity at the site. 
  Should thc kee]X"r wish \0 inject some extra 
  drama. the local tribesmen could decide to 
  'drop in' for some of Ihe dig's supplies. 
  Another interesting twist \0 the plot might 
  involve the tribe a!lacking shorlly before 
  the players trigger Ihe Dimensional 
  Sham biers. the resul lingchaoswould m~ke 
  quite a spectacle! 
  THE NICHE 
  Over the passage of time the clements have 
  heaped a bank of sand against the face of 
  2. 
  Ihe cliff. 
  excavaled are<l seems 10 be 
  centred in a deep cut in its face. The con-
  stant winds h~ve already blown most of the 
  shifted earth back into the crevice. 
  Keeper's Notes 
  1. 
  Exploratorydigging will indicate that 
  the slit goes back qui te far into the soft 
  limestone. A Geology roll might suggest the 
  presence of a rough natu ral cave. 
  2. 
  1-2 hoursdigl?in¥ will reveal the top 
  key-stone of an arch With liS stepped entr<lnce 
  dug bclow ground level (sec photo). Once 
  the bulk of loose earth has been removed. it 
  is possible for Ihe investigators to roll back 
  the entrance stone (see Tumillg the StOlle 
  for tomb details). 
  It would be unwise for players to attempt 
  ~n entrance while the professor and Lakey 
  arc awake. 
  3.20 am, Murder! 
  Any pl:Lyer :lw"ke. or close enough \0 Fos-
  ler's te nt. will be ~woken by a muffled 
  scream. After a momentary silence. the 
  sound of a ];Irge object being dragged across 
  ~~nd can be heard ( Lislen roll). Silence 
  returns and a few minutes later the light in 
  Foster's tent goes oul. 
  Keeper's Notes 
  The sound was th,L1 of Foster stabbing the 
  sleeping Lakey. in a frenzied attempt to get 
  at hiS box of tricks. The ·tricks· arc. in fllct. 
  a small collection or lei hal n:lrcotics. stored 
  in the mysterious brown box (seen earlier in 
  Lakey's possession). Listening at the te nt 
  will uncover the faint clin k in~ or glass bot-
  tles. interspersed with sharp mtakes of 
  breath. Should anyone allempt to look 
  inside the tenl. by peering unde r the awning 
  or by slilling ils side. Ihey will see Foster 
  administering a lethal dose of opium. Lakey 
  is slumped by the bed. a pool of blood i~ 
  slowly collecting arou nd his lifeless body. 
  I. 
  If the players decide to remain hid-
  den and monilOr events as they unfold Ihey 
  will sec Foster and o ne Arab drag Lakey's 
  corpse to the truck. Foste r will tidy the 
  bloody trail. and then relurn to his tent 
  while Lakey is driven away by hisservant to 
  
  Plan and Elevation 
  of Tomb 
  TURNING 1'HI-; STONE-
  Keeper's Notes 
  In urder to begin the turning ritU<lI. the pro-
  fessor's stone muSI be placed in the well's 
  cup. The 'charged' ~tone will ~ Iowl y begin 
  10 drain its cosmic energy into the sister 
  !>lone. Once Ihe ~tone has bled (approxi. 
  mately five minules) it can be transported 
  tu the next ~hrine in the circle . The~e l>tcp!> 
  should be followed exaclly. failure to do so 
  results in the ~ ummoning of three Dimen· 
  sional Sh;lmblers. whose task it is 10 ·per· 
  !:>uade' the ~to n c 's holdcrto perform hiS/her 
  task correctly. Attempting to Icave the site 
  \\ilh both ~ t one~ or a partially (or tolillly) 
  bled stone \\ill stir them into action. The) 
  \\ill!>imply force the holde~ back lO\\itrd!:> 
  the shrine. i$noring anyone else and con· 
  tinue their Vigil until the holdcr emerges 
  with the correctly charged stone. Lcavin$ 
  the tomb with the originalslOne unblcd Will 
  merely cause the wind to dc\'elop inlO a 
  na!:>t) !>torm. Thi!> ~ hould give the player!> 
  time to contemplate their predicament as 
  the} ~helter from the \lorst oflhe \leather. 
  A 
  be dumped. Early next mornin~ the truck 
  \\ III return. The Arab \\ III explain Lakc~ ha~ 
  bu~incss to attend 10 in the city. 
  2. 
  If the players intercept the professor 
  whil,' inllll' [en I. Ill' will babble wildly. 
  claiming that Lakey attempted to kill him. 
  1\ rCllulfC' lillie deduction. hm'>c"cr.lo 
  realise that the knife wound in Lakey's back 
  nwl..:, hi) daim of ,elf I.kfcm:c ,om.:\\h:1I 
  dubious. Once Fostcr's lethal dose bcginslo 
  take cff.:cl. hb ralliing "ill t,...cumc incohl" 
  rent. thcn inaudible as he lapses into a 
  t'Oma, from which hc never recovers. 
  3. 
  The players' car has mysteriously 
  uo.!\ cluped;1 11<III)'ro.:. making pUT)uit of I he 
  truck impossible. The puncture was caused 
  by a knife. obviOUSly no accident. 
  TilE PROFF.SSOR'S TENT 
  Whatever the players' actions arc during 
  the night, the following morning Foster will 
  be de .. d from an overdose of drugs. The 
  players can enter the tent freely.;ls Foster's 
  Arabs seem too confused 10 prevent them 
  doing so. Once inside. the Professor's clut· 
  tered qUilriers will produce some interest-
  ing discoveries. 
  I. Various picces of archaeological 
  equipment arc scattered carelessly ilbout. 
  Some remain unpackcd. 
  2. 
  A sprawling collection of books litter 
  <I large collapsable desk. They range from 
  scientific journals. encyclopaedia and 
  maps. 10 newspapers. pholographs and 
  cheap novels. All arc wellthumbcd. 
  Slrcwn over these books arc over four 
  hundred pages of handwritten notes. They 
  arc written in a strilngely simplistic style. as 
  if the reader has no understanding of the 
  aut hors's subject mailer. An hour's careful 
  study will reveal it to be a massive world 
  anthology, detailing world environment. 
  geology. political systems and history. A 
  work of such detail would require monthsof 
  intensive reseach to compile. Note: these 
  are Foster's no tes 10 the Great Race of 
  Vilh. 
  Hidden amongst the general debris is a 
  small map. Findmg it requires a succesful 
  Spot Hidden. The poem on maps reads as 
  follows: 
  'Uur tIme IS your salVa tIOn. 
  The minds will meet the matter 
  once more ... 
  J. 
  At the foot of Foster's bed sits a 
  chcst. along with VlIfiOUS clothes and per-
  sonal itemsit contains a bundle of black vel-
  vel. The cloth protect:. a !:>tranSe stone (sec 
  The Bleeding Stone for details). 
  THE BLEEDING STONE 
  Theoriginal stone that can be found in Fo~· 
  ter's tent is a solid red semi·opaque capsulc 
  ~hape ~ome 1 foot in length: it is not heavy. 
  neither is it \"ulnerable to damage. The 
  !>lone to be di~covercd in the tomb is mill!:>' 
  parent but milky: when swopped around 
  the stones will slowly (three or four 
  minutcs) exchange colo ur. If an inves· 
  tigator looks through the transparent ~ t une 
  hcJshe will be able to clearly sec the dimen-
  sional shamblers. AJW.1YS the last holder of 
  thc bled stone \\ ill be menaced. 
  THE TOMB 
  The ~tonc can be rolled a~idc revcaling;1 
  small crawl-through opening. aboutlwo 
  fcct hight. The wall~" ceilings and floor afe 
  bare limestone. allowing no more than 
  three people around the well. The crumbl· 
  ing chamber is dominated by a hexagonal 
  \\ell. Ill. liJh ri~e -'(,"le three feet abovc thl' 
  floor and IS made of hard black stone. A 
  Geolog} roll will da~~if) the \\elt;" ob .. i-
  dian. a \'itrious voleanic rock. A careful 
  "CilfCh uf the tomb wi ll confirm iniliill 
  imprcssions that the rock surface and well 
  arc unmarked. giving nodue~ to ihorigin~. 
  The well is less than 6 feet deep. and III its 
  bottom. parialty bUried in ~and i~ II 
  strangely shaped stone. It is identical in all 
  re!:>po.:ct~ to Ihe profe~)o()r"~ excepl in thiltlt i!:> 
  transparent and colourless. The Slone sits 
  nelltly in a ~hallo\\ cup. recessed into thc 
  stone. 
  Removing the ~tone from its cup require!> 
  little effort. 
  Cast orCharacter5 
  There is one way to break this diabolical 
  chain: placing both !>tones in the \\ell 
  together causes the cosmic energy 10 flow 
  from one stont;' 1\1 ilnyone ,lIId bllck 
  repeatcdly. Should the players allow this 
  os(ill<ltion to continue the !>lUncs wi ll begin 
  to whine, building to an car shattering 
  climax second!> hefore they implode, bring' 
  ing the entire c1iff·face down on any players 
  foolish enough to stay and watch. 
  CONCI.USION 
  Once the turmoil b over and the player!> 
  have destroyed the shrine. what happens'! 
  A'~urning they !)alvage thc prtlfc~l>Or'!> note), 
  and gain some insight into the ritual (possi-
  hly through inSiine realisalion) they may 
  begin to understand the significance of their 
  'Ict . Irthey~ucceed in doing!>o. il i!> then up 
  to the keeper to ;lward increases in sanity 10 
  Iho~e player!> \\ho de!>ervc it. 
  But complicity in the ritual wil1lcave the 
  party. or more !>pccifkal1y.l hc stone hoi· 
  der. wilh II problem. Even if the inves· 
  tigawr.. deCide to abandon the ad\enturc the 
  holder will bedriven. by some strange force 
  III hi!> subcon~cious. 10 ~eck the next shrine 
  in the chain. The character might suddenly 
  di~app~'ar at il ~uitable opportunity and 
  attempt to comptete the ntua1. This could 
  provide ,Ill intere!>ting scenario in its own 
  right. as the party desperately searches for 
  Ihcircompanion. sluwly reali!>ing the dread-
  ful implications of his absence. 
  Mmt of the information required to run 
  such a sequel is contained above. It should 
  he noted th,lt the !>Cenario'!> casualtie~ 
  would be under investigation by the 
  ;lUthuritic~. Pla ye~ might have a harder 
  time convincing LOllo of their innocence in 
  Foster"~ and Lakey's deaths; wh:1I did they 
  find lit this site? Was it valuable enough to 
  kill for?D 
  ,!,TR CON SIZ INT pow OEX CHA SAN EDU HP AGE 
  8 
  .\4 
  11 
  42 
  5 
  37 
  1130's 
  12 
  2U's 
  Lakey 
  10 
  II 
  7 
  II 
  IU 
  1-1 
  , 
  Jll 
  7 
  Louo 
  10 
  8 
  12 
  t3 
  8 
  7 
  9 
  64 
  10 
  ProrFosler 
  K 
  7 
  10 
  17 
  6 
  6 
  12 
  0 
  19 
  ArabServants 
  14 
  II 
  12 
  9 
  12 
  t3 
  10 
  59 
  6 
  Local Arabs 
  13 
  12 
  14 
  11 
  13 
  12 
  lJ 
  1'13 
  4 
  (Lakey and Arabs will be umed at the Keeper'S discrelion) 
  STR CON SIZ INT POW DEX HP MOVE CLAW A IT 
  Dimensional Shamblers 
  18 
  16 
  19 
  8 
  10 
  10 
  19 
  7 
  30% 
  ,(Sec Call ofCthulhu main rules for other details) 
  2' 
  DAM 
  Id8+ Id6 
  
  Crawling Chaos is our new bi-
  monthly column for players of 
  Call of Cthulhu, edited by 
  Marc Gascoigne. 
  CRAWLING 
  CHAOS 
  Extending a scaly hand in greeting, I 
  would like to welcome you to Crawling 
  Chaos, a column devoted to Call of 
  Crhulhu, the role·playing game inspired 
  by the horror stories of H P Lovecratt 
  Thefewscenarios White Dwarfhas pub-
  lished forthe game in recent issues have 
  proved immensely popular, and public 
  demand for more has produced this 
  column. 
  Calf of Cthulhu is quite different to 
  write for, though, when compared tothe 
  average Fantasy or SF rolegame. fn a 
  typical CoC adventure, the players go 
  through a set of very creepy investiga· 
  tions, never quite sure what is waiting 
  for them at the end of it all, only knowing 
  they must solve the mystery they have 
  been presented with, before it leaps out 
  and massacres them. This sense of 
  anticipation, and of the dreadful 
  inevitable ending common to many 
  adventures lends the game a quite 
  extraordinary atmosphere. As a result, 
  much more effort than usual needs to be 
  put into the creation of a plausible 
  background. 
  The 'Sourcebook Forthe 1920s' which 
  comes with the game is adequate as far 
  it goes, but there is more that could be 
  useful, for different time periods. The 
  forthcoming British sourcepack, Green 
  and Pleasant Land, will cover many 
  areas, and I will hopefully be previewing 
  some of it in this column. Historical 
  aspects, including famous archaeologi· 
  cal Sites, haunted houses, and more 
  mundane aspects like modes of travel, 
  or British firearms, and so on are obvi· 
  ous choices. But what about the wealth 
  of British legends and folk tales that 
  have never been explained? There are 
  many famous people and organisations 
  from the Victorian and Edwardian 
  periods, from scientists and authors to 
  mystics and political groups' was 
  Cthulhu behind any of these? Tell us. 
  Thisdoes not mean, of course, that we 
  will be neglecting, in any way 
  whatsoever, the central aspect of the 
  game - the nasties! I would think there 
  are probably enough Greater Gods 
  (prove me wrong!), but there is plenty of 
  room for more lesser beings - the inde· 
  pendant and servitor races. Even more 
  deadly sometimes are the human 
  cultists; with their weird rituals, secret 
  initiation rites, and cult artifacts, they 
  can be very interestin'tl, and useful too. 
  To whet your appetite for what is to 
  come, here are two emminently usable 
  new minor races. Both wlll only be 
  encountered on the British mainland. 
  They have been adapted by Peter 
  Gilham, from Brian Lumley's Cthulhu 
  mythos novel Beneath The M oors. 
  STR: 
  3d6+ 6 
  . CON: 
  3d6 
  SIZ : 
  3d6+ 6 
  INT: 
  3d6+6 
  POW : 
  2d6+ 6 
  DEX: 
  3d6 
  HitPoints: 
  13-14 average 
  Move: 
  7 
  Claw: 
  (2d6),55% 
  Touch : 
  Paralysis (see below). 75% 
  Armour: 
  3 point scaled hide. 
  Spells: 
  Bokrug who roll under POWx3 
  know 1d3 spells. 
  SAN: 
  Seeing a Bokrug costs 1 d6 SAN 
  points. A successful SAN roll indicates 
  t hat there is no loss. 
  Description : 
  'They walked upright but 
  they were almost like, well· crocodiles! 
  - but with humanish faces! They had 
  short tails and they were green.' 
  • Beneath The Moors, by Brian Lumley. 
  Notes: 
  The Bokrug are an alien race 
  who migrated to our world thousandsof 
  years ago with the Thuun'ha, their ser· 
  vants and worshippers, when their own 
  planet was dying. Together they built 
  the city of Ib in the ancient land of Muar, 
  and its sister city Ih'yib, beneath what 
  are now the Yorkshire Moors in northern 
  England. Ib and its inhabitants were 
  destroyed by the men of Sarnath the 
  Doomed centuries ago, but Ih'yib st ill 
  exists, hidden from mankind. 
  When the Bokrug f irst arrived on 
  Earth, they possessed an advanced 
  technology. This has decayed, but they 
  have discovered some of the Old Ones' 
  shoggoth-matter. They have developed 
  this for their own obscure purposes, 
  using it mostly to create microscopic 
  light·emitting organisms, which are 
  trained to follow creatures like a halo of 
  fire-flies. 
  The Bokrug's life cycle isquite compli· 
  cated. At two points in it, they pass 
  through a stage in their development 
  when they resemble humans. When 
  born, Bokrug can pass for human 
  babies, and are left in the surface world, 
  to be reared as orphans. At twenty·one 
  however, they begin to revert to reptilian 
  form, and develop a longing to return to 
  Ih'yib. Many, however, do not make this 
  return journey. Some are confined to 
  institutions by this stage; ot hers are out· 
  casts, living a hermit· like life far away 
  from civilisation; and a few, believing 
  themselves perhaps to be Deep Ones, 
  go to live with these creatures in their 
  undersea cit ies. The second change to 
  human form occurs much later in their 
  lives, around the age offorty.Bokrug do 
  not retain the hair they lost when they 
  fi rst changed into their true form , and 
  are completely 
  Adult Bokrug 
  i 
  i claws, 
  or by inducing paralysis in their victims. 
  This is triggered by touch, but seems to 
  be generated by the mind. Anyone 
  attacked in this manner must roll under 
  POWx2 or be unable to move or even 
  speak. Only automatic functions like 
  breathing are retained. Every sub· 
  sequent ten minutes, the victim may 
  attempt to regain their senses, by r~lIing 
  under POW as a percentage. Each 
  attempted use of this power costs the 
  Bokrug 2 magic points. 
  THUUN'HA (lesser Servitor Race) 
  STR: 
  2d6 
  CON: 
  3d6 
  SIZ: 
  1d6+ 3 
  INT: 
  2d6+ 3 
  POW: 
  3d6 
  DEX: 
  2d6+ 6 
  Hit Points: 
  8-9 average 
  Move: 
  8 
  Armour: 
  none 
  Claw: 
  (ld4),35% 
  Spells: 
  none 
  SAN : 
  Failin!;' a SAN roll results in the 
  loss of 1 d6 pOints, A successful roll indio 
  cates that there is no loss. 
  Description: 
  'The Thuun'ha were 
  hideous, and no other word could 
  adequately fit them. Perhaps four and 
  one half feet tall, green as Yorkshire beer 
  bottles, bulge·eyed with flabbily hang-
  ing, wattled and strangely tapering, 
  furred ears . . . hideous!'· Beneath The 
  Moors, by Brian Lumley 
  Notes; The Thuun'ha worship the 
  image of Bokrug the Water Lizard. They 
  came to Earth with their gods, and built 
  Ib and Ih'yib for them. Because of the 
  destruction of the former by the men of 
  Sarnath, they hate all humankind, and 
  w ill kill them unless countermanded by 
  a Bokrug. The only living Thuun'ha live 
  in Ih'yib under the Yorkshire Moors. 
  The life cycle of these creatures is 
  similartothat of the frog , with theyoung 
  being born inside a frogspawn.like jelly. 
  Once born, they grow swiftly to adult-
  hood, under the very protective care of 
  the older creatures. Thuun'ha are mute, 
  communicat ing via a limited form of 
  telepathy. Even the spawning young can 
  transmit emotions by this method. 
  Because of the nature of their horne 
  planet, t hese creatures must breathe a 
  peculiar gas for a short while each day. 
  Thegas is poisonous to humans (having 
  a potency of 2d6), but if denied it the 
  Thuun'ha lose l d3 points of CON per 
  day until they die. Thuun'ha attack with 
  two claws per round. O 
  
  INTRODUCTION 
  During the 1920's, a number of brave (or possibly foolhardy) scholars 
  discovered that the creatures althe Cthulhu Mythos existed, and were 
  a threat to mankind. 
  Since the most powerful Mythos creatures were virtually 
  indestructible. the Investigators usually fouQhl the Cults which 
  worshipped them and supplied much olthelf power. The fight was 
  successful, yet unknown to the general public. 
  The power of the Cults was broken and they began to disband, 
  seeking sanctuary in separation and anonymity. Many records were 
  destroyed, in a deliberate attempllO obliterate knowledge of the 
  Mythos. Eventually no organised Cults could befound, and the groups 
  of Investigators fragmented, with age and war taking a fearsome toll 
  of the survivors. Knowledge of the Mythos diminished to a few diaries, 
  fictionalised accounts, and discredited scholastic papers. The Cthulhu 
  Mylhos became a for9otten corner of archaeological research, on a 
  par with Mu or AtlantiS. 
  Nowadays, of course, no-one really believes in that sort of thing ... 
  PLAYER'S INFORMATION 
  Everyone needs a holiday occasionally, and Ilight 1743 from Athens 
  to London on August 11th bears witness to this fact. The plane is 
  packed with returning holidaymakers and their screaming children, 
  plus some businessmen, nuns, and other long-suffering passengers. 
  Despite the noise you settle back for a rest. Some time later you are 
  awakened by a slight lurch, followed by a changeof engine note. The 
  seatbelt lights come on, and the Captain announces that the aircraft 
  will soon land at Heathrow Airport. 
  Ten minutes later the plane is laxiing down the runway. As you look 
  out of the windows you notice something which is slightly worrying. 
  Several police cars and fire tenders are racing down the runway, 
  keeping level with the aircraft. 
  REFEREE'S INFORMATION - SUMMARY OF SITUATION 
  Flight 1743 left Athens and disappeared. At first a communications 
  failure was suspected, then it was assumed that the aircraft had 
  crashed without warning. The plane was given up as lost. Now it has 
  reappeared after three weeks, with the Captain apparently unaware of 
  the passa!3e 01 time. The Government have decided that the cause of 
  this peculiar event must be determined, and have assigned police and 
  scientists to study the problem. 
  The aircraft flew into an area of warped time created by English 
  Cultists, who are attempting to casl the spell call Crhugha from 
  incomplete books. Aatherthan summoning Cthugha, their spell 
  would open a huge gate and link Earth and Cthugha's home, near 
  Fomalhaut. Theirexperiments have trapped a Dimensional Shambler 
  on Earth, and it is attacking anything it encounters. However, the warp 
  has been noted by Ariadne Kyrios, a passenger on the aircraft who is 
  secretly the last surviving Gorgon (a member of a race sometimes 
  misnamed the Medusae). 
  Gorgons (M edusae) 
  Characteristics 
  STR 
  4d6 
  CON 
  3d6+ 10 
  SIZ 
  3d6 
  INT 
  3d6+50 
  POW 
  dIDO 
  OEX 
  3d6+6 
  APP 
  3d6 +10 
  EDU 
  3d6+10 
  Hit points 
  Average 
  '4 
  20-21 
  10-11 
  60"61 
  50 
  16-17 
  20-21 
  20-21 
  16 
  Ariad ne 
  21 
  25 
  " 
  65 
  44 
  21 
  21 
  24 
  18 
  Powers. 1: Anyone seein9 a Gorgon's unshielded face must roll 
  under 2xlNTto avoid looking at its eyes. Anyone looking at its eyes 
  must roll POW or less, or turn into stone. Images, reflected or on film 
  or video, will not cause this transformation. 
  2: Telepathic hypnosis. Gorgons can match POW to override a 
  victim's will and force obedience. This power costs one magic point 
  (expendable POW point) per usage, the effect lasts 3d6 minutes. If 
  more points are expended the effect may become permanent, possi-
  bly associated with SAN loss. Maximum range is 2.0'; 
  . 
  3: Psychic abilities; Clairvoyance, psychometry (diVination from 
  maps) and dowsing. All Cosl one magic point per usage. 
  4: Regeneration, one hit point per magic poi~t expen~ed .. 
  Spells: Variable. 25% chance of gate, elder sign, voorrsh sign. 10% 
  chance of any 3 spells of summoning or binding. (Ariadne was the 
  exploratory team's physician, and doesn't know any spells.) 
  SAN: Seeing a Gorgon's unshielded face causes the loss of 1-1 0 SAN, 
  if it does not turn the viewer to stone. A SAN roU prevents such loss. 
  Seeing someone turned to stone cCiuses a loss of '-6 SAN, unless a 
  SAN roll is made. A reflected image can cCiuse SAN loss. 
  Cult: None. 
  Skills: Gorgons might have any skills on their own world. Exploratory 
  teams, such as Ariadne's, emphasise survival ski lls, linguistics, and 
  other specialised areas.. 
  . 
  Ariadne's Skills: Speak English 45%, Speak Italian 75%, Archaeology 
  [Greek! 95%, Archaeology [General! 55%, Botany 75%, Cthuthu 
  Mythos 23%, History 95% Li ngu ist 55%, Medicine [Gorgon! 85%, Occult 
  65%, Drive Auto 65%, Sneak 85%, Spot Hidden 95%, Track 55%, Hide 
  85%, Zoology 75%, Sing 85%, Credit rating 95%, Aide 55%, 
  Knife 75%, Rifle 55%. 
  e ••
  fla.earlla,
  'Draw the blinds on yesterday, and it's aI/ so much 
  scarier., ' 
  David Bowie - Diamond Dogs 
  Equipment: Varies accordin~ to circumstances. (Ariadne carries 
  3 fighting knives, made of obSidian [will not affect metal detectors]. All 
  are modern but made in a classic early Greek style. They Clre balCinced 
  for throwing. She will buy or steal other equipment as needed.) 
  These creatures belong to an alien race native to another world of 
  our universe. Several thousand years ago one of their starships visited 
  Earth. Their appearance and powers alarmed the natives, who 
  attacked and killed several officers, including the sorcerer who 
  controlled the magical energies which drove the ship. The survivors 
  were stranded. Overthe intervening centuries the other Gorgons were 
  killed by 'brave' adventurers and natural accidents, leaving Ariadne as 
  the only survivor. Her real name is unpronounceable. 
  All Gorgons appear to be attractive women with red glowing eyes 
  and snakes instead of hClif. They reproduce hermaphroditically, and 
  are immortal, barring injury or disease. 
  Ariadne can pass for humCin if she wears an opaque scarf overthe 
  snakes (which are actually harmless symbiotic organisms resembling 
  roundworms), and dark or mirrored sunglasses (or contact lensesl 
  over her eyes. She lives in a secluded estate on a small Greek island, 
  travelling abroad occasionally to attend art auctions or on business. 
  Her passport bears an assumed name, and she uses her powers to 
  deal with officials without attracting attention. 
  Having adapted to life on Earth, Ariadne resents Cultists who 
  Ihreaten humanity's ignorance of the Occult. She spent most of the 
  1920's hiding from Investigators who thought that someone with a 
  reclusive lifestyle must have some dark secret, and Cultists who 
  sensed her power and wanted to turn it to their own ends. She intends 
  to investigate the gate she has sensed, and stop the Cultists before 
  they can stir up the natives. 
  ACT 1: 
  WHATEVER HAPPENED TO FLIGHT 1743 
  When the plane lands all the passengers are taken to the terminal 
  building and questioned by the police. During the interview all charac· 
  ters should make two Spot Hidden rolls. lithe fi rst is successful, Ihey 
  notice that the interview rooms are fitted with video cameras. If the 
  second roll (at - 15%) is successful, they notice Ihe month 
  (September) indicated on a calendar. If anyone asks about the date 
  they will be told what has happened, and must make a SAN roll or lose 
  a point of SAN. The police will otherwise say that they are looking for 
  a suspected terrorist. 
  Most of the questions deal with Ihe events of the flight, plus verifica-
  tion of passports and other pClpers. Anyone acting suspiciously 
  (eg anyone who carries weapons, argues with the police, or tries to 
  escape) will be held for further questioning. Everyone else will eventu-
  ally be ushered to a waiting room. 
  There are several waiting rooms. All the Investigators are shown 
  into the same room, with Clnother 2d6 passengers including Ariadne. 
  The police who questioned her think that they have interviewed her 
  normally. However, the meeting has been recorded, and the police 
  will later see the video and learn that they have somehow been fooled. 
  It shows her ordering the officers to believe that they hClve heard satis-
  factory answers to their questions. 
  Eventually an official will arrive to explain what hCls happened and 
  ask itanyone has any further information. By this time everyone 
  knows that the aircraft has travelled through time. Investigators who 
  didn't spot the watch will have learned the news gradually Cit second 
  orthird hand, from other Investigators ortourists, and don't risk SAN 
  loss. Finally, customs officials will arrive to check passports and bag-
  gage, ushering passengers into a larger lounge as they are checkad. 
  During this check the Investigators should make Spot Hidden rolls. 
  If successful, they will see that a womCin wearing a green scarf and 
  dark glasses speaks to a customs officer, then is allowed to proceed 
  without a baggage check. She immediCitely leaves the room, disap-
  pearing among the other passengers from flight 1743. 
  By the time the passengers are released, hundreds of their relatives 
  have arrived, and the airport concourse will be jammed with reporters 
  and TV camera crews. Eventually one Investigator (choose randomly) 
  will see Ariadne again, just as she is approached by a TV reporter and 
  camera man, and will overhear the following conversation on a suc-
  cessful Listen roll: 
  Aepol'ter : 'Miss, would you like to say a few words about your 
  experiences on theflight.' 
  
  on 
  A Modern-Day Call of Cthulhu Adventure 
  for 2-5 British Characters. Investigators 
  should be generated normally, but the 
  keeper may wish to allow the use of 
  modern skills. 
  by Marcus L Rowland 
  Ariadne 
  Reporter 
  Cameraman 
  Ariadne 
  Cameraman 
  Reporter 
  'You don', want to talk to me.' 
  'We don'twanl to talk to her.' 
  What?' 
  'You'd better erase thaI tape and interview someone 
  else. Forget about me.' 
  'I'd better erase the tape,' 
  'We'll interviewthis{genllemanllady) next.' 
  The TV team then move towards the Investigator, effectively block-
  ing the route towards Ariadne, and startlo ask questions. The reporter 
  and cameraman don't rem ember her, and believethat the last person 
  interviewed was a man. If the Investigator insists that the last inter-
  viewee was a woman, the reporters will assume that he (or she) is a 
  crank. Ariadne vanishes into the crowd. 
  Later, as the Investigators leave the airport in a car or cab, they will 
  see her walk from the terminus to the head of a queue fortaxis, say a 
  few words tothe people who are waiting, and board a cab. She has left 
  her luggage in a locker, and is carrying a shoulder bag containing her 
  knives, money, and a change of clothing. 
  ACT 2: 
  THE GIRL WITH KALEIDOSCOPE EYES 
  If the team are in a carthey can follow the taxi without difficulty. Other-
  wise, a Fast Talk roll is required to make one taxi driver follow another. 
  The cab takes the motorway to London, then follows a normal route 
  to the West End. Ariadne leaves it at the British Library (formerly the 
  British Museum Library). and walks inside. 
  Investigators who are already members of the British Library can 
  follow without difficulty. Others must sign a visitors' book and ~ive 
  proof of identity. This takes a few minutes. Fast Investigators will see 
  her leave through another door, marked 'Restricted Collection' and 
  guarded by a porter. Access requires special clearance from legal, 
  educational or clerical authorities. If questioned. the porter will say 
  that no-one has entered the room for several hours. 
  The bulk of the restricted collection consists of pornography and 
  other offensive works. However, it also contains material relating to 
  the Occult. At one time the collection included copies of the 
  Necronomicon, Pnakotic Manuscripts, Sussex Manuscript, and Book 
  of Dyzan. However, they were destroyed (by order of the Prime 
  Minister, the Curator, and the Archbishop of Canterbury) in 1934. 
  After several minutes Ariadne emerges, moves to the map section, 
  and studies an atlas of Britain. Investigators will notice the following 
  behaviour: 
  Ariadne opens the map she is studying, removes her sunglasses 
  (revealing closed eyes). and passes her hands over the paper. 
  Eventually she opens her eyes and studies the area of the map where 
  her hands are resting [Spot Hidden: Observers will see the room 
  reflected in her eyes, as a kaleidoscopic swirl of colour. An Idea roll is 
  needed to realise that she wears silvered contact lenses). Ariadne 
  passes her hands over maps in the atlas three or four times. before 
  gening an ordnance survey map. She repeats this performance then 
  leaves the building. Anyone who attempts to interrupt her will be 
  ordered away, as described above. Persistent interruptors may be 
  given harsh commands, such as 'Go away and stop bothering me'. If 
  their POW is overcome they will wander off, lose ld6 SAN, and 
  develop psychological problems if pursuit is proposed. 
  Ariadne saw the books on a visit to England in 1911 . She intended 
  to take them and use their specific spells to close the gate. She now 
  intends to find the gate and kill the Cultists before they can operate it 
  permanently. She used Psychometry to determine the approximate 
  location of the cult headquarters. 
  Ariadne walks a few Dlocks, enters a car hire showroom, and rents 
  a car under the name of Penelope Kristos. She will drive around 
  London, shaking off any Investigators who follow her, then drive to 
  Wiltshire. 
  Meanwhilethe police have studied the videotapes, and seen an 
  interview with a woman who apparently hypnotised all the officers 
  questioning her. 
  ACT 3: THEGHOSTOFWILTSHIRE 
  At this point the Investigators have no real lead, except (possibly) the 
  knowledge that Ariadne was interested in the map of Wiltshire. They 
  have been out of touch with events for three weeks, but are near one 
  of the largest libraries in Europe. 
  If Investigators know that Ariadne was interested in Wiltshire, they 
  will find the following story almost immediately. Otherwise research 
  will take ld6 hours and produce hundreds of odd stories, only one 
  relevant to this scenario. Successful Library Use will pick out the story 
  below, dated August 18th, partly because of its strangeness and partly 
  because it refers to the day the aircraft 'disappeared': 
  Wiltshire 'G host' Slays Two 
  The Willshire Ghost is tonight 
  suspected of the murder of two 
  children. Denny Palmer (9) and 
  Mark POller (Ii). in a bizarre attack 
  police spokemcn arc describing as 
  'The most horrific crime we can 
  remember'. 
  Denny and Mark, who lived in the 
  small village of Lower Poolford, 
  were last secn at l Oam when they 
  wcnt out to play. An hourlatertheir 
  mutil;l\cd bodies were found by 
  M~ Agncs Parker (47). who is 
  tonight being treated for shock in thc 
  County Hospital. 
  The Wiltshire Ghost was fi~t 
  reportcd on August II th, when a 
  local farmer. Peter Giles (39) 
  reponcd seeing a 'huge ape' savag~ 
  ing his sheep. He fired hisshOigun at 
  the creature. which immediately dis-
  appeared. apparently vanishing into 
  thin air. Sevemllatcr sightings fol-
  lowed a similar pallern. Police 
  pathologists havcconfirmed that the 
  mjuriesof the children were identical 
  to those of the allacked animals. 
  Tonight the police are treating the 
  case as murder, hut are also inves· 
  tigating thc possibility of an escapc 
  from a zoo or wildlife park ... 
  Later stories give no fresh leads, but there are additional reports of ani-
  mal anacks and a police hunt in the area. Given this information, an 
  intrepid team of Investigators will probably decide that a trip to 
  Wiltshire is a good idea. 
  By the time the team leave London they will be under police obser-
  vation, and may notice that they are being followed (though they will 
  not know it is the police who are following them). Attempts to shake 
  off pursuit will work, but the police will notify their headquarters. 
  Other units will resume surveillance before the team reach Lower 
  Poolford. 
  ACT 4: 
  VILLAGE OF FEAR 
  Lower Poolford is a small Wiltshire village, approximately midway 
  between Salisbury and Bristol. It is bordered to the east by a railway, 
  tothe south by the main road from Salisbury to Bristol. The village is 
  surrounded by farms, and some of the villagers work on them. Others 
  commute to local towns. The Keeper should remember that the resi-
  dents of this area do not exist just to interact with Investigators. They 
  have been upset by the murders, but should be presented as people 
  who may be preoccupied with events having no relevance to this 
  scena rio. 
  The map is a general view of the area. It may be shown to players; 
  however, a simplified sketch map is adequate for most purposes. 
  Access is possible by the slip road from the main road, or by 25 miles 
  of secondary road. Cars which enter the mapped area (from the nonh, 
  or from the main road) pass police checkpoints. The police note 
  vehicle registrations, and will stop cars with obscured license plates. 
  License nu mbers a fe rad ioed to County Pol ice headq uaners for check-
  ing stolen vehicle and surveillance lists. 
  Principal features of the village are the church (1). with a hall which 
  is used as the police murder room, the pub (2). two general shops 
  (3.4)' the library (5), the school (6). and the homes of the Palmers 
  and Potters (7,8). 
  I: The church is a 1930's design, with no historical significance. 
  The Vicar has only been in the village for six yea rs, and can't say much 
  about events prior to his arrival. Parish records prior to 1980 are stored 
  in the library. 
  The police presence in Lower Poolford consists of eight Constables, 
  two Sergeants, and a Superintendent. All should be generated with 
  STA, S!Z, and CON of 10 or more. All have at least 100 points of 
  professional skills including combat skills, but not firearms skills, and 
  are equipped with truncheons (nightsticks), handcuffs, radios, 
  whistles, and torches. There are three police cars, all carrying radios, 
  Equipment in the church hall includes a teletype unit, a scrambled 
  telephone line to the County Police headquarters, and a locked chest 
  containi ng two bulletproof vests (absorb 10 points damage) and two 
  military rifles with telescopic sights. At least one officer in the village 
  at any given time will have the appropriate firearms skills of75% or 
  more, beyond normal professional skills. 
  2: The pub is modern and uncomfonable, but offers the only Quest 
  accommodation in the village. Three single rooms are vacant, the rest 
  are occupied by reporters. The landlord is prepared to provide camp 
  beds for additional Investigators, but demands ( 15 per person per 
  night, on the basis that the Investigators must be reponers or 
  sightseers who can afford to pay fonheir ghoulish interest. If the team 
  includes a reponer it is possible to pretend that the entire team are in 
  the village to cover the case, otherwise the reporters will investigate 
  the team, and learn that they were passengers on flight 1743. 
  3,4: Both shops are centres of village gossip. However, any 
  intrusion by Investigators or reponers will stop all conversation, The 
  villagers are terrified, and suspect outsiders of involvement in the 
  murders. 
  5: The school is under police observation, Strangers approaching 
  the building will be stopped and questioned. Outsiders will be brought 
  to the cH\Jrch hall for prolonged questioning after such encounters 
  with the police, 
  
  LOWER 
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  DRAW THE BUNDS ON YESTERDAY 
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  DRAW THE BLINDS ON YESTERDAY 
  6: The library (open 10am-6pm) is probably the best place for 
  further investigation. Records include parish investigators, news-
  paper files, and local histories. Theteam can learn one of the following 
  facts for each ld6 hours spent in the library, provided a successful 
  research roll is made: 
  1: In 1895 Jacob's Farm was burnt to the ground by a mob, after 
  eye-witnesses saw Alex Jacob strangle his aunt. He claimed to have 
  been possessed by a devil, but was lynched before he could stand 
  trial. A map of the parish shows Jacob's Farm where Wainwright's 
  now stands. 
  2: In 1975 a religious commune. the Temple of light and Truth, 
  bought Thompson's Farm. The local newspaper reported rumours 
  that the Temple was involved in witchcraft and black magic. 
  3: Many villagers opposed the extension of the National Electricity 
  Grid into the area in the mid-1960's. The Ennals family, owners of 
  Ennals Farm, led the protesters, claiming that the cables would stunt 
  their crops. 
  4 : A local history says that Drews Pool, where tne bodies were 
  found, is the site of an ancient granite monolith, and stands on a ley 
  line running roughly east to west. The map showing this line is on a 
  fairly small scale, and doesn't givea clear idea of the exact run of the line. 
  5: In 1896 workmen demolished an ancient megalith (which was 
  supposed to be preserved as an ancient monument) while building 
  the railway embankment. The stones were broken up and used for 
  construction. 
  6: Most of the attacks on farm animals were within a mile of the 
  village. 
  7,8: The Palmers and Potters despise the reporters and thrill-
  seekers who continually intern.Jpt theirgrief.lf Investigators arrive and 
  start asking questions they will be attacked by the boys' fathers and 
  ld6 other local men, all armed with bricks or pick handles (treat as 
  clubs). The police will arrive after 2-3 minutes, and arrest everyone 
  involved in the fracas. 
  The Investigators will soon realise that the locals are genuinely 
  frightened. Children are rarely seen on the streets, dogs and other ani-
  mals seem to be under unusually tight control, and there is very little 
  activity at night. The pub is empty, apart from reporters and the team. 
  The police are active, but don't seem to be achieving much. 
  While the Investigators are in the village a policeman sees a strange 
  woman standing on the slope to the east of Drews Pool. Heapproaches 
  and questions her, and she orders him to leave. For some reason he 
  feels compelled to obey. By the time he recovers she has disappeared 
  amongst the trees, and nothing can be found. However, his report will 
  be sent to County Police headquarters, and logged onto the police 
  computer net. Police investigating the case flight 1743 will see this 
  report, note thaI passengers from the flight are currently in the village, 
  and suspect that a meeting is planned. Surveillance of the inves-
  tigators will intensify. Any Investigator making a Spot Hidden roll after 
  the first day in the village will have an uneasy feeling of being 
  watched, but will not be able to identify a watcher. Four plain-clothes 
  police are shadowing the team, on foot or by car or bicycle. 
  The clues picked up by the Investigators should lead them to look at 
  Drews Pool and several of the farms around the village. 
  ACT5: 
  POOlOFTEARS 
  Drews Pool is easily accessible by footpaths from the village or main 
  road. The pool is overhung with willows and other trees, but is sunlit 
  through most of the day. There is an old standing stone at the north 
  end of the pool. Spot hidden: There are no animals or birds near the 
  pool. 
  Anyone approaching the stone feels a slight chill. Those within 25' 
  of the stone must save against POW every five minutes or lose a Magic 
  point. The points drain into the stone, which feeds them into a ley line 
  running east to Southwell's Farm (the Cull headquarters). This drain-
  ing effect occurs at other standing points in the surrounding 
  countryside; only one other is in the area mapped for this scenario. 
  Spot Hidden: there are several deep fresh scratch marks in the 
  stone. 
  A Dimensional Shambler was pulled into the area by the Cultists 
  activities, and has remained because the magic point drain interferes 
  with its dimensional travel ability. It can stan to leave this plane, but 
  will always reappear after 2d6 minutes. It stays near the pool, and 
  scratched the stone while sharpening its claws. It will appear before 
  the team leave the pool, and attack them: 
  DIMENSIONAL SHAMBlER (See main rule book) 
  STR:21; CON:16; SIZ:15; INT:5; POW:12; DEX:6; 15 hit points. 
  If the Investigators have spent several hours in the village they are 
  under police surveillance. Two policemen will arrive 6+ 1 d6 rounds 
  after the stan of the combat, and join the fight. They do not carry 
  firearms, but have truncheons and radio transceivers. 
  Ariadne is watching the fight from cover, and if the Sham bier seems 
  to be winning she will throw an obsidian knife at it, then disappear 
  amongst the trees. The Keeper should roll dice then announce that 
  Inis is a critical hit ire9.ardless of the actual roll), and has killed the 
  Shambler. Ariadne will use Sneak and Hide skills, and her hypnotic 
  power, to reach her car, which is hidden by the road, leaving the knife 
  as an odd puule for the Investigators. If anyone sees her car she will 
  dump it in Bristol and hire another. 
  If the team kililhe Shamblerthey will earn the gratitude of the villa-
  gers, but the police may ask awkward questions about any illegal 
  weapons they use. The police will explain why they have been follow-
  ing the team, and may share some information (for example, they may 
  show the Investigators the video of the airport interview). If Ariadne 
  takes a hand some searching questions will be asked, and the team 
  may find it hard to escape suspicion. 
  In either case there will be less tension in the village, and the Inves-
  tigators can pick up rumours, summarised below (choose randomly): 
  1: Old man Ennals used to talk about blowing up the pylons on his 
  land, but hasn't mentioned the idea lately. He's a demolition contrac-
  tor and could do it if he wanted to. 
  2: Corey's Farm is doing very badly. The M inistry of Agriculture put 
  down a lot of pigs there last year. 
  3: Wainwright's Farm has always been unlucky. No-one knows 
  why. The last owner died in 1978, and it's never been sold. People 
  visiting the farm always feel 'a bit creepy'. 
  4 : When the new Salisbury to Bristol road was built workmen 
  found dozens of human skeletons, at least two thousand years old, 
  south·east of the village. 
  5: The commune on Thompson's Farm gave lots of home made 
  jam to the last village fElte. Maybe the people there aren't all bad. 
  6: The Southwell family have been burning their stubble when the 
  weather is too dry, and nearly set the woods alight last year. 
  ACT6: 
  DRAWING CONCLUSIONS 
  By now the Investigators should suspect that a local farm is a base for 
  Cultists. However, there are several possibilities. The Investigators 
  must find good reasons to visit each farm and learn what is happen-
  ing. These visits may take place before or after the Shambler is killed. 
  If before, the team will be followed by police. If after, they may be 
  alone. 
  Wainwright's Farm 
  This building incorporated stone blocks which were originally part of 
  a megalith which was destroyed in 1896. They formed a new node in 
  the local ley lines, feeding magic points to the Cultists. 
  Ariadne visited this farm before the encounter with the Shambler, 
  and destroyed the stones with a sledgehammer. Visitors will find col-
  lapsed buildings, surrounded byfine stone chips. She will return to the 
  pool and destroy the stone there after the police and Investigators 
  have left. 
  Corey's Farm 
  This estate has suffered several outbreaks of swine fever and other 
  livestock diseases. This is mainly due to the meanness of Farmer 
  Corey, a sixty year old drunkard who refuses to pay for veterinary 
  treatment. Corey resents intruders, and will see them off his land with 
  a shotgun. However, his weapon skill is only 15%. 
  Thompson's Farm 
  The Temple of light and Truth, a movement devoted to enlighten· 
  ment through meditation and the use of relaxing drugs, has run this 
  farm as a commune since 1975. It is moderately prosperous, produc· 
  ing macrobiotic foods and medicines. The farm includes several 
  greenhouses. Two hold small crops of marijuana, carefully sur· 
  rounded by tomatoes. The 25 members of the commune live in cara· 
  vans and the old farmhouse. The leader is the Reverend Tom 
  Sombadil (a name assumed by Deed Poll). an ageing ex-hippy who 
  was a minor pop star in the later 1960's (no unusual characteristics, 
  skills, etc). 
  At first the villaQers were suspicious of these newcomers, but time 
  and participation In village life have eased these doubts. The com-
  mune regularly donates produce to village fetes and bazaars, and 
  several residents are members of the village sports teams, choir, and 
  St John's Ambulance Society. 
  Investigators may notice that the residents are slightly secretive, 
  and suspect that somethinj is wrong. However, anyone making a 
  Pharmaceutical skill roll wi I recognise a faint scent of cannabis. The 
  members are devoted to peace, and will not harm Investigators. 
  Ennals' Farm 
  This establishment is run by Fred Ennals and his two sons. Ennals was 
  a Royal Engineer during the Second World War, trained in the use ot 
  explosives. He owns a small demolition business, but all explosives 
  are stored in an old quarry ten miles from the village. The farm is 
  moderately prosperous, producing sugar beet and other vegetable 
  crops. livestock is limited to a small herd of cows, chickens and ducks, 
  and a sty of pigs. 
  In the 1960's Ennals was convinced that the high-voltage cables 
  passing over his land were bound to affect his crops and livestock. 
  However, he had little evidence to support this theory, and eventually 
  dropped his opposition. He is amused by the way ecological 
  movements have taken up his old ideas. Hethinks he originally got the 
  idea in a conversation with an old neighbour, Eric Southwell, who was 
  killed in a farming accident a few weeks later. The Southwell farm is 
  now run by Eric's three sons and their families. Ennals doesn't like 
  them much; they use intensive farming methods which he thinks are 
  cruel to animals. 
  Southwell'S Farm 
  Th is fa rm is further from the village tha n the other esta blish ments the 
  team wilillave visited, and is on the far side of a rise which tends to 
  stop sounds travelling between the farm and the village. 
  
  "DRAW THE BLINDS ON YESTERDAY 
  Investigators will be met by one of the male adults of the Southwell 
  family, or by 2-4 children, who will immediately get an adult, Visitors 
  are not welcomed, but those with a good excuse (eg, pretending to be 
  police, agricultural salemen, or government officials) will be allowed 
  to see two baltery buildings used for calves and chickens. They may 
  also be allowed into the lower floor of the farmhouse. 
  The farm hides several objects of Cult significance. There are no 
  outward signs of these secrets; however, Investigators making Spot 
  Hidden rolls will notice that there aren't any birds around. If 
  questioned, the person showin!;! them around will angrily deny that 
  the use of pesticides is responSible for their absence (even if 
  pesticides aren't mentioned). The real reason is that the magical field 
  associated with the area's Ley lines scares wildlife away. 
  As the Investigators leave two children run past, and a girl (Ethel) 
  stumbles against an Investigator. Spot Hidden: She pushes a note 
  into the Investigator's pocket. If this roll is made all the Investigators 
  should Spot Hidden. If successful, they will notice that several 
  residents of the farm (all those listed below, except Mary) are 
  watching them, and that all the men carry shotguns. Mary is covering 
  them from the barn window, and is invisible to the team. 
  If the players wish to confront the Southwell's immediately the 
  Keeper should use the details in the next act. However, it is likely that 
  they will decide towait, read the note, and approach at night. If so, the 
  events described below will occur. 
  ACT7: 
  THE NATURE OF THE CATASTROPHE 
  The note is hastily scrawled, in pencil, on a scrap of rough paper. It reads: 
  There is something wrong here and I know that my family are doing 
  bad things I think that something will happen tonight but theyalways 
  make me sleep at full moon. Please help me! 
  -Ethel 
  Southwell's Farm is at a focus of a network of Ley lines, criss'crossing 
  southern England. Another focus is at Stonehenge, a few miles east. 
  The network was discovered in the Neolithic era, and the strange 
  Cultists of that time built their sacrificial sites to utilise the power it 
  provided. This knowledge was almost lost in the intervening 
  centuries. 
  In 1917 George Southwell, an American cousin of the family, visited 
  Britain with the US Army, spending several days at the farm before 
  travelling to France. He was a student of the Mythos, though not a 
  Cultist, and realised that the farm was a site of power. He proved this 
  by summoning a Fire Vampire, and his British relatives became 
  obsesssed with Ihe idea of harnessing such forces. George promised 
  to return after the war, and teach the Southwells more about the 
  Mythos but he was killed in July 1918. 
  Over the next decades the family abandoned their ambitions, but 
  they always remembered George, and his promises of control over 
  man and nature. His explanation of the Ley line network wasn't 
  reme'mbered clearly, and the Southwells feared that it might be dis-
  rupted by the electricity grid. They started the local campaign against 
  its introduction, but gave the credit to Fred Ennals. 
  In 1978 Jethro Southwell excavated foundations for additional 
  buildings, and found a bundle, wrapped in oilskin, which had been 
  buried by George during his stay. It contained two rotting books. 
  Under the bundle was a white stone slab, which pulsed with strange 
  energy. 
  The family have cautiously studied the books, learning several 
  Mythos spells and fragments of others. They have hidden the slab and 
  are now committed Cultists, conducting human sacrifices each lunar 
  month. The victims are hitch-hikers, picked up on roads within a 
  hundred mile radius of the farm. 
  All the books describe Cthugha as the ultimate source offire, and 
  Jethro wishes to brinj;l Cthugha to Earth to tap this power. He has 
  already summoned Fire Vampires (one of which broke free and 
  burned some fields) and opened a small gate. He intends 10 open a 
  huge gate on the evening of the day the Investigators visit the farm. 
  He visualises Cthugha as a humanoid god controlling fire. 
  The farm is a cluster of buildings surrounded by fields. Two track.s 
  lead north-east and south from the farmyard. The south track leads to 
  the main road, and is used by the family when they transport sacrificial 
  victims. 
  The farmhouse is a two-storey building, as shown in the diagrams. 
  There are six occupants with four children:Jethro is married to Alice, 
  Margaret and Tom are their children. Brian is married to Jane, Ethel is 
  their child. Alex is married to Mary, Peter is their child. 
  The girls know nothing about olthe Mythos, but Ethel suspects that 
  something is wrong and has decided to do something about it. All four 
  children have average characteristics and 8 hit points. 
  Jethro leads the family, but Alex and Mary are the most active 
  students of the Mythos. In addition to the spells listed above, both 
  know fragments of the spells call Cthugha, elder sign, and enchant item. 
  The farmhouse is a stone building. There are two .22 semi· 
  automatic rifles in a locked cupboard in the office, with ten 
  ammunition clips: fire 3 shots/round (one at start of round, one in 
  order of DEX, one at end of round), 15 shots, damage 2d6, base 1000h, 
  range 7Syards, 10 points. A store room holds four large drums of 
  paraffin. A loose fla~stone in the kitchen floor covers a tunnel leading 
  50' East, emerging In a ditch by the farm road. A locked chest in 
  Jethro's bedroom holds a badly damaged copy of Nameless Cults 
  (Golden Goblin Press); +6%; Cthulhu Mythos, x 1 Spell Multiplier, 
  - 2d6 SAN; Spells voorish sign, then create gate, then shriving, 
  fragments of elder sign and enchant, item. All the outer doors and 
  windows of this house can be barred or shuttered to withstand 8 points 
  of damage. 
  The stables hold three tractors, an old saloon car, and farm 
  machinery. The cabs of the tractors are enclosed, with wired glass 
  windshields and side windows. The cabs give 4 points of armour. 
  Maximum speed 2S mph over any terrain. The car is restricted to 
  5 mph over farm terrain. The machinery in the stables includesa canle 
  feed mincer, which contains fragments of human flesh and bone. 
  The barn, on the opposite side ohhe farmyard, is a wooden building 
  used for Cult activities. The entrance is a locked double door. leading 
  into a garage holding a pickup truck (a) and workbench /bl. There 
  are two petrol-driven chainsaws in the back of the truck. Chainsaws 
  are usable as weapons: basic skill 5%, damage 4d6, Impale, breakage 
  14 points, DEX reduction - 4 in combat. There are faint traces of 
  human blood between the teeth of these saws, detectable by analysis. 
  The main room is equipped for metal working, holding power tools 
  (c) and an anvil Idl. A roaring furnace (e) in one corner of this room 
  is fed by a methane cylinder. Spot Hidden: The gas supply is 
  disconnected. If the furnace is opened Investigators will see an iron 
  ring, a centimetre wide, lying on its floor. Intense flames gush from the 
  ring. A modified permanently open gate has been cast on it, with its 
  other side near Fomalhaut. The furnace heats a boiler which supplies 
  hot waterto the farmhouse and battery buildings. There is ash on the 
  furnace floor, containing significant quantities of human charcoal. 
  The upper floor is apparently a hayloft, but the bales (f) onlr 
  surround the staircase and cover the windows. Two beds (g,h are 
  bolted to the floor. Eric Boothroyd, a student from Cambridge, is tied 
  to bed (g). He was anacked and kidnapped the previous night. and 
  has a skull fracture. Bed (h) is vacant, but is marked with bloodstains. 
  A locked chest Ii) holds ten dark red hooded woollen robes and a 
  leather box containing a book and six butchers knives. The robes cover 
  a normal fiflure completely, anyone wearing one gains + 100/0 Hide 
  ability at night. The book IS an incomplete copy of 'On the Usage of 
  Fire' (anon); 18th century American, contains descriptions of Cthugha 
  and other fire creatures: +5% Knowledge, x2 spell multiplier, - ld8 
  SAN. Spells summon fire vampire, then bind fire vampire, fragments 
  of summon Cthugha, and prayers (no magical powers) to Cthugha etc, 
  The knives are bloodstained. 
  An old cabless tractor lunfuelled) is parked besides the barn. A 
  locked shed behind the barn holds a combine harvester; Speed 15 mph, 
  enclosed cab (as tractors), equipped with a IS' wide culter, damage 
  8d6, impales, 45 points breakage. Use Operate Harvester skill -10% 
  to hit. The harvester manoeuvres at DEX 2, regardless of the DEX of 
  \he driver. 
  Two small silos Eastofthe farmhouse hold chicken meal and canle 
  feed. Analysis will detect traces of human blood and bone in Ihe feed. 
  The haystack South of these silos is oddly anachronistic, and 
  doesn't fit in with the mechanised methods used on the fa·rm. lt IS hol-
  low, supported, by scaffolding over a 4' deep pit. There is an ancient 
  sacrificial stone in the pit, surrounded by chalked ritual signs and pat· 
  terns. Four butane lanterns illuminate Ihe hold, kept burning at all 
  ·times. T~e stone glows oddly, and is charged with 73 magic 
  points. 
  
  DRAW THE BLINDS ON YESTERDAY 
  SOUTHWELLS FARM 
  CALF 
  UNIT 
  Other structures on this farm are irrelevant to the scenario, except 
  as possible background to combat. However, the two factory sheds 
  each hold several thousand animals in cramped captivity. If they ar~ 
  burned, and animals are trapped, Investigators must make a SAN roll 
  or lose 1-3 SAN as they hear the animals scream. There are other 
  sheds and barns, moslly in ruins, further frQm Ihe house. 
  A typical ceremony is conducted in Ihe following stages: 
  1: AI9 pm the girls are senllO bed, wilh a drink of hot milk contain-
  ing crushed sleepin!;! pills. 
  2: The family walt until dark, then move to the barn and don their 
  ceremonial robes. All carry weapons. The sacrifice is clubbed uncon-
  scious and carried to the sacrificial stone. The two boys guard the 
  stack from the calf unit and tractor shed. 
  3: Jethro and the rest of the family chant and pray until midnight, 
  then all plunge their daggers into the victim as one of the brothers 
  casts whatever spell is intended, 
  4: When the ceremony is complete, and the spell has been cast, the 
  sacrifice is hacked apart. The heart and brain are thrown into the fur-
  nace in the barn, and the rest of the body is cut apart (with knives and 
  chainsawsl, ground, and mixed into the animal food, 
  Toni!ilht Jethro intends to cast a gare spell, utilising all the POW 
  stored In the stone, and open a huge portal to Fomalhaut. He hopes 
  that Cthugha will use the gate to travel to Earth. If he can cast the spell 
  Cthugha will arrive, accompanied by its retinue of Fire Vampires, and 
  devastate the farm. Some ofthe Vampires will be attracted to the elec-
  tricity grid cables, and follow them east towards Bristol, destroying 
  Ennals farm, Coreys Farm, and Lower Poolford en route, Fire services 
  will be slowed by the danger of electrocution and the fast movement 
  of the Vampires. If this occurs lOdlO inhabitants of lower Poolford 
  and 10dl00 inhabitants of Bristol will be killed. 
  Ariadnewill arrive simultaneously with the team, carrying a 
  sledgehammer and her knives, and follow them towards the farm. She 
  moves quietly, bUI won't hide from the Investigators. She will only talk 
  to them if they are about to do something stupid, such as attack her. 
  Once combat starts she will attempt to destroy the stone, killing any-
  one who interferes (including Investigators). She regards the team as 
  expendable, but won't kill them unnecessarily. She w ill try to avoid 
  turning anyone to stone, since this is difficult to expla in and might 
  make people believe in Gorgons. Meanwhile the cultists w ill try to ki ll 
  the Investigators and Ariadne, using firearms, tools, and vehicles to 
  anack them. 
  For each round after combat starts there is a cumulative 10% chance 
  thaI one of the Ennals will hear something and cali lhe police. The 
  units described above will arrive 2d4 minutes later. Fire brigade units 
  will take another 5+ 1 d6 minutes to arrive. 
  When Ihe stone is destroyed Ariadne will leave, even if the Inves-
  tigators are losing. Shewill kill any Cultists she encounters, but won't 
  do anything else to help the team. If there is time shewill go to the fur· 
  nace and puillhe ring out with tongs, then smash it with her hamm er. 
  ACT8: 
  DRAW THE BLINDS ON YESTERDAY 
  Keeperswho have used the BritiSh library will know that access is now 
  under tight security control, and that readers rarely enter the areas 
  where the books are kept. The scenes set in the library have been 
  simplified to avoid adding unnecessary complication, and to give 
  Investi9ators more room to manoeuvre. 
  PrOVided there is no major catastrophe, Ihe police wil be alerted 
  within a minute of Ihe startof combat. (The police will be disorganised 
  if Cthugha appears, bul the leam probably won't survive to take 
  advantage of their absencel. Once alerted, the team in the village will 
  drive out in two cars and a van, and investigate cautiously, Meanwhile 
  backup units hom local towns will set up road blocks to the east and 
  west, searching all cars. This won't impede Ariadne, since she can use 
  her powers to pass such blocks {and may even commandeer a police 
  carl, Investigators will not escape so easily. More police will arrive in 
  10+ 1 d6 min,:,tes, equipped with .ri?t shields, s~iper rifles, and teargas. 
  The InvestIgators may have difficulty e)(plalnmg their actions (and 
  will probably be arrested until the situation is clarified), but discovery 
  of the human remains and kidnap victim on the farm should lead to 
  their release. The Investigators will not be allowed 10 keep anything 
  they have removed from the farm, unless it is hidden well enough to 
  survive a police search. 
  If any supernormal relics remain {such as the ring or a victim of 
  Ariadne's gazel. the farm will be occupied by military personnel and 
  scientists forthe indefinitefutute. Secret orders (written in the 1920'sl 
  will lead to the impounding of these items, for storage in an old mine 
  somewhere in the north of Enl'lland. The team will be asked to sign the 
  Official Secrets Act. Any survIVing adults of the Southwell family will 
  be tried for murder and conspiracy to murder, sentences rangin9 from 
  ten to thirty years with compulsory psychiatric treatment. The trial will 
  give the team some publicity, bUI press reports will be biased to 
  suggest that the Southwell family were terrorists, not Cultists. The 
  boys are too young for normal imprisonment, and might be released 
  quickly, to give the Investigators more trouble in the future. 
  Some of the Investigator's possible actions, such as burning down 
  the house without rescuing girls, or killing unarmed members of Ihe 
  family, might easity lead to criminal charges. The team have no spe-
  cial right to escape justice. 
  The only remaining loose end is Ariadne. If she survives the farm 
  she will probably escape completely. Investigators may be confused 
  by her actions, and suspect (wrongly) that she is a Mythos creature. 
  Tracing herto Greece is easy, but actually locating her should be fien-
  dishly difficult. She has had centuries to prepare her defences, and 
  knows that some investigation is likely. Her home is guarded by cor-
  rupt police officers, local peasants, sophisticated alarm systems, 
  ancient and modern booby traps, and subtle misdirection. Everything 
  the Investigators do will be watched, and interference is inevitable. 
  She will take these precautions even if the team only wish to talk to 
  her, or return her knives. After all, she doesn't know whalthey really 
  want, 
  The leam should finish this scenario knowing more of the Cthulhu 
  mythos, and with a better idea of the complexities of an adventuring 
  career in the 1980's. 
  Other rewards are left to the Keeper's discrelion. 
  APPENDIX 1: 
  CHARACTER GENERATlON FOR 1980's BRITAIN 
  The Keeper should use normal rules for character generation, but 
  should allow the players to buy specialised skills with no 1920's 
  counterpart, Some suggested skills: 
  Computer Programming, Electronics, Hang-Gliding, Nuclear 
  Physics, Phone Phreaking, Pilot Helicopter, Pilot Jet Aircrah, 
  Skydiving, Stree/wise, etc. 
  Additionally, some skills, should be extended to incorporate modern 
  innovations: 
  Ubrary research -
  add the use of databases, microfiche, microfilm, 
  and other unusual records. 
  Pharmacy -
  add recognition of controlled and illegal drugs, truth 
  serums, etc. 
  Treat Poison -
  add trealment of drug abuse. 
  Wa~es should be adjusted to modern levels, as should the prices of 
  eqUipment. There are more restrictions on the ownership of firearms 
  and other weapons than in the 1920's, and the Keeper should ensure 
  that players either obey such laws or face real legal problems. 
  Despite technological innovations, firearms should still malfunction 
  on a roll 96-00. 
  Further information on 1980's adventuring can be found in two 
  articles in White Dwarf (issues 42-43), both entitled Cthulhu Now I 
  APPENDIX 2: 
  FOR YOUR INFORMATION 
  ' The Girl with Kaleidoscope Eyes' is a quotation from Lucy in the Sky 
  with Diamonds, by Ihe Beatles. 
  'Nature of the Catastrophe' is a short story collection edited by 
  M ichael Moorcock and langdon Jones, 
  Keepers may find the following sources useful in writing their own 
  modern-day mythos adventures: 
  TIle Naked Matador - Roger Zelazny (Storyl; Helter Skelter- Vincent 
  Buglos! and Curt Gentry; Cults of Unreason - Dr Christopher Evans; 
  Can You Speak Venusian-Patrick Moore; The New Apocrypha-John 
  Sladek; Black Aura - John Sladek; The Final Program - Michael 
  Moorcock. 
  Also the films 'The Texas Chainsaw Massacre', 'Prime Cuts', and 
  'Straw Dogs'. 0 
  
  Crawling Chaos is our new bi-
  monthly column for players of 
  Call of Cthulhu, edited by Marc 
  Gascoigne . .. This month, we 
  present a disturbing piece which 
  has just come into our posses-
  sion. Thanks to the diligence of . 
  Steve Williams and Mike White 
  in unearthing the following 
  document, we are able to present 
  to you . .. 
  THE BEARERS 
  OFTHEMARK 
  Most experienced investigators will have 
  come into contact with Masonic orders 
  and brotherhoods. Whilst these organi-
  sationscan claim to have extensive can-
  tacts and manipulative power, their 
  weakness lies inthe virtual impossibility 
  of maintaining their anonymity whilst 
  remaining discern able to fellow memo 
  bers. There exists one society, however. 
  whose members have developed a 
  means of communication extending far 
  beyond the surrepticious handshake. 
  The origins of the Bearers olthe Mark 
  are shrouded in mystery and intrigue; its 
  existence was first hinted at in a Home 
  Office memo which brought tothe atten-
  tion of the Minister concerned the 
  resurgence of a once·popular masonic 
  order. The memo apparently suggested 
  that the group's policy of ~Iobal recruit-
  ment m ight pose a potential security 
  risk. Membership included, it was said, 
  Latin American merchants, foreign dip-
  lomats and notable Europeans of all 
  political persuasions. The matter was 
  never followed up, due to the early 
  retirement of the sender of the memo 
  owing to a crippling nervous disorder 
  with which he was sadly inflicted. 
  The society may have remained secret 
  to this day, had it not been for the notes 
  of a certain Doctor Eustace de Phyle. 
  During the month of August, 1927, he 
  was visited regularly by a patient calling 
  himself Ernest Gracialla, who claimed to 
  be in the process of physical transforma-
  tion. Notes on the case were meticulously 
  recorded by the doctor in a personal 
  case file, the pages of which have since 
  come into our possession. A brief 
  extract from the file reads as follows: 
  " ... his delusion has reached horrifying 
  proportions. So strong is his belief, he 
  has taken to punctuating his speech with 
  pained moans and whines. All my tests 
  show Gracialla to be of sound constitu-
  tion, yet he stumbles and shakes as if 
  possessed ... " 
  In the days that followed, the patient's 
  physical condition rapidly deteriorated. 
  To subdue his patient. de Phyle adminis-
  tered tranquilisers, with alarming 
  re!iults. 
  " ... the patient awoke during the early 
  hours, and began talking quietly to him-
  self. I noted a dramatic change in his 
  character. He lay relaxed, gazing in 
  bewilderment from the nearby window 
  at the awakening city below him. His 
  words were barely audible, yet they 
  were not the incoherent babble of a 
  madman ... he spoke of a strange 
  CRAWLING CHAOS 
  brotherhood, who held 'marks', the 
  names of which grew in significance as 
  the hours passed. I have recorded alii 
  could of his strange story ... " 
  Doctor de Phyle had been fortunate 
  enough to stumble upon an initiate 
  member of the 'The Mark'. We have 
  attempted to rationalise what we could 
  of his notes, and present them below. 
  Administering the Mark 
  The secrets of the Marks are held by 
  three brothers, and only they fully 
  understand the many powerful symbols 
  at their disposal. It is through them that 
  initiates learn the varied uses of specific 
  symbols. Most of the Marks recorded 
  are described as being administered by 
  the middle finger of the left hand, either 
  onto an inanimate object or directly to 
  the forehead of the recipient. The major 
  ity of the Marks are completely undetect-
  able to non-initiates, but in exceptionally 
  cold conditions they may appear as faint 
  blue marks on skin or radiant turquoise 
  on stone. 
  Initiate Mark 
  New members of this order have a dis· 
  tinctive Mark denoting their position 
  within the organisation. It is drawn onto 
  the forehead by a brother or superior. It 
  is visible to all fellow members and 
  allows immediate recognition 
  worldwide. Removal of the Mark 
  requires a retracing by one of the origi-
  nal officiators at the initiation ceremony. 
  Waywords 
  One of the first skills taught is the read· 
  ing of Waywords (writing is taught at a 
  later stage). These recorded messages 
  are ingrained psychically into a symbol, 
  usually a circle or spiral, and can be read 
  simply by tracing the outline with the 
  index finger. The recorded thoughts of 
  the author are then transferred directly 
  to the mind of the reader. These Marks 
  are primarily drawn onto walls or doors 
  to warn or advise fellow members of 
  what lies beyond. If detected, these 
  messages give no visible cluB'as to their 
  content. Waywords are usually designed 
  43 
  to only be read once, and often have a 
  limited lifespan. 
  Zenos Strip 
  Despite the cloak of secrecy that sur-
  rounds the Bearers, non-initiates have 
  tried to unlock the mysteries of the 
  brotherhood. An effective way of iden· 
  tifying such inquisitors can be achieved 
  by the application of a Ze(los Strip. Once 
  administered to the-forehead (usually 
  while the victim is asleep), the stranger 
  will be instantly recognisable to 
  initiates. He himself will be unableto see 
  the strip, but may experience hot flushes 
  when in close proximity to an initiate. 
  Lock of Hypnos 
  Another subtle yet effective way of dis· 
  couraging unwanted attention is 
  through the Lock of Hypnos. These will 
  'lock' the victim into either of two states 
  - asleep or awake. The former is more 
  usual, since the victim is usually asleep 
  when the Mark is drawn, and causes 
  unwakeable sleep, leading to coma and 
  ultimately death. The latter deprives the 
  victim of full mental recuperation: the 
  sleepless nights will eventually cause 
  rapid physical deterioration and a slow 
  drift towards madness. The effects of 
  either form of the Lock can be reversed 
  by retracing the Mark. 
  Wards of Zenas 
  Those previously marked with a Zenos 
  Strip can be further discouraged from 
  investigating by the placement of 
  Wards. These large symbols are drawn 
  on the ground, where they remain inert 
  and unseen. Should anyone bearing the 
  Strip attempt to pass over the Ward, he 
  will experience violent nauseau, and 
  may pass out. 
  The Brand of the Beast 
  The greatest punishment meted out by 
  the Bearers to renegade initiates an·d 
  investigators who get too close appears 
  to be the Brand. Its potency is indicated 
  in its method oftransferal, as it does not 
  need the presence of the intended victim 
  when it is ~enerated. Ernest Gracialla 
  received his Brand in the form of an 
  innocuous letter. This purported to be 
  from a gentleman claiming to be an 
  estranged cousin, but it was the writing 
  paper itself which attracted his atten-
  tion. It was written on a thick piece of 
  foolscap, with a curious, faint indenta· 
  tion beneath the writing, like a heavy 
  watermark. The hapless Gracialla curi-
  ously traced his finQers over the paper, 
  and unwittingly activated the Brand. He 
  remarked later to Doctor de Phyle tliat he 
  instantly felt a queer sensation, and 
  instantly knew that this 'Brand of the 
  Beast', as he called it, had been sent by 
  his former masters as retribution for his 
  disloyalty. The effects of the Brand, an 
  apparent metamorphosis into some 
  form of vile creature (in Gracialla'scase, 
  a ghoul), seem only to occur in the 
  imagination of the victim. As de Phyle 
  says in his case records: 
  ..... standjn~ in front of the mirror, he 
  would cry pitifully, clutching his face 
  with his hands. Time and time again he 
  would try and convince me of the sup-
  posed changes to his face ... alii could 
  ofic~was sympathy to a man so horribly 
  twisted by his own imagination ..... 0 
  
   -. 
  .'. 
  INTRODUCTION 
  This scenario is freely adapted from 
  William Hope Hodgson's short story 01 
  the same name. Despite the deliberately 
  misleading initial plOt the climax of the 
  action will brin!;! the investigators in con-
  tact wi th a particularly dangerous crea-
  ture bent on wholesale dest ruction. 
  Keepers should reserve this scenario for 
  a time when player characters are com-
  paratively fit and healthy. 
  KEEPER'S INTRODUCTION 
  The players must be encouraged to take 
  this case - apparently a simple, if some· 
  what fearsome, case of haunting - on 
  the Qrounds of compassion. The sanity, 
  and Just possibly the life, of a young 
  woman (Mary Hisgins) is threatened by 
  the manifestation of an ancient family 
  curse - the White Horse of Shalladholm. 
  Miss Hisgins is a most attractive young 
  woman who has recently become 
  engaged to Sub·lieutenant Charles 
  Beaumont. The hauntings began almost 
  as soon as the engagement was 
  announced. Oneofthe investigators will 
  know of the case either through social 
  connections, a childhood friendship 
  with Miss Hisgins or, for added tension, 
  because one of the male investigators 
  was himself nearly engaged to Miss His· 
  gins at some earlier date. (In the latter 
  case the break·up of the romance w ill 
  have been by mutual agreement, allow· 
  ing a continued friendship.) 
  The Curse of Shalladholm 
  The curse of the White Horse of Shal· 
  tadholm (the ancestral home of the His· 
  gins family for over six centuries) dates 
  back nearly four hundred years. The 
  curse arose out of a romance between 
  the son of the village blacksmith and the 
  only daughterofVered'Vere Hisgoine in 
  the 1530's. Not surprisingly, Hisgoine 
  had no intention of seeing his daughter 
  besmirch the family escutcheon by such 
  a degrading liason. Instead of simply 
  sending her off to stay with relatives in 
  London, however, he took the law into 
  his own hands (he was, after all, the local 
  magistrate), went into the village and 
  beat the young swain within an inch of 
  his life. The young man did, in fact, sur· 
  vive the beating, but at the price of 
  irreparable physical damage. Ironically 
  the exertion triggered a heart condition 
  the Squire had been developing for 
  some time past. Within a month of the 
  beating Squire Hisgoine was dead and 
  buried. 
  In these circumstances the blacksmith 
  expected that Miss Hisgoine would 
  prove her devotion to his son by marry, 
  ing him. Yet Miss Hisgoine chose, 
  instead, to marry a distant cousin. What 
  the enraged artisan did not know was 
  that the dead squire had entirely squan· 
  dered the family's wealth and that the 
  marriage was one of convenience rather 
  than love. In his anger the blacksmith, 
  with the help of a local occultist. caught 
  and slaughtered the late squire's favour· 
  ite horse - a white stallion - swearing 
  that, whenever a female member of the 
  Hisgoines became engaged, the spirit of 
  the stallion would return to destroy the 
  match, and if possible, the girl herself. 
  In the first two hundred years follow· 
  ing the raising of the curse five female 
  members of the Hisgoine family were 
  affected by the curse. Two committed 
  suicide, one 'felt' from an upperwindow, 
  one died of a 'broken heart' (heart 
  failure?), and the last died one evening 
  in the manor grounds, apparently kicked 
  by a horse (though no horse was known 
  to be in the area except the two docile 
  family horses safely stabled on the far 
  side of the house). 
  Since that time some seven genera· 
  tions of Hisgins (the name was Angli· 
  cised at the time of the Napoleonic 
  Wars) have passed without a single 
  female child surviving beyondtheageo 
  ten. Thus the curse is now rega rded asa 
  quaint myth rather than a genuine 
  danger. The investi~ators w ill need to 
  makea successful LIbrary roll, with only 
  half normal chance of success, in order 
  to find a record of the events described 
  above in the Hisgin's library plus three 
  hours of research. If they don't find this 
  record the Keeper should not give any 
  other confirmation of the truth of the 
  curse. 
  The investigator who is already acquain· 
  ted with the Hisgins will naturally wish 
  to take the case, and it is assumed that 
  the other players will agree to accom· 
  22 
  pany him/her. In this case they will all be 
  invited to spend a long week·end as 
  guests at Shalladholm. 
  Once the investigators take up resi· 
  dence at the manor house a series of 
  hauntings w ill occur. These must be 
  organised in the order given below, 
  though the exact speed at which events 
  reach their climax is very much a matter 
  left to the Keeper's discretion. Above all 
  the Keeper must ensure that the inves· 
  tigators have every possible chance to 
  interpret the hauntings as purely man· 
  made phenomena, or at worst as the 
  work of a polterg eist, whilst not deliber· 
  ately obscurinq the occasional hints that 
  a far more temble evil is involved. 
  INVESTIGATOR'S INTRODUCTION 
  The Hisgins family - Captain Saul His· 
  gins (Army, retired), his wife Emily, and 
  their daughter Mary-live at ShalJadholm, 
  the manor house olthe remote village of 
  LowerShallad in Norfolk (Map Onel. The 
  family, and servants, are all aware of a 
  family legend that no daughter of the' 
  family may ever survive long enough to 
  get married. No·one knows where the 
  legend comes from or whether it has any 
  truth to it. Indeed, since there have been 
  no female Hisgins who survived beyond 
  the age of seven or eight (for entirely 
  natural reasons- poor medical facilities. 
  genuine accidents, etc) the legend has 
  never been put to the test for over seven 
  generations (about 180·200 years). It 
  might not have been mentioned now but 
  for some strange events which have 
  occurred over the three week period 
  since Mary Hisgins became engaged to 
  Charles Beaumont who has been stay· 
  ing with the family for some time. (The 
  explanation for Beaumont's extended 
  presence will depend on the period in 
  which the game is set. He may be con· 
  valescing. from a wound or an illness 
  r
  ~~===:::30uthouse . Stables, 
  Carriage House etc. 
  == 
  ~ 
  -
  - ~ == , , 
  " 
  , , 
  , , 
  , , 
  ~ 
  ~ 
  ~(
  ~@~'i!.; ~// 
  .~ ~,r Secret ~
  :: Tunnel ~
  / 
  @~!/ Hidden 
  @j 
  \lIJExit 
  N 
  ";;;"""~
  : @ 
  MAP ONE , 
  --,_ 
  '0 
  SHAlLADHOlM ""t~ Burial Mound 
  
  contracted in distant parts, between 
  postings, etc.) 
  As soon as the investigators arrive at 
  Shalladholm they will be told of the 
  three 'hauntings' which have occurred 
  so far: 
  1. On the day of the engagement, 
  before it had been officially announced, 
  Mary and Beaumont were in the great 
  corridor about dusk - before the lamps 
  had been lighted. Without any warning 
  they heard a grotesque sound like a 
  horse neighing. The next moment 
  Beaumont received a tremendous blow 
  or kick which broke his right forearm. 
  When servants responded to Miss His-
  gins' screams, with lamps of course, 
  they could find nothing to explain the 
  event either in the corridor itself or 
  anywhere else in the house. 
  2. Three days after the en~agement 
  Beaumont and Captain Hisgms were 
  woken by the sound of terrified screams 
  from Mary's bedroom. They both lit 
  lamps and arrived at Mary's bedside 
  almost simultaneously. The young 
  woman claimed to have been woken by 
  the sound of a horse neighing close 
  beside her. Almost as soon as she awoke 
  the sound stopped and there were no 
  further phenomena. Beaumont then 
  went and woke the butler and the three 
  men made a thorou~h search of Mary's 
  bedroom and the adjoining corridor. 
  With no success. 
  Over the next couple of weeks both 
  Beaumont and Mary, separately and 
  together, heard the sound of hoofbeats 
  andlor neighing on almost a daily basis 
  - but always at a distance. The third 
  'threatening' event has occurred only 
  two days before the investigators' arrival. 
  3. Again at dusk, whilst seated in a 
  room off the main hall, both Beaumont 
  and Mary heard the sound of hoofbeats 
  approachin9 the front door. (If the 
  period is SUitable this will be the aunt's 
  boudoir and the aunt will be 
  chaperoning the couple.) Disregarding 
  the notion that 'discretion is the better 
  part of valour' Beaumont went out into 
  the darkened hall, opened the front door 
  and stepped outside. For a moment 
  Beaumont felt relief as the hoofbeats 
  had ceased and there was nothing to be 
  seen in any direction. The next instant 
  his apprehension was renewed and 
  intensified as the front door crashed 
  shut behind him and for several minutes 
  resisted all his attempts to re-open it. 
  And when it did open, as suddenly as it 
  had closed, the situation got worse 
  rather than better. 
  As Beaumont stepped back into the 
  hall he naturally turned to close the front 
  door. It was then that he heard a sound 
  which he interpreted as that caused by 
  his sweetheart blowing him a kiss from 
  the far side of the hall. Turning back 
  Beaumont began to raise his hand to 
  return the kiss - and at the same time 
  realised that there was, in fact, no-one in 
  the hall but himself - at least there was 
  no other human beingrpresentl He 
  immediately shouted to Mary to stay 
  where she was, no matter what might 
  happen, and started across the hall. By 
  the light of a torch made of a bunch of 
  matches Beaumont crossed the tiled 
  floor, despite hearing a second kissing 
  sound only a few feet away. Finally, as 
  he reached the room where Mary 
  THE HORSE OF THE INVISIBLE 
  Top 
  Floor 
  Servants' Quarters 
  First 
  Floor 
  / 
  a..t,oe>m 
  , 
  :==1 
  [l[ 
  N 
  DrnIT 
  Ground 
  Floor 
  :--: 
  ~r--'-' 
  FLOOR PLANS OF 
  SHALLADHOLM 
  t== 
  f0 
  Cellar 1 • 
  J 
  Cellars i 
  Cellar 3 
  23 
  Libt.,.., 
  ill 
  Cellar 
  2 
  (wine) -
  Cellar 
  ....
  '
  
   . 
  waited, they both heard the sound as of 
  a great hooved animal galloping away 
  down the drive. 
  Note: The Keeper may legitimately 
  encourage, or even inititate. any discus-
  sion of the possibility that at least some 
  of the events described may have an 
  entirely rational explanation-a draught 
  blewl he doorshut, Beaumont may have 
  been unable to open the dnor simply 
  because he was turning thill handle the 
  wrong way, etc. However. Iceilher 
  Beaumont or Mary will accupt such 
  explanations and the Keeper must not 
  force them on the investigators against 
  their better judgement. 
  players 
  relevant 
  areas. No 
  events occur until 
  after dinner on the second day. 
  Enter the Horse 
  If the 
  duce 
  h. 
  fo].ced to intro-
  a8 a diversion, 
  THE HORSE OF THE INVISIBLE 
  should be encouraged to fetch them. 
  When everyone involved is assem-
  bled in the corridor ready for the assault 
  on the billiard room the hoofbeats will 
  suddenly speed up and come straight 
  through the door, along the corridor and 
  up the stairs towards the Captain and 
  Mary. They w ill then stop just short of 
  the Captain, and the event will be over. 
  There will be no further occurrences on 
  the second night until just before dawn, 
  then the sound of heavy hoofbeats will 
  be heard in the grounds for between 
  three and five minutes. 
  Notes. The 
  for the charging 
  ~~'~~~~~~;.!"'iI ~1 
  moment that the 
  room door is 
  I 
  i 
  II 
  I 
  initiates an 
  and Beaumont 
  point of SAN or 
  point for guard-
  guarding 
  afternoon, with one exception. 
  Any investigator(s) who engage Miss 
  Hisgins in conversation will learn that 
  she is expecting the arrival of her cousin, 
  Harry Parsket. sometime during the day. 
  Outwardly Miss Hisginswill express the 
  utruOSlconfidence in Parsket. bul if the 
  player(s) jnvo ved can mak-e 8 successful 
  Psychology roll they will realise that 
  Mary has certain unconscious reserva-
  tions about her cousin. 
  Alternalively, any investigetors1n the 
  bedroom area in the early afternoon 
  may attempt 8 
  po 
  Ittden roll. If suc-
  cessful they will note a house maid pre· 
  paring one of the empty bedrooms for 
  occupation. If the maid is questioned 
  she ~I .onty saythat Mr Paf1lket Mary's 
  COUSIO, is expected to .rrlve before din· 
  er. If a player can ma e their fast laUe 
  roll and offe(Hrea 
  able bribe the 
  maid wil riPlain IhaJ there was talk in 
  the Hrvants' hall of II possible romance 
  between Mary a!,d, Harry Parskel about 
  18 months ago, DlIt nothing ever came 
  of it. 
  train. and il will occur 10 them that 
  Parsket may actually have been in the 
  area for at least 24 hours before his 
  alleged arrival. 
  About ten minutes after he arrives 
  Parsket will take his bags upto his room 
  (he hasn't brought a valet with him) to 
  prepare for dinner. Captain Hisgins will 
  invite the investigators to take drinks 
  with him before dinner. Only then will 
  they discover that Mary and Beaumont 
  are nOI present (in fact they have gone 
  for a walk in the grounds!). Even if the 
  i nvest i~a t ors start after the lovers 
  immediately, they will still be too late to 
  prevent the events which follow. 
  Not less than ten minutes after 
  I 
  one or two 
  i 
  I 
  after the shot is heard the players 
  I 
  find Beaumont standing over the pros-
  trate body of Mary Hisgins. Beaumont 
  holds a smoking pistol (obviously he 
  fired the shot) and has a deep cut across 
  his forehead. Miss Hisgins has fainted. 
  If questioned by one of the inves-
  tiga tors Beaumont will explain that they 
  felt a presence whilst walking in the park 
  and began to walk briskly back to t .. h .• 
  ::-_ 
  house. After having gone on y a fa 
  pace they heard what s un(ied like 
  hoofbeats behind them. They began to 
  run, but Mary tripped over a Iree rOOI -
  and began to scream. Beaumont turned 
  to face the sound and saw a huge horse.,·~_ .."
  head rearing up out of the mist. Keo I 
  had time to loose off one shot before 
  beinliJ struck across the forehead, He had 
  only Just regained hkfeet w 
  n the 
  'rescue party' af 
  ed ,.~ 
  __ 
  Any player making a Spa ffRtHe" roll 
  as soon as the couple are found (ie 
  before-any quest.iltn&discussitlns 
  begins)will notice that Parsket~~~~ 
  .. _J
  be sweating rather heavily. de;pite the 
  chill mist. 
  HARRyp _
  __ 
  _ 
  II will be clear by nowlhat i"rry .Parsket, 
  0.,.., in .. Pirk 
  cousin and friend (but from his pofn ... o, ..... _ 
  Harry Parsket will arrive in Shalladholm 
  v'aw, rejected-suitor) is out to break the 
  nOI more than an hour before dinner.·--"'romance between Beaumonland Mary 
  (when members of the party are du to 
  H is~i n s by resurrecting tbetegendofthe 
  dress for dinner). If any investigator is 
  Whlte..tiol se.of Shalladholm. As time 
  close to the from hall within len minutes 
  passes, however, he is moving towards 
  of ParKet's arrival they may attempt a 
  theideathatitmightsavealotoftimeand 
  Spot Hidden roll and an Idea roll. If rolls 
  trouble ifhe wereto simply kill Beaumont. 
  are successful the player will noti.Qt1het 
  Partdcet is, of course, Quite mad, though 
  Parsket 10Gb re 
  rkablyfresfi rciJ 
  still able to conceallhis fact unleu a 
  IQmltOne who IS supposed Ie nave 
  tkilled paychologiatlDtYChiatrist makes 
  traVelled down from l;o' 
  n by steam 
  a deflberate INdy ofhis behaviour over 
  
  THE HORSE OF THE INVISIBLE 
  2S 
  chance rises to 100%, regardless of who 
  else is present. 
  Sooner o r later the investigators will 
  surely wish to search the cellars. There 
  are, in fact, three adjoining ceitars, 
  though only the second and third have 
  any special significance. 
  Cellar 1 - is used for the storage of 
  wine. The players may search high and 
  low but they won't find anything here. 
  Cellar 2 - is used for storing odds and 
  ends (mainly junk) which fills most of the 
  area except a central aisle leading 
  through to the third cellar. Any inves-
  tigator making a Spot Hidden roll will 
  find a pile of wood in one corner inctud-
  ing several long poles, smallish blocks, 
  and some odds and ends of string. A 
  successful Idea roll (if needed) will bring 
  out the fact that a fair imitation of hoof-
  beats on the g round floor and pan way 
  up Ihe stairs could be achieved by any-
  one hitting the cellar ceiling with w ooden 
  blocks tied to two of the poles. (Even if 
  Parsket is usinQ bind squarch these 
  clues should stili be available - as a red 
  herring!) 
  Cellar 3- is the danger area, as out-
  lined above. There is more junk scat-
  tered around this cellar, though none of 
  it is significant. There is, however, a hid-
  den entrance to a tunnel leading intathe 
  manor grounds. Since the squarch can 
  pass through solid objects, and Parsket 
  doesn't know about the tunnel, the 
  entrance has not been opened for over a 
  hundred years (when it was used by the 
  ~::~:~~:~~~~;iS~~!i~i; ';J~~ 
  I 
  down 
  •
  v 
  .' 
  
  ' " 
  " 
  However, if a lone investigator enters 
  the cellars and encounters the squarch it 
  will kill him/her and force the entrance 
  open in order to drag the body through 
  the tunnel. In this case small traces of 
  brick dust, broken cobwebs, etc, will 
  make the entrance clear on a straightfor-
  ward Spot Hidden roll. 
  If Mary Hisgins enters this cellar alone 
  (extremely unlikelyl)the squarch will kill 
  her. Otherwise it will merely make its 
  presence known by the gobbling, neigh-
  ing sound, and retreat into the tunnel. 
  Anyone entering Cellar 3 must make 
  theirSAN roll or lose 1 point of SAN due 
  to the miasma of evil that pervades it. 
  Anyone hearing the squarch whilst in 
  here loses ld3 points of SAN (without 
  the option ). If the party splits up whilst 
  searching the cellars only those players 
  in Cellar 3 will be able to hear the 
  squarch if it does turn up. 
  Notes: If a search of the cellars is 
  arranged then, unless the players abso-
  lutely refuse it, the Keeper should 
  ensure that Mary, Beaumont and 
  Parsket are all included in the party. 
  These three will automatically follow 
  any investigator into the third cellar. 
  The hidden entrance can only be sealed 
  using the Saaamaaa Ritual sign to be 
  found in the Sigsand Manuscript, the 
  Elder Sign is not sufficiently powerful to 
  stop the squarch since it can project 
  itself round the sign rather than having 
  to pass through it. 
  The Tunnel 
  The tunnel from the third cellar is a fairly 
  stable construction, despite having been 
  built as far back as the time of the 
  English Civil War. The fact that its exit 
  into the manor grounds lies close to the 
  grave of the dead stallion is actually pure 
  coincidence. Since it has been used 
  quite regularly by the squarch, it too has 
  an atmosphere of evil about it so that 
  players entering the tunnel from either 
  end must make their SAN rolls or lose 
  ld4 SAN points. If. however, an inves· 
  tigator has been killed and dragged into 
  the tunnel then the body-with the head 
  and upper torso removed by a single, 
  huge, semi-circular bite - will be found 
  lying a few yards in from the mound end 
  of the tunnel. Anyone finding a body in 
  this state loses ld6 SAN points with no 
  chance of making a saving roll. 
  Finding the outer entrance to the tun-
  nel will demand a successful Spot Hidden 
  roll whilst in the area of the burial mound. 
  THE FOURTH DAY 
  Assuming that nothing has happened to 
  precipitate events the climax of this 
  adventure will occur around dusk on the 
  fourth day. This means that the daylight 
  hours of the day, during which all is 
  quiet, will bethe lastopportunityforthe 
  investigators to find the special mate-
  rials in the library. 
  As any Keepers worth their salt will 
  have impressed on their players by now, 
  the only time of real danger (excluding 
  trips to the cellar) is during the hours of 
  darkness. It is to be expected. therefore, 
  that the players will have adopted some 
  kind of regular protection for Miss His-
  gins and Beaumont from sun-down to 
  sun-up each night. They should also be 
  ready to bring this case to a successful 
  conclusion (especially if they've found 
  the Sigsand Manuscript and studied it). 
  The final confrontation, as described 
  by Hodgson, takes place at a specific 
  location and at a specific time. In prac-
  tice, however, it would be fairly difficult 
  to stage the events exactly as Hodgson 
  describes them so keepers may run the 
  scene to suit themselves within the fol-
  lowing guidelines: 
  , : The scene must be set after dark 
  and will be preceded by sounds of hoof-
  beats in the grounds. 
  2 : Parsket must be given a reasonable 
  excuse for going off by himself shortly 
  before the first event. 
  3 : Within a few minutes of Parsket's 
  exit the sound of neighing and hoof-
  beats will be heard dose to the inves· 
  tigators and the lights will go out (except 
  for any candles the investigators may 
  have lit). 
  4 : The sounds described above are 
  being made by Parsket, who is now 
  wearing a model of a horse's head and 
  carrying a weighted pole with an iron 
  horseshoe at the end. His insanity has 
  now taken over and his only interest is to 
  reach Beaumont and kill him. 
  5 : The Keeper may make the ensuing 
  battle as violent or brief as he likes, but 
  Parsket must not be killed. Once he is 
  brought under control the investigators 
  may question him for a few moments 
  and the Keeper should encourage them 
  to believe that the mystery is over. 
  6 : Aher an appropriate interval the 
  neighing sounds and hoofbeats will be 
  heard again somewhere within the 
  house, and ge«ing closer. The Keeper 
  may encourage the idea that Parsket is 
  managing to produce sounds somehow, 
  though Parsket himself will be abso-
  lutely terrified as he knows that this is 
  the real horse approachin~ . 
  7 : What happens next Will be decided 
  by previous events (and the Keeper). 
  If the investigators have the Sigsand 
  Manuscript they will be able to bind and 
  then eliminate the squarch once and for 
  all- for which they should receive an 
  appropriate reward. 
  If the Sigsand Manuscript has not been 
  found. but Miss Hisgins is adequately 
  protected, then Parsket should be 
  allowed to break free and place himself 
  between the horse and Miss Hisgins. 
  Thiswill result in his death (from a heart 
  attack brought on by fear), but won't 
  solve the main problem-it will be upto 
  the Keeper to decide whether to close 
  the case here or give the players another 
  chance to search the library. 
  If the players don't have the manu· 
  script, and haven't taken adequate steps 
  to protect Miss Hisgins, then the squarch 
  will destroy her, and then anyone else 
  still close at hand. Any players manag-
  ing to survive this onslaught should be 
  penalised for bringing their profession 
  into disrepute I 
  THE SIGSAND MANUSCRIPT 
  The Sigsand Manscript will be more 
  familiar to regular Cthulhu investigators 
  under its other title - the Susse)( Manu· 
  script. As readers will, I'm sure, be well 
  aware, the name Sussex is actually a 
  corruption of South Sa)(on, whilst Sig-
  sand is derived from the German words 
  Sig (or sigu) and Sand. Taken literally 
  Sigsand means 'victory sand', but is 
  more correctly translated as 'victory of 
  2. 
  the sand'. This rather cryptic title will not 
  be found in any list of proper German 
  names and is clearly an adopted name 
  rather than a given name. The noted 
  antiquarian Prof Wolf von Archensbak 
  has noted that the earliest known copies 
  of the Sigsand Manuscript can be dated 
  to the time when Arab invaders ruled 
  most of Southern Europe. On this basis 
  he suggests that the author (or authors) 
  of the manuscript had dose contact with 
  Arab mystics and that the 'sand' part of 
  the name is a thinly-veiled reference to 
  the true origin of much of the arcane 
  knowledge contained within the 
  document. 
  For the purposes of this investigation 
  the mansuscript will be found to contain 
  two sr,ells - bind squarch (cost 1 POW 
  pOint, and dispel squarch (total cost 
  4 POW points from one or more players). 
  Although the contents of the Sigsand 
  Manuscript are 'positive' - as distinct 
  from the decidely negative or evil tone 
  of, say, the Necronomicon - much of its 
  subject matter is quite horrific and Keep· 
  ers should apply the statistics given for 
  the Susse)( Manuscript to any player 
  who reads this document. 
  The Squarch -and Saiitii Manifestations 
  The 'monster' in this investigation is a 
  member of one of the Lesser Servitor 
  Races believed to be vaguely related to 
  the shantaks.lt is not. however, truly 
  autonomous in the way that most crea-
  tures of the Mythos are since it can only 
  enter our part of the time/space con-
  tinuum at the e)(press command of a 
  human agent. 
  The squarch which manifests itself as 
  the White Horse of Shalladholm is, in 
  fact, a saiitii being summoned by the 
  occultist during the ceremony con-
  ducted over the dead stallion and bound 
  by him to the Manor House and its 
  occupants. It acquired a rather tenuous 
  phYSical form as a direct consequence of 
  the blacksmith's hatred, and the fibrous 
  substance of this form was succoured by 
  the terror of the various girls whose 
  deaths it caused. The subsequent dearth 
  of female victims has drained the 
  squarch of some of its power otherwise 
  the dispel squarch spell could only be 
  affected at greater (possibly fatall cost to 
  the person or persons casting the spell. 
  Because saiitii manifestations do not 
  conform to any standard Cthulhoid pat-
  tern no regular statistics can be supplied 
  for them other than those given in the 
  body of the text. 
  Signs of the Saaamaaa Ritual 
  The First and Eighth signs of the 
  Saaamaaa Ritual (see below), when con-
  nected by a triple line, will effectively 
  seal any opening in much the same way 
  as the Elder Sign. 
  In the case of the squarch, this crea-
  ture can render itself immune to the 
  effects of certain sigils, runes, etc, by 
  assuming a ring -shaped appearance so 
  as to pass by the sign in all directions at 
  once. It cannot pass any sign on one side 
  only, nor can it divide in two. and there-
  fore it cannot cross any opening totally 
  bisected like the Saaamaaa symboL 0 
  ":...'
  
  Crawling Chaos is a bi-monthly 
  column for players orCall of 
  Cthulhu. This month we present 
  a baffling collection from an 
  investigator's notebook. Steve 
  Williams and Barney Sloane 
  CRAWLING CHAOS 
  ONCE RISEN, 
  TWICE SHY 
  ,,"he88 cuttings provide valuable clues to 
  the riddle of Tempest Manor, and its 
  mysterious inhabitants. These nples are 
  deSigned as backgroundlhandout infor-
  mation to be used in conjunction with 
  Thft Lurlcing Fear, H P lovecraft's classic 
  tale of tetror. Even if investigators are 
  familiar with the story the clues are pre-
  sented as the deceased reporter's 'case 
  file'. Players could then have the unenvi· 
  have prepared the documeln_t-s-----~~-----_.:_-, 
  for your perusal . .. 
  L.-,":\~,rrh 
  I 
  --ra.,tPEST ~l? 
  \ 
  U?le task of picking up the pieces 
  I~co' \,",allY'I. 
  ::~.'i\ 
  _' 
  f>I \b-.c;.......Q 
  I 
  I , 
  • 
  I 
  ! 
  I • 
  rl -'Ir'--'I ,l--, 
  i"tM't.k 
  ' 
  ? ? 
  , 
  I 
  
  Ghosts, a Non-Mythos Adversary for Call of Cthulhu, by Graeme Davis 
  Ghosts are variously thought to be the disembodied life-forces 
  of dead humans, orentities inadvertently created by events of 
  great psychic tension. They are non·corporeal beings, nor· 
  mally solitary and invisible, and generally haunt areas of past 
  evil or violence, attacking intruders by the use of various tele· 
  pathic and psychokinetic abilities. 
  Not all ghosts are malign, and most of the more intelligent 
  spirits will havea reason for their actions. The ghost of a mur-
  der victim, for example, may only attack those who remind it 
  of its murderer, or who trespass in the place of its death. This 
  is not to say that there do not exist ghosts which are wholly evil 
  and dedicated to the torment of the living. Each ghost must be 
  treated as an individual, and its actions governed by its per· 
  sonal abilities and past history. 
  ATTRIBUTES 
  Being a non·corporeal entity, a ghost does not possess physi-
  cal attributes of STR, CON or DEX. SIZ may be generated as a 
  guideline for describing its Visual Materialisations (see 
  below). The main attribute of a ghost is POW, which governs 
  the abilities available to it, and also takes the place of Hit 
  Points. Any damage done toa ghost is deducted from its POW; 
  when this reaches zero the ghost is rendered inactive. tNT 
  should be borne in mind when deciding its actions. 
  COMBAT 
  Because of their immaterial state, ghosts may not attack or be 
  attacked by physical means, though they may be attacked with 
  a weapon such as a sword which has been enchanted magi-
  cally forthat very purpose (by using the spell enchant item, for 
  example). An enchanted weapon does half normal damage, 
  which is deducted from the ghost's POW as stated above. 
  Since a ghost is normally 
  invisible, it may only be 
  attacked in this manner when 
  it is Visually Materialised. 
  CHARACTERISTICS 
  Range Average 
  STR 
  CON 
  SIZ 
  INT 
  .OW 
  DEX 
  Move: 12 
  3d6 
  3d6 
  4d6 
  10·11 
  10· 11 
  14 
  Weapon : Abilities only 
  Armour: None 
  SAN loss : Unless otherwise 
  stated under the individual 
  ability description below, SAN 
  point costs are as follows: 
  Witnessing MinorManifestation 
  -ld2; 
  Witnessing Major Manifestation 
  - 1d4; 
  Suffering Minor Attack - 1d4+ 2 
  Suffering Major Attack - ld6+2 
  GHOST ABILITY DESCRIPTIONS 
  Minor Manifestations 
  1. Cold. Causes intense but harmless cold in a 20' radius. 
  Costs 2 POW for the first 5 rounds, 1 POW per round thereafte r. 
  2. Dust Devil. Enables the ghost to cause an unnatural stir· 
  ring among leaves, dust, papers, etc. Costs 1 POW, and can be 
  maintained for up to 5 rounds. 
  3. Gust of Wind. Can be used to slam doors, extinguish 
  candles, raise quantities of dust into a cloud, etc. Costs 1 POW. 
  4. Light. Creates either a number of small, w inking points of 
  light in a 3' radius, or one 10" diameter ball of light. sim ilar to 
  a Will-a· Wisp. Costs 2 POW for the first 5 rounds, 1 POW per 
  round thereafter. 
  5. Liquid. Enables the ghost to manifest itself in pools of 
  mud, blood, slime, etc. Costs 4 POW; the pools will vanish in 
  2-20 rounds. 
  6. Mist. Creates a swirling mist in an enclosed area of not more 
  than la' radius. Costs 2 POW forthefirst 5 rounds, 1 POW per 
  round thereafter. It will be disrupted by draughts or wind. 
  7. Noise. Generates a noise of the ghost's choosing - moan-
  .lng, tapping, etc. Costs 1 POW, lasting for up to 5 rounds. 
  6 
  8. Smell. Produces a foul atmosphere in a 10' radius. Costs 
  2 POW for the first 5 rounds, 1 POW per round thereafter. The 
  smell may be disrupted by a strong draught or breeze. 
  MAJOR MANIFESTATIONS 
  1. Communication. Permits the ghost to send a message in 
  the form of telepathic images toone living person. Costs 2 POW 
  per message (lasting 1 round), plus 1 POW per 20 SAN of the 
  receiver. If the receiver makes his or her SAN roll, the message 
  will not be received. 
  2. Dread. Creates a general feeling of unease and tension 
  within a 30' radius. Costs 5 POW, and lasts for 10 rounds. Charac-
  ters within the area of effect must make a SAN roll every round, 
  losing 1 SAN on every failed roll. Any character losing 
  4 SAN will turn and flee, losing no more SAN but attempting a 
  SAN roll every round in order to throw off the panic. 
  3. Extinguish Light. Costs 1 POW for a candle, oil lamp, etc, 
  2 POW for a gas light, and 3 POW for an electric light or battery 
  lamp. This POW cost will extinguish the light for 5 rounds,and a 
  further similar expenditure will keep it extinguished for another 
  10 rounds. 
  4. Illusion. As the Minor Manifestation, Mist, above, but POW 
  costs are doubled. The ghost may create images of any descrip-
  GHOST ABIUTIES 
  A. MinD. Manifestations 
  1. Cold 
  2. Dust Devil 
  3. Gust of Wind 
  4. Light' 
  S. liquid 
  6. Mist' 
  7. Noise 
  8. Smell 
  C. MinOT Attacks 
  1. Control Small An imals 
  2. fascination' 
  3. Glimpse' 
  4. Hurl Object 
  S. influence' 
  6. l aceration 
  7. Push 
  8. Scream' 
  B. M ajor Manifestations 
  1. Communication' 
  2. Dread 
  3. Extinguish Light' 
  4. Illusion' 
  S. Move Object 
  6. Shalfer 
  7. Shifting Form' 
  8. Visual Malerialisation ' 
  D. Major Attacks 
  1. AQmg' 
  2. Blindness' 
  3. Chill Touch' 
  4. Illusory Attack' 
  5. Nightmare' 
  6. Possession ' 
  7. Psychic Violence' 
  8. Aide' 
  • These abilities are only usable at night. 
  The number of abilities whiCh a ghost can use is governed by its initial POW 
  (subsequent increases in POW do not bestow additional abilities). Once the 
  number of abilities has been calculated on Table I, they may be diced for ran, 
  domly or selected by the Keeper. Note that some abilities are preraquisitas tor 
  others (see the descriptions 01 the abilities below for lull details). 
  Tablet : Ghost Abilities 
  Minor 
  Major 
  Minor 
  Maior 
  Inili.IPQW 
  Manifestation 
  ManifeSlation 
  Attack 
  Attack 
  • 
  , 
  5 
  , 
  6 
  , 
  7 
  2 
  , 
  8 
  2 
  , 
  , 
  9 
  2 
  , 
  2 
  " 
  3 
  2 
  2 
  n 
  3 
  2 
  3 
  " 
  • 
  3 
  3 
  " 
  • 
  3 
  3 
  , 
  " 
  5 
  3 
  3 
  , 
  " 
  5 
  3 
  • 
  , 
  " 
  5 
  • 
  • 
  2 
  " 
  6 
  • 
  5 
  2 
  " 
  6 
  5 
  5 
  2 
  " 
  7 
  5 
  6 
  2 
  20 
  7 
  6 
  6 
  3 
  " 
  , 
  6 
  6 
  3 
  22, 
  8 
  6 
  7 
  3 
  23 
  8 
  7 
  7 
  3 
  " 
  9 
  8 
  8 
  3 
  
  HAUNTERS OFTHE DARK 
  tion within the mist. If this is done with the intention of deceiving 
  any onlookers (rather than, say, for communication), the victims 
  are permitted an INTx4 roll to penetrate the illusion. 
  S. Move Object. A minor form of Psychokinesis, which can 
  move any loose object (ie which is not nailed down or otherwise 
  secured) at a speed not exceeding 3mph. Costs 1 POW/101b of 
  weight, lasts for one round. May be used aggressively. 
  6. Shatter. Causes one object of glass, ceramic or a similar 
  brittle substance to shatter violently, showering shards on any 
  within 5' (or below). Anyone caught in the explosion of shards 
  must make a Luck roll; if this is failed, they have received a 
  number of small cuts and must shake out their coats, shoes, etc, 
  before proceeding. If any character rolls 00, the lacerations are 
  more serious, causing 1 -2 points of damage and possibly involv-
  ing the loss of an eye. This ability costs 4 POW. 
  7. Shifting Form. May only be used in conjunction with Visual 
  Materialisation. Enables the form of the materialisation to shift 
  continually, confusing viewers and adding an extra 1d4 to SAN 
  loss (1 point if SAN roll made). Adds 1 POW per 5 rounds to the 
  cost of materialisation. 
  8. Visual Materialisation. The ghost may become visible in 
  one of two forms: either as in life or as a rotting corpse after 2-3 
  months' decomposition. Costs 3 POW for the first 5 rounds, 
  1 POW per5 rounds thereafter. Viewers' SAN loss is ld4+2 if the 
  latter form is chosen (1 point if SAN roll is made). 
  MINOR ATTACKS 
  1. Control Small Animals. Enables the ghost to direct the 
  actions of up to 100 insects, 50 mice or 20 rats or bats, or similar 
  numbers of other small animals. They may be directed to carry 
  out any action, including attacking up to two characters at any 
  one time. Each attack will infHct 1 point of damage per round, but 
  the ghost must remain within 10' in order to maintain control, 
  and the animals will not be able to overcome any natural aver-
  sion such as that of fire. Costs 5 POW, lasts up to 5 rounds. 
  2. Fascination. May only be used in conjunction with a visible 
  manifestation of some kind, and may be directed against one 
  victim per 5 points of the ghost's initial POW. Each victim must 
  make a SAN roll or stand transfixed, gazing at the manifesta-
  tion. Costs 3 POW per victim; each round after the first each 
  victim is allowed an INTx5 roll to try and break the fascination. 
  By the expenditure of another 1 POW per victim, the ghost 
  may lure them towards the manifestation. As they stumble 
  forward, each victim must make a Luck roll each round at a 
  cumulative 5% penalty to avoid tripping or walking into an 
  obstruction. The ghost may deliberately leajj victims into 
  dangerous surroundings. Thefascination lasts until broken by 
  the victim, oruntil the victim is attacked, touched orotherwise 
  brought back to reality, and when the fascination is broken by 
  the first victim the manifestation must also come to an end, 
  regardless of its normal duration. Victims who have suc-
  cumbed to the fascination lose 1 SAN if the SAN roll is made. 
  3. Glimpse. This is a limited form of Visual Materialisation, 
  and may be used towork on the nerves of one victim. At a cost 
  of 2 POW, the ghost can cause its image to appearfieetingly in 
  mirrors, glass panels or any other reflective surface at which 
  the chosen victim looks, for a period of 10 rounds. The attack 
  may be prolonged for a further 5 rounds only by the expendi-
  ture of an additional POW point, but cannot exceed 15 rounds 
  duration. Thevictim must mak~a SAN roll each round, losing 
  1 SAN for every two failed rolls. 
  4. Hur/Object. An object upto 10lb in weight may be hurled 
  at a cost of 1 POW/lbweight. When used to attack, the missile 
  hasa 45%chanceofhitting the target, and will inflict 1 point of 
  damage per pound of weight. 
  5. Influence. May only be used in conjunction with a suc-
  cessful Communication. The ghost forces one victim into a 
  POW vs POW conflict, and, if successful, may force the victim 
  to perform one fairly simple action which takes no longer than 
  two rounds and which is not homicidal or reckless. Once the 
  action is completed, the victim will have no recollection of the 
  Communication or of having performed the task. This ability 
  costs 1 POW per 10 points of the victim's current SAN. 
  6. Laceration. At a cost of 4 POW, the ghost may cause lacer-
  ationssuch as small scratches and bites to appear on one vic-
  tim. Each attack infHcts 1 point of damage. 
  7. Push. At a cost of 3 POW, the ghost may attack one target 
  with a psychokinetic blow. The blow will automatically hit the 
  target, and will cause damage as a normal fist attack. The 
  target must also make a DEX x5 roll to avoid being knocked 
  over by the force of the blow. Thisability may not be used if the 
  ghost is Visually Materialised. 
  7 
  8. Scream. May only be used in conjunction with a Noise 
  manifestation. The ghost may produce a shattering scream, 
  costing a further3 POW, atthe sound of which all within earshot 
  must make a SAN roll or lose SAN as for any other Minor Attack. 
  MAJOR ATTACKS 
  1. Aging. This attack is similar to Chill Touch (qv), except 
  that instead of taking physical damage the victim must make 
  a POWx5 roll based on current POW or be aged by d3xl0 
  years. For each 10 years of the aging effect, the victim must 
  make a Luck roll or lose 1 point of STR, DEX or CON (deter-
  mined randomly). For each attribute point lost by the victim, 
  the ghost gains ld3 POW from its victim's life energy. This ability 
  costs 5 POW, and may only be used once on anyone victim. 
  2. Blindness. At a cost of 4 POW, the ghost may force one 
  victim into a POWvs POW conflict, and if successful the victim 
  is struck blind for a number of hours equal to the ghost's initial 
  POW, and must make a SAN roll every hour or lose 1-2 SAN. 
  3. Chill Touch. May only be used in conjunction with Visual 
  Materialisation. At a further cost of 7 POW, the ghost may 
  cause one of its hands to become semi-material in order to 
  strike once. Attack percentage is as for normal fist attack, and 
  a hit will cause ld4 damage and require the victim to make a 
  CON x5 roll or suffer a cardiac arrest (a further CONx5 roll to 
  survive, victim is incapacitated for 30-CON days). The semi-
  material hand may be attacked physically, but its small size 
  and semi-material nature will impose a -25% penalty on any 
  attack rolls against it. Damage is deducted from the ghost's 
  POW. This ability may only be used once per night. 
  4. Illusory Attack. May only be used in conjunction with Visual 
  Materialisation. At a further cost of 4 POW, the ghost may 
  force one victim to make a POW vs POW resistance roll as it 
  makes to attack. If the roll is failed, the attack will cause a car-
  diac arrest in the same way as Chill Touch (unless a CONx5 
  roll is madel. One attack may be made per materialisation. 
  5. Nightmares. May only be used in conjunction with Com-
  munication. This ability may be used to intrude upon the 
  dreams of ones lee ping victim. If the ghost succeeds in a POW 
  vs POW struggle the victim must make a SAN roll or lose ld6 
  SAN. This ability costs an additional 3 POW. 
  6. Possession. In order to possess a victim, a ghost may 
  expend any number of POW points, this number being used in 
  a POW vs POW stru$]gle with the victim. If successful, the 
  ghost occupies the Victim's body, which becomes totally sub-
  jectto its will. The victim may make a POWx5 roll every other 
  round in order to initiate another POW vs POW struggle to 
  throw off the possession. The ghost may withdraw voluntarily 
  at anytime, but if the body is killed it must makea POW x5 roll 
  to avoid being destroyed; otherwise it returns to ghost form. 
  When a ghost is driven or withdraws from a possessed body, 
  the victim must make a CONx5 roll to avoid instant death, and 
  a roll against half their SAN to avoid the loss of ldl0 SAN. Even 
  if this latter roll is successful, the victim will lose 1d4 SAN. 
  7. Psychic Violence. At a cost of 6 POW, the ghost may force 
  one victim into a POWvs POW conflict. If successful, the victim 
  will lose SAN equal to half the ghost's current POW; this loss 
  is halved again if a successful SAN roll is made. If the attack 
  fails, the victim must still make a SAN roll or lose 1d4 SAN. 
  8. Ride. This ability may only be used in conjunction with a 
  Visual Manifestation. The ghost may attack one sleeping vic-
  tim, after the manner of the succubus offal klare, intruding on 
  his or her dreams and 'riding' them until dawn or they are 
  interru pted. The ghost may expend any number of POW 
  points. These are used to calculate a POW vs POW conflict 
  which is diced for every hour of the ride. Each time the ghost 
  is successful, the victim loses 1 POW permanently; this is 
  taken by the ghost and is added to his POW (increasing his 
  maximum POW atthesametime). On waking, the victim must 
  make a SAN roll or lose 1d4+2 SAN; if it is successful they 
  must still lose 3 points. If the victim's POW should reach zero 
  he or she is dead, drained of all life by the ghost. 
  REGAINING POW 
  All ghosts regain POW atthe rate of2 points every 24 hours; if 
  a ghost is reduced to zero POW it is temporarily disrupted but 
  not destroyed, though an Exorcism performed under these cir-
  cumstances has a 100% chance of success with no POW loss 
  for the exorcist. (There will be more on Exorcism, and Clergy-
  men as a profession, in next month's Crawling Chaos.) 
  . 
  SPECIAL GHOST TYPES 
  The following are a few common types which appearin British 
  
  HAUNTERSOFTHEDARK 
  folklore, treated in termsofthe above system. The list is by no 
  means exhaustive, and Keepers should feel free to add to it. 
  THE BANSHEE 
  The Banshee is exclusively a female spirit, and normally 
  hauntsa particular building orfamily. ln some cases she is the 
  ghost of a young woman who died violently in the place that 
  is now haunted; in others she may just be the woman of the 
  family who died when young. 
  For much of the time a Banshee is inactive. She wails as a 
  portent of death for the member of the family to which she is 
  artached, and will often be heard rather than seen. Where Visual 
  Manifestations have been recorded, she takes the form of a 
  young and often beautiful woman, with flowing hair, a pale 
  complexion, and eyes red from continual crying. 
  A variant form of Banshee is the Bean-Nighe, or 'Little 
  Washer By the Ford', believed to be the spirit of a woman who 
  died in childbirth and doomed to exist as a ghost until the time 
  when she would have passed away from old age had she lived. 
  She is invariably visible, seen apparently washing clothes in a 
  river- the funeral shroud of someone in the family or village 
  she is attached to who is about to die. Her Visual Materialisa-
  tion normally presents a more matronly appearance than that 
  of a Banshee. 
  While the manifestation of these spirits is often a portent of 
  death, most commonly through age or disease, they do not 
  seem to be responsible forthe deaths and are seldom aggres-
  sive, though their lament is highly unsertling. The Keeper 
  might optionally rule that 
  a person for whom a Banshee 
  appears must make a 
  CONx5 roll on each nightly 
  manifestation in order to 
  survive to the next dawn. 
  Each appearance will re-
  ducethe percentage chance of 
  recovery through medicine or 
  other means by an amount 
  equal to the Banshee's 
  POW. 
  Characteristics 
  Range Average 
  STR 
  CON 
  SIZ 
  INT 
  POW 
  OEX 
  Abilities: 
  A. Noise 
  2dS+ 3 
  3d6 
  ld6+ S 
  10 
  10-11 
  9·10 
  B. Visual Materialisation 
  C. Scream 
  SAN loss : By abilities used. 
  THE BLACK DOG 
  Characteristics 
  Range Average 
  STR 
  CON 
  SIZ 
  INT 
  POW 
  OEX 
  Abilities: 
  A. None 
  2dS+ S 
  3d6 
  ld6+ 10 
  13 
  10-11 
  13-14 
  B. Visual Manifestation 
  C. None 
  D. Psychic Violence 
  SAN loss: 1 point for seeing 
  the Black Dog, otherwise none 
  unless 
  attacked. 
  In 
  many 
  cases Black Dogs are mistaken 
  for large, normal dogs. 
  Black Dogs appear in several 
  parts of the British Isles. The 
  origin of some is unexplained, 
  whilst others appear to be the 
  form taken by cer1ain human 
  spirits. All appear as large 
  black dogs, about the size of a 
  8 
  calf, with a shaggy coat and glowing fiery eyes. On most occa-
  sions they will go about their inscrutable business, taking no 
  heed of anyone they encounter. Some have been known to 
  appear as a death omen in the same way as a Banshee, while 
  others guard churchyards, and a few have been known to help 
  people overcome unexpected dangers. One story tells of a 
  traveller who suddenly found himself accompanied by a Black 
  Dog whilst walking through aforest at night, and later learned 
  that certain of his enemies were planning to waylay him but 
  were deterred by the sightofthe beast. Anothertells of a Black 
  Dog which prevented the crew of a fishing-boat from reaching 
  the harbour as they were about to embark on a night-fishing 
  trip. Towardsdawn a sudden storm blew up inwhich the boat 
  would certainly have been lost had it sailed. Mostly, however, 
  these beings seem content to leave alone and be left alone. 
  Anyone who speaks to them, strikes at them, or otherwise tries 
  to approach or deter them will be summarily attacked with 
  Psychic Violence, and the Black Dog will continue on its way. 
  THE POLTERGEIST 
  The Poltergeist is normally found indoors, and will generally 
  be haunting a particular person (typically an adolescent girl). 
  It appears to be mischievous rather than vicious, and uses a 
  wide range of psychokinetic powers to hurl objects about in 
  any room its victim occupies. 
  Some theories maintain that 
  many, if not all, Poltergeist 
  hauntings are actually uncon-
  trollable bursts of latent tele-
  kinetic energy from the victim 
  rather than a true ghostly 
  manifestation; nevertheless, 
  it is treated as a ghost here. 
  Characteristics 
  STR 
  CON 
  SIZ 
  Range Average 
  INT 
  2dS 
  7 
  POW 
  2d4+ 4 
  9 
  OEX 
  Abilities: 
  A. Dust Devil, Gust of W ind, 
  Noise 
  B. Move Object, Shatter 
  C. Hurl Object, Push 
  Note that not all Poltergeists 
  will have all these abilities. 
  SAN loss: By the abilities used. 
  THE Will-O-WISP 
  The Will-o-Wisp invariably haunts w ild areas, and shows a 
  marked preference for bogs and wetlands. It manifests itself 
  as a floating ball of light and appears to travellers in an attempt 
  to lead them astray amongst the quicksands and sinkholes. It 
  is rumoured that some may 
  feed on the ebbing life force of 
  a drowning victim, perhaps 
  using a variant on the Aide 
  ability. It may be that these 
  entities do not regain POW in 
  the normal way, but con-
  stantly need to replenish it by 
  this other method. This matter 
  is left forthe Keeperto decide, 
  as he sees fit. 0 
  Characteristics 
  STR 
  CON 
  SIZ 
  Range Average 
  INT 
  1dS 
  3-4 
  POW 
  2d4+ 2 
  7 
  OEX 
  Abilities: 
  A. Light 
  B. None 
  C. Fascin,,:ltion 
  D. Ride (see above) 
  SAN loss: By abilities used. 
  
  Crawling Chaos is our regular 
  column for players of Cal! of 
  Cthulhu, edited by Marc 
  Gascoigne. 
  FREE 
  THE 
  SPIRIT 
  This month we present a pair of useful 
  additions to the Call of Cthulhu rules 
  from the busy pen ofGraeme Davis. The 
  first item is by way of a follow-on from 
  last month's article on ghosts and 
  spirits, Haunters of the Dark, and con-
  cerns itself with . .. 
  THE CLERGYMAN 
  Skills: ReadlWrite Other languages*; 
  Credit Rating; History; library Use; 
  Occult; Oratory; Psychology; Psycho-
  analyse; Exorcism (see below). 
  *Greekand Latin, plus commonly-one or 
  more of Hebrew, Aramaic, Syriac and 
  Coptic. 
  Salary: $1000 x 1d6+ 1, as a 
  Professional. 
  Notes: A Clergyman may not use 
  Mythos spells, and may attempt to pre-
  vent others from doing so. This profes-
  sion will need very careful role-playing, 
  perhaps more sothan any other. It might 
  be used purely as an NPC profession, 
  interfering with the players' investiga-
  tions forthe sake of their souls and gen-
  erally causing difficulties. 
  Exorcism: Exorcism is available as an 
  initial skill to Clergymen only, at a basic 
  score of 20%. Others may learn to per-
  form exorcisms under the instruction of 
  a Clergyman by making a successful 
  Occult roll (or EDU x3 if the Keeper pref-
  ers); this will gain an initial score of 05%, 
  CRAWLING CHAOS 
  which is improvable in the normal way. 
  In order to perform an exorcism, the 
  traditional materials of bell, book and 
  candle are required, and a small amount 
  of preparation is necessary; obviously a 
  ghost which realises that an exorcism is 
  about to be performed (at the Keeper's 
  discretion, an INT x5 roll may be used to 
  determine this) will use every means at 
  its disposal to prevent the ceremony 
  going ahead. 
  On a successful Exorcism roll, the 
  exorcist is permitted to engage the 
  ghost in a POW vs POW confrontation, 
  against the ghost's original POW. 
  If the exorcist is successful, the ghost 
  is destroyed and the exorcist loses POW 
  equal to (ghost's original POW - exor-
  cist's original POW). Where the ghost 
  has a lower POW, the exorcist loses one 
  point. This lost POW may be regained in 
  the normal way. If the exorcism is unsuc-
  cessful, the exorcist loses double this 
  amount, and must make a SAN roll or 
  lose SAN as from a Major Attack (WD6l). 
  More than one character may contri-
  bute POW to an exorcism by adding 
  their prayers to those of the exorcist. 
  Thosewithout Exorcism skill may contri-
  bute up to 10% of their original POW, 
  while exorcists may contribute up to 
  50%, all fractions being rounded off to 
  the nearest whole number. All POW con· 
  tributed to an exorcism is regained 
  normally. 
  Other: A Clergyman also has the ability 
  to set up a circle of holy water or crushed 
  communion wafer in order to keep a 
  ghost at bay; the chance of success is 
  POWx5 for a Clergyman, while other 
  characters ma~attempt to do so using 
  half an Occult roll. The protection of the 
  circle will last until the holy water dries 
  or the host is scattered, and the ghost 
  will normally attempt to disrupt it by any 
  means at its disposal. It cannot cross the 
  circle or attack those within it, but may 
  use its abilities to lure people out or 
  otherwise disrupt the circle. If any living 
  thing crosses the circle once it has been 
  set up, it will be disrupted. 
  HYPNOTISM 
  Hypnotism is probably best treated as a 
  Communication skill with a basic score 
  of 00%. It might be available to para-
  psychologists as a professional skill, but 
  Keepers may wish to restrict its availa-
  bility by stipulating that instruction is 
  difficult to obtain,orby requiring an INT 
  or POW roll from any character wishing 
  to learn it. 
  Any willing subject may be hypnotised 
  on a successful Hypnotism roll; an 
  unwilling subject will be more difficult, 
  requirin~ the hypnotist to match one-
  fifth of hiS or her skill score against the 
  subiect's [NT before a Hypnotism roll 
  can be maae. 
  Once the Hypnotism roll has been 
  made successfully, the subject is in a 
  trance. An entranced subject will obey 
  simple commands in a zombie-like fash-
  ion, but may be permitted a POWx5 roll 
  to resist any command which is homici-
  dal, reckless or strongly out of character. 
  Successfully resisting a command will 
  break the trance, as will the hypnotist's 
  command to awaken, and the subject 
  will have no recollection of his' or her 
  actions while in trance. 
  18 
  Hypnosis can be used to make a sub-
  ject recall information or events with 
  more clarity than is normally possible in 
  a conscious state, and in some cases it 
  has been claimed that a subject may be 
  hypnotically regressed beyond birth, to 
  recall the events of previous incarna-
  tions. Information can also be absorbed 
  very efficiently under hypnosis, by a pro-
  cess essentially similar to sleep-Iearnin~. 
  When combined with PsychoanalYSIS 
  to speed recovery from insanity and to 
  cure phobias and similar afflictions, if a 
  psychoanalyst makes both Psycho-
  analysis and Hypnotism rolls while 
  treating an entranced patient, one 1-4 
  hour session of hypnotherapy will have 
  the same effect as one week of conven-
  tional treatment (see pp 25-27 inthe Call 
  ofCthulhu rulebook). 
  A post-hypnotic suggestion may be 
  placed on an entranced subject if the 
  hypnotist makes two successful Hyp-
  notism rolls. A post-hypnotic sugges-
  tion is a command which takes effect 
  when the subject is out of trance, and is 
  subjected to a certain stimulus or set of 
  stimuli. Thiscan range from a command 
  to feel revulsion every time that the urge 
  for a cigarette strikes to an order to set 
  the timer on a bomb concealed beneath 
  Scotland Yard on receipt of the news 
  that the hypnotist has been arrested, 
  although the Keeper should modify the 
  chances of success according to the 
  complexity of the command and the 
  danger involved forthesubject. The sub-
  ject will not be aware ofthe implanted 
  suggestion while he or she is out of their 
  trance, and when the suggestion is 
  'triggered' must match INT against one-
  fifth of the Hypnotism score of the hyp-
  notist who implanted the command. If 
  successful, the subject will resist the 
  command, being aware of an irrational 
  urge but unable to explain it, but if 
  unsuccessful he or she will relapse into 
  trance and carry out the commanc!, 
  regaining consciousness on completion 
  of the task and with no recollection of 
  having performed it. 
  Hypnotism may also be put to other 
  uses, such as self-hypnosis to resist pain 
  or fear, or the placing of a subject in 
  trance to act as a medium, but these are 
  left to the discretion of the individual 
  Keeper. 0 
  
  THE SURREY ENIGMA 
  INVESTIGATORS' INfORMATION 
  It is a Wednesday in July, 1923. for months there have been vague 
  rumours of witchcrah in Surrey. At first they were ignored, but now 
  the press has begun to take an interest in the affair. 
  The owner of a disreputable but popular weekly newspaper has 
  hired you to investigate, and you've spent the last few days trying to 
  find some hard facts. Local papers initially forwarded the stories to 
  London, but their reporters CCin only produce hearsCly and gossip. It 
  seems thClt it may be a rustic hoale. 
  On the third day of your investigation you are leaving The Bull's 
  HeCid in Guildford aher a mediocre lunch, when you notice CI pClssing 
  Bentleytourer. Nothing seems strange at first, until you notice one 
  oddity. It's a hot day, but the three men in the car are all wearing black 
  coats and hats. 
  KEEPER'S INfORMATION 
  The men in the car are Clre more Investigators, Onhodole Jewish scho-
  lars. The COCIts and hats are their normal outdoor costume. Their leader 
  has found a manuscript which implies that something related to the 
  Cthulhu mythos may be 10cCited neCirtheviliage ot Wood Common, a 
  few miles to the east. The scholars are staying in an old mill near the 
  villClge, using it as a base for reCisearch and sorties around the areCi. 
  'They have heard the rumours, and are alen for cult activity. 
  If the Investigators follow the Bentley the scholars will soon notice 
  the pursuit, Clnd Clttempt to shClke the tClil. They will also tClke precau-
  tions against attack. 
  There is a forgotten mythos site near the villClge, in the grounds of 
  Ihe m ill. It contains Cln Clnifact which has CI slight connection with the 
  witchcraft story, since it can cause binh defects and has given rise to 
  vague rumours of a curse on the area. 
  THE CHASE 
  It is assumed that the Investigators own a car, and decide to follow the 
  Bentley. The numberplClte is covered in dust and illegible. A Drive 
  Automobile roll is needed to crank start the Investigators' car, and the 
  driver must make a succession of rolls when the occupants of the 
  Bentley try to shake them off Cllong the winding country roads. This 
  should be continued until a roll is failed, at which point the referee may 
  announce that the Investigator'S car has skidded into a ditch. It will 
  take 3d4 minutes to extricate the car, and if the Investigators continue 
  they will find that the village of Wood Common happens to He Clround 
  the nele! corner. The Bentley hCls vanished ... 
  WOOD COMMON (Map 1) 
  Th is village was founded in 1450AD. but nas no claims to fame. It is 
  simply a convenient junction of lanes and roads linking various farms 
  Clnd smCiliholdings. The village is bordered by woods. The principal 
  landmark of the area is Leith Hill (965feel), three miles to the eCist. and 
  the village is at the base of its slope. so that the ground rises slightly 
  nonh-east of the road. Several features of the viflage may interest 
  Investigators: 
  The village smitny (1) w ill undertake car repairs and sells petrol. The 
  smith is Harry Barnes, a former RfC mechanic (rank Corporal). who is 
  bored with village life and might be interested in a more adventurous 
  career if someone attempts to recruit him by an OrCitory roll. 
  Harry Barnes: English, Christian ICE). Clge 29, Blacksmith. Str:15; 
  Con: 18; Si.l:8; Int: 14; Pow:ll; oele:15; App:9; Edu :8; San:55; HP:13. 
  Skills: ReadIWrite French 10%. Speak French 32%. first Aid 60%, 
  Zoology 10%, Listen 55%. Spot Hidden 35%, Track 20%. Drive 
  Automobile 35%, Electrical Repair 30%. Mechanical Repair 50%, Oper-
  ate Tractor 30%, Operate Lathe 40%, Pilot Aircrah 15%. Camouflage 
  20%. Move Quietly 35%, Sin~ 15%, Climb 60%, Ride 20%, Rifle 25%, 
  Shotgun 40%. All unlisted skills Clre at stCindard minimums. 
  Equipment: Smith's tools, mechanic's tools, single barrel20-gauge 
  shotgun, canridges. 
  When the investigators pass the smithy, Barnes is busy shoeing a cart 
  horse. He knows where the Jewish group is based (although he will 
  call them 'furriners') and, if asked, will suggest that the investigators 
  ask someone in the pub for eleact directions to the mill. 
  The village has two shops (2,3) selling groceries and hardware. 
  Shop 2 is also an off-licence and shop 3 is the post office and tele-
  phone exchange. Tne only buildings in the Clrea with telephones are 
  the vicarage, the police station and tnis shop. The mCiin Guildford to 
  Brighton telephone line runs down the mCiin road and all the village 
  telephone lines join it. A Spot Hidden roll is needed to notice the poles 
  -they Clre such CI familiar sight that they tend to be ignored. 
  Both shops are run by women, wives of farm workers. Anyone 
  entering either shop will find that it holds d4+ 1 female customers and 
  d4+ 2 children. [Spot Hidden: One child in the first shop entered has a 
  slight deformity, such as a hare-lip or webbed fingers.] All the adults 
  in both shops known that the 'furriners' have rented the old mill, but 
  an Oratory roll must be made to eletract this information or directions 
  to the mill. 
  The village police station, a cottage (4), is u noccu pied, since the con-
  stable is out on patrol on his bicycle. He will return in the evening. The 
  cottage is firmly locked Clnd holds nothing significant: 
  John Craddock: English, Christian (Baptist)' Clge 47, Police Constable 
  and amateur astronomer. Str:13; Con:l 1; Si2:12; Int:9; Pow:7; 
  oele: 12; App:9; Edu:1 1; San:35; HP:l'. 
  22 
  Skills: Astronomy 25%, Law 35%. Listen 35%, Psychology 15%, Spot 
  Hidden 40%, Track 10%, Orive Automobile 30%, Aide Bicycle 75%, 
  Truncheon 45%, Shotgun 40%, Fists 55%. All unlisted skills are at stan-
  dard minimums 
  Equipment: Bicycle, truncheon (nightstick), 2 pairs handcuffs, whistle, 
  notebook, pencil, astronomical telescope, books, etc (in cottage!. 
  Craddock knows where the Jewish team are bClsed (also their names) 
  but will wClnt to know why the team require this information. He will 
  be suspicious of any Fast Talk attempts, Clnd will arrest anyone who 
  tries to bribe him. 
  The village Church (5) is a mediocre neo-Gothic Victorian edifice, its 
  main Doint of interest being the War Memo.rial in its churchYClrd, com-
  memorating the deaths of 12 villa~efs in various militCiry units. [Spot 
  Hidden: A suprisingly high proportion of graves are of young and new-
  born children.] 
  The church grounds overlook the village green and cricket pitch, 
  including a small pavilion (6), holding normCiI sporting junk. [Spot 
  Hidden: A scythe IS stored on pegs on one of the rahers.] 
  The social centre of the village is 'The Peacock' (7). a 17th century 
  tavern, opening hours 11.00am-3.00pm, 5.30pm-10.00pm. There Clre 
  several guest bedrooms ClvClilCible at moderate rates. all small and 
  uncomfonable. The landlord isAbel Peters, a disabled ex-serviceman, 
  aided by his wife Doris. There are usually 2d4+ 1 customers. Attempts 
  to question Peters are futile since he is both shell-shocked (SAN 8) and 
  deaf. If given any severe shock he will lapse into a catatonic trance last-
  ing 2d4 hours. His wife is equally unhelpful, since she does most of the 
  work of running the pub and is too busy to gossip. Attempts to ques-
  tion customers must be prefaced by the purchase of d3 drinks, fol-
  lowed by a Fast Talk roll. The table below contains possible answers 
  to questions like 'Does much happen round here?', with an answer rOi-
  led for each successful questioning attempt. If a more specific ques-
  tion is asked, such as 'Is there much witchcrah around here?' the table 
  should still be consulted but any result which does not relate to the 
  question should be ignored. All replies will be punctuated by typical 
  rural comments such as 'Arr, this warm weather gives a man a power· 
  ful thirst'. Roll d20: 
  A: Strange rituals Clre performed on Leith Hill, and the tower 
  there is haunted. 
  2-8 B: Some 'furriners' hClve rented the old water mill. No details of 
  numbers, nationality, etc. 
  9 C: As B, but the person questioned believes there are d3+ 1 
  occupants who are probably (d20): 1 4Germans. 5-7 Russians, 
  8- 11 Jews, 12-1 5 Londoners, 7-18Anarchists, 19+ Escaped 
  convicts. 
  t 0- 11 0: A two-headed dog was born last week but died later. There 
  have always been a lot of freaks round here, it's probably 
  caused by the chalky water ... 
  12-14 E: The village pond is a Zeppelin bomb crater. 
  15-1 7 F: Tne beer in this pub is sometimes watered. 
  18-19 G: There's been Cllot of poaching lately. 
  20 H: As A, but the rumour includes human sacrifices. 
  Rumours A and H are completely untrue, based on village gossip fol-
  lowing a bonfire on Leith Hill last summer. Rumour 0 is true but the 
  reason suggested is wrong. Rumours E, F, and G are true but irrelevant. 
  South-west of the v(llage green are the vicarage (9), a crumbling 
  Georgian structu re. and Appleby Farm ('0), CI smClII establisnment 
  specialising in honey, pigs, and poultry. The vicar, the Reverend 
  Langford. has no interests except religion (Cn ristiCin. 75% knowledge), 
  the church restoration fund, and bridge. His only skills are 75% Read! 
  W rite Latin and 85% Oratory (when soliciting contributions). He is an 
  amiCible eccentric with little knowledge of village life Clnd no interest 
  in gossip. The vicarage holds nothing relevant to the situation. 
  Thomas Appleby, the owner of Appleby Farm, is Clnother ele-service-
  man, who lost a leg on the Somme. He has the same information as 
  the blClcksmith. 
  Across the main road is a lane leading to Bairds Farm ("
  ), EdwClrds 
  Farm (12), and Youngs Plantation (13). 
  Bairds Farm has a smClIl herd of cattle, grClled on fields south of the 
  village by day and returned to the farm at night. The herd consists of 
  23 cows and 2 bulls, the bulls penned in the north-east corner of the 
  farm. This farm's dogs have recently produced a two-headed puppy, 
  and the owner w ill show its pickled corpse to visitors if tipped 
  (m inimum 3d). A cow was recently stolen from th is farm, and the 
  farmer is alert for trespassers at night; he has a 12-gauge double-
  barrelled shotgun and employs two live-in farmhands armed with 
  pitChforks: oCimage l d8+ 1, Base 15%, Break 10, Cost 15s, impales. 
  Both farmhands have 30% pitchfork skill. 
  Edwards Farm produces vegetables, sheep, pigs, and apples. This 
  farm hCls also suffered pOCich ing losses and four dogs roam the fields 
  at night. Roll d4 per field, a result of 1 indicates 1-2 dogs in a field. The 
  owner and his four sons are also armed, as Bairds Farm above. 
  Youngs Plantation is an estate stretching nonh and east of the vil-
  lage. The sheds marked contain a workshop, stables, and a timber 
  store. Bydaythere are d6workers in and around the buildings and 2d6 
  workers on other parts of the estate; at night there is a single watch-
  man, armed with a truncheon used with 55% skill. These buildings 
  hold alees, SClWS, climbing equipment, and other useful items. Most of 
  the workers are villagers and can give information from the above 
  table if ap~roached correctly. 
  Nonn-west of the village is another lane leading to Leith Hill. Players 
  
  THE SURREY ENIGMA 
  A Call of Cthulhu Scenario for 3-5 Characters by Marcus L Rowland 
  I 
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  although it has no true relevance to even"_ 
  LEITH HILL 
  The lowaron Leith Hill is a gaunt narrow stone structure, approached 
  bV road and a gravellrack. Several signs show thai it is slisted monu-
  ment and map reference point. By day the tower is open, tended by a 
  local farmer's daughter, and visitors can pay ld to climb to the roof. 
  By night it illocked. Jf questioned, the girl will deny any supernatural 
  history- the towerWBS built by an lSth century eccentric. to make the 
  hill more Ihan 1000 feet tall. She has no knowledge olany rituals per-
  " 
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  formed there. [Spot Hidden: Nonh of the tower are faint scorch marks 
  from a bonfire. If the girl is Questioned she will stale that the58 were 
  left by a group of children Ifourwith a dog called TImmy) who camped 
  there last year and had a bonfire. This story is true, and thesightofthe 
  fire caused the rumour of ceremonies at the tower. 
  If players decide that the tower is a false trail they should be allowed 
  an Idea roll. If successful, someone will think of drawing a rough 
  sketch mar of the village before the light fades. 
  Optiona encounter: Characters who belive thai the tower has 
  supernaturel significance should meelthe children, back in Surrey for 
  another holiday and planning enothercamp by the tower. All four chil-
  
  THE SURREY ENIGMA 
  dren have Spot Hidden 75%, and will regard any odd behaviour or 
  foreign accent as evidence of criminal intent, Their reaction may be to 
  report such behaviour to the police, or to follow the Investigators 
  themselves. 
  THE OLD MILL (Map 2) 
  The mill stands on land owned by Youngs Plantation and is sur-
  rounded by its woods. Originally a timber mill, the pool has 
  now been stocked With trout and tne mill is leased as a fishing tod\1e. 
  A barbed wire fence marks the boundary between the woods and mill 
  grounds, and anyone breaching it must make a successful Dodge roll 
  to avoid 1-2 points injury. Frequent notice boards warn that trespas-
  sers will be prosecuted. The normal approach is a gravelled track (A) 
  ending in a locked gate to the mill yard (B), which holds the mill wheel 
  (e ) and building (0 ). The Bentley is parked by the mill. Behind the mill 
  is a 15' high stone wall (E) retaining an earth bank and the mill pond. 
  The wheel is supplied by a stream (F) running into a pool (G ) and via 
  sluices (a,b) into the mill pond (H) and into a secondary stream (I) 
  which drains excess water. Part of the stream descends stone steps (J) 
  to a side stream while the rest runs down an 8' waterfall (K) and round 
  to merge with the outflow from the mill. There is a small muddy island 
  (L) with a few stunted trees to the side of the pond. 
  The stream banks are covered with nettles and thorns. If anyone 
  crosses them without protection they will take 1-2 points of damage 
  and, if not wearing gloves, lose 1-3 DEX for 2-8 hours. The main pond 
  (H) is 2-4 feet deep with a firm clay bottom [Spot Hidden: AU the fish 
  in the pond have slight deformities, ran£ling from elongated fins to 
  missing gill covers, extra eyes, and the like.], The feeder pool (G) is 5' 
  deep with a deep mud bottom. Anyone wading this pool must over-
  come STRI 2 or sink 6" per round. The stone steps (J ) are slippery but 
  easily climbed at the sides. Trees and bushes around the pond reduce 
  visibility to 2d8 feet, except over the pond and in the mlll yard. 
  The mill is a 2-storey building (with loft) whose lower floor is built of 
  stone and the upper floors of bricks and timber. The old water wheel 
  adjoins the building, fed by a slow trickle of water which drains into a 
  culvert and down to the stream. Left of the wheel is a rail-less stone 
  staircase to the pool wall. 
  In the following description it is assumed that the mill's occupants 
  returned at least two hours before the arrival of the Investigators, and 
  spent some time preparing to resist attack. Unusually fast Inves-
  tigators may reach the mill before the occupants are ready. 
  If the I nvestigators a pproach the mill open Iy and try to make peace-
  ful contact it is possible that the groups can co-operate. Any attack or 
  sneak approach will be treated as hostile. The Jewish group do not 
  wish to Involve the police, but will signal for help in the face of a deter-
  mined assault: it should be remembered that gunshots will be heard 
  from the village. In a tense situation there is a 50'0/ .. chance that a 
  member of the Jewish groupwill say something to reveal the true situ-
  ation; for example, after escorting trespassers off the premises one 
  might say '00 you think they were cultists?' to another. Investigators 
  should be given a normal chance of hearinij such remarks, but the 
  referee should not give them extra emphaSIS. The group's religion is 
  indicated by the fact that they all wear hats or caps at all times, will 
  avoid combat, driving, and other physical activity from sunset on Fri -
  day to sunset on Saturday, and will refuse to eat outside the mill 
  (where they have their own plates and utensils and a supply of kosher 
  foods). 
  To deter an assault from the rearthe pool wall is now covered with 
  small round stones, so that anyone walking along it must make a Spot 
  Hidden object roll to avoid stepping on one, or make a Dodge roll to 
  avoid falling into the pool. All ground-floor windows have been 
  covered with heavy wooden shutters (STRI 2, absorb 15 points dam-
  age before breaking). All outside doors (except those to the old stable 
  (Q )) are locked and barred. 
  Ground Floor 
  All ceilings are I 2' high, of plaster 
  and beam construction. All floors 
  are of stone flagstones. 
  M . A stone room, originally the 
  saw room of the mill. The wall is 
  pierced by the wheel shaft, carry-
  ing a large cogwheel. All other 
  machinery has been removed. 
  There is a pile of firewood in one 
  corner {holding d6+ 2 harmless 
  mice), and some sacks of potatoes 
  and flour and barrels of paraffin 
  and beer in another. 
  N. Kitchen. Occupied if alarm 
  has been sounded, by one of the 
  Jewish group, Abraham Stone: 
  Abraham Stone: English Jew 
  {Orthodox). Rabbinical Student, 
  age 22. Str:9; Con:12: Si2:1 1; 
  Int:17; Pow:1S; Oex:16; App:"; 
  Edu:17; San:66; HP:". 
  Skills; ReadiWrite Latin 30%, 
  ReadiWrite Hebrew 30%, Read! 
  Write Aramaic 15%, Speak Hebrew 
  60%, Speak Yiddish 80%, 
  Archaeology 20%, Cthulhu 
  (J 
  10' 
  L, _
  ---.:, 
  Ground Floor 
  24 
  Mythos 5%, Bargain 20%, Debate 35%, Oratory 40%, Sing 25% Pistol 
  45%. All unlisted skills are at standard minimums. 
  Equipment: .22 revolver, 24 rounds, cigarenes, lighter, scout knife, 
  pocket editions Talmud, Old Testament ~bol h in Hebrew). 
  Stone met the other members althe Jewish group at university. and 
  was persuaded to join their fight against the forces of evil. He has not 
  been involved in any incidents, and his mythos knowledge is derived 
  from studies. 
  Depending on the time of day, Stone will either be cooking or read-
  inQ the Bible or Talmud. Equipment 10 hand includes a cleaver and 
  knives. [Spot Hidden: A packet of kosher flour stands on the table, and 
  is visible through chinks in the shutter.] 
  O. A poky parlour lit by an oil lamp. The room contains a vast assort-
  ment of gimcrack ornaments including fake Wedgwood plates. nod-
  ding china dogs. seaside souvenirs. and other fake antiques. [Spot 
  Hidden: There is a real antique alabaster Buddha (value (120) 
  amongst the jun k. There is a concealed cupboa rd under the stai rcase. 
  its doors covered in wallpaper. The cupboard contains some fungi. 
  which a Botany knowledge roll will reveal to be wet rot.] 
  P. Corridor to we and locked outer door. There are 2 brooms. a 
  Lo ft 
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  THE SURREY ENIGM A 
  spade, and a mop and bucket leaning against the wall. none recently 
  used, 
  a. An old slable full of broken furniture. beer crates. rusty buckets 
  and barrels. fishing gear, and rubbish.jSpot Hidden: There is an old 
  punt and pole at the back, covered by pieces of broken wardrobe. It will 
  carry up to 400lb (approximately lookg) without sinking]. 
  First Floor 
  All ceilings 8' high. plasler with beams. All floors wooden. 
  R. An L-shaped room with a locked door leading tothe pool wall via 
  a strong railed wooden bridge. The room is ornamented with 
  mediocre oil paintings. a stuffed fox. and an assortment of stuffed 
  birds and fish . A hessian mat, an old horse-hair sofa. and a roll-lopped 
  desk Ire the only furniture. Silling at the desk (unless summoned 
  elsewhere or asleep) is one of the Jewish investigators. Aaron 
  RabinowiCl : 
  ) Post-
  I 
  17; 
  Rabinow iCl is an archaeologist who served with the infanlrY in the 
  Great War, ln 1921 he encountered cultists on a field Irip in the Sahara 
  desert, and rescued several Bedouin children from a human sacrifice. 
  He returned to university to learn more about the cultists, and met the 
  Jewish group's leader there. 
  RabinowiCl is typing a record of the investigation, in English. which 
  gives a full account oftheir histories and motives. The desk holds 
  stationery. an electric torch (battery life 45 minutes), a pint of vodka. 
  and three rolled·up maps in the wrapping paper of a GuiJdford book· 
  shop. Two of the maps are modern, one dates from the 17th century. 
  All three are to different scales. making comparisons difficult. ]Spot 
  Hidden: if the three are examined to~ether it will be noticed that the 
  early map shows no tower on Leith HIli. A second Spot Hidden roll will 
  show that there used to be an object marked 'Smee's Mound' in the 
  area now occupied by the mill pond]. 
  S. A spartan bedroom, used by RabinowiCl and Stone. (Spot Hid-
  den: A gun case is hidden under a hanging coat.] 
  T. A larger study and bedroom. Unless disturbed, the room w ill be 
  occupied by the leader of the Jewish group: 
  Rabbi Joshua Cohen: British. Jew (Orthodox). P,ofessor of Com para· 
  live Religion, Jewish Chaplain of Oxbridge UniverSity, age 63. Str:8; 
  Con:7; Siz:7; Inl :18; Pow:20; Dex:6; App: 16; Edu:20; San:15; HP:7. 
  Skills: ReadlWrite Hebrew 90%, ReadlWrite Aramaic 50%. ReadlWrite 
  Russian 30%, Speak Hebrew 70%. Speak Russian 45%. Archaeology 
  60%, Cthulhu Mythos 44%, History 70%, Library Use 60%, Linguist 
  20%. Occult 65%. Listen 35%, Spot Hidden 30%, Bargain 20%. Debate 
  60%. Oratory 70%. Sing 45%. All unlisted skills are at standard 
  25 
  minimums, except Stealth and Agility which are half normal due to 
  rheumatism. 
  Spell. : Bind byskhee, bind hunting horror of Nyarlathotep, brew 
  space· mead, powder of Ibn-Ghazl~ Elder Sign. 
  Equipment: 1 vial ofPowderoflbn·Ghszi. lngredients for space-mead. 
  Rabbi Cohen is the son of Russian emigrants, and the author 01 
  numerous books on Judaism, Jewish and Aramaic history, and 
  archaeology. He is also a caballist, a member of a tiny and virtually 
  extinct sect whose members interpret the Bible and Talmud by an 
  elaborate numerological system. While cataloguing the results of an 
  archaeological expedition he found an obscure Aramaic tablet. He 
  decoded it by caballistic methods, to find a grim warning against tha 
  creatures of the Cthulhu mythos. Further research led to situations 
  which pilled him against cults in Europe and the Middle East. Cohen 
  believes that any publicity about the Cthulhu mythos will lure fools 
  into joining the cults, and if the Investigators admit that they represent 
  a newspaper he will try to stop them learning anything, or ask them to 
  swear a vow of secrecy. 
  Recently Cohen came across a 16th century translation of an 
  Aramaic history book, with several abbreviated marginal notes in 17th 
  century English. One page of the book was apparently copied from 
  another work, and describes a ritual human sacrifice in horrific detail. 
  He is sure that it has some cult significance, but cannot 9ive a definite 
  sou rce. (The passage is from the Reve/ations of G/Bakl. It gives + 1% 
  Mythos knowledge, - d3 SAN, nO spells, and lays the reader open to 
  attack by Y'Golonac. A Cthulhu Mythos roll will not identify the source, 
  but characters who have read the book will instantly recognise it.] 
  There are four significant marginal notes, successful Read English 
  rolls at - 25% are required for each: 
  1. ' ... village ... Wood Common ... ' lOots are iIleQible words] 
  2. 'Beneath the Mount' ISpot Hidden: the last word IS 'Mound'] 
  3. 'The amulet of Y ... ' 
  4. 'They gnawed the bonesl ' 
  Cohen read the first and third notes only, and believes that they refer 
  to a mythos site. He has researched the book, and found that is was 
  apparently donated to Oxbridge University library in 1845. Since it is 
  now the university vacation he has recruited his pupils to help investi· 
  gate the mystery. In the absence of further dues he is translating the 
  passage back into Aramaic, to try to decode it caballistically. 
  U. A low-ceilinged loft holding a cistern and hand pump used to 
  raise water from the pond, a pile of straw, and two broken chairs. By 
  day there are 25 bats nesting in the loft, leaving at night through a hole 
  left by a loose slate. The tank holds reasonably pure water, and two 
  dead beetles. 3d6+ 6 mice nest in the straw pile. Nothing significant 
  w ill be found in a search, but anyone making one must make a Dodge 
  roll over rooms S and T to avoid falling through rotten boards and tak-
  ing 2d6 damage. 
  By comparing the maps in R and deciphering the manuscript notes 
  it will become apparent that there is something under the island in the 
  mill pond. formerly Smee's Mound. The Jewish group would have 
  reached this conclusion if they had not been distracted by the Inves· 
  tigators' activities. 
  SMEE'S MOUND (Map 3) 
  This island is approximately 6O'iong by40' wide, rising to a maximum 
  of 4' above the water level, and is covered in low bushes and a few 
  stunted trees. ISpot Hidden: The vegetation shows numerous minor 
  abnormalities, such as withered fruit, twisled stems, etc. ] 
  If some means of detecting magical fields is used, such as Powder 
  of Ibn-Ghszi. a series of force lines radiating from a point near the 
  north edge of the island will be seen. Probing this point will reveal a 
  ha~d surface 8" under the earth; a slab approximately 7' square. This 
  oblect can also be found by random probing in 1-4 hours. 
  The slab is 12" thick and weighs more than a ton, and is not built 
  w ith any form of counter-weighting mechanism. It covers a stone-
  lined vertical shaft (1) dropping 21 ' to a square chamber (2). The lower 
  12' oftha shaft and the chamber below are filled with stagnant muddy 
  water and silt, a total of 2550 cubic feet. Players should be encouraged 
  to work out ways of emptying it, such as bucket chains (1 cubic footl 
  bucket, STRI3 buckets raised pet minute), counter-weighted barrels 
  on ropes and poles (5 cupic feet. same raising rate), or a pump. The 
  ~~{~ •.. ~(:~ 
  .... -
  r". 
  -
  • -
  MAP3 
  
  THE SURREY ENIGMA 
  pump in the mill loft can raise STR in cubic feet per minute, and the vil-
  lage blacksmith has all the pipes and tools needed to modify it for the 
  task. Siphoning will not work since the water level in the shaft is below 
  that of the mill pond. 
  Once the water is removed a 12" layer of silt and mud will remain. 
  Buried in the mud are two human skeletons, four English pennies, the 
  most recent dated 1643, and the remains of an old pickaKe. [Spot Hid· 
  den: A 5' high and 3' wide section of the north wall is made of stone 
  blocks, the rest of the chamber has been hewn from solid rock. A 
  trickle of water seeps around the blocks.] 
  The blocks are close fitting but not cemented, and weigh over lOOlb 
  apiece. The chamber beyond is a passage (3) leading to a studded 
  bronzedoor. The passage is filled with water to a depth of4', the upper 
  foot a stagnant air pocket. If the blocks are removed the water will 
  surge out, covering the Iloor of both chambers with 12" of water. 
  There is no obvious way of opening the bronze door. [Spot Hidden: A 
  bronze rod protrudes 2" from the W wall 4" belore the door. If the rod 
  is pulled out (STRI 2) a catch is released and a large stone block will fall 
  into the passage, inflicting 3d8 damage and blocking it completely. 
  Another Spot Hidden roll will reveal that three of the door studs can 
  be slid sideways, allowing it to swing into the passage on concealed 
  pivots.] 
  The chamber beyond the door (4) is obviously the scene of some 
  ancient slaughter. The bronze door has withstood the water, and the 
  dry stone Iloor is covered with smashed bones, many showing the 
  marks of gnawing teeth. [Spot Hidden: Three of the skeletons are 
  intact. Several bronze swords are scattered amongst the debris. ] 
  None of the intact skeletons are significant, but 3d4 rounds after the 
  Investigators enter the room they will be attacked by 7 magically ani-
  mated skulls: 
  Characteristic 
  STR: ld6 
  CON: N/A 
  512: 
  2 
  POW: 3d6 
  DEX: ld6+ 3 
  Average 
  3·' 
  2 
  10-11 
  6·7 
  Move: 4 (Jump) 
  Hit Points: 6 
  Attack: Bite (DEX x 4%), d4+ 1 
  Armour: Note 
  Habitat: MagicallYgenerated. 
  Animated skulls attack by 'jumping', flinging themselves at a victim by 
  rapid jaw movements. On making a successful hit a skull will embed 
  its teeth and automatically hit lor an additional 1 d3 damage per round 
  until destroyed. Seeing such an attack causes an unavoidable toss of 
  1 SAN, victims must make a SAN roll or lose another ld4 SAN. Any 
  Critical Hit or Impale will destroy a skull. Anyone who actually 
  destroys one or more skulls will regain a point of SAN. 
  The swords on the floor are late Pre-Roman British and have an 
  antique value of (1 OOx 3d4. They are eKtremely brittle (ld4 points) and 
  will almost certainly be destroyed if used in combat. 
  Under the bones is a loose stone slab, a loot from the east wall. It is 
  4' square and weighs 300lb, and covers a 3' diameter circular shaft (5). 
  There are irregularly shaped niches in the north side olthe shaft which 
  can be used as hand and foot holds for a climb, but slippery fungi cov-
  ering the shaft wall reduce Climbing skill by 5%. The fungi are other-
  wise harmless, 
  At the bottom of the shaft is a small square chamber, with a 5' high 
  bronze door in the south wall. The door is a smooth plate with no obvi-
  ous opening mechanism. [Spot Hidden: Some parallel scratches on 
  the metal surface imply that it slides sideways.] 
  The final chamber (6) is octagonal. The floor and ceiling join the 
  walls by 'faceted' surfaces at 45° to the vertical. All surfaces are made 
  of a seamless white material which reflects light from a myriad oftiny 
  points. If a Geology roU is made it will be recognised as quartz, fused 
  by some unimaginable heat. In the centre of the room is an octagonal 
  basalt slab, 5' across and 18" thick, supported on a 3' high and 3' 
  diameter quartz pillar. Lying on the slab is a human skeleton dressed 
  in fur trousers and a fur cape, with a bronze chest plate, a bronze 
  sword, and several copper bracelets. [Spot Hidden: There is a am ulet 
  round the skeleton's neck, almost concealed by the lurs.] 
  The skeleton has been enchanted, and will attack if it is moved or 
  disturbed in any way: 
  Skeleton: Str:8; Siz:6; Pow: 17; Dex:15; 9 hits; sword 60% 1d8+ 1. See 
  the Call of Cthulhu sourcebook for details. 
  It has been animated by Y'golonac and will attempt to place lhe 
  amulet round an investigator's neck. The skeleton's sword, bracelets, 
  and breast plate are of early Bronze Age construction but in perfect 
  condition, antique value [100x 5d1 O. The furs w ill disintegrate if 
  touched. The amulet is made of a triply twisted Mobius strip, inset w ith 
  three small emeralds and siK diamonds of a strange asymmetrica l 
  faceted cut. The metal is platinum. As metal and jewels it is worth 
  (1750, but it is also a magical amulet associated with Y'golonac, and 
  has the following properties: 
  ,. The wearer can cast the spell contact Y'golonac without normal 
  SAN toss, A human sacrifice is required, as described in the Rabbi's 
  book. 
  2. The wearer can see invisible objects or fields by lookin" through 
  the central opening. Y'golonac can override this power at will, sup· 
  pressing the sight of invisible objects or addin!;! convincing illusions. 
  Examples: the wearer mistakenly suspects a child of being some sort 
  of mythos creature. Y'golonac generates an illusion of seven stalked 
  eyes sprouting from her head, The wearer must roll under 3x lNT to 
  avoid being convinced, with a cumulative + 5% bonus each time such 
  26 
  an illusion is overcome. 
  The amulet will perform this function for 21 seconds, then will not 
  do so again for 27 hours, 
  3. Y'golonac can read the wearer's thoughts. 
  4. Y'golonac can attack the wearer withot being physically present. 
  However, he is interested in gaining converts, and prefers to try to use 
  his knowledge of wearers to tempt them into joining a cult. 
  5. The amulet generates a mutatin~ lield of 500 yards radius, active 
  once per lunar month. If an embryo IS in this area it will be affected, 
  unless a roll under (5 x (average CON for species)) is made. The 
  human saving throw is thus 57%. On a saving roll 0195-00 the embryo 
  will die immediately, otherwise it will be deformed. Once an embryo 
  has saved it is safe from the amulet's attack forever. II the amulet is 
  taken to a densely populated area, such as London, there wHi be an 
  increase in deformed human births 9 months later, and an immediate 
  increase in the number of miscarriages. 
  None of the effects of the amulet are obvious without magical inves-
  tigation or eKperimentalion. Anyone who reads a complete copy of 
  the Reve/ations ofG/saki and makes a successful Mythos roll will 
  rea lise that a similar symbol is described there, with details of its acti-
  vation and effects, 
  There is no clue to the crypt's origin, and Investigators should be 
  encouraged to suggest a plausible theory. In fact, it was originally a 
  temple of Y'golonac, whose cultists were killed by a rival tribe. The 
  invaders' shaman cast the spell which animated the skulls, to keep 
  anyone from reactivating the temple, then had it sealed and the entrance 
  buried. In the 17th century a group of German cultists recruited three 
  English members, who knew the approKimate location of the tomb 
  and prepared the book for use if the amulet was recovered success-
  fully. However, the cultists did not know of the skull guard, and were 
  beaten off with serious wounds. Two died in the crypt the third sealed 
  the chamber but died of infected wounds in Guildlord several days 
  later. He jotted some notes in the book before he died, but it was stolen 
  and sold for a few coppers after his death, None of the later owners 
  realised the significance of the book, and it was eventually donated to 
  the university with several hundred other books and pamphlets 
  owned by a Guildford doctor. 
  Further Events 
  This scenario gives characters a chance to make useful contacts, such 
  as the three Jewish Investigators. The village blacksmith is another 
  useful NPC who might easily become an associate olthe Inves-
  tigators, 
  The non-magical valuables found in the tomb can be auctioned, but 
  the Jewish group will want fair shares. Such an auction might involve 
  other items of cult significance - see The Asylum [Chaos/um]. 
  Referees should remember that all items found are legally Treasure 
  Trove, and should be be handled by a Coroner. Failure to follow this 
  course might lead to imprisonment. 
  If anyone actually takes the amulet and starts to wear it they will 
  attract Cultist attention, and may also be visited by Y'golonac himself. 
  This may be be a useful starting point for the neKt adventure of a 
  campaign. 
  Britain in the 19205 
  Keepers should note that ffs/d rather than the current decimal cur-
  rency is appropriate to the period, with 20 shillings or 240 pennies to 
  the pound. 'Prices, etc, can be gauged from the CoC rules using an 
  eKchange rate of $5 to [1 as a rule of thumb. 0 
  
  CRAWUNG CHAOS 
  Crawling Chaos is a bimonthly column for players of Call ofCthulhu, 
  edited by Marc Gascoigne. 
  THE PRICE IS RIGHT 
  by Marcus L Rowland 
  Many Call of Cthulhu players base their 
  campaigns in Britain rather than the 
  USA, but find many problems in acquir-
  ing source material for the time without 
  a good deal of painstaking research 
  work. To remedy this, British Call of 
  Cthulhu writer Kimball Bailey is 
  assembling 8 mammoth sourcepack for 
  the time. Until this appears, however, 
  Crawling Chaos will be presenting some 
  of its own material on the subject, start-
  ing this month with some general infor-
  mation on coinage and prices, and some 
  especially useful sourcebooks. - MG. 
  In the 19205 Britain was a wealthy 
  nation, but wages, salaries, and prices 
  were lower than their American equiva-
  lents. This makes it necessary to convert 
  the income of player characters for the 
  British setting. As a simple guide, the 
  exchange rate through most of the 
  decade was five dollars to the pound. To 
  find the income of a British investigator, 
  generate the character as an American , 
  then divide the dollar income by six to 
  give income in pounds. British inves-
  tigators have less spare cash than their 
  American colleagues. However, they are 
  wealthy by most standards, since the 
  average income is far lower than that of 
  most player characters. By comparison, 
  a typist might earn less than four pounds 
  a week, an airline pilot at the end of the 
  decade only earned £450 a year. Henry 
  Pierrepoint, the Official Executioner, 
  was paid £10 a hanging, his assistant 
  only two guineas. 
  Until1971 the pound was divided into 
  shillings and pence, at twenty shillings 
  to the pound, twelve pence to the shil-
  ling. Prices in shops might be shown in 
  various ways, for example: 
  2s 6d or 2/6 ... Two shillings and six 
  pence (12 1h p) 
  £1 5s Od or £1 /5/- or 25/-
  = One pound and five shillings (£1.25) 
  A slang term for money, derived from 
  the symbols used for the main currency 
  units, was 'LSD'. This may cause mod-
  ern players some confusion I 
  To add to the complexity there were 
  also coins for a half-penny (1h d, usually 
  pronounced 'ha'penny') and a quarter-
  penny (V.d, or farthing) . A table of British 
  notes and coins with values and approxi-
  mate decimal equivalents follows : 
  CoiniNote 
  Farthing 
  Halfpenny 
  Value Decimal Notes 
  V.od 
  .104p 
  'hd 
  .208p 
  Pronounced 
  'Ha'penny' 
  Penny 
  1d 
  .416p 
  Three·penny 
  bit' 
  3d 
  1.2Sp 
  Nickname 'Joey' 
  Si)(pence 
  6d 
  2.Sp 
  Nickname 
  'Tanner' 
  Shitling (12d) Is 
  5, 
  Nickname 'Bob' 
  TwoshiUings 2s 
  10, 
  Florin 
  Half Crown 
  216 
  12,5p 
  Crown (rare) 51-
  25, 
  Ten shillings 101-
  50p 
  Bank note 
  Pound 
  (20s, 24Od) £11-1- £1 .00 
  Bank note 
  Sovereign 
  (rare) 
  £If-/- £1 ,00 
  Goldeain 
  Guinea 
  £1/1}'- £1.05 
  Nonoteoreain' 
  'A silver coin, not the eight·sided coin intro-
  duced in 1937. 
  ' An obsolete unit of currency, generally used 
  for e)(pensive purcnases (eg clothing, jewel-
  lery) and for medical and legal fees, Originally 
  a gold eain. 
  Notes over £1 were rare and could pro-
  bably not be changed by smaller shops. 
  Gold sovereigns were legal tender but 
  rare, and were worth more as gold than 
  as coins. Britain reverted to the pre-war 
  gold standard in 1925, to speed repay-
  ment of war debts, but this caused infla-
  tion and was later abandoned. 
  Thefollowing prices are typical of Bri-
  tain in this era, and include those for 
  pounds, shillings, and pence and their 
  approximate decimal equivalents: 
  Ilem 
  Cost 
  Decimal 
  Bacon. pound 
  115 
  7, 
  Bread, 4 pounds 
  11-
  5, 
  Butter,pound 
  21-
  10, 
  Cheese, pound 
  115 
  7, 
  Coffee, 4 ounces 
  114 
  6, 
  Eggs. dozen 
  212 
  '" 
  Beef, pound 
  11-
  5, 
  Steak. pound 
  115 
  7, 
  Beer, pint 
  6d 
  3, 
  Whisky, bottle 
  15/-
  75, 
  Brandy, bottle 
  11/2 
  56, 
  Rum, bottle 
  121-
  60, 
  Ci~arettes (20) 
  11-
  5, 
  To acco, ounce 
  11-
  5, 
  Semi-detached house 
  (3 beds) 
  (600 
  (600 
  Lu)(ury hotel room 
  (night) 
  "'6 
  42, 
  Overcoat 
  £5110/-
  £5.50 
  Shirt 
  12/-
  50, 
  Shoes 
  £1/101-
  £1.50 
  Suit 
  £3Il0{ 
  £3.50 
  Postage(upto 30z) 
  n~d 
  Underlp 
  Registered letters, 
  to above add 
  3d 
  " 
  Newspaper 
  The Times 
  Hardback novel 
  WindupGramophone 
  Upright piano 
  Valve radio /10; 
  headphones' 
  Crystal radio' 
  1d 
  2d 
  716 
  £7/17}'-
  £5<JI-I-
  Under lp 
  Underlp 
  37, 
  £7.85 
  "'" 
  £21/-1-
  £21 
  f2J-/-
  £2 
  Recording barometer 
  f.9f7/6 
  £9.37 
  Zeiss microscope & 
  6lenses' 
  £48/8/6 
  £48.42p 
  Portable microscope 
  kit' 
  £46119/-
  £46.95 
  Camera for microscope £23121-
  £23.10 
  Sampledissectionkit 
  £11151-
  £1.75 
  Reading glass, 2.5inches 413 
  21p 
  Reading glass, 5 inches 
  1816 
  92p 
  Magic lantern projector" £241-1-
  £24 
  First Aid kit 
  £2110/-
  £2.50 
  Bicycle 
  300cc motorcycle 
  4 mile urban bus ride 
  200 mile train ride 
  BabyAustin· 
  4 seat saloon (average) 
  AC sports car (2 seat) 
  Bentley 3·litre Sports 
  Petrol. galion 
  Spring cruise to Norway 
  £61-1-
  £6.00 
  £381151-
  £38.75 
  4d 
  2p 
  (1 /41-
  (1.20 
  (1751-1-
  £175.00 
  £3001-1-
  £300.00 
  (500 + 
  (500 + 
  £1000 + £1000 + 
  I n 
  8p 
  (12 days) 
  20gs 
  (21 
  Sprin9 cruise to 
  Medlterranean(10days) 20gs 
  (21 
  Cruise around world 
  £250 
  (250 
  Air Chaner, London-Paris 
  (1920; one way in 2-seater) £SO 
  £SO 
  Scheduled flight, London-Paris 
  (1923; returnbyairliner) (12 
  (12 
  Shotgun, hammerless 
  12-gauge self'ejecting 
  £29151-
  (29.25 
  Shotgun, standard 
  12-gauge 
  Bulldog revolver 
  1.32, .38, or .45) 
  ShotgunfRifle combina-
  tion, various bores' 
  Boltaction high velocity 
  (10/10/-
  (10.SO 
  (2161-
  (2.30 
  £:29151-
  £29.25 
  rifle & sights· 
  f291151-
  £29.75 
  Short magazine Lee Enfield 
  rifle, match tested' 
  £11110/-
  £11 .50 
  Revolver ammunition, 100 51-
  25p 
  Shotgun cartridges, SO 
  1016 
  52p 
  Rifleammunition,l00 
  7/-
  65p 
  High velocity rifle 
  ammunition, 100 
  151-
  Gun licence (not required 
  75, 
  for shotguns) 
  101-
  50, 
  ' Requires lead·acid accumulators, charged at 
  a garage or wireless shop. First voice radio 
  broadcasts, 1920, BBC established 1922. 
  ' Requires long comple)( wire aerial, length at 
  least equal to wavelengths of transmission. 
  ' Hospital or professional research model. 
  'D~sIQned !or portable field use by medical 
  mISSionarIes. 
  "Epidiascope. Shows magic lantern slides 
  (made from large roll film ), atso images of 
  books placed under a special mirror system. 
  · Ma)(imum speed 45mph, seats 2 adults and 
  2 children, 
  ' An 'Under and Over' gun has a shotgun bar-
  rel over a rifle barrel. Both are singre shot 
  breech loading, and used with a 5% penaity 
  on the relevant skill. Firers most roli under5 x 
  DEX to avoid pulling the wrong trigger, 
  · As .30-06 bolt action but range 125 yards. 
  ' As .30·06 bolt action but add 5% 10 skill. 
  USEFUL SOURCES 
  The following were used as source 
  material for this article: 
  Dr H Priestly - The What it Cost the Day 
  Before Yesterday Book 
  A J Unstead - The Twenties 
  Aobert Wall-Airliner 
  Baird & Tatlock Ltd - Standard Catalogue 
  of Scientific Apparatus 1927. 0 
  
  Cults 
  Original Text by Prof Wolf von Archensbak, Translated for Call of Cthulhu 
  by A J Bradbury 
  TRANSLATOR'S NOTE 
  This material is a translation of a part of the researches of 
  Professor von Archensbak related to certain cults, or quasi-
  religions, believed to be connected with the plans afthe Great 
  Old Ones to resume their domination of our planet. 
  The Professor had originally intended to withhold this infor· 
  mation until he had completed his major work on Cthulhu-
  orientated cults. After the recent death of the great Bulgarian 
  scholar, Dr Phitius Sadowsky, whilst he was preparing a defini-
  tive commentary on the Necronomicon, however, von 
  Archensbak has asked me to prepare a synopsis of his findings 
  for immediate publication. 
  THE VICTORY OF THE SANDS 
  Following the publication of my monograph on the Sigsand, or 
  Sussex, Manuscript I have received a number of leners from self-
  styled 'fellow researchers'. In many cases these communic-
  ants were mere cranks of one persuasion o r another. Yet in the 
  midst of this nonsense certain information has been drawn to 
  my attention, by one who wishes to remain anonymous, 
  which has both confirmed certain data already in my posses-
  sion and, more importantly, has fleshed out certain portions 
  of that data which were hitherto sketchy and unclear. 
  As I stated in my earlier work, there can be little doubt that 
  the Sigsand Manuscript is either wholly derived from some 
  Arabic source, or at least depends upon such work for its cent-
  ral thesis. What was unclear to m e when I wrote those words, 
  however, was the identity of that original material. 
  let me state, quite categorically, that the documenttowhich 
  I refer isstill unknown to me. Nevertheless I am at least able to 
  indicate the probable source of the Sigsand material. together 
  with a list of the main groups, or cults, through which that 
  teaching has been disseminated down the ages, even unto the 
  present day. 
  As the American w riter, H P Lovecraft, has so often observed, 
  the time of the Great Old Ones' rule on Earth most surely pre-
  ceeded our own times by many millenia. Yet the knowledge of 
  their being, and of their power, together with the loathsome 
  and blasphemous rites inspired by that knowledge, has per-
  sisted within isolated groups like some dreadful canker upon 
  the soul and body of the human race. 
  Thus far had my researches led before new information was 
  laid before me. A simple belief that such 'lost' peoples as the 
  dreaded Tcho-Tcho of the Tsang plateau, the Abominable 
  Snowmen of Mi-Go and the Deep Ones of Ponape, were the 
  scattered remnants of the Old Ones' worshippers on Earth. 
  How little I knew! 
  THE ASSASSINS 
  In tracin~ the history of that infamous and terrible cult of the 
  Hashishlm, more commonly called the Assassins, we must 
  look to the deviant groupings of the Muslim faith. 
  The first, and most important schism within Islam was 
  based upon differing attitudes regarding him whom they call 
  The Prophet (ie Mohammed). On the one hand we have the 
  Sunni's, who accept the Koran (as presented by The Prophet) 
  as the source of religious authority. The main opposition 
  group is that of the Shi'ite persuasion, which holds that every 
  age has its own divinely inspired leader or Imam who has 
  absolute, God-given authority over all men. 
  According to the Shi'ites each Imam has positively super-
  human powers - handed down from age to ape since Adam. To 
  the Shi'ites, each Imam is, quite literally, the VOice of God on earth. 
  As the Shi'ite sect began to emerge, being in the minority, it 
  protected itself by resorting to secrecy. And when Shi'ism 
  ' 6 
  itself began to fragment this led to the formation of a whole 
  range of new secret societies - most notably the Ishmaelites. 
  The Ishmaelites are distinguished by their belief that Ishmael 
  son of Ja'farwas the seventh Imam and heirtothe power and 
  authority of Adam - all other Sunni's and Shi'ites believe 
  Ishmael to have been an evil man legally deprived of the 
  Imamate by his father. The Ishmaelite sect also gave rise toyet 
  another sub-group, a secret society within a secret society I I 
  refer. of course, to the Assassins. 
  So far as modern scholars, including my own source, have 
  been able to ascertain the facts in this maner, the cult of the 
  Assassinswasestablished by Hassan ibn Sabah - the Old Man 
  of the Mountains - in about 1090AD. 
  Ibn Sa bah's nickname, allegedly accorded him by the 
  Crusaders, tells us much about both parties. The term 'old 
  man' could be derived from the idea of a w ise man or sage, 
  since Ibn Sa bah himself was certainly not 'old' in years. It is 
  quite possible, on the other hand, that 'old' was meant to refer 
  to the alleged antiquity of Ibn Sabah's authority, which implies 
  that some of the Crusaders at least were prepared to recognise 
  that authority. The 'mountains' referred to are in northern Iraq, 
  where Ibn Sabah had hispersonaJ stronghold atAlamut-'The 
  Eagle's Nest' - from which he and his successors directed a 
  reign of terror which reached throughout the Arab world, and 
  beyond. 
  But what was the real purpose behind the formation of this 
  sect? 
  Certainly Hassan Ibn Sabah and the later Grand Masters of the 
  sect were Int~rested in power. Indeed there was a time, before 
  their ambitions were temporarily thwarted by the arrival of 
  Genghis Khan and the Mongol hordes, when it looked as 
  though the Assassins might take control of the entire Muslim 
  world. 
  The influence of the Assassins, as their name implies, was 
  based primarily upon the practice of executing anyone who 
  incurred the Master's displeasure or who offered a threat to 
  the cult, either real or imagined. These executions were car-
  ried out by,carefully trained and utterly dedicated killers called 
  the FidaVls. The training is of particular interest since it 
  involved certain mind altering techniques. 
  
  CULTS OF THE DARK GODS 
  I have already mentioned that the Assassins were also 
  known as the Hashishim. This alternative title relates to the 
  practice of drugging initiates with hashish and then introduc-
  ing them into a purpose-built 'heaven on earth' - a luxurious 
  palace surrounded by beautiful gardens and inhabited by 
  throngs of lovely women who attended to the initiate's every 
  desire during his brief stay. After a suitable period of time the 
  initiate was drugged again, returned to the Eagle's Nest. and 
  told that he could only return to Paradise if the Master willed 
  it, that is, if he unhesitatingly obeyed the Master's every com-
  mand. The results of this process were remarkably successful. 
  The 'uniform' of the Assassins, who most certainly remain 
  in existence even today, consisted of a white robe, a red belt 
  and black or red boots. It should be noted, however, that just 
  as they are skilled inthe many means of killing so are they well 
  trained in every aspect of the art of disguise. Their absolute 
  obedience to the will of their masters is unparalleled, even by 
  the deadly Ninjas of the East, since they have no fear of death 
  but rather welcome it as the one road back to that paradise 
  they have already experienced I 
  In the 13th century the invading Mongols, led by Genghis 
  Khan's lieutenant, Halaku, seemed to have wiped out the 
  Assassins as part of their drive to exterminate Islam. Yet when 
  the Mongols were finally forced back by the Sultan of Egypt 
  the Assassins re-emerged as strong as ever, not only in Syria 
  (where their power had remained largely intact), but also in 
  Persia, Afghanistan (where they called themselves the 
  Roshaniya - the 'illuminated ones') and India (as the Thujilees). 
  But the Assassins were no longer operating only in the Middle-
  East and India. By indirect means they had penetrated into the 
  very heart of Christendom itself, thus providing the basis for 
  every subsequent secret society of any note throughout the 
  length and breadth of Europe. 
  THE KNIGHTS TEMPlAR 
  The exact date for the foundation of the Kniqhts Templar, like 
  many other aspects of this ambiguous organisation, is almost 
  impossible to fix with absolute preciSion. Some writers 
  sug~est 1118 or 1 120AO, whilst others place it up to ten years 
  earlier. What we can be sure of, however, is that by 1 120AO ar 
  rhe/atest, the first nine members of the order were securely 
  installed in that part of the (Christian) King of Jerusalem's 
  palace - that part which stood on the site of what had once 
  been King Solomon's Temple. 
  Even at this early part of the history of the Temp/ars we 
  come across a series of intriguing paradoxes. 
  Firstly, it is alleged that Hugues de Payen, the first Master of 
  the Order, and all his colleagues were 'poor' knights. Yet 
  within a very short space of tim a following the foundation of 
  the Order the knights began to send large sums of money back 
  to France, specifically to the Abbot of the Cistercian monastery 
  at Clairvaux - Saint Bernard. This was extremely fortunate, 
  from the monk's point of view, since it lifted them from being 
  on the verge of bankruptcy to a position as one of the most 
  influential orders in the Western world. 
  Secondly, there is the question of the seemingly instant 
  acceptance of the founder knights by King Baudouin I. By what 
  means were the nine able to gain such immediate and exten-
  sive favours? 
  Thirdly, we must examine the Templars' declared objective 
  - to make the roads of Palestine safe for pilgrims and other 
  travellers. Yet how could they hope to succeed in such a mas-
  sive task? Their seal emphasised their alleged poverty by 
  showing two knights upon a sinple horse. Even with a horse 
  apiece, how could nine men pohce such a large area slnple 
  handed? And lastly, who were they guarding the roads against? 
  In 1127 a majority of the Templars, including Hugues de 
  Payen, returned to France where they were welcomed as 'the 
  epitome and apotheosis of Christian values' l De Payen was 
  QffiCially proclaimed the Grand Master (I) of the Knights of the 
  Order a the Temple, a semi-religious order of warrior-monks. 
  It was also at this time that they were granted the exclusive 
  right to wear white mantles over their armour adorned with a 
  red cross on the left side. 
  One hundred and eighty years later, the Templars were so 
  rich that they had become the bankers of Europe, so powerful 
  that they recognised allegiance to no one, not even the Pope, 
  yet at the same time they were reviled on all sides as despotic, 
  degenerate devil-worshippers. 
  I can hardly think that I need to impress upon my readers the 
  many similarities between the Assassins on the one side, and 
  the Templars on the other. Indeed, many of those who came 
  into contact with the Templars quickly learnt that the sect had 
  adopted many of the Assassins' ideas and methods. 
  (Translator's Note: At this point Professor Archensbak's notes 
  become totally fragmentarY . In essence he merely outlines the 
  conflict which arose between PhiUipe IV -Phillipele Bel - and 
  the Templars, which Archensbak attributes primarily to the 
  Templars' growing arrogance towards everyone, from the 
  Pope downwards, and more importantly to the fact that Phil-
  lipe was heavily in debt to the Templars with little or no hope 
  of being able to pay that debt.] 
  When two Popes in succession refused to help Phillipe in his 
  plan to suppress the Templars, both died under suspicious cir-
  cumstances. Phillipe was thus able to have his own candidate 
  elected tothe office, and in less than two years a list of charges 
  of blasphemy had been drawn up, and the Templars' strong-
  holds had been overthrown. 
  Amongst the charges drawn up against the T emplars two, 
  in particular, are worthy of note. In the first it was alleged that 
  all Templars, on entering the order, were required to reject 
  Jesus Christ as a false prophet and to spit and trample upon a 
  crucifix placed on the floor for this purpose. The second 
  charge concerns something, possibly a sculpture of a bearded 
  head, which was called Bafomet, said to have been held in the 
  highest reverence. 
  On the subject of the renunciation of Christ by the members 
  of what was apparently a Christian order I will have more to 
  say later. For the moment let me merely suggest a parallel 
  between this practise and the Assassins' effective rejection of 
  Mohammed. 
  . 
  The matter of Bafomet may be dealt with immediatelv, since 
  there can be little doubt as to its true significance. 
  Many scholars have worried over the name Bafomet, not only 
  because of the uncertainty as to what it was, but also because 
  this Arabic-sounding word is not found in that language in that 
  exact form. Yet we hardly need to look far for an explanation. 
  For there is indeed a very similar word in Arabic, namely 
  abufihamet - which breaks down as abu, meaning 'father of' 
  or 'source of, and fihamet (from the root word fehm). mean-
  ing 'wisdom' or 'understanding'. 
  If we then take Bafomet to mean 'father of Wisdom are we 
  not led inexorably back to the Assassin!! yet again, and their 
  belief in the Imam of the age - their own Grand Master- as the 
  only true source of all knowledge. 
  Moreover, despite the praise heaped upon them as defen· 
  ders of the Holy land, the Templars actually fought only when 
  it suited them to do so, and even then it was not alwavs only 
  on behalf of their fellow Crusaders. 
  So, now, we have seen the Assassins as a cult dedicated to 
  the pursuit of power, though not averse to the accumulation 
  of wealth - through murder, kidnapping and blackmail - when 
  the opportunity arose. 
  The Templars, on the other hand, seem to have had little 
  interest in power for its own sake, except as a means of pro-
  tecting their own interests. Their dedication to the pursuit of 
  wealth in all its forms, however, was legendary, almost 
  obsessive. 
  So what happened to the Templars, and to their vast wealth '1 
  As an organisation they were broken up bV the raids staged 
  by Philippe IV in 1307. In 1312 the Order was officially dis-
  banded, by papal decree, and in 1314 the last Grand Master, 
  Jacques de Malay, was burned at the stake by command of 
  Phillipe. 
  Yet this was hardly the end of the Templars.ln the first place 
  their treasure was never found, nor has it been discovered up 
  to the time at which I write. As for the individual members, 
  comparatively few were seized, and even fewer put to death. 
  The survivors undoubtedly found 'new' allegiances elsewhere. 
  Some knights simply moved from France to Prussia where 
  they would undoubtedly have been welcomed by highlV sym-
  pathetic knights of the Teutonic Order. Others, taking advan-
  tage of the war which was in progress between Scotland and 
  England took the road to the Highlands, whentthe papal decree 
  had been totally ignored. In both cases the exiles did not sim-
  ply rest on the memories of thelf past. Rather they began to 
  build the foundations of new orders. One society, created by 
  the exiles in Scotland, became what we now know as Free-
  masonry. Those in Germany, with a far greater dedication to 
  secrecy, borrowed their new title from the Afghans. They 
  became the Illuminati. 0 
  FUr1htN revelations about the 'Cults of the Dark Gods' will be 
  appearing in later issues of White Dwarf. 
  
  INTRODUCTION 
  Mosl Call of Clhulhu campaigns involve frequent travel. This scenario 
  Should fit any campaign in which a medium to long range air journey 
  is required. For this reason players' information has been kept to a 
  minimum; Ihe keeper will know where the investigators are travelling, 
  and why. 
  PLAYERS' INFORMATION 
  You are to travel on flight 132, a Tabor airliner of the most advanced 
  design, able to carry twelve passengers and three crew al more than 
  a hundred miles an hour! 
  As the formalities are completed you see the aircraft for the first 
  time; a fantastic triplane with six Rolls-Royce engines, taller than a 
  house and longer than two London omnibuses. It's hard to believe 
  that such a monster can ever leave Ihe ground. 
  Walking towards the boarding ladder, you know that this will be a 
  flight to remember. 
  KEEPER'S INFORMATION 
  The passengers about to board include a fanatical cultist, a murderer, 
  a wealthy tycoon with a sinister past, and a private detective, plus the 
  investigators and some innocent bystanders. Several events are 
  suggested forthe flight; the keeper should select those most approp-
  riate to the campaign background and the skills of the investigators. 
  The passengers are weighed before they board. The keeper should 
  pretend to distribute them according to weight, so that the total SIZ of 
  passengers is spread as evenly as possible along the length, and 
  across the width, of the aircraft. In fact this calculation should be 
  ignored. Spread the investigators around the aircraft and ensure that 
  one sits next to Jeremiah Stokes. 
  The Tabor is a huge airliner. designed as a bomber but converted to 
  peacetime use at the end of the Great War. It holds 12 passengers and 
  3 crew. This version has six Rolls-Royce Eagle engines, two between 
  the upper and middle wings and four in tandem pairs between the 
  middle and lower wings. They are surrounded by a maze of control 
  wires and cooling pipes, all essential to the safe operation of the air-
  craft, and a network of support struts and wires. An unpubllcised 
  design fault is the fact that the upper engines tend to pull the nose of 
  the aircraft forwards and downwards. If any of the lower engines cut 
  out, the upper engines must be throttled back. If this occurs, the air-
  craft will slowly lose height. Each engine (with its plumbing) has 25 hit 
  points, but will need repairs if it takes morethan 13 points of damage. 
  The aircraft loses 10mph flying speed for each stopped engine. The 
  wings have 150 hit points, but the aircraft loses ld6mph for each ten 
  points of damage they take. It will stall and crash should its speed fall 
  below40mph. Full technical and historical details are given at the end 
  of the scenario. 
  Plan 1 shows the layout of the fuselage, which is made of laminated 
  plywood with reinforcing ribs, The fuselage has 150 hit points, but 
  more than 20 points of damage will seriously weaken the aircraft. Each 
  time this occurs roll a percentile dice. If the total damage is greater 
  than the dice roll, roll 1 d20 on the table below: 
  01~10Noeffect . 
  11~13 Plywood cracks. Roll for damage in each subsequent round 01 
  combat. adding ld4 to the percentile dice roll. 
  14-16 Bracing wire anchorage rips free. Pilots must reduce air speed 
  by 2d4mph. 
  17-19 Support strut anchorage rips free, additional damage 2d6. 
  Pilots must reduce air speed by 3d6mph. Make another d100 
  roll to check for further effects. 
  20 
  Main support strut snaps. Aircraft breaks up. 
  Bullets causing less than 6 points of damage pass through the fusel-
  age without affecting the total structure, and this damage need not be 
  subtracted from the fuselage hit points. Any bullet which misses on a 
  roll of95 or more will hit one of the engines; the keeper should rollld6 
  for location: 
  Left upper engine 
  2 
  Right upper engine 
  3-4 Left tandem engines (forward/aft) 
  5-6 Right tandem engines (forward/aft) 
  The nose [1] contains instruments and ballast. Behind it are the two 
  pilots, who sit in an open cockpit [2]. A hatch leads to the engineers 
  compartment [3]. which contains most of the engine controls, the 
  wireless transmitter, a rubber life raft and hand pump, the entry hatch, 
  and a ceiling hatch for access to the wing. If an engine fails the 
  engineer can climb OUI and attempt to repair it in flight. The wireless 
  cannot be used during take-offs or landings; it uses a wire aerial which 
  hangs below the aircraft fuselage and is wound in at these times. A 
  15 
  door leads back to the main cabin [4]. equipped with wicker seats for 
  12 passengers. Each seat has its own window (which can be slid open) 
  and is supplied with cushions and heavy blankets. Net racks above the 
  seats hold hand luggage and coats. A baggage compartment (51 can 
  hold up to two Ions of luggage. Spaces below and behind the cabin [6] 
  hold control cables, ballast, and other equipment. The fuel tanks [7 ] 
  are below the cabin and engineers compartment. 
  CHARACTERS 
  Captain James Crichton-Smythe: Age 35, ex AFC and RAF, Senior 
  Pilot. STR: 15; DEX: 13; INT: l';CON: 12; APP: 10; POW: 11; SIZ: 9; 
  SAN: 55; EDU: 13; HP: 10. 
  Skills: Astronomy (navigation) 35%, Electrical Repair 35%, Make 
  Maps 25%, Mechanical Repair 45%, Photography 25%, Pilot Aircraft 
  55%, Speak French 25%, Speak German 15%, Revolver 35%, Vickers 
  machine gun 35%. 
  Equipment: Assorted maps and charts, .38 Webley revolver. 
  Peter Fincham: A~e 33, ex RFC [medical discharge), Co·Pilot. He was 
  shell-shocked dUring the war, hence his low SAN. STR: 13; DEX: 14; 
  INT: 12; CON: 11; APP: 15; POW: 15; SIZ: 11; SAN: 52; EDU: 13; HP: 
  " 
  Skills: ASlronomy (navigation) 25%, Dodge 35%, Electrical Repair 
  30%, Make Maps 15%, Mechanical Repair 40%, Pilot Aircraft 50%, 
  Speak Arabic 35%, Revolver 35%, Rifle 30%. 
  Equipment: .38 Webley Revolver. 
  Norman Villiers: Age 40, American, ex US Army Air Corps, flight 
  Engineer. STR: 17; DEX: 13; INT: 12; CON: 10; APP: 11; POW: 17; SIZ: 
  11 ; SAN: 55; EDU: 10; HP: 10. 
  Skills: Climb 65%, Boating 25%, Dod~e 46%, Electrical Repair 55%, 
  Mechanical Repair 75%, Operate RadiO 35%, Speak German 25%, 
  Knife 35%, Revolver 30%, Rifle 25%. 
  Equipment: Assorted tools, flare pistol (1 shotl2 rounds, Damage 
  ld6+8, Base 10%, Range 10 yards), commando knife. 
  Jeremiah Stokes: British, age 55, a wealthy arms magnate. During the 
  war he was a leading advocate of the use of poison gas, and made 
  many enemies. Lately he has begun to doubt the wisdom of this work. 
  In the last year there have been three attempts on his life, and he is 
  travelling by air to shake off any possible assassins. STR: 8; DEX: 10; 
  INT: 16; CON: 8; APP: 10; POW: 6; SIZ; 11; SAN: 22; EDU: 16; HP: 9. 
  Skills: Accounting 35%, Bargain 35%, Chemistry 25%, Credit Rating 
  35%, fast Talk 35%, Law 45%, Treat Poison 20%, Revolver 30%. 
  Equipment; Briefcase (in the luggage rack) contains a .32 revolver and 
  his lucky mascot, a crude wooden fetish believed to originate in Africa. 
  Seat 0 [Note: An investigator should occupy seat Cl. 
  Aaron Jakes: Age 52, American businessman and Cultist of Alathoth . 
  He has been sent to steallhe 'mascot', so that it might be given to a 
  more useful servant. 
  STR : 10; OEX: 10; tNT: 15; CON: 10; APP: 6; POW: 17; SIZ: 9; SAN: 
  0; EDU: 15; HP: 9. 
  Skills: Accounting 25%, Bargain 40%, Cthulhu Mythos 23%, Credit 
  Rating 25%, Fast Talk 20%, Law 30%, Occult 55%, Sneak 55%, Blow-
  pipe 25%, Knife 55%, Revolver 30%_ 
  Spells: Dread curse 0/ Azathorh, shrivelling, contact Azathoth, create 
  gate. 
  Equipment: Switchblade knife, .38 revolver, poison ring (potency 13 
  poison injected by needle; takes effect 2d6 minutes after injection, 
  causes death or ld6 damage if resisted; 1 dose), Book o/Eibon. Seat 
  E (Note: Investigators must not occupy seats F to H). 
  Dr Thomas Potter: Age 47, British chemist. Potter works for Stokes, 
  but Stokes will not recognise him since he is disguised by a wig and 
  dark glasses. During the war Palter developed a lethal nerve gas, one 
  of the foundations of Stoke'S fortune. Afterwards he realised that his 
  work did little to advance the war, though hundreds were maimed by 
  its effects. He became insane, and wishes to atone for his sins by kil-
  ling himself and Stokes. He is responsible for the death threats and 
  attacks. 
  STR : 10; DEX: 13; INT: 17; CON: 12; APP: 10; POW: 8; SIZ: 11; SAN: 
  14; EOU: 17; HP: It. 
  Skills: Chemistry 75%, Dodge 46%, Kn ife 35%, Revolver 25%. 
  Equipment: Cylinder of nerve gas (Potency 16 poison, enough to fill 
  Ihe cabin completely), 2 syringes of Potency 10 poison, 2 vials of acid 
  (Potency 8, enough to dissolve a lock or a face),.45 revolver. Seat K. 
  Arthur Mallow: Al;Ie 48, British, private detective and ex-police 
  sergeant. Mallow IS (unknow ingly) employed by a Cultist, and is fol-
  low ing the investigators. He has been told that they are art thieves. He 
  is supposed to report their actions back to an insurance office (actually 
  an accommodation address) in London_ STR: 17; DEX: 13; INT: 12; 
  
  r I 
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  CON; 10;APP: 11; POW: 17; SIZ: 11 ; SAN: 55; EDU: 10; HP: 10. 
  Skills: Cli m b 60"/". Dodge 46%, Drive Auto 30%, Law 35%, Pick Pockets 
  35%, Pick Locks 25%, Speak Hindi 20%, Spot Hidden 75%, Revolver 
  30%, Nightstick 25%, Martial Arts 25%. 
  Equipment: Handcuffs, .32 revolver, pocket knife. set lock picks, 
  gloves, torch. Seat A. 
  Other passengers are unimportant, listed by seat, name, description. 
  hit points and SAN only. They have no weapons or relevant skills. The 
  players should not be allow ed to realise that they are cannon fodder. 
  They should be removed from this scenario where necessary to pro· 
  vide room for the investigators on the plane. 
  Seat B: Nigel Winstanley·Browne. An upper class twit. 9 hits, 40 SAN. 
  Seat C; Reserved for an investigator 
  Seat F: Letitia Templeton. A flapper. 8 hits, 35 SAN 
  Seat G: Jennifer Pettigrew. A honeymooner. 11 hits, 45 SAN 
  Seat H: Charles Pettigrew, A honeymooner. 14 hits, 55 SAN 
  Seat I: Oliver Colt. An American tourist . 10 hits, 80 SAN 
  SeatJ: Professor AIel( Phipps. Musicologist. 9 hits, 65 SAN 
  Seat K: John Banks. A cha rtered accountant. 11 hits, 55 SAN 
  THE FETISH 
  This crude doll is a My:thos artifact, a carving of Nyarlathotep as wor· 
  shipped in Kenya (see Masks of Nyarlathotep). Anyone seeing it for 
  the first time must make a SAN roll or lose 1dS SAN, a successful roll 
  still results in the loss of 1 SAN. Nyarlathotep can oppose POW 10 
  influence the thoughts of anyone carryin~ such a fetish, usually 
  Ihrough dreams. II also drains 1 Magic Pomt per day, This malign influ· 
  ence caused Stokes to manufacture nerve gas, and is responsible for 
  many minor cruelties of Siokes' business empire. Stokes stole the 
  fetish in 1907. 
  Although Stokes is not a Cultist, Nyarlathotep was at first happy that 
  he should own the fetish. Now he begun to resist its malign influence, 
  16 
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  and Nyarlathotep has sent Jakes 10 retrieve it and pass it on to another 
  victim. 
  EVENTS 
  After the ai rcraft takes off, Stokes will open his case to get papers. and 
  Jakes will confirm that he carries the fetish. The investigator in seat C 
  may also Spot Hidden 10 see Ihe fetish at this time; if successful he (or 
  she) must make a SAN roll. 
  Jakes intends to steal the fetish, either by murdering Stokes 
  immediately, or by waiting until the ai rcraft reaches its destination and 
  burgling his room . lf the investigator neat Slokes seems to be taking 
  an unhealthy interest, Jakes w ill delay and wait to see w hat happens. 
  Mallow will also observe developments, using a small mirror (in his 
  cigarette case) to watch the nearest investigator. 
  Meanwhile, Potter is summoning the nerve to confront Stokes. His 
  gas cylinder and gun are concealed in a briefcase. Eventually he will 
  walk forwa rd, pretending to wish to send a radio message. W hen he 
  reaches Stokes he will produce these weapons and confront his hated 
  foe. 
  Luckily Ihe valve on the cylinder is stiff, and two hands are needed 
  to open it. Pollercan', use it and hold a gun simullaneously. This gives 
  the investigators several rounds to react to this threat, while POller 
  rants and teUs everyone about Stoke's crimes. Stokes may respond by 
  admitting his guilt and collapsing in a sobbing fit; an unexpected 
  result which should leave Potier somewhat surprised. 
  Iflhere is a light, or Stokes is killed, Jakes will try 10 steallhe fetish 
  in the confusion . 
  As a last resort he will use his gun and spells to escape to the 
  enfjineers compartment, kill him, and contact Nyarlafhotep. A shantak 
  (With average characteristics) will arrive a few minutes later, and Jakes 
  will climb 01,1\ and walk down the wing 10 Jump onto its back. After· 
  wards the shantak will attempt to destroy the aircraft, to eliminate wit· 
  nesses. 
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  the /lig ht Ihe investigato rs s hould graduallv realise thaI they are 
  seeing II 101 0 f him. lIthe learn h8ve the fetish but Jakes is still alive he 
  will undoubtedly make more attempts 10 fecover iI. 
  This setting gives II numb.r of opportunities fCK unusual fights and 
  confrontations (lor example, a fist fight on Ihe wing 01 the ain:raft), and 
  can aasi tv be adapted 10 I ny olher set of characters and degree of leth-
  <ll itV. 
  Historical Bal::kground 
  Films and nOllels lend to concenlrale on the glamorous Zeppelins and 
  fighter aces of the Great War, and it's easy to forget that both sides 
  developed heavy bombers, capable of flymg hundreds of miles and 
  delivering Ions of explosives. After the wa r they were easily converted 
  10 passenger use. In consequence, European aircraft dominated civil 
  aVlalJon through most of the Twenties. Aircraft like the Handley·Page 
  W8, Vickers Vimy. and Briltol Pullman were either converted bombers 
  or pu rpose-built airliners, and cou Id easily carry eight to fou rteen pas· 
  sengers. By the end of the decade they (and much more advanced 
  descendants' were spanning the deserts of Australia or Egypt, or Ihe 
  walors of the English Ch annel, with equal ease. Many were sold in 
  America, since the US aircraft industry had never built bombers and 
  concentrated on smart aircraft for lucrative airmail runs until the mid 
  dla of the decade. 
  By tOClay's standards thasa aircraft seem primitIVe; wood and fabric 
  biplanes or triplanes, with the passengers seated in wicker chairs. A 
  common feature was the provision 01 ladders in Ihe w.rewing bracing, 
  to let the crew repair the engines in flight if necessary. M8)(imum 
  speed was around 8O-120mph fin a good w irod). Mosl early models 
  lacked radio and other modern navigatioro aids; they followed railway 
  lines or roads whenever possible, and trusted to luck and the compass 
  when crossing deserts or larj;le bodies of water. Their 'airports' were 
  often little more than Qrass f,elds, with tents used as wailing rooms 
  and administration bUildings. 
  The airliner used in thilscenario never flew. However, it is based on 
  17 
  a real aircraft, a prototype heavy bomber which crashed OIl take·off 
  during its first fhght in November 1918, killing its pilots. The Tarrant 
  Tabor incorporated several features which would have made it par· 
  ticularly suitable for airline use; the fuselage was w ider than a modem 
  Concorde airliner, it was free from the usual internal wire braces and 
  spars. and it was buitt for a heavier load than any other aircraft of its 
  day. Its main flaw was lack of pow er, wh ich could have been corrected 
  by engines which were already available when it crashed. II carried 
  radio and other navigational aids. The builder, 
  W G Tarrant, was never able to ra ise the fu nds to complete a second 
  prototype, and Iha project died in 1919. 
  For th is scenario It is assumed thaI the second prototype was com· 
  pleted as the first of a Ilfle of passenger ai rcraft. with better engines 
  and Ihe fuel tanks moved below the cab,n floor. If completed, II would 
  have had the follow ing approximate specifications: 
  loaded welghl. 
  44672lb 
  LenQth : 
  . 
  73' 2" 
  MaXimum Width ; 
  131 ' r 
  Overall height; 
  37' 3" 
  Body Diameter: 
  11· 
  Maximum endurance: 8 hours (u l13mph - 900 miles' 
  12 hours (fl91mph -
  1090 miles.' 
  'These figures would probably be improved for an airline ,"odel, since 
  it would rarely fly at full loading. 
  I am grateful to Francois Prins, aviation photographer and journalist, 
  for the use of diagrams and other malerial from his article 'Mr Tarrant's 
  Tabor'. The modified design for passenper service is typical of the early 
  Twenties. Other sources include: Death In the Clouds-Agatha Christie; 
  Diamonds in the Sky - Penlfer and Hudson; The World's Wo",t Air-
  crah - Jamhs Gilbert; Airliners - Robert Wall; Slide Rule (Auto· 
  biography), Stephen Morris. and 50 Disdained- Nevil Shute. 0 
  
  CRAWLING CHAOS 
  Crawling Chaos is our regular column for players orCal1 of Cthulhu, 
  edited by Marc Gascoigne. 
  RECOMMENDED READING 
  by J G Cadera 
  THE GEMHETEP PAPYRUS 
  History: The papyrus was discovered in 
  a Cairo bazaar in 1895 by Professor 
  Edward Clayton, and was brought to 
  England two years later. The Papyrus 
  dates back to circa 1550BC, which places 
  it roughly in the 18th Dynasty, during th e 
  reign of Amonhotep I. For many years it 
  was considered to be nothing more than 
  a fake, and remained unlooked at in 
  Clayton's collection until 1900, when the 
  professor finally decided to try and 
  decipher it. 
  As Clayton soon realised, the Papyrus 
  of Gemhetep proved to be a virtually 
  complete magical text, but only a frac-
  tion of it was translated when Clayton 
  suffered a fatal heart attack in 1902. The 
  Papyrus was forgotten again while 
  Clayton's estate was being put in order, 
  and did not come to light again for 
  another two years, when a colleague, 
  Dr S A Winters, recommenced its 
  deciphering. 
  Winters was well into his sixties at the 
  time, and it was widely know that he was 
  not a well man, and so nothing was 
  thought of his sudden death less than a 
  month later. The work was handed over 
  to a keen young Egyptologist called 
  Reginald South, who toiled over the 
  translation for six weeks before 'over-
  work and exhaustion' brought on a nerv· 
  ous breakdown. South never really reco-
  vered from this, and promptly shot him-
  self a few days after returning to work in 
  the spring of 1906.ln 1910the Gemhetep 
  Papyrus was sent to the British Museum, 
  along with the rest of the Clayton Winters 
  Collection, where it apparently still 
  resides, untranslated. 
  The Author: The name of Gemhetep 
  appears throughout the work which now 
  bears his name. It is certain that he was 
  a priest of Sutekh (or Set! as his name 
  appears alongside it in several pas-
  sages. It is perhaps useful to note that 
  Set was still rega rded as a benificent 
  deity as late as the 19th Dynasty, and it 
  was perhaps due to the activities of 
  priests such as Gemhetep that the deity 
  was eventually regarded as a source of 
  evil. 
  Spells: At present the Gemhetep 
  Papyrus hasa + 16% to Cthulhu Mythos 
  knowledge, a x 5 Spell Multiplier, and a 
  - 2dl0 SAN loss. The following spells 
  have been translated from the original 
  hieroglyphics: contact Nyarlathotep, 
  contact sand-dweller, summon hunting 
  horror, bindhuntinq horror, contact Yig. 
  Should an investigator wish to trans· 
  late the text beyond this point, using an 
  appropriate Read Ancient Egyptian skill, 
  he/she has a 40% chance of finding two 
  more spells. These are left to the indi-
  vidual keeper's discretion, but a roll 
  must be made for each spell. There is 
  also a further 4% to Mythos knowledge 
  and - 1dl0SAN loss, whether the spells 
  are found or not. 
  Availability: Due to its reputation for 
  misfortune, the Papyrus is kept away 
  from the access of most scholars. If an 
  Egyptologist wishes to apply to continue 
  the translation, or just to read the manu-
  script. a successful Archaeology roll 
  must first be made. 
  THE SPHINGIEN MANUSCRIPT 
  History: The Sphingien Manuscript was 
  first published under the title of liber 
  Servitus Nefarius - The Book Of Abomin-
  able Bondage. Less than a hundred 
  copies of this obscure work were ever 
  printed, of which it has been ascertained 
  that only twenty-two were ever distri· 
  buted. These went to a group of occul-
  tists known as The Order Of The Flame, 
  who were closely associated with 
  Wilhelm Sphingien, the book's author. 
  The remainder of the books were kept iF! 
  storage by the publishers, Jager & Voss 
  of Munich, until they were publicly 
  burned in 1886 by Werner Ansbach, a 
  former student and friend of Sphingien. 
  It is known th at before this date a 
  number of strange occurrences took 
  place involving the owners of the book. 
  A couple became insane, several were 
  found horribly mutilated, and one or two 
  simply disappeared. Apart from Sphin-
  gien, Ansbach was the last - supposedly 
  sane - member of the Order Of The 
  Flame. Realising this he is said to have 
  set out to destroy the work of his tutor 
  before more people became involved. 
  Ansbach is known to have found a 
  futher ten of the twenty-two distributed 
  to the order, as well as those remaining 
  with the publishers. The rest remain 
  unaccounted for, save only for a single, 
  badly damaged and incomplete copy in 
  a private collection, and the original 
  manuscript, which was discovered in a 
  london bookshop in 1904, and is now 
  deposited in the British Library. 
  The Author: Wilhelm Dietrich Sphin-
  gien was born in Munich in 1838, but 
  very little else is known about his early 
  life. 11 is thought that he travelled exten-
  sively between 1858 and 1864, during 
  which time he also wrote several short 
  works on trave l, folklore and witchcraft. 
  At the age of twenty-seven, after a trip to 
  Asia Minor, he founded the Order Of The 
  Flame and set about writing what he 
  declared at the time to be the most sig-
  39 
  nificant occult work of all time. During its 
  writing he is reputed to have haunted 
  graveyards, 'looking for inspiration' he 
  told his friend Ansbach. Sphingien was 
  suspected of grave-robbing on several 
  occasions, as some of the sites he was 
  known to frequent were vandalised dur-
  ing the summer of 1867. There were also 
  reports of people going missing around 
  this time. 
  Sphingien appears to have gone into 
  exile for a short while, since nothing is 
  recorded of his activities between the 
  winter of 1867 and the spring of 1869. On 
  his return to Munich he appeared care-
  worn and haggard, and now looked con-
  siderably older than his thirty-one years. 
  Some years passed between the com-
  pletion and the final publication of the 
  liber Servitus Nefarius, and it was soon 
  after this event that fingers began to be 
  raised in suspicion against Sphingien 
  again. He was suspected of murdering 
  several members of his order, until 
  eventually those few still remaining 
  rebelled against him and the order was 
  dispersed, much to the relief of local 
  people. With the disbanding of the Order 
  Of The Flame, Sphingien sought retire· 
  ment and left Munich to live in a cottage 
  just outside a small village near 
  Ravensburg. 
  In 1891, however, his past caught up 
  with him in the form of the vengeful 
  Werner Ansbach. What actually hap-
  pened still remains a mystery, though 
  some details have emerged. The villa-
  gers reported that Sphingien had a visi· 
  tor on the night of September the 20th. 
  The day after, Werner Ansbach wan-
  dered into the village, gibbering like a 
  madman. He told the stunned villagers 
  that he had called down 'the Wrath of the 
  Gods' upon his former master. The cot-
  tage was searched, but was quickly put 
  to the torch. According to the official 
  police report, the famous occult scholar 
  Wilhelm Sphingien was murdered by a 
  former associate, who then set fire to the 
  cottage to hide his tracks. Ansbach died 
  three years later in a Berlin asylum. 
  Spells: The Sphingien Manuscript in the 
  British Museum has a + 1 5% to Cthulhu 
  Mythos knowledge, x2 Spell Multiplier, 
  and a - 1dl0 SAN loss. The following are 
  the spells to be found in the complete 
  manuscript (those marked thus· are 
  absent from the damaged book): call 
  Cyaegha·, contact ghoul, create gate·, 
  enchant sacrificial knife. 
  Availability: As has already been stated, 
  the complete handwritten manuscript is 
  to be found in the British Library, in lon-
  don. The last remaini ng~and very badly 
  disfigured - copy of Liber Servitus 
  Nefarius is to be found in the private col-
  lection of one Dr Charles Sanderman of 
  Margate, Kent. Many of the pages have 
  been violently torn out of this book, and 
  there is a profusion of bloodstains 
  throughout. Viewing the cover will cost 
  an investigator 1 point of SAN : there is 
  the mark of a three-fingered claw ed 
  hand imprinted in blood on the front of 
  the book. The inside cover is autographed 
  by Sphingien, and is dedicated to Herr 
  Erich von Ingoldstadt. Both the manu-
  script and the book are written in Latin, 
  and will require some Fast Talking 
  before they are seen. 0 
  
  Original Text by Prof Wolf von Archensbak. Translated for Call of Cthulhu 
  by A J Bradbury 
  Tranatator's Note 
  In the first part of these notes (WD71), prepared in the mid-
  19305, Professor von A rchensbak dealt with two (allegedly) 
  extinct groups: the Assassins and the Knights Templar. He 
  concludes his research with a study of the Freemasons, the 
  Bavarian Illuminati and that most worrying new phenomenon 
  which has appeared in Germany, National Socialism - the 
  Nazi Party. 
  In the section of his notes on Freemasonry the Professorhas 
  done no more than prepare two 
  lists. I have 
  '~;~~~';,t'"o~:'~~~:kt:;i description of Masonic ritual, append-
  il 
  references to the Templars where 
  appropriate. 
  Freemasonry 
  The first reappearance of the Knights Templar after their per-
  secution in Europe is to be found at the time of the Battle of 
  Bannockburn (1314) when a sizeable body of knights-in-exile 
  fought on the Scottish side. There is then a substantial gap in 
  the historical record until the Battle of Killiecrankie (1689) 
  when one of the Scottish casualties - John Claverhouse, Vis-
  count of Dundee - was found to be wearing the Grand Cross 
  of the Order of the Temple. 
  So far as the existence of the Templars in Scotland is con-
  cerned, then, theevidence may be regarded as limited but sig-
  nificant. Its importance resides in the fact that the earliest 
  known 'speculative' Masonic group was the Mary's Chapel 
  Lodge, founded in Edinburgh sometime 'before 1598' (accord-
  ing to the Concise Cyclopaedia ofFreemasonryl. That is to say, 
  the birth of Freemasonry - as distinct from the original guilds 
  of genuine stone masons-appears to have occurred in a reg-
  ion known to have Templar connections and at a time when 
  the Order must certainly have still been in existence. 
  But the relationship between the Templars and 
  Freemasonry is not merely speculative, so to speak. On the 
  contrary- Masonry'strue parentage can be clearly seen in the 
  details of its various rituals, In Masonry's initiation ceremony 
  (Entered Apprentice), in particular, this dressing of the 'de-
  posed king' in new clothes is evident beyond all reasonable 
  doubt. 
  Before the initiate is first allowed into the Temple a part of 
  his normal clothing is removed so that he is left only his shirt 
  and trousers, a shoe on his left fOOl and slipper on the right. His 
  left shirt sleeve and his right trouser leg are rolled up above the 
  jOint. and his shirt is pulled back on the left to expose that side 
  of his chest. Finally, the initiate is required to wear a noose 
  about his neck (known as the cable tow), and a blindfold. 
  [The rope is clearly an imitation of the ritual knotted cord 
  worn by all Templars, whilst the baring of the chest on one 
  side is surely a reminder of the time when the Templars were 
  forbidden to wear the red cross on the left side of their sur-
  coats - von A.I 
  On gaining admission on the Templ e, after the Tyler has 
  given the 'first degree knock', the initiate is now halted in his 
  progress by a small sword (a poniard) which is held against 
  the bared part of his chest. 
  [The knock consists of three evenly spaced raps, the same 
  signal as that used by the Templars. The use of the poniard, 
  which would allegedly have been used to run the initiate 
  through had he tried to force an entry, lays emphasis on the 
  importance (and secrecy) of the original ritual- von A.I 
  To describe the entire ritual which now follows would take 
  more space than we have here. I will deal, then. with only three 
  further points which von Archensbak feels are particularly 
  important. 
  Firstly there is the movement known as the 'first degree 
  step'. This involves taking one short pace forward on the left 
  footcompleted by bringing the right heel inlothe left instep so 
  as to form a tau or E,gyptian cross. Freemasonry explains this 
  as a representation of a T-square, but when linked with other 
  evidence it must also recall the accusation made against the 
  T emplars that they 'trampled upon a crucifix' during their initi-
  ation ceremony. 
  Secondly, much is made of the Volume of Sacred Law in all 
  Masonic rituals. It is said to 'govern our faith ', which seems 
  reasonable enough since the VSL is, in Europeand America, a 
  Bible. Yet in an Indian lodge the VSL would be a copy of the 
  Hindu scriptures; and in a Moslem country it would be a copy 
  of the Koran, and so on. Von Archensbak points out that this 
  highly ambiguous attitude towards religion puts one in mind 
  of the Assassins' willingness to adopt any and all religions in 
  order to gain their own ends. 
  Finally, let us end with an item from the Royal Arch cere-
  mony.ln English lodges, this ritual is widely held to bethe final 
  part or'completion' of the Master Mason'sde\ilree.ln this cere-
  many a Mason is introduced, though often Without realising 
  it, to one of the real secrets of Freemasonry: the four 'sacred 
  words', laid out around a triangle within a circle, and the three 
  Hebraic letters used to make up the three descriptions of 'the 
  Lord'. 
  The first 'word', divided into three parts around the circle, is 
  JE-HO-VAH (a Jewish nameforGod). Theotherwords, set out 
  on thethreesides of the triangle, are JAH, BULand ON which 
  are described to the candidate as being the Chaldean, Syrian 
  and E~yptian names for God. It would befarmore accurate to 
  describe them as beino;:! the names ofthree gods, with a small 
  'g' - (Jah, Baal and OSiris) - since all three retigions worship-
  ped not one but many such 'divine beings'. 
  The canqidate is now told that the three Hebrew letters are 
  Aleph, Beth and Lamed-A, Band L in EngliSh -and that tram 
  
  CUL TSOFTHEDARK GODS II 
  these leners one can make three descriptions of 'the Deity'. 
  Theseare: AB BAl(Father lord), AL BAl(Word Lord) and LAB 
  BAl (Spirit lord). Whether the candidate be Christian or not he 
  will almost certainly think that he recognises the Holy Trinity 
  as described in that religion. But this is the crucial point of the 
  ceremony, for BAl, like BUl, is not a name for the Christian 
  God - they are both forms of the name of the Syrian demon-
  god more commonly known to us as BAAl! 
  Nowonderthecandidate is informed this 'proves the Royal 
  Arch to bethe climax of Freemasonry'. He has just been shown 
  the direct link from Freemasonry, through the Templars to the 
  Syrian Order of Assassins, yet fewer than one man in a 
  thousand will recognise the real si9nificance of these words I 
  Truly, as the old Arab proverb has It: 'the best place to hide a 
  light is in the sun'. 
  The Illuminati 
  What we have seen, time and again, is thewayin which Ihese 
  cults derived from the Assassins have adopted whatever guise 
  seemed most likely to enable them to gain their own ends. For 
  the Assassins it was the power which derives from brute force 
  and a reign of terror. For the Templars it was the more subtle 
  power that comes with great wealth with force of arms being 
  reserved for situations where all else had failed. In our third 
  case physical enforcement has given way entirely to what we 
  might call 'political' power, based on the financial and social 
  standing of those who are seduced by the organisation's 
  'innocent' facade. 
  But there is yet a fourth group who, whilst seeking the same 
  all·embracing power, have rejected the idea of outrlght sec· 
  recy, choosiny instead a modern version of Joseph's 'coat of 
  many colours. The Illuminati - the Ancient Illuminated Seers 
  of Bavaria - have encouraged so many differing stories con-
  ce'rning their constitution and their purposes that it is quite 
  impossible for the average citizen to know what, if anything, is 
  the truth. Indeed. their programme of misinformation has 
  been so effective that a majority of the population refuse to 
  believe that they exist at alii 
  How I wish that were true. Unfortunately my own researches 
  over the years have revealed that the AISB is all too real. And 
  if their current plans (as I understand them) should ever prove 
  successful then I have no doubt that the world will come to 
  curse their name. 
  ARo ..... 
  As the great English poet. William Shakespeare, once wrote: 
  A rose by any other name would smell as sweet. In the case of 
  the Illuminati we might say: The Assassins by any other name 
  would be as deadly. 
  What all my fellow researchers seem to have overlooked is 
  the fact that the group which is so often labelled 'The Illuminati' 
  actually does not have a single name. It has, as the need arose, 
  adopted many names-some meaningful, some deliberately 
  misleading-yet through all these changes the group itself has 
  not altered its essential identity for over 2000 years. 
  The first organisation to use the idea of illumination in its 
  title was, as I have already mentioned, the Roshinaya of 
  Afghanistan. The Bavarian Illuminati, officially founded on 
  May 1st, 1776 by Adam Weishaupt in Ingolstadt, Bavaria, was 
  just one more manifestation of the original Assassins which 
  used this name. At other times there have been the Allum-
  bredos (the Illuminated Ones) in Spain, supposedly wiped out 
  bV order of the Grand Inquisition in the mid-17th century but 
  soon reappearing as the illuminated Guerinets of France. The 
  Guerinets also disappeared from public view after a while, 
  only to resurface in the1ate 19th century as the Illuminati of 
  Paris. 
  At other times, and in other places, the selfsame organisa· 
  tion has appeared as occult societies such as the Rosicrucians, 
  the notorious Hermetic Order of the Silver Twilight and tem-
  porarily, the Order of the Templars of the Orient, and as self· 
  styled defenders of the Christian faith like the Holy Vehm. 
  The Chosen Ones 
  In speaking of the Holy Vehm I would divert this study for a 
  moment to consider once more the meanings of certain litles. 
  You will remember Ihatl took some pains to unravel the 
  meaning of the word Baphomet. the name of the idol sup· 
  posedlyworshipped by the Templar Knights. In the case of the 
  Holy Vehm we find exactly the same confusion over the word 
  'Vehm'· lt has been suggested that thiswasa corruption of the 
  German word Fahne (see below) which means a flag or stan· 
  dard, so that the organisation would have been, in effect, the 
  'standard bearers of Christendom'. A more practical transla· 
  tion would be Fehm, meaning 'wise' (the actual title adopted 
  by initiates of the Holy Vehm) - yet another link with Syria 
  through a word which is spelt and pronounced almost exactly 
  the same way in German and Arabicl 
  A similar link can be found in the name of the alleged foun· 
  der of the Bavarian Illuminati-Adam Weishaupt. Here we find 
  the name of Adam -the originator of all wisdom, according to 
  the Assassins -coupled with 'Weishaupt'which may be trans-
  lated as 'high wisdom'. The real question that we need to ask 
  is not: who was Adam Weishaupt? but rather: what was Adam 
  Weishaupt? In practice, I believe, this name was nota name at 
  all (in the normal sense), butthe title of someone who at least 
  believed himself to be the current master of all those groups 
  which were descended from the Assassins! 
  But why does our path so often seem to lead back to Ger· 
  many? Why have Westphalia and Bavaria become so central 
  in the story of the Illuminati and the Assassins? The answer to 
  these questions is, I fear. about to be made all too plain. It isthe 
  reason why I must publish my work in such an unfinished 
  state. The world must be warned before it is too late - or is it 
  already too late to avert the terror that lurks at the very 
  threshold of the Western world? 
  Kadeth Once More! 
  Those of my readers already familiar with the 'fictional' work 
  of the American H P lovecraft will know full well the horrors of 
  the icy wastes of 'Unknown Kadath'. Yet there is a group in 
  Germany at this very time who seek to glorify that horrible 
  land of Ultima Thule. as it is known in our mythology. 
  Based in the city of Munich (in Bavaria!), the Thule 
  Gesellschaft has, at the behest of the notorious occultist Diet· 
  rich Eckart, placed its power at the disposal of a despicable little 
  Austrian Corporal named Adolf Hitler and his National 
  Socialist Party -the Nazis! According to Eckart's deathbed 
  statement Hitler has been initiated into the 'Secret Doctrine' 
  and is able to communicate with those whom Eckart called 
  'The Powers'. 
  Butwhich powers?Certainly not those of our own world. let 
  me make it plain to my readers that lam not one of those who 
  believes in magical powers in the normal sense of those 
  words. Vet I must hold it to be beyond doubt that there are 
  doors, or gates as lovecraft calls them, between our dimen· 
  sian and some utterly destructive forces that would ravage our 
  world if they could. mentally, spiritually and - ultimalely-
  physically as well. And for those who deal with such forces 
  there are indeed certain evil powers over which they are given 
  mastery for a brief span. 
  What powers? The power to bring insanity, death and 
  destruction into our world of an unparalleled nature. Already, 
  despite his imprisonment following the fiasco of the Beer Hall 
  Putsch some ten years ago, Hitler has risen to unthinkable 
  power. Now, so I Jearn, with our beloved President Hinden· 
  burg not yet cold in his grave the upstart Corporal has induced 
  the armed forces of Germany-in theirentiretyr -to swear an 
  oath of allegiance to him. Not an oath of loyalty to a rightful 
  King, not even an oath of loyalty to their country, but an oath 
  of loyalty unto death to one man alone. And what is this oath 
  - it is the Fahneneid, the blood oath of the Teutonic Knights! 
  Thus have the Assassins, Templars. 'inner' Masons -call 
  them what you will- resurfaced to tenorise all decent citizens. 
  JUSt lis the Grand Master of the Assassins lived in his castle 
  named the 'Eagle's Nest', so Hitler has named his headquarters 
  near the castle of Zeigenberg the 'Eagle's Eyrie'. Just as the 
  Assassins chose red, white and black as their 'official' colours, 
  so the symbol of Naziism - the reversed or 'dark' swastika is 
  picked out in black, in a white circle on a re~ ground. And just 
  as the First Reich - Charlemagne's Western Empire - was 
  centred on Germany (hence the constant linking of our coun-
  try with the Illuminati), so Hitler seeks to create a 'thousand 
  year empire' of the Third Reich dominated by the German 
  peoples! 
  If the horror that lies before us is to be averted then it must 
  be by the action of the peoples of Britain and America, for Ger-
  many is already lost. The Powers are no longer on the 
  threshold for us, we have closed our eyes and welcomed them 
  into our midst! 0 
  The Heart of the Dark, a scenario based on the findings of Prof 
  Wolf vo" Archensbak, will be appearing in the March edition 
  of Whjte Dwarf. 
  41 
  
  A Guide to Creating British Investigators, by Richard Edwards and Chris Elliott 
  'Reporter feller wanted to know all about 
  that show at Clecron; weill told him to 
  telk to the Prof, alii did was go 8/ong for 
  8 wheeze, and give that fishy-looking 
  chap 8 whack with B mashie niblick 
  when he got frisky. Impertinent little oik 
  though. he actually had the cheek to ask 
  me whether I'd describe myself 8S 8 
  dilettante. Dilettante! Makes one sound 
  like 8 bally the dansant gigolo, what? I 
  soon sent him off with 8 flea in his ear.' 
  The basic Call of Cthulhu rules assume 
  that most investigators will be Ameri-
  can, but for anyone running British 
  characters or a British campaign. we've 
  put together character sketches of two 
  classic Twenties' types with stiffer upper 
  lips than the average Yank. Following 
  the old cricket usage, we've called them 
  Gentlemen, or aristocratic amateurs, 
  and Players, or professional sportsmen. 
  GENTlEMEN 
  Gentlemen investigators need to be tall, 
  languid and clean shaven. IAnyone with 
  a beard is either of the older generation, 
  a sailor, arty or a foreigner. Both the lat· 
  ter types are extremely suspect.) Edu-
  cated at either Oxford or Cambridge, 
  they will be of independent means, and 
  won't need to bother with a job, although 
  something in the Foreign Office could be 
  considered. Achap hardly has time fora 
  job, though, what with the crowded 
  social schedule. In town it is cocktails 
  and the Charleston, Boston, jazz·step, 
  one·stepandfoxtrot. IBeing able to play 
  the banjO and ukulele helps.) Out of 
  town, there is all the fun of country· 
  house weekends, with shooting and 
  fancy dress parties. Just throw a brace of 
  guns in the old jalopy, and bring your 
  valet to double as loader, and away you 
  go. As far as clothes go, they may still be 
  made in Piccadilly by father's tailor, but 
  their style will be dictated by the Prince 
  of Wales, the betot dressed man in Eng-
  land (and that means in the world). Win-
  ters are best spent at Monte, and the rest 
  of the year at the family home in the coun· 
  try, or at a town flat or house in Mayfair. 
  A pretty agreeable life, but if an old col· 
  leQe chum or tutor comes up with some· 
  thIng that sounds like good sport, that 
  may provide just the sp'ice that it needs. 
  Crime fiction and thrillers of the Twen-
  ties and Thirties are littered with such 
  aristocratic detectives. A typical Call of 
  Crhulhu gentleman investigator will have 
  average to low strength, constitution and 
  size, corresponding to a tall slim build. 
  Unlike many fictional sleuths who con-
  cealed razorsharp minds beneath aven-
  eerofidiocy. they should beotlow intel· 
  ligencf\:; the classic silly ass. Power can 
  be high, allowing them to lead charmed 
  lives through high luck rolls, and also 
  giving them a high initial Sanity. This 
  mayseem a little strange, but it does not 
  indicate powerful mental discipline so 
  much as a stunning lack of imagination. 
  Dexterity will be high, representinQ 
  years of training in ball games, riding, 
  and huntin', shootin' and fishing. 
  Appearance will be high, as a result of 
  impeccable dress and manners, and an 
  easy charm. Education should be around 
  130r 14, but no higher. In practical terms 
  it will give the character extensive know· 
  ledge of restricted fields such as Greek, 
  latin and the ClaSSics, but be of severely 
  limited use in other areas. Such charac-
  ters will have two main motivations: 
  honour and sport. Honour mainly 
  ~plies to members of the same class, 
  • but can also lead to acts of supreme self 
  · sacrifice, A la Beau Geste, Captain Oates, 
  Sidney Carton, and the entire light 
  Brigade. Sport is no less important. and 
  is an all·embracing term covering any· 
  thing from organised sports them-
  selves, through the thrill of the chase 
  and hazardous pastimes, to outright 
  criminal activities, like those of Raffles, 
  'The Gentleman Cr{lcksman'. (It should 
  be noted, however, that although Raffles 
  saw nothing wrong in breaking and 
  entering, it was usually the middle das-
  
  ses - stockbrokers and the like -who 
  were his victims.) 
  Being of independent means, members 
  oftha aristocracy make ideal investi-
  gators, able to take off at a moment's 
  notice for a stone circle in Orkney or an 
  archaeological site in Turkey_ In the Bri-
  tain of the early 19205, when there was 
  only one car on the roads for every 140 
  people, they would be one of the few 
  with cars. Typically, this would be some-
  thing large and powerfullikea 3L Bentley, 
  whose price ranged from £1500 to 
  £2500, or something more exotic and 
  expensive like a Lagenda. Firearms are 
  usually pretty futile in Call of Cthulhu, 
  but a brace of shotguns can come in 
  handy for small game, deep ones and 
  the like, and no gentleman would be 
  without them. 
  Perhaps the most important aspects 
  of such characters, however, are their 
  influence and connections. The influ· 
  ence won't allow them to get away with 
  major breaches of the law or 'iocial con-
  ventions (especially social conventions), 
  but it will avoid nuisances like being pro-
  secuted for speeding at two or three 
  times the national limit of 30mph when 
  chasing a car load of cultists, and will 
  give rise to almost exaggerated deference 
  from humble constables. ('Beg pardon, 
  your lordship, I didn't realise these 
  gentlemen were with you.') Their con· 
  nections can provide a useful way forthe 
  keeper to start off a scenario, or feed in 
  new information. For instance, though 
  they themselves may be professional 
  party·goers, there is always the friend 
  from college who went into the Foreign 
  Office, and wants someone unofficial to 
  look into the strange goings-on in 
  Waziristan, or a panic·stricken telegram 
  from another college chum whose dab-
  blings in the occult (popular among sec-
  tions of Oxford and Cambridge under-
  graduates at the time) have led to awful 
  consequences. As the saying has it, 'If 
  you can keep your head when all about 
  are losing theirs, you don't realise how 
  serious the situation is.' Gentlemen 
  investigators are not likely to be power' 
  houses of Mythos knowledge and spells, 
  but they do have their uses, and playing 
  one can be frightfully good sport. 
  PLAYERS 
  'Oemobilised officer, finding peace 
  incredibly tedious, would welcome di-
  version. Legitimate if possible, bur 
  crime, if of 8 comparatively humorous 
  disposition, no objection. Excitement 
  essential. Would be prepared to can· 
  sider permanent job if suitably impressed 
  by applicant for his services. Reply at 
  once Box X1D'. 
  With this advertisement, Bulldog Drum-
  mond (the fictional creation of It Col H C 
  McNeile, 'Sapper') began the first of his 
  four encounters with arch criminal Carl 
  Peterson. Drummond is the archetypal 
  Player, and he and his ilk can readily be 
  adapted to fill the role played by the Pri-
  vate Investigator in an American cam-
  paign. To call them Players is not to 
  imply that they aren't gentlemen; far 
  from it. In an era when a servant could be 
  hired for two pounds a week, a chauffeur 
  earn between £2.75 and £3.50, and an 
  income of £2·3,000 enable one to live 
  very comfortably indeed, another of 
  GENTlEMEN AND PLAYERS 
  McNeile's heroes, Tiny Carteret, could 
  call on £5,000 a year. They have ser-
  vants, run expensive cars, and are mem-
  bers of good clubs. What makes them 
  different from the Gentlemen, then? Two 
  things, really, they are not aristocrats, 
  and they are above all men of action. 
  Hugh Drummond, 'Bulldog' to his 
  friends, was 'slightly under six feet in 
  height' and 'broad in proportion', with a 
  nose that 'had never quite recovered 
  from the final one year in the Public 
  Schools Heavy Weights'. Tiny Carteret 
  'had been capped fifteen times for Eng-
  land playing in the scrum', but in spite of 
  his size 'was at the same time marvell-
  ously agile'. When creating a Player, 
  strength, constitution and size should 
  therefore all be fairly high. Intelligence, 
  on the other hand, would not seem to be 
  as important; men of action are not 
  given to flaunting their erudition, and 
  Drummond and Co were pOSitively anti-
  intellectual. (Notto say downright ignor-
  ant; summoned to a mysterious meet· 
  ing at the Home Office, Tiny Carteret 
  wonders what the Colonel who called 
  wants with him, and then adds for good 
  measure, 'And where is the Home Office, 
  anyway?') In!elligence should not be too 
  low, however, as although Drummond 
  'laid no claim to being brilliant' and 
  admitted that his brain 'was of the also-
  ran variety', he was 'the possessor of a 
  very shrewd common sense, which gen-
  erally enabled him to arrive at the same 
  result as a far more brilliant man and, 
  incidentally, by a much more direct 
  route.' Power, in the sense of charisma, 
  can beaverage or above, but should not 
  be low, as much is made of such men's 
  qualities of leadership. As with all 
  heroes of the 'Saturday Matinee' variety, 
  Players need to have a good luck roll to 
  get out of the situations their direct 
  approach is likely to land them in. They 
  also need to be able to dodge the grasp 
  of flailing tentacles and suchlike when 
  things get sticky, and so a decent dexter· 
  ity score is desirable. (Drummond was 'a 
  lightning and deadly shot with a 
  revolver.') Appearance can be as low as 
  you like; although the nickname 'Bulldog' 
  referred to character traits, he was 'the 
  fortunate possessor of that cheerful type 
  of ugliness which inspires immediate 
  confidence in its owner' (and probably 
  had to restrain himself from jumping up 
  and licking your face). Education can 
  also be pretty abysmal. If the likes of 
  Drummond ever got as far as the dream-
  ing spires of Oxford, they would proba-
  bly have gone to one of its less academic 
  colleges, such as St Edmund Hall, and 
  been the sort of hearties whose i'-i'ea of 
  fun was throwing arty undergra~ates 
  in fountains. Because of their above 
  average power, Players will have a good 
  initial Sanity. In this, they are similar to 
  the Gentlemen, but the reason is 
  different. 
  Most, if not all Players would have a 
  military background, and have taken part 
  in 'the lastshow'. Thiswould have given 
  t"'em the jaundiced view 00 Germans 
  displayed by Sapper's heroes. 'The 
  scum certainly would not be complete' 
  he remarked to Peterson, 'without a 
  filthy Bache in it.' (And this from a writer 
  whose first name was Hermanl Small 
  wonder hewas known as Cyrtl McNeil e.) 
  In fact, for such people, all foreigners fall 
  into one of two categories: comic or 
  sinister. The idea of cosmic abomina· 
  tions lurking behind the fragile fabric of 
  everyday life is a bit hard to take, but the 
  cults that are working to return the Great 
  Old Ones are obviously of a piece with 
  unwashed Bolsheviks and other such 
  rabble and their sinister conspiracies. 
  Whereas the Gentleman has a well-nigh 
  unshakeable confidence in the survival 
  of all things decent and British, the 
  Player knows that they are constantly 
  under assault from foreign plots, and 
  that swift and firm action is needed to 
  deal with them. 
  Like Gentlemen, Players are useful for 
  their access to a fast car. Thegreat Slitre 
  Bentley, one of the last to be made, did 
  not come out until the Thirties, but 
  Drummond boasted a Hispano Suiza, 
  some models of which had a wheelbase 
  of fourteen feet, a track of five, and were 
  capable of over 110mph, and Players 
  should certainly aim for something on 
  the sporty side. Most Players, as well as 
  having seen active service, will have a 
  couple of souvenirs of the war: a faithful 
  batman (who inevitably has a treasure of 
  a wife), and a well oiled ex-army Colt. 
  The batman and wife act as servants for 
  the bachelorflat in Mayfair, and the Colt 
  is a handy supplement to the trusty right 
  fist. They will also have a few tricks up 
  their sleeves; Drummond had learnt 
  some from an old Japanese, and when 
  things got boring in the trenches used to 
  prowl silently among the German lines 
  nobbling the occasional Bache. Intellec· 
  tuals they may not be, but as 'Sapper' 
  said of his creation, they are 'a sportsman 
  and a gentleman. And the combination 
  of the two is an unbeatable production.' 
  CREA TlNG CHARACTERS 
  Players: The following skills are availa· 
  ble to characters opting for this 'profes· 
  sion': Climb, DriveAuto, Fast Talk, Hide, 
  Jump, listen, Sneak, Spot Hidden, 
  Swim, Throw. Track, Handgun, Melee. 
  A Player's disposable income is generated 
  by the following formula: ld6 x $2000 
  + $2000. If divided by six, this will give 
  an approximate equivalent in pounds. 
  (See The Price is Right in W07D.) 
  Gentlemen: The following skills are 
  available to Gentlemen characters: Drive 
  Auto, Fast Talk, Photography, Pilot Air-
  craft, ReadlWrite latin, ReadiWrite 
  Greek, Ride, Sing, Speak French, Shot· 
  gun. 
  A Gentleman's disposable income is 
  generated by the following formula: 
  1d10 x $1000 + $2000. Again, divide by 
  six to reach a sterling equivalent. 
  Note: The Call ofCthulhu rules for 
  generating characters' incomes do not 
  specify whether these are net or gross, 
  and there is obviously a considerable 
  difference when tax, rent, mortgage and 
  other expenses have been taken into 
  account. The amounts we have 
  suggested represent what such charac· 
  ters could actually spend, but they 
  would already enjoye standard of living 
  far above the average due to inherited 
  wealth. They would also be expected to 
  live uptotheirsocial standing, though-
  no British StaMard demob suits at 57/6, 
  and no driving Baby Austinsl 0 
  
  TilE Ilfi1RT OF TilE 
  An illuminatingly different Call of Cthulhu scenario, by Andy Bradbury 
  KEEPER'S INTRODUCTION 
  This scenario is deliberately designed as 
  a 'timeout' adventure; in fact it could be 
  described as school of red herrings look-
  ing for someone to hoodwink. However, 
  for those keepers who feel that genuine 
  danger is indispensible for a really 
  interesting adventure, the alternative 
  plotlines provided can be used to beef 
  up the action. No statistics for NPCs are 
  provided since it is doubtful that they 
  will be needed .... 
  It will be advantageous if the inves-
  tigators have at least some knowledge 
  of 'conspiracy theory' groups such as 
  the Freemasons and the Ancient Illumi-
  nated Seers of Bavaria (see WD73), lt will 
  also help if you can (subtly) induce at 
  least one of your players to (re-)read 
  Lovecraft's story The Case of Charles 
  Dexrer Werd before sending the group 
  off on this excursion. Assuming that you 
  are, yourself. at least passingly familiar 
  with this tale, the reason for this last 
  instruction will become increasingly 
  clear. (If you haven't read it - shame on 
  you !) 
  PART 1: MURDER IN WHITECHAPEl 
  For reasons which will become clear in a 
  mo-ment, the investigators should have 
  a positive relationship with a member of 
  the London Metropolitan CIO (preferably 
  an Inspector or more senior officer). This 
  would best be achieved in a previous 
  adventure so the lead into this scenario 
  appears as genuine as possible. It is 
  through this officer that the inves-
  tigators will learn of a murder in Lon-
  don's East End. To the officer the murder 
  means very little; it is in the details 
  which he lets drop that the investigators 
  should spot a suggestion of Cthulhoid 
  influences at work. 
  The murder, as described (at sec-
  ond hand) by Inspector X runs as 
  follows: 
  'Two nights ago (April 16th-17th, 192-). 
  at about twelve forty-five, Police Consta· 
  ble Arthur Gribben (PC 56H - the H 
  stands for Whitechapel Division) was 
  patrolling his normal beat in the area of 
  Commercial Street when he heard a 
  shout from an alleyway followed by 
  sounds of a scuffle. Being a bit raw, and 
  possibly rather over-impressed by the 
  associations of this area (ie the Ripper 
  Murders of 1888) Gribben took the pre-
  caution of giving a blast on his police 
  whistle before venturing into the alley-
  way. 
  'On reaching the scene of the crime 
  Gribben says he heard footsteps reced-
  ing into the distance; whether of one 
  person or several he couldn't tell. Grib-
  ben was about to give chase, no other 
  constable having arrived as yet, when he 
  spotted a body huddled against one wall 
  of the alley. 
  'The body proved to be that of an 
  elderly man, between 65 and 75 years 
  old according to the coroner, evidently 
  well down on his luck. Death, despite 
  two or three quite brutal blows to the old 
  man's head, was not instantaneous. Not 
  that that helps us very much. According 
  to Gribben's report the man was only 
  able to breath one short phrase, and that 
  in some foreign language, before he 
  finally gave up the ghost. 
  'I've a copy of the words in my 
  notebook, but we've yet to find a lan-
  guage expert who can make any sense 
  of them.' 
  Keepers should note that the eX8ctloca· 
  tion of the scene of the murder is. in fact, 
  entirely irrelevant. For a little added 
  realism you might like to use the area of 
  Spitalfields (London) bounded by Com-
  mercial Street, Hanbury Street, Fashion 
  Street and Brick lane. 
  If questioned further the Inspector will 
  reveal the followin~ information: 
  , . Acopy of the Victim's last words, as 
  recorded by PC Gribben : 
  'Odd frog if gebel - he yogs froth in 
  garning .. : 
  2. A list of the contents of the dead 
  man's pockets: 
  Twelve five-pound notes, a sovereign 
  plus 15/- in small change, a small glass 
  bottle containing a quantity of greyish 
  crystals (so far unidentified). a section of 
  a page from a recent copy of The Times 
  showing arrival/departure dates for 
  
  transatlantic liners. 
  3. ACOpy aftha maker's label from the 
  dead man's jacket: F Benks & Son, 
  Arkham, Mass. 
  Keeper's Notes 
  With regard to the first item, the words 
  are an extremely poor rendition of a part 
  afthe formula: 'Ogthrod ai'f geb'l- Y09-
  Sothoth 'ngah'ng aj'yZhro[' (featured In 
  The Case of Charles Dexter Ward). If the 
  investigators have been properly 
  primed then they too should make this 
  ccnnection,lfthey don't then the keeper 
  may give them whatever help is neces-
  sary, through a non-player character. to 
  make sure that they understand the sig-
  nificance and the original source of this 
  phrase. 
  The Inspector also has a few observa-
  tions on this evidence: 
  1. He is somewhat confused by the 
  amount of money the dead man was car-
  rying (the equivalent of about three 
  months' wages for a clerk or school 
  teacher), which doesn't go with the 
  shabby clothes and down-at-heel shoes. 
  2. The motive for the attack is totally 
  unclear. The Inspector's personal opin-
  ion is that the assailant(s) were after the 
  money but were frightened off by the 
  sound of PC Gribben's whistle before 
  they could find it. 
  3. The bottle of grey crystals is another 
  mystery from the Inspector's point of 
  view. The substance has been submitted 
  to all the normal tests by the forensic sci-
  entists at New Scotland Yard -with 
  absolutely no results whatsoever. (It is 
  hoped that the investigators will eventu-
  ally associate the grey crystals with the 
  'essential salts' used by re-animators, a 
  line of thought which the keeper should 
  quietly encourage.) 
  4. Finally, the officers of the elD are 
  working on the assumption that the 
  dead man was an American (because of 
  the label inthe jacket). They have written 
  to the Arkham police enclosing a photo-
  graph of the dead man and are waiting 
  for a reply. In the meantime they have no 
  clues whatever to the man's identity, his 
  address in london (if any) orwh.at he 
  was doing before he was killed. 
  If asked, the inspector will arrange to 
  supply the investigators w ith a similar 
  photograph. Such a photograph would 
  have been taken after the body was 
  cleaned up and with theeyesopen.lf not 
  inspected too closely it will pass for a 
  photograph taken whilst the man was 
  alive. 
  This is the limit ofthe Inspector's useful-
  ness to the investigators. No amount of 
  further questioning of the Inspector will 
  produce any worthwhile information. 
  There is one clue, however, still to be 
  found. If any investigator makes a suc-
  cessfulldea roll whilst reading the 
  account of the murder, or whilst visiting 
  the scene of the murder then they will 
  recall the infamous 'writing on the wall' 
  incident during the investigation of the 
  Jack the Ripper murders. The idea can 
  be presented in the following manner: 
  'As you come to the part of the report 
  about Gribben's memories ofthe Ripper 
  case/as you stare atthe fading stain that 
  marks the spot where the old man's life 
  blood drained away, you are rem inded 
  THE HEART OF THE DARK 
  of those terrible murders that occurred in 
  1888, and how baffled the police were 
  because of the apparent lack of clues. 
  'All they had was a letter, possibly 
  written by a crank, and the mysterious 
  message written in chalk 
  The Juwes are 
  The men That 
  W;II not 
  be Blamed 
  for nothing 
  'Why was it, you wonder, that Sir 
  Charles Warren was so ea~er to have 
  that message removed? Old the word 
  'Juwes' really indicate that the Freema-
  sons were somehow involved in the 
  murders? Or was it just a spelling error, 
  as the bad grammar in the rest of the 
  message seems to suggest? And is there 
  anything in the present case that the 
  police are trying to hide for some reason 
  of their own?' 
  As indicated above, the ideas of hidden 
  information and a conspiracy of some 
  kind are key elements in the plot. At this 
  point in the adventure, however, it is 
  only necessary to sow the seeds of sus-
  picion in the investigators' minds. 
  Since the trail in l ondon has now 
  come to a dead-end, the investigators 
  will presumably follow the lead that 
  points to Arkham. If they choose to wait 
  for the reply expected from Arkham 
  police then they should be told that it 
  offers no useful information, but the 
  keeper may offer the broad hint that the 
  answer came back too quickly for the 
  American pOlice to have made any 
  detailed enquiries. 
  PART 2: THE EYE OF THE PYRAMID 
  Since transatlantic flights are still a thing 
  of the future ~u nless one of the inves-
  til;lators is Charles lindbergh!) the party 
  will need to travel first to New York by 
  ocean liner. (Note: the keeper may 
  extend the adventure by using the 
  episode entitled The Mauretania in 
  Chaosium's The Asylum &. Orher Tales. 
  Having reached New York the inves-
  tigators will have to decide whether to 
  travel by rail or whether to buy an 
  automobile (companies like Hertz and 
  Av;s, etc, are also things of the fUture). 
  Both methods of travel are relatively 
  slow, but whilst the train journey will 
  only take one day to complete (including 
  a change of t rains at Boston), the same 
  journey by road will take nearer three 
  days (including overnight stops). 
  Regardless of which means of trans-
  port the investigators adopt, the sea 
  Journeywill involve one important event 
  during which the baggage of one or 
  more of the investigators will be rifled. 
  The keeper may present this in any way 
  he chooses- as a search or as attempted 
  theft. Th e true purpose of the event is to 
  give the investigators the idea that they 
  are being followed from England by 
  some person, or persons, unknown. The 
  only limitation on the keeper's actions is 
  the requirement that the photograph of 
  the old man must be left untouched. This 
  is easily achieved if only some of the 
  baggage is tampered with - so the 
  keeper will need to keep a temporary 
  note of which player has the photograph 
  in their possession. 
  33 
  By introducing this incident into the 
  Maurerania scenario you will, of course, 
  heap confusion upon confusion, espe-
  cially since that story also includes refer-
  ences to Jack the Ripper. This raises no 
  problems so far as the Heart of the Dark 
  storyline is concerned since confusion is 
  very much 'the name of the game'. At 
  the same time the keeper should be 
  carefu l not to let thin{Js get too far out of 
  hand, and the investigators may be 
  grateful for a quick rem inder of 'the story 
  safar' (ie up until the time when they left 
  london) when they dock in New York. 
  On reaching Arkham the investigators 
  will have three obvious ports of call: the 
  establishment of F Benks & Son, the 
  police station, and the library of the Mis· 
  katonic University. 
  1. F Benks &. Son 
  This is an up-market 'men's haber-
  dashery' store on Parsonage Street 
  ~ CoC p77). The investigators will get no 
  help from any of the assistants, who will 
  refer them to Mr Benks. The amount of 
  information they get from Mr Benks w ill 
  depend on one of two things: if at least 
  one of the investigators has a genuine 
  upper class accent (or better yet, a title-
  Benks is a terrible snob!), or if any of the 
  investigators can make a successful 
  Debate roll then Benks will give the 
  details below. If the investigators cannot 
  meet either of these requirements then 
  Banks will say that he has already spo-
  ken to the police and show them the 
  door. 
  In actual fact Mr Benks has very little 
  to say that will be of any use in this 
  enquiry. His father (the F Benks part of F 
  Benks & Son) has died some three years 
  previously, and Mr Benks jnr has always 
  worked in the office rather than on the 
  shop floor. Not surprisingly, then, he 
  doesn't recognise the man in the photo-
  graph, and since the jacket itself is still in 
  England even if he is given an accurate 
  description he will only be able to say 
  that it sounds like a made-to-measure 
  item in a type of cloth no longer used, 
  since the company that supplied it went 
  out of business more than five years 
  ago. 
  2. The Police. 
  The local police will be courteous, and 
  totally useless. As far as they are con-
  cerned the murder sounds like nothing 
  more than 'a heist that turned sourwhen 
  the constable showed up'. It is quite 
  clear that the police chief has done little 
  but compare the photograph with his 
  m issing persons' files and 'mug shots'-
  and has no intention of taking the matter 
  further unless he has something much 
  more positive to go on. 
  3. The Miskatonic University library 
  This source will provide the only 
  genuine lead for the investigators, and 
  even this will depend on the action they 
  take. If any of the younger librarians are 
  questioned they will have no informa-
  tion and will not recognise the man in 
  the photograph. There is one elderly lib-
  rarian (who should deliberately intro-
  duce himself to the investigators, if 
  necessary) who will vaguely remember 
  having dealings with someone who 
  could have been a younger version of 
  the dead man. The gist of his informa-
  
  tion will be follows: 
  'I do believe that this man, or someone 
  very like him, used to come into the lib· 
  rary quite often over a period of about 
  six months. It's rather strange though. 
  because the person I'm thinking of was 
  quite a bit youngerthan this fel1ow- bel-
  ween 3010351 would guess, though I'm 
  only going back about ten years. Also 
  the man t knew, though to be strictly 
  accurate I didn't know him at all, of 
  course, except by sight. was much more 
  smartly dressed than this fellow would 
  seem to be. 
  'If my memory serves correctly the 
  man I knew was only interested in two 
  books held by the library - De Vermiis 
  Mysteriis, that's in Latin you know, and 
  von JunZ1's Unaussprechlichen Kulran, 
  which is the original German version of 
  course. I must also assume that he was 
  quite well educated for I never saw 
  him refer to any of the foreign language 
  dictionaries. 
  'Now that I think about it I do seem to 
  remember that my initial impression of 
  the man was that he must be a new 
  member of the faculty, especially as he 
  always seemed to be carrying several 
  books of his own whenever I saw him 
  actually 9.0ing in or out of the library. But 
  he wasn t, because in this job one 
  always gets to know the real faculty 
  members within a very short time of 
  their arrival, of course. I suppose he 
  must have been a Curwen Streeter: 
  Assuming the characters ask what a 
  'Curwen Streeter', he will continue: 
  'How very thoughtless of me, you're not 
  familiar with our linle whims and fan-
  cies, of course. Here at the library we're 
  always being asked for all kinds of 
  books, by students, the members of the 
  faculty and by members of the public-
  who are free to use the non-restricted 
  sections of the library during normal 
  opening times. With such a large selec-
  tion of people to cater for it is inevitable 
  that we get requests for books that we 
  simply do not have, either because they 
  are not relevant to the subjects covered 
  at the university, or because they are not 
  regarded as being authoritative texts in 
  a given area. 
  'Whenever we get such enquiries w e 
  usually refer that person to Curwen 
  Street, which has a whole host of sec-
  ond-hand and antiquarian bookshops. 
  Thus we've acquired the habit, almost a 
  tradition, you might say, of calling any 
  non-university visitor who brings his or 
  heiown books into the library a Curwen 
  Streeter: 
  Curwen Street, as the librarian 
  explained, is indeed well supplied with 
  bookshops of various sizes and quality-
  about a dozen in all. The keeper may 
  make the process of visiting the shops as 
  long or short as he likes, but sooner or 
  later the investigators will discover the 
  Pyramid Bookshop, on the corner of an 
  alleyway between Brown Street and 
  Jenkin Street. 
  THE PYRAMID BOOKSHOP AND THE 
  BROTHERHOOD OF THE KNOT 
  From the outside the Pyramid Bookshop 
  looks almost deserted. The external 
  paint-work, of a muddy green colour, is 
  THE HEART OF THE DARK 
  peelin;lway in chunks. The windows, 
  though neither cracked nor broken, are 
  covered by a thick layer of grime on both 
  sides of the glass. But then theownersof 
  the bookshop really aren't interested in 
  attracting customers I 
  The Pyramid Bookshop is, in truth, the 
  Arkham 'front' for an extremely danger-
  ous secret society which bears the enig-
  matic t itle: The Brotherhood of the Knot. 
  This society is ru led by the totally 
  anonymous, and totally feared 'Five 
  Brothers'. The primary purpose of the 
  bookshop is to serve as a 'postbox' for 
  members of the Order. Members of the 
  rank and file swap news and informa-
  tion, and orders are handed out and 
  reports gathered in by the 'Brothers'. 
  The only person who will always be 
  present in the bookshop isa wizened old 
  man employed to give the shop an air of 
  authenticity. He is, in fact, very close to 
  being insane, and certainly his loyalty to 
  the Brotherhood is totally fanatical (de-
  spite the fact that he has never been 
  allowed to officially join the cult). 
  When the investigators enter the shop 
  there is a 5% chance that one, or at most 
  two, members of the cult are present: 
  they will make a suspiciously hasty exit 
  when they see the investigators do not 
  belong to the cult. 
  The investigators should be encour-
  aged to enter the Pyramid Bookshop in a 
  group if it is at all possible. This should 
  not present any difficulties as long as the 
  keeper has emphasised the fact that they 
  only have the one photograph. Should 
  anyone have the idea of obtaining dupli-
  cates (a process requiring several hours 
  work by someone experienced in photo-
  graphic work and having all the neces-
  sary materials in their possession), the 
  keeper is justified in concealing the exis-
  tence of this establishment until the 
  investigators have visited all of the other 
  bookshops and meet up again todiscuss 
  the results of their enquiries. If neces-
  sary the Pyramid Bookshop may be 
  moved to a different location to make 
  this possible. 
  When the investigators enter the 
  bookshop, regardless of whether any-
  one else is present, the elderly assistant 
  - seated on a high stool behind the 
  counter -will bury his nose in 8 dog-
  eared copy of a Rand MacNatty & Co 
  atlas. He will make no attempt to com-
  municate with the investigators in any 
  way unless they open the conversation 
  first. The shop itself appears to consist of 
  nothing but row upon row of sagging 
  bookcases, plus numerous odd stacks of 
  books piled to head height and more. 
  There is a layer of dust over most of the 
  stock which is, in any case, almost 
  entirely made up of a jumble of titles that 
  look as though they have thrown onto 
  the shelves in the same order that they 
  came through the door. 
  If the investigators decide to take a 
  look around the shop before question-
  ing the assistant they can take as long as 
  they like but will find nothing of interest 
  as far as the books are concerned. How-
  ever, anyone making a successful Spot 
  Hidden roll will notice that the floor bet-
  ween the door and the counter is com-
  paratively dust free, though it doesn't 
  appear to have been property swept. An 
  additional successful Idea roll will bring 
  the observation that people mus't come 
  into the shop quite regularly yet never 
  bother to look around the bookshelvesl 
  When approached by the investigators 
  the old man will place the atlas on the 
  counter - face down - before speaking 
  to them. A Spot Hidden roll, with half 
  normal chance of success. will reveal 
  that the old man was studying a map of 
  Central Europe. No matter how the 
  investigators approach the 'assistant' he 
  will pretend to be deaf, or stupid, or 
  both. If shown the photograph, how-
  ever, he will assume a startled expres-
  sion (obviously he does recognise the 
  dead man) but then recover himself and 
  mumble something about consulting 
  his records to refresh his memory. 
  Once a pathway has been cleared the 
  old man will go the desk and rummage 
  through the papers, shaking his head 
  from time to time. This process is quite 
  long enough for anyofthe investigators 
  to go back to the counter and examine 
  the atlas. (tf no one thinks of doing this 
  the keeper could have the atlas fait to the 
  floor. If allowed to open 'by itself' it will 
  always open at the map of Roumania 
  and Bulgaria.) 
  By consulting the atlas the inves-
  tigators will find that it is open at the 
  map of Roumania and Bulgaria. The 
  map is unmarked except for a black ring 
  around the town of Szasz Udvarhely on 
  the western flank of the Carpathian 
  Mountains. If you have a copy of The 
  Fungi from Yuggoth, the map in ques-
  tion is on page 21. Szasz Udvarhely 
  (given as Sz Udvarhely) isjust below the 
  'j' in Transylvania. On modern maps the 
  name has been changed to Sighsoara 
  and the town is situated on the main ra il-
  way line between Budapest and 
  Bucharest. 
  PART 3: DINNER WITH THE COUNT 
  Once the party has assembled in Szasz 
  Udvarhely they wilt be ready to move on 
  to the next part of the adventure. 
  The next destination for the inves-
  tigators is to be the Castle Vasilio, home 
  of Count Vasilio, an extremely wealthy 
  but rather eccentric product of centuries 
  of inbreeding al'flongst the Transylva-
  nian nobility. 
  The existence of Castle Vasilio, which 
  stands above the little village of Kokel-
  berg at the head of the river Kokel, about 
  35 miles north-east of Szasz Udvarhely 
  (by road), will be brought to the inves-
  tigators' notice by means of a news-
  paper report: 
  'The Commandant of the Szasz 
  Udvarhely police has today admitted 
  The old man will go right to the back 
  of the shop and clear a path between 
  several large stacks of books to reveal an 
  alcove lined with bookshelves and appa-
  rently containing nothing but an open 
  rolltop desk littered with papers and a 
  rather dim light or lamp just out of sight. 
  The keeper should now appear to 
  make a Spot Hidden roll on behalf of the 
  investigators. Regardless of the out-
  come the keeper reveals that the inves-
  tigators have noticed that all the books 
  seem to come from the same publisher 
  - indicated by the symbol of an eye on 
  top of a pyramid on the spine of each 
  book (the light is too dim for anyone to 
  be able to read any of the titles of these 
  books). 
  
  that the recent attack upon a member of 
  the Kokelberg town council was, in fact, 
  only the latest in a series of similar 
  anacks in that region which have occur-
  red over a period of nearly 18 months. 
  'Moreover, it has come to the notice of 
  this newspaper that the attacks in ques-
  tion are of as particularly loathsome 
  nature involving mutilations to the vic-
  tims' bodies of a kind too horrible to be 
  described in print. Suffice it to say that 
  several persons who have seen the 
  bodies have openly made reference to 
  the practices of the infamous Count VI ad 
  'the Impaler' who terrorised the inhabit-
  ants of Carpathia in days of yore.' 
  This report is the talk of the town on the 
  day that it is published. If the inves-
  tigators cannot obtain an explanation of 
  the business on their own account then 
  it may be read out to the party by the 
  landlord of the inn or hotel where the 
  group is staying with comments on the 
  odd practices of 'backward peasants', 
  and the laxness of the police for allowing 
  such things to happen 'in a civilised 
  country', [If any of the investigators 
  already understands Roumanian then 
  they may read the report for themselves. 
  In this case they will already know that 
  'Vlad the Impaler', allegedly the pro-
  totype for Bram Stoker's Count Dracula, 
  was in the habit of drinking his victims' 
  blood in the hope of gaining immortal-
  ity.] 
  The investigators' next step, then, will 
  be to make their way to Kokelberg in 
  order to find out what lies behind the 
  series of brutal attacks. Since the roads 
  in this part of the country are little more 
  than cart tracks they have three options: 
  to go on horseback, to hire a coach or 
  cart, or to obtain a car (the landlord of 
  the hotel should be able to suggest 
  where they can obtain their means of 
  transport in all three cases). The keeper 
  should allow the investigators to have a 
  safe journey to Kokelberg no matter 
  what form of transport they choose. 
  On reaching Kokelberg the inves-
  tigators will find themselves in a fairly 
  typical small, middle-European village. 
  It consists of some fifteen to twenty 
  buildings (the haphazard architecture 
  makes it difficult to tell where one build-
  ing ends and the next one starts), includ-
  ing a few shops (baker, butcher, grocer, 
  etc), the policeman's house and two 
  inns, The villagers are a surly bunch who 
  will avoid the outsiders ifthey can. If the 
  investigators do manage to corner any-
  one to question them (the landlord/serv-
  ing girl in one of the inns, for example) 
  that person will give totally useless 
  answers, pretending not to understand 
  what the questioner is getting at. This 
  will still apply even if some members of 
  speak Roumanian like a native, or if the 
  group has been smart enough to hire a 
  guide/interpreter in Szasz Udvarhely. 
  The investigators may choose to con-
  sult the local policeman straight away. 
  Even iftheydon't he will find them about 
  an hour after they reach the village, and 
  the results will be the same in both 
  cases. The policeman, like most of the 
  middle-European po/itzei of this period, 
  is thoroughly corruptible and disliked by 
  the rest of the community. In return for a 
  suitable bribe he will give the party a full 
  description of the various murders, 
  THE HEART OF THE DARK 
  including the important information that 
  each victim has deep wounds about the 
  neck and shoulders, and had been 
  drained of all blood. Hecan offer no sen-
  sible explanation for these crimes since 
  he secretly shares the villagers' belief 
  that the spirit of VI ad the Impaler has 
  risen from the grave. 
  If the investigators don't offer a bribe, 
  or if they offer too little, then the police-
  man may take offence and lock them up 
  in the single, rat-infested cell behind his 
  house until either they offer more 
  money or, after a suitable period of time 
  has elapsed, Count Vasilio's servant 
  arrives and arranges for their release. 
  Being a small village it won't take long 
  for the news of the outsiders to spread 
  throughout the entire community. 
  Count Vasilio, however, will not learn of 
  their arrival until the evening, when two 
  or three of his servants come down to 
  the village for a drink at one of the inns. 
  In this case the Count will not be able to 
  have the investigators brought to the 
  castle before 9-10 o'clock at night. (This 
  will only apply, of course, if the inves-
  tigators don't make their way to the cas-
  tle - about three miles east of the village 
  - under their own steam.) Regardless of 
  how the investigators arrive at the castle 
  the Count will not be available until sun-
  set, though his butler may well invitethe 
  party to wait in the main hall until that 
  time if they visit the castle during the 
  day. 
  COUNT VASILIO 
  Count Vasilio has the dubious distinc· 
  t ion of beinQ both a red herring and a 
  crucial NPC In this scenario. (He alone 
  has the information which will take the 
  investigators on to the last stage of the 
  adventure.) 
  Amongst the Count's eccentricities is 
  a hatred of mirrors, actually due to the 
  fact that when he was a child his gover-
  ness always made him face a mirror 
  when she was beating him so that he 
  could seethe blows coming I He also has 
  two physical characteristics which are, 
  under the circumstances, highly mis-
  leading. 
  In the first place he suffers from an 
  unusual form of albinism (ie he is part 
  albino) whereby his hair is a normal col-
  our (in this case black) but hisskin is very 
  pale and his eyes are tinged with red. 
  This redness is caused by the lack of col-
  oured pupils, sothat the blood vessels at 
  the back oftheeyes are partly visible and 
  he is extremely sensitive to bright light. 
  Rather than simply wear dark glasses, 
  however, the Count has chosen to take 
  up a life-style which involves going to 
  bed at dawn and waking up as the sun 
  sets, 
  The second odd characteristic is the 
  Count's slightly enlarged canine teeth. 
  They are really only noticeable when the 
  Count grins, which he does quite a lot 
  being a fairly happy sort of chap, and 
  anyone making a successful Diagnose 
  Disease roll will be able to tell that they 
  aren't abnormally developed. (To diag-
  nose the albinism, a player needs to 
  make their Diagnose Disease with only 
  half the normal chance of success.) 
  As you will already have realised by 
  now, poor Count Vasilio is being set up 
  as a vampire. And just to make fhe pic-
  ture a little more confusing we must 
  35 
  mention the Count's two main hobbies 
  - chemistry and local folklore/secret 
  societies. 
  In regard to the chemistry, the Count 
  is presently working on an experiment 
  involving the extraction of radium from 
  pitchblende. This work is carried out in 
  the Count's private laboratory in the cel-
  lars of the castle - where he frequently 
  sleeps if he has been working all night. 
  When the investigators first meet Vas-
  ilia, then, he will emerge from the cellar 
  holding a glass bottle containing a quan-
  tity of impure radium -greyish particles! 
  Whether the investigators ever discover 
  what is really in the bottle will depend on 
  theirown actions. Forthe time being the 
  keeper should only give a superficial 
  description of the bottle and its contents 
  -just enough to remind them of the bot· 
  tie carried by the murdered man back in 
  London. 
  Because of his opthalmic condition 
  Count Vasilio seldom leaves the castle, 
  only occasionally making short busi-
  ness/social visits which allow him to 
  return to the castle before daybreak. 
  This, plus his natural curiosity, is the 
  reason why the Count has had the inves-
  tigators brought to the castle (or why he 
  gives them a warm welcome if they 
  arrive of their own accord). Once the 
  party is in the castle the Count will do 
  everything necessary to make them 
  comfortable and will invite them to 
  make the castle their home for as long as 
  they are in the area. 
  Of course the investigators may have 
  a different interpretation of the Count's 
  innocent actions, especially when they 
  visit his library and find that he, too, has 
  a number of books bearing the mark of 
  the pyramid and the eye. 
  Another character who will add to the 
  confusion at this point is the Count's 
  butler. This man, who is about six feet 
  four in his socks, has all the earmarks of 
  a walking corpse. Nor is his eerie 
  appearance helped in any way by the 
  fact that the only sound he makes is the 
  slight rustle of his antiquated black suit. 
  The butler's name is Maximilian 
  Rosolov. During the Russian Revolution 
  he was butler to a noble Russian family 
  (distant relations of Count Vasilio) who 
  backed the wrong side - ie the White 
  Russians - and who were hacked to 
  death by a peasant mob. Rosolov, who 
  tried to defend the family, was sen-
  tenced to have his tongue cut out, after 
  which he was imprisoned for many 
  months during which time he nearly 
  starved to death. Eventually he was 
  freed, but was exiled from the Mother-
  land for life. Fortunately for him he ran 
  into another member of the family and 
  was directed to Count Vasilio with a let-
  ter of recommendation (including an 
  account of his loyalty). Since arriving in 
  Roumania, then, he has worked for the 
  Count, to whom he is equally loyal. 
  Of course none of the investigators 
  will have access to this information 
  unless given it by the Count himself and 
  the keeper should take care to make both 
  the Count and his unfortunate servant 
  appear as sinister as possible in the first 
  instance. 
  With this information in mind let us 
  return to the scenario. 
  Once the players have been intro-
  duced tothe Count they will be invited to 
  
  join him for a meal (even if they arrive 
  quite late at night - and they are unlikely 
  to arrive before late afternoon even if th e 
  journey is fairly uneventful)' 
  Despite providing the group with a 
  well-cooked and almost lavish meal, the 
  Count will take no food himself - he will 
  simply sit at the end of the table and chat 
  whilst they eat. Once the meal is over he 
  will excuse himself, saying only that he 
  has business to attend to. At this point 
  the investigators will be free to explore 
  their surroundings, though the butler 
  has his own ideas about the wisdom of 
  allowing them too much of a free hand. 
  Any normal band of investigators will 
  want to make the Count's library one of 
  their first ports of call. At this point they 
  will spot the 'pyramid and eye' books, 
  but as soon as they move to inspect 
  them more closely the butler will re-
  appear andtry to stop them. (Because of 
  his background he suspects all strangers 
  of being Communist spies out to harm 
  the Count.! This will leave the inves-
  tigators with two choices: (a) try to fight 
  it out with the butler, or (bl try to pacify 
  him. 
  If they elect to fight, then the butler will 
  fiQht like a man possessed, the Count 
  wtll re-appearwilh more of his servants, 
  the investigators will be overpowered 
  and some may even be killed. For those 
  that survive this will be the end of the 
  scenario as the Count will hand them 
  over to the village policeman (who will 
  naturally steal anything they possess 
  worth stealing). After a couple of days 
  they will be taken down to Szasz 
  Udvarhely, tried, and unless someone in 
  the group can figure out how to get a 
  message through to the embassy in 
  Bukarest they will enjoy a long and 
  unpleasant holiday in the local prison. 
  A more canny group of investigators 
  should have realised by now that 
  nothing can be taken at face value. If 
  they try to reason with Rosolov - who 
  won't actually attack anyone unless he 
  thinks they are about to attack him (or 
  the Count) -then the Count will still 
  reappear, but this time he will be on his 
  own and he will order Rosolov back to 
  his own quarters. He will then ask the 
  investigators what happened and this 
  will open the way for a serious discus-
  sion of all that has gone before. 
  A LIGHT IN THE DARKNESS 
  Thus far the players will have been 
  operating almost entirely in the dark. As 
  a reward for gening this far they cer-
  tainly deserve to be given some idea of 
  where all these clues are leading. In the 
  course of their discussion with Count 
  Vasilio the investigators will learn the 
  following facts: 
  When the Count was a young man, 
  mainly because of an undocumented 
  belief that his family has distant connec-
  tions with the infamous VI ad the 
  Impaler, he became interested in all 
  aspects of local folklore. Since his condi-
  tion made it almost impossible for him 
  to roam around the countryside collect-
  ing stories at first hand, most of his infor-
  mation has been gathered from old 
  books and documents. 
  Being a rather wealthy young man (his 
  parents died prematurely in a boating 
  accident at Monte Carlo) Vasilio soon 
  gained a reputation with dealers in this 
  THE HEART OF THE DARK 
  kind of material throughout the region 
  as being a customer worth cultivating. 
  Indeed, one dealer, finding himself short 
  of money and short of the kind of material 
  that the Count usually purchased, took a 
  chance and delivered to the castle a 
  piece of a letter allegedly written by 
  Adam Weishaupt to a fellow member of 
  the Ancient Illuminated Seers of 
  Bavaria. As to whether the document is 
  genuine the Count has no way of telling, 
  but it caught his imagination and before 
  long he almost abandoned his folklore 
  studies in favour of an investigation into 
  secret societies in general. and the 
  Illuminati in particular. 
  Despite his physical limitations the 
  Count has become something of an 
  expert on this subject and has a number 
  of rare and arcane documents in his lib-
  rary including, of course, the books 
  bearing the symbol of the pyramid and 
  the eye. These books are alleged to be 
  part of a limited edition of the 
  Illuminati's basic set oftexts containing 
  all kinds of weird and often incom-
  prehensible material relating to such 
  topics as the wisdom of the priests of 
  ancient Egypt, the Thibetan Book of the 
  Dead, the Order of Assassins, the 
  Knights Templar, etc, etc. 
  In this discussion the keeper will, of 
  course, be taking the part of Count Vas-
  ilio_ Given the complexity of the scenario 
  so far, and the fact that there is still a final 
  climax to be dealt with the keeper is jus-
  tified in making the discussion as brief 
  as possible by simply paraphrasing the 
  explanation given above. There is, how· 
  ever, one further piece of knowledge 
  which must be passed on to the inves-
  tigators. 
  Throughout the course of his investi-
  gations one of the Count's primary 
  interests has been the relevance of sec-
  ret societies of the past to modern 
  events. This has lead him to do a great 
  deal of 'reading between the lines', 
  especially in documents from the fa irly 
  recent past. It is his belief that there is a 
  power struggle going on between sev-
  eral groups scattered across America 
  and Europe (including Russia). all of 
  whom regard themselves as the only 
  rightful successors to Adam 
  Weishaupt's organisation. 
  Vasilio further believes that one group 
  in particular, which he knows as the 
  Brotherhood of the Knot. is slowly gain-
  ing ascendancy over their rivals, mainly 
  because of their absolute dedication to 
  the methods of the legendary Assassins, 
  namely if it gets in your way, kill itl He 
  further believes that the Brotherhood 
  has the largest network of agents, 
  stretchin!il from America to Transylvania 
  and pOSSibly even into Russia, all con-
  trolled by a ruling council known as the 
  Five Brothers, who have thei r headquar-
  ters in Bavaria itself. 
  The Count will also explain the signifi-
  cance of the Brotherhood's symbol - the 
  eye and the pyramid. The pyramid is a 
  simple reference to the Egyptian mys-
  tery religions in general. By combining 
  it with an eye, however, the pyramid 
  gains a very special meaning. According 
  to Ludvig Prinn, in book De Vermiis Mys-
  teriis, Nyarlathotep is known as 'the all 
  seeing eye' - because his primary 
  allegiance isto Azathoth, the 'blind idiot' 
  ruler of the outer gods. 
  • 
  3. 
  PART 4: THE FIVE BROTHERS 
  The investigators should now be ready 
  to embark upon the final stage of this 
  adventure - a little 'trip' to Bavaria. Of 
  course they may be a little reluctant to 
  rush straight off to Germany without 
  having a more specific location to aim 
  for. Either way the party should be 
  encouraged to make the city of Munich 
  their first port of call, and to travel there 
  by train. If the investigators need per-
  suasion on this point then the keeper 
  should remind them that Munich is the 
  capital city of Bavaria. The keeper may 
  also inform the investigators, through 
  an item in the local newspapers or by 
  means of a NPC (a German tourist, for 
  example), that there has been a spate of 
  murders in the Munich area which the 
  local police seem unable, or unwilling to 
  solve. 
  At some time during the journey to 
  Munich the keeper will need to introduce 
  another NPC, someone who has been in 
  a position to overhear the investigators 
  conversation for a few minutes. This 
  NPC (a fellow passenger, attendant, tic-
  ket collector or whoever) will claim to 
  have heard the investigators mention 
  'the eye and the pyramid', and on this 
  basis he will ask them (with a knowing 
  wink) if they are making for Schloss (ie 
  castlel Benesberg. 
  Schloss Benesberg is, of course, the 
  investigators' intended destination, the 
  Bavarian headquarters of the Five 
  Brothers. It will only be found on local 
  maps ofthe reQion between Munich and 
  Augsberg (whtch is about 30 miles west 
  of Munich). On a large scale map look for 
  the mountain lake (the 'Amer See') on 
  the western branch of the Riverlsar. The 
  Schloss stands in complete isolation 
  amidst the woods at the southern end of 
  this lake. It can be reached by car, 
  though the poor state of the road once it 
  enters the mountains, plus the fact that 
  it runs alongside the lake- in full view of 
  the Schloss - means that the inves-
  tigators will need to travel on foot over 
  the last ten miles or so if they are to 
  escape detection. 
  Since Schloss Benesberg is the 
  Brothers' HQ it is, of course, carefully 
  guarded over an area of one square mile 
  (ie half a mile in all directions). The 
  guards are all handpicked members ofa 
  semi-secret organisation known as the 
  Thule Gesellschaft. They all carry either 
  a Luger pas or modified Mauser C/96, 
  and are equipped with shoulder stocks, 
  which they use with at least 70% accu-
  racy at any range up to 500 yards, drop· 
  ping to 45% at 750 yards. 
  Gun note: The POS and C/96 both use 
  Smm ammunition from 'box magazines' 
  - which allow for very quick reloading. 
  The POB has 8 cartridges per magazine, 
  the C/96 has 10. The shoulder stocks are 
  detachable (in the case of the CJ96 the 
  stock is also the holster), but in this 
  scenario it should be assumed that all of 
  the guards have the stock fitted to the 
  pistol butt and can therefore use their 
  guns like rifles - for greater accuracy. 
  Both types of gun only need to be 
  cocked once, after which they will 
  automatically re-cock themselves after 
  each shot until the magazine is empty. 
  The one advantage to the investigators 
  is that, whilst the stock is in place, 
  neither gun can be held like a normal pis-
  
  tol - they must be raised so that the stock 
  is supported before firing. Thus even a 
  frontal attack on a guard stands a slim 
  chance of success if the guard can be 
  surprised. 
  Each guard has his own area to patrol, 
  but no guard will ever be more than 300 
  yards from at least one of his colleagues. 
  Because of the remoteness of the 
  Schloss the guards very seldom have to 
  deal with intruders, and this has made 
  them somewhat careless. Any player 
  making a normal Track roll will easily 
  work out the movement pattern of a par-
  ticular guard. Even without planning the 
  investigators have only a 5% chance of 
  being spotted before they realise that 
  the guards exist, and they will only 
  require a normal Sneak roll to get dose 
  to the Schloss without being detected. 
  CONCLUDING THE ADVENTURE 
  And so, at last, the adventure reaches its 
  climax, or rather climaxes: I have 
  allowed for three possible endings. It is 
  up to the keeper to judge which is the 
  most appropriate given the physical and 
  mental state of the party when they get 
  to this point. 
  For all three endings the first stage of 
  the climax is the same -the entrance to 
  the Schloss itself isopen and unguarded 
  so that they can gain access to the court-
  yard and the front part of the building 
  without being detected. 
  The occupants/owners of Schloss 
  Benesberg are, in fact, the leaders of the 
  Thule Gesselschaft - also known as the 
  Five Brothers of the Brotherhood of the 
  Knot. These men have organised what 
  appears to be an occult society, though 
  their actual intention is to seize power 
  first in Germany and then in Amtlrica, 
  followed by the rest of the world. It is 
  indeed this group which has been 
  orgainising the murders throughout 
  Bavaria - mainly to get rid of potential 
  rivals - and the society as a whole 
  already includes several politicians, 
  high-ranking policemen, etc. These 'outer 
  members' do not know the Brothers true 
  ambitions and believe them to be patrio-
  tic Germans who are carrying out the 
  'executions' only in order to protect the 
  Weimar Republic from a Russian-style 
  Communist revolution. 
  If the investigators choose to go to the 
  police for assistance against the 
  Brothers they will certainly be arrested. 
  There is also an 80% chance that the 
  arresting officers will inform someone 
  from the Thule Gesselschaft, in which 
  case the investigators will certainly be 
  either 'shot whilst resisting arrest' or 
  released in order that they can be gun-
  ned down by a Thulist execution squad. 
  Ending 1 
  In this ending the Thule Gesselschaft is 
  only a gang of political thugs seeking to 
  set up their own fascist government-
  the occult element of the society is 
  totally phony. 
  However, whilst the investigators are 
  only facing a 'physical' problem they still 
  have to deal with the fact that they are 
  totally surrounded by their enemies. 
  Once the investigators are inside the 
  Schloss they may protect themselves 
  from outside interference by raising the 
  drawbridge, though this will make 
  THE HEART OF THE DARK 
  enough noise to warn everyone in the 
  area (both inside and outside the 
  Schloss) that something is up. Even so, 
  they will still have to cope with the inter-
  nal squad of !;Iuards, plus some of the 
  brothers. Thelrwisest course of action is 
  to try to search the Schloss for evidence 
  of the Thulists' true purpose and take it 
  to the appropriate authorities in either 
  Britain or America. This may not bring 
  them any direct reward, but they will at 
  least have 'friends in high places' if they 
  get into trouble in future edventures. 
  If the investigators try to fight their 
  way through this ending with guns blaz-
  ing then the keeper may feel freeto bring 
  in so many guards that the party is even-
  tually wiped out. 
  Ending 2 
  In the second version of the ending the 
  political ambitions of the Brothers are 
  really a disQuise for their genuinely 
  occult actiVities. In this case the final 
  confrontation should be between the 
  investigators and the five Thulistswith a 
  minimum of interference from any 
  guards. 
  The occult power of the Thullsts is left 
  to the keeper to decide. However, the 
  Brothers may well be dabbling with the 
  occult rather than being fully-fledged 
  practitioners of the black arts. 
  The purpose of this option is to allow 
  the investigators to use tactics and cun-
  ning rather than sheer brute strength in 
  seeking to defeat the Thulists. The 
  keeper is urged, therefore, to give the 
  party at least a 50-50 chance of overcom-
  ing the Brotherswithout having to resort 
  to gunplay. 
  Ending 3 
  In the third ending the investigators 
  actually get to meet Nyarlathotep in per-
  son - at a price! 
  Once again the party should be 
  allowed to meet the Brothers with a 
  minimum of interference from the 
  guards, and when they are discovered 
  the Brothers must all be in the same 
  room. In this instance the investigators 
  should be given a description of the five 
  men as soon as they enter the appro-
  priate room in the Schloss, though the 
  keeper should be careful to mention the 
  fact that one of the men has a slightly 
  Arabian appearance without placing 
  undue emphasis on this fact. 
  This Arab is, of course, Nyarlathotep 
  himselfin human form (CaC Chapter V). 
  To ensure their success the inves-
  tigators will need to recognise Nyar-
  lathotep as quickly as possible and, pref-
  erably, shoot him down on the spot. This 
  will cause the metamorphosis described 
  in the rulebook, and the resulting loss of 
  SAN (ie 1d100, or 1 dl0 if a successful 
  SAN roll is made). 
  Whilst this might not sound like much 
  of a success it will have the effect of 
  sending all four of the human Brothers 
  totally and irreversibly insane, thus 
  bringing the activities of the Thule Ges-
  selschaft to a complete halt for the time 
  being. Long enough, for example, for 
  the surviving investigators to make their 
  escape and carry a warning to the 
  authorities as described in Ending 1.ln 
  this case the party will also have time to 
  make a thorough search of the Schloss 
  (the Brothers' insanity will be' a form of 
  37 
  catatonia - complete paralysis). This 
  search should reveal suitable items of 
  interest (manuscripts, etc.) along with a 
  fairly substantial amount of money in 
  various currencies which the Brothers 
  use to pay their agents. 
  But what happens if the investigators 
  don't spot Nyarlathotep in his human 
  disguise? 
  It should be remembered that Nyar-
  lathotep prefers to drive his victims 
  hopelessly insane rather than simply kil-
  ling them. On this basis he will lead the 
  human Brothers in seeming to be as co-
  operative as possible when the inves-
  tigators break in. If any guards appear 
  Nyarlathotep will command them to 
  leave again, without molesting the 
  intruders. He will also explain every 
  aspect of the Brothers' operations, both 
  their public activities and their true 
  intentions, with the apparent intention 
  of recruiting the investigators to 'the 
  cause'. 
  What the investigators will not realise 
  is that Nyarlathotep is actually building 
  upthe power for a series of powerful hal-
  lucinations. After about 20-30 minutes of 
  conversation, then, the investigators 
  will suddenly begin to experience sev-
  eral rapid and extreme changes of temp-
  erature. Within a minute or so of the start 
  of these changes all of the investigators 
  will find that they have been struck 
  dumb, and that everything around them 
  seems to be moving in slow motion. 
  As a climax to Nyarlathotep's attack 
  each member of the party will 'see' the 
  spider god Atlach-Nacha materialise in 
  mid-air above Nyarlathotep. At the same 
  time they will believe that every other 
  member of the party is being over-
  whelmed by hordes of earthly spiders, 
  some harmless, some poisonous. The 
  'harmless' spiders will be seentoencase 
  each victim with their webs - from the 
  feet upwards - whilst the poisonous 
  spiders continuously bite at every piece 
  of exposed skin. 
  Throughout this illusion (ie until every 
  member of the party has been reduced 
  to babbling insantiy) Nyarlathotep and 
  his followers will sit calmly to one side, 
  laughing and chatting as though watch-
  ing a rather amusing cabaret routine. 
  Once the hallucinations have done 
  their work the investigators will be taken 
  away from the Schloss and dropped in 
  the woods to fend for themselves. 
  Assuming that the wolves don't get 
  them first the best that any of the sur-
  vivorscan hope for is lifetime incarcera-
  tion in a back-country mental asylum. 
  EPILOGUE 
  Though our story has now ended you 
  may still be wondering about the old 
  man who was murdered in London. 
  I must confess that this was the one 
  part of the plot were everything was 
  exactly as it seemed. The old man was 
  indeed an American member of the 
  Brotherhood, and the qrey crystals 
  really were the 'essential salts' of some-
  one the old man hoped to re-animate. 
  Finally, the American police were abso-
  lutely correct in assuminQ that the old 
  man had been attacked Simply in order 
  to rob him -he had made the (fatal) error 
  of letting the banknotes be seen when 
  paying for a drink in a nearby pub shortly 
  before the assault took place. 0 
  
  19205 Car Chla54~S 
  The Call ofCthulhu rules don't say.~,".cI~_~~'~~'!_~ 
  combats, implying that a singletest 
  be adequate for most situations. While 
  option, it isn't very dramatic - there is n'-o: -.-.-:-: 
  the chase, and it doesn't give the players any way 
  the effects of a i 
  bad i 
  roll. 
  ; 
  cars, one chasing 
  you may occasionally 
  is in the best position to i 
  will actually hold figures are i 
  for 
  i 
  cardboard cut out representing each car i 
  will suffice. 
  Manoeuvring 
  Step 1. Decide the condition of the road, which determines modif-
  iers for Drive Auto and firearms skills, and suggests likely speeds. 
  Drive Firearms Speed (mph) 
  Tarmac 
  0% 
  ()<'Io 
  30 or more 
  Gravelled road 
  - 5% 
  - 5% 
  25 
  Cobbles 
  - 5% 
  - 10% 
  25 
  Good earth road 
  - 5% 
  - 5% 
  25 
  Rutted earth road - 10% 
  - 10% 
  25 
  Trackoroffroad - 15% 
  - 10% 
  15 
  Step 2. Oecide the initial distance between the vehicles, in car 
  lengths, when evasive manoeuvres or combat begins 
  (assume 1 car length = 5 yards for combat, etc). 
  If both cars were in motion before start: 
  If pursuing car was initially stationary: 
  If pursued car was initially stationary: 
  2d6+ 2lengths 
  3d6+ 3lengths 
  ld6+ 1 lengths 
  ~~::;,~~:;:;~~! important roll ld,OOas follows, 
  I modifier for the type of road: 
  Combat 
  Firing between vehic_ :'e~s~di;i;,~~­
  as a modifier for the c 
  speed as follows: 
  Speed!mph) ' -101'-2021-30 
  Modifier!%) 
  - 5 
  - 10 
  - 15 
  I tank 
  s. 
  HP 
  10 / 3 
  5 
  3 
  3 
  2 
  5/-
  Armour 
  313 
  1 
  1 
  0 
  0 
  3 (window) 
  3 (window) 
  3 / 3 
  compo-
  
  GHOST 
  .JACKAL 
  KILL 
  A Call of Clhulhu Scenario 
  by Graeme Davis 
  • 
  , 
  Introduction 
  This adventure has been written as a prequel to Games 
  Workshop's Call of Cthulhu scenariQ, The $tatue of the 
  Sorcerer, but it is ~Iete in itself and does not rely 
  on any information frdbi that supplement. The action 
  takes place in and ~r~San Francisco in th~ Spring 
  of 1924; for reasons Wh~'JI become clear, it cannot 
  easily be used In any ot 
  ling. One of the investi· 
  gators (or, if ~ty, a NPC acquaintance) should 
  be a graduate student in the Archaeology Department 
  of the University of San' Francisco. conductins 
  research in PalaeoJinguistics, the study of anClcnl 
  languages. 
  "" 
  " 
  , " 
  , .. 
  
  Collins was already well-read on thc subject of Egyptian archae-
  ology, mythology and magic, and researched further, as well as 
  collaborating in a screenplay which eventually owed very little to 
  Corelli's original novel. In Mawtcy's a small bookshop sp'ccialising 
  in esoteric subjects, he found a copy of Name/ess Cults (Golden 
  Goblin edition), which had been reserved for Hauxley Trevanian, 
  a San Francisco oricntalist and cult leader. He was sold the book by 
  mistake. and used it to construct a mock ritual which was to be the 
  crowning point of the film. He did not study the book in any delail. 
  and had no idea that an incantation that he took from the book was 
  parI of the spell Contact Hound of Tindalos. 
  With preparations for Ihe film well underway, freelance journalist 
  Isadora Turner was invited to the house which Theda Bara shared 
  with her husband. director Charles Brabin. to write a ma~azine 
  feature which was 10 SCI the publicity machine rolling. CollinS acted 
  out part of the ritual scene with Theda Bara for Miss Turner'S 
  benefit, and spoke the incantation for the first time, making 
  accidental contact with a hound of Tindal os in the process. He 
  collapsed from shock, and Miss Turner was quickly ushered out. 
  Also. as pari of thc publicity for the forthcoming I?icture, Bara and 
  Collins had begun 10 co-write a series of romantic mystery stories 
  wit h an Egyptian flavour. using Ihe pseudonym 'Ziska-Charmozer 
  after the leading character in the novel. The first of these had been 
  completed and sent to the popular fiction magazine Black Mask. [t 
  was being considered for publication when the mishap occurred, 
  and Theda Bara approached the magazine 10 try to get the story 
  back. The editor. Phil Cody. declined to return the story, pointing 
  out that all submissions were the property of the magazine until 
  publication or rejection. When there were re newed pleas for the 
  return of the story, and Collins died in a manner which (purely by 
  coincidence) was similar to an event in the slOry, Cody became 
  suspicious, and called upon the expertise of one of the magazine's 
  regular contributors. an ex-private detective cillIed Dashiell 
  Hammett. 
  Hammell was able to make the connection between Bara and 
  Collins. and uncovered the name 'Ziska' and the plans for Theda 
  Bara's comeback. 
  The news of Collins' death also aroused Ihe curiosity o f Isadora 
  Turner, who has a shorthand transcription of the incantation, and 
  is trying to find out what it is. 
  Meanwhile, Trevanian. tOO, has not been idle. Mawleystalled him 
  for a while with tales of difficulties and delays in transporting the 
  book from the New England auction-rooms where it was pur-
  chased, but eventually he was forced to admit he had mistakenly 
  sold thc volume to someone else. Professional ethics prevented 
  him from giving Collins' name and address to Trevanian. so finally 
  Trevanian's cultists broke into the shop, killed Mawley, and 
  ransacked the files. finding out Collins' address and removing 
  everything which showed that Trevanian had ever been in 
  correspondence with Mawley. They then broke into Collins' 
  apartment and took the book, which is now in Trevanian's 
  possession. 
  A Translation 
  The scenario starts when a telephone call is received at the 
  Archaeology Department of the University of San Francisco (if a 
  PC works or studies there, he or she could take the call: otherwise 
  an NPCwili have 10 make introductions). The caller gives her name 
  as Isadora Turner, and a Know roll will inform the player that she 
  is a freelance journalist whose work has appeared in a number of 
  popular and society magazines. 
  '1 have something I would very much like to have translated,' she 
  explains. ' I believe the language is ancient Egyptian. May I come 
  and see you?' 
  If the investigator agrees to see her. Miss Turner will arrive after 
  about half an hour. She is a slim but sirongly-buill woman in her 
  mid to late twenties, wilh dark eyes anclreddish-brown hair. and 
  her clothes reflect her success in her profession. 
  Without preamble, she sits down and opens a small reporter's 
  notebook. filled with shorthand. 
  ' I'm afraid I only have an approximation to the sound of the words,' 
  shc says. '1 have no idea of how they might bewrilten down. either 
  in English or in Egyptian heiroglyphs. Now, shall I try 10 set them 
  down in English lellers, or would you prefer me to read them to 
  you?' 
  Miss Turner will not be prepared to discuss the context in which she 
  came across the words, no matter how heavily the investigator 
  stresses its importance. All she will say is: 'They have to do with a 
  story I was working o n; I'd prefer nOlto say any more than that.' 
  If Miss Turner writes the words down, they will appear roughly as 
  follows: 
  'Iya h'neghriffkthn akhtna khthngai y'ghrtfthgn 
  Iya ai'f ngahn'g ghnakhngn 
  Tih 'ndlnsh ai'h 'ngahn 'g ai·h.' 
  Ifshe reads the words aloud, the investigator must make a Cthulhu 
  Mythos roll to realise they are part of a Mylhos spell, and that it 
  would probably be wise to stop her before she completes the 
  passage. If either she or the investigator reads the complete 
  passage aloud, the reader will lose 103 SAN (no SAN roll) and 7 
  Magic Points, and will suddenly feel an overpowering malign 
  intelligence clawing at hislher mind. If the investigator is reading 
  the words aloud, helshe must make a POW x 3 roll to avoid passing 
  out; if Miss Turner is reading them, she will scream and collapse 
  after reading the last word. rr no-one reads the words aloud, 
  nothing untoward will happen. 
  The words are, in fact .• m inc.mtation used in a version of the spell 
  Contact Ho und of Tind'llos. and any character who reads the 
  complete incantation aloud will make contact with one of Ihese 
  cntities (refer to the monster description in the Call ofCthulhu 
  rulebook for the consequences of such contact), which will arrive in 
  10+2010 days. The investigator will, however. have no way of 
  knowing this unless helshe is already familiar with the spell. 
  If Miss Turner writes the spell down. a successful Archaeology, 
  Linguist or Read Egyptian Hei roglyph roll (according 10 the 
  keeper's preference) will confirm that the words are not in ancient 
  Egyptian; in fact, they are in no language the investigator has ever 
  seen. 
  
  As mentioned above. Miss Turner will not disclose where or how 
  she came upon the incantation, but if either she or the investigator 
  has read it out in full and suffered the ill-effects described above. 
  she will gasp: ThaCs what happened tohimr. or something to that 
  effect. She will refuse to be drawn further. however. and will make 
  to leave. 
  The investigator may attempt an Oratory roll in order to convince 
  herof the seriousness of the Incantation (only if helshe has actually 
  rcalised its significance!). If this roll is successful , she will say: 
  '1 heard these words uttered while [ was researching a story. I 
  believe the man who uttered them is now dead. ' Then she will leave 
  the office. Immediately the investigator should make a Spot 
  Hidden roll - success indicates the investigator nOliccs two pieces 
  of paper on the noor. Miss Turner evidently dropped them from 
  her notebook. 
  One piece is a ncwscutting, reporting the death of Paul Collins. It 
  features a photograph of the deceased. which is ringed round in 
  pencil. The cutting reads as follows: 
  'Paul Collins, retired stage magician and now Hollywood 
  technical consultant, was found brutually murdered in the 
  early hours of April lIth. His body was discovered by an 
  officer of the California Highway Patrol, lying by h.is car 
  on the coaSt road a few miles south of San Francisco, 
  seriously mutilated. There were signs of a violent struggle 
  inside the car; several windows were broken, and the 
  seats tom to shreds. Police have concluded that Collins 
  picked up a hitch·hiker on his way to San Francisco, and 
  that his passenger attacked him as he drove towards the 
  city, causing the car to crash. A manhunt is underway for 
  the murderer, whom the police describe as a dangerous 
  psychopath, probably with some injuries from the crash.' 
  The second piece of paper is a leaf from the rlOiebook. filled with 
  shorthand notes. Any character who has the relevant skill may 
  attempt a Read Shorthand; otherwise, they may take it to the 
  Department seeretaryor to any typewriting agency (of which there 
  arc several in San Francisco) to have it ·deciphered·. Rendered into 
  longhand. the fragment reads as follows: 
  're preparation Ziska. expected start AprillMay. Assistant 
  Tahamut -obvious false name - officiates. Check book name 
  correspondences. He and TB run through ritual - apparently 
  genuine. Final ritual in tomb with many followers - Ziska's 
  crowning moment. TB lays on coffee table, T reads incantation 
  over her ... : 
  Research 
  The investigators may think of checking various newspapers for 
  corroboration and further details of the story in the cutting. A 
  successful Librllry Usc roll will reveal most of San Francisco's daily 
  newspapers carried the story in their April 12th editions; the story 
  is not substantially different in any of the papers. and a Journalist 
  reading the various repons may conclude. on a successful Know 
  roll, that most - if not all - of them originate from a single source. 
  probably a police press release. 
  If the name 'Ziska' is investigated. a successful Library Use roll will 
  reveal a novel with that title was written by 19th-century author 
  Marie Carelli: on a Luck roll, the investigators may obtain a copy 
  of the book. which is currently out of print. Any character may read 
  the book in a number of hours eq ual to 23 - EDU score; it is a 
  gothic melodrama about an ancie nt Egyptian dancer named 
  Ziska-Charmozel. who became the concubine of an Egyptian 
  general and was murdcred by him. She is reincarnated In the 19th 
  century to take her revenge on her lover. who in his turn has been 
  reincarnated as a French anist resident in Egypt. The novel is a 
  fairly passable occult romance, but has no apparent sinister 
  overtones. 
  The invcstigator can call upon 'a few friends' at this point , and 
  begin to investigate the case. Having gathered the incantation is 
  pari ofa rilual that was oris tobe conducted, and that it is in some 
  way connected with the death of Paul Collins, there are three 
  courses of action open apan from this basic research, which can be 
  conducted at any time: to follow Miss Turner, to visit the site of the 
  crash. and glean some information from the police. Once the 
  o
  . 
  invcstigators have covered two out of these three options. they will 
  attract the attention of Dashiell Hammett (sec Plot Summary). and 
  the keeper should go immediately to the section A Meeting. 
  Following Isadora Turner 
  The investigator must act immediately Miss Turner leaves the 
  office if helshe wishes 10 pursue this option; she has not left an 
  address, and it will be almost impossible to find her without 
  checking every ha tel in San Francisco. 
  Miss Turner is not quite sure what to make of all the facts she has 
  uncovered. but her reporter's instinct tells her she is onto one heck 
  of a story. 
  She has already told the investigator more than she wanted to, in all 
  probability, and when she arrives at the small hotel where she is 
  staying (the first place she will go to after leaving the University). 
  she will realise she has lost the newscutting and a page of her 
  notebook. She doesn't want to share this story with anyone, and if 
  she begins to suspect she is being shadowed (see Appendix for 
  shadowing procedure) she will try to throw the investigators off, 
  usually by moving very quickly through a succession of crowded 
  places such as railway stations ordepartment stores. [f she does not 
  suspect she is being shadowed. she will slay in her hOlel until about 
  6pm, and then leave in her car and drive to Los Angeles. where she 
  will pull up in fronl ofa large house in the movie-starquarterof Bel 
  Air. She will knock on the door, which is orened by a servant, and 
  - after a brief exchange - will return angnly to her car and drive 
  back to San Francisco, spending the rest of the night in her hotel. 
  The hotel caters for female clients only; male visitors arc not 
  allowed, and no man will be able to ,get past the hotel's formidable 
  concierge except by force. The pohce will be called in the event of 
  any trouble. 
  If the investigators try to find out whose house Miss Turner visited, 
  a Library Use roll will reveal it belongs to a Mr Charles Srabin. If 
  any of the investigators is a movie buff (ie, has expressed an interest 
  in the movies during previous adventures- the keeper should try to 
  be more6ublle than Just saying 'OK - who's a movie buf!?'), they 
  will know that Charles Brabin is a film director, the husband of 
  ! • ! 
  ! 
  
  retired actress Theda Bara (sec Appendix). In the absence of a 
  movie buff. the keeper might permit any investigator to realise this 
  on a successful Know roll; this information will automatically come 
  to light on a successful Library Use roll if the name Charles Brabin 
  is investigated. 
  The Site of the Crash 
  In the newseutting. the crash is said to have taken place on the coast 
  road a few miles south of San Francisco - if the investigators have 
  obtained a police photograph of the crash site by this stage (sec San 
  Francisco Police Department below). they will be able to locale the 
  precisesp<?t on an INT" 5 roll (using the highest INTin the !roup) 
  while dnving along the road; otherwise. an INT x 3 roll wi I be 
  needed. 
  There is little to be seen at the crash site now: the wrecked car has 
  been towed away, and there is no Iraceof(ire. An Idea roll will lead 
  to the discovery that there are no tracks either - it seems that the 
  site was completely cleaned up after the removal of the car and 
  body. A Spot Hidden roll at the site ofthecrash will reveal the body 
  ofa small bird by the roadside. It has decomposed to the extent that 
  bones arc visible, and it seems to be lying in a small pool of bluish 
  slime. 
  Keeper: This slime i.~ a trace oflhe pus from the Hound ofTind.1/0s 
  thaI killed Collins - see the monster description in Ihe Call of 
  Cthuihu ru/ebook. This Imcc eounlS.l$ po,son with a potency of 7. 
  If a s.lmplc is taken for analysis. Ihe keeper should note it will cal 
  Ihrouqh an organic container in 103 hours and through ;1 metal 
  container in 106 hours. A successful Chemistry roll on Ihe p.1rt of 
  .1n analyst working with a fully-equippcd laboratory will reveal the 
  slime is composed of a number of exotic clements and unknown 
  compounds, combined logelher in a way Ihat seems to contradict 
  the 1.1WS of convenrion.11 chemislrY - furlher, a successful Zoology 
  or Biology roll on the parI of the an.1lyst will reve.11 the slime is alive 
  ,dter:1 fashion. BOlh discoveries will cost the analyst I point of 
  SAN unless a successful SAN roll is made; .1n NPC analyst may find 
  Ihe results too disturbing 10 report on truthfully. 
  I f..,~ 
  • l 
  ! • : 
  I 
  San Francisco Police Department 
  If the investigators enquire at the Police Department about the 
  death of Paul Collins, they will be given a copy ofthc official press 
  release, which contains only the information already in the news-
  cutting. A police contact or a successful Law roll coupled with a 
  Credit Rating or Oratory roll will be necessary to get further here. 
  If the investigators have already met Hammett (see A Meeting 
  below). he will already have gleaned as much information as is 
  available from this source. 
  The incident report filed by the officer who found the body states 
  thcear's motor was still running when it was found. and that it had 
  apparently run off the road and stopped. One door was open, and 
  all the windows had apparently been blown out, as if an explosion 
  had taken place inside the car. The roof of the vehicle was buckled 
  upwards, as if by the same cause. The body lay on the ground a few 
  feet from the open door, heavily mutilated as if by a large and 
  powerful wild animal, and beanng traecs of a caustic blue slime. 
  This slime was also found inside the car. and the car's upholstery 
  was heavily slashed. Samples of the blue substance were taken for 
  analysis. An autopsy report gives the cause of death as multiple 
  lacerations, but cannot establish whether these were caused by a 
  weapon or a wild animal. The case is classified as an unsolved. 
  probable homicide. A police photograph is included with the 
  report. as is a copy of the pres. .. release. 
  Further Law and Credit Rat ing/Oratory rolls will be necessary to 
  see the laboratory report on the blue slime. The details of the 
  report can o nly be understood on a successful Chemistry roll. but 
  the gist of it is that conclusive analysiS was not possible. A 
  Chemistry roll wi ll reveal that the substance appeared to be organic 
  but was not carbon-based (a Chemistry or Biology roll may be 
  needed to remind the investigators that all known life ;s carbon-
  based); the chemical composition could not be determined 
  conclusively. !fenquiriesare made about the analyst who wrote the 
  report. a Fast Talk orOf3toryroll will yicld the information that he 
  is on indefinite leave for medical reasons. 
  Bribery o r police contacts could also be used to examine Collins' 
  personal effects; of most inte rest arc a pocket notebook and a 
  business card. 
  
  The card gives the address and telephone number of Mawley's 
  Antiquarian Bookshop in San Francisco. and the notebook 
  contams several references 10 the name Ziska and brief descrip-
  lions of a number of rituals: an Archaeology. Anthropology or 
  Egyptology roll will reveal some of the notes are apparently 
  authcncic descriptions of ancient E~yptian religious ceremonies, 
  whle the remainder - about one-third - are not. A successful 
  Cthulhu Mylhos roll will reveal the laller portion appear to be 
  garbled descriptions of Mythos rituals. which seem for the most 
  part [0 deal with independent races. There is not enou~h 
  mformation here to permillhc learning of spells or an Increase of 
  Clhulhu MYlhos skill scores. Also among the notes is another 
  transcription of the incantation heard by Miss Turner, and a note 
  from Collins to himself reading 'Golden Goblin Press- track down, 
  see if they have more'. 
  A Meeting 
  K~per: The keeper should use this event after the investigalOf'S 
  have completed two of the preceding three sections. Hammett"s 
  information may aller the remaining section a little, but the Keeper 
  should have little trouble dc.1/ing with this. 
  As the invcstisators leave the second section, they will fi nd a man 
  waiting by their car. !-Ie is in his late thirties, tall and solidly built. 
  but not overweight. with prematurely grey hair, a dark moustache 
  lmd dark bushy eyebrows. 
  'Hammett,' he introduces himself laconically, 'Samuel 0, 
  Contincnlal Detective Agency. ( see you're interested in the 
  Collins case. Can I talk to you about it?' 
  A Knowledge roll will reveal the Continental Detective Agency 
  features in a series of stories in the pulp magazine Blllck Mask, and 
  is a fictional institition. If confronted with this fact, or if asked to 
  show his detective's licence, Hammett will smile. 
  'Okay, you got me,' he says, 'Actually I'm ex· Pinkerton, now 
  retired. In fact it was Black Mask who pUI me onto this whole 
  business. Since we both seem tobe interested in it. though. what do 
  you say to an exchange of information?' 
  At this point he is bent almost double by a fit of coughing. When it 
  subsides, he pulls a hip-nask out of his coat pocket and takes a long 
  swig, 
  'Cough medicine: he says with a wink. 'This climate's no good for 
  my bum lungs.' 
  Once the investigators agree to an exchange of information, 
  Hammett will tell them what he knows. 
  'Phil Cody, the editor of Blllck Mask. called me a couple of days 
  ago. Since I retired from Pinkerton's. I've written a few detective 
  stories for him, and he lold me he had a real mystery on his hands. 
  About a week before Collins died, Blllck Mask was sent a story 
  called The Curse of/he Jackal, by someone using the name Ziska-
  Charmozel. It was a ghost story, with a lot of Egyptian sluffin it, to 
  cash in on all the King Tut mania there's been this last year or so, 
  The day before Collins died, Cody got a call from the author ,trying 
  to get the slory back. He figured Ihe slory had been sent 10 more 
  than one place and someone had accepted it somewhere else, but 
  he didn't want to send il back. Instead, he pointed out that all 
  submissions are the property of the magazine until they are either 
  published or finally rejected. But the aulhor kepI on asking for it 
  back - even asked him to destroy il rather Ihan print it. The ncxt 
  day, Collins was found torn apart. Now it seems Ziska-Charmozel 
  was a pen-name used by Collins in collaboration with Theda Bara. 
  the actress - and at the end of the story the hero was tom apart by 
  some kind of supernatural jackal, scnt as a curse by the Egyptian 
  god Anubis, Theda Bara is still trying to stop publication of the 
  story, and Cody asked me to try and find out what's going on.' 
  Hammen has already visited Theda Bara: 
  '( couldn't get much out of her -she was too upset. Apparenlly she 
  was working on a comeback with a movie based on a novel called 
  Ziska, and Ihe story was intended to get the name into print to start 
  drumming up interest in Ihe picture. They were going todoa whole 
  series, right through the shooting season and up to the premiere. 
  Collins was working as some kind of advisor, and he wrote most of 
  the story using an old book he'd found in a second-hand bookstore. 
  She thinks there's some kind of curse on the book, which iswhyshe 
  wanlS the story stopped; she's afraid the curse might have carried 
  over into the story, in what's been copied from one to the other, II 
  all sounds preny far-fetched to me, but the police sli1l don't know 
  who killed Collins,' 
  Hammett is already familiar with all the infonnalion that can be 
  obtained from the Police Dept, and has the addresses of the 
  bookshop and Collins' apartment, If the investigalors have not 
  been able to see any of this, he will provide them with co:ries. !-Ie 
  will be most interested to hear about Isadora Turner, an if he is 
  shown a copy of Ihe incantation, he will pull a sheaf of typewritten 
  paper out of his pocket - a copyofthe Story -and turn a page where 
  a practically identical passage is SCI down, 
  'Looks like gibberish 10 me,' he says, 'Do you suppose that's Ihe 
  curseT 
  Hammell will be happy to accompany the investigators during the 
  rest of the scenario, and even if they refuse his company (or refuse 
  this offer to share information), he will shadow Ihem until the 
  mystery is resolved. An NPC profile is given in the Appendix. 
  From this point in the proceedings, there arc four relevant courses 
  of aclion open: the investigators can try to sec Theda Bara in an 
  auempl to gain further information; they can go to Collins' apart· 
  ment In search of the book; they can make enquiries at Mawley's 
  bookshop; and they can try to get more information from Isadora 
  Turner. 
  Theda Bara 
  Hammell will caution against another visit to Theda Bara, pointing 
  out he got all he could from her and Ihat she was very upset by 
  Collins' death. If the investigators do Iry to see her, Ihey will be 
  refused admittance to the Brabin house, and the police will be 
  called if there is any disturbance. 
  Paul Collins' Apartment 
  The inveSt4galors should have obtained the address of Collins' 
  apartment from either Hammell or the police. Once they arrive, a 
  
  bribe, Credit Rating or Fast Talk roll will be necessary to get them 
  past the janitor, who has shut up the apartment pending the settling 
  of Collins' will. The janitor will call the police if the investigators try 
  to break in. 
  Once the investigators get into the apartment, they will find it has 
  been thoroughly ransacked; a window from the fire escape has 
  been forced, and Spot Hidden roll will tum up a faint footprint on 
  the sill, made by a light rubber-soled sneaker. Hammell will 
  immediately go 10 the janitor's office and phone in a report of the 
  burglary. 
  Among the debris on the floor are several books on stage magic, as 
  well as a few on Egyptian archaeology and mythology. In one 
  corner stands a steamer-trunk, now open and empty, surrounded 
  by a great deal of stran$e-looking objects which a Knowledge roll 
  (or an intelligent guess) will identify as the props of a stage 
  magician. Various items of personal jewellery and other valuablcs 
  might be turned up on a further Spot Hidden roll, giving the 
  impression that money was not the motive behind the break-in. 
  Mawley's Bookshop 
  If the investigators try to telephone Mawley's, there will be no 
  answer, If they visit the shop, they will find it closed, and the blinds 
  drawn. No amount of knocking will raise an answer. There is a back 
  door opening onto an alley, and if this is investigated it will be 
  found to have been forced. 
  Edwin Mawley, the proprietor, will be discovered in the small back 
  office, dead. He is slumped back in his chair, and there is a single, 
  small puncture-mark in his ncck. The desk and fi ling-cabinet have 
  been ransacked. 
  A Spot Hidden roll will turn up a small feathered darton the floor. 
  It is less than an inch long, and seems to have caused the wound in 
  Mawley's neck. An Anthropology roll will yield the infonnation 
  that the dart is one ora type used as an assassin's weapon by certain 
  criminal gangs of the Shanghai area. 
  A Luck roll will turn up a carbon copy of a leller among the 
  scattered papers. It is addressed by Mawley to Paul Collins, and 
  refers to a book bought by the lalter, a copy of the Golden Goblin 
  edition of von Junzt's Name/ess Cults. Mawley explains in the 
  letter the book had been sold to Collins in error, and it should have 
  been kept back for an old and valued client; Mawley begs Collins 
  to bring the book back to the shop, and promises to reimburse him 
  in full and give him, free of charge, any other books in the shop 
  which might interest him, up to a value of $100. 
  A further Spot Hidden roll made in the office will reveal that the 
  entire section of the files bearing the leiter 'r has been removed. 
  KH/Hr: Hauxley Trevanian 's Chinese Culrists are responsible for 
  the break-in and murder, as well as for the burglary of Collins' 
  apartmenr. The investigators have no wayoffinding this out, how-
  ever, and will only be able to conclude the coPy of Namdess Cults 
  is now in the hands of someone in San FrancISCO'S Chinese 
  community. This is intended as a dead end, and the investigators 
  should not be able to (Tace the book. More details of Haux/ey 
  Trevanian and his Chinese Cultists may come to light in funher 
  scenarios by this author. 
  Isadora Turner 
  If any attempt is made to contact Isadora Turner at her hotel 
  (assuming the investigators know where it is), she will have gone to 
  New York . leavin~ no forwarding address. Tracking her down will 
  be a long and labonous process, and she will be able to add nothing 
  to what the investigators already know. 
  Conclusion 
  After a lot of detective work, the investigators should be able to 
  piece together the truth (see Plot Summary), although there are a 
  lot of false leads which may lead them in the wrong direction 
  initially. Preventing the publication of the story, or at least the 
  incantation, should bring a SAN reward as for defeating a hound of 
  Tindalos (ie, I D20 points) only if the invcstigators rcalise the full 
  narurcoflheincanl.1lion;othcrwise, the SAN point reward is I D6. 
  The keeper should note anyone who has read the incantation aloud 
  may expect a visit from a houndofTindalos; this maybe played out 
  in due course, when the thing arrives. The keeper should kcep 
  careful tracks of the cursed individual's movements until that tIme. 
  Hammett will be grateful for the investigators' co-operation on the 
  case, and will help prevent the publication of the story if requested 
  to do so. Theda Bara's planned comeback will not take place, and 
  the novel Ziska will never be filmed . About a month after the 
  scenario takes place, the investigator who was initially contacted by 
  Isadora Turner will receive a copy of Movie Set magazinc, with a 
  feature by Isadora Turner entitled Z iska - the Comeback thar 
  didn 'I come off. 
  Postscript 
  In the introduction to this scenario, it was mentioned that one of 
  the investigators , or if necessary an NPC contact - should be 
  conducting research in Palaeolinguistics at the University of San 
  Francisco. 
  A little more than a year after this scenario has taken {'lace, in the 
  morning of Monday, June 8th, 1925, this investigator Will be roused 
  from the musty pages of Zeilschn"ft fur Ccltische Philologie by a 
  knock at the office door accompanied by a familiar hacking cough. 
  The character opens the door to find Hammett's long frame 
  propped in the doorway, taking a swig from his hip-flask. 
  'How are you, Professor?' he asks, regardless of the character's 
  actual academic status. 'Remember me? Hammett - Sam Dashiell 
  Hammett. The Paul Collins case. You know, I tried three or four 
  times to write that up as a story, but it was just too far-fetched. 
  Well, I've got another mysterious ancient writing for you - I tried 
  the Math Department with it, and they said it was some kind of 
  mystical numbersquare. Then I thought of you. What do you make 
  of this?' 
  ! • ! 
  1 
  
  Hammell hands the investigator a small piece of paper; it is Player 
  Handout A from the Games Workshop CaJ/ of ahuJhu scenario 
  Tbe Statue of the Sorcert'r. 
  Appendix 
  Shadowing Procedure 
  Shadowing is not defined as a skill in CaJ/ of CthuJhu . but for 
  keepers who wish to add it to their list it should be trealed as a 
  stealth skill with an additional score o f 10%: it is a professional skill 
  for Private Investigators and non-uniformed police. 
  A successful roll must be made for evcry 20 minutes of shadowing 
  -optionally it may be made evcry (20 - quarry's INT) minutes - and 
  failure means the quarry has spotted the shadower. Where a quarry 
  suspects he/she may be being followed, a Spot Hidden roll is 
  allowed to detect the shadowcr; under these circumstances the 
  shadower must make half a Shadowing roll to remain undetected. 
  Characters who do not have the Shadowing skill may atlemptto 
  shadow, using the average of the tNT attribute seore and the Hide 
  skill seore in place of the Shadowing skill score. Procedures are 
  mherwise identical. 
  Theda 8ara 
  Born Theodosia Goodman. Theda Bara (whose professional name 
  was rumoured to be an anagram o f 'Arab Death') was the arche-
  t)'pal 'vamp' or femme farale of the silent sereen. Her first film. A 
  Fool There Was. was released in 1915, and her most famo us roles 
  included Cleopatra (1917) and Salome (1918). She was idolised by 
  the public in the same way as Rudolph Valentino. and she was 
  surrounded by a great deal o f what today would be called 'hype' . 
  o ne publicity tale maintained that she was born to a French artist 
  and his Arab mistress unde r the shadow of the Sphinx. and 
  endowed with occuh powers. She retired in 1919, marrying director 
  Charles Brabin. This effectively e nded her career, although in the 
  19205 she parodied her former roles in Hal Roache two-reel 
  comedies. She died in 1955. 
  Samuel Dashiell Hammett 
  The following is an approximate NPC profile of Hammen. based 
  mainly o n William F Nolan's biography Dashiell Hammett: A Life 
  at the Edge (Arthur Barker. London, 1983). 
  STR 14 
  CON8 
  DEX 13 
  APP 14 
  Hit Points: I) 
  SKILLS: 
  SIZ 14 
  SAN 60 
  INTI5 
  POW 12 
  EDUI2 
  Fast Talk 55%. Hide 60%. Shadow 90%, Sneak 60% . Spot Hidden 
  65% 
  WEAPONS: 
  FisI70%,.38 revolver 55% 
  Hammett does no t carry a gun unless he feels the circumstances 
  warrant it; when he first makes contact with the investigators he 
  will nOI be armed. He does nOI drive. following a wartime accident. 
  He suffers from tuberculosis, and does not smo ke, but he finds that 
  whiskr relieves the pain of the wracking cough with which he is 
  sometImes afflicted. As an ex-Pinkerton detective, he has a wide 
  network of old contacts on both sides of the law. and he seldom has 
  any tro uble in obtaining whisky for his own use. 
  -.. ~ 
  
  ANCIENT 
  A Scenario for Schizophrenic Roleplayers 
  by Graham Staplehurst 
  ! • 
  This is the second part of a two pan scenario, based on the works of the British 
  fantasyfborror writer, Brian Lumley. In it. players can lake on a dual persona: 
  as adventurers from the land ofThecm'hdnl, a myslicalland from a time before 
  memory. and as Investigators in ]9205 Earth. As such, the game can be played 
  as an Advanced Dungeons di Dragons adventul1l or as a Call of Clhulhu adven-
  ture, without any problem. The lexl that follows assumes that borh systems will 
  be run in parallel, with AD&D for the: charncten from the ancien! world, and 
  COC for the '205 adventurcn;. 
  The scenario cannot be played without Part One, which appeared last issue:. 
  A11he conclusion of the last installment, the adverturen from the '2Os Ilad travelled 
  10 theCllateal.l Casson, on an isbnd near the coast ofFJanCe, to iruenupl a a:mnony 
  which would have spell di$85ter for !he: world. As they did so, they felt a suange 
  pulling sensation. and then passed into unconsciousness as they were ~pt across 
  some cosmic dismnce 10 arrive in the Thwerofthe sorceror. Teh Alht. ]neJ[pUcably, 
  !hey turve lnadcd places with their ancient counter-pans, the adventurers from 
  Thecm'hdra, For both groups, their suny is only just beginning .... 
  M3: TIME-TRAVEL-SICKNESS 
  Although the modem characters disappear from the summoning chamber 
  in the Chateau Casson, they are soon replaced -
  within a few seconds 
  -
  by the ancient characters, who experience the same tugging at their 
  chests as the Thromb recoils through Time and drags their strands with it, 
  ! 
  ! L-_ 
  The characters have been swapped in TImel P1ayers running both an-
  cient and modern characters will have no problem in understanding what 
  has happened, though they should not act as if thair characters have 
  a claar understanding of all that has occured, Their ancient characters 
  will have been snatched from the Tower of Teh Atilt, and brought to the 
  'strange' lands of 20th Century Eanh, though none of them can possibly 
  understand this at first, 
  Where the players have been running only ancient characters, the GM 
  should have Teh Atht describe the plans of the NPCs in the modern era, 
  up until the time when they interrupt the ceremony, Suddenly, the 
  characters feel that same unbearable pulling sensation as described 
  above; they are swept along, as if borne by a river, and are then deposited 
  in a strange chamber, with no idea of where -
  or when -
  they are. 
  The first problem facing the ancient characters is Mme Chalben's enraged 
  coven, The witch herself has collapsed and is slumped against the wall, 
  unconscious or dead, All members of the coven ara insane through dealing 
  with evil and iniquitous things so frequently, and rush the newly arrived 
  characters, trying to overpower them Ithey have no weapons). It more 
  than three of the coven are slain, the rest will try and flee. thus warning 
  the guards (if there are any still around). The first four to get to the 
  boathouse will use the motorboat to escepe, the others may simply fling 
  themselves into the sea in a lunatic attempt to escape the characters, 
  Nothing useful can be gained from any member of the coven, even if 
  captured and somehow persuaded to talk - other than the fact that none 
  of the ancient characters can speak an intelligible language lunless they 
  have magical help). If the characters remain where they are after clean' 
  ing the island up, they will be temporarily safe, and if anyone goes to 
  sleep, they can be contacted by Teh Atht sending dreams through tha 
  modern characters now in Theem'hdra. Teh Atht can explain what he 
  thinks has happened, but knows that he cannot hope to reverse the pro· 
  cess as the forces involved were inconceivebly great, However, he hopes 
  thet the sorcery of Mylakhrion might help switch the characters back 
  and return TIme to its original state. 
  There is a problem however, Mylakhrion is dead, and has been for 
  thousands of years. All his magical knowledge. the greatest ever assembl-
  ed in Theem'hdra, was left in his impregnable tower-castle far to the north, 
  on Tharamoon, the Mountain Island. Only those powerful enough to get 
  through the many magical wards and guards that Mylakhrion placed about 
  the tower can gain the information concealed inside. This is where Teh 
  Atht and the modem cheracters are off to. The ancient characters are 
  instructed to undertake a journey as well, if possible. II Teh Atht suc-
  ceeds in finding a spell to re-transpose the characters, he thinks that it 
  will be much more likely to work if the two panies concerned ware at 
  the same point in Space. thus easing their translation through TIme. 
  Since the millioos of years that separate the two eras have also separated 
  the continents of the world just as dramatically, neither the ancient nor 
  the modern characters will have any idea where the modern-dey site of 
  Mylakhrion's tower might be found. However, Teh Atht thinks there is 
  just one possibility -
  the man who discovered his time capsule, Theldred 
  Gustau, He knows from previous dream-contact with the modern 
  characters that they discovered his name appended to an article on 
  Theem'hdre., and thinks that w ith the infomlation in the capsule, Thelred 
  should be eble. to locate the co-ordinates of the tower. 
  However, at this stage the ancient characters' problems are mainly Ii) 
  to get off the isle and (ii) to survive in this startlingly different environ-
  ment, If the coven members have not taken the boat in the boathOUSe. 
  the characters could use it -
  if they can figure out how to operate the 
  engine. There is also the question of costume end equipment, since the 
  ancient charecters will be wearing the seme clothing as they were in 
  Theem'hdra, which may not be entirely appropriate to France In the pre-
  sent day. Similarly their equipment will be antiquated. Other factors to 
  remember9re their complete unfamiliarity with any technology, language 
  and currency in Europe. There is plenty of equipmant in and around the 
  
  ============~S~&~-~=========== 
  house. and also money !both English and French -
  though whether the 
  PCs will recognise the paper currency is up to the GM I. Any treasure 
  the characters heve with them will be much inflated in value. 
  Within 3 days (faSler if the characters are coping well and you want to 
  speed up the action). the servants will return. With them will come II 
  local policeman to check that everything is alright -
  strange lights were 
  seen at the Chateau on the night of the ritual by the fisherman that pilots 
  the bOBt. 
  If the modern chaHlcters had no boat of their own and the Chateau's 
  boat is taken, the characters will have to wait until this party arrives and 
  than try and steal the boat or force the fisherman to take them. Remember 
  that characters have to eat and sleep during this adventure I 
  Working Magic 
  Because of this time's distance from their own era, characters will find 
  spells have a chance of failing to work. This rule applies to all casters 
  of magic spells other than Druids. For a spell to work, a caster must roll 
  d% and get at least: 
  !n5xlevel of spelU - level of casted % 
  GMs may also wish to apply additional penalties to clerics whose deities 
  have few or no worshippers in this time, such as disallowing the recupera-
  tion of any spells over 3rd level. 
  However, everyday inhabitants of Europe will all save as O-Ievel humans, 
  which may well mean that spells end up working more oftenl It is unlikely 
  that magic·users and illusiooists will have been holding their spell books 
  when transtemporated, but any other equipment normally carried with 
  characters will have come with them. You may wish to let characters 
  find a limited supply of spells in Mme Chalbert's spell books. 
  A4 : THE WHIPLASH OF TIME 
  The modern characters arrive at Teh Atht's Tower and are immediately taken 
  by his servants to rooms to rest whilst he casts spells for their inunediate pro-
  I£Ction from funher Tune disruptions. Each will wake up after 25-CON hours; 
  if you arr playing the Modern scenario only, this is a good time to send all 
  the players OUt of the room and call them in one by one. Examining the frrst 
  person to wake, ifTeh Atht detects any signs of insanity or great loss of sanity, 
  he will be able 10 cure, through magical and medical m~ns, up to 1010 SAN 
  points immediately. He can also remove the effects of any 'temporary' insanity. 
  When all the chantcters have aMlken, he will attempt to explain their predica-
  ment. This may, of course, cause a loss of SAN, particularly combined with 
  their somewhat exotic surroundings -
  each character must make a SAN roll 
  or lose I D6 points. This will be regained wben (if) the characters return to 
  their own time. Howeo.'er, Teh Atht Cunher et:plains they will need to ~ 
  a perilous journey to the tower of a long-dead sorceror in the hope that he 
  left a spell which will help to return them and bring their ancestors back. The 
  hole which they have torn through Time (howeo,·er inadvenently) will be slow-
  ly healing up, and if it closes before the characters have swapped back, they 
  will surely die - their ancestors, now in the Future, cannot have descendants 
  at the right time! 
  Fortunately, Teh Atht has been able to discover that Gorgus has been severely 
  damaged by the backfuing of all the energy he PUt into the Ritual. This means 
  that Teh Atht is free to go off to Mylakhrion's Tower and see to the re-ordering 
  of Time without fear for the safety of Klahn or Theem'hdra, who he and he 
  alone protects from the meIlllCe of the Thromb. 
  Before they can set out, leh Albt will get the characters to transmit as much 
  information as po6sible to their helpless ancestors stranded in the stra~ 20th 
  Cenrury. The latv;r arr unable to speak the language (although Teh Atht natural-
  ly has spells which enable him to speak with the modem characters) and will 
  have great diffICulties using complicated devices and machinery. 
  The modem characters may also want to learn more about Theem'hdra, the 
  world, and iIS perils (see the Tbeem'hdra section, last issue, p28). They will 
  discover for themselves that, in the same way that magic may not function 
  in the 20th Century, so complicated pieces of equipment may not always work 
  in Theem'hdra. Anything about the generallC1.'el of technology prevalent on 
  the continent (pulleys, levers, wheels, simple steels) will only work if the 
  character mal<a a Luck Roll. This must be made tach time a use is attemp-
  ted. For example, a gun might go off, then fail to rrre, then work again. Apply 
  penalties for very complicated things, such as watches. Additionally, equip-
  ment which is powered (eg, an electric lamp) may Stan drawing Magic Points 
  from characters! Teh Atht will nnd suitable clothing for them. 
  M4 : THELDRED GUSTAU 
  The ancient characters will have learnt of the whereabouts of the man 
  who found Teh Atht's time capsule from the modern characters. Gustau's 
  address means little to the ancient characters, but there should be a map 
  in the Chateau somewhere, which will help them visualise where North 
  Yorkshire is, at the very least. 
  How the characters decide to reach it is another matter. There is suffi-
  cient fuel in the motorboat's tanks to cross the Channel and get as far 
  as Dover. There are also extra supplies in the boathouse if anyone looks, 
  certainly enough to get them to Scarborough or Whitby under normal 
  circumstances. They will also need food for the journey; though thare 
  is plenty in the kitchen, they will need to figure out how to use a tin 
  opener I 
  If the characters are encountered by Europeans at any point, it is likely 
  that they will be taken for foreigners, perhaps from the Far East, if they 
  speak in their native Theem'hdran tongue. It would probably be useful 
  to allow a magic-user in the party to find a spell equivalent to compr9/Hmd 
  hJnguIJg 8S or tongU8S amongst Mme Chalbert's books of spells. 
  Should the characters kill anyone off the island, or be seen leaving the 
  island where there are bodies to be discovered later by the police, they 
  will be pursued by the police. However, without definite proof of their 
  guilt, it is unlikely that detectives from one country leg, France) would 
  be able to continue their investigations in another. Give the characters 
  the benefit 01 the doubt if they have been behaving sensibly and not wan-
  tonly slaughtering peasants. 
  One other important factor in the characters' travels will be the waather, 
  so make sure that you have some way 01 generating this realistically and 
  judge its effects on their speed and any problems it might cause them. 
  Also, you must determine beforehand whether any of the ancient 
  characters have any useful relevant skills, such as boat-handling. 
  By far the safest way of getting to Gustau will be by going as far as poss-
  ible by boat and then completing the journey on foot across the wind-
  swept Yorkshire Moors, out of sight of human habitation. Rosedale 
  Abbey is a tiny village in a valley south of Rosedale Moor, between 
  Wheedale Moor and Spaunton Moor. The closest town is Pickering, 8 
  miles to the south. If you like, you could have the characters encounter 
  a lone farmer out shooting, or a werewolf -
  perhaps there is truth in 
  the old legends ..•. 
  
  Farmer - Human; Fl; hp 9; AT 1; 0 fist 1-3 or shotgun; AI N; AC 
  9; Move 12; THACO 20; 515, 110, W8, 015, Co15 1+1), Ch12; Size M; 
  SA shotgun + 20 shells, 
  The farmer, Mr Hinchliffe, will shoot anyone acting in a 'shady' manner 
  as he will assume that they are poaching. His shotgun is good at ranges 
  up to 3~' and fires as a magic wand for an automatic 2-16 points of 
  damage. or half if a save vs wands is made. 
  Werewolf IMM p63) - HO 4+3; hp 23; AT 1; 0 2-8; AI CE; AC 
  5; Move 15; THACO 15; Int Ave; Size M; SA Iycenthropy; SO shape 
  change; silver or magic weapons to hit. 
  The werewolf will shadow the characters for en hour or so in humen 
  shape before deciding to attack one of the rear party members. II sur-
  prises on a ,-3 Id6) and if it manages to kill a person, it will change back 
  to human form to carry them away as fast as it can. It will flee if 18 or 
  more points of damage are done to it. 
  Once the ancient characters get to Theldred Gustau, they will need to 
  convince him of both their origin and their plight. If they have thought 
  to bring along anything magical with them, Of can perform an act of magic. 
  he will believe them. Also, showing an understanding of the written 
  language used by Teh Atht should persuade him, as he has never shared 
  its secrets with anyone. Naturally, talking to Gustau will be a major pro-
  blem, but since he knows the written language and is a linguist anyway, 
  he will pick up the speech fairly rapidly. Initially, the party could com-
  municate with him on scraps of paper. 
  Once they have got over to Gustau that they need to discover the 
  whereabouts of the site of Mylakhrion's tower, he will feverishly beetle 
  away with his stack of Teh Atht's miniature tomes and a huge modern 
  atlas. After a day and night of almost continuous study, including three 
  hours at night outside studying the stars. he will be able to calculate the 
  required position. It turns out to be in Norway, about 50 miles south of 
  the Arctic Circle and close to tne border with Sweden, outside a linle 
  town called SIGtavden. Theldred Gustau will have to go into Scarborough 
  to see if there is any easy way of making the trip. Characters may ac· 
  company him, but will have to think of an excuse for their presence. 
  A steamship leaves from Newcastle-\.lpon-Tyne for Trondheim twice week-
  ly, the 75D·mile passage costing £18/10s eacn way. From there. they could 
  hire a motor coach or sleigh (depending on the time of year), or catch 
  the train to Snasa and merely have to make the last 45 miles of the 170 
  mile trip all their own. SIiM:avden lies on a hiUside overlooking the Fax· 
  evatten, a lake which separates Norway and Sweden. Gustau estimates 
  that total expenses for the trip, including getting the andent Characters 
  back, accomodation etc, will be eround £100 per person. However. he 
  only has £350 in savings (and can't mortgage the Hall as it is rented). 
  Adventurers. being what they ale, will either have sufficient extra 
  bOOdle on them, or the equivalent in saleable items, or will be quite hap-
  py to arrange to relieve someone of their burdensome riches. Exactly how 
  they go about it is up to the players -
  only note that Theldred Gustau 
  will not help in the execution of any criminal act, although he will help 
  plan. Possibilities are raiding a bank, holding up a train or licn person's 
  car and so on. let the players do exactly what they want at this stage 
  and simply provide suitable opposition. 
  Once financing for the operation is arranged, Theldred Gustau will hit 
  upon the next problem - getting into Norway. Naturallv, none of the an-
  cient charactars have passports. Possibilities include the use of magic 
  (eg, InvIsibIlity or charm!. bribes to the ship's crew to smuggle them, 
  Of to port officials to let them in. Obtaining a passport might also be possi-
  ble if birth certificates can be forged, or a clerk bribed. 
  Meanwhile. the characters must avoid being caught. Hopefully, they will 
  avoid atl contact with locals, so that no suspicions are alOused. Nosey 
  parkers in the village will notice the large increase in food consumption 
  at the Hall. A policeman might make an innocent courtesy call on Gustau 
  and panic the characters. A cover story will have to be made up for their 
  trip to Norway, since people are bound to be curious about a large party 
  of foreigners. Finally, you might want to hassle the players even more 
  by having mishaps occur, such as an accident which needs medical at· 
  tention. 
  All through this time of preparation, the ancient characters will be in 
  dream-.contact with their modern counterparts with Teh Attlt's assistance. 
  AS : A FLIGHT TO THE ICE 
  Teh Athl will arrange for himself and the modem chancters to fly to 
  My1akhrion's tClll'er as soon as the ancient characters ha\1: established its site 
  on the 20th Century eanh. 'The serceror has a flying carpet capable of carry-
  ing 4 persons. If there are more than thrtt investigators, other arrangements 
  mUSt be made for the others. He ntight have to risk tra~lling O\1:rland or by 
  sea, or using a number of flying steeds, such as ruppogriffs. He might have 
  some other magical items capable of transponing people through the air. 
  The flight or journey is not without the occasional diversion, naturally, for 
  Theem'hdra is a world of fantastic creatures as the ancient characters would 
  have been able to tell them. Their voyage takes the modem characters around 
  the fringe of the great Inner Sea, across the continent rowards the Frostlands, 
  and then along the edge of the: glaciers that creep from the North Fblc, over 
  Khrissa, to far Thanunoon, sill! of Mylakhrion's tower of old. Over the course: 
  or the journey, the modem chanlcters may see things - or meet things -lOtally 
  beyond their comprehension. You must run as many encounters as you see 
  fit, including some that lila: the modern characters with NPCs in northern 
  Tha:m'bdra (see the 771um'hdro section last ~ 
  fur some background in which 
  to base your ideas). Below are some simple encounters, each fraught with its 
  own dangers. Use as many as)"Ou fee( is appropriate. 
  Wyvern 
  A wyvem S""oops out of the sky at the pany and will attempt to grab one 
  member in its jaws (roll randomly to see who it attack.'J, =Iuding Teh Atht). 
  This creature is clumsy in the air and can therefore be avoided by careful fly-
  ing after its initial attack, or driven off by hits causing more than half its rut 
  points (ie, m~ than 1:1). If it maoages 10 catcli SOmeoDC, by killing them with 
  a single bite: or rolling 90%+ to hit, it will dive straight 10 the ground and 
  fly low to its ca\'t. 
  Wyvem: 
  STR 39 
  CON 20 
  SIZ 40 
  INT 5 
  POW 15 
  DEX 7 
  Hit Pts 30 Move 7 
  SAN Loss I D6/nil 
  Attacks - Bill! 60% IDI0+206; 18il 60% 100+poisen 
  Armour - IOp\ skin 
  An impaling hit with the bile anack means that the character has been caught 
  by the W}'Vern's jaws and suffers the dllmllgC bonus (206) each round 
  automatically. The Wy~m will fly off with them to its ca\1:, flying low over 
  the countryside to evade pursuit. An impaling hit with the tail injects poison 
  (level 18) which will cause: death if the chlrllCtc:r fails a RR. The poison takd; 
  I D6 +4 rounds to take effect; a successful TIMI Poistm skill use allows an u-
  rn sa~ at the l~r level. 
  Storm 
  The "1:ather SCtS ~ry dark and winds and clouds gather fJerCCly. A strong 
  sumn is blowing and the characlers must either land and get under OO\'er or 
  attempt 10 ride it out. The stonn will bring gale force winds and lots of rain. 
  Dlaracters who )et themselves get soaked stand a good chance of catching cold 
  or a w"Orse: infw ion . One WIly of avoiding the slorm if flying will be to gel 
  obo\1: the cloud layu. 
  Characters not Slr..r.pped down whilst flying on something in the stonn must 
  roll under STR on 3d6 to avoid being blown off by a guSt of wind. This roll 
  should be made C\'tf}' half-hour, and there is a cumulative + I penalty for each 
  half-hour flying in heavy weather. Visibility will be severdy limited as \\'rll, 
  se it may not be noticed thai someone has fallen off until too late! Finally, 
  each hour there is also a 5% chance that one character will be strock by I 
  lightning bolt ror Idl(hr: Id6 pointS of damage, halved if the character makes 
  a 58\1:. If 1M "'l)uld be enough to kill them, a roll under CON on 3<16 means 
  that the)' survive the blast with I hil point. 
  Freezing Cold 
  Unless protected by special clothing, a raging fin: or magical means, the 
  characters each !like Id6 pointS of frostbite damage per hour they spend in 
  t.his pockel of sub-zero air blown down £rom the arctic glaciers. Damage taken 
  is doubled if the characters are skimpily clad or wet. Teh Atht is already magical-
  ly protected against the cold and will not notice it: it is up the charal;ters to 
  ask him for similar protection. This will mean that they have to stop, as Teh 
  Atht caMOt cast spells whilst flying. You may wish 10 ha\1: some permanent 
  effects of frostbite if a character takes more than half their total rutS in cold 
  dlUMge, sucb as loss of toes, fmgers, nose etc. 
  Giant Eagles 
  Two giant eagles an: spotted circling overhead and screech at the pany. If the 
  tra\'eUers carry on in the same direction, they will pass into the eagles' nc:sting 
  area and the eagles will anack umil the party leaves it. If tlle advelllUrers deviate 
  to one side or the other, the eagles will merely screech a bil more and see them 
  off without attacking. The eagles are large and could knock a person otT a 
  flying carpet or even a Steed. Note thai the c:agJes lin: intelligent and may be 
  friendly towards those: that show concern for them. They call talk, but only 
  their own language. 
  2 Giant Eagles: 
  STR 30 
  CON 18 
  SIZ 24 
  INT 12 
  POW 15 
  DEX 20 Hit Pts 21 
  MOI'e 5112 
  Attacks, Bite 45% 1D8+ ID6; Caws 45% ID6+ 106 
  Armour - 2 pt feathers 
  
  Messenger.bat 
  A messenger-bat bearing good tidings arrives for Teh Athl. II has been sent 
  by lkrish Sam (assUIlli.n& he is still ali~, if DOl then by one of Teh Atht's ap-
  prentices keeping !.he Thwtt ror him) to infunn the White Sorceror that Gorp' 
  ruin appean to be complete_ The backlash of the Beast Outside Tune's depar-
  rure nearly slew the Thromb and the vast majority of Gorgos' false priestS left 
  the Temple of the Sec~t Gods. The Temple was then ransacked by a mob 
  of inte K1Uhnish citizens and burnt down. Gorgos is reported to ha~ fled 
  by some magical. device. 
  A6 : BLEAK HOUSE 
  Mylakhrion's Thwer is II bleak pinnacle of greenish-black stone, th.rusting up 
  out of the eternal cold snows and icc: of the region. Temperatures here vary 
  between ODe to _lODe during the day (possibly So higher in the summer) and 
  drop by around 200 at n.ight. The~ is an added wind chill fllcror of up to 300 
  dependant on the strength of the wind and its direction (strong and northerly 
  winds being !.he worst). 
  The Tower proper is only about 25' wide, but rises from a large rtttangUlar 
  base some 180' deep and 120' wide, around 30' or 40' high. There are no 
  visible windows in the structutt at all. The expansive building at the foot of 
  the Tower is built of the same SOrt of rock, impervious ro all natural and most 
  magicaJ anacks. There is a pair of buge bronze doors, unrorroded and engr2ved 
  with the E1der Sign. Other signs and sigils a~ engraved all around the lower 
  building. The Thwer stands a massive 300' tall, looming over even the huge 
  glao::ier that towers in the valley behind. 
  1Ch Albt must undertake a complex ritu.al to properly open the doors and clear 
  many of the magical traps laid by Mylakhrion eleven hundred ~ 
  ago. This 
  takes about three hours during which time Teh Atht must not be disturbed. 
  You may wish to have the party Upt occupied by a small pack of wolves: 
  Wolves 
  STR B 
  CONll 
  OEX 13 Hit Pts 13 
  SIZ 11 
  Attacks; Bite 30% % 1D8 
  Armour: I pt fur 
  INT-
  M= 12 
  POW 12 
  SAN Loss nil 
  Skills: Tracking (smen) 80%, Spot Hidden 60% 
  Adjust the number of wolves attaCking to the numbers and strength of the 
  party. The wolw:s will be frightened by gunfan- or held at bay by fan-. If they 
  have been unsuccessful in attacking anyone after about 20 minutes, tbey will 
  slink off. If any wolf is killed, the rest flee, howling loudly. 
  When 1Ch Atht has eventually got the doors open, the party will see a most 
  imPOSin8 entrance haJJ, blazing with white walls, a golden yellow ceilin8 ilDd 
  a green floor that feels like freshly cut grass. Magic lighlS throng the air and 
  the whole place feels likt; some primaevaJ. heaven, a Paradise on Eanh. The 
  aun of the place is such thai anyone who has lost SAN on this adventure will 
  immediately regain 10% of the points lost (round fractions below ¥.r down). 
  H<l'WeYCr, the lwe of the room will also seduce any character failing a Luck 
  Roll into wanting to remain there {or ever and ever. Such characters will angri-
  ly resist any attempt to lead them away, bUI will not resort to violence. They 
  will abo be immune to threalS of violence against their person; however if such 
  acts are carried OUI, they gain all extra Luck Roll 10 resist for each point of 
  da.m.age inflicted. 
  Once aver this initial trap, Teh Atht will carefully lead the party Ihrough a 
  maze-like series of corridors ilDd rooms towards the centre of the building. 
  There is DO map fur this area. Teb Atht will make sure he bas tight control 
  aver !.he party and if any disobey his orders, you should invent some mechanical 
  or magical trap 10 teach them a lesson: an illusory beast which charges them 
  down; an apparition calling for a SAN roll against a 1010 loss; a drugged dan 
  10 slow the character down or put them unconscious; and so on. 
  All the corridors and rooms ha~ a form of magical confusion ao.-er them which 
  mUSt be oounttraeted by Roistance Rolls against INT arid POW whenever 
  there is a cboice: of directions to proceed. The magic has a POW of 25. If one 
  of the rons fails, the character will not be able to remember which passage 
  was cbosen later; if both fail, the character will be sure a differrnl route was 
  taken. Makt; up your own ideas for the areas passed throll8h. Here are some 
  aamplCl: 
  _ corridOl" of cbc:querboard tiles lined with alcoves containing metal 
  replicas of botanical specimens (flowers, plants, bCllDChes) slOod in carv-
  ed jade urns. 
  a room built liU the inside of a beehive and smelling strongly of honey. 
  a haUway with walls ofbc:aten copper mirrors and dazz1in8 amber inlay 
  on a teak parquet floor, lined with ebony benches. 
  _ chamber with _ mosaic in blue and green glass which at firsl sight looks 
  likt; I pool of cool waters, spanned by a bridge of fme-spun yellow glass 
  which is trapped to paralyse anyone stepping on it. 
  a room with a huge circular table in it made ora greenish W'CIOCI. and sel 
  with all manner of unusual implemenlS inslead. of knives and forks. 
  All the interior is lit and warmed by magic, mak.i.ng it very pleasant. No amount 
  of magical direction fmding or devices used by the characters will help them 
  find their way if they succumb to the confusion. You may wisb to ha~ a party 
  who persist in getting sidetracked split off from Teb Atht for a shon while. 
  If they ~main whe~ they are, be will be able to find them quite quickly; but 
  if they wander off it might not be until something nasty bas found them flTSt! 
  It takes 1eb Albt I ¥.r hours (at least) to fmd what he is looking for: the con-
  cealed staircase up to the interesting part of !.he building - !.he Tower proper, 
  containing Mylakhrion's study and library. There are aver 500 steps up the 
  'lOwer In the flnt chamber. This is the fint part of the library which occupies 
  3 floors, each a single room crammed with all manner of mag:icaJ and sagacious 
  tomeS. Tell Albt will momenwily go into delirDus IlIptures until be =nembers 
  why they are he~, whereupon he will stan !.he searcb for the spen they seek. 
  At this point, sensitive cbaracters (POW 14+) may get a shiver down their 
  spine. Is it suddenly colder in he~? they ask themselves; and Why do I feel 
  all goose-pimply, li.ke somelhin8 namelessly horrible is creepin8 up on us? Teh 
  Atht will be too involved in his search to pay any attention to such nonsense, 
  of course, as he has bad to PUt up with so much from the wimpy characters. 
  He carries on rifling through sbelves and making piles of books on the floor. 
  Fortunately Mylakhrion was an organised chap for a wizard and it does not 
  taU Teh Albt!DO long to find just what be is looking fur; or at least it wouldn't 
  if be could coocentrate on the matter in hand and not get sidetracked by in-
  teresting spens for making perfect soufflels or turning glass into diamonds. 
  If characters assist and watch him, he will actually get on a bit quicker. With 
  a cry of delight, 1eh Atht lifts aloft a tome of conected writings on anomalies 
  in T 1IIlC:, put together with annoution by the old wizard. In it there is _ rekrenoe 
  to _ second book, in which Mylakhrion wrote down a spen to put right just 
  such a Time anomaly which an enemy of his had devised to trap him. In a 
  couple of seconds, his keen eyes alight on the ubram .... but then he goes pale 
  as deatb .... 
  In the doorway appears a bloated, misshaped flgllI"e with wrinkled black skin. 
  Only in tbe vaguest sense a)uId in be called humanoid. Its eyes are deepest 
  black aDd its fmgcrnaiJs ate long and curved. Yep, this is Gorp, come to take 
  his revenge on Teh Atht, a revenge as hideous as the creature that brings it. 
  A twisted abomination of a grin appears on ils lips as the tattered robes of 
  hlack aDd ~lIow it wears are rent asunder to rew:aJ a writhing mass of pincered 
  temaclcs whicb shoot and slither towards eYeTyoDe present, snapping m0nstrous-
  ly. Gorgos' attaCk is described in fuU in the Olancters section. 
  All present will suffer an attack from one limb until Teh Atht bas avoided be-
  ing hit for one round. A character can volunteef to try and protect Teh Atht, 
  receiving two attacks. In his free round, Teh Albt casts _ spc:1l of protection 
  aver the whole party which Gorgas' attacks cannot penetnlte. Teh Atht will 
  then have to leave the circle of proteetion to do battle with Gorgos, and as 
  he does so, he gives the libram to the most magically-expe:rienced character 
  and tells them to get on with it while he distracts the monster without. The 
  circle turns into an opaque sphere wben he leaves. 
  The spen takes balf an hour to set up. 40 minutes after 1eh Albt leaves, the 
  circle of protection suddenly disappears and the floor shake$ as they see_large 
  chunk of w.ill fly outwards as ifblasted by some immense magic xlI-ce. Vanishing 
  through the hole in the wall are the White Sorceror and his Black Thromb 
  assailant. Outside a soowstonn bas sprung up, making it impossible to discern 
  what bas happened to these nro, who have fallen aver ISO'. As snow begins 
  to drift into the ancient scriptoriwn, the characters must decide what to do next. 
  If they try and vemure back down the Tower and back through the building 
  to fwd Teh Atht, they will alflXlSt inevitably get lost. If they CllI"T}' on with 
  the spell to co=t the Tune anomaly. they have a 2% chance for each Magic 
  Rlint expended plus 5% for each point of POW permanently sacriflCC"d. The 
  casting of the spell means a loss of 108 SAN for each penon involved, with 
  no roll to avoid it. Meanwhile, the lOwer bas lost its warmth and if the characters 
  JUSt hang around, they will soon freeze, although there are plenty of shelves 
  and even books (sacrilege!) to burn. 
  If the spell fails, Teh Albt will ~tum and conduct the spell for them after 
  a few hours rest, durirlg which the characters must keep him warm. Any FlTSt 
  Aid skills would be appreciated by the Soreeror, who is tom and bloody from 
  his banle with the Thromb. 1eb Albt is auromatically successful in casting 
  the spell. 
  M5: TO SLOTAVDEN 
  By this time, ancient the characters are assumed to have set out for Nor· 
  way. They can travel fairly inconspicuously to Nawcastle as Theldred 
  Gustau has a motor car. and they have hopefully arranged matters so 
  that they can board the ship. Remember that 1hey win need plenty of 
  currency (k.rl!ne) to take them on to Sidtavden, however they have dacid-
  ed to travel there. Fortunately, Gustau knows several Scandinavian 
  languages. 
  
  ! • 
  I 
  ! 
  I 
  --.. 
  ~ 
  --= , 
  / 
  The rail trip to Soola will be w ithout occureflC8 unless the characters 
  cause one. You may wish to creele I number of ,ituations where the 
  pl.yer. Iniok that something dreadful i, about 10 happen, but which are 
  rlllly quite innocent. Example. might be en inquisitive local officiel 
  'railway, road police atel, a suspicious man who seems to be following 
  them, III thief who steals something belonging to the PCs and so on. 
  At SOO'8, the characters will hS\I1I to book into 8 hotel and find lome 
  transport. The least expensive and moat reliable way 10 travel i. by 
  reindeer sledge. The sleigh can hold up to 12 passenger. and luggage 
  with a team of 8 reindeer pulling. Alternatively. III motorcoacn is available 
  tor hire. 
  Sidlavden II III picturesque and unspoilt Norwegian village. Depending 
  on the time of year, the pine forests may be resplendently green or heavily 
  draped w ith snow. It has a very cosy Inn with sufficient rooms to put 
  up 8 guesls; any more will have to share ralher cramped quartara. The 
  innkeeper will expect some sort of explanation of their business and may 
  ask the local constabulary 10 keep an eve on Ihe neY«:omers if they ara 
  strange in their behaviour or untowardly evasive In malYler. Several of 
  the villegers can manage some broken English, if the characters have 
  bothered to learn any from Gustau. 
  Since the location of the To_r can be pinpointed no more accuf!ltely 
  than the general vicinity of the village, there is no need lor the adven· 
  turer. 10 go any further, but if they want 10 explore the area, thare should 
  be no problems. They may _II want to keep out and about as part of 
  their cover -
  perhaps they are naturaliat. studying reindeer herd 
  movements, or astronomers searching Ihe northern .kies for new com· 
  ets and meteor • • 
  Should anyone try and get in dream-contact w ith their descendants, they 
  will get absolutely no response. a complete blankness, This may causa 
  them to lear lor Teh Atht (quite rightlyl, however, in a few hours the .witch 
  should take place. If anyone If or examp" the local police or the innkeeperl 
  is watching, this will cause great alarm, naturally. Theldred or the modern 
  characlers, now reslored to their proper Tlme. will have to do some Fast 
  Talking 10 get away, or simply ignore t he local. and get out of SI«aYden 
  as quickly as possible. locals will probably be unwilling to pursue the 
  metter further, but il the characters cause any damage Of injury they might 
  get into more serious trouble. even being met by a number of plain clothes 
  policemen who w ill want to ask them some awkward questions. Anyone 
  anempting to explain whal ha. truly happened risks being locked up in 
  a iuflBtic asyluml In fact. Theldred G .... tau mrt' have to help any characters 
  who have gone temporarily insan. land who would blame theml in the 
  tran.position, since anothe, SAN ro~: must be made. 
  Ther. may also be probl.ms for Gu.tau back in England if th. ancient 
  characters lett any clu •• a. to their whereaboutl when they were com· 
  mining any crimes. And if they lold any aocient artefactlto pay for the 
  trip, th.i, new owners will find them my.teriously vanished. I dare say 
  that Theldred Gustau will want to write up th.ir exciting adventur.s .... 
  A7: LOOSE ENDS 
  The anc:iel:lI ~ 
  will arrM iD the blulEd hbruy slOp MyIaldlriotP.', 1bwtt. 
  If Ub Albt was the one who completed the spell, III will be well; be will be 
  able to leed them through the INildina: to the I1emporary camp where the fly· 
  ing itemllsteeds (or whatever) 111:, and the chentctencm IICCOIIlpUIy him t.ck 
  to KlIlhn to recupenllle. You 1liiy like to be~ them IDOWIt a rtid 00 thc roe-
  IIIIins of the lbople of the Seem. Gods to ~ 
  lhrir cquipmeDt, . tolen 
  by GorJOl' priests It the stitt of the Idvenrun:. 
  If the modern cllItactus complete the speU themJdves successfuUy, thc 111' 
  cieol chatK!c:rs will find thai the magical aploaioo iD the chamber !hey ~ 
  lrIIlIponed to has damaged the IlrUcture of thc Tower and il is beginning to 
  cromblc, If they try and escape down thc stair, they will fmd it is bl.x:ked 
  with falIco masonry, Suddenly, the 'lOwer .tarts to JWly lllIrminaIy and 1000 
  fall., CJUb.ina: to JroUDd and breakina: up II il rumbles. The cllanctt;l'S ~ 
  fluna from the 'lOwer and land IIkly in ICltund mowdrifu: perhapiwi teo 
  ceot 'DOWItorm WQD't ell badl All the cbancten hiye to aye VI DEX 00)d6 
  or IoIc hllitbcir rMNIinio, hit poiou iD the fall; then they must a~ va: CON 
  on )d6+3 or be mmncd i:Jr IOd6 minutQ. Anyone mumcd lOr more then 
  half 111 bout will start Wting cold damage from the frttzing cooditions II the 
  rate of I poiDl per minute. 
  Thc snowstorm iudf has stopped, end 10 chenacten IIIOVini III'OUDd sbouJd 
  be Iblc to sec each other and help scarcl1 for friends. After 111 bOUf, 1eb Athl 
  cornes 'IIgferlna into view, cxbeu.1ed from his baulc with GorJ'Oll, whicb be 
  bu fuu.Uy woo . he bopes. If the chetactt:1'S are ,till there, they will tc'C him 
  immediately, and can hclp him. /u soon II Ub Athl il recovered, they will 
  be Iblc to return to his own 1bwcr. 
  The return journey will be pc:IICCful aDd withoUi incidcnl, unIcu you IhinIt 
  the p1e)'l'!1'S beY!: bed it ~Uy cuyl 
  CHARACTERS 
  Teb Albl 
  There Ire no SlatS givcn for this NPC. Tch Albt is simply able 10 do wl\ateYcr 
  )'OIl II OM require him 10 do. 'Ole characte", will noc be able to harm him, neither 
  Clfl loythina other than Gorp. However, although he is in this ~oario to help 
  !he setS of characters. don'r n'IIke him !he universal c:scape clause. 
  Tch Atht is stro~y devoted to law 15 oppo5Cd 10 !he Chao5 represented in this 
  scenario by the Cthulhu Mythos bclnp (!he ThrontI and the BeasI Oul5idc Thoe), 
  11le scenario I1OIC;S give guidanct: on Teh Alb!'s likely actions and how 10 play 
  hi, ch.erac1er -
  you sbould treat him II the uchelypal White WIU.fd, Hc will 
  a1->'1 use minim.mJ bn:e iD any siruetioo I.IId give oCben!he beod"n cl!hedoubt. 
  He will alto 11tEmpe. 10 preserve lives, neutnlising thJats ratbtt than destroyi .. 
  """'. 
  Gorgos 
  This lIuy is nasty. mean Irld visciou$. He's I mqelomaniac villain. an Ilien try· 
  ina to dominate the entire Eenh. who's not 100 conccrned if he pulls down thc 
  locil spacc·time condouum in the Ittempt. 
  Gorp is invulnerablc to characters, be they Ancicnt Of Modem. Thi. C(IIYcrs 
  eventualities litt wiSMJ in ADdD or Ittemptl to swrunon somethina jUlt u nas· 
  ty to deal with him -
  this laner event i. likely to produce I cataclysm which 
  will i~hably kill aU the characten I.IId \ead 10 the dcsuuction of Tune II the 
  Beast can no longer find Go ...... Allow Gorp any end aU mq:ic and spells. 
  end virtually wtlimilC:d lilliit' points/potential when in the l'en'cllc. This iI the 
  source of his energies, end 5bouJd be IteItOd II the worse poISiblc pIKe the 
  ch.erac1e", could be. fur ADdD pmcs, Oorgos will be psionic I)'PC VI, meki~ 
  him invulnerable to all psionic lnacQ end disciplines. 
  In I ppearance. Gorgas initially eppcars U I man with Ycry dark skiD end golden 
  hooded robes which obscure much ofhis fearurcs. Seelna him thus incun no SAN 
  10$$, bul those who meet his eyes can be affoc:ted by his presence. In AD.iD this 
  YoOrQ Ii~ 10 aWl' attack · sec u8cnds " Lore; in CoC this YoOUld be I POIV 
  VI PON' roll. The droc:t il simply 10 I'rtett IOIlldxxty 10 the spot iftbc fa.iI their roll, 
  
  Ci ==========~~=&~-~=========== 
  At the end of the scenario, GorJOS' INC Thromb natllre is revealed 10 the Modem 
  cbanIcters. Use the klllO'Wing JUts for his attacks on the ~"Y whkb they suffer 
  \llIliI Tell AlIlI can erecc his mqical defences: 
  Gorgos 
  STR 30 
  CON 30 
  SIZ 20 
  INT 20 
  POW 2S 
  DEX 15 
  Hit Pu 1S(toul)'lO (per tentacle) 
  MO'Yc 
  6 
  SAN Loss 102OllD3 
  Attacks - many tentades e-r;h 155 2DIO+206 
  Armour - 5 pi skin, 5pt1round regenenltion 
  Gorp' attJCk is ckscribed thus: ~A blatk hairy sUllk .... stretched itself 01.11 ...• 
  The end bloated 0111 like lOme loathsome funguJ. forming the spindly-1eued 
  likeness of an eIJDrmClUS spider .... Pseudopods sprouted, became hooks of chitin, 
  bony cJ.ws and pinceTl, all lashing toward (them) 
  Madame Louis. Chalbert 
  Mme Cha.lbett is unlikely 10 enter the K:enario in an active capacity. unlcss the 
  Modem charlacrs are quick off the mark and gel to the Cbareau before the 
  ceremony begill5. She is. charming and cJegar.« hostess who will not deny .ny 
  connections with the occult, but will u;plain that she is only interested in "white 
  mqk:- -
  mediums, fortune \ellilll, faith healing and SO on. if tile chan,,;tCTl 1(-
  r.empt 10 persuade her 10 not c:ontirue with the cemmny. she will deny aU knowledge 
  of it, but secretly Irra"lc ror her contacts in the french government 10 harus 
  them, possibly even ananging an acxidenl. 
  She speaks perfl:,ct French and excellent English and can be disarmingly plea-
  sanl. However much the characters suspect her, they will be. unable to persuade 
  anyone else of her duplicitous nature. The whole scenario hangs on her starting 
  the ceremony, ao don't let anything happen to her beforehandl She il quite careful 
  in her activities. and there will always be. bod)'lUlrd5 or witnesses to prevenl an 
  assassination attempt. 
  Mme Cbalbert 
  STR 12 
  CON 15 
  DEX 15 
  APP 17 
  SIZ II 
  INT 18 
  PON 16 · 
  EDU 16 
  SAN nil 
  AII8CQ 
  Skills 
  Magic 
  dagger 401' 106 .22 automatic 351' 106 
  Archaeology 201', Bargain 251', Camouflage 501'. Climb 501', 
  Qhulhu MythoI28l', ~ 
  40'1. Dod&e 351., Drive Auto 45'1, 
  F1s1lkIk 60'1, Hide 251., HislOry 351., UsIen 401., Occu.IISOl.. 
  Oratory 201.. f'5ycho1ogy 251.. ReadlWrilC Enalish 601.. 
  ReadlWrilC French, Ride 401., Sneak 351.. Speak EnaIish 751.. 
  Speak French 905. Spot Hidden 3S5 , 
  16 MP, Swnmt:vI Nighlgawtl, Bind Nighlgawtl, Crtcu GhotJ, DrttId 
  Cu~e if A{tUhoth, Shri\lf!/Ung, ConIaCl DtqJ Ones, CalIBtasr Ow-
  side TIme. 
  
  An optional rule for Call of 
  Cthulhu. 
  by Marcus L. Rowland 
  W
  hile the flavour o f Call o/Ctbuthll is 
  mainly derived from Ihe writing of 
  1.0\"(~c rJft and associated aUlhors, the "'~Jy 
  Ihe game tends to be' pl:l)'ed owes quite:l lot 
  to the pulp detectil'e stories of the twenties. 
  Most investigators carry guns. associate with 
  criminals. and live in a world of violence. As 
  Philip Marlowe said 'Down these mean 
  streets a nun must go' ; investigators Icnd to 
  travel streets el'en more sinister than those 
  which M:I rlowe encountered. 
  Since the game owes so much to Ihe pulps. 
  it's odd that one major tradition of the genre 
  is missed from the existing rulcs -
  iI's 
  almost impossible to knock someone out 
  with a singk blow. While this is usually an 
  adl'antage, since players and NPCs necd a 
  chancc to respond to attacks. it make:s some 
  typc:s of actil'ity difficult 10 arrange. 
  For example. let 's suppose tMt a single 
  assailant wants 10 temporarily incapacit:tte 
  an im'cstigalOr to steal an importam clue, :lS 
  paft of a kidnapping plot. or to frame the l'ic· 
  tim for a crime. To do so the allacke:r must : 
  1 App'roach sikntl y (sneak roll). 
  2 Strtke a single blow inflkling damage 
  equil"llem 10 al least halfthc l'ictim's hit 
  points (roll 10 hil. roll damage). 
  3 Hope that the l'ictim rolls more than CON 
  on 1020. 
  This :ldds up 10 a fJirly slim chance of suc-
  cess, and lends to Icave the victim b:ldl y in-
  capacitated for prolonged periods. 
  By comparison. pulp delcctive:s were 
  often knocked out . were usually able to ge:t 
  up and fight again soon afterthey recovered 
  conSCiousness. This may nOt bc tOtally 
  n'aIiSt1c. since blows 10 the skull powerful 
  enough 10 cause unconsciousncss can easily 
  lead to skull (rJcturt'S o r cen.'br-JI hacmor· 
  rhage, but it was an aid to plot del·elopmenl. 
  The rules which follow:lre simple, IOtally 
  unfair, and should not be: made available: to 
  player ch:l.I'acter.;; they should nO{ be uscd 10 
  advance the plot of an adventure, and must 
  not be used roullndy, since they gil'c the al-
  tacker 100 much of an adv:lnt:lge. 
  (I) An)' surprise atl:lek (or an:lck against a 
  hdpless foe) which: is intt:nded to pro-
  duce a knockout: won'tleavc the l'lclim 
  in incl'itablc danger of death; and is made 
  with an appropriatc weapon (eg a dub, 
  m:lrti:l! ans alt:lck, fist . gun bUll, etc.) will 
  produce unconsciousness if the roll to hit 
  is successful. 
  (2) The duration ofunconsciousncss is pro· 
  portional to the damage rolled as follows: 
  Damage 
  (hit points) 
  Unconsciousness 
  (minutes) 
  2 3 " 
  5 6+ 
  2 4 
  5 15 30 
  (3) If the blow produces:I knockout under 
  these spc:<:ial rules the viClim rcvives with 
  :I splitting he:ldache, but will onl)' t:lke I 
  point of damage. 
  Ex:.mpJe; Eli Still, tbl! corrltpt 
  butfero/GrimS(lale .!Hlll/Or; h(IS 
  killed Lord Grimsd(IIe, but SlId-
  dellly realises tb(lt he bas lost the 
  Cllrsed Amu4>t o/Set whicb is Ibe 
  symbo/ o/bissecret/aitb. Ap-
  proacbillg the room IlIherl!be left 
  tlJe bo(IY(lIia a secret paSS(lgej. be 
  looks IbrouglJa peephOle. 04" in-
  /Iestigator, Sir Oal/id Nel/ille-
  Smythe. is klleeling oller the cor-
  pse, u'llb his /xICN to tbe secret 
  (Ioor.l Picking up tlJe poker he had 
  pre/doltsly used to murder Lord 
  Grimsdale, Still care/llllyoPCIlS 
  tbe (Ioor; tiptoes liP bebind 
  Nellille-SmyllJe alld clips bim 
  bebind tbe ('ar, recollers tiJegem 
  "lid tbought/ully leaves the poker 
  ;11 Ne/iifle·SmytlJe·s bWIlI. As 
  NCllil(e-Smytbe regai"s con-
  sciOIl:mess a lid staggers 10 bls /eet 
  (I trio 0/ COl/stables bursts through 
  fbe (/oor, al/d (III oller-e:«:ite(i 
  IJOllsemaid screams' 'fles killed 
  tbe //laster!" ... 
  Eli Still madetwoSnc:lk rolls, 100pcn the 
  door quietly and creep up 10 Nel'iUe-Smrthe. 
  thl'n rolled a hit with the: poker. Normall y 
  the blow would do a 4 pOints of damage 
  (modified to 3 bccause Still is small and 
  sneak}"), InStlM,Id it knocksNl ... ·ille-Sm)'the 
  out for -+ minutcs, ample lime for Still to get 
  thl' gt:m, framt' Ne\·i1!e·Smrthc, and escape. 
  Ne:villc·Sm}"the isn't in immediate danger 
  (the bruise behind his ear should prove that 
  ht:'sa victim, not Ihe murderer) and has 
  learned th:lt Ihe killer is somewhere in the 
  m:lI1sion. He also caught a glimpse of the 
  Amulet, though he can't id~ntify it. Tht' 
  murder wt:apon has bt:en found, and ma), 
  l·\"t'muall)' reveal some due. Eli Still can pro-
  cee:d with his plan to destroy Ihe Grimsdale 
  family :tnd claim his inheritance as the long-
  lost heir, thcn use: thc monl·,. 10 set up a tem· 
  ple in the catacombS under the manSion . 
  The plot is kepi moving. 
  Ex.ample, nJesinlster Ooew" Wb 
  Flit ami a (loz('l/lbugs 1](ll1e cor-
  lIer('(1 tbree itll'cstigators ill bis 
  Whitechapellair, bur nee(1s to 
  transport them roSallsbllry Plain 
  /ora rilllal sacrifice at 
  Stonehenge, He knows that tbey 
  will start scream;,'g ifbe lets tbem 
  stayco"scious, (md signalsbis 
  thtlgs to knock tbern 'lIICQ7I$Ciolls. 
  Lady Amwuta Prentiss is struck 
  ;IIIIIIe(liately, and knocked out/or 
  elglJl minules. Sir D(wltl Nevllle-
  SmytheandjOe ' Wbippet ' Ham-
  mond, bis cbau//eur, try to put up 
  a/ight. Nellil/e·Smythe cm,'t break 
  /ree /rom tlJetIJllgs bOI(/irlg /Jim 
  al/(I iscltlbbf!(l, k,lQcke(1 Ollt/or 15 
  mi"utes. /lammondls apparently 
  luckier; be wriggles out o/tlJe 
  thugs' grasp, (lIId starts afigbt, 
  Un/ortw/lltelybe Is Olllmmlheretl 
  13 to I , ond the tbllgs SOOll beat 
  bim ImCOllsciollS. Wben all three 
  (Ire sllbdtle(l, 1ft! Fat inj(Xts thelll 
  with a Sin/sterOrie7llal drug; Ib('y 
  will recolierco1lsciOIlSness wben 
  be injects tbeant/dote. 
  As 1ft! Fat (md his mel' carryOllt 
  three IUlIlsllally bea lory' 11IIITuiry 
  bampers. Inspector FoS(/ykeo/the 
  }t'lrt/ and a vo"/1I1I o/collstables 
  preparet%llow(lJem .,' 
  Under these spc:cial rules a helpless victim 
  can' t dodge a knocko ut blow, and a prisoner 
  held by four thugs is cffectil'd y helpless. 
  Lady Amanda .... 'lIS taken by surprise -
  Wo 
  Fat gave a Signal, rather than a verbal ortler. 
  Nev-iIIe-Smythe struggles (opposing STR to 
  STR) but can't break free, and is soon clubb-
  ed. Hammond issimpl)'balte:red toa pulp. 
  Luckily he's an NPC and the several weekS 
  he'll Ot:ed 10 spc:nd in hospital won't serious, 
  Iy affect the campaign. 
  Despite appearances this isn't a hopeless 
  SilU:ltion, and Inspector Fosdyke and the 
  police will arrh'e to free the inveStigators 
  after \\:'0 Fat has revll-ed them and explained 
  his plan to summon an Old One. moments 
  before it actu:lJly matcrlalises. Of course. the 
  illl'estigators' Mythos knowledge will be 
  needed 10 block ilS ntaterialisalion, and the), 
  will be the ultimate s:l"l'ioursofEngland ... 
  To summarise, thlsspccial rule should on· 
  Iy bc uscd to advance the p10t, not in situa-
  tions where inveStigatOrs will be left in 
  hopeless danger. Knock an inl't'stigatoroU! 
  (0 steal a clue, murder an NPC. or kidnap 
  him, but don't use this rule 10 killthcm as 
  soon as the)' are unconscious. Don't use it 
  more often than you have to, o r investigators 
  will treat every room and doorway with 
  suspicion . 
  
  OF THE 
  by Marcus L. Rowland' 
  A modern Call ofCthulhu advenlUre for 2-5 invesligalOrs. set in London, 
  Players' Information 
  1bc: investigator with the highest Occuil know"ledge is contacted by Doctor 
  Erica Fowler. an acquaintance who knows of his (or her) interests. Doctor 
  Fowler is a psychologist al the local hospital in Alberton, one of London's 
  outer suburbs, and has recently come across a curious case which seems 
  to need expert knowledge. One of her patients believes that he has been 
  cursed, and is dying of (apparently) psychosomatic injuries. While Dr. 
  Fowler doesn't believe in the occult. she would appreciate any help which 
  might convince her patient thai he isn't under magical attack. 
  Keeper's Information - Summary of Situation 
  The patient is Kerim Fomutesca. an African medical siudent siudying at 
  the hospital. Fomutesca has inadvenently come into contact with the 
  activities of Eric Green, a cultist, murderer and carmibal who is the human 
  leader of a small tribe of ghouls. 
  In 1964, Green (an RAF Flight-Sergeant) was the co-pilot of a tnUisport 
  aircraft which crashed in the mountains of Papua, New Guinea. He was 
  the only survivor, but his left leg was broken and he couldn't escape from 
  the wreck. In desperation, he began to eat the bodies ofhis dead comrades. 
  Soon afterwards a cannibal tribe stumbled across the wreck; by this time 
  Green was insane, and they interpreted his delirium as divine inspiration. 
  They took him back to their village, set his leg, and began to initiate him 
  into their cult of chthonian worship. He was an eager student, and soon 
  learnt their language and several spells, while intensifying his appetite for 
  human flesh. 
  Eventually. search aircraft found the wreck, and the local Shaman 
  ordered Green to return to civilisation. He was committed to the 
  chthonians, and might be a useful tool in England. 
  Green told his rescuers that he had spem a short time with a native tribe. 
  without admitting his cannibalism or cult activities. and returned to 
  England. He spent several months in hospital , while his leg was reset and 
  he slowly recovered from various tropical infections. His injuries left him 
  with a pennanent limp, so he retired from the RAF with a medical pension. 
  Ironically, he also received the British Empire Medal for his (supposedly) 
  heroic role in the crash. 
  Four years passed. Green purchased a small used-ca( business, with 
  a flat above the office. and tried to live an inconspicuous life. awaiting the 
  calJ ofhis gods. Gradually he became aware of a growing craving for human 
  flesh, which no normal food seemed to satisfy. 
  In 1969. Green was involved in a fight outside his local pub. and bit 
  one of his assailants. The police arrived before any real harm was done; 
  however, the taste of human flesh intensified the craving he felt, and he 
  decided to take steps to satisfy his appetite before it betrayed his secrets. 
  A month later Green strangled a tramp on a bomb site near his house, 
  and consumed portions of the body. He left the remains concealed in an 
  old house on the site, intending to return for another feast the following 
  night. However. the body had disappeared when he returned. Green 
  followed bloodstains and heel marks to an old air-raid shelter behind the 
  ruined house, and found a tunnel concealed by a sheet of corrugated iron. 
  A familiar smell of food came from the tunnel , and Green realised that 
  he has slUmbled across a nest of ghouls, 
  Although Green couldn't control the ghouls. he decided 10 risk entering 
  the tunnel and trying to make contact. He followed the scent through a 
  twisting maze of old ~rs and forgotten streams to their lair. a cl)'IM under 
  the local cemetery. The ghouls were still eating the tramp when he arrived, 
  and somehow realised that he was responsible for their unusually fresh 
  feast. They made him welcome. allowing him to share the meal. The next 
  week he killed again, bringing another victim 10 the ghouls' banquet. Soon 
  he .... '8S a member of the pack, and had learned to communicate with, and 
  contact. his inhuman friends. 
  In subsequent years Green persuaded the group to worship the 
  chthonians. When the local authority decided to build a block of flats on 
  the bomb site, Green helped the ghouls close the original entrance and 
  tunnel into the basement of the car showroom. His business gives him 
  access to a range of cars and vans, and he finds it easy to pick up victims 
  in and around London. and bring them back for the ghouls to kill . On 
  average. they commit a murder every eight to len days. 
  This lifestyle isn't without risks; Green has been injured twice by 
  victims, and carries several unpleasant diseases and parasites, including 
  serum hepatitis, salmonella and liver flukes. Green isn't bothered by these 
  complaints, since he is slowly turning into a ghoul and already has their 
  immunity to such conditions, but anyone he bites or attacks is likely 10 
  become infected . His transformation is only retarded by his reluctance to 
  reduce his usefulness to the chthonians. 
  Last week Green was careless. After each murder he must dispose of 
  human bones, clothing, and other debris. and he usually fills a plastic 
  rubbish bag with these remains. takes an old car or van from his yard. and 
  dumps the sack on a refuse tip several miles from his home. Unfortunately 
  the bag split on his last outing. and he was forced to dump the contents 
  quickly before anyone saw what he was carrying. 
  In his haste, he failed to notice that a finger bone was still in the boot 
  of the car, and returned it 10 his yard without making a thorough inspection. 
  Fomutesca bought the car the next morning, and found the bone while he 
  was cleaning it. 
  Fomutesca suspected that it was a human bone, and took it back to the 
  hospital where he was studying for analysis. Unfonunately he didn't repon 
  his discovery; instead. he decided to find out where it had come from. 
  and returned to Green's garage to ask some questions, 
  
  Green realised his mislake. and decided 10 kitl Fomulesca before he 
  lalked 10 Ihe police or hospilal officials. He explained Ihat he had hired 
  OUI the car several limes before selling it. and offered to let Fomutesca take 
  the names of his customers. 
  While FomuleSCa .... -as looking at the records. Green locked the building 
  and called Ihe ghouls from Iheir runnels. Green e1tpected that Ihey would 
  easily kitl Fomutesca. but underestimated his strength and agility. 
  Fomutesca fled to Ihe upper flal. and jumped through a window to escape 
  from the ghouls. 
  Green and the ghouls couldn', chase Fomutesca in daylight. so they 
  decided to pool their magic to curse him. This curne. known as the Curse 
  of Ihe Bone. has caused his injuries. though a process resembling 
  psychosomatic illness, described in more delail below. 
  Despite his educalion. Fomutesca still relains some vestiges of tribal 
  superstitions, and has losl sanity from his encounter with the ghouls. He 
  is unable 10 e,;plain what has happened, beyond saying thai he was been 
  cursed by ·demons'. and will die after a few more allacks if the spell casting 
  is not stopped. 
  Clues in the hospilal and Fomutesca's flat should eventually lead the 
  investigators to Green. He will attempt 10 appear innocent. but any 
  delennined investigation will lead to the e1tposure of his activities, and 
  hence to Ihe ghouls. If the group can be disrupted or destroyed Fomutesca 
  will be freed from Ihe curse, and slowly recover urxler suilable medical 
  treatment. 
  Although this is actually a fairly simple adventure, you should 
  remember Ihat failure could have serious consequences. If Green knows 
  that the investigators are interested in his activities. and has time to 
  manoeuvre, they might be lured to an ambush. or become Ihe ne,;t victims 
  of the curse. If he is defeated but lives. he might eventually persuade the 
  chthonians to take some retaliatory action. You should feel free to 
  complicate Ihe scenario by adding misdirection and confusing (but actually 
  tolally irrelevant) information. Several spurious clues and details have been 
  included below. 
  If you are beginning a 1980s campaign you may wish to use this 
  advemure to plant clues leading to later adventures. Green's location in 
  London and his access to a wide range of vehicles make him a useful 
  contact. and he might well be in touch with other cultists. A section at the 
  end of the adventure gives some eumples of the son of clue Ihat might 
  be found. 
  Hospital Enquiries 
  Fomutesca is in no condition to answer questions. but Doctor Fowler is 
  prepared to let investigators see him. 
  Fomutesca occupies a side room off the onhopaedic ward of the 
  hospital. His left ami and right leg are in traction. his right shoulder is 
  in plaster. His eyes are wide and staring. and he is almost unaware of anyone 
  in the room. Ifhe is approached he will whisper 'The bone ... the bone .. :. 
  and may also whisper 'Demons! They cursed me!'. 
  While the investigators are in the room he suddenly twitches and Slans 
  screaming. Doctors and nurses rush in. and discover that the radius of his 
  right ann has snapped. apparently as a resull of intense muscular spasms. 
  They sedate him. and throw the investigators out of the room. 
  The investigators can also ask to see Fomutesca's medical and academic 
  records at the hospital: again. Doctor Fowler will do her best 10 be helpful, 
  and bypass the red lape involved in such enquiries. Her office computer 
  is linked to the hospilal's data base. and she or the investigators can call 
  up these records by a successful Library Use roll. 
  Summary of medical report on Kerim Fomutesca 
  Fomwesca was born;1I Kenya ill 1963, and has been a medical 
  student in Britaill since 1984. He is unmarried, and has 110 
  pm"ious medical hiStory. Blood group A Rh·. 110 distinguishing 
  marks or physical abllomUllities. 
  Last ~dnesday Fomutesca was found uncOllscious ill the 
  lift of the student hostel adjoinillg the hospital. He m'lS admined 
  to hospital, andfound 10 have a broken left ann. plus skin CUIS 
  and abrosions. Fragmems of glass were found in the cuts, 
  suggesting that he had been the !'icrim of a hit and run car 
  accident. When he recovered consciousness it was discovered 
  thaI he II'I".IS suffering some form of anxiery alfack, expressed 
  os ... "ithdrawaljrom humoncontact. I'.Xlremefear, andmuscular 
  spasms. He has refused to answer questions, but occasionally 
  mentions something coiled 'the bone' and says that he has been 
  cursed by 'demons: Since admission he has suffered twofunher 
  /romres: a simple /roC/ure of the right ankle, and a compound 
  /rocture of the left shoulder blade. All these injuries are 
  consistent with extreme psychosomatic illness, causing 
  /roC/ures through muscular spasms exhibiting 'hysterical' 
  strength. Clinical causesfor the spasms, such as tetanus, haW! 
  been ruled out by bacteriological tests. He has been referred 
  to Doaor Fowler for psychological evaluation. 
  Since he m'lS admined, it has been determined thai the glass 
  frogmentsfound in his CUlS were ... "itufow glass, rathenlum any 
  fonn of witufscreen or headlight gloss. 
  Summary of academic report on Kerim Fomutesca 
  FomUlesca is an average student, and has passed all 
  examinaJions 10 date ... ;thouJ achif'\';ng any notably high marks. 
  He has expressed an interest in forensic science, atuf intends 
  to specialise in this field after graduating. 
  Investigators making a Computer Use roll can set up a 
  search program to find all records which mention FomUiesca, 
  whether or not they are listed urxler his name. This procedure 
  will find the follOWing memorandum in the Pathology 
  depanment records. dated on Thursday of last ",leek: 
  From: Dr. r £dgenon 
  To: Fomuresca, Kerim (Student) 
  Reference: &ne sample 14352 (identification request) 
  This specimen is the middle phalange (finger bone) of the 
  forefinger of a human aged 18-25 (established by evaluation 
  of calcium deposits), blood group a Rh+. Fragments of 
  adheringj1esh, and alher pathological indicators. suggest thal 
  it »w severed approximately JiI-e do)"s hefore t!Xi1mination. The 
  absence of skin and muscular fibres, 3nd indentOlions in the 
  bone itself, suggest that it was attacked by rodents or other 
  scavengers after it was severed. 
  Please note that you hal'f! not filled in the patient record number for this 
  specimell. Please do so immediately. 
  A print-oUi of this memo is in the communal letter rack of the students' 
  hostel. addressed to Fomutesca. 
  If questioned, Doctor Edgerton can't add much 10 this report, but can 
  show the bone to investigators. If pressed. he will admit that it appears 
  to have been gnawed, possibly by somelhing as large as a dog or a pig. 
  It is, as already stated, a normal human finger bone with no unusual 
  properties. 
  If it is shown to Fomutesca he will reaci violently, screaming until he 
  is sedated, and lose 3 SAN. 
  
  CURSE OF THE BONE 
  The only other clue in the hospital is a bo1t containing FomUiesca's 
  wallet and other personal effects. These include various pens and pencils. 
  a calculator, and two keys; a door key (for his appanmcnl in the student 
  hOSlel), and a car key labelled 'GLE 36J -
  Min Coop'. 
  Students' Hostel 
  The hostel adjoining the hospital accommodates 221 medical students. 
  doctors, and nurses. Fomutesca has an apartment on the eighth floor. room 
  812. A poner controls the entrance to this building. and will nO( admit the 
  investigators unless they carry a note of authorisation from a senior hospital 
  administrator. 
  You will need plans for a simple two-room apartment. with a small 
  bedroom and adjoining study. Personal belongings in the room include 
  a portable television, a record player, some classical records. medical books 
  and notes. a typewriter, and an assortment of clothing and junk. 
  There is a revolling skull on top of the television, covered in rotting 
  flesh and dried blood. A close examination will reveal that the skull is 
  plastic, a stage prop for use in the students' Rag Week. 
  A large African mask hangs over the bed, made of wood and leather 
  with bead and feather omamentation. It is a genuine tribal magician's mask , 
  a souvenir ofFomutesca's home, but has no magical or occult powers, and 
  no Mythos significance. 
  There are several letters stored in the desk drawer in the study, written 
  in a French dialect with Bantu loan words. A 'Read French' roll at -10% 
  is required to learn that they are just family gossip, sent by Fomutesca's 
  mother. 
  The only real clue in the fiat is Fomutesca's bank. book, which is kept 
  in another desk drawer. It records that he withdrew £150 on the Monday 
  of the week he fell ill (to pay for the car). The car's log book and Mar 
  certificate have been sent for re-registration, and are not in the flat. An 
  insurance certificate will arrive in the post an hour after the investigators 
  search the fiat, and will be left in Fomutesca's letter box. 
  If the investigators don't know about the car they willleam nothing 
  more. There is a 25% chance that any student questioned willlrnow that 
  Fomutesca bought an old car before he fell ill. However, none of the 
  students will lrnow its number or type. The porter lrnows that Fomutesca 
  has been allocated a parking space, and can identify the car (an ancient 
  Mini-Cooper), which hasn't been moved since Fomutesca was admitted 
  to hospital. You should decide if he will mention this if the investigators 
  ask about Fomutesca withom specifically mentioning the car. 
  GLE36J 
  The evidence provided should easily lead the investigators to a battered 
  old car parked beside the students hostel. On a Spot Hidden roll 
  investigators will notice that the boot is slightly open. A dustpan and brush 
  are in the boot, and the spare tyre is out of its usual socket. Investigators 
  making an Idea roll will realise that this implies that someone was 
  interrupted while cleaning out the boot. There are minute smears ofblood 
  (group 0+) on the spare tyre, but they will only be found by someone who 
  is looking forthem with a magnifying glass and makes a Spot Hidden roll. 
  The passenger compartment of the car is clean, and the engine is in 
  reasonable tune. There is no radio, and some of the dashboard instruments 
  :L"1: cracked (though all work) . The glove compartment holds a pair of 
  leather driving gloves (belonging to Fomutesca), a bag of mints, an 
  unopened packet of cigarettes, and a few cards. 
  The cards are for various businesses around the area (see map 1); Hai 
  Fong's Chinese Restauranl at 14 Hanover Road, The Rex GarageinSt. 
  Kilda Road, The Old Bull public house in Rectory Lane, Green's Used 
  Cars in King John Road, and The Stoneleigh Laundrette in Stoneleigh 
  Road. The car 101 is, of course, the only significant address amongst these 
  cards; Green routinely puts a few uade cards in every car he sells, for a 
  small fee. The other cards are meaningless, but could lead to some amusing 
  complications: it's possible that the innocent proprietor of a Chinese 
  takeaway restaurant might somehow seem 10 be a sinister Oriental. and 
  the pub has some criminal connections which might arouse the investigators 
  suspicions. Sooner or later, however, the investigators should arrive at 
  Green's used car lot. 
  The Used Car Lot 
  This is an entirely normal 101, somewhat isolated by its location between 
  a junk yard and a sewage farm, There is a chainlink wire fence (STR 
  25) around the lot, topped with barbed wire, with two entrance gates 
  (both open by day). If cut with bolt cutters or other suitable tools it has 
  an effective strength of 8. At any given time there are 20+306 cars on 
  the lot, all for sale. Green doesn't specialise in any particular type of 
  car, but won't have anything really expensive on offer. He tries to drive 
  a hard bargain. He will approach the investigators as soon as they enler 
  the lot. 
  
  CURSE OF TIlE BONE 
  [ric Green: Used car dealer and cultist, male, aged 49, 
  British. residence LorKIon. 
  SI'R 14 DE.'< 15 11'07 13 IDEA 65 OOtAGE 801\11S 
  tlD4 
  CON 17 APr 12 POW 17 WCK 85 MAGIC POTh1'S 
  17 
  SIZ 13 SAN 0 EDV II KNOW SS HIT POlI'l1'S 
  IS 
  Skills: Accounting 15, Astronomy (Astn)onavigation) 25, 
  Bargain 15. Cthulhu Mythos 34, DOOge 50. Drive Auto 35, 
  Drive Motorcycle 25, Electrical Repair 35, Fast Talk 25, 
  Hide 25. Linguist 30, Make Maps 25, Mania} Am 25, 
  Mechanical Repair 3.5, Occult 30. Pilot Aircraft 30, Sneak 
  45, Speak Ghoul 30, Speak Pidgin 40, Spot Hidden 40. Track 
  20, Zoology }(). 
  Equipment: Selection of cars. vans, IllOIOrcycles. tools. Car-
  ries keys 10 flat. office, desk, safe, etc. 
  Weapons: Sword Stick 35%, 20-Gauge Shotgun (in flat) 
  45%. Bile 27% (damage 104+104 plus 10% chance of 
  disease), all hand to hand attacks 40%. 
  Spells: Curse of the Bone (sec below). Contact Chthonian. 
  Contact GhouL 
  Nott:S: Green looks like any other used car salesman: dap-
  per and slightly pushy. He always wears a three-piece suil 
  (regardless ofv.-eather), and seems to be incapable of hear-
  ing the word 'no'. He has a pale white scar on his left hand, 
  and walks wilh a pronounced limp. A wide red scar on his 
  left arm, and a large [31100 on his chest, are usually covered 
  by clothing. The tatlOO is Ihe work of a tribal shaman, and 
  depiclS a chthonian devouring a sacrifice. Anyone seeing 
  it must make a SAN roll to avoid losing 103 SAN. 
  If Green realises that the investigators are a Ihreat he 
  will allempt to frick them inlo another line of enquiry (for 
  example, if they mention Fomutesca he will suggest Ihat 
  the African communities or London might be more helpful). 
  He might also attempt to attach himself to the team, saying 
  thai he hasn't seen any action since he left Ihe RAF, then 
  lead them on a completely false trail, and arrange a few 
  'accidents'. 
  If his ploy fails, but the investigators leave. he will sum-
  mon the ghouls and cast the Curse of the Bone repeatedly, 
  until he is sure that Fomutusca must be dead. He will then 
  Slan to cast the spell at investigators. and prepare for an 
  attack or burglary allempt. 
  • • 
  . 
  ~ . 
  • tilt • 
  IlIWtA ~ AIlI .\ 
  • 
  • 
  ( 
  " 
  , 
  - • 
  • 
  , 
  ~ 
  PLAN 2 CAR SHOWROOM & APARTMENT 
  N~ SpeU - Cone or the Bone: This spell rums the vic-
  tims body against itself. 1be magic points used to cast the 
  spell must overcome the victim's POW. If successful. the 
  victims muscles spasm, and break a major bone, provided 
  the .ictim's STR overcomes the victim's CON. Each lime 
  a bone breaks a SAN roJl must be made or the victim loses 
  ID4 SAN (provided he or she is conscious). Victims who 
  are sedated or treated with strong muscle relaxants will still 
  suffer broken bones if hall the victims STR overcomes 
  CON, Each broken bone does 106+1 points of damage. 
  While this spell is less immediate in its effects than some 
  spells of the Mylhos. it has the advantage thai it can be cast 
  in the absence of the victim, and has an apparently unlimited 
  range. Naturally the caster of the spell must know the vic-
  tim's name and appearance. or at the very least must have 
  a sample of the victim's clothing, skin, or hair. 
  If investigators haven't already visited the Old Bull public house, the 
  following incident will occur. A black Jaguar XJ-6 roars onto the lot while 
  Green is talking 10 the investigators, and tWO hard-looking men in grey 
  business suits enter his office (described below). Green leaves the in-
  vestigator.; and walks inside, talks to the men, and gives them some money. 
  They drive away. Green won't ellplain what these visitors want. In-
  vestigators who Spot Hidden can take the car numbers and attempt to 
  trace it through the licencing authorities, or cruise nearby streets in hopes 
  of fiDding it. 
  The car is registered to Christopher Grove, licensee of the Old Bull 
  public house in Rectory Lane. He and his brother Peter are local 
  racketeers, specialising in protection and fencing stolen goods. Green 
  feels that the fee he pays them is acceptable. and occasionally sells them 
  valuables he has found on his victims. If the players wish to follow up 
  this incident, you will need plan of a small public house. The Grove 
  brothers and their mistresses live in a flat above the pub, and keep stolen 
  goods in Ihe cellar. There should be at least tWO or three Ihugs in the 
  pub at any time. acting as bouncers when they aren't needed for less legal 
  work. The Grove brothers and their thugs are naturally hostile to in-
  quisitive strangers. 
  The only building on the lot is a brick structure built in the late 1940s 
  Ptan Z. It consists of a garage aDd office, with a small apanment perch-
  ed on its flat roof. The roof is only lJ' above the ground, and active 
  characters should be able to climb up without difficulty. 
  The Display Area has room for six cars, but usually holds four or 
  five cars and a few motorcycles. The front of this area can be closed 
  by six folding metal gales, which retract into suppon pillars at the front 
  of the building. These gates have STR 50, and are closed electrically 
  by a key switch in Green's office. There is no way of unlocking them 
  from outside the building. 
  l 1'1"" 1'\"", 
  I 
  '. 
  ., 
  1 
  , 
  , " 
  ~ 
  q 
  
  CURSE OF THE BONE 
  Green carries out routine repairs in the Sen'ice Area, which has a 
  hydraulic jack. a grease pit. tools. and other normal garage facilities. 
  He refers major repairs to a service station (not shown on map 1). A 
  small Parts shop contains $CC(Ind·hand components for most British cars; 
  Green buys them from the adjoining junk yard, cleans them, and sells 
  them 200-400'1 profit. 
  ~ locked Siore Room holds a variety of junk. including oil drums. 
  engme pans. car seats and lyres. There is a plastic rubbish sack in one 
  of the oil drums, containing more gnawed human bones (the remains 
  of a woman aged 25-30), plus tom bloodstained clothing. hair, and skin 
  fragments. Anyone looking into the bag must make a SAN roll or lose 
  106 SAN. lbe sack has been sprayed with air freshner, and is covered 
  in oil: there is no smell to reveal its contents until it is opened. 
  The ofl"'lCe holds equipment typical of any small business: a lypewriter 
  and,telephone. directories and calculators. four ming cabinets, and a few 
  ~halrs. A locked safe (SF) holds 0400 in mixed notes and coinage, and 
  IS a good place to plant clues leading to fulUre adventures. A telex (TX) 
  prints out occasional requests for cars or components. sent by other 
  dealers. There is a framed phocograph of Green in RAF unifonn on the 
  wall. His medal is in another frame on the wall. The dates on the medal 
  can be used to find the public version of Green's story, as recorded in 
  newspaper articles in 1964. 
  ~e office is ca~t~, and the desk stands on a round rug. If the 
  rug IS removed. a susPIciously clean area of carpet is revealed. This area 
  was bloodstained. but carpet shampoo has removed the evidence. 
  . 
  Keys to the c~rs. vans. and cycles on the lot are kept in a locked box 
  m the desk. A SWitch on the wall operates the electrical doors to the display 
  area. but a key (carried b)' Green) is needed to opernte il. The cable to 
  this switch is buried in the wall. 
  Visitors wo~'t no~ly be admitted to other pans of the building, 
  unless Green Wishes to Kill them. but he lries to maintain an appearance 
  of normality for official callers (police. VAT inspectors. electricity meter 
  readers, etc). 
  The rest of the ground Hoor consists of a short corridor, giving ac· 
  cess to a lavatory and to stairs leading to the flat and cellar. Fuse boxes 
  and an electricity meter are installed in this corridor, all are locked in 
  STR 18 cases. 
  The door 10 the staircase. and an outside door behind the building. 
  are always kept locked. Inner doors have STR lI, the outer door has STR 
  25. Green carries the only keys. 
  The flat above the office is compact but comfonably furnished. A 
  narrow staircase leads to a hall linking the living room, bedroom. Kit-
  chen, and bathroom. 
  The living room shows no obvious signs of any sinister activities. 
  Shelves con~in books on different models of car. a few novels (por-
  nography, spies. and adventure). and some road maps and direclOries. 
  None have any significance to this adventure. Other furniture includes 
  a television: rad.io. cockt8:il cabinet. and a fish tank. Investigators with 
  Zoology skill Will recogOl5e the fish as piranha. There are a few small 
  bones at the bottom of the tank; another Zoology roll will reveal that 
  they are chicken bones. 
  A I~ked cupboard holds a 20-gauge double·barelIed shotgun, and 
  arnmw~JUon. Green has a shotgun cenifK:a\e and owns the weapon legally. 
  There IS a telephone on top of this cupboard. If investigators break into 
  the flat Green will call the police then start Shooting. 
  A drawer in the bedroom holds a few rings, watches ..... -allers. and 
  bracelets, mostly of lillie value. which Green stole from his victims. If 
  questioned. he will say thai these items have been found in cars, and 
  are kept for anyone who wishes to reclaim them. Forensic scientists will 
  be able to find traces of blood on several of these items, in a number 
  of groups. 
  ~;~~(,~~:~~~:~P~lit~~E~:':~~;(,~~~;~~ scene of several 
  the only obvious 
  '~;~k'b;;~;Of:;hair and flesh 
  c 
  the bath and 
  the wall. 
  A cupboard in the hall holds tools and household equipment and 
  j~nk. mostly irrelevant 10 this advenlUre. These include a supply of rub-
  bish bags. a mop. plastic sheeting, and a spade. All are clean. since Green 
  tries to avoid leaving lraces of his activities. 
  The kitchen contains conclusive evidence of Green's cannibalism 
  though it is well concealed. A freezer near the door holds joinlS of meat; 
  b.uried under more conventional cuts are a human leg. a plastic bag of 
  nbs, and an arm. All have been sKinned. and identification requires a 
  Zoology sKill roll. Anyone making such identification must make a SAN 
  roll or lose 104 SAN. Butcher knives and cleaven kept in a drawer of 
  the kitchen table have faint traces ofblood in the cracks where the wooden 
  handle joins the blade. 
  The cupboard adjoining the kitchen is a pantry. and contains nothing 
  10 interest investigators. Green still eats vegetables and other foods, and 
  they are stored in this room. 
  The cellar below the building dates back to World War 2, and was 
  originally a small air·raid shelter. The light doesn't work. The room is 
  packed wit~ old tyres. boxes. car components. and junk. Narrow gaps 
  In the rubbish lead to an old cupboard under the stairs. There are faint 
  brown bloodstai~s on the cupboard HOOT. and there is a faint damp mus-
  ty smell. Investigaton who Spot Hidden in this cupboard will realise 
  that its rear wall is made of a sheet of plywood, and can be opened as 
  a secret door. 
  The tunnel behind the cupboard runs north-east for thiny feet, to join 
  an old sewer system under the used car lot. During World War 2 this 
  area ..... as bombed and hit by several VI and V2 misslles, and subsequent 
  building projects and reconstruction caused many changes. In panicular. 
  a large sewage fann was built. making it necessary to diven or replace 
  mos! of the sewers in the area. Some of the old system still remains. 
  and IS used by the ghouls. The tunnels are damp. humid, and smell from 
  their former use. 206 rats are likely to be encountered in each hundred 
  feel of tunnel explored. 
  If Green is expecting trouble there ..... ill be 2 or 3 ghouls in the tunnel 
  near the cellar. able 10 reach the cellar in 206 rounds and any pan of 
  the building thereafter. These ghouls should be selected from those listed 
  below (but not Ghoul 4). 
  Plan 3 shows the relevant parts of the system. From the cellar (I) 
  the tunnel joins the sewer. under a manhole in the used car loc. This 
  branch of the sewer runs south to a dead end (2) (blocked by concrete 
  building foundations) and north to another dead end (3) where the tun· 
  nel is blocked by a ruSty iron sheet. Investigators may' feel tempted to 
  try and breach this blockage; this is a mistake, since the iron is the side 
  of a sewer settling tank, (STR 19). If it is pierced the system will stan 
  to Hood with partially processed sewage. A branch tunnel leads nonh· 
  east. At point (4) there is a locked metal gate (STR 17). S' above the 
  floor of a working sewer tunnel. There are several routes to the surface 
  from this tunnel. 
  Several branches of the tunnel are blocked b)' fallen masonry and 
  d~bris (5), which will collapse onto anyone stupid enough to attempt to 
  dig throuAh. Another brnnch of the tunnel runs past a side tunnel (leading 
  to the old air-raid shelter. (6). and enters an old arched masonry tunnel 
  
  CURSE OF TIlE BONE 
  c(l\iering an underground stream (7). The old air-raid shelter is a con-
  crete structure under the grounds of the new block of flats adjoining 
  Church Close. The ghouls enter and leave through a manhole in the con-
  crete floor. joining the old sewer through a 3' high tunnel. At any lime 
  there will be 104 ghouls in the main chamber. which is used for their 
  cult rituals. 
  Ghoul I: 
  STR 
  IS 
  CON 16 
  SIZ 14 
  INT 10 
  POW 14 
  DEX II 
  HIT POINTS IS 
  Weapon 
  Auk% 
  Damage 
  Claws 
  30% 
  lD6+1D4 
  Bile 
  30% 
  106+104 + Worry 
  Skills: Sneak 85. Hide 56, Listen 65, Spot Hidden 55, Climb 
  Kl, Jump 73 
  , 
  Equipment: 30' rope. flick knife 
  Ghoul 2: 
  STR 
  15 
  CON 17 
  SIZ 16 
  tNT II 
  POW U 
  OEX 10 HIT POll'I'TS 16 
  Weapon 
  Attk% 
  Damage 
  CI"" 
  31% 
  ID6+1D4 
  Bile 
  33% 
  106+104 + Worry 
  Spells: Curse of the Bone 
  Skills: Sneak fr1. Hide 62, Listen 71. Spot Hidden SO, Climb 
  88. Jump 75 
  Ghoul 3: 
  STR 
  17 
  CON 13 
  SIZ 13 
  !NT 13 
  POW 14 
  DEX 13 
  EDT POINTS 13 
  Weapon 
  Attk% 
  Damage 
  Claws 
  32% 
  106+104 
  Bite 
  30% 
  106+104 + Worry 
  Skills: Sneak 80, Hide 60, Listen 'iU. Spot Hidden 50. Climb 
  85, Jump 75 
  Ghoul 4: 
  STR " 
  CON 17 
  SIZ 10 
  !NT 15 
  POW 18 
  DEX II 
  ruT POINTS 13 
  ""'PO" 
  Ank% 
  D""'ge 
  CI ... 
  4'% 
  106+104 
  Bite 
  47% 
  106+lD4 + Worry 
  Spells: Curse of the Bone, Contact Chthonian, Contact 
  Ghoul, Elder Sign, Shrivelling, Enchant Bone Flute. En-
  chant Bone Knife, Flute Ritual 
  Skilb:: Sneak 92, Hide 74, Listen 80, Spot Hidden 65, Climb 
  SO, Jump it! 
  Equipment: flute, bone knife, key (see below) 
  Ghoul 4 is the shaman of this group, and has progresse<l 
  beyond Green in its knowledge and use of the Mythos. II 
  carries an unusual item which may be important in this 
  scenario: 
  Bone Flute: This anifact is a carved human ann bone, cun-
  ningly formed into a musical instrument. 11 is used for the 
  Flute Ritual, a spell which causes a fonn of illusory in-
  visibility. This spell takes four combat rounds to cast. The 
  magic points o:pcnded in casting the spell oppose the ?ON 
  of anyone seeing the caster. If the observen PCm is ao;er-
  come, the caster seems to be someone who shouJd be pre-
  sent. The effect continues as long as the flute is played. 
  Casting this spell costs a point of SAN. Ewmpfe: Green 
  decKles that Fomutesca mUSt be killed quickly, and asks this 
  ghoul to amnge the death, II casts the spell then walks in-
  to lhe hospilal, where it is seen as a doctor or nurse by 
  everyone who encounten it. Naturally, the spell caster will 
  not be disguised on film or video recordings. The bone knife 
  carried by lhis ghoul is coated with a potency five poison, 
  Keepers who are interested in o:tending this adventure 
  should consider the possibility that ghoul 4 has been en-
  trusted wilh the egg of a chthonian, and is guarding it while 
  it incubates and eventually hatches under London. If this 
  opcion is chosen, it will be aided by other ghouls of similar 
  calibre, and the egg will be stored well away from lhe in-
  itial sening of this advenrure. 
  The floor of lhe chamber is comparatively clean, but is marked in a pat-
  tern of lines (drawn in blood) used for their riruals. l\Yo boxes, made 
  of cunningly joined human bone, conlain some equipment used in the 
  rituals: 
  Box I holds four sharp knives, made of carved human bone (at least 
  60 years old), and a drum made of human bone with a membrane of 
  human skin. They do not have any magical propenies. 
  Box 2 holds ninc candles made of human fat, and an IW: made from 
  a sharpened human lhigh bone. They are also non-magical. 
  The smaller room adjoining lhe main air-raid shelter was Originally 
  the exit. a staircase up to ground level. The door hasn't been opened 
  since 1972, and the top of the stairs is closed off by a sheet of corrugated 
  iron. If this is pulled down. a mixture of old bricks, masonry, and rub-
  bish will fall into lhe stairs. Anyone failing to dodge takes 206 damage. 
  If you feel kind lhere are only a few inches of rubble, topped by soil 
  and roots. and the stairs emerge on a lawn beside lhe flats. 
  If you aren't so generous, the rubble is pan of the foundations of the 
  block of flats, and is covered by a sheet of reinforced concrete (STR 300+) 
  which is effectively invulnerable to any reasonably portable equipment 
  likely to be carried. 
  The underground stream (7) east of the air-raid shelter runs south 
  ~-an1s central London. It is one of several streams which were originally 
  open waterways, but were closed off and forgonen in lhe eighteenlh and 
  nineteenth cenruries. It was used as a sewer until the 1940s, and the run-
  nel still smells of sewage. The water moves slowly, and is roughly 2' 
  deep. This stream can be followed Nonh or Soulh; both directions even-
  tually lead to branch tunnels and sewers, which gradually narrow until 
  investigators can go no funher. The keeper should feel free to add more 
  ghoul colonies, but no olher Mythos creatures, living along this stream 
  and its tributories. Other possibilities include alligators, giant rats. and 
  rat packs. 
  The ghouls lair is (narurally) uDder the churchyard east of Green's 
  car lot. A crudely dug tunnel leads from another old sewer 10 the floor 
  
  ---------------------------rC~U~RSEOF~TH~E~B"O~N"'E----------------------------
  of the old crypt (8), which is under a massive ViclOrian monument near 
  the 110M-west comer of the cemetery. There are three coffms in the lower 
  crypt, and StaiTS lead up to a surface structure containing IWO more. All 
  the coffins are filled with gnawed bones, dating from the nineteenth cen· 
  tury [0 the present day. The top of the staircase from the lO'Wer crypt 
  is closed by wrough-imn gates (STR 39): Green has fined a new padlock 
  and chain. to keep intruders OUI of the crypt: he carries one key. the 
  ghoul shaman carries another. The upper chamber of the crypt isn't nOf-
  mally used by the ghouls, and is closed by heavy iron doors. These doors 
  are locked. but a key hangs on a peg (K) to the left of the doors. This 
  tomb belonged to the Robinsons, a prominent 19th-cenrury banking flmily 
  of the area: their descendents slHIlive nearby, and will be horrified by 
  any damage to the tomb. 
  Including the four ghouls described above, a lotal of seven ghouls 
  occupy Ihis tomb. All those which have not been eliminated before this 
  lomb is found will be present when (and if) the investigators reach it: 
  Ghoul 5: 
  STR 
  J5 
  CON 17 
  SIZ i5 
  INT 12 
  POW 14 
  DEX i5 tnT POINTS 16 
  Weapon 
  Attk % 
  Damage 
  Claws 
  32% 
  106+104 
  Bite 
  37% 
  106+104 + Worry 
  Skills: Sneak 82. Hide 61. Listen 65. Spot Hidden 56. Climb 
  85, Jump 75 
  Ghoul 6: 
  STR 
  17 
  CON J3 
  SIZ 13 
  INT 13 
  POW 12 
  DEX 16 
  HIT POiNTS 13 
  Weapon 
  Attk% 
  Damage 
  Claws 
  31 % 
  106+104 
  Bite 
  30% 
  106+104 + Worry 
  Spells: Curse of the Bone, COnlact cthonian. Voorish Sign. 
  Shrivelling 
  Skills: Sneak SO, Hide 54. Listen !t), Spot Hidden 50. Climb 
  85, Jump n 
  Ghoul 7: 
  STR 
  15 
  CON 16 SIZ 15 
  lNT 17 
  POW 15 
  DEX i5 tnT POINTS 15 
  Weapon 
  Attk% 
  Damage 
  Claws 
  36% 
  106+104 
  Bite 
  33% 
  106+104 + Worry 
  Spells: Flute Ritual 
  Skills: Sneak 80. Hide 65, Listen Xl, Spot Hidden 50, Climb 
  85. Jump 75 
  Equipment: Bone Flute 
  If you feel that the investigators have beaten the ghouls too easily, it is 
  always possible that more might be lurking in the underground stream, 
  or occupy other tombs in the cemetary. However, the cemetery has been 
  futly occupied since the 1930s, and it is unlikely that ghouls would find 
  enough fresh food 10 stay here without some other powerful motive. 
  Finishing this Adventure 
  If the investigators succeed in defeating Green and the ghouls, they may 
  still have difficulty in explaining their actions to the police, press, and 
  public. 
  If the team kill Green aod can't produce concrete evidence of his ac-
  tivities, they will probably be hunted down by the police and arrested 
  for murder. How ghoul carcasses will be explained is left to their im-
  agination; however. it's likely that the authorities will ask for silence, 
  for fear of arousing a panic. Of course, this explanation might CCNer some 
  deeper mystery: perhaps a Cultist is active somewhere in the govern-
  ment, using this excuse to suppress knowledge of th'e Mythos. In this 
  case the investigators may find that they have somehow been included 
  on a police black list, likely to be hauled in for questioning whenever 
  something mysterious happens. 
  If the team kill Green and flee the scene without waiting for the police 
  to arrive, it is likely that they will be the objects of a full-scale manhunt. 
  You should note any actions the team take in his office or flat, remember-
  ing that the police will be looking for clues after any unexplained inci-
  dent. Criminological techniques are much more advanced in the 19805 
  than in the 1920s, and a murderous investigator is unlikely 10 stay free 
  for long. If shots are fired the police will arrive within minutes. and back-
  up terns will be accompanied by dogs. sharp-shooters, helicopters, and 
  whatever othcr equipment seems appropriate to a shooting incident. 
  If the investigalOrs are entirely successful Fomutesca will survive, 
  and eventually recover after several months in hospital. Doctor Fowler 
  will help to treal anyone who has suffered SAN loss. and could be a useful 
  ally (if she can be persuaded that the Mythos isn't entirely imaginary). 
  The police will be able to identify 206 of Green's victims, and thus clear 
  up several missing persons files. 
  Whether or not the investigators receive publicity, it is likely that 
  various members of the police wilt know of their actions, and that the 
  news will leak out to other interested panies. This notoriety might well 
  lead to involvement in future adventures. 
  Characters 
  While Green and the ghouls are the most imponant NPCs of this scenario, 
  it is possible that the keeper will need data on others; the descriptions 
  below list those skills most imponant to this scenario, and the keeper 
  should not hestitate to add additional skills wheich seem useful in the 
  course of play: 
  Kerim Fomutesca: Medical student. male, age 26, Kenyan, 
  residence London. 
  SI'R 16 DEX l5 11\;,. 13 IDEA 65 DAMAGE BOrwS +1D4 
  CON L2 APP L2 POW 8 LUCK 40 ttlAGIC P011\;1S 
  8 
  SIZ 10 SAN 26 EDU 11 KNOW85 IllT POINTS 
  4 (11) 
  Skills: Botany 35. Chemistry 25, Diagnose Disease 25, Fist 
  Aid 30, Library Use 40, Linguist 25, Occult 10, Pharmacy 
  25, Psychology 10, ReadlWrite English 65, Speak English 
  50. Speak Bantu 65, Speak French 50, Treat Disease 25, 
  Treat Poison 30. 
  Notes: Fomutesca can play no active pan in this scenario, 
  but might be a useful contact in later adventures. 
  Dr. Erica Fowler: Psychologist, female, age 32, British, 
  residence London. 
  STR L2 DEX 14 INT 11 IDEA 85 DAMAGE BOr-.'US -
  CON 12 APP 16 POW IS LUCK 15 MAGIC POTh1"S 
  IS 
  SlZ 12 SAN 75 [DU 20 KNOW95 lOT P011\;TS 
  12 
  Skills: Botany 45, Chemistry 55, Computer Use 25, 
  Diagnose Disease 45, First Aid 60, Library Use 65, Phar-
  macy 25, Psychoanalysis 55, Psychology 65. Treat Disease 
  45, Treat Poison 55, Zoology 40 
  Equipment: Hospital facilities. 
  Notes: Dr. Fowler is a hard-headed rationalist, and won't 
  easilY believe in the occult or the Cthuihu Mythos. However, 
  a dead ghoul or other hard proof will change her mind. 
  
  ClJRSE OF 1lIE BONE 
  Dr. Tom Edgerton: Forensic Scienlis!, male, age 50. 
  British. residence London. 
  STR 15 DEX 14 INT 15 IDEA 75 OOiAGE BO!'iUS +104 
  CON 16 APr 16 POW 15 UlCK 7:S MAGIC POINTS 
  15 
  SIl 16 SAN 7S EDU 21 KNOW95 lOT POINTS 
  12 
  Skills: Botany 55, Chemistry 85, Computer Use, 45, 
  Diagnose Disease 60, First Aid 30. Library Use 75, Phar-
  macy 45, Psychoanalysis 15, Psychology 15, Treat Disease 
  20, Treat Poison 45, Zoology 60. 
  Equipment: Full laboratory facilities 
  Notes: Another rationalist. who can be an invaluable ally 
  if adventures imolve many medical clues. 
  Hal Fong: Restaurateur, male, age 32, born Hong Kong 
  (British nationality), residence London. 
  Sl'R U DEX 17 1NT 13 IDEA 6S OOtAGE BONUS -
  CON n APP 10 POW 11 UJCK 55 MAGIC POlNJS 
  8 
  SIZ 
  8 SAN 26 EDU 14 KNOW 'X} HIT PO~1'S 
  10 
  SkIlls: Cook 55, Mania! Arts 45, Occult K), ReadIWrite 
  English 25, Speak English 25. 
  Note: Martial art skill doubJess the base damage caused 
  by hand to hand anacks (fists. head bun, kick, or grapple) 
  but does not increase: damage bonuses from strength. Mar-
  tial arts can also be used to parry melee weapon attacks, 
  on a roll against the skill percentage. 
  ~aporu : Assorted meat cleavers, skewers, knives, and 
  hands. 
  Notes: Hai Fong is an entirely innocent fitst·food cook, with 
  no desire to be involved in other activities. He also hap--
  pens to be a student at the local manial ans club. Sadistic 
  keepers may wish to add his wife and one or more children, 
  all having similar Manial Ans skills, if the investigatOrs 
  are violent to him. 
  Christopher Grove & Pl!:ter Grove: Gangsters, male, ages 
  30 and 35, British, residence London. 
  SJ'R 16 DEX 14 IJ\"T Xl IDEA 50 DAMAGE BONUS +1D4 
  CON 16 APP Xl POW Xl WCK 50 
  ~iAGIC POINTS 
  5 
  SIZ 17 SAN 75 EDU U KNOW5S JUT POINTS 
  16 
  Skills: Accounting 10. Drive Auto 55, Revolver 45, Cosh 
  (nightstick) 55, Shotgun 40, Fists 70, Kick 40, Grapple 35, 
  Wood = 30. 
  Equipment: Assorted spades, pick·axes, hammers, etc. 
  Jaguar XJ·6 (shared), van (shared). 
  Weapons: (shared) 
  4 Sawn-off 12·Gauge shotguns 
  2 .45 revolvers 
  6 pickaxe handles 
  6 pairs knuclde dusters 
  Notes: The Grove brothers are thugs, but won't bother to 
  allack anyone who isn't bothering them. They will only be 
  dangerous if they think that investigators are nosy, endanger 
  their business, or seem likely 10 cause problems. It's possi· 
  ble, but unlikely, that the investigators and the Grove 
  brothers might fonn an alliance. This is an unwise move, 
  since they are often under police observation. They might 
  also be a source of weapons and other illegal equipment. 
  However, they would probably inform on the investigators 
  if they were involved in murder or any other serious crime 
  that could attract unwelcome police attention. 
  Bouncers: Assorted ages, usually British. 
  Three thugs will be found at the pub, the brothers could 
  find another 204 within an hour. 
  SIR 17 DEX 14 IN[" 6 IDEA 30 OOiAGE BOl'I'US +1D6 
  CON 16 APP Xl POW Xl UJCK 50 
  ~iAGIC POINTS 
  S 
  SlZ 18 SAN 75 £OU 7 KNOW3S BIT POINTS 
  t7 
  Skills: Drive Auto 30. Revolver 15, Cosh (nightstick) 25, 
  Shotgun 35, Fists 55, Kick 40. Grapple 30. 
  Equipment: Usually provided by Grove brothers. Most will 
  own cars or vans. 
  Weapons: Any melee weapon (eg pickaxe handles, coshes, 
  broken bottles, beer mugs, etc). 
  Notes: These thugs simply obey orders; they aren't likely 
  to do much without insuuctions. There is a 25% chance 
  that any one of the thugs is a police informant. 
  Modern Investigators 
  A few modem skills can be extremely useful for a 1980s cam· 
  paign. The skills which follow have previously appeared in 
  Cthulhu Now (White Dwarf 4343) but are presented here as 
  redefined by Chaosium Inc. 
  Computer Use: Base skill 0 %, The investigator knows the 
  basic principles of computer operating and programming. Suc· 
  cessful use of the skill allows the creation of a program, check· 
  ing the compUier's systems, etc. Difficult tasks, such as 'hacking' 
  (breaking into a proleCted net\l,'()rk) should receive negative 
  modifiers. 
  Orh'e Motorcycle: Base 5%. A minimum of 20'; skill is 
  required to operate a bike routinely under normal road condi· 
  tions; use at l(M'Cr ski1llc:veLs should require htquent skill chccks. 
  Electronics: Base Skill 0%. The character can identify and 
  use electronic components to make repairs. trace circuitry, etc. 
  Nuclear Physics: Base Skill 0 %. The character has 
  theoretical and/or practical knowledge of this subject and can 
  apply it to problems such as radiation·proofmg a room, the defus-
  ing (or assembly) of home·made atomic weapons, etc. 
  Pharmacy: Modified. Now includes the ability to identify 
  narcotics, hallucinogens. and other illicit drugs. 
  Phone Breaking: Base 0%. The character can manipulate 
  the public telephone system to obtain a line without charge, 
  discover ex--directory numbers, or route a call through several 
  exchanges to make tnlCing impossible. Use of this skill may re-
  quire employment of other slti1is such as Electronics (to build 
  special equipment), Computer Use, etc. 
  Pilot Aircraft: Base 0%. Modified. Normal skill only ap. 
  plies to piston--engined conventional aircraft. If skill with 
  helicopters or jets is desired, a pre. requisite is a minimum of 
  30% nonnal piloting slti1l. A minimum of20% skill is required 
  to pilot any modem aircraft . 
  • Treat Poison: Modified. Now includes the ability 10 deal with 
  drug overdoses, bad 'trips', etc. 
  
  PINe" 
  eF 
  Zombies in Call ofCt,~u,lbi;;:": 
  by Marcus L. Rowland 
  One of the horrors heing anyone who 
  investigues the Cthulhu MYlhos is the 
  discovery that many apparently absurd 
  legends art' true. One example is the tale of 
  the zombie, an undc:.l.d human obeying the 
  will of the conjurer who resurrected it. 
  Zombies feature in the legends of many 
  cui wres, but are shrouded in so many myths 
  thai the truth isexlremelyh2rdlofind. This 
  problem is complicated by the fact thatthcre 
  :lrt' sever:al distincllypes of zombie, each 
  showing difkrem fe2tureS and pos~ssing 
  different strengths and vulncnbilhies, and 
  furthermore thaI there is ... (orm of insanity 
  which induces zombie·like: behaviour. 
  'DEATH' IN LIFE - THE 
  HISTORICAL ZOMBIE 
  There:a.re m:my tales of men and women 
  b«oming zombies by enchantment, p255ing 
  from life to living death wilh linle warning. 
  Such creatures are slack-featured, 
  emotionless, move s lowly, and seem 
  incapableofunderstmdinganythingbeyond 
  the most simple instructions. Theirmasters 
  (usually powerful medicine men) use them 
  for farming and simple labouring tasks 
  where their slow ~ctions and clumsiness 
  will not be a handicap, and may become 
  immensely rich on the profits of zombie 
  labour. Sometimes, but only very rarely, such 
  zombies will apparently recover andescape 
  from their masters, though their recovery 
  may never be complete. 
  This form of zombie isn't dangerous in 
  itself, but is a frightening warning of the 
  power of the controlling sorcerer. The 
  population of the surrounding area know 
  that they can also b(! turned Into zombies, 
  and will rarely dream of defying the 
  magician. Some isolated areas may be 
  completelydominatedbysuchzombielords, 
  though most of the population will remain 
  norm:lI since they are better able to serve 
  their masu~rin this form. Forexample, agang 
  often or so zombies would probably be led 
  by a normal human. Human followers ofa 
  zombk lord aft much more dangerous than 
  the zombies themseives; many gain wealth 
  and status from their master's power over 
  zombies, and will fight to protect their 
  position. 
  Keeper's Notes 
  This form of zombie is well·documented, 
  with se\'eral real cases scientifical1}' 
  explained. Natural poisons are capable of 
  inducing a prolonged State in which the 
  victim effectively h2S no will. Given a 
  sufficiently large dose the victim will never 
  recover. Synthetic drugs with similar effects, 
  and therapies to counter some of thest' 
  poisons, were discovered in the 19705 and 
  1980s, but some of these drugs are still 
  6"tremelyobscure. ln a 1920scampaign the 
  cause and t~tment of this condition will be 
  a complete mystery; in any campaign the 
  cause may be something very different, a 
  genuine manifestation of m3gic or the 
  Cthulhu Mythos. 
  The mechanism of this form of zombie 
  'recruitment' is fairly simple. Servants ofthe 
  zombie master find a suil2ble victim 2nd slip 
  an initial dose of the poison into food or 
  drink. It may also bedeih'ered b}' poisoned 
  arrow ordan, as a cloud of inhaled dust, or 
  by more conventional Injection. This initial 
  dose leaves the victim docile and suggestible, 
  ~dy to follow the recruiters to their master. 
  later the victim is gh'en a larger dose under 
  conditions 
  designed 
  to 
  heighten 
  suggestibility. Forexample, the victim might 
  be taken to a prolonged rei igious ceremony, 
  and fed the drug at Intervals during the tit ual. 
  By participating In chants and rhythmic 
  movements the victim falls deeper under the 
  control of the magician 
  If the process is primarily chemical thiS 
  ceremonial element is not an essential pan 
  ofthe process; it simply heips to ' program' 
  the zombie for i tS role as a living automaton. 
  'Scientific' zombie masters may simply use 
  hypnotism or other forms of conditioning 
  instead. If control is enforced maglc211y the 
  ceremony is vita.!, used to gather power 10 
  suppress the victim's will. The initial drug 
  dose is simply used to keep the victim in a 
  trance state until the spell can be cast. In 
  eitherca.seoccasional reinforcement of the 
  treatment may be needed to keep the 
  victims' will suppressed, but this will be 2t 
  intervals ofwccksor months. Sometimes the 
  effect will be tru ly perm2nent , only 
  reversible by powerful drugs or Olagic. 
  Living 'zombies' have no initiative, and 
  will continue actions (eg, filUng a tub from 
  a well) until directed to perform a new 
  activity. They won't try 10 obey orders in 
  ways that leave them at an adV2nl2ge, o r twist 
  them to find loopholes in instructions. They 
  can't explain their conditions: usually they 
  can't talk at all. 
  Game Mechanics 
  Each form of!iving zombification takes 
  place in twO sl2ges, the first being a dose of 
  poison. This Initial dose Is a 2d6+ 2 potency 
  poison against CON. It takes effect after Id4 
  rounds. ifthc poison overcomes CON then 
  POW is effectively reduced to I; the victim 
  has no free will , and will obey any 
  instruction. DEX is also reduced by Id6. If 
  the poison fails to overcome CON, POW is 
  reduced by half the potency of the poison; 
  the victim becomes more suggestible. and 
  must roll 2gainst 5xPOW to rCSist orders, 
  agai n losing Id6 DEX . Both effeclS last 
  Id3+ 1 hours; when the poison wearsoffthc 
  victim regains a point of POW per 2d4 
  minutes, but feels ill and sluggish for at least 
  20-Con hours aftcr it wears off. DEX won't 
  be recovered without several hours' sleep. 
  An immediate and successful2ttempt to 1\'ot 
  Poison halves POW and DEX losses. 
  Occasionally recruitment begins with a 
  magical attack, whichdrains POW and lea\"(~s 
  the victim vu lnerable to suggestion, rather 
  th2n poisoning. In such cases the magician 
  should matc h m2gic points against the 
  \'ictim; if the victim is overcome orders will 
  be obeyed until the magician releases the 
  spell, althe cOSt ofa magic point an ho ur. 
  This is comparJ.tively rare. since it brings the 
  magician inlOdirect conl2ct with the victim 
  and has no effeCt if the spell fails. 
  Ifzombification is primarily chemical, 
  the ritual which follows invoh'es repeated 
  doses of a more powerful drug, once ever)' 
  5+ Id6 minutes. The drug is a potency 10 
  poison, each dose reducing POW by Id4 and 
  DEXby Id4, halved if the poison is resisted. 
  Zombie masters who are experienced with 
  these drugs can continue the ritual until the 
  victi m's personality is completely 
  suppressed (pOW drops to 1), and won't be 
  fooled by attemptS to fake zombincalion. As 
  a by·product of the loss of POW all magic 
  points are losl. 
  For the equivalent magical ritual the 
  magician must use penonal magic pOints to 
  overcome the victim's magic points. Once 
  successful, the magician and accomplices 
  c<tn pool magic pointS againSt the victim. 
  During a 3d6 minute period of preparation 
  each participant in the ritual is required to 
  donate up to three m2gic points to the spell 
  caster. Each time the victim's magic points 
  are overcome the victim loses Id4 POW and 
  Id2 DEX. The procedure is repeatcd at 
  intervals of 3d6 minutes untilthc victim is 
  reduced to 1 POW.Again,allnuglcpointsatt 
  lost. Magicians usingspellsofthiS type lose 
  Id4 SAN on the first casting, none thcreafter. 
  Once either treatment is complete there 
  is a period of 2d10+ 10 days in which no 
  POW can be regained. After this there is a 
  cumub.tive I % per day chance (to a 
  maximum of 20% ) of player chancters 
  ~ 
  18 ~~
  ~~~~8~'~"'~~~-----------------------------------------------------------
  
  regaining I POW; NPCs will mrely recover 
  unaided. Once POW begins to relurn the 
  viClim can attempt to disobey o rders o r 
  escape; only one attempt can be made per 
  day, on a roll against 5xPOW. Naturall y 
  zombie masters a re alert for signs of 
  returning willpower, and will repeat the 
  treatment as often as seems necessary. Magic-
  using zombie masters may even be able to 
  cast t he spell allong range, though the 
  number of magiC points used to suppress 
  POW should be doubled. 
  Optlou:.u Rule: Ihhe \'ictim isn't rescued 
  anddoesn'tescapethereisa cumulative 1% 
  chance pe r week (after the first month) of 
  permanem brain damage, removing a point 
  of POW and Id2 INT, Once this occurs Ihe 
  keeper should continue to roll for damage 
  each week, but should nOt increase the 
  chance of damage. Damage continues until 
  POW and INT are reduced to I. 
  If! i v ing zombies are rescued they can be 
  treated medically o r by psychothe rapy; 
  either approach requ ires difficult research 
  and library work to have any effect , 
  especially in a 1920s campaign . Use th e 
  normal rules for psychotherapy and 
  institutional disasters. 
  Victims of eilher form of living 
  zombification lose 2d6 SAN during the 
  zombification ritual (or Id3 SAN if:! SAN roll 
  is made), and will remember everyt hin g 
  ex pe rienced during the period wit hout 
  willpower. This means that any encoumers 
  with Cthuhloid creatures and OIher horrors 
  ha\'e their cumulative SAN effect when 
  zombification ends! However, the delay will 
  do something to cushio n the blow of such 
  experiences, and all such SAN lossesshould 
  be halved. 
  Unexpected encounters with this type of 
  zombie may cause the loss of Id2 SAN, no 
  lossif a SAN roll is made. Thedfect of seeing 
  a loved o ne or friend in this form may cause 
  the loss of Id6 SAN (I point if a SAN roll is 
  successful), recO\'ered if the \'ictim can be 
  rescued and cured, Statistics for such 
  zombies are the same as those for any no rmal 
  human, with the exceptio n that POW is 
  effectively reduced to zero. INT and EDU 
  can't be used, and DEX is gre:Hly red uced. 
  Such zombies can't fight, and are more to be 
  pitied than feared in themselves. Ifattacked 
  they take normal damage, and can't dodge 
  or parry. 
  'LIFE' IN DEATH - THE 
  TRADITIONAL ZOMBIE 
  The traditional zombie is a genuine mani· 
  festation of the supernatural, a dead man or 
  woman brought back to a semblance of life 
  by sorcery. It 's often assumed that the 
  sorcerer responsible for such effects must 
  always be evil; however, some neutral or 
  benign magicians may also have mastered 
  this process, though it's unlikely that this can 
  be accomplished without some loss of SAN. 
  Magicians who try to master th is abi lit y wil [ 
  pro bably drift towards e \'il, becoming 
  involved in more and more dangerous spells 
  and the terrifying horrors of the Cthulhu 
  Mythos. The most damaging aspeCt of this 
  spell is that it is apparently mOst successful 
  with recently deceased corpses; th e 
  magician is thus drawn to become involved 
  in grave robbing and o the r ghoulish 
  activities, and ultimatel y to ritual murder. 
  Superficially the traditional zombie 
  resembles the living 'zombies' described 
  above, and it 's easy to confuse the two. 
  Howeve r, the traditional zombie is 
  permanentl y dead ; if the spell w hich 
  reanimates it is removed it will instantly 'die', 
  and cannot be animated again. There are 
  many va ri ant forms, som e hardl y 
  recognisable as zombies; if sufficient power 
  is put into the spell the zombie will seem 
  most normal , and casual observers may 
  think that it is still alive, 
  Although the preparation of a zombie 
  usuallybegins with a corpse, it's possible to 
  begin with a Jiving human who is murdered 
  in the course of the zombification process. 
  Such ritual murders are said to aid the magic, 
  and magicians controlling many zombies of 
  this type will almost certainly use this form 
  of 'recruitment ', 
  Many legends suggest means of killing 
  zombies of this type, the most common 
  in"olves the useof salt, but there is little real 
  evidence to support this story. In\'est igato~ 
  will probably need to deal with the creatu res 
  on an individual basis, experimenting to find 
  the best answer. 
  Keeper's Notes 
  Zombies of this t ype will probably be. found 
  under much the same circumstances as the 
  living 'zombies' described above, and both 
  types may occasionally be found together. 
  If the zombies are reanimated natural deaths 
  therc'saslirn chance that they may bc ruled 
  by a neutral orbenign magician, howen'r, it's 
  mort' likely that those encountered in the 
  course of Call ofClbllfbll will ha\'e been 
  created violently. 
  Zombie 'recruitment ' for this type of 
  ritual follows much the same procedure as 
  desc ribed above. Usually it's m o re 
  convenient to commit murder at a prepared 
  site, rather than to kill victims during an 
  abduction , so t he same tec hn iques of 
  poisoning and abduction are used, The 
  follow·up ceremony. though, is ve r y 
  different. The victim is rituall y prepared 
  t hen murdered (usually by slash ing an 
  artery), dmined of blood, and converted to 
  a zombie before rigor m~;:lf{is sets in. Usually 
  some form of embalming or preservative 
  treatment is used to keep the corpse fro m 
  deteriorating: in mo re primitive cultures this 
  step may be o mitted, and such zombies will 
  soon decay, ro tting and crawling with 
  maggots and releasing a choking odour of 
  death. 
  Zombies of this class are permanently 
  dead, and require little or no ' maintenance', 
  though the magician may occasionally need 
  to cast a spell to maintain animation. Some 
  magicians may become quite attached to 
  the.ir zombie servants, buying them new 
  clothing and sewing back any parts that fall 
  off. Such magicians are usually insane. 
  Zombies may also be created by a form 
  of resurrection, but this is more difficult and 
  rarely produces a satisfactory servant. It's 
  generally carried out only by 'white' 
  magicians and those who aren't prepared to 
  commit murder. 
  Game Mechanics 
  The most common form of traditional 
  zombie is described in the Call ofCtbufbu 
  Sourcebook for the 1920s (P30 in first and 
  seco nd edition copies, pl21 in the hardcover 
  edition), The distinctive features of these 
  c reatures are enhanced s trength and 
  resistance to damage. 
  Preliminary recruitment follows the 
  same pattern described abo\'e, with the 
  victim's POW and free will suppressed. 
  The zombification ceremony consists of 
  three stages, the first being summoning of 
  magical energyasdescribedabove. Once the 
  magician has some magic points in hand the 
  ritual mu rder begins; the magician or an 
  aCOly te CutS ananery, and the victim begins 
  to bleed to death, losing a hlt point every ld3 
  minutes. Asblood is lost, the magician makes 
  successive attempts to pit magic points 
  against the victim's POW, at intervals of ld6 
  minutes. Ifthis attempt is unsuccessful the 
  victim dies w ithout becoming a zombie. If 
  the attempt succeeds a point of POW remains 
  in the body after death, keeping it alive, 
  AI this stage the magician must establish 
  control. T he zombie will still have JNT, 
  though the last traces of consciousness will 
  fade in INT x Id6 minutes. The magician 
  must establish that he (or she) is the master, 
  pining magic points against the victim's 
  single point of POW. This isacomparatively 
  easy process, but may require st:veral 
  anempts (at intervals of 2d3 minutes) 10 
  succeed. Victims ' rescued' during this pan 
  ofthe ceremony will belielo'e that they are still 
  alive, and may join in to fight the magician. 
  If the magician is killed or driven off without 
  establishing control the zomb ie will 
  eventually lose alllNT and run amok. 
  Once control is complete the zombie can 
  be treated to prevent decay; usuall y this 
  in\'olves steeping in achemical bath o r the 
  use of a minor spell to keep the body fresh . 
  Generally this procedure is left to underlings 
  while the magician recovers from the ritual. 
  If the magician wants the zombie to look 
  more human, additional magic points must 
  be expended; fo r example, an additional 5 
  points might give the zombie some vaguely 
  human expression in its face, though not 
  much. 
  The only alter native to violent 
  zombification is the use ofa variant of the 
  Resurrection spell described in the Calf Of 
  Ctlmfbll rules. Fo r this spell the body need 
  nOt be destroyed, but will be reactivated in 
  the state in which it died, and can never be 
  anythingmorethan a mindless zombie. The 
  spell COSts IdID SAN on fi~t casting, Id3 SAN 
  per casting thereafter, and Id6 magic points 
  per casting, plus a point for each day the 
  body has been dead. 
  Alt hough omitted from the Call of 
  Ctbllfbu rules, enco unters with this type of 
  zombie should affect SAN; Id2 on first 
  encounter w ith an obvious zombie (unless 
  ~
  ---------------------------------------------------------------------~
  ====~0
  =
  . =
  ~ =1,~=
  ·=-,9 
  
  aSAN roll is made), a ld2 SAN 10ss(SAN roll 
  neg:lIcs) if an apparent human is pOSitively 
  identified as a zombic. Finding a friend or 
  loved one convcncd to a wmbie should COSt 
  Id6SAN. 
  REANIMATION 
  In this scientific equivalent of wmbification, 
  thc scie ntist uses arcane chemical and 
  electrical processes to restore a scmblance of 
  life to a corpse. :lOd may even assemble pans 
  of several corpses 10 form a body which is 
  then reanimated. Often the creature formed 
  wiII be very like the tradi tional zombic 
  described above, and scient iSIS may feel that 
  they have successfully created or restored 
  life. However, it seems morc likely that such 
  scientists are unconsciously using magic 10 
  sustain life after death. wilh many of the 
  t rappingsof scientific resurrection (towering 
  machines wi th flashing lights, elaborate 
  chemical baths, and powerful electrical 
  discharges) simpl y acti ng to focus the 
  scientist's will :lOd magic points. The 
  behaviouru-Jditionally associated with such 
  experimentation consists of a period of 
  research. followed by frenzied laboratory 
  work, building up to a climax whic h 
  eventually leaves the scientist tired and 
  drained; it 's possible that Ihe scientist fcels 
  drained because he or she has unconsciously 
  performed a pOWerful fe:1I of magiC. 
  Rcanim:lIon; are often forced to associate 
  with grave robbers or resort to murde r 10 
  ensure a suppl)' of fresh corpses, and their 
  research will often lead to more intimate ami 
  c\'entually self-destructive contact with the 
  Cthulhu Mythos. It often seems as though 
  some destructive creature (possibly 
  Nyarlathotep) delights in granting these 
  reanimators enough knowledge 10 ensure 
  partial success. w hich leads them to dabble 
  on the fringes of the Mythos. The creatures 
  they create are rarely cont rollable, :l.nd are 
  frequemly the cause of the scientists' 
  destruction. 
  Keeper's Information 
  ~:~:~:;j~:~~;;,~'~'~n~ext remel), complex 
  { 
  . 
  yea rs of research and 
  study. Sciemists wishing to perfect the 
  process should have a minimum lOtal of 
  200% ski ll in three or more rcJevaOl 
  sciences; for example, Chemistry, Pharmacy, 
  a nd Zoology. Given these minimum 
  qualifications, such scient ists must spend at 
  least fifty percent of their waking time in 
  studies and research work. For each six-
  month period in which this course of stud)' 
  is foll owed, the scientist should make a 
  Library Use roll. If successful the scientist 
  gains ld6% knowledge in a new skill . 
  Reanimation, and must make a SAN roll or 
  lose ld2SAN. Certain rarebooksmaybeused 
  10 enhance this ability. in the same way that 
  M }'thos books can improve Ct hulhu M}'t hos 
  knowledge, ',",ith an increased chance of SAN 
  loss. For example, Herbert West 's research 
  notes might give 15% Reanimation 
  knowledge, ifasuccessful Reanimation skill 
  roll was made, but the reader would lose 2d6 
  SAN(ld3SAN ifaSANroli w:l.smade). Often 
  books containing Reanimation lore will also 
  tou c h upon the Cthulhu Mythos, with 
  consequent additional SAN loss. The exact 
  nature of such works is left 10 the keeper. 
  Reanimation research also tends to be 
  extreme! y expensive; assciemists learn more 
  the), will tr), to assemble more elaborate 
  laboralOry equipment, and junk old and 
  discredited technology. Scientists involved 
  in this research should expeCtlO spend 
  :l.pproxim'l.lely 5500(£100 at '20s rates) for 
  each I % of Reanimation knowledge, in 
  equipment and materials. plus a minimumof 
  5500plus(50x Reanimation rating)dollars 
  per year in supplies, maintenance, and other 
  expenses. For example. a professor with 
  50% reanimation knowledge would have 
  spent 525,000 (£5,000)on equipment and 
  other permanent facilitieS, over the course 
  of several years, and would have runn ing 
  expenses of around 5 3,000 (£600) per )'ear. 
  On a professor's wages this could easily be 
  a severe problem; devising a suitable grant 
  application and cover stor), may be the 
  hardest part of the reanimation research. 
  Reanimation experiments ma), bl' 
  attempted at any stage of a reanimator's 
  career, with the chancl'of successcquivaJcm 
  10 Reanimation skill. Usually o nl y o ne 
  ,
  j:::i?~~·~:~~~~~:~:,any given six-month 
  time is spent onsmalJ 
  experiments. and in 
  :mempts to get hold of the components (such 
  as freshly-deceased human corpses) needed 
  for the work. Successful reanimation 
  experiments don't necessarily lead to the 
  creation of a complete zombie. In the early 
  stages they are more likely to produce useful 
  information which adds Id4 toReanimation 
  knowledge for the next round of research 
  and experimentation, and COStS Id6 Magic 
  Points and Id3 SAN (I SAN if a SAN roll is 
  made). 
  The keeper should decide if thcse 
  experiments will ever be allowed to succeed. 
  and determine the consequences of success. 
  Usually a reanimated corpse will resemble 
  the 'traditional" zombie described above, 
  though in some cases it will seem to have a 
  genuine personality. Such cases may. 
  however, be caused by possession. as 
  described bcJow. In either case removal of 
  the magic or possessing spirit which keeps 
  the body animated will result in instant and 
  permanent death. SAN effects arc as the 
  'traditional' zombie. 
  POSSESSION 
  Sometimes a corpse rna)' be animated by the 
  spirit of another being. The motivesof such 
  interlopers can vary from malevolence to 
  curiosity; often the)' arc totally alien. The 
  sophistication of their imitation of human 
  life varies with the intelligence and powerof 
  the invading spi rit . In some cases the 
  resulting creature is liule more than a 
  lombie, in others the invading presence issO 
  powerful that there is no easy way of spoiling 
  the deception. Powerful sorcerers (and 
  pOSSibl y Scientific reanimalOrs) may be able 
  to capture such entities and use them to 
  animate their wmbies; ifso, they will usually 
  be programmed to obey their 'creators' 
  commands. 
  In some cast's tllest' ("ft'alUrt's 
  responsible for he 
  bodies. as 
  0"' 
  
  personality remains present but is dormam 
  until the intruder is driven out. 
  Keeper's Information 
  Possession of a corpse will occu r if a human 
  is killed under circumstances favourable to 
  the invading entity involved; for example, 
  someone killed in a temple sacred to 
  Cthugha might be invaded by a Fire Vampire, 
  In general, possession isonly possible where 
  the invading personality isn't firmly tied to 
  a physical body. In the above example, a Fire 
  Vampire is essentiall y a shifting formless 
  cloud of gas whose composition will 
  continually change, and the controlling 
  essence will bea very small pan of the cloud, 
  The Great IUceofYith may occasionally use 
  this method, when their telepathic time 
  trnxe!'tunes in' to someone as they are killed; 
  this would be a very r.lre occurrence, since 
  there is evidence that the Great Race have 
  StT\'ants who research the lifeline of their 
  human hosts before invading them, 
  Directed possession (summoning a 
  M)'thos creature :md directing it to occupy 
  a corpse) requires knowledge of the 
  appropriate Summoning and Binding spells, 
  and a ritu:tl comparable to the creation ofthc 
  tf'.Iditionalzombie deSI..'fibed abo\'t~ , In this 
  cas(' there is no n('t~d 10 drain blood or 
  suppress the \'iclim's POW; Ihe victim is 
  simply killed as soon :IS Ihe summoning is 
  successful, and the summoneo spirit takes 
  control of the fresh corpse, For this 
  technique the body needs to be as fresh and 
  int:lct as possible. anoth(' m:tsters of this 
  technique h:t\'C fXTf,,'cted quick and painl<:ss 
  :ttt:tcks which leave easily repair.lblcdam:tge, 
  In many C;lseS theSt' involve useofthe I\l:irtial 
  ArtS skill dt:scribt:d 
  in Masks Of 
  Nyar/afbofep. Other pOSSibl(' methods 
  includl' drowning. fn:'ezing, or suffocation. 
  though the first tWO would be very 
  in:tppropri:tte for a Fire V:lmpire! 
  Although tht: im'ading spirit is bound to 
  the host corpse, il isn't nt:ct:ssarily under the 
  control of the magician or scientisl who 
  summons it; it may be necessary to perform 
  another hinding rint:tl to kecp the zombie 
  under control. 
  Zombies cre;ueJ 
  havethel 
  , I 
  spiril, and the STR, CON, and SIZ of the host 
  corpse, The inv:lding spirit has full 
  knowledge of all spells, and may have 
  powers related to those of the invading spirit, 
  For example, a human corpse possessed by 
  a Fire Vampire spirit might have the power 
  of pyrokinesis. causing fires without 
  physical contact. 
  Zombies created by possession are 
  probably the most dangerous type, Luckil y 
  they rarely make loyal servants, though it's 
  possible that such azombie might be created 
  at Ihe instigation o f Ihe invading spirit, as 
  pan of some complex plan of destruction. 
  Another form of possession is mind 
  swapping, used by the Great IUceoCYith and 
  some other creawres, In this form the 
  person:tlities from two bodies are swapped, 
  Usually this is permanenl, tho ugh 
  sometimes it 's possible toswap back, Some 
  powerful magicians can transfer their own 
  personalities this way, swapping bodies with 
  a yo unger host to achieve a form of 
  immortality, Usually a prerequisite isa ritual 
  or drug!O suppress the victim's POW; exact 
  details are beyond the scope of this article, 
  PARASITISM 
  Sometimes a corpse may be reanimated by 
  an invading disease or parasite which is 
  capable of reactivating the body, Such 
  reanimated 
  corpse s 
  are 
  usuall y 
  'progr.lmmed' for stereotyped behaviour 
  which will help spread the infeClion, such 
  as the murder of un infected humans. This 
  type of infection may also be controlled by 
  a sufficientl y resourcdu l magician or 
  scientist. and the disease might thus be used 
  to kill victims and conn:n them directh' into 
  zombies. 
  . 
  Keeper's Information 
  Infection is most effective in isolated art:as 
  with poorcommunication; in such areas the 
  dise:tsc m:ly gCI a firm hold before anyone 
  realises what is happening. Thediseasewill 
  I ' 
  vulnerable to some natural or 
  'i~~~~~~,~~~i;~::~: as modern antibiOlics; 
  I 
  to make such 
  .'"d;,e",c is cured 
  the patiem dies, since the infection only 
  affects dead tissues,lnfection may cause the 
  host body to become unnaturally strong, 
  much like the traditional zombie described 
  above. 
  AUTOMATISM 
  One final cause ofzombic·like behaviour is 
  automatism, a form of insanity in which the 
  mind 'switches off, leaving the body 
  repetitivelyperformingsomesimpleaction. 
  Usually these actions have some relevance to 
  the events which caused the insanity; a 
  victim might go through the motions of 
  drawing and firing a gun, raising the hands 
  to ward off an anacker, and so on, Such 
  'automatons' can often be made to perform 
  different activities, such assweeping a floor 
  or polishing a table, Once a pattern of 
  movement isest:tblished it will beconlinued 
  indefinitely, even if circumstances change; 
  for example, sweeping movements would be 
  continued even if the broom wastakenaway. 
  Sometimes automatism is associated with 
  phobias and other forms of insanity. 
  Keeper's Information 
  'Automatons ' can be made to perform 
  actions by moving their hands and pushing 
  them through rhe correct sequence. After a 
  few repetitions the movements wiU continue 
  spontaneously, Victims of automatism can 
  sometimes becured by psychotherapy. using 
  the normal rules for treatment and 
  institutional disasters, 
  Ingeneral, automatism isa fairly random 
  effect ofinsanity; it's unlikely that a zombie 
  work force of the type described abo\'e could 
  be recruited by driving victimsinsane in this 
  wa)'. However, it 'spossible that some Mythos 
  creatures may be able to induce this effect 
  deliberately, It 's also possible that genuinc 
  zombies might be disguised as automatons; 
  for example, as inmates of an asylum run by 
  CUltists, Automatism is a particularly 
  appropriate form of i05anit,Y for :lI1yone 
  driven insane 
  zombies or 
  witnessing 
  I 
  
  r~~~~THE~~~------------------------------------
  PADDINGTeN 
  H0RR0R 
  Following last month's 
  article, With A Pinch of 
  Salt, Marcus Rowland 
  presents an adventure 
  for Call of Cthulhu 
  This advcnlUrt: is designed as a slot-in 
  episode for any 1920s CoC campaign in 
  which an investigator has bttn capmred by 
  Cultists, and nOt immedi:uely rescued. All 
  material here is for the eyes of the keeper 
  onl y. A London scu ing is assumed 
  throughout, and you w ill find the material 
  presented in the new Green & Pleasant 
  Land package especially useful in running 
  Ihis advenlUre. If YOUf campaign has a d if-
  ferent selling, however, you should find 
  that minor details com be changed quite 
  easily. 
  Once one of ro ur players has been captured 
  by the Cuilisis. for whatever reason, the 
  following newspaper slOry appears the \'ery 
  next morning: 
  SINGULAR REVELATIONS 
  AT CORONER'S COURT 
  The inquest into the deaJh of Michael 
  MacNamara was adjourned today for 
  further medical reports. Mr. Mac-
  Namara, a builder's labourer, wasfoulld 
  dead beside the lines of the Great 
  Weslem Railway, near Puddington Sta-
  on Monday evening. He had betn 
  . . 
  his Kilburn home for a 
  I 
  week. 
  At first it was thought that the de-
  ceased had falten from a train and died of 
  his wounds, but Doctor Bernard 
  Spilsbury, the Police Pathologist, gave 
  evidence that no blood had been found . 
  He went on to say, 'When I eMmined the 
  body I found strong indications that Mac-
  Namara had been dead for some time; I 
  would estimate at least three days. The 
  body seems to have been bound before 
  and during death.' At this point the wife 
  of the deceased collapsed and was taken 
  from the court. 
  Dr. Spilsbury added 'There were cuts 
  at the wrists and ankles. and I believe that 
  the cause of death was loss of blood. 
  Marks on the body are consistent with 
  damage some time after death. I would 
  guess that the body had been dropped 
  from the foot-bridge overhead. H()\I{ever. 
  I \muld prefer 10 make further teSts before 
  committing myself fully. Some markings 
  appear to have been drawn on the body 
  before death and on these I would prefer 
  not to comment further at this time: 
  The Coroner adjourned the inquest 
  pending further medical and police in-
  vestigations. It is believed that the police 
  are treating the case as Murder. 
  KEEPER'S INFORMATION 
  This episode should only be used when one 
  of the investigators is completely at the 
  merc), of Cultists. Any temptation to capture 
  an investigator especially for this adventure, 
  though, should be resisted, since there is a 
  fai r chance that the victim will die. For the 
  purposes of this adventure it's Slated that 
  the Cultists involved worship Hastur; in 
  your own campaign some other deity may 
  need to be substituted. 
  A group of london-based Cultists are led by 
  Colonel Dennis Bryant.Hoskins. a former 
  member of the Royal Engineers who spent 
  several rears in Haiti. The Cultists are try· 
  ing to tunnel down 10 the River West· 
  bourne. This stream W:lS buried in Victorian 
  ~ '!I 
  times, since it periodically flooded and was 
  Iinle more than an open sewer, but the 
  Cultists believe that it gives access to many 
  curious locations under the city. Unfor-
  tunately both ends are now inaccessible; 
  one end is a buried underground spring, the 
  other is in Hyde Park, where a trickle. flows 
  into the Serpentine lake. The tunnel mouth 
  is very low and securely barred and locked , 
  and use would attract toO much attention. 
  Bryant-Hoskins knows the s«ret of zombi· 
  fication , and the Cultists are using 
  reanimated corpses to dig down from the 
  cellar of a house-near the railway. Unfor· 
  tunately three of the wmbies were crush-
  ed when part of the tunnel collapsed, and 
  the Cultists are currently trying to create 
  replacements, using the technique describ· 
  ed in With A Pinch DfSall (WD87) under 
  'Traditional Zombies'. 
  Bryant-Hoskins is aided by his chauffeur, 
  Oscar Nadler, and his valet, Hugo Jervis, 
  who are both committed Cultists. Their first 
  victim was Michael MacNamara. UnfOrt· 
  uruuely they misca.lculated his strength, and 
  he bled to death before they were ready for 
  the transition from life to ·undeath'. Now 
  members of an allied Cult (whichever o ne 
  is used in your campaign) have provided 
  another victim · the investigator who was 
  captured. Bryant-Hoskins will be ready to 
  try the spells again in a few days. 
  A[ this stage the captured itl\'estigator 
  should be secretl y told that he or she has 
  been knocked out. and wakes up in a brick 
  cell. stripped naked but provided with a 
  mattress and a few blankets. The cell door 
  is impressively thick metal, and doesn't 
  show any signs of giving way when push. 
  ed . A dim light comes through a ceiling 
  gril1e. and a failing electric bulb is JUSt visi· 
  ble above it. Bowls of gruel and slices of 
  bread :Ire pushed under a door flap three 
  times a day; there is no cutlery, and the 
  utensils are made o f papier mache, which 
  can't really be used to dig or make we:lpons. 
  There's a small chamber pot in one corner: 
  it wo n't be emptied unless it's pushed o ut 
  through rhe flap. Cries will be ignored; if 
  [he investigator listens carefull y. faint 
  rhythmic thumping noises can be heard. 
  ~.' -""""-~,, 
  I-
  ~ 
  , '-
  f 
  
  The other investigatOrs should ~ told that 
  they ~e the Story printed ea.rlier in the 
  newspaper the morning uter their col-
  league disappeus. You should nOt imply 
  that it's a due to the fate of their colleague, 
  and while you :let: at Ii~ny (Q add other 
  stOries which tie in to your c:tmpaign, you 
  should try to ensure that there's no other 
  story that could be misinterpreted:lS a lead 
  in thiS case. Details vary slightly In different 
  papers, but The Times naturally gives the 
  most complete account. 
  If they decide to investigate, you need take 
  no funher action, otherwise characters 
  with :.appropri:lte backgrounds (eg, anthro-
  pologiStS, ps}'chic resa.rchers, explorers, 
  etc) will be contacted by the police or 
  Doctor Spilsbury, who will wouu thdr views 
  on the odd m:trkings found on the body. 
  Anyone making a Cthulhu Mythos roll and 
  who has some knowledge of H:lStur will 
  recognise one of the symbols as rel:tting to 
  the deity, nurked on the skin in red 
  cochineal dye, though it is blurred and in· 
  complete. Investigators who make an 
  Occult roll recognise some of the s«ondary 
  mark;nQ~ as beln!:! ar--
  ~'.;:('- '" _., ... 
  0 ~-,---
  by the police, and the owner of the pub 
  where he w-as l:lSt sun will be surly and 
  unco-operative. 
  Eventually a group of men, their faces 
  m:lSked by scarves and caps, comer a 
  member of the team and sUrt questioning 
  him or her. It should become almost im-
  mediately apparent that MacN2m2r2 
  belonged to one or other of the factions 
  currently active in lrel:md. On the night he 
  diuppe2red he w-as on his W2y to 2 meeting, 
  carrying '2 lot of money' (2ctu2ily £24 2s 
  3d) contributed by supporters in Kilburn. 
  Further dewls of his 2ctivir.ies won't be 
  reve2led to the investig:ator. no nutter wh:u. 
  MacNamara's :t.Ssociates want to know 
  everything the te:lJTl h2ve le:uned. If the in-
  vestig:ator cooperates, one of the Irishmen 
  will S2y th2t M2cN2mara left with three 
  men, nOt one, 2nd W2S seen entering 2 blue 
  Morris un, licence UZ 213, which left 
  before anyone could stop them. Both the 
  other men were thlck-sct, one of them was 
  bald; all three were strangers. They c:m't 
  reveal:my other useful infontl2tion, :md:trC 
  .
  ~
  _ .. ..... ~ 
  ... , __ ... _
  _
  _ ,, __ 0 -
  _ 
  •• • 
  _._ . ..
  . 
  ~ 
  seeing or he:lring anything stnnge. This 
  isn't surprising; the ra.i.1W2y line:u this point 
  p:lSses through a huge shunting }':lrd, 2nd 
  there is alW2}'$ noiSe from truns, callie 
  W2gons, shunting engines :md workmen. 
  The surrounding houses:trC C02ted in 500t 
  and grime, :md the streets are often filled 
  with 2 choking mist of stea.m:md smoke 25 
  an engine P:lSscs. 
  While the investig2tors:ue looking around 
  they'll be 2proached by 2n eight ye2r old 
  neighbourhood boy, who'll sun :lSking 
  questions 2bout their C2t'; cngine size, mn-
  imum speed, horsepower, 2nd so on. C2r 
  sponing is a common hobby in the 19205, 
  and m2ny chil~ write down the licence 
  numbers 2nd models of :my C2t' they sce, 
  along with the date 2nd location. Suitable 
  bribes of a penny or two, a few sweets or 
  dg:arcr:te c:uds, should result in the chUdml 
  letting adults sec their logbooks. Eventu21· 
  Iy they'll find two or three who h2ve 
  recorded seeing the V2Jl in streets 2round 
  the Portobello Ro2d, a mile or so to the 
  west. Of course, 2duhs may object 10 
  SIC2tlgers giving their children money or 
  ~~~ :Inri :I nllmht-r of inrirll"nljl m:lV 
  
  The driver (Nadler) 'waits while a passenger 
  Oervis) gets out, enters the garage, and 
  returns a minute or two later, As the Bentley 
  leaves, the investigators smell smoke; the 
  visitor has spilled petrol around the garage, 
  and set fire to the van to destroy any clues, 
  Unless the investigators are careful they may 
  be blamed for the fire; after all, they've been 
  wailing outside the garage for several hours, 
  The Bentley can be followed back to the 
  house, but takes evasive action if the in-
  vestigators are tOO obviouS. Alternatively, its 
  licence number can be traced by anyone 
  with police contacts, though this takes 
  several hours. 
  Bryant-Hoskins' home is a three-storey Vic-
  torian house, standing in modest grounds 
  surrounded by high holly hedges, a hun-
  dred yards back from the railway, There are 
  occasional signs of other people in the 
  house; for example, a cunain might move 
  or a light might be switched on or off. The 
  Bentley is parked on the drive and twO 
  more cars are parked in the street, which is 
  very unusual in this era. While the in-
  vestigators are studying the house twO more 
  cars arrive, and the occupants are admilled 
  to the house, Naturally jervis knows the 
  Cultists by sight, and won't admit anyone 
  he doesn't recognise, Nadler backs him up 
  if there's trouble. 
  During this section of the adventure the 
  player running the prisoner should be 
  separated from the others, if they haven't 
  been already, Say nothing (to any player) to 
  confirm that the \'ictim is in Bryant-
  Hoskins' home, 
  Around this lime the captive investigator 
  should be told that he or she has felt ill since 
  the last meal. 1\\'0 men wearing hoods enter 
  the cell, and order the prisoner 10 accom-
  pany them upstairs, The victim has been fed 
  a drug to suppress POW, as described above, 
  If the drug worked no resistance is possible; 
  if it failed the victim has lost some POW, 
  and must roll against 5 x modified POW 10 
  resist orders. Both Cultists have coshes and 
  ropes, and should be able to overcome a 
  weakened victim. As the viclim leaves the 
  cell a shaft in the floor can be seen, but the 
  victim is led up through an apparently nor-
  mal house to the allic, where he or she is 
  spread-eagled and tied to a wooden frame. 
  Try to avoid saying anything that confirms 
  that the victim is in Bryant-Hoskins' house. 
  Bryant-Hoskins' house isn't an unusual 
  design, and any medium-sized building plan 
  can be used, The main points of interest are 
  the excavations in the cellar (a shaft thirty 
  feet deep, and a tunnel leading off tOwards 
  the river), the cell, a copy of The Go/den 
  Bough (the usual edition) and some old 
  papers securely locked in the Colonel's safe, 
  and a sound-proofed attic temple devoted 
  to Hastur. The papers in the safe describe 
  the zombification process; they are a unique 
  source, wrillen in a mi xture of English and 
  French, and give 8% Mythos knowledge, 
  15% Occult knowledge, a x2 spell 
  multiplier (for the zombification ritual on· 
  ly), and the loss of Id8 SAN, There's a gun 
  rack in the Colonel's study, with enough 
  rifles and shotguns for all the Cultists, and 
  they'll definitely use them if there is warn-
  ing of an attack. One of the bedrooms has 
  been convened to a small pharmacology 
  laboratory; it contains all the ingredients 
  needed to create the POW-suppressant 
  chemical used in the first stage of zom-
  bification. 
  If the investigators break in they hear a faint 
  nOise of voices from above, and murtled 
  thudding noises from the cellar. If the in-
  vestigators go down they discover the zom-
  bies, but are delayed long enough for their 
  COlleague to be killed. If they go up first 
  they must fight their way past jervis and 
  Nadler. and one or two other cultists, who 
  stand guard outside the allic. I£ they can 
  defeat them within five rounds the victim 
  is still :ilive when they break in (but only on 
  Id4 hit points), and is bleeding to death. 
  There are three Cultists for each in-
  vestigator, plus Bryant-Hoskins and his two 
  servantS. There are four zombies, which 
  normally spend their time digging, lWo or 
  three of the Cultists are members of high 
  society, and their arrest would be a great 
  scandal; if they -are killed there will be an 
  outcry for the arrest of the murderers! 
  Naturally, neighbours call the police within 
  a minute or tWO of the first shot being fired; 
  even in the 19205 London's police have cars 
  available, though they do nOt have radiO, 
  and will arrive fairly quickly. Constables 
  who are in the area may also arrive on 
  bicycles or on foot, using whistles 10 sum-
  mon reinforcements. 
  Meanwhile, the prisoner in the attic sees the 
  Cultists begin some SOft of ceremony. The 
  victim is daubed with dye in elaborate pat-
  terns, and cutS are made at their w rists and 
  ankles. Blood starts to drip OUl, and the vic-
  tim should lose Id6 SAN (I SAN if a SAN roll 
  is made), As the minutes pass (assuming the 
  other investigators don't come upstairs im-
  mediately) the victim feels progressively 
  weaker. When hit points drop below half 
  CON start rolling for unconsciousness. The 
  victim ' wakes up' a little later, and should 
  be told that he or she is feeling much 
  stronger. Since the zombies haven't been 
  seen by this character the truth may not be 
  suspected for some time. This scene should 
  be staged as the investigators finally reach 
  the attic, so that the victim has become a 
  zombie, but still retains consciousness, 
  when the investigators break in. At this stage 
  the team can be reuniled, but should not be 
  allowed to compare notes, 
  As the investigators arrive the victim should 
  be told that he (or she) feels strong enough 
  to try to break free. Oppose the victim'S STR 
  to bonds of STR 10, modifying the roll for 
  the increase in strength caused by zom-
  bification. Repeated attempts can be made. 
  The fight continues until all the Cultists (or 
  all the investigators) are killed or un-
  conscious. If the zombie (ie, the captured 
  investigator) is injured it takes one point of 
  damage from impaling attacks, half normal 
  damage from other attacks, 
  Once the fight has ended the zombie-
  investigator begins to feel unwell, and the 
  investigators should nOtice that they aren't 
  bleeding from any injury, including the cuts 
  made by the Cultists. There is no pulse or 
  heartbeat, and the investigators should 
  realise that the victim has suffered some 
  form of transformation. Id6 x Il">'T minutes 
  laler the victim's INT is lost, and the zom-
  bie will go on a rampage, attacking friend 
  and foe alike until it is destroyed. 
  Most anermaths of this adventure are 
  unpleasant. The investigators should have 
  no clue to their original enemies, since 
  Bryant-Hoskin's group was entirely 
  separate; it's unlikely that he will survive to 
  talk. The investigators may also have to 
  answer a lot of questions about their pan in 
  a gunfight or ritual murders. The truth isn't 
  likely to be believed, although there might 
  be enough evidence to persuade the 
  authorities to keep the whole ghast.ly scan-
  dal quiet. At worse, the publicity involved 
  may make life very difficult for the in-
  vestigators, as their names arc added to the 
  lists of enemies kept by CuJts, and elaborate 
  revenge schemes are set in motion. Depen-
  ding on your plans for your campaign, it 
  might be a good idea for the investigators to 
  leave the country for a year or two (and 
  maybe allow you to use some adventures set 
  in foreign dimes), or even change their 
  names. 
  CHARACTERS 
  Colonel Dennis Bryant-Hoskins is a 
  tough former soldier. He left the army after 
  a scandal involving the death ofa nativeset· 
  vant; no other details are readily available. 
  STR 13 CON IS SIZ 17 
  INT 18 POW22 
  DEX 15 APP 16 EDU 17 SAN 0 
  Hit PIS 16 
  Skills: Chemistry 45, Cthulhu Mythos 64 , 
  Dodge 65, Drive Automobile 55, Electrical 
  Repair 35, Linguist 42, Listen 56, 
  MechanicaJ Repair " 5, Occult 75, Pharmacy 
  55, Read French 55, Speak French 77, 
  FistlKick 55, Rapier 72, Revolver 61, Rifle 
  45, Shotgun 52 
  Equipment: Carried - .45 revolver, sword 
  cane, cosh, I dose POW-suppressam 
  poison, jack knife 
  In house - vario us rifles and shotguns. 
  Pharmacy equipment, Ritual knives etc 
  Spells: Contact HaStur, Zombification, 
  Ritual, Withering. 
  HugoJervls and OSCM Nadler should be 
  generated as tough thugs, with high STR, 
  SIZ, and CON, good combat and stealth 
  skills, but little education, The other 
  CultistS are typical medium to low level 
  followers of the Mythos; they have a little 
  Mythos knowledge, but no spells, and nor-
  mal characteristics and skills. At least twO 
  more should be as strong and tough asjer-
  vis and Nadler. They begin the adventure 
  with knives but can get guns from the study 
  if there is time, 
  BACKGROUND NOTE 
  With the exception of Dr Bernard Spilsbury 
  (later Sir Bernard Spilsbury) all characters 
  are fictitious. For many years, from before 
  the First World War to after the Second, 
  Spilsbury was the most distinguished 
  British forensic scientist of the age, and 
  poineered many innovative techniques, 
  such as the reconstruction of corpses and 
  the use of dental evidence. He was respon-
  sible for the conviction of many of the 
  murderers of the period; for example Rouse, 
  Crippen, Thompson and Bywaters, etc. 
  Spilsbury was one of the leaders of the 
  twentieth-century 
  revolution 
  in 
  criminology, and his skills should be a for-
  midable challenge for any murderous in-
  vestigator in Britain. 
  ~==~~-------------------------------~ 
  14 QC.XIJiJ{ij ~ 
  
  Very 
  ~ 
  T 
  Phobias in Call Of Cthulhu 
  by Carl Sargent 
  'Hideous, slavering tongues, slicking around my legs ... drooling, 
  obscene mouths, gibbering, hot with slime. The snickering of many 
  mouths, the dribbling of snake-like tongues. Aiiiieeee!!' 
  "Yes, yes, Mr Smith. I rmderstmld tbat 
  you have been through some kind oj 
  traumatic experience. By just what has 
  tbis 10 do with you being afraid of 
  driving gloves?' 
  Phobias play an important part in Call 
  oj Cthulhu, and most inlrepid im'csli· 
  gaton should develop at least one major 
  psycholOgical quirk during their careers. 
  Phobias will appear as a result of 
  tcmpol'2ry insanity and are frequently 
  found even in the permanently insane. 
  To make the most of phobias, therefore. 
  keepers should be looking to develop 
  personality disorders as a result of what 
  their investigators experience. It is clear, 
  as urged in the CoC rulebook and in 
  many of Lovecraft's own tales, that the 
  fo rm of phobias should reflect the 
  forms andlor principles of the Mythos 
  horrors which drove the afflicted 
  person insane. In other words, whatever 
  it was that the poor investigator 
  experienced ought to be a major pan in 
  the phobia he or she develops. 
  The CoC rulebook and Companion 
  (receOlly printed together in a hardback 
  lonnal) list many phobias, but keepers 
  can always do with more. \'(/hat is fear 
  of slime called, a phobia relevaOl to 
  Cthulhu if ever there was one? What is 
  fear of solitude? The Clbulbu 
  Companion claims that it is mono-
  phobia, but it's wrong, since this is fear 
  of one tbing. So, seeing as I know a 
  little bit about phobias, and since I have 
  developed three or four as a resuh of 
  12 ~~ 
  dealing with Wbite Dwarf editors, this 
  article reveals many useful secrets for 
  keepers to introduce. If your players 
  have read everything in the book about 
  phobias, surprise them with a few of 
  these. Most of them have been selected 
  because of their obvious relevance to 
  Call ofClbulhu, but one or twO are 
  included because they're rather odd, 
  and one at least because it's \'ery silly. 
  In fact, let's start with the silly one .. 
  ALEKTOROPHOBIA 
  Fe:lr of Chickens 
  I kid you not. We all know that 
  chickens are 5hanuk birds hiding inside 
  chicken suits, don't we? All that stuff 
  with clucking and laying eggs is JUSt a 
  front. Chickens are heavy duty. You 
  should always blow them away on the 
  off-chance. 
  AMYCHOPHOBIA 
  Fear of Being Scr:ltched 
  Things have claws. Things scratch you 
  with that nameless, unspeakable inner 
  resonance that means you r soul is lost 
  to the Great Old Ones or o ne of the 
  many clawed, scratching abominations 
  of the Mythos. A scratch is an iOlimat· 
  ion of the nature of damnation. Auto-
  amychophobia means you'd sooner feel 
  that itch for the rest of your life than 
  scratch it yourself ... But then, ..,hat if it 
  isn't an itch? 
  BATRACHOPHOBIA 
  Feu of ReptIles 
  Cold-blooded creatures seem 10 have an 
  obvious affinity with all sorts of 
  creeping, oozing horrors like Serpent 
  People and Huming Horrors and even 
  more unimaginable scaly, cold, e1dritch 
  creatures with huge teeth and forked 
  tongues and vast humanophagic 
  appetites. Even garden lizards, stupidly 
  dismissed as harmless by most fools, are 
  watching, watching ... 
  BLENNOPHOBIA 
  Fear of Slime 
  Show me a Cthulhu campaign that 
  won't benefit from the iOlroduction of 
  this one! E\'erything in the Mythos is 
  slimy (well. almost everything). And it 
  won't SlOp with Slime; viscous oils, 
  jellies, the signs of the passage of 
  Mythos creatures are everywhere. To 
  make this playable, it might be 
  restricted to organic slimes like the 
  horrible mess you get in the oven tray 
  after roasting a Shantak bird· sorry, I 
  mean chicken, of course. 
  CARNOPHOBIA 
  Feu of Meat 
  How can you be ceruin where this stuff 
  comes from? Butchers look at you in 
  such an odd way ... they're almost 
  
  ecruinly cultists, and if rnc:;11 is what 
  you kat it could tx:. can ghouls be f:u 
  behind? Or worse? The possibilities are 
  too horrible to contemplate. 
  CNIDOPHOBIA 
  Fear of Stings 
  Stings are ovipositors; they may lay 
  eggs. Inside you. You may nOI e\'cn feel 
  it. since the nioger may h2ve itS own 
  loc:tl :lOaesthetic. All you will know is 
  the final few ~conds of mind.numbing 
  shock as t.he ghaStly spawn erupt from 
  your innards, uttering a guucral 
  u!ubllan. Watch oul for uno.:~cted 
  weight 82ln . the:: devdoping larvae :Ire 
  absorbing nunienlS within you - or 
  watch for weight loss :1.5 they drain your 
  vit:ll fluids away. Be afraid of anything, 
  but be espc=clally afr:lid of stingers, wet 
  and barbed :md chitinous and 
  gliStening. Squeeeek. 
  CREMNOPHOBIA 
  Fe:u- of Prt!clplces 
  This is to Simple vertigo what malar!2 is 
  to car sickness. The shttr drop below a 
  r.
  ~cipice ... ii's tOO potently symbolic. 
  t's not a question of wondenng what's 
  down the~, and whether it will come 
  for you. You InlOW what's down the~ , 
  and that It will come unless you fall 
  down and grab hold of the ledge, hold 
  if tight, and no W2y a~ you moving 
  from hert ... The simple thOUght of the 
  possibilit)' of a p~cipice Is enough to 
  paralyze you. 
  EISOPTROPHOBIA 
  Fe:u of MJrrors 
  The most ghastly thought is not simply 
  that mi r ro~ might show you how 
  things really are. It is not enough that 
  your ageing, and those odd marks of 
  foul origin, should be reveaJed. Nor is it 
  only that those around you who 
  maintain some illusion of normality 10 
  cloak their true, monstrous, nature 
  might have that natu~ ~eaJed as you 
  take a look at them in the true·seeing 
  lens. No, the horror goes deeper than 
  this. It is the progressive changes which 
  are SO terrible. Each day shows the 
  horrors of rt2lity more and mo~ 
  clearly, and this raises the obvious 
  question: 2re the abominations you see 
  degenerate with each passing day 
  actually deteriorating, or is it that the 
  brooding mirror chooses only to ~eal 
  the full horror of things at its own 
  chosen rate? 
  EREMOPHOBIA 
  Fe:u of SolItude 
  Being alone is the mOSt terrifying thing 
  in the world. By definition, there is no 
  help to be had, no souoce of comfort, 
  no·one to share adversity and fellow· 
  feeling with. It is impossible, 
  intolerable, to be alone. Because 
  something will come, and then you'U 
  wish you ~ally were alone. In the quiet 
  of solitude the~ wUl be a rustUng or a 
  slithering or the sounds of movement 
  of some obscene mass, approaching 
  with the implich promise that you will 
  never be alone again. Because you will 
  never be any/bing again ... 
  ERGASIOPHOBIA 
  Fe:u- of Surger y 
  Doclo~ are mad; this ought to be 
  obvious to anyone. They have many 
  )'ears of intensive study which putS 
  them under severe st~ss . .... nd they are 
  learned men and they read books. 
  Dangerous books. perhaps. 'X!o~t of aU, 
  thev are interested in medicine, 2nd th2t 
  me2ns life, Iife·forces ... It's obvious 
  we're l:llking serious Mythos invoh'e-
  ment here. So. doctors 2re sick, 
  dangerous fan2tics 2nd surgery is the 
  worst thing of all because )'ou are 
  an2esthetized and helpless as they 
  perform their profane operations and 
  extract God knows what fluids and 
  organs from you or inse" some 
  slithering, licking obscenity ... You 
  know the feeling, you're helpless but 
  nOt insentient . Everyone knows 
  someone who has had out·of-the·body-
  experiences during surgery, who have 
  been helpless but aware, railing 
  impotently at the dreadful acts of the 
  demented medics. Surger),? Death is 
  infinitely preferable:. 
  HAPHEPHOBIA 
  Fe:u of Being Touched 
  If it can touch rou, it can eat you, 
  infect you, flay your skin aW2Y, and10r 
  co\'er you with acidic paralyzing slime 
  which will slowly eal YOUf flesh aW2y. 
  And those are JUSt the easilr-imagined 
  possibilities. Of all the senses, touch is 
  undoubtedly the most disgusting, 
  because it is so primal, so primitive, 
  JUSt like the undifferenti2ted blobs of 
  protoplasm, the Spawn of the Deep 
  Ones, reaching out with their blind, 
  mindless, touch ... Squirmmmmmmmm. 
  HELMINTHOPHOBIA 
  Fe2r of Worms 
  .... nd not just dholes either. The smaller 
  ones an: their spies, seeking out prey in 
  their seemingly mindless way. Worms, 
  more than anything, epitomize the most 
  factid Mythos horrors, not least the 
  haunters of tombs where worms feed, 
  ghouls prowl, and nightmares an: 
  conjured up. Above all, worms are at 
  their most truly disgusting when they 
  move; that limbless, squeezing.and-
  squelching, writhing motion ... Think 
  how that feels on sensitive skin; think 
  how it will fed when you discO\'er that 
  the worms' best·hidden secret is their 
  tiny but ultimately fuUy destructive 
  teeth. 
  HOMICHLOPHOBIA 
  Fe2r of Fog 
  More dreadful by far than darkness. In 
  darkness there is 3t \east the mercy of 
  surprise 2nd a sudden death. But in the 
  fog, terrors loom. They slowly emerge, 
  every- noisome detail of their membran-
  ous forms forcing itself inlO an 
  atrocious awareness on the victim's 
  parI. Vaporous blasphemies materi2lize 
  from the mucus gloom and slowly 
  cnmesh victims, stifling their screams 
  with suffocatingly wet embraces. Fog is 
  not a pleasant business. 
  ICHTHYOPHOBIA 
  Fe;u- of Fish 
  Enough said. Fish come from the deeps. 
  So do many other things, and we know 
  exactly what they're like ... don't (:\'Cn 
  think about them. Dread, noisome 
  things are hauled up in fishing netS. 
  And (:\'en ordinary, dead fish sometimes 
  look at you in a certain W:l)' ... thc)' 
  Imow. They have seen your future. 
  You'd better start writing your 
  autobiography now, because you don't 
  have long left. Fish are old, old beyond 
  reckoning, and they know abominable 
  secretS. 
  LYSSOPHOBIA 
  Fe:u of las:mity 
  Fear of losing one's mind is to some 
  extent universal and fairly rational, but 
  there is a difference between a rational 
  
  Fear and a phobia which dominates 
  much of a person's waking life. The 
  Jyssophobe is obsessed by insanity, 
  terrifled of it. Are you going mad? 
  Perhaps you are ... how would you 
  know? And what are you going to do 
  about it when it happens? I don't see 
  how you can go on being :m 
  Investigator. 
  A varianl problem would be 10 
  modify this phobia to be a fear of 
  asylums. This is even more rational than 
  a fear of madness !ada}'. In the 1930s 
  with the prospect of lobOiomies. 
  primith'e shock treatments and real 
  snake-pit candilians. 
  ODONTOPHOBlA 
  Fear of Teeth 
  Teeth bilt! and inject venom. There are 
  some which afC sharp for rending flesh 
  and there are some which are blunt for 
  chewing flt'sh. Some are barhed and 
  snagged and some drip ichorous fluids 
  whfcb digest o r paralyze or inflict pains 
  beyond knowing. Above all, monsters 
  have teeth and they frequently use them 
  even when no provocation is offered. 
  You cannot negotiate with teeth 
  operating at full speed. Disembodied 
  teeth, perhaps still aHached to some 
  necrotic, gulping gullet. are the worst. 
  They can appear at any time, 
  :mywhere ... 
  OMMATOPHOBlA 
  Fear of Eyes 
  You can be seen. There is nowhere to 
  hide. Flee wherever you choose, but the 
  divinational eyes will always seek you 
  out. At first , you will only notice 
  occasional, unusual gazes. eyes which 
  look the other way when you turn, the 
  o ne person in a hundred who gives the 
  game away ... But as you grow to realize 
  the universality of their sadistic scrut-
  inies, you will see also that w hat 
  appeared at first to be merely physical 
  organs, were actually point-projections 
  of an idiotic, blasphemous, all-seeing 
  awareness. The eyes have it aftt:r all .. 
  PHTHIRIOPHOBIA 
  Fear of Parasites 
  Parasites invade the body, so a 
  phthiri0.l'hobic shares some concerns 
  with cmdophobics (see above). But 
  parasites are .... -orse, for they will remain 
  with you and sap your stamina, reduc-
  ing you to a shell but not permitting 
  you the relief of death until they find 
  a bener host. And that will be someone 
  close to you. someone you spend much 
  time with, someone you love ... Your 
  last image as the Thing forces its' way 
  up your gagging throat and explodes in 
  a bloody shower is the frozen scream 
  on your loved one·s face as the parasite 
  takes up residence in its' new home, 
  arcing in a crimson spiral as it closes in 
  relentlessly. 
  Yeeughh. 
  PNIGEROPHOBIA 
  Fear of SmotherJng 
  Few ways of dying are exactly fun , but 
  smothering - being unable to breathe as 
  some gibbering. slime-covered un-
  memionable occludes your nose and 
  mouth - that is horrible beyond 
  endurance. You know it is worse than 
  anything else you can imagine (and you 
  brood on this a lot), because o( the 
  arcane knowledge the Horrors have of 
  pneuma. Pneuma, wind and breath, is 
  soul and spirit. By trapping your breath 
  and your dying shriek InSide you, the 
  dread nameless ones trap your soul. 
  They may feast on that for all eternity. 
  Smothering is the promise of an endless 
  dying, shrieking on and on throughout 
  aeons. 
  POGONAPHOBlA 
  Fear of Beards 
  Men with beards have three outstanding 
  attributes. First, they are fanaticS, 
  possibly cultists and almost certainly 
  mad. Sec·ond, they are sexual deviants 
  of one SOrt or another. Finally, they 
  read lots of books, generally the SOrl of 
  books which should not be read. This 
  combination makes mem dangerous 
  (espe~ially if you' re a female Investi-
  gator). Beware of men with beards. 
  They are knowledgeable, dangerous, 
  and mad. 
  SCIOPHOBIA 
  Fear of Shadows 
  The vampire, a terrifying thing to many, 
  is greatly feared. Quite right.ly too, if 
  you know what I mean. And what clue 
  did this unholy demon reveal, to show 
  that it was not delivered of any nalUre 
  we know of? It cast no shadow. A 
  terrible, unnatural creature with an 
  equally unnatural lifeless attribute. But, 
  far more than dreading the creature 
  which castS no shadow, the sciophobe 
  knows thai there exist an C'o'en more 
  ultimate horror of gibbering and 
  eldritch illusion - The Shadow Where 
  There Is No Creature ... 
  SIDERODROMOPHOBIA 
  Fear of Ra.11wa.ys 
  And nOI JUSt BR's Killer Staph 'n'Kidney 
  pies either. This is fairly odd, but 
  tunnels and embankments add to a 
  theme of claustrophobia , and everyone 
  knows you can'l escape from a speeding 
  ("rain. However, laking everything into 
  aCCount, the Buffet is still probably the 
  beSt bet as the place for some seething, 
  nameless horror to appear. 
  SIDEROPHOBlA 
  Fear of St:u'S 
  Even someone with o nly nominal 
  MythoS knowledge knows where the 
  Outer Gods and almost all the Great 
  Old Ones came from, and the nalUre 
  and names of at least a few of Ihe 
  monstrosities which make thdr way 
  between the nightmare worlds in the 
  fi rmament. A starlit night is a window 
  on the true horror of existence. Stars 
  are abomin ation factories. 
  TAPHOPHOBIA 
  Fear of Gr.tves 
  Let's face it, going anywhere near a 
  grave is suicidal. Even assuming that the 
  grave hasn·, got an Undead occupant, 
  }"ou're sure to find a bunch of 
  demented cultists armed 10 the teeth 
  with firearms and summoning spells, or 
  else a flock of ghouls who are going 
  home from the pub and fanc}' a quick 
  takeawar. If you get really lucky and 
  avoid al of this, the grave w ill contain 
  some awful item which will blow your 
  SAN to bits or else a book (which is 
  much the same thinlf). Graves make you 
  shiver. Fear is a man s best friend, here. 
  TRISKAIDEKAPHOBlA 
  Fear of Having Thirteen At Table 
  The Arocalypse. Should you ever be 
  one 0 Thirteen to table, the storm will 
  draw in, lightning will flash and 
  thunder roar, and the very fabric of the 
  heavens will be 10m asunder as Old 
  Ones materialize. Numinous chanting 
  will grow to unbearable volumes as the 
  Deep Ones surface, and the End of the 
  World will definitely be nigh. Your own 
  fate, of course. will be especially 
  appalling .. 
  One last nOte if you Vt'lnt to go tOlally 
  over the lOp on phobias. A fear of 
  everything is not, as CoC claims, panlO-
  phobia. Tbal, of course, is the fear of 
  having to atlend ckeadfully boring 
  theatrical <"'·ents in December or 
  January. Pan-, or Pano-, phobia is the 
  correct term. 
  Carl Sargent 
  
  Yet there is one aspect of the game which 
  continues to cause controversy among old 
  and new players alike· the Cthulhu Mythos 
  itself. This article will attempt to clear up 
  the confusion regarding H P Lovecraft·s 
  legacy. 
  In all of this, I am not puning forward an 
  argument for materialism. This is a state· 
  ment of wvecfafr's philosophy. and an 
  explanation of how the Cthulhu Mythos 
  arose out of it. As a matter of fact, I 
  disagree with almost all of Lovecraft's 
  views. That does not mean I cannot enjoy 
  roleplaying in a world based upon those 
  views. On the contrary. it is refreshingly 
  good to be able to playa game in which Ihe 
  very nature of life. the Universe and 
  everything has already been decided. 
  Combining this philosophy with the 
  historical setting of 1920s society 
  effectively means Ihat Call of Cthulhu has 
  more pOlential delail than any other 
  roleplaying game. It is no wonder that the 
  atmosphere comes across so strongly. The 
  world presented mighl be our very own, as 
  opposed 10 a Lovecraftian mirror of it. 
  To simply say that Lovecraft wrote horror 
  slories would be misleading. You will find no 
  ghosts, no vampires, and no werewolves in 
  his tales. Instead. lovectaft achieved 
  something truly unique. He wrote horror 
  stories based on the non-existence of the 
  supernaturall Allow me to explain ... 
  Howard Phillips Lovecralt was an atheist. 
  a materialist and a nihilist. He denied Ihe 
  existence of a spiritual world. saying that he 
  was ' ... never a believer in the prevailing 
  abstract and barren Christian Mythology'. 
  In Lovecraft's day. Science had already 
  conflicted with religious belief. Science said 
  that Man is not a product of the Garden of 
  Eden but of the evolutionary process. It said 
  that Man is a complex biological machine, 
  little removed from his ancestral apes. It 
  said that Man does not inhabit the centre of 
  the Universe. but a small planet orbiting a 
  small star in a galaxy of millions of stars. 
  This is what lovecraft believed. He didn't 
  actually like the idea. but he bitterly 
  accepted it as a logical conclusion to the 
  evidence provided by science. As he once 
  wrote: 
  · ... Life is a hideous thing. and from Ihe 
  background behind what we know of it peer 
  demoniacal hints of truth which make it 
  sometimes a thousandfold more hideous. 
  Science, always oppressive with its shocking 
  revelations. will perhaps be the ultimate 
  exterminator of our human species ... for its 
  reserves of Imguessed horrors could never 
  be borne by mortal brains: 
  When Lovecraft referred to Science as 'the 
  ultimate exterminator' he was not talking 
  about nuclear weapons or germ warfare. He 
  meant that. as our knowledge of the 
  Universe increased, so we would come to 
  realise that our civilisation and all it stood 
  for was without purpose and meaning. A 
  society which knew it was meaningless 
  would collapse. How could it function if it 
  knew that nothing has a purpose? 
  To Lovecraft. the 'crawling and miserable 
  vermin called human beings' were an 
  insignificant speck in a vast meaningless 
  universe. He felt that science would 
  eventually prove this to be the Absolute 
  Truth if we pursued it. His beliefs are echoed 
  in his creation: the Cthulhu Mythos. 
  
  The Fundamental Laws of 
  the Cthulhu Mythos 
  1. There are flO 'God' the 'Devil' or their 
  lIQuiysleot. There is no spiritual world 
  and no afterlife. Only Ihe material 
  Univ,rse exists. Alter death. there is 
  rMlthing. \/lie cease to exist. There is only 
  complete oblivion. 
  l The Universe is governed by the physical 
  "WI of Nsture. There can be nothing 
  such 85 the 'supernatural', since nothing 
  Cln be above these laws. This does nOt 
  mun that ghosts, for exemple, cannot 
  exi.t, but if they do exisl then they must 
  be natura' physical phenomena which 
  Kiel'lCe canoel yet explein, They are not 
  'spirits'. 
  J. All life Is simply an accident. an event 
  shaped by the laws of nature. The human 
  race is I random product of evolution. 
  There is no such thing as an abstract, 
  spiritual 'soul' • consciousness is a 
  collection of electrochemicel signals in 
  the brain. Man is a complex biological 
  machine whose existence is without 
  purpose or meaning. 
  4. Humanity is insignificant to the cosmos 
  as a whole. The Universe i. so vast that 
  the human brain could not begin to 
  realise the immense size of just one part. 
  Earth is just one of the planets in just 
  one 01 the systems in just ono of the 
  g.Juies in a universe of countless 
  galaxies. 
  5. Man Is not the only lifeform. M well as 
  the other terrestrial forms of life. there 
  ale many alien beings of which we know 
  nothing. Most of these alien beings are 
  so advanced, so vast, so complex, so 
  utterly allen that we would have trouble 
  comprehending them. Humanity is as 
  insignificant to these creatures as insects 
  lie to humanity. Cthulhu is one such 
  cleatuul 
  6. Religious and moral values are human 
  concepts. as insignilcant as humanity. 
  This Is simple nihilism. 'Good' actually 
  means 'whatever is beneficial to 
  humanity', and is nOI a universal concept 
  but an extension of the human survival 
  instinct. Good and Evil cannot, therefore, 
  be applied to non-human entities. These 
  aliens will have their own concepts: 
  many are simply indifferent to mankind -
  sometimes they kill us because we are in 
  their way, or because their survival 
  depends upon it. This is no more 'evil' 
  than stepping on an insect accidentally, 
  or killing an animal for food, 
  NOli that in l.l)vecraft's view God is the 
  personification of Good; the Devil is the 
  personification of Evil. However, God and 
  the Devil have no place in his Cthulhu 
  Mythos. Instead we have Azathoth, who 
  personifies the blind indifferent mechanistic 
  lorclS of the cosmos, and Nyarlathotep, 
  who personifies cosmic randomness and 
  chaos, 
  This i. what makes the storie. of the 
  Cthulhu Mythos so terrifying . lovecraft's 
  bleak vision holds that humanity is 
  insignificant, its beliefs and values 
  meaningless. Naturally, human beings find 
  thi' hard to accept. 
  The shattering revelation of utter 
  insignificance and cosmic Indifference is too 
  much to take. It is all the more shocking 
  when we are presented with hard evidence 
  and the illusions fail. We go insene. 
  'The mOSl merciful thing in the world. I 
  think, is the inability of the human mind to 
  correlate all its contents. Wa live on a placid 
  island of ignorance in the midst of black 
  seas of infinity, and it was not meant thet 
  we should voyage far, The $ciences, each 
  straining in its own directioll. have hitherto 
  harmad us liftle; but some day the piecing 
  logether of dissociated knowledge will open 
  up such terrifying vistas of reality. and of 
  our frightful position therein, that we shall 
  either go mad 'rom the revelation or flee 
  from the deadly light Into the peace and 
  $(J{ety of a new dark age.' 
  The Call of Cthulhu 
  11 all of this seems stupid, consider what 
  was happening in lovecraf\'s lifetime. 
  Darwinism had taken a hold; Einstein had 
  presented his theories on relativity; a war 
  had been fought with weapons of 
  technology, The Age of Science had begun. 
  Some people didn't want the Age 01 
  Science to begin, There was II retreat into 
  Mysticism and mystical philosophy· things 
  which Science couldn' t yet explain. Hence 
  the Order 01 the Golden Dawn. Madame 
  9lsvalSky's Theosophical Society and the 
  impact of Aleister Crowley. 
  Esprit de Corpse 
  Many people like to u.e the 'conventional' 
  monsters of horror in their Call of Cthulhu 
  games: vampires. werewolves, zombies, and 
  .0 on. This is line. It doesn't matter that 
  these creatures aren' t in any the Mythos 
  tale •• if they work In the game. finel The 
  enjoyment 01 the players should alway' 
  come first and meeting such 'old friends' Is 
  bound to be enjoyable. .. for a while. 
  It is possible. however, to use these 
  traditional monsters in II Mythos fashion. 
  You can always come up with a pseudo-
  scientific expl8tlation if necessary, lDvecflft 
  managed this, after ell, with the zombie in 
  his Inow famous) short story Herbert West · 
  Rellnimator. The eponymous protagonist 
  discovers how to chemically induce life lof a 
  sort) back into a corpse. Or part of a 
  corpse. .. 
  Perhaps a vampire is really some kind of 
  alien being, capable of draining a person's 
  life-force. Sim~arly, lycanthropy might be 
  some form of extraterrestrial virus which 
  restructures DNA and cell regeneration, so 
  that the victim 'grows' into something rather 
  different. The Old Ones in At the Mountains 
  of Madness are amazing genetic engineers, 
  and they might be responsible for any 
  number of supposedly mythical beasts. 
  According to the Cthulhu Mythos, they are 
  indirectly responsible for mankind itself. 
  All of the traditional monsters are 
  surrounded by popular myth and legend -
  and you can use this to effect in your game. 
  Legend can be so very misleading. If the 
  player characters get the slightest idea of 
  what they are up against, you can bet they 
  will stock up with traditional remedies and 
  precautions: silver bullets, stakes and 
  mallets, crucifixes, vials of holy water, garlic, 
  wolfsbane. bell, book and candle. .. 
  everything bar the mythical kitchen sink. 
  They won't then be expecting vampires 
  that walk in daylight, or Iycanthropes that 
  can change into something far nastier than 
  a woll. regardless of the lunar phase. And if 
  God doesn't exist w ithin the Mytho., holy 
  water and crucifixes are going to be prelty 
  useless. As always, investigators who rush 
  in heroically will have to learn the hard 
  way ... 
  ... A crash of thunder $hook the castle 8S 
  Dr Van He/sing raised the crucifix, 'Back, 
  spawn of Satanl' 
  Count Dracula strolled towards the Doctor, 
  smiling. 'Actually, I'm an atheist .. : 
  So where does Black Magic and the 
  Occult come into the game? Simple: it 
  doesn't. The fundamental principles of the 
  Mythos do not allow the occurrence of 
  supernatural events, and if the Devil doesn't 
  exist in the Mythos, practising black magics 
  and Crowleyan rituals isn't going to get you 
  very far. 
  This is not to say that you cannot 
  do things which might be 
  perceived as 'magic'. There 
  are many things which 
  Science does not yet 
  understand. For example, 
  400 years ago,. you could 
  have been burned at the 
  stake as a witch for making 
  voices come from a box; 
  nowadays you can turn on a 
  radio without thinking. 
  Perhaps in 400 years time 
  we will understand 
  technologies which 
  would presently appear 
  to be 'magic'. 
  In other words, feel 
  free to use lots of 
  'magic' in your game. In 
  Call of Cthulhu wa must 
  simply assume that 
  magic is the manipulation 
  of the material universe 
  by unknown (though 
  
  nall.m'lll means. Magical power will therefore 
  have to come from those who understand It 
  - the Great Old Ones, the advanced alien 
  races. But why should these superior, 
  incomprehensible beings grant magical 
  power to mere humans7 
  It would be impossible for B human being 
  to understand the minds of such totally alien 
  entities without going mad. This goes for 
  GMs tool II is best to ignore whatever 
  designs or plans the alien might have in 
  mind for the universe - this is out of the 
  scope of a mere campaign. Concentrate on 
  whal immediately attracts the attention of 
  Ihe creature. Assume it has a basic survival 
  inSlinct, and does whatever is in its best 
  interests. 
  Consider, for example, the cult of Cthulhu. 
  At the time of the game, Cthulhu is 
  somehow imprisoned beneath the sea - he 
  (it71 lies in a deathless sleep in the city of 
  R'lyeh. Possibly because of his alien origin, 
  he cannol rise again until 'the stars are 
  right'. Although physically trapped, Cthulhu 
  can reach out to his worshippers through 
  visions and dreams. His immediate Inlerest 
  is geuing free. 
  Lesser servants and worshippers a.e 
  clearly useful to Cthulhu: they can carry out 
  his will and are unaffected by the stars. 
  They are his eyes and tentacles in the 
  world, feeding him Information and carrying 
  out his will. And, of course. Ihere are some 
  things which Cthulhu simply cannot do but 
  a human can, even though Cthulhu is 
  already well served by the race of Deep 
  Dnes. Their aquatic nature rather restrictS 
  movement about the planel, so if human 
  beings wanl to serve too. then Cthulhu is 
  not gOing to turn them away. 
  If worshippers are granled 'magical ' 
  power, it is so that they can become better 
  servants. As the worshipper delves deeper 
  into the secret rituals and magics, so he 
  becomes enmeshed in the service of 
  Cthulhu. He may not even understand what 
  it is that he is doing or saying to help - all 
  he might know is that Cthulhu wishe5 it. At 
  first, the worshipper will feel he benefits 
  from the service. he is, after all. being given 
  amazing magical power. It does not matter 
  that this power can only be used to aid 
  Cthulhu. By the time the truth becomes 
  apparent, the worshipper will be too insana 
  to care. His fate is bound up with Cthulhu. 
  Everything must be done to prepare for 
  the time when R'lyeh will rise from the sea, 
  and Cthulhu will be Greal Cthulhu once 
  more. Remember, the Earth once belonged 
  10 him: il will belong to him again. What will 
  happen to the human worshippers then? It is 
  hard to tell. Cthulhu doesn't underStand 
  human ways. lack of comprehensive works 
  in bolh directions: it just isn't possible for 
  Cthulhu 10 understand the workings of 
  minds as alien fto hlml as those of humans. 
  When 'the stars are fight' and Cthulhu 
  does take over the world there will be very 
  few people capable of worrying. It is likely 
  thaI he lit l w ill dispose of those who are no 
  longer useful, or simply ignore them. But 
  Cthulhu isn'l s bad old chap really. If you 
  have served truly and faithfully worshipped 
  with all your sanity I'm sure you will be 
  rewarded with the greateSI gilt of aiL .. 
  He will turn you into e Deep One so that 
  you can serve him forever. 
  Lovecraft's Writing 
  H P Lovecraft was not a great writer. His 
  characters are two-dimensional at best, his 
  various protagonists indistinguishable. The 
  plots of his stories often rely on revelatory 
  'shOCk horror' endings, or are simply non-
  existent. His narrative style is atrocious. The 
  re&cler has to wade through adjective after 
  adjective of lIorid prose, where everything is 
  'foetid', 'blasphemous'. 'eldritch' and 
  'Cyclopean'. 
  It is the content of his stories which make 
  Lovecraft special. Recognising that modern 
  readers would not be impressed by ghosts 
  and the like. he set out to create an erudite 
  myth that would convince by its plausibility 
  and circumstantial detail. like all writers, he 
  used his fiction as a vehicle fOf his own 
  philosophical beliefs. It is through the stories 
  that aspects of the Cthulhu Mythos can be 
  glimpsed. 
  Lovecraft's only other important invention 
  was the fictional Dreamlands setting. The 
  stories based upon it are pure fantasy, 
  heavily inspired by the similar works of Lord 
  Dunsany. Dne should not confuse these 
  Dreamworld stories with the Cthulhu 
  Mythos tales. Certainly there are 
  connections between the two - inevitably, 
  since Lovecralt wrOte them all - but the 
  Dreamworld is meant to be fantastic. It has 
  none of the bleak pessimism of the Cthulhu 
  Mythos. These Dunsanian lales are not 
  inferior to the Mythos; Ihey are simply too 
  different to compare. 
  Many ridiculous errors been perpetrated 
  connecting Lovecraft with Black Magic and 
  the Dccult, claiming that he had some 
  'mystical insight'. In fact, Lovecraft had 
  nOlhlng but scorn for those who believe in 
  witchcraft. Lovecrah's own imagination was 
  responsible for most of the spells, books 
  and names In hiS stories. He simply u5ed 
  them to colour his work in an authentic 
  way. He would repeat these details in other 
  stories. thus lending a certain consistency to 
  tha Mythos. The most famous of these 
  inventions must surely be the 
  Necronomicon, a Aldeous tome penned by 
  the mad Arab Abdul Alhazred. Though 
  totally fictitious. many were convinced of its 
  eXlstence. .. 
  Lovecraft may have become rather 
  overrated, but his work is not without value. 
  There is something remarkable about the 
  imaginative content of his stories. Though 
  not a major writer, he is psychologically one 
  of the most interesting of his generation. 
  One of the problems encountered when 
  trying to piece together the Cthulhu MythoS 
  is Ihal Lovecraft didn't always take it 
  completely seriously. The Robert Blake 
  charaCler in The Haunter of the Dark, for 
  instance, was an in-joke for Lovecrah's 
  friend Robert Bloch. Similarly, the author of 
  Cultes des Ghoules is the Comte D'Erlene, a 
  reference to August Derleth, who formed 
  Arkham House Publishing and assured that 
  Lovectaf!"s work survived to the present day. 
  Lovecrsft also encouraged his friends to 
  contribute Mythos stories. 
  And this is where problems arise. 
  When August Derleth composed his own 
  MythoS fiction, he borrowed and mixed 
  Ideas from the Cthulhu Mythos and 
  Dunsanian Dreamworld. The result is an 
  invented and different crypto-Cthulhu 
  Mythos, with II falien-to·Earth Cthulhu and 
  the Old Ones benling with humanoid 
  Nodens and the Elder Gods for possession 
  of the Earth. 
  In these stories, heroic investigators wield 
  Elder Signs like crucifixes. often defeating 
  the Did Dnesl There is an incident ~n one 
  Story where the hero has a bag full of Elder 
  and uses them to surround a house! 
  sJi;;;;~,;' the investigators form alliances 
  Old Ones - for instance. the Dr 
  Shrewsbury character takes advantage of an 
  enmity between Hastur and Cthulhu: he 
  gains lots of m&gic and power and 
  knowledge f rom Hastur to defeat the Deep 
  Ones. Why he doesn't go completely insane 
  is a mystery. 
  This is somewhat different to Lovecraft's 
  stark and pessimistic vision. Needless to 
  say, many Loweraft scholars do not 
  appreciate August Derleth's contribution. 
  Call of Crhulhu Is a game Which features 
  bOlh Derleth's and Lovecraft's ideas. 
  Although the designers claim to have missed 
  out Derleth's Idea of a 'war in heaven' 
  because they felt It weakened the original 
  concept, they have not ignored it. The game 
  still contains Dunsanien Dreamworld 
  creatures and places, Elder Signs, Hastur, 
  Ithaqua, Cthugha, and more. This isn't a 
  weakness - on the contrary, the Dreamlands 
  supplement means that t he players can 
  adventure in either of Lovecraft's worlds, 
  rather like having twO games in one. 
  Whether you choose to play by Derleth's 
  dualist black-and-white Mythos or by 
  Lovecraft's bleak grey Mythos is up to you. 
  Lovecra!t's Mythos is certainly more 
  powerful, more devastating. Derleth's 
  follows a more adventurous style which 
  suits large parties of investigators. There is a 
  lot 01 gaming fun to be had from both. But 
  it is important that you do choose if you 
  want to get the most out of your game. The 
  two styles are very different. and it would 
  be an inconsistent game whiCh tried to use 
  both. 
  If the Elder Gods are around to help 
  humanity, this will eventually become clear 
  in your campaign · are the player characters 
  surviving because they run away from 
  hopeless situations. or because they can 
  come up with some powerful weapon from 
  somewhere? Just why should something be 
  turned back by an Elder Sign? Indeed. is it7 
  When. in the final, climatic encounters, 
  the investigators come up against 
  overwhelming forces of horror, Ihey may 
  begin to wonder if anybody can help them 
  And it would be useful if you knew 
  whether there was anybody ... anything ... 
  Simon Nicholson 
  
  FOLLO 
  Public Order for British-based Call 
  of Cthulhu campaigrls 
  by M:lrk Lee 
  In the period from the !Urn of the 
  century to World War Two there were 
  many civil disturbances in Brit2in, 
  ranging from the activities of Suffragettes 
  to labour disputes. These were also the 
  years of the General Strike, and the 
  Moseleyite marches of the thirties. Some, 
  but nOI all, of these events are covered in 
  Green and Pleasanl Land, the British 
  Calf o/Ctbu/bu sourcebook. This is a 
  look at the background to civil disorder 
  and the legislation then in force [0 deal 
  w ith the problem ... 
  The histOry of public order in Britain 
  is directly linked to the development of 
  the railways. Until the middle of the 
  nineteenth century most disturbances 
  were local. If there was trouble it would 
  be handled by the loc:u magistrate and a 
  few assistants, and if there happened to 
  be an :umy barracks in the area, troops 
  might be called in to help. This was rare, 
  but it did happen (such as at the 
  'Peterloo Massacre' in Manchester). It 
  could take several days for troops to 
  reach a trouble spot, so rioting 
  sometimes continued for days in isolated 
  a~. Fortunately these riors were 
  usually fairly small, since the same 
  restrictions on movement that hampered 
  the army applied equally to the rioters. 
  With the arrival of the railway system 
  it became possible for the public to 
  move around the country really quickly, 
  and for tOwns to become larger and 
  more densely populated. It gradually 
  became apparent that there were an 
  increasing number of incidents involving 
  large crowds, peaceful or violent. 
  However, the new forms of transport 
  made it possible to respond quickly (in 
  some cases over-react) to mob action. 
  Once troops could be moved around the 
  country rapidly, the army became 
  involved in more civilian disorders. This 
  made it possible to keep army unitS on 
  British soil. and kept them in training for 
  W2r. The number of prolonged riotS 
  declined, but more people were hurt in 
  tbe riots that did occur. 
  As police forces became larger and 
  bener equipped, the need for military 
  intervention declined in the British 
  mainland. However, the role of the 
  police gradually fell into disrepute in 
  some quarters, since it was often felt that 
  they were anempting to stifle freedom of 
  speech , and were biased against trades 
  unions and lefl·wing political 
  organisations. 
  An important example of this trend 
  was the Public Order Act of 1936, 
  imended to curb the violence of Fascist 
  supponers. It forbade the wearing of 
  political uniforms at public meetings, 
  and gave Chief Consubles wide-ranging 
  powers to prohibit meetings and 
  processions. In practice, some sources 
  suggest, these powers were rHt:ly used 
  against the FascistS, bUI were frequemly 
  used against left-wing organisations. By 
  1938 police misconduci was so 
  widespread that the National Council Of 
  Civil Liberties was spending three 
  quarters of its time monitoring the 
  pOlice, and began to use volunteer 
  observers at public meetings. 
  The largest diSlUrbance of this period 
  was the Banle of Cable Street, in 
  October 1936. The British Union of 
  Fascists, led by Oswald Moseley, 
  arranged to rrutrch through the East End 
  of london with a police escort. An 
  estimated hundred thousand Jews and 
  communists mobilised to StOp them. 
  Cars and trams were overturned, 
  windows were smashed, and bundreds 
  were arrested and injured. Eventually Iht 
  FascistS admitted defeat and cancelled 
  the march. Afterwards it was claimed 
  that the police had planled weapons on 
  many of the ami-Moseley demonstrators, 
  while ignoring those carried by the 
  Fascists. 
  AlthOUgh these events were 
  exceptional, they illustrate the fact that 
  Britain wasn't entirely peaceful befort 
  the Second World War. To be realistiC, a 
  British-based Call of Ctbulbu campaign 
  should make some attempt 10 reflect this 
  situation. If investigators do become 
  involved with mobs and "aCtS of \'ioknce 
  they and the keeper should be aware of 
  the laws they risk breaking. 
  Affray 
  This is an interesting charge which is 
  occasionally used after acts of public 
  violence. In essence, the law states that 
  any violent behaviour which is likely to 
  make another person afraid is an 
  offence. For example, a fight using 
  weapons wllich drew blood would 
  probably be treated as an Affray, while 
  participants in a simple fist fight would 
  generally be charged with assault. Using 
  dummy weapons 10 threaten someone 
  while committing a crime might also 
  lead 10 this charge. The important point 
  is that Affray carries much heavier 
  sentences than common assault. These 
  can be up to three years in some cases, 
  compared to a fine or short sentence for 
  common assault. The distinction is 
  unlikely to matter if investigators face a 
  murder charge, but could be very 
  important under other drcumstances. 
  An unusual crime related to Affray is 
  Attempting To Alarm Or Injure The 
  Sovereign. This is actually defined as an 
  offence against the public, a general 
  category which also induded treason, 
  
  lIIasphemy, and mutiny. A 1906 source 
  tlplains the crime in a way that makes it 
  possible to be guilty of this offence 
  .Me attempting to defend the monarch: 
  To point, aim , presem at or near 
  the person of the King, any 
  fu-eann, loaded or not, or any 
  other kind of ann. 
  , 
  To discharge at or near the person 
  of the King, any loaded arm or 
  explosive material. 
  J 
  To strike, or to strike at, the person 
  of the King in any way whatever, 
  or to throw anything at or upon 
  the King. 
  ~ 
  To attempt to do any of these acts, 
  or to produce or have near the 
  person of the King, any ann or 
  destructive or dangerous thing, 
  with intent to use the same to 
  injure or alarm the King. 
  Upon conviction for any of the above, 
  the punishment is imprisonment and 
  whipping 
  InvestigatOrs who try to push the King 
  dear of an assassin - or dr2W weapons to 
  ward off an attacker - may find that they 
  hlve more trouble than they bargained 
  for! 
  Riot 
  The aver2ge group of investigators may 
  In themselves to be sufficient in number 
  10 be classed as a Riol under current 
  British laws! The 1982 defines that a riot 
  occurs in law where: 
  there are at least three people 
  present; and 
  they have a common purpose; and 
  they carry out that common 
  purpose; and 
  they are prepared to help one 
  another, by force if necessary, 
  against anyone who opposes them; 
  ,nd 
  force or violence so as to 'alarm at 
  least one person of reasonable 
  firmness' occurs. 
  In the 1980s the punishment for Riot 
  alone can theoretically include life 
  imprisonmem and unlimited fines. The 
  definition from the same 1906 source 
  adds imprisonment with hald labour, bur 
  raises the minimum number of 
  participants 10 twelve. 
  RWl.D.ing Riot 
  There were many riots in Brit:l.in in the 
  1920s and 1930s; while most were 
  handled by the police, a proportion were 
  broken up by army units. It'S important 
  10 nOte that troops called to handle a riot 
  were under the control of the officer 
  who commanded them, not the civil 
  authority who summoned them. If the 
  officer in charge felt that force wasn't 
  justified, troops wouldn't be used. 
  The usual prelude 10 the use of force 
  to break up a riot was a public reading of 
  the famous Riot Act, by a Magistrate, 
  Mayor, or Commissioner of Police. In the 
  days before loudhailer systems, reading 
  the Act in close proximity to a riot could 
  be an exuemely dangerous ordeal, since 
  the reader might well be pelted with 
  eggs or bricks: 
  Our Sovereign Lord tbe King cbargetb 
  and commandetb all persons being 
  assembled immediately to disperse 
  tbemselves, and peaceably to depart to 
  tbeir babitations or to their lawful 
  business, upon tbe pains contained in 
  tbe Act made in tbe first year of King 
  George for preventing tumultuous a1ld 
  riotous assemblies. 
  GOD SAVE THE KING 
  An hour's grace was usually given 
  before the troops moved in. If a rioting 
  mob failed to disperse after the Riot Act 
  was read, the mOSt likely result "WaS a 
  cavalry charge with drawn swords. If 
  troops were not used, mouDted police 
  made baton charges instead. As a coumer 
  measure against this attack, well-
  prepared rioters would carry a. pocket 
  full of marbles, round pebbles, or ball 
  bearings to be thrown under the horses' 
  hooves. Other common weapons 
  Included pepper (for use against dogs 
  and horses), pick.axe handles, and 
  bricks. 
  After the riot local doctors and 
  hospitals would probably be S"Wamped 
  with patients, and police stations would 
  be overflowing with prisoners. Fire and 
  ambulance services might also be very 
  busy. 
  Campaign Use 
  Although mob violence has well· 
  documented socia.! causes, chancters 
  may be inclined to suspect that some 
  Mythos influence is at work. This is 
  panicularly likely if their plans are 
  disrupted by these events. 
  One obvious possibility for an 
  adventure is a chase through the heart of 
  a riot. Three or four investigators 
  following cultists or one of the smaller 
  Mythos creatures through a mob tOO 
  busy to notia: their activities could 
  cause all sorts of interesting 
  repercussions. If characters sun to use 
  guns the situation could be extremely 
  dangerous for all concerned. 
  It's also posSible for investigators to 
  trigger riots by their actions. For 
  example, they might be mistaken for 
  fascist or communist organisers, or for 
  plain clothes police. The Special Branch 
  (originally the Special Irish Branch), for 
  instance, was especially hated in areas 
  with a strong Irish community. If 
  possible, keepers should look up a well-
  documented historical riot, then arrange 
  the adventure to lead the investigators 
  into it ... 
  Soul'Ces and Acknowledgements 
  The 1i.uenties R J Unstead; The Common 
  People 1746-1938 Cole & Postgate; The 
  Universal Home Lawyer Anon 1903; Tbe 
  Making of Modern London Thames TV; 
  and thanks to my mother, Caroline 
  Mullan and Bridget Wilkinson for 
  ~Iuable information on this topic. 
  Mark Lee 
  • • i r 
  
  LE71ERS FROM A FOREIGN LAND 
  An Adventure for 
  fftIrhammer Fant~ Rolepk{y. CaU of ahulhu and MERP 
  l!Y Graham Staplehurst 
  This is a roleplaying adventure for a 
  medium-sized party of player characters - 3 
  (0 5 would be best - with a fair degree of 
  competence. This advenrure can be used 
  with many different roleplaying game 
  systems. Provided are notes for m,rhammer 
  Fantasy Roleplaying (WFRp), CtJII of 
  Cthulhu (CoC). and Middle-earth 
  Roleplaying (MERP). This adventure should 
  constitUie sufficient material for at least two 
  sessions play. 
  !iJlnopsis of plot 
  The essential plol in this adventure is 
  simple. A small province in a backward, 
  mountainous region is being affected by 
  power-politics, with an evil-led faction 
  attempting to gain control cl the area. Owing 
  to the area's historical autonomy, and the 
  lack of any sign of outward aggression by 
  either faction, neighbouring provinces have 
  taken little interest in the slJuggies of the 
  area. However, there is an occult force at 
  work behind the faction (indeed, without this 
  force there would be no faction as such). 
  The force has a higher aim, naturally. The 
  area in question is famous lOr its secluded 
  monasteries, religious retreats of devotion. 
  Through divination and prophecy it has 
  discovered that one of these will shonly 
  provide a spiritual leader for a much wider 
  area, who may well rise to become the chief 
  Primate. With a power-base established in 
  the area, the force can ensure its own 
  candidate becomes this holy man and thus 
  gain a powerful 1001 in its quest for evil 
  domination of the whole continent. 
  The adventurers get involved when a 
  friend or associate of theirs mysteriously 
  disappears in the mountains. The adventure 
  should be introduced by a series of letters 
  from a certain Petrosian (see below) 
  describing his travels. After they stop 
  arriving, the adventurers are contacted by 
  someone compiling a book about the country 
  who was relying on Petrosian 10 supply vital 
  contributions. He asks the adventurers to 
  locate him. 
  Notes for call o/Cthulhu 
  Keepers 
  The province in question is located 
  somewhere in the Balkans, previously a state 
  in the Austro-Hungarian Empire. It is even 
  more cut-off and backward than the other 
  new countries limned after the Great War. 
  Because of its geographical remoteness and 
  isolation it has a distinct Sla\o\)nic language 
  and barely post-Medieval culture. The 
  country is, hO\OoeVer, p"'do~~"tly 
  
  Catholic rather than Eastern Orthodox and 
  b 
  are numerous monaSleries as 
  IIeJItioned above. Not every detail of the 
  rountry is supplied but you might want to 
  inagine it as a son of tainted. slightly 
  pubby Ruritania (as in The Prisoner Of 
  llndtJ by Anthony Hope). Using this 'twee' 
  setting will help to put players off the idea 
  mat there is some deeper evil at work here. 
  The evil force is a malevolent undead 
  Ipirit. whose personal aura and power are 
  IlIfficient to "arrant being lated with the 
  lesser gods. This being, once a Prince of his 
  people around the time of the great Council 
  c{ Nicaea, entered into Hell-knows-what 
  pacts with some Great Entity and survived, 
  creating an irdestructible Ring of EJemity 
  through which his essential spirit has 
  persisted down ages of time. Now 
  \\IOrshipped by an evil cult, he manipulates 
  his worshippers and supplies them with the 
  capability to perfonn evil deeds. 
  Petrosian is a Russian emigre, a scholar 
  and a bit of an ex:plorer-cum-advenrurer 
  himself. He writes fairly lurid tales of his 
  exploits which sell well, and the contact who 
  asks the player characters to find him is a 
  ~pape r publisher, Counney St John. He 
  will provide funds for travelling and a decent 
  bonus for a good scoop. 
  Notes Jor WFRP 
  Gamesmasters 
  The setting for this adventure is the eastern 
  reach of the Middle Mountains, south of the 
  Forest of Shadows, in Ostland. The area 
  concerned is a backward province, 
  surrounded on three sides by mountains and 
  on the founh by the Forest. and nominally 
  ruled by Grand Prince Hals von Thsseninck 
  of Ostland. The evil cult concerned is an 
  ancient branch ri the worship of KMine, 
  driven underground long ago. Some 700 
  years ago, a Necromancer and an Alchemist 
  forged a bond of evil alliance and set up 
  their kingdom. terroriSing the population. 
  Both were slain by a hero from Kislev - or 
  so the story goes. Actually, the Necromancer 
  survived, after having stolen the Ring of 
  ElernilY from the Alchemist. He went into 
  hiding and developed a religion centring on 
  himself as a manifestation of KMine, 
  preserving his body through the Ring, to 
  become a demi-Liche. 
  The tiny kingdom, now a simple barony, is 
  blown in some circles for the religious 
  retreats devoted to M6rr. These often supply 
  religious advisors (called seers) to the 
  Empire's courts. It is into one of these 
  monasteries that the Necromancer's tentacles 
  have stretched. 
  Petrosian is a noted scholar. originally 
  from Kislev. He became a noted, if 
  eccentric, rutor of history in the university of 
  AIldorf and his writings were enjoyed for 
  their fresh and even humorous approach. He 
  also explored and investigated in person, the 
  beller to understand and discover history. 
  Lately he was sponsored by his university to 
  visit the barony and repon back. and the 
  adventurers are conlllcted by his principal 
  (Veangthur the Learned) to try and locate 
  him. 
  Notes Jor MERP 
  Gamemasters 
  The advenrure is set in the massif of the 
  Ered Nimrais (White Mountains), just west 
  of Monhond Fief. The high vale and slopes 
  were claimed by a devout lord of the Faithful 
  who loved the mountains as an echo of great 
  peaks of Numen6r. The fief has had little to 
  do in the great affairs of Gondor, producing 
  neither warriors nor statesmen, bUI the first 
  lord, who died childless, nevenheless left a 
  legacy in the form of an endowment to 
  suppon three houses of contemplation. Here 
  men and women congregated in the silent 
  worship of Eru. 
  But deeper in the mountains. where none 
  went is an even earlier legacy - a temple 
  built by Black Numen6reans, worshippers of 
  Melkor, a copy of thai constructed in 
  Annenelos. And here a dire priest was 
  rewarded for his sacrifices by immonaIity 4 
  in the fonn of a Wraith. When all his 
  companions ned after the Fall (most to 
  Umbar, some to the service of Sauron in 
  Mordor) he was left to await his own death. 
  But a messenger came from Sauron, bearing 
  what he called the Ring of EJernity. Thus he 
  e.ndured, even through Sauron's own fall and 
  me. 
  Petrosian is a lesser Dunadan from 
  Lamedon who has joined the Sages' 
  Fellowship in Minas Anor (Minas lirith). 
  Currently undenaking a major history of the 
  worship of Eru after the Fall. he has been to 
  many centres, most recently to the distant 
  barony. When no word comes from him for 
  many weeks, a Sage contacts the characters 
  to investigate. The map given here extends 
  from the frontispiece map in &ech &: the 
  Paths of the Dead, an adventure supplement 
  from ICE. 
  The Letters 
  The following are extracts from the letters 
  Petrosian has written to the characters. He 
  writes about once a week.. and delivery takes 
  as long as you assess for the coontries and 
  distances concerned. 
  I ... The carriage service »as punctual alld 
  surprisingly comfonable; the border patrol 
  stopped us once but it is good to know that 
  the region is protected. The fl(Jlt.'er-decked 
  'capital' was wonderfully rewarding, for 
  greenery was e\.-eryH'here; roses peppered the 
  shrubs along the pavements and enmlned 
  themselves around the gateposts and fences 
  and women with brooms swept the side 
  streets with their tunnels of trees, although 
  liner oppeared nbn-existent. 
  There is a shrine here, but it is a place of 
  the people, 1\.1th scanted peasant women 
  crossing and re-crossing the vast mosaic 
  floor. / took a lit candle, hcuJ a tumbler-full 
  of water ladled from a bucket, indulged in 
  the luxury of climbing stone steps to gaze 
  upon a long-gone corpse, and paHook of a 
  gaMY conglom£ralion of sticky food which / 
  was requested to 'try: It was all homely, 
  cosy and spiritually comfoHing. 
  2 ... And so we came to Sibiu, after cutting 
  through the mOunJains and W(l\-lng to the 
  I1I.rai folk along the wayside, sining like 
  over-sized dolls in worn jackets and 
  enormous, brightly-coloured skins. Some we 
  passed along the dusty road, high-tailing it 
  in dirty old narrow-wheeled cans with an 
  arched cover over the top and a poor thing 
  of a horse pulling away to goodness knows 
  where. There are mmry of these wanderers of 
  a more ancient race than ours. Some stay 
  along the tOl-ln fringes and infiltrate the fairs 
  and markets and some 'travel' over the back 
  roads living in wanderer villages but still 
  pan of the populace. 
  3 ... / went to a shrine and stood with the 
  congregation through the service, while nUllS 
  chanted scn'ptural responses .. . I left for a 
  lunch in a I)pical peasant's home. / took the 
  dishes OUI imo the kitchen, tip-toeing past 
  grandfather snoozing on the rude sofa and 
  arranging fresh food on a troy. It was a 
  glorious day, full of memories. For all along 
  the road the houses I\.-ere fascinating; storks 
  nesting in thot.ch, and attic rooms whose 
  arched brow-windows gal'e them the 
  appearance of eyes watching you - a moSt 
  uncanny sight. 
  4 .. . Sighisaara WW' my nuncheon stop, where 
  975 long, slanted steps led up to the hill-top 
  shrine, a former sanctuary for the populace 
  fleeing from the hoted, impaling Wild Horde. 
  Little boys made their silelll way up the 
  cobbled path on their way home. 
  This fonress-town with irs concemric walls 
  holding in its hean the shrine and the tiny 
  stone rooms built into the rock holle 
  shellered the long-suffering inhabitants from 
  enemy raids. /n the square, the circular beds 
  of fl(Jlt.'ers hug the stone in formal pol/ems as 
  variegated as a patch-work quilt. 
  5 .. . Suceava in the high vale is the lush 
  province of black eanh. where every inch is 
  utilised and every furrow ploughed by horses 
  or bullocks. Suceava is a joy, for it is Ihe old 
  princely residence of the baronial rulers, 
  where the citadel was entered by Mirka/ the 
  Bralle without opposition; hencefonh it \\US 
  united, although the Empire I1I.led closely in 
  later centuries. / must say. / admired Mirkal 
  and Ihe other baronial heroes: Petru Rnres's 
  statue at the Monastery of Moldovitar is 
  imposing, with its long locks and six-pointed 
  crown, and the Monastery of Mirkal 
  sh(Jlt.-ered me with gifts. 
  6 ... /n the southern region, the pointed 
  monasleries if w,ronet and SuceJ.ltar are 
  genuine masterpieces of the barony's aH and 
  architecture. With their illustratiollS of 
  scriptural stories and historical scenes they 
  are unique; everything is there, from banle 
  scenes and sieges to a genealogical tree. The 
  fires of some hell pit flame around stl1l.ggling 
  souls and lh'e coals scorch their tormented 
  bodies, while animals give back fragments of 
  human bodies to supplement those which 
  have been savaged. It is a pity that the aH of 
  fresco painting appears to hove been lost, 
  and thot w,ronet lies in such mined 
  splendour, its cloisters silent but II-lth the 
  memory of eciJOinR treads. 
  
  7 ... it is a jasciTlQting cOunJry. chock full of things - the wanderers, 
  flowers, woodUJnds, towns and villages. Friendly folk help one on 
  one's way and absurd happenings tint everyday life 'Nith the colour 
  of gold. The mountains succour me and shed upon me their 
  beguiling majesty and their arboreal splendour. 
  How can one adequately describe the magic of those deep-forested 
  mountains in the pedestrian language of a letter? Superb and 
  magical, they display their gentle slopes in a wealth of varying 
  shades of green, for s'Wt!et chesmut, flowering acacia and tall pines 
  follow the troils up to the gorges and down again to the plain ... 
  8 .. . 1 have rerurned to the mysticism of the Monastery of MirluJf, but 
  something has disturbed my researches. In rhe cells and hallows of 
  this ancient building a strange cry awoke me last night. There was 
  60 ~~ 
  much to-ing and /ro-ing, the patter of slippered feet, and the screanu 
  ended. None here seemed to be aware of anything more than a 
  brother seized wirh aftt, but his wonis were not incomprehensible ro 
  =, 
  Kha-Iy iest'churya 'es tron'n u-kha-ly; 
  DYurian 'os nazg kechkar! 
  Aj kha-ios en all'alluchyren 'es chthoo'n nam-Iy. 
  This message of doomfrom the Realm Outside has shattered the 
  feelings of peace I had until now. I am always looking aver my 
  shoulder and seeking something to fear - but I know not what. 
  This is the Iasl letter from ~trosian. The fragment of language given 
  above is in an arcane language (JV.1'XP: Magid:: (Necromantic); 
  MERP: Black Speech) and is the calling up of a spirit in the name Ii 
  the Ring of Eternity. Reveal this only to player characters with 
  knowledge of the relevant language (a skill check may be required). 
  Event One: Commencement 
  The adventure starts as described above, with the player characters 
  being contacted by someone connected professionally with Petrosian. 
  The person is aware of the friendship belween the characters and 
  Petrosian and knows they have been receiving letters from him. 
  Alternatively, you could have the PCs hired by the person and given 
  al1 the letters above. 
  The characters have to journey to the barony wHere Petrosian was 
  travelling and studying. Its location is given in the Introduction. The 
  backward region is relatively cut off. A nearby town can be ~ached 
  by various means of commercial transpon. but from there on the 
  journey will be foot, horse or pack beast. 
  In addition to dashing straight off to the barony, PCs may want 10 
  do a little investigating. Reveal pertinent information from sources 
  relevant to the game & setting you are using, in addition to 
  information you deem they could ftnd out from thai given in the 
  Introduction. You may also like to have them discover some 
  conflicting legends and stories about the region (for example. in 
  CoC, the tales of Counl Dracula). 
  Encounters along the way should be a~ropriate to the rural 
  country side through which the adventurers lrlIvel. They may meet 
  footpads and con-men; if it is winter. there may be wild beasts 
  roaming closer to civilised areas, such as wolves; other encounters 
  should be taken from the usual procedures for generaling them in 
  your game (in WFRP you might have some Beastmen and/or 
  goblinoids in the 'gloomy depths' of the Forest of Shadows). This 
  stage of the advenrure ends when the PCs reach the barony -
  probably meeting one of its poorly-equipped border patrols firs!. 
  Event 1Wo: Border Patrol 
  The border patrol is an uncouth bunch of six men-at-anns headed by 
  a sergeant. All speak onJy their own barbaric dialect - even those 
  knowing a similar language will have only half the normal chance to 
  understand the men. The sergeant actually understands some Old 
  Worlder/Common (CoC: any Slavonic language) but if PCs want to 
  talk to him, they will firsl have to persuade him to be patient. 
  If the characters seem al all suspicious, the sergeant will order his 
  men to search their belongings. If anything suspiciOUS is found, he 
  will attempt to arrest the party. otherwise he will do nothing. Try to 
  make the sergeant as sinister as possible. He is greasy and unkempt 
  in appearance, speaks with lisps and snarls, and wears a grubby 
  neckerchief embroidered with what look like small yellow-and-black 
  eyes (actually just a pattern). 
  If the characters allow themselves to be arrested, their belongings 
  will be confiscated (any money being divided out between the men, 
  the selJileant Jceeping anything of obvious value) and they will be 
  
  csconed to a stone hut beside a house where the patrol (and anolher) 
  reside, about 2 miles from where they were arrested. The hut has a 
  I11II1.I window and a single door which is barred and locUd from the 
  Wide. There is some strewn hay and a \\OOden pitcher of water 
  ilside. The roof consists of heavy timber baulks and tiles. 
  Anyone protesting will be beaten up by Ihree of the men. Later 
  dw evening, !be men will oelebrate their good fortune and get 
  !bemselves drunk on the I~. If the characters do not take this 
  opportunity to escape, SIaI'W'; them for a couple of days, then have 
  !bern released, common belongings being returned to them. 
  Event Three: 1b The Monastery qf Mirkal the 
  Brave 
  This monastery is the last place PelrOsian was kn<Mrn to be at, and 
  !be characters should think to head here ftnt. Directions are nO( 
  difficult to obtain. The best place to go would be one of the shrines 
  along the route, for the more learned priests who tend them speak 
  other languages (WFRP: ReikspieJlOld \\brlderj CoG: French, 
  German. Russian: MERP: AdQMic, Sindarin, Dunael) Jcnown in the 
  'OIIlSide world'. U the characters show great devotion, generosity or 
  manage to influence a priest, they may be provided with a guide to 
  !be monastery. 
  Use the descriptions given in PelrOsian's leiters to gi~ a flavour of 
  !he tiny, secluded land to the players. On the way to the Monastery 
  !hey should be able to fmd food and lodgings if necessary, aJthough 
  it is just 20 miles or so wide. Remember that it can 3d cold in an 
  elevated region such as this, and sudden squalls of rain, sleet or 
  soow are not uncommon t:\en during the more pleasant months of 
  ",,..,. 
  Other events and encounters may be as )'OU wish. The 'towns' 
  spoun of by Petrosian are little more than walled villages (WFRP: 
  use a much-ccmpacted version of the village on p333·335; MERP; 
  for an example, see Caras Gwindor in IJosorlad &; the lkcuJ 
  Mal'lMS or Carrmdor in Trolls oj the Misty Mountains). However, 
  the towns are currently subject to occasional small·scale riots as 
  those people under the sway of the Evil One try to wrest control 
  from and undennine the authority of those currently in pov.'Cr. Most 
  of the time, the characters will be ignored by the locals, unless they 
  specifically interfere. 
  The characters should cenainly meet some of the wamerers (CoC: 
  gypsies). They might react in various ways • for example crossing 
  themselves and hurrying out of the way. This should certainly get the 
  wind up the players. The wanderers speak their own tongue, which 
  is one of the influences on the barony's strange dialect. They may 
  also try to gi~ a warning to the PCs, but it is likely to be 
  incomprehensible. 
  U the characters are relatively wea.Ic, a 'wise woman' from a group 
  of \\'8Dderers may press a smaJl charm made from bones and herbs 
  on one of the PCs at random. They may accept or reject it. It will 
  ultimately prtPIC usdu.I against the wearer of the Ring . if they 
  remember it! 
  The Monastery of Mirkal the Brave is a low, broad square edifice. 
  Four short tcw.ers with conical roofs fonn the comers, oonnected on 
  Ihree sides by a wail and COo'Cred cloister, and on the founh by the 
  dOnNtory and oIher rooms used by the monks. One of the towers is 
  square and slightly larger than the others, housing six men·at·arms 
  who keep a watch on the surrounding vale. They are dten busy 
  dealing with smail raiding groups (bandits, wild tribes) or wild 
  animals which might endanger the monks and their servants working 
  the fields. 
  Within the waIls are lawns and some flower beds (f\\Q devoted to 
  growing medicinal herbs) and, in the ce.ne, a shrine where the 
  brethren go for their religious devotions. The walls of the shrine are 
  painted with splendid frescoes (see Letters); within, it is austere and 
  has a great aura of spirituality. 
  Event Four: Petrosian's Last Stop 
  PelrOsian's itinerary can be followed to some extent to plot his 
  progress arouoo the barony, ending at the Monastery of Mirka.l. the 
  Brave. Here. the player characters will be able to fmd someone that 
  speaks their language, as there are some 35 learned brothers here, 
  under Father Maynir. He will talk freely 10 the PCs and teU them: 
  (a) that Petrosian left the monastery, saying he was going to visit 
  the leiter office in the capital, then go on to the higher vales (which. 
  be did not specify) before returning to the monastery. 
  (b) that he left a pack with atra clothing and a few other things to 
  collect later. He will let the PCs take this if they make an easy 
  FdlQWIhipllnfluence roll (CcC: any applicable commtmi.cations 
  slcill). 
  
  (c) thai the brother Pelrosian heard 10 scream is now confined 10 a 
  small room in the guard l(Mer for his own safety, since he is subject 
  to very severe fits. They pray for his recovery constantly. 
  (d) he knows nothing about the disturbances in the towns of the 
  barony, nor about any threats, demons or whatever. 
  Petrosian's pack contains little of interest. There are some spare 
  items of clothing, a bedroll, a gnarled stick (used for walking) and 
  some books, rather old and out of date, on the history of the region. 
  In one of the books are some pressed flCM'ers. These are the same as 
  those in the w.mderer's charm (if anyone has it, make an 
  Observe/Spot Hidden/Perception roll!check to notice this), and can 
  themselves be bound into a minor chann. They could also help the 
  PCs 10 find roore of the same plants growing in the wild: they are 
  not uncommon. 
  The 'mad' brother will give no more information to die characters 
  although they should be aIlCM'ed to see him if they make a 
  Felluwshipllnjfuence roll. If anyone wean or openly carries a charm, 
  he will be calmer, but this will only be noticeable to Father Maynir. 
  Also, if they look around his new cell, they have a chance to notice 
  some marks scratched on the back of the door, perhaps making a 
  symbol. 
  If the books have been examined, characters may make a check 
  against Library Use, Intelligence or whaleVer seems appropriate to 
  remember a page shOWing similar symbols (they are to be found as a 
  motif in the the frescoes at the Monastery of Voronet). Father 
  Maynir may also be able to help with this. If the PCs do not 
  discover this information, they may ask at the letter office in the 
  capital (Mieriich). 
  Event Five: The Ruins if Voronet 
  The road up from Mieriich 10 Voronet is a good track as far as the 
  shrine marked on the map (WFRP: shrine to M6rr; COC: a tiny 
  church: MERP. old Dunael shrine with standing stones). From then 
  on it is but a path used only b)' the few farmers and wanderers who 
  still travel the high vales. Wheeled vehicles cannot pass at aU easily. 
  The path gets steeper and less distinct until the gorge is reached. 
  Huge cliffs lower on the far side. On this side the path winds 
  round the spur to a tiny village on a high dale the other side of the 
  peak from Voronet. Its roofless walls are easily seen from the path, 
  but harder to reach. Some clambering may be necessary. Parts of the 
  path are marked by steps CUI into the rock. 
  If the characters obtained their information (that Petrosian went 10 
  Voronet when he said the 'high vales') from the letter dfice, the Evil 
  One will have learnt of their plans and will send a party of peasantS 
  to waylay them. The group consists of eight countrymen, armed with 
  pitchforks (in WFRP/CoC one also has a crude firearm). They will 
  try to ambush the party but are not too difficult to spot if a watch is 
  being kept. 
  Neither will they press an attack too heavily, fleeing if several are 
  injured or an alarming coumer-attack is made (with magic or 
  efficient firearms, for example). The peasants will remain completely 
  silent throughout (other than grunts of pain or dismay) and will not 
  talk if captured. In the latter case they will appear extremely 
  frightened . 
  The ruins c:i Voronet are smaller than the Monaslery of Mirkal the 
  Brave. A narrow dormitory building is linked. by t'Ml w.ills to the 
  shrine/church making a rectangular cloister. The whole structure is 
  built upon a narrow shelf on the sloping hillside: around are the 
  broken remains of other terraces where fruit trees, vines and other 
  crops were grown to support the brethren. The dormitory building 
  has 1051 its roof but the gables walls srill stand, if somewhat 
  crumbled. The older shrine is in better condition. 
  Nothing of interest can be found in the dormitory or cloister areas, 
  save the fact dlat many of the weeds and plants growing there are 
  less than welcoming: nettles, deadly nightshade, pale lilies and 
  madwort (MERP: see Erech and Paths of the Dead for the latter). By 
  the walls of the shrine in contrast pimpernel, edelweiss, bonesel and 
  vervain can be found. 
  In the shrine, the walls have retained their marvellous paintings, 
  although slightly faded from their original glory. Nothing remains of 
  the furnishings. There are niches in the solid w.ills which once held 
  candles or lamps, and detritus litters the floor. If the far end of the 
  shrine is inspected, the characters should notice that the altar slOne 
  (one large block) has been split in two and there are signs of 
  charring. If the characters can move either portion of it (a very hard 
  Strength check/roll), they will discover a small hollow in the 
  flagstones in which lies an wuecognisably burnt body, which has 
  been dead for some time. 
  This is the body of Petrosian, although without very special help 
  the player characters will nOi know it. However, they may guess if 
  they discover a secret door in the back. of a niche to the left of the 
  altar. This stone slab swings in when a caleh is depressed to reveal a 
  flight of steps down within the thickness of the wall. Ai the foot of 
  the stair, some 20' down, is a room carved from the solid rock, once 
  the crypt of the shrine. Lying to one side is Petrosian's abandoned 
  pack.. 
  The walls are carved: three have been defaced beyooo recognition 
  but a few sections echo the frescoes painted in the shrine. The fourth 
  wall has harsh images of an entirely different style. It is titled in an 
  arcane language (see notes on Leners), which translated might read 
  'The Evi1!Enemy One/God('?) Dances With The BlacklDark Spirits'. 
  In the centre of the carving is the image of a black sepulchre or 
  temple, surmounted b)' a beacon of black fire: actually shards of a 
  glittering black stone like jet. 
  If the fire gems are touched, they feel loose; in fact they can be 
  removed. They are attached 10 the end of a wand or rod of some 
  sort, engraved with golden symbols. Anyone holding it and looking 
  al the image c:i the temple receives a tugging sensation. This will 
  return every time they think. of the temple, even after leaving the 
  crypt. The rod is in fact a V¥3'j of locating the Evil One's temple. 
  Petrosian's pack reveals little that the player characters did not 
  know, except he appears to have become paranoid ahout some evil 
  force developing in the barony and trying to overthrow the 
  authorities - and perhaps spread beyond its borders. He notes in an 
  unfinished letter that he does not trust anyone in the ICM'ns, and that 
  he has bUn set upon twice, the second time only just escaping with 
  his life. Another charm may be found in the pack.. 
  
  If the characters are in the vicinity of the Monastery when 
  darkness falls, you may have them encounter some minor form of 
  undead, such as a ghoul or zombie. It should not be too difficult to 
  cwercome if they face it, bw immediately after defeating it, everyone 
  should make a Spot Observe/Hidden/Perception roll/check to see if 
  they notice a pair of bats or night birds wheeling away and flying off 
  in the direction of the ruined temple, 5. 
  The characters should be motivated to find the temple; if 
  necessary add passages to Petrosian's unfinished letter detailing his 
  belief that there is an evil cult centred at the temple of the crypt 
  carving, and where he believes it to be. If they do not find and use 
  the wand, they will take longer to ftnd the temple and will have to 
  risk a greater chance of encounters with wild beasts in the 
  mountains. 
  Event Six: The Jemple 
  No path leads to the Temple. It sits in a freezing hollow almost 
  9,500 feet up, 4.000 feel above the vale of Suceva, hidden at the 
  head of a narrow U-shaped valley. There are only ruins here now, 
  sharp edges d black stone marking the lines of waI.1s and a teetering 
  quarter of its once splendid dome. Within is a circular slab once 
  used for sacrifices: they were burnt alive in a brass brazier. 
  Anyone stupid enough to repeat the words of the mad brother (see 
  Letter 8) in this place will summon up the Evil One, who will try to 
  either destroy the characlers immediately or tum them to his 
  purpose. If he seems to be failing, he will disappear after inflicting 
  as much damage as possible (including making the rest of the temple 
  crumble about their ears). 
  Behind the ruins of the temple a small, squat slructure extends 
  from the mountainside, partially buried ~ falling scree. Upon 
  investigation, the outline eX a door can be found in its otherwise 
  smooth sides. Clearing a\W)' the stones allows the door to be opened 
  - either prising it with some strong, narrow impleme~, or by saying 
  'Open' in the arcane language. There is no handle. 
  On the other side is a single room, unlit by window or lamp but 
  smelling pungently of a noxious substance. Upon a pedestal is a 
  brass thurible or censer, beside il a brass lectern upon which a 
  heavy-bound book with brass clasps sits. The clasps are magically 
  locked and cannol be opened. The room reels oppressive and all 
  lights are only half as effective as normal in here. 
  If the thunble is iii (it is half-full), il will glow, lighting the room 
  with a lurid violet. II will also cause the book to spring open, and a 
  plume of smoke to gather (PIer the thurible. Anyone with 
  mediumistic, clairvoyant or divination talents, skills or abilities can 
  see into the smoke. If they do so, the book will riffle througb its 
  pages 10 some blank ones and a quill will spring up from the binding 
  for them 10 record what they seelhear/divine. Otherwise, if someone 
  concentrates on a subject, the book will mm its pages to a relevant 
  passage. The following should be someh~ reveaJed to the party: 
  When the time of Stone comes and 1M clouds gather in the 
  Mavens sluJll come a leader 0/ the Faith from tM high 
  retreat. He shall come with glory and enlightenment on the 
  orw Jumd, and ~ith tklrkness and deceit on tM other. He 
  sluJlJ hold tM balance o/the KOrld, and cost it down. He 
  sholl be the bringer 0/ war and doom, and death will 
  follow his skirts. For he shall be a worshipper 0/ the 
  murderer and insanity. This shall come to pass after the 
  time of Ferrand in the place <! Mirkill. 
  Despite being written in the arcane language, anyone holding the 
  rod from Voronet can understand it as, of course, can any diviner. 
  The Ferrand referred to is WFRP: the father of Emperor Karl-Franz 
  I; CoC: Archduke Ferdinand of Austria-Hungary (this is the French 
  form of the name); MERP: (S: from rea-rand, 'wandering spirit'), 
  apply this meaning how you wish, eg to the time when Sauron 
  returns in the Third Age, or when the NazgQI are seen abroad again. 
  The place of Mirkal is obviously the Monastery of MiIkal. the Brave. 
  WFRP/CoC: Note that use of the divinatory procedure will lead to 
  some small Sanity loss. 
  Event Seven: Retum 7b Mirkal's Monastery 
  On leaving the chamber of prophecy described above (from which 
  nothing can be removed without it immediately crumbling to dust) 
  perceplive characters may notice a furtive figure. If they try and 
  follow or sneak up to it, they will see someone in a cowled hood 
  fleeing. The figure is obviously sure of its way and m(PIes faster than 
  the player characters can fol.Iow. This is Herisan, the Evil One's 
  disciple at the Monastery. The PCs' task now is to retwn to the 
  Monastery and unfrock the evil brother, whose identity they will 
  have 10 disc(PIer for themselves. 
  Upon their return to the Monastery, they will have 10 first 
  persuade Father Maynir that they are nOI demented, and that he 
  really does have a renegade amongst his brothers. They may show 
  him items from Petrosian, the black rod , etc. In addition, Herisan 
  has grrt.Vn worried about the mad brother and has had him killed, 
  although Father Maynir believes he battered himself to death in a fit. 
  
  Next a leSt will have to be devised; this might be as simple as a 
  spell to detecl the presence of evil, or undergoing a slrict devotion to 
  the divinity 'Mlrshipped in the shrine, or trick questioning (as with 
  Goes Psychology slcill). Naturally, Herisan will not let himself be 
  caprured by this if at all possible, escaping to the Monastery's 
  graveyard and luring the PCs after him. Make this after dark ... 
  Herisan's true nature is revealed. She is a woman posing as a 
  brother, and using her multifarious slcills to seduce brolhers and 
  make them willing slaves. She has thus gained freedom of movement 
  (to visit the ruins of the temple and speak with the Evil One) and 
  power within the monastery, and is much relied on by Father Maynir 
  (not one of her conquests). Naturally, the other brothers who do her 
  bidding will confuse any tests the characters try to perform. 
  She has a fair range of clerica1 slcills herself but, more 
  imponantly, has been given a Staff of Necromancy by the Evil One 
  so that she can summon up and control various SOIts of undead. If 
  the player characters try and attack her, she will defend herself with 
  as many nasty critters as you feel appropriate, Such a fight takes 
  place at night, and the characters will get little help from the 
  brothers (except perhaps Father Mayrur) - indeed, those devoted to 
  Herisan might frustrate attempts by the characters to reach her. 
  If the PCs are closing in on her, she will break the Staff, 
  destroying herself and tearing a rent in the fabric of Space. To the 
  characters, it appears thai: the air turns a tinted red, and a ghoulish 
  visage leers out of the sky, hundreds of fect tall, directly over the 
  shrine. If the characters remember what happened at Vorone!, they 
  should head for the crypt. 
  Event Eight: The Crypt 
  Father Maynir (if still alive) will admit that he hasn't been to the 
  crypt for several years; nothing important is stored their except a few 
  old records ct the Monastery put there during a tidy of their library 
  by his predecc:ssor. If it is entered OON (again through a secret door 
  and a flight ct carved StaiB), the characters will be met by an icy 
  blast. 
  This immediately starts 10 gnaw through them (reduce Initiative, 
  CON, hits, etc as appropriate) unless a save (Willpower/Channeling) 
  is made. It is at this point that the channs may be useful, aiding this 
  and subsequent saves/checks. At the bottom of the steps is a sight to 
  cause Fear (a difficult save here to cross the threshold ct the crypt, 
  and for GoC another Sanity Roll) - a personification of the Evil One. 
  Here in the confines of the underground chamber they must battle 
  the Evil One using their wits and slcills. The following things may 
  affect its ability to manifest here: magic weapons, spells and 
  incantations of banishmett. (or dispelling. annihilation etc.), the 
  charms meOlioned above, prayers or holy rituals (FaUw:r Maynir 
  might be able to help) and so on. A few things will be distinctly 
  hazardous, such as possession of the black rod from \bronet, which 
  gives the Evil One total control over the possessor. 
  Meanwhile, the Evil One will be attacking the player characters 
  with his icy blasts, illusory foes and temble sights, trying 10 drive 
  them insane. The crypt has been adapted for his purpose like the Olr 
  at Voronet, with the scrolls and vellums cleared to rom room for a 
  small a1tarstooe. The Evil One might be able to animate some of the 
  scrolls made from cured animal skins (treat as a swarm), These will 
  be easily destroyed by fire. 
  The aim of the characters should be to survive until they can forct 
  the Evil One back where he belongs. Once this is done, they might 
  conclude they have done ~ir task. But they should heed the words 
  of Petrosian closely, for did he not mention the Ring if Elemit/! 
  This will preserve the Evil One for a later time, to rise again with 
  new disciples, if they do not frnd and destroy him. And now is the 
  time, for he will be weak. It should become clear that they have only 
  defeated a manifestation of his made possible by the Staffs energy as 
  released by Herisan. 
  Event Nine: Grasp Eternity! 
  The Evil One has had his remains transported by Herisan to the 
  shrine in Mieriich, the barony's capital. From there he has used a 
  hypnotic influence to gain control of many people living there and 
  tried to upset the rulers. Now- his needy spirit calls upon his 
  worshippers to regenerate his energy - by sacrificing their awn. 
  Naturally, this is so against the natural inclinations of most· of the 
  population that they are resisting the death wish covering the town. 
  But a few are not strong enough and hurl themselves off buildings or 
  onto knives. Some even slaughter their famllies first. The characters 
  must act swiftly to prevent the Evil One from arising! 
  The shrine in Mieriich has no crypt but several stone tombs line 
  the walls, and it is one of these they seek. Anyone making a 
  Willpuwer/ Resistllnce roll/check can force the black rod to locate its 
  remains, otherwise it may be given awe:; by toWnsfolk lcilling 
  themselves upon it or clustering near to protect it, even though they 
  unwittingly reveal its location. Some of the characters will have 10 
  stage a diversion to draw off any defenders whilst someone opens the 
  tomb and removes the Ring from the hand of the Evil One. 
  Naturally, it will take an extreme Fear check to do this, as it is even 
  more hideous in reality than its apparitions and projections (and yes, 
  it's time for another CoC SAN loss). 
  This practically ends the adventure. 1be IOWnsfolk who have been 
  influenced ~ the Evil One will be confused and dazed for some 
  time after its destruction, but will not take any retributive action -
  indeed, they may even come to see the folly of their "",rship and 
  thank the player characters for saving ~m from probable death. 
  The ruling authorities and the brothers ct the Monasteries in the 
  area may also give some gift to the part)' for helping rid the barony 
  of this evil threat. In CoC ~re will also be a SAN gain for a 
  successful conclusion to the adventure. 
  
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  Non-P1CfYer Characters 
  The lack of strict structu~ in this adventure, and the fact that there 
  are three di~rent role playing systems with which this advenmre 
  can be used. means thai many of the people or creatures encountered 
  are not detailed here. Most systems have SOUIttS from which you 
  can dnIW 'nonnal' or 'standard' statistics for such encounters. The 
  descriptions in the le~t should serve as guidelines: remember thaT 
  with these less notable encounters, you should bt' aiming to annoy 
  the player characters and wear them dawn II little hi!. rnther than 
  trying to finish them off. 
  Herisan 
  Herisan is a \.\Oman disguised as a man. She has been posing as one 
  of the brothers of the Monastery of MirlW the Brave for some yean. 
  and has gotten the confideoce of Father Maynir as well as seducing a 
  number of the weaker brethren. She knows the location of the ruined 
  Temple used by the Evil One and has learned of her 'destiny': to 
  become the leader of her religion and draw the VIOrld about her into 
  confusion and death. She plans to do this for her true master, the 
  Evil One, whom she perceives as a maniiestuion of a horrible god 
  (use whichever seems appropriate if no other guidance is given). 
  Herisan is about 36. She stands .5'6" tall, and has shon black hair 
  after the nature of all the brothers. She hao; a very pleasant voice and 
  manner, and will help the characters whilst actually confusing them 
  wherever possible. She wears the traditional black, co.vled robes of 
  the Order and bears a staff occasionally: she also has a concealed 
  dagger with her almost al-..v.tys. 
  Hbrhammer Fantasy Roleplay 
  MWSBSS TW 
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  Skills: Arcane Language- Magick, Chann (+10% Fel), Crytography, 
  Disguise. Divination, Identify Undead. Lightning Reflexes (+10% I), 
  Luck, Magical Sense, Meditate. Public Speaking, ReadlWrite, Scroll 
  Lore, Secret Uinguage- Classical, Seduction. Sixth Sense. Theology. 
  Careers: Initiate. Seer. Charlatan. Cleric Levell. Cleric Level n. 
  Magic l..evel: I 
  Power Level: 22. Cast Spells - Cleric I, Cast Spells - aeric n 
  Special Trappings: 
  Staff of Necromancy - Has an energy reserve (as Jewel of Power) of 
  twenty points usable for any of these spells: 
  Summon Skeletons/Skeleton Champion 
  Stop Instability 
  Hand of Death 
  Dagger of KJujine . magic weapon with Poison Attack. +2 damage 
  and Fear, 
  MERP 
  ST AG CO IG IT PR AP Lvi PP OB AT(DB) Hits MM 
  77 
  1.5 
  4.5 
  11 
  9.5 
  96 
  63 
  1 
  28 
  65da 
  No(S) 
  5.5 
  15 
  Animist. Lesser Dunadan 
  Languages: Dunael 5. West ron, Sindarin 3, Morbeth 3 
  Spell Lists: Sound/Darkness Ways-, Surface Ways, Contaminations-, 
  BonelMuscle Hann*, Blood Hann-, Organ Hann-, Creations. (-
  indicates some spells on the list have the reverse effect of spells on a 
  similar list in the rulebook, eg Contaminations=Purifications.) 
  Notable Skills: Base Spells +14, Directed Spells +34, Thrown 
  Weapons +45; Acting +65, Use Items +.51, Perception +5.5, 
  Stalk/Hide +.5.5, Seduction +.50. Ride +42, Meditation +40, Read 
  Runes +21. 
  Special/terns: Dagger (+1.5 and xl spell multiplier); Staff of 
  Necromancy (summon up to 28 levels of skeleta1 undead (max level 
  1) per night). 
  No statistics are given for this being; you should not need them if 
  the characters are careful enough to lIVOid a physical confrontation 
  with it. The Evil One has great power in the spheres of illusion and 
  terror. and also mind controllcompulsion, although the latter is less 
  effective againsl the pJ3)er characters. Most of its pa.ver must be 
  channelled through the Ring of EJemity which holds it half in this 
  world and half in the next like a Wraith. Deprived d the Ring, it 
  will wither and dissipate rapidly. It gets its power from the god it 
  serves and also from its own worshippers. It is dedicated to the 
  overthrow of lawful or good temporal and spiritual power in this 
  world, replacing it with evil tyranny directed by itself and its master, 
  through Herisan. 
  Father Mqynir 
  Father Maynir is a venerable old man. with a shock d white hair 
  and a forthright manner. He is capable in most situations, although 
  not 8S fast or agile as he used to be, nor as used to manual work. 
  The shock of discovering Herisan's true nature will probably put him 
  out temporarily, leaving the PCs to attack her on their own. 
  Otherwise he is a fighter! He is also well read and learned. 
  UUrhammer Rmtasy Roleplay 
  MWSBSS 
  T 
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  I 
  A 
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  3 
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  41 
  62 
  42 
  Skills: Etiquette. Heraldry, HiStory, Linguistics. Meditate. Public 
  Speaking, ReadfWrite, Rune Lore, Scroll Lore, Secret Language -
  Classical. Speak Slavic, Theology, 
  Careers: Scribe, Scholar (inoom.), Initiate. Cleric Levell 
  Magic Level: I 
  Power Level: 10, Cast Spells - Cleric I 
  SpKial Trapping 
  Chain with Holy Symbol can cast Sland Calm once per day. 
  MERP 
  ST AG CO IG IT PR AP Lvi PP 
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  38 
  6.5 
  .50 
  90 
  .53 
  11 
  .5 
  5 
  Animist. Rural Man 
  OB AT(DB) Hits MM 
  2.5ma 
  No(O) 
  33 
  to 
  Languages: Wes .5, Dunael .5, Sindarin 5, AdAnaic 5, Quenya .5 
  Spell Lists: Protections, Surface Ways. Direct Channeling, 
  Bone/Muscle Ways. Blood Ways. 
  Notable Skilfs: Base SpeUs +10; History +50, Perception +.50, 
  Holy Ritual +4.5, Use Items +4.5, Read Runes +3.5, 
  LeadershiplInfluence + to. 
  Special/tern: Chain with holy symbol, casts Cabn Song 2/day. 
  Usiful Sources 
  Other encounters can be taken from the following sources: 
  CoC: Third Edition Rules 
  WFRP: Rulebook - Beastmen (P216) and Goblins (P220-21) in the 
  Forests; Boars (P233), Bears (P232) or \\blves (P241) in the wilder 
  mountainlands of the Barony: Ghoul (p248-49) or Zombie 
  (p2.51-.52) at \bronet. For the rural folk d the Barony, use the 
  standard Human profile (P222). AJso useful will be the standard 
  NPCs and military types found in The Enemy Within (handout 
  sheets and p21-JO). 
  MERP: Nonna1 Middle-eartb creatures can be found on p86 (Thble 
  ST-2) of the rulebook; for undead see Frech &: Paths of the Dead 
  pH and 3.5 or Dagorlad &: the Dead Marshes plO-U - ghouls and 
  skeletons are suitable. 
  Graenre 'Staplehurst 
  
  Starting skills 
  Accounting 
  Debate 
  Ride Bicycle 
  Bargain 
  PsychOlOgy (initial maximum 35) 
  Spot Hidden 
  plus one 'hobby' - w hich is any desired skill 
  Starting money: (d4 x 51000) + 1000 
  Shop assistants are of two basic types: the stem, middle-aged floor 
  lIl2Ilager; and the much younger, relatively inexperienced, mere 
  assistant, Which type is chosen depends on the player, and the 
  igeofhis or her character; the former is any age over twenty-nine! 
  Floor managers should act, in the main, very pompously: much 
  like a certain Captain Peacock", They should be unbearably 
  condescending 10 their social inferiors, and grovel without 
  hesitation to those of superior status. Their knowledge will very 
  often be very limited. Players should make a point of trying always 
  10 talk shop (if yOU'll excuse the pun), "I don't care if the building 
  ison fire, this many-tentacled gentleman and 1 were just discussing 
  a selection of summer jackets for his wardrober" 
  Younger shop assistants should make a point of being cheerily 
  hippy all day long. Their only worries should involve getting to 
  work on time, and the way that ..... that Mr. Blenkinthorp blamed 
  me for his own clumsiness" and the like. 
  Players of shop assislantsshould try to get into character as much 
  as poSSible, because otherwise the job can 'disappear' from the 
  game. Don't be content with merely using your trade as a cash 
  generator: nuke sure the other players appreciate the shop assistants 
  of this world - an assistant at Harrods is no ordinary person! 
  Shop assistl.Ots can be used in any of the CoC senings, but work 
  particularly M'11 in CtbulbuByGasltgbtor Green & Pleasant Land. 
  This WOly, whenever the assistant~g~e},':l':fi~,re~~d~fi~rof~m;~tl~t~ 
  the current adventure has finished - he can 
  r 
  Otherwise, just make sure that 
  value of 
  the job of shop assistant, and t.he 
  GAMEKEEPER 
  Starting Skills 
  Camouflage 
  Track 
  Climb 
  First Atd 
  Hide 
  Listen 
  Shotgun 
  Track 
  Sneak 
  Botany or Zoology 
  Starting Money: (d4 x $1000) + 12000 
  Gamekeepercharacters are probably best suited to Green & Green 
  Pleasant Land, although some might have been 'exported' to 
  America by trendy debutlntes and the like, 
  Gamekeepers, like cowboys, tend to be masters of one particular 
  environment. In this case, the environment is likely to be the 
  Scottish Glen, or the salmon-packed reaches of an appropriate river. 
  Outside of this environment, they should suffer the same sort of 
  confusion as Cowboys, but perhaps not to such a great extent, 
  because of their inherent 'down-to-earth' natures. 
  It should be remembered as well that the Gamekeeper was a 
  much respected member of an estate's staff, and considered 
  uhimalely loyal to both the 'Laird' or 'Master' and his land. Outside 
  the estate, the Gamekeeper would ~ sure of at least some measure 
  of respect from the inhabitants of cities, even if only for his 
  acknowledged expertise on Country-side mauers. 
  Keeper's Notes 
  Keeper's Notes 
  Gamekeeper characters work best when the owner of the eState 
  The most important thing to note about shop assistants is that it 
  on which they work is another player. Otherwise, ocuses to leave 
  should be almost impossible for them to take time off from work 
  the home estate, and indeed the very reasons for doing so, might 
  on any day but a Sunday. Naturally this makes investigating 
  be difficult to find: "Just how many dying grandmothers do you 
  mysterious goings-on slightly difficuh , especially since shop 
  have, MellofS. .. " 
  assistants should work from eight to eight in (his period! 
  Although not a problem with a campaign Setting, single-scenario 
  There are two possible solutions to this: the first is to have some 
  Gamekeeper players should specify what SOrt of estate they work 
  other player, of a high social ranldng, 'know' the owner of the 
  on. This gives everyone some idea of what they should or should 
  shop where the assistant works, and be able to beg some time off 
  not be able todo. For example, it is unreasonable for aGamekeeper 
  for him or her, and explain when he or she is late etc. The second 
  who is specified as being custodian of a stretch of river to ~ able 
  is to have shop assistant jobs readily available, and easily obtainable. 
  to shear a sheep and vice versa. 
  ~ 
  it 
  
  CHAUFFEUR 
  Starting Skills 
  Drive Automobile' 
  First Aid 
  Drive Carrioge 
  Operate Heavy 
  Machinery' 
  1 'Hobby' (as above) 
  Mecbanical Repair' 
  Fists 
  Listen 
  Ride 
  ! 
  'Such skills may be somewhat limited in a Ctbufbu by Gaslight 
  sening. 
  Starting money; (d4 x 51000) + $lOOO 
  This 'job' is emminently suited for characters in any Cthuthu setting, 
  especially where higher members of society are involved. 
  Chauffeurs come from a variety of backgrounds, and characters 
  should reflea this. Players are free to choose the background of 
  their chauffeur, but should remember that this background should 
  fit in with Chauffeurs in general and, perhaps more importamly, 
  his employer. It is, for example, extremely unlikely that a respected 
  member of parliament would employ an ex-anarchist chauffeur. 
  When playing a chauffeur, remember' that your pride and joy 
  should be your car or carriage. If the fonner, you should be always 
  cleaning and checking iI for faults, and be prepared tOput it before 
  health and happiness. If the laner, you should treat your horses 
  with respect and attention. RemembeI; at all times, that they are 
  the source of your livelihood. leather traces, bridles etc should 
  also be carefully cleaned every day. 
  Chauffeurs were often expected to doub le as unofficial 
  bodyguards as well. It might just be acceptable for the chauffeur 
  to carry a firearm or sap in the car or carriage, for example. It would 
  cenainly be acceptable forhim (for Chauffeurs were predominantly 
  male) to use the aforementioned implement in the defence of his 
  employer(s) and their associates. 
  Keeper's Notes 
  Once again, it is easier if the employer of the Chauffeur is one of 
  the other pla}'~rs , although this difficuJty can be got around by 
  either having the NPC employer become ill (and thus not need 
  his Chauffeur), or by the NPC employer 'loaning his driver' to a 
  friend, such as a suitable player. 
  I Whatever the case, the GM should remember that the Chauffeur 
  is uSually responsible for his carriage, be it driven by horses or 
  horsepower. Any..repairs necessary after accidents or the like could 
  perhaps be deducted from wages? 
  The Chauffeurs of very rich employers might also be given the 
  opportunity to learnihave 'Pilot Aircraft' skill, but obviously only 
  in an appropriate time period. 
  'Drive on, Parker: 
  'Yes, M'Lady.' 
  !' 
  CONMAN 
  Starting skills 
  Accounting 
  Bargain 
  Credit Rating 
  Psycbology 
  Law 
  Sneak 
  Any 2 from 
  Debate 
  Fast Talk 
  Oratory 
  Starting money: (d$ x $750) + luck Roll for an additional $1350 
  Suited for any Cthulhu setting, but especially cities and merchant 
  banks! 
  There are basically two types of corunan: the 'smiling cat' and 
  the 'smotherer'. The former, as in ' never trust a smiling caC, is a 
  very smooth sort of charaaer, who wonns his or her way into the: 
  confidences of his victims, and then slides out of the door with 
  his iII·gotten, but legally swindled, gains. He knows that the law 
  will now prQ[ect him from his victim's wrath and regret. 
  The smotherer, on the Other hand, never Stops talking, indeed 
  shouting, about the benefits of the schemes he or sheis proposing. 
  Victims are usually JUSt plain worn down, handling over their 
  money or goods sometimes just to get rid of the conman. 
  Player characters may, of course, attempt to indulge in either 
  form of swindle, but should pay attention [Q the following rules 
  for a good COil : 
  The con should be 'shady' rather than, say, outright fraud and 
  the like, 
  It should involve a lot of money, as losing one's reputation over 
  only a few dollars just isn't worth it; 
  Violence is a last resort · as murder carries a long con·free: 
  sentence ... death; and 
  One's own well·being ismore important than the success of an)' 
  con! 
  It shouldbeconsideredbadform to 'con' members of your own 
  acquaintance(ie other players), but perfectly OK to mislead them 
  as to your aaual profession. Indeed, one of the prerequisites of 
  the good con-man is 10 be able 10 assume different identities at 
  will. Identities usually depend on voice or clothing changes, so 
  actual disguise would not be used except in extreme cases, such 
  as trying to con your own mother! 
  Keeper's Notes 
  During the playing of a campaign or scenario using a conman 
  character, you should make sure that at least one opportunity for 
  a successful scam appears. That way, the character is nm JUSt used 
  by the players as a smooth·talking way around trouble, but exists 
  in his own right, as well. 
  Corunen operate on the periphery ofthe Jaw. Hov.'eVer, they will 
  co'operate with the police if it is to their own advantage. On the 
  othe r hand, remember that informing is a very dangerous 
  occupation ... "Concrete overcoat, sir?" 
  Also, don't forget that the victims of past cons cancome looking 
  for (poSSibly illegal) revenge. An NPC from the past on the rampage 
  is always interesting! 
  IMMIGRANT 
  Starting skills 
  Speak a foreign language (of choice) 
  Read/Wrlte a foreign language (same language) 
  Fast Talk in a foreign language (same langauge) 
  Speak Engllsb 
  Bargain 
  Sneak 
  I 'Hobby' (as above) 
  Pickpocket 
  SWim(l) 
  Starting Money: d2 x $1000, 
  Credit Rating of 0, No Savings. 
  This type of character is best suited to 1920's American Cthuihu, 
  there are some possibiHties for other settings (Irish/Eastern 
  EuropeanIJewish immigrants in Ctbulbu by Gaslight). 
  Immigrant characters are assumed to have literally 'jUSt stepped 
  off the bbat'. They should at the beginning of a campaign, be almOSt 
  totally ignorant of local customs, even down to the basics of 
  
  language. They should ha,e very little money, and be almost totally 
  dependant on the worst of jobs or what they can steal for living 
  expenses. 
  Native inhabitants are quite likely to feel some measure of 
  resentmentlowuds immigrants, and this could even Ottend to acts 
  of violence and/or the odd lynching or twO. Don't expect the poli~ 
  to believe anything you (attempt) to say unless substantiated by 
  natives. 
  Despite the considerable statistical and environmental 
  disadvantages of immigrant characters, they are great fun to play. 
  Indulge the worst of your foreign accents as you drive the other 
  players up the wall with your almost total inability 10 understand 
  anything they say. Use your ignorance as an excuse to get out of 
  all the really nasty jobs, MK1 take full advantage of anyopportunity 
  to 'liberate' supplies. Be fanatically patriotic about both your 
  country of origin and your current home. Carry a model of the 
  Statue of Liberty close to your heart for quick reference in times 
  of trouble! 
  Play testing this 'job' was amusing, to say the least: 
  'OK, Leonardo, intO the cave with you, and leU us what you find: 
  'Que?' 
  'Oh, nOt again! Leonaroo .. .' 
  'Scuse, name not Leonardo but Leonardo.' 
  ·OK. OK, Leonardo, will you get into that cave, and put my 
  overcoat back, will you!' 
  'Que?' 
  And so on! This character is a perfect 'sidekick', and should 
  perhaps be aken under the wing of another character. 
  Keeper's Notes 
  It is imponaru to fully take into account all the possible difficulties 
  that could be encountered by the immigrant in his quest to carve 
  a niche for himself in his new home. 
  ForexarnpJe, besides the abovementioned, don't forget that not 
  all Immigrants were desirable - and they could be re-shipped if 
  necessary. Pass the immigrant has always been a favourite game 
  of governments. 
  On the whole, though, don't make life too tough for immigrant 
  characters, for they start offwith enough worries as it is: no money, 
  bad job prospectS, and probably very few possessions. One w:.I.y 
  of compensating for this is to have immigrants meet up with 
  communities from their place of origin, and to be able to live off 
  them to a certain exten!. The Chinese, for example, were quick 
  to export their Tong and 1had gangs to America. Membership of 
  either of these could bring much security to a little, lost immigrant. 
  MONK 
  Starting skills 
  Debate 
  Library Use 
  Oratory 
  ReadlWrite Latin 
  Speak Latin 
  History 
  Any I from 
  Anthropology 
  Archaeology 
  Botany 
  Starting moneyICredit Rating: nil 
  Ideal for use with Green & Pleasant umd, the monk character 
  is typified by the fictional ideal of monastry life. 
  Cassock-wearing, innocent of the v..-orld at large, and with a 
  selflessness that can amaze, monks should act in a way consistent 
  with their ideals, and those of their faith. Evil should be met with 
  goodness, sinners with pity and understanding, and violence w ith 
  forgiveness - most of the time ... 
  PC Monks must realize that worldly possessiOns are unnecessary 
  trappings in the search forspirirual weU-being: any money required 
  must come from charitable resources. These sources can include 
  the pockets of associates, or funds wrangled out of the Abbott by 
  skilful argument. 
  Whether at work in tbe monastery rose garden, or carrying the 
  word of the Lord into the most vile depths of depravity, monks 
  believe. And belief is the strongest weapon of aiL. 
  Keeper's Notes 
  There are several imPOrtant points to be noted about Monk PCs. 
  Firstly, there is the matter of their credit rating. Monks should 
  begin, and indeed continue, the game -with no or very little money. 
  Money should be used almost solely for the purpose of day-to-day 
  living - and that does nOl include a new cassock every month! 
  Should a monk come into money, then it is reasonable to expect 
  that this money is given to charities, although his own monastery 
  may qualify as such. 
  The second point to make is that monks should have no dealings 
  with people involved in immoral or iUegal activities. This may 
  include other players, so make sure that the monks in your game 
  are nOt prepared to become 'corrupted' by associating with evil-
  doers for toO long. If in doubt as to how a monk should behave 
  (remember that it is up to the player to act in a 'monkish' W2y), 
  JUSt bring the situation down to basic good or bad, and punish 
  those monks who opt for bad, casting them out from their 
  monastries until suitable penance has been performed, for example. 
  That 'the ends justify the means' depends very much, for monks, 
  on the qualities of those 'ends'! 
  Thirdly, monks should have no dealings whatsDe10er with magic 
  of any kind. Magic is, for them, intrinsically evil in nature - and 
  only the saimly can perform miracles. 
  Finally, monks should act at all times as fictional monks should: 
  be the fictional ideal Friar Thck, the monks from Umberto Eco's 
  The Name D/The Rose (although from a few hundred years earlier), 
  or Father Brown. Make sure that the benefits of being a monk, such 
  as the implitit trust of th05e encountered, are properly paid for: 
  matins and \-espers are a good place to start! 
  
  COWBOY 
  St:lrIing skills 
  Camouflage 
  Ride 
  Sneak 
  '!rack 
  Hide 
  Sing 
  Spot Hidden 
  St2rling money: d4 x '75 
  Any 3 from 
  Pistol 
  Rifle 
  Fists 
  Throw R1:Jpe (Ie la5S0) 
  Throw Knife 
  Once the gteu prairies were fiUed with herds of IOMng C2Uie :md 
  their protectors: the hurly cowboys. Now, however, the catlle 2ft: 
  M ing sold for bed, and lht: l:and being dug for oil or being used 
  for building. Along with thedis2ppcu:lnCc of the g.re:il cattJe herds, 
  :I. Slc:ldy stream of oUI+{)f·work cowhands nows intO the grimy pil 
  of the cilies of the mort: urbanized Northern stales of the USA. 
  Pl:ayer ch~ 
  cowboys, or wnnglers:as they are more properly 
  known, should be both shon of money and city-smarts. They 
  should be emy tricked OUt o f their few hard'Cllmed dollar.; by 
  landlords and other unscrupulous traders. At the same time, 
  however, thdr experience of the '12wless West' m:lkes them 
  dangerous I'JX:n to cross, es~cially when combined with their 
  unique K:I of 'right or wrong' morals. 
  In :l campaign s~tti ng , cowboys should drih ~en 
  odd jobs 
  in the cities, sUn'iving on th~ poverty line at best: "and no, son, 
  horses aren't allowed in your room oYemight!" 
  Cowboy ch:lracters ~ 
  most suitable for Americ:ro COC settings, 
  but can fit intO British COC • imported as stable h:mds perhaps · 
  :rod Australian settings, where they might very well be fugitives 
  from the destruction of their natural environment, gone to an 
  environment largely untouched by man. 
  Keeper's Notes 
  The idea is to make the player feel as out of place as possible In 
  the urban environments of a lot of COC games. The other players 
  should appear very differmt, citified individuals. For example. PC 
  Cowboys should want to any weapons around with them all the 
  time· don't let '~! Make sure that ~"Crypoliceman tb=y encounter 
  decides to check the shady lOOking one in the funny clothes for 
  possible arms. 
  At the same time, howC\~r, should the game stray intO a setting 
  more in tune with a cowboy's sldlls, for example farm1:rod or the 
  African setting of Masks of Nyarlathotep, then give the player as 
  much help as possible. Here's his chance to get his own b2Ck on 
  those city slickers who think he's such 2 yokel! 
  ACIORIMANAGER 
  Fast Talk 
  Starting Sldlls 
  Disguise (make· 
  uplcostume) 
  Oratory 
  Psychology 
  Sing 
  ReadlWrlte a foreign language 
  Speak a foreign language 
  Credit Rating 
  Starting money: (d6 x '100) ... '250 
  Ths occupation is almost Singularly suited to use with Ctbulbu 
  by Gaslight, as it describes a very specific trade. 
  In some Victorian the2tres, the functions of owner, man2ger, 
  producer, di~ctor:rod leading man were all filled by the so-called 
  ActOr/Manager. These formidable men ruled their establishments 
  with a rod of iron, considering even the members of the cast 2S 
  their property. 
  Thq' gener.illy moved in nouveau riche circles, which provides 
  2n idelll entry pOint into a campaign or scenario involving in 
  particular the activities of fashionable secret societies such as the 
  Theosophical Society 2nd the Freemasons (Cthufhu by Gaslight, 
  p32). 
  Actor/Man2gers should be very self.imporunt, overbearing 2nd 
  donUn2ting. However, they did cherish the socia! order, and nvour 
  keeping people well in thdr place . seeing themselves 2tthe umt: 
  time as possessing an e1ev:ated status. Despite this, howC\'er, they 
  were nOt above arranging the occasional 'li250n' berween fem21e 
  CUt members and rich gentry. 
  Such charaaers should possess an artistic temperament, :rod not 
  nUss an oppor-tunity to exhibit their theatrical skills. Everything 
  should be exaggerated (,Oh, it was simply wonderful, daah·lings!'). 
  As, for example, when faced by :l ravening Hound of Tindalos: 
  'To be or not to be, th21 is ... .' 
  'Stop quoting th2t rubbish you pompous old windbag. Wh2t W2S 
  it, anyway?' 
  'Hamlet's suicide speech, my dear boy, rather appropriate in our 
  current 
  situation, 
  eh?' 
  Kef:per's Notes 
  Such characters will often seek to dominate 2 parry, but this should 
  cease to be a problem if the other players seize their opportunities 
  to put down their 'artistic' companion. 
  Investigating will h2ve to be fitted around the performanct: 
  schedule of the ActorIM2fl2ger, although he m2y occ2sion211y be 
  'resting' in between productiOns for short (or not so short) periods 
  of time. 
  ActOr/Managers m2y have access to the very highest levels of 
  society, besides the chance to get their hands on 11 variety of useful 
  and semj·usd'ul the2trical equipment: induding props 2nd make· 
  up. Such equipment should not be as suong:as the ~ 
  thing: rather 
  Important when the item in question is a stage sword or shield. 
  Do not allow these advantages to undermine the campaign U :l 
  whole · for example, the necessary item may be required on stage 
  that C\·ening. 
  And finally, it is important to remember that, in thefina! analysis, 
  when all is said and done, the final card is played, when chips a~ 
  down, and the g2me is up .. 
  The Show Must Go On! (and on, and on .. .) 
  A SITUATION FlLLID .. 
  As a fin21 comment, it is important to note that the above job 
  descriptions are only guiddines. and, ~ 
  any other rules, no IIl2ttcr 
  what the syslem, are less important to me game th.2t what you want 
  out of it. If you feel th.21 the Immigrant desen'es more skills, 
  fine ... it's up to you. The important thing is to always retain gamt: 
  b2i2nce. 
  Bob Avery a7ld Phil R(H 
  
  Players' Information 
  Gregory Hawthorne, the gossip columnist for 
  a popuIardaily paper, contacts the investigators 
  by telephone, clearly excited and wishing to 
  show them something that has come into his 
  possession. If one of the investigators is a 
  journalist, he or she will be contacted as a 
  colleague. If not. the investigators may be 
  contacted as known authorities on occult 
  matters. Hawthorne will say only that he is on 
  the verge of 'something big', and will ask the 
  investigators to visil him al this home, and to 
  tell no-one thai he has conlacted them. 
  Keeper's Information 
  Hawthorne will not answer his door when the 
  ! 
  investigators call. If they look in at the windows, they will see that the 
  house seems to have been quite thoroughly ransacked, and a Spot Hiddell 
  roll will reveal that an entry has been forced through the back door. 
  Hawthorne·s body lies severely mutilated in an upslairs room. 
  TWo days later. the investigators will receive a lener from Messrs Jameson, 
  Hall, Sykes and Jameson, Hawthorne's solicitors. The letter will invite 
  the investigators to call at the firm's premises, where they might learn 
  something to their advanlage. At the solicitors' offices, they will be given 
  a sealed package containing a handwritten book and a letter. The letter 
  reads as follows: 
  / Mve illStruaed my solicitors to see that you get this book if I should 
  die before our meeting. It came illto my possessioll - / clUlno/ say how 
  - when I was working on a story about Sir Charles &rrillgtoll and some 
  rather peculiar associates he keeps. I expected low II/e, possibly crime, 
  but lIever this. My illtelltion was /0 ~-erify the mtlIIuscript with you before 
  going ahead with the story. bur now you must decide how best to proceed. 
  Good luck, and be careful. ' 
  The book is entitled Liber Tenebrae, and the first entry is daled 1666. The 
  greater pan of the book is in archaic English and requires a Read English 
  roU to understand it perfectly. It chronicles the history of a cult 'W'Orshipping 
  Shub-Niggurath, and sets out various rituals and fonns of worship. 
  Dated 1919 is an entry recording the induction of Charles Barrington, and 
  the last few pages are wrinen in his hand (this will be confirmed if a 
  handwriting expen is consulted). The book is a minor Cthulhu Mythos 
  source, as detailed below: 
  Sir Charles Barrington is a prominent member of Parliament, and there 
  is potential here for a story that will ruin his political career. 
  The editor of Hawthorne's paper, the Daily 
  Graphic, will allow the investigators to go 
  through al1 Hawthorne's files, having been 
  instructed to do so by another posthwnous 
  letter. Among various notes aresc.reral cuttings 
  from the Berkshire Mercury, concerning 
  themselves with the desecration of three 
  churchyards in a small area of East Berkshire. 
  In each case one grave was opened; the names 
  of the occupants are given as Josiah Penrose, 
  died 1755, Edward Smee, died 1832 , and 
  Charles Monon, died 1904 (or if the keeper 
  prefers, the investigators might have to visit the 
  churchyards to find this out). If the book is 
  consulted, these names will be found recorded 
  as past masters of the cult. 
  As well as the cuttings, there is a tom and 
  crumpled Ordnance Survey map with the three 
  churchyards marked on it, a circle drawn 
  around them and a place-name underlined 
  roughly in the centre of the circle. The name 
  is Wan field, and an Idea roll will recall the fact Barrington has a house 
  near the village and is a prominent member of the golf club at nearby 
  Sandy Hills. 
  There is also a scrap of paper bearing the scribbled note ·lS Sunnldale 
  Sin 8:15 Thurs'. If the Berkshire Mercury is consulted for the previous 
  week, a successful Library Use roll will tum up a notice of the death of 
  one 10hn Smedley, of Wanfield, who was burned to death in his house 
  on the previous Friday night. Smedley's name will be found in the book 
  as a member of the cult. 
  Barrington and his followers are desperate to recover the book; they were 
  responsible for the deaths of Smedley and Hawthorne, and they will be 
  aware that Hawthorne's solicitors have contacted the investigators. 
  Investigations in Wanfield may meet with some difficulties; the present 
  members of the cult are listed in the book, but not their occupations. They 
  include the village posunaster and the landlord of the Royal Oak, the local 
  public house, and several other prominent members of the local population. 
  The keeper should feel free to fill in the details, perhaps allowing a 25% 
  chance that any adul! questioned will be a cult member. The cultists will 
  do everything in their power to recover the book and destroy any 
  incriminating evidence. 
  Sir Charles Barrington 
  Barrington has been the head of the cult for almostlwo years, and besides 
  the Ilber Tenebrae he has several other minor Mythos sources at his home. 
  The desecrations which attracted Hawthorne's anention were anempts to 
  exhume the past masters for Resurrection. Barrington had found the spell 
  in one of the books and wanted to learn from them. Of the three attempts 
  so fat, however, none has been successful. 
  Skills: Cthulhu Mythos 45%, Occult 60% 
  Weapons: 12-bore shotgun 60%, knife 30% 
  I 
  Spells: Call Shub-Niggurath, Summon/Bind Dark Young of Shub-
  Niggurath, ·Resurrection, Shriving 
  
  Players' Information 
  Hennione Elsenham is something of a celebrity in the psychic world 
  of the Home Counties. writing for popular magazines as well as a 
  number of specialist publications. and even making occasional 
  wireless broadcasts. She is in great demand for seances and psychic 
  readings in well-to-do circles, reputedly charging up to £50 for an 
  engagement. 
  The investigators are contacted by her agent, a Mr Edwin Robey. 
  Some kind of mishap took place at a seance she held in the exclusive 
  St George's Hill area of Weybridge. Surrey, a week ago. Miss 
  Elsenham was subsequently admined toSt Peter's hospital in Chensey 
  before being transferred to the Hollow.!)' Sanitorium in nearby Virginia 
  Water. Mr Robey has not been allowed to see her, and is worried 
  about what might have happened; he has been able to find out nothing 
  about the night of the seance. 
  Keeper's Information 
  Robey knO'NS a little of occult matters (CJ1%) through his association 
  with Miss Elsenham, but can offer little real information. The client 
  for whom the seance was held was a Mr Arthur Femeyhaugh. a 
  wealthy dilettante. 
  Investigators will be politely but firmly turned away from the 
  Femeyhaugh residence by the butler; Mr Ferneyhaugh has gone to 
  the south of France, and is not expected back for some time. If the 
  other servants can be interviewed, they might reluctantly reveal that 
  the room in which the seance was held has been shut up. A clandesline 
  reconnaissance from the shrubbery will show that a set of french 
  windows on the ground floor has been boarded up, and on closer 
  investigation a Spot Hidden roll will reveal that they were forced 
  violently outwards. The servants were all given the evening off on 
  the night of the seance. and cannot offer further information. 
  A list of the guests might be obtained with some difficulty from one 
  of the servants; this will read like a short direclory of the local social 
  scene. but most of the guests will have suddenly gone away or will 
  refuse to talk to the investigators. Successful use ofboth Credit Rilting 
  (10 get past defensive butlers) and Fast Talk (to persuade the guests 
  to open up) may yield some results, but il is clear that everyone is 
  badly frightened and does not understand what happened. It seems 
  that a short time after the seance started , Miss Elsenham screamed. 
  'No! Never! Get away!' There was a violent but noiseless explosion. I 
  which blew out the french windows and threw objects about the room 
  like shrapnel. The guests fled, and returned a few moments later 10 
  find Miss Elsenham unconscious beneath a heavy oak table. 
  It may be possible to see Miss Elsenham. if one or more of the 
  investigators has medical credentials. Hov.'ever, the Sanitorium do 
  not welcome visitors. and will be most displeased if their patient 
  is unnecessarily upset. 
  She is suffering from Catatonia, and has only occasional lucid 
  moments, Any investigator attempting to talk to her must make a 
  P$)'ChOOtUllysis roll or half a w.ck roll for every hour he or she spends: 
  success indicates a fairly lucid interval of 1010 minutes. Even while 
  lucid. Miss Elsenham will appear confused and incoherent; she will 
  talk of a strong presence and a voice which promised her marvellous 
  and obscene things, and claim that a thing has been sent to tonnent 
  her, feeding off her very soul. There is also a 10% chance thai in 
  her ramblings she will mention 'an Egyptian name ... the Approved 
  One'; a character familiar with Egyptology (Archaeology or 
  R£adlWrite Eg)ptian Heirogi)ph roll required) may realise that 'the 
  Approved One' is a common suffix to Egyptian royal names, taking 
  the fonn ', .. hotep' and generally preceded by the name of a god. such 
  as Amon. 
  Miss Elsenham's seance resulted in accide ntal contact with 
  Nyar l ~thotep. She refused his offer of knowledge and power in return 
  for sevice, and he has sent a Hunting Horror to tonnent her. It only 
  appears at night, when she is alone. As well as sapping her SAN 
  with its appearance, il is draining her using the Power Drain spell 
  (Shadows of Yog-Sothoth . p2J, or Fragmenrs of Fear, pJ6). If the 
  investigators deduce the involvement of Nyarlathotep and/or attempt 
  to interfere, there is a good chance that the Hunting Horror will tum 
  on them; otherwise, it will continue to torment Miss Elsenham until 
  she is dead or permanently insane. Needless to say, if the investigators 
  decide to take any kind of action, they will find the Sanitorium 
  authorities most obstructive. 
  Hermione Elsenham 
  STR 9 CON" 8 Slz 10 INT 13 PO'N 17 (cu~ntly 9) 
  DEX 10 APP 13 SAN 19 EDU 15 Hit Pts 9 
  Skills: Occult 85% . plus variousothers, not usable while msaruty lasts. 
  Hunting Horror 
  I 
  STR 30 CON 12 SIZ 30 lNT 16 PO'N Xl DEX 16 
  • Hit Pts 21 . 
  Weapons: Bite 65 % 106+306 Thil90% grapple 
  Annour: 9 points hide, bullets cannot impale. 
  Spells: Contaci Nyralalhotep, Power Drain, Shriving. 
  SAN: 011010 
  
  Players' Information 
  Daily Record, Sept 17th ... 
  BLACK MASS KILLER TO HANG 
  Coven Leader Walks Free 
  After a sensational trial, Clive Manners has been found guilty of 
  the ritual murderofat least five persons, whose idenlity has not been 
  established, in the 8rnylea ro.-enC8Se. Manners. 32. stood impassively 
  in the dock as Lord Justice Haybur)' sentenced him to death by 
  hanging. 
  The sentence was the culmination of a fourteen-day trial which has 
  revealed astonishing and horrifying details of a series of rituals 
  involving both animal and human sacrifice, which took place in and 
  around the small Home Counties village of Bray lea over the last ",.ro 
  years. The main prosecution witness .... '35 Miss Edwina Moon, a 
  member of the coven. She and several other coven members \o\'ere 
  remanded on severalles.ser charges and sentenced to v.uying amounts 
  ofimprisonment, and Miss Moon is to be held indefinitely in a secure 
  mental institution. at her own request. 
  Pemaps the most sensational tum in the proceedings was the acquillal 
  of Bentley Cornfonh, the alleged head of the coven, on the grounds 
  of insufficient evidence. Miss Moon broke down in court when 
  Cornfonh was called to the dock, and was unable to give evidence 
  against him. The judge described the case as 'the moSt revolting and 
  disturbing that I have ever been called upon to hear'. 
  Saturday Re\iew, Sept 20th ... 
  COVEN KILLER PREPARES TO DIE 
  Clive Manners, the Braylea coven murderer, waits impassh'ely in 
  the death cell at Brixton Prison, where he will be hanged at 7am on 
  Monday. Sources within the prison report thut he has refused to see 
  a minister, but it is rumoured that he has been visited more than once 
  by Bentley Cornfonh, himself recently acquilled during the Brnylea 
  coven trial. It seems that Manners has named Cornforth as his next 
  of kin, refusing to see his parents who are reported to be 'saddened 
  but not surprised'. As the named next of kin, Cornforth cannot be 
  denied the right 10 visit the condemned man. The prison authorities 
  are said to have turned down a request by Manners to have Cornforth 
  attend the hanging in the place of a minister. 
  Evening Post, Sept 2200 ... 
  COVEN MURDERER HANGS 
  St.-ange ~enes at Execution. 
  At 7 o'clock this morning, Braylea coven murderer Clive Manners 
  was hanged. The impassive mask he had worn since the trial began 
  was broken when prison officers went to his cell Shortly after dawn. 
  Manners had to be drngged 10 the gallows. screaming and raving. 
  At one point he broke free and anacked one of the ..... arders. screaming 
  that Cornfonh had bewilched him and accusing the warder of being 
  the true murderer. 
  Daily Record, Sept 25th, Persol/al Columns 
  MISSING PERSON 
  Richard Briggs. a warder at Bri:uon prison. LaSI seen leaving the 
  prison al about !1:30am. Monday September 22nd. Reward offered 
  for any infomlation. Mrs Eli1.abeth Briggs, Box: 427. 
  Keeper's Information 
  The 'Braylea Coven' ..... as a small Cthulhu Mythos cult .... ,orshipping 
  Shub-Niggurath. They had sacrificed various tramps and stolen funn 
  animals in order 10 consecrate an allllr. but had nOi completed the 
  operntion ..... hen Edwina Moon lost her nerve and went 10 the Police. 
  When Cornforth visited Manners in the condemned cell for the last 
  time. he took various enchanted items and other materials with him. 
  Despite the authorities' refusal to allow Cornforth to serve at the 
  execution, Manners slill had the right to receive any last rites pertaining 
  10 his religion, and the governor of the prison reluctantly allowed 
  Cornforth 10 bring various malerials for this purpose. However. 
  Cornfonh overpowered the single warder who remained in the cell 
  with them. and helped Manners to cast a Mind Trnnsfer spell (T1It 
  Fungi Front Yuggolh, p28. or Fragmtnts of F('o,.. pl6). exchanging 
  minds with the helpless warder. Manners then left the prison in the 
  ..... arder's body, leaving the warder's mind, in his own body, to be 
  executed. 
  The investigators will Slllrt with only the press cUllings above, but 
  they should be able to discover that Briggs was the warder who was 
  in the cell with Manners and Cornforth and deduce what is going 
  on. Cornforth's firsl move will probably be 10 track down Edwina 
  Moon and punish her. but if the investigators are quick off the mark 
  they should be able to get to her first and ensure her safety. Nodetails 
  are given here of the IWO cullists' abilities: the keeper should design 
  their powers and any allies. bearing in mind the strenglh of the 
  in\'estigalors. 
  Groeme Dalis 
  • 
  '> , 
  ~ ,. 
  ~ , • 
  ~ 
  ~ 
  
  SIlIRl1I'\ef(1I'~E~ 
  MeUN1t'~IIN 
  A mining company is prospecting on a site of possible historical interest. Graeme Davis asks the 
  .. 
  _ .. """'! 1i!1I1ti'5 :w: fii~ investigators to help assess the site's value. 
  Ii 
  iii m m lQ!iL 
  'INTRODUCTION 
  " 
  -
  -
  . 
  Ptot Summary 
  Ghost Mountain is a Navajo sacred site in Arizona. The Indians 
  there Mlnhipped Cuifexcomec, the Spirit of the Mountain - actually 
  a lesser Other God which occasionaJly came 10 bask in the power· 
  flows created by the remains of prehuman activity on the summit. 
  In the eighteenth century. there were a number of Spanish-controlled 
  gold mines in the area, inCluding a small mine on Ghost Mountain 
  itself. The conquered Navajo were forced to watch the desecrntion 
  of their holy ground, until al last a medicine-man managed to 
  summon Cuifexcomec to wipe clean the sacrilege. 
  Many lives were lost as Cuifexcomec rampaged through the mine. 
  The authorities assumed the disaster to be a simple cave-in, and. 
  ignoring the ravings of the few survivors, sent a replacement crew. 
  This crew was also destroyed in an apparent cave-in, and stories 
  of a Navajo curse on the Ghost Mountain mine began to filter back 
  to the authorities. The second replacement crew was accompanied 
  by soldien, and more imponantly, by a priest named Father Ramon 
  Vargas, a heretic who had escaped burning by a matter of minutes 
  when a Papal reprieve commuted his sentence to banishment to the 
  New World. Father Vargas went into the mine alone, and there 
  perfonned cenain rituals and read certain incantations. 
  Nothing is chronicled about what happened in the mine as evening 
  gave way to night and night to morning, but sunrise found the mine 
  quiet and the workings choked with rubble. As work to clear the 
  entrance began, the body of Father Vargas was found; there was 
  no mark or wound upon the body, but his black hair had turned 
  white and his features were frozen in an expression !lOne could 
  comfortably look upon. 
  Although the mine remained quiet, the crew could not be induced 
  to clear the workings further, and a repon was made by Captain 
  Diaz, the military commander of the expedition, stating that the mine 
  was geologically unstable and that the thin vein of gold was all but 
  worked out. 
  Now, the Santa Esmeralda Mining Comp~ has begun prospecting 
  in the area with a view to re-assessing some of the old Spanish 
  oorkings, and Ghost Mountain is one of the sires under investigation. 
  No-one has any way of knowing that Cuifexcomec is still trapped 
  beneath the mountain, weakened but not destroyed by Father Vargas' 
  rituals; no-one, that is, except a Navajo medicine-man named Two 
  Trees, who has set forth as his ancestor did to prevent or avenge 
  desecration. 
  Running this Adventure 
  This adventure can be set in any time-period between about 1830 
  and 1930 with very little alteration; the keeper should not allow 
  investigators to use equipment which had not been invented, such 
  as automatic pistols, pump shotguns and m'Olvers with more than 
  six chamben (in a 19th-century setting), but otherwise things 
  changed little in the American southwest. 
  The keeper should read through the whole adventure carefully before 
  running it. Especially in the later stages, several things will be 
  happening at once, and if the keeper is not filmiliar with the planned 
  actions of Two Trees and Cuifexcomec, play could be slowed down 
  considerably by the constant need to stop and look things up. 
  Essentially, this scenario breaks down into three sections. Finl1y 
  there is the introductory section where the investigaton hear of Ghost 
  Mountain and are given the opponunity to conduct initial research. 
  The second stage, the journey to Ghost Mountain itself, is assumed 
  to be uneventful and has not been covered in any detail. The keeper 
  may feel free 10 add further complications at this stage if desired, 
  but should not make them too taxing as the investigators will have 
  a tough time ahead. In the third and final stage, the investigators 
  arrive on the site and things begin to happen. The first incident is 
  the disappearance of nw minen, and from then on the keeper should 
  work to build up an atmosphere of tension arK! keep the playen under 
  pressure, rimt using Two Trees and the sand-dwellel1i in a deadly 
  game of hide-and-seek round the mountain, and then with pressure 
  on two fronts, Cuifexcomec begins to oork its way free. 
  .:A SMALL MYSTERY 
  -
  • 
  An Invitation 
  The investigator with the highest skill score(s) in Archaeology and/or 
  History and/or Anthropology receives a printed card (P\l!yer Handout 
  I) announcing a public lecture by Dr Ellington Bowen, an old college 
  acquaintance. The venue has been given on the player handout as 
  Miskatonic Univenity, but can be set anywhere to suit the campaign 
  location. The keeper should bear in mind, however, that Miskatonic 
  Univenity has a copy of the Necronomicon, which may prove useful 
  in conducting initial research. 
  A scrawled note on the back of the card carries a dirmer invitation, 
  and over dinner Dr Bowen will explain his 'small mystery' as 
  follows: 
  ' I-K!fI, I know you've been interested in esoteric cults and such for 
  a while, and I was hoping you 'd be able tq help me out. There's 
  a Navajo sacred site I've been asked to look into, name o[ Ghost 
  Mount(}.in. Test mining is about to st(}.rt in an old Spanish working 
  and IluJve to assess the historical import(lnce o[ the site and the 
  threat, if any, posed by the mining. 
  'I 've done all the preliminary bookwork, but I drew a compkte blank 
  on the site and the people who used it. I haven't even been able 
  to find any living descendanJs. I did find one informant IftM was 
  born about fifteen miles away - an old mmt in his nineties. He 
  remembers being told as a child that ifhe didn't behave, the Ghost 
  Mount(}.in people would get him, but there were 110 Ghost Mountain 
  people on his reservation or any other that I've been able to trace. 
  He also told me a name - Cuifexcomec. He said it 1wd something 
  to do with Ghost Mountain, but he didn't know what it meant. 
  ''[he name doesn't appear in any Navajo legend thai I could find 
  - it doesn ', even sound Navajo to me. It s going offmy area, but 
  I'd say it sounded OJmec or Toltec - sonrewhere m1)' SOUIh of Ari7PfUl, 
  anyway. 
  ~~ 43 
  
  -----------SPIRIT OF THE MOUNTAIN-----------
  'HtU, there it is - just aboUJ a complete blank apan from a name 
  that doesn't fit. Could you see what you could tum up for me? If 
  this Cuifexcomec is a god af some son, he sure as hell isn't a Navajo 
  god, and I've run 0U1 of places to look him up. Who kno.vs, we might 
  have a bunch ofOlmecs moved into Arizon.a for some reason - now 
  that would tnalce a semi1J(lr to remember, eh? 
  itnyway, I'll be aroundfora couple more days, as I've been asked 
  to give a guest seminar to the Archaeology grod-school, and if you 
  do manage to get hold of anything, I'd be much obliged to you.' 
  Research 
  There are three main directions for initial research, and further 
  possibilities open out from there. Most of the more profitable 
  possibilities are covered below. 
  Cuifexcomec: If the name is investigated, successful rolls in both 
  Archaeology and Library Use will reveal that the name does nOI 
  occur in any central American context. Although the name appears 
  to be central American in chamcter, il c:annc:t intelligibly be translated 
  from the Olmee, Toltec or Aztec languages, and it appears not to 
  belong 10 this linguistic group. 
  A successful Qhulhu Myrhos roll indicates that the name seems 
  vaguely familiar, but cannot be placed. Characters who have read 
  the Necronomicon will recall a similar name being mentioned therein 
  -
  Khife Shomech in Arabic, Kipe Chomes in Greek and 
  Quiphesomeque in English. If the investigators can gain access to 
  a copy of the Necronomicon, they will find the relevant passage 
  (Player Handout 2). 
  A character who makes a further Library Use roll after discovering 
  this reference will, if \l,()rking in the library c( Miskatonic University, 
  find a short paper by Prof Phileus Sadowsky, translated from the 
  Bulgarian by Wl.!liam Hamblin. The paper presents some results 
  . ' 
  from Hamblin's efforts to piece together some of Prof Sadowsky's 
  notes following the latter's untimely death, and refers to t'MJ previous 
  papers, 'Notes on a Fragment of the Necronomicon', and 'Further 
  Notes on the Necronomicon'. The relevant ponion of this paper is 
  given in Player Handout 3. 
  Ghost Mountain people: AttemplS to fmd infonnation about the 
  Ghost Mountain people will draw a complete blank, as Dr Bowen; 
  had done. Similarly, no amount of research will be able to link the 
  name Cuifexcomec with Navajo mythology. 
  Spanish Mining: If the history of Spanish activity in Arizona is 
  researched, a successful Library Use roll will yield the infonnation 
  contained in Player Handout 4. Montespiriru is, of course, a Spanish 
  fonn of the name Ghost Mountain; a character with ReadlWrite 
  Spanish will realise this amomatically, while other characters will 
  require an EDUx5 roll. 
  Marston refers to a Spanish primary source, Documemas Historicas 
  de Califomic y Arizona by Ignacio Castiglione (Barcelona, 1874). 
  A Read Spanish roll is necessary to extract each of the following 
  items of information from the book: 
  a) Montespiritu was mined for seven months, from October 1745 
  to April 1746. 
  b) The crew was replaced twice: cave-ins were blamed for frequent 
  loss of life. 
  c) The third and fmal crew was accompanied by what amounted 
  to a smail military expedition; a detachment of twenty soldiers 
  commanded by a Captain Carlos Diaz and accompanied by a 
  priest, Father Ramon Vargas. This was in April 1746; the mine 
  was examined and pronounced unsafe and practically \l,()rked out. 
  Father Ramon Vargas: A successful Library Use roll will uncover 
  a number of references to a heretic priest by this name. Saved from 
  
  -----------SPIRIT OF THE MOVNTAIN-----------
  burning in Seville by a last-minute Papal reprieve, Vargas was 
  banished to the New World: be was DOt defrocked, but was placed 
  under a Papal injunction never to preach or condUC1 a mass. A Uu:Jc 
  roll in addition to the library Use roll will reveal that the date of 
  his banishment is recorded as Scxuagesima - a character with a 
  background in any Christian church will know that this is in early 
  February, otherwise an EDUxS roll is needed. 
  Captain Carlos Diaz: No information will be uncovered about 
  Captain Diaz, cxcc:pt a good but not exceptional military record. 
  Dr Bowers will be very excited by any information that the 
  investigators unCO'ler, and will invite them 10 return to Arizona with 
  him. He has IlfTIlngcd to visit the site on his return, and would be 
  glad to have the investigators along. 
  The rail journey to Arizona will be uneventful, and the investigators 
  will have 24 hours in Phoenix to conduct further research and obtain 
  equipment, 
  Further research will add practically nothing to the little that Dr 
  Bowers has already discovered. A successful library Use roll while 
  researching Father Yarga.s will uncover a copy of a letter 10 the 
  Governor of Arizona from his superior in Spain, dated February 
  16th, 1746. A &ad Spanish roll is necessary to understand it; a 
  translation is given in Player Handout 5. 
  • GHOST MOUNTAIN 
  Players' Information 
  Tbe site is hm days' drive from Phoenix, much of it across country. 
  By the 19205 part of the journey will be by road: there is no railroad 
  running near the site. 
  Ghost Mountain is the highest of a series of eminences rising above 
  the scrubLands, and the mining camp has been established on a streICh 
  of comparatively level ground around the mouth of the old Spanish 
  workings. As the investigators arrive they will be mel by Mart 
  Palmerston, the site boss. He has been IOld by the mining company 
  to expect a visit from Dr Bowers, and will greet the investigators 
  politely if DOl enthusiastically. Once introductions have been made, 
  he will say: 
  'It u~ms K'e'~ haling a day for Company. Just a couple of houn 
  ago I had to r'W1 a crazy Indian off the site. 1 guess his i1/l~rests 
  are pretty much the some as youn, exapt that he watlt~d us all 
  to pack up and go ho~ lHfore the great spjrit of the moWlzoin got 
  mad and .... 'hupped us.' 
  Palmerston will give the investigators a guided tour of the camp, 
  ending in the 'office' tent where he will show them a few Spanish 
  relics found in clearing the workings - two copper coins, a hoof-
  buckle. a few broken bottles, and a bent shovel. He will explain 
  that at the moment the crew is just clearing the old workings and 
  shoring them up so that be can assess whether it 'M)U.ld be worth 
  extending the mine funher. 
  A tent has been prepared for Dr Bowers, and ammgements can be 
  made to accomodate the other investigators., The rest of the day will 
  be uneventful, and investigators may eltplore the mountain if they 
  wish. Palmerston knows about the carvings (area 3), but has not 
  found the burial caves (area 2). 
  Map Key 
  A~a J: The Mining Camp 
  I. Mine Workings - When the investigators arrive on site, the mine 
  workings will have been cleared to the extent indicated on the 
  plan. The tunnel into the workings is 5ft high, supponed by beams 
  and pit props every 10ft. It slopesdowmwrd at an angle of about 
  5°. The roof of the main workings is also Sft high. 4+04 miners 
  will be in the workings during every work period (see TImetable), 
  using picks, wedges and wheelbarrows to clear the rubble from 
  the main chamber. Every hour there is a non-cumulative 2 % 
  chance that some Spanish relic will be uncovered, similar tothosc 
  already found. 
  2. Site Office - Palmerston sleeps and 'NOrks in this large tent. In 
  the 'office' ponion are several files of documents relating to 
  progress at Ghost Mountain and other sites. These are normally 
  kept in a small strongbox unless he is working on them (40% 
  chance during the daytime). Also in the strongbox are three small 
  sacks of what looks like sand and rock fragments. A successful 
  Geology roll will reveal that they are samples of partially refined 
  gold, 'NOrth 20+2D}() dollars per sack. Under the bed is a small 
  trunk containing a bolt of cheap cigars, two 30.06 rifles, a bolt 
  of 100 revolver shells and a bolt of 50 rifle shells. Also under 
  the bed is a small medical kit, including morphine and snakebite 
  serum; there is enough of each for 10 doses. 
  3. bynamite Shack - Wisely placed behind the spoilheap in case 
  bf mishaps, this 5fut3ft wooden shack is padlocked, the key never 
  leaving Palmerston's possession. Only one case of dynamite has 
  ~ n brought along for clearing major obstructions that cannot 
  be removed by pick and shovel. Thecase contains 24 'half-sticks' 
  which are smaller than the more pawerful sticks used in quarrying; 
  for game purposes, they can be lTCatod as precisely half the strength 
  of a stick of dynamite, as given in the Sourcebook. Also in the 
  shack are a bolt of 10 blasting caps (necessary 10 set the dynamite 
  off), a 50ft reel of fuse with a burning rate of 6 inches per second, 
  and a five-gallon can of kerosene, used for the various kerosene 
  lamps in the camp. 
  4. Tool Shack - All IOOlsare SlOred here. The shack contains twelve 
  picks, eight shovels, three 14-pound sledgehammers, a bolt of 20 
  iron wedges and three pairs of wedge tongs. 
  5. Corral- Palmerston's horse, and the three used for the two wagons 
  are normally kepI penned in here. Sa is a buckboard., used fot 
  supply runs. One miner takes the buckboard on the two-day round 
  trip IOlhe nearestlOw"n once a fortnight. 5b is a two-horse wagon, 
  used for transponing equipment. 
  6. Cookhouse - This large three-sided tent is used for cooking, and 
  the miners cat in the shade of the awning attached (0 it. An iron 
  wood-burning stove sits under the awning, together with three 
  improvised tables. Supplies are kept in a wooden crate at the back 
  of the tent - it currently contains 2 dozen large cans ofbaked beans, 
  25 cans of corned beef, a large tub of coffee, partly used, and 
  a tub of lard. Leaning against the crate is a 20-gauge double· 
  barrelled shotgun, used for hunting fresh meat, and a bolt of.50 
  can ridges stands on top of the crate. In a barrel of water placed 
  in the shadiest part of the tent is a large tin in a muslin bag. It 
  contains 71b of bacon and 31b of cheese, seperately wrapped and 
  stored under waterto keep them cool and 1N.'&y from flies. Various 
  polS, pans and so on stand on a table in the middle of the tent, 
  and from the central pole hang three rabbits, shot this morning. 
  7. Minen' tents - The twelve minen sleep in these silt ex-army tVoQ-
  man bivouacs. OUring the day the tents will be empty unless a 
  man is sick or injured, and they will contain bedrolls and a few 
  nondescript personal possessions. 
  8. Fire· This is kept smouldering during the day, and is sometimes 
  used for smoking meat. At night it is stoked up to keep animals 
  away. Tents for Dr Bowers and the investigators will be PUt up 
  next to Palmerston's tent · he has two spare two-man tents. which 
  can hold three at a pinch. 
  
  ------------SPIRIT OF THE MOUNTAIN-----------
  Timetable 
  The following timetable gives the pattern of an average day in the 
  mining camp. gi\'en nodiSlurbaoces: it will. ofcouroe. becompletely 
  OI-'erriden once the action Starts. 
  5.30 Cook (one of the miners) rises 
  6.00 Breakfast 
  6.30 Work begins 
  10.00 Lunch 
  12.45 Work recommences 
  6.30 Work finishes 
  7.00 E\'ening meal 
  10.00 Lights out 
  Area 2: The Burial OB'es 
  These caves have been used as a place of burial for centuries. and 
  contain the desiccated. mummified bodies of generations of chiefs. 
  medicine-men and great .... "alTiors. The bodies are set out in squalling 
  positions around the ..... alls of the caves. and have been preserved by 
  the dry desert air. 
  The cave mouths were blocked with rubble after each intennent to 
  prevent disturbance by scavengers. but since Two Trees arrived on 
  the site an ent rance has been made where shown on the map. 
  sufficiently wide to pennit the passage of one person at a time. The 
  blocked entrances are not obvious (Spot Hidden to find them from 
  the outside). owing to the quantity of scree and rubble littering the 
  slopes in that area. 
  Two Trees is using these caves for shelter on his mission. Since he 
  is a medicine·man. and therefore ritually pure. his presence in the 
  caves does not constitute sacrilege, but the intrusion of any other 
  individual will constitute a great defilement. and Two Trees will 
  attemlX to sacrifice at least one person in atonement. Two Trees may 
  be found in here during the day. but the keeper should remember 
  that he has high perceIXion and stealth skills. He will probably hear 
  any characters coming and slip away unnoticed to watch them from 
  a distaoce. unless the intruders are deliberately approaching stealthily. 
  The caves are unlit, and the passages connecting them are three to 
  four feet high and of similar width. If any of the mummified bodies 
  are investigated. the keeper should roll a 06 for each. A score of 
  1-5 indicates that the body was that of a chief or warrior. while a 
  score of 6 indicates that it was the body of a medicine·man. 
  The body of a chief or ..... arrior will be decked on costume and jev.ellery 
  wonh 511-20 (10+010) to a collector o r museum, and will have a 
  SlOne-tipped spear. tomahawk or war nail (equal chance of each). 
  The body of medicine-man will have costume and jewellery wonh 
  $2-12 (206). and a medicine bundle - a skin bag containing a strange 
  and apparently random collection of objects of no value. A collector 
  or museum might pay up to $20 for a medicine bundle. 
  Every weapon examined has a 2% chance of being enchanted (and 
  thus able 10 wound a servitor of the Olher Gods). A spear has a 20% 
  base chance and does 106+2 damage; it is capable of impaling. A 
  tomahawk should be treated as a hatchet in all respects. A war nail, 
  consisting of a stone sewn inlO a leather bag and attached by thongs 
  to a v.ooden handle. has a 20 % base chance and does 106+2 damage. 
  The properties of medicine bundles are discussed in Ihe NPC 
  description of Two Trees. Since they work only for the individual 
  for whom they are prepared. those found in the caves will have no 
  beneficial effect on characters who take them. 
  Area 3: Th~ Carvings 
  On the steep. east-facing slopes of the mountain are several areas 
  of rock carvings made by the Indians and dating back to their first 
  use of the mountain as a sacred area. There are many apparently 
  abstract symbols. but the predominant motif, with minor Yarialions. 
  is humanoid. 
  These carvings are sacred to the Indians. represenling their ancestors 
  in the caves; these surrogate fOnTIS stand forever on the mountainside 
  to greet the dawn of each new day. 
  The investigators may not be aware of the significance of the carvings 
  - in fact. present-day archaeologists are uncenain as to the meaning 
  of many of the Indian rock carvings in the southwest; the explanation 
  given here is JUSt one of a number of theories, which happens to fit 
  in with the broad outlines of this scenario. Any interference with 
  the carvings will. of course. constitute sacrilege. and Two Trees will 
  react accordingly. 
  Area 4: Th~ Summit 
  The summit of Ghost Mountain is seemingly unremarkable. consisting 
  of a nat. rock-strewn aval area measuring some 300 by 200 yards. 
  There is nothing to indicate thai it is a sacred area - indeed. it is the 
  most holy place on the mountain - except a slightly heavy. oppressive 
  air. 
  Although there are no obvious remains on the summit, the site was 
  once pan of an Old One city beneath a Precambrian ocean. An 
  accidental residue of their activities remains in the fonn of several 
  heavily eroded and natural-seeming rocks (shaded on plan) which 
  were pan of a power-transfer network using theeanh's magnetic field. 
  Although very much reduced in their effects (if the rocks are ewnined 
  closely. a successful Ckology roll will reveal thai they are very slightly 
  metamorphosed. as if great heat had affected them aver a prolonged 
  period), the rocks still create a field of power.flOYlS over much of 
  the summit. 
  It was this field which first attracted Cuifexcomec, and it also gave 
  the medicine-men of the Ghost Mountain people a source of extra 
  PCNI for spcllcasting. Any character who attempts to cast a spell 
  
  ------------SPIRJT OF THE MOUNTAIN-----------
  on the summit is entitled to make a PQWx2 roll on percentile dice; 
  success indicates thaI the spellcaster has succeeded in tapping some 
  of the mountain's pcM'ef, arxl Magic Poinl costs to the caster are halved. 
  Two Trees automatically gains this advantage. 
  • THINGS IN THE NIGHT 
  . 
  -
  = • 
  Players' Information 
  - -
  -
  An uneventful day will give way to a peaceful night. All will be quiet 
  until about 3 am, when the investigators will be awoken by a great 
  commotion coming from the direction of the miners' lents. 
  As the investigators scramble out of their lents, they will find a great 
  deal of confusion - miners are milling about, a few have broken into 
  the tool shed and armed themselves with picks and torches, and 
  Palmerslon, revolver in hand, is trying to restore order. 
  When the commotion has died down to some extent. the follOWing 
  picture will emerge: 
  Part of the fence has been broken down. and one of the tents (tent 
  e on the plan) has been broken into from the rear. The two miners 
  sleeping in it havedisappeared. Other miners will report having heard 
  screams and the sounds of a struggle, but when they went to investigate 
  there was nothing to be seen. A couple of the miners will claim to 
  have seen movements in the shadows beyond the wire. but beyond 
  the general impression of a humanoid shape, they could not be sure 
  what was there. 
  The area between the tent and the gap in the fence has been trampled 
  by the miners, but a successful Track roll made at a 20% penalty 
  will idemify several strange footprints. and a Cthulhu M)1hos roll 
  will give the impression that the strange tracks were made by a minor 
  Mythos creature. 
  Keeper's Inforlnation -
  The two miners were taken by a group of sand-dwellers who had 
  been contacted by Two Trees to help with his work. He has 'given' 
  the sand-dwellers the inhabitants of the mining camp to feed on. in 
  exchange for their help. 
  Any allempt to follow their tracks in the dark will require a Track 
  roll made at a 40% penalty. The tracks will lead towards the summit. 
  but about 200 yards from the camp four sand-dwellers have been 
  left as a rearguard. to attack or confuse any pursuers. They will attack 
  openly if not outnumbered, otherwise they will be content to harrass 
  and pick off stragglers. The keeper should select the rearguard at 
  random from the sand-dwellers listed below. 
  After this incident, Palmerston will order an anned watch to be kept 
  through the night until funher notice. and will issue the watch with 
  the two 30.06 rifles from his tent. A roster will be arranged among 
  the miners; the investigators may volunteer. or they may make their 
  own arrangements. 
  If any attempt is made to follow the sand-dwellers' tracks at sunrise. 
  a Track roll will be required (at a 20% penalty because the tracks 
  are not fresh). The tracks wil11ead off towards the summit. but win 
  disappear as the thin sand gives way to scree and rock. There are 
  numerous caves near the summit. and some are connected via a maze 
  of passages to the sand-dwellers' underground colony. If any 
  investigators attempt to explore the passages. the keeper should follow 
  the procedure set out below. 
  If no precautions are taken to mark a route, the investigators will 
  automatically become lost; otherwise. the investigators must roll 
  INTx5 (based on the leader if there is one, otherwise on the highest 
  INT in the group) 10 avoid becoming lost. Any investigator who 
  realises that helshe is lost must make a SAN roll or lose I point of 
  SAN. For each hour spent exploring the tunnels, there is a 20% chance 
  of encOuntering lD4 sand-dwellers. In addition. the investigators must 
  make a POWx2 roll every hour. Success indicates that the investigators 
  have emerged from another cave mouth somewhere on Ghost 
  Mountain or a neighbouring eminence. 
  = 
  • 
  = -
  A SEAL IS BROKEN 
  - -
  " 
  Players' Information 
  • 
  The miners are nervous after the events of the night, but Palmerston 
  manages to calm them. He is convinced that the attack was engineered 
  by rivals of the Santa Esmeralda Mining Company; he was warned 
  to expect trouble when the reassessment project started. Work is 
  resumed clearing the Spanish workings. 
  Towards mid-day. a shaft is found. leading down to a second level 
  of workings. It takes the whole afternoon to clear it, and the bottom 
  is reached about 25 feet below the level of the mine entrance. About 
  6 pm, Palmerston calls the investigators to the workings. 
  'There·s some kind of chamber; he says. 'It don·t look natural for 
  this kind of rock, but it's not Spanish work. I'd guess the shaft hit 
  on it by accident as they were following the vein down . There are 
  some things in there I'd like your opinion on: 
  As the investigators reach the top of the shaft, however, there is a 
  scream and a rumbling noise from below. A cloud of dust pours up 
  the shaft. temporarily reducing visibility tozero within the workings, 
  and as the dust settles, the bottom of the shaft is again choked with 
  rubble. 
  Effons are begun immediately to clear the rockfall and rescue the 
  three men trapped on the other side. It is nearly midnight before the 
  chamber is reached. and a grisly sight awaits the investigators. All 
  three men are dead. Two were crushed by the rockfall , but the fate 
  of the third is far. far worse. Literally smeared across the far wall 
  are the remains of what was once a human being. All who witness 
  the sight must make a SAN roll or lose ID4 SAN. 
  Pan of an arm and hand are still recognisable - the hand grasps a 
  mangled iron cross, about 6 inches high. Four similar crosses are 
  
  ------------SPIRIT OF THE MOUNTAIN-----------
  50 ~~ 
  hammered into the floor of the cavern, on either side ofadeep fissure 
  which runs the length of the chamber. The hole from which the dead 
  man must have taken the fifth is clearly visible. A Geology roll will 
  confirm Palmerston's impression that the chamber is not natural, and 
  a Cthulhu M)1hos roll will reveal that the five crosses marked out 
  the patlern of the Elder Sign. The pattern was disrupted when the 
  cross was removed, and whateVer it held in the fissure is now at least 
  partially free. 
  K eeper's Info rmation 
  This chamber saw the final battle between Father Vargas and 
  Cuifexcomec. The crosses were laid out as part of an Elder Sign to 
  seal Cuifexcomec in the fissure; the lamp which is sometimes depicted 
  at the centre of the Elder Sign was repre~nted by the Other God's 
  own POW - Father Vargas used an immensely powerful version of 
  the Elder Sign spell, which had the unique effect of weakening the 
  prisoner to strengthen the barrier. Cuifexcomec was near death. and 
  would have been drained of POW and destroyed in a matter of decades 
  had the Elder Sign been left undisturbed. 
  When the cross was removed. Cuifexcomec sensed a loosening of 
  its bonds. Blindly, it lashed out, killing the miner and causing the 
  rockfall. It is exhausted after this effon, and still weak. but is trying 
  to escape. 
  As the investigators watch, a pseudopod will reach up from the fissure. 
  groping blindly across the floor. Feeling along the lines of force of 
  the disrupted Elder Sign, Cuifexcomec will try to destroy the other 
  crosses by smashing them. The keeper should determine randomly 
  the order in which the crosses will be attacked; any character in a 
  direct line between the centre of the fissure (marked x on the plan) 
  and a cross being attacked, or within 10 feet of that cross, must make 
  a Dodge roll or suffer 40 6 damage from the groping pseudopod. 
  Cuifexcomec must roll its nonnal attack percentage of 60% to destroy 
  a cross. When all the crosses have been destroyed. Cuifexcomec will 
  lay dormant, exhausted, for ID6 x 10 minutes as it regains enough 
  POW for its next move. It will nOI attempt to leave the fissure during 
  this period, but will defend itself if attacked. If any spells are cast 
  in the chamber (for example, an attempt to renew the Elder Sign), 
  Cuifexcomec is permitted a POWx5 roll based on its reduced POW 
  to become aware of the use of magic. It will automatically construe 
  this as an attack, and retaliate. 
  During the dormant period, Cuifexcomec will regain I point of POW 
  per 10 minutes. It will the leave the fissure with the intention ofmcwing 
  up to the summit of the mountain, where it can feed off the power 
  flows between the rocks. 
  MEANWHILE ... 
  = 
  1 
  = 
  . 
  Keeper's Information 
  -
  • 
  During the night, as the miners are struggling to clear the rockfall 
  and reach their trapped comrades, and the rest of the action described 
  in the laSI chapter is taking place, 1\vo Trees will also be busy. lust 
  before midnight, he will go to the summit. ordering his sand-dweller 
  allies 10 throw a cordon around the area and let no-one through. 
  Precisely al midnight. he will begin to play his flute, casting the spell 
  Summon Servitor of the Other Gods. Any character who is outside 
  the mine will hear an unearthly music drifting down from the summit; 
  afler 3010 minutes, the first flute will be joined by a second. and 
  for a further 010 minutes the music will intertwine in a hideous and 
  unnatural duet, with phrases, responses and unison chants that will 
  cost any listener I point of SAN unless a SAN roll is made. Any 
  characters heading for the summit to investigate will be attacked by 
  lDIO sand-dwellers, whose main tactic will be for one individual to 
  lead intruders into an ambush as the others wait using the darkness 
  and their natural Hide ability. 
  Thus, at so)1le time between 12.05 and 12.40. the servitor will proceed 
  to the mining camp. destroying everylhing in its path. It will then 
  
  ------------SPJRIT OF THE MOUNTAIN -----------
  enter the mine workings and go to Ihe lower chamber. destroying 
  any remaining crosses and ending the effect of the Elder Sign. Jf 
  Cuifexcomec has already left lhechamber. the servitor will go directly 
  to meet it. 
  Piping encouragement. the servitor will escort Cuifcxcomec to Ihe 
  summit, protecting it from any attacks. AI the summit, Cuifexcomec 
  will bask in the power-flows, while the servilOr prevents any being 
  (including Two Trees and the sand-dwellers) from coming within 
  200 yards. calling another servitor 10 help it if necessary. While in 
  the power-flows. Cuifexcomec will regain 1DI0 points per round, 
  until its POW is completely replenished. 
  When Cuifexcomec has completely regained its lost pow, it and its 
  servitor(s) will set out to destroy every living thing within a five mile 
  radius of me summit. Then they will return to the summ it. and tap 
  the power-flows there to open a Gate to enable them to return 10 the 
  space-time oflhe Other Gods. As the Gate opens. the summit of the 
  mountain will be destroyed by a great gout of energy. The summit 
  itself. and every living thing within 100 yards of it. will simply cease 
  to exist. and blast damage will effect a 650 yard radius. Everything 
  between 100 and 200 yards from the summit will lake 10010 blast 
  damage. and damage is reduced by 1010 every 50 yards thereafter; 
  8010 at 250-300 yards, 7010 at 300-350 yards. and so on to 1010 
  at 600-650 yards. Characters behind cover. and those who have the 
  presence of mind to throw themselves flat (Dodge roll required) will 
  take only half damage from the explosion. 
  -
  CONCLUSION 
  • 
  - -
  -
  Keeper's Information 
  There are several w.lys in which this adventure can be brought to 
  a satisfactory conclusion. 
  Firstly. the investigators might renew the Elder Sign before 
  Cuifexcomec can escape. or they might try to create a Gate at the 
  mouth of the fissure in the hope that Cuifexcomec will blunder through 
  it and end up a long. long w.lyaw.ly. Having done this. they would 
  only have to wony about Tv.uTrees, thesand-dwellers and the servitor. 
  Secondly. the investigators might summon a servitor themselves. and 
  order it to take Cuifexcomec home. This is a riskier course of action. 
  since Cuifexcomec will alw.lYs try to control any servitor of which 
  it becomes aw.lre. and if successful will proceed as described ilbove. 
  Also. a servitor summoned by the investigators might come into 
  conflict with that summoned by Two Trees: the investigators might 
  then be faced with the spectacle of two servitors slugging it out on 
  the mountainside while Cuifexcomec goes its own way. 
  Thirdly, the investigators might adopt a gung-ho approach and try 
  to destroy Cuifexcomec and any servitors. This is probably the most 
  dangerous course of all. and should usually end in a convincing and 
  messy failure. 
  Dynamiting the fissure or otherwise trying to seal the mine might 
  work. provided that Cuifexcomec can be reduced to zero HP and 
  thu~ dispelled: otherwise it will ooze out of the rubble and proceed 
  as described. The chances of II serious collapse. destroying the entire 
  mine. are 4% per half-stick of dynamite used. 
  Neutralising Cuifexcomec and sending it back to the Other Gods' 
  space-time or otherwise far away from eanh will gain the investigators 
  1020 SAN - note that this does not apply if the full chain of events 
  described previously takes place and it leaves of its own accord. 
  Temporarily neutralising it by replacing the Elder Sign on the fissure 
  will regain the investigators only 1010 SAN: there will always be 
  the nagging awareness that the Elder Sign might be disrupted a second 
  time. 
  If Two Trees can be prevented from summoning the servitor. the 
  investigators will gain 1010 SAN: the same amount will apply iflhe 
  servitor is neutralised after being summoned. All nonna! SAN aw.lrds 
  apply for defeating Mythos beings. 
  • 
  NPCS AND MONSTERS 
  -
  Dr Ellington Bowers 
  STR 12 
  OEX 9 
  CON 14 
  APP 15 
  SIZ 12 
  SAN 55 
  .-
  = 
  INT 15 
  EDU 18 
  POW 11 
  Hit Points 13 
  Skills: Archaeology 65 % (Navajo 95 %), Credil Rating 60%, Speak 
  Navajo 55 %. ReadlWrite Spanish Xl%. Speak Spanish 65 % 
  Weapons: .38 Automatic 40%. Knife 30% 
  Noles: Dr ~'Crs is a southwestemer born and bred. and sometimes 
  cultivates a 'cowboy' image 10 irrilate toffee-nosed eastern academics. 
  He is soft of speech and slow of fl"IO'Vement, but decisive once he 
  has weighed up all the factors and come to a decision. He is 
  acknowledged as one of the greatest living authorities on the Navajo. 
  and enjoys a position of trust with them. He will avoid desecration 
  to a sacred sile if possible. 
  Matt Palmerston 
  STR 14 
  DEX 13 
  CON 13 
  APP 9 
  SIZ 15 
  SAN 65 
  INT 10 
  EDU 11 
  POW 13 
  Hit PoinlS 14 
  Skills: FirstAid60%, GeologyXl%, Mechanical Repair55 %. Speak 
  Spanish Xl%, Spot Hidden 55% 
  '\l!apons: .45 Revolver 55%. 30.06 Rifle 30%. Knife 30% 
  Notes: Paimerston has been in prospecting and mining for more than 
  half his 35 years. and the life seems to suit him. Despite his size. 
  he is able to negotiate tight passages with surprising agility, and he 
  knows how to deal wilh miners. earn their respect. and how to get 
  the most out of them. He believes in leading from the front. and will 
  lake charge in any crisis. Friction may develop if anyone challenges 
  his authority. 
  1i.'O Trees 
  STR 13 
  DEX 12 
  CON 15 
  APP 8 
  SIZ 10 
  SAN 0 
  JNT II 
  EDU 4 
  POW I. 
  Hit Points 13 
  Skills: Camouflage65% , Climb 80%. Cthulhu Mythos 60%, Hide 
  ~%. Listen 85%. Move QuietJy 80%, Spot Hidden 75%. Track 60% 
  \\l!apons: Knife 55%. Bow 40%, Tomahawk 40% 
  Spells: Contact Sand-Dweller. SummonlBind Servitor of the Other 
  GOO,. 
  Notes: 1Wo Trees will presenl an unnerving speclac1e as he is wearing 
  his full traditional dress an(! painl for his mission. All his wcapons 
  are of stone rather than metal. and have been ritually purified - as 
  has Two Trees himself. so that hecan walk on the sacred site without 
  desecration. 
  His initial objective w.lS to force the mining operation to leave, using 
  the sand-dwellers and calling on a servitor of Ihe Other Gods if 
  necessary. After the chamber is discovered. howevet. he will realise 
  that Cuifexcomec is in the mine, and change his lactics. As well as 
  harassing the miners with the sand-dwellers. he will caU a servitor 
  to free Cuifexcomec and let the Other God take its own revenge. He 
  is not aw.lre that this will almost cenainly result in his own death. 
  but this knowledge would not deter him: Weeks otprayer and fasting 
  have worked him up into a frenzy of hatred for the desecrators. and 
  although he will not throw his life away withoUi accomplishing his 
  mission. he does not attach any imponance to his own safety. 
  In addition to his weapons, 1Wo Trees has an enchanted flute to allow 
  him IOcast the spell SUTTUJlQn Servitor of the Other Gods with +20% 
  to the chance of success, and he also has a medicine bundle. a skin 
  bag containing a collection of objccls which are sacred to him 
  personally, although they have no apparent value or significance to 
  
  ~....:========:;;;;;;;:SPIR IT OF THE MOUNTAIN ------------
  Sen'i!or of the Orher Gods, summoned 17)' Two Trees 
  an)UfIC else. The medicine bundle offers him the following advantages: 
  a) II can store Magic Points up to his normal Magic Point score: 
  these must be replaced in the bundle when used. 
  b) He can add his POW score to any attribute-based roll. 
  STR 16 
  CON 20 
  DEX 19 
  Hit Points 20 
  Move 7. Armour nil 
  SIZ 20 
  Weapons: Tentacle 45%, 20 6 damage 
  INT 11 
  POW 19 
  Spells: Gale, Shriving. Summon Servitor of the Other Gods 
  Notes: immune to normal weapons, regenerates 3HP/round. 
  Sand-Dwellers 
  Two Trees has fifteen sarul·d .... -ellers working with him. They have 
  different characteristics, but their fI'\O'Vement and attacks are identical, 
  as are their armour and skills. Typical characteristics are given below. 
  The keeper may feel free to modify scores for individual sand-
  dwellers. SAN loss for seeing a sand-dweller is 106 unless a SAN 
  roll succeeds. 
  STR 10 
  CON \3 
  SIZ 11 
  INT 11 
  OEX \3 
  Hit Points 12 
  Move 8. Armour 3 point hide 
  Skills: Hide 60%, Spot Hidden 50% 
  Weapons: Claw (2 per round) 30%, damage 106+106 
  Spells: none 
  POW, 
  Sand-dwellers can attack with both claws in one round. They prefer 
  to attack from ambush. 
  . 
  • • 
  ... -
  .. . 
  ANIMALS 
  = 
  = e_ 
  . --
  As well as the Mythos creatures featured in this adventure, the keeper 
  may like to plague the investigators funher with some of the wildlife 
  of the area. Some sample statistics are given below. 
  Coyote 
  .. ... 
  STR 206 
  CON 306 
  SIZ 06+1 
  POW 206 
  DEX 2D6+6 
  c) He is allowed a POWn roll to reduce any damage from normal 
  Move 12. 
  Average HP 8 
  weapons by half. 
  .:..;:..;..::.....;...;..:;::;.;.:.:,..:.. ____________ _ 
  The bundle is personal to Two Trees, and will confer no benefits 
  on any other character. If any other character so much as touches 
  the bundle. Two Trees must make a POWx5 roll (without the normal 
  bonus conferred by the bundle) or it will have been rendered useless. 
  Miners 
  The following statistics are about average for the mining crew; there 
  will be variations, but the difference will nOI be more than a couple 
  of points. 
  . 
  STR 13 
  DEX 10 
  CON 12 
  APP 7 
  SIZ 10 
  SAN 35 
  INT 8 
  EDU 5 
  POW 7 
  Hit Points II 
  Skills: Geology 20%, Mechanical Repair 30%. Speak English 20%. 
  Read/Write Spanish 65 % 
  Weapons: Knife 55 %, Pick handle 30% 
  CuifexcomeclQuifesomequelKhife Shomech (Lesser Other God) 
  STR 46 
  CON 70 
  SIZ 68 
  INT 0 
  POW 8 (originally 70) 
  OEX 10 Hit Points 69 
  Move 4. Armour nil 
  Weapons: Pseudopod 60%, 806 damage 
  Spells: Summon/Bind Servitor of the Other Gods 
  \\'eapons: Bite 30%, 06 damage 
  Notes: Coyotes run in packs of 206. T hey are scavengers, and will 
  avoid fighting unless cornered. Their howling at night can be 
  unnerving. 
  Poisonous Spider 
  -
  All characteristics are L no armour, IHP 
  Weapons: Bite 20%, no damage. poison potency 206 
  Notes: Heavy clothing will prevent a spider from biting successfully. 
  The poison will cause the affected area to become painful and inflamed 
  for (20 - victim's CON) hours; penalties to DEX and some skills 
  may be in order. 
  Rnlllesnake 
  STR ID6 
  CON 206+6 SIZ 106 
  POW 206 DEX 206+6 
  Move 6. 
  Average HP 8 
  Weapons: Bite 40%. 1 HPdamage, poisonpolency = snake's CON 
  Scorpion 
  --
  All characteristics are 1. no armour, IHP 
  
  ------------SPIRIT OF THE MOUNTAIN-----------
  Weapons: Sting 20%. no damage. poison potency 206 
  Notes: Heavy c\Olhing will protect against a scorpion sting. but reports 
  from various pans of the world suggest thai scorpions have a tendency 
  to explore tents, piles of clothing, and so on at night. leading to an 
  unpleasant and possibly fatal surprise for the unwary next day. Not 
  all scorpion venom is fatal to humans - il is suggested the poison 
  check is carried OUI twice, two failures indicating death, and one 
  indicating that the area slung is merely swollen and inflamed. 
  I-Ulture 
  STR 206 
  CON 206 
  SIZ 206 
  POW 206 
  DEX 106+6 
  Move 4/12 fiying. Average HP 7 
  \\eaporu: Claw (2). 45%, damage 106, Beak 40%, damage 1D4 
  Notes: Vultures are scavengers, and will rarely fight anything human 
  sized or larger. If a beak attack impales. the victim must make a Dodge 
  roll; failure indicates that an eye has been lost. and the attack causes 
  only one point of damage, while success indicates that the anack causes 
  nonnal damage only (no impaling damage). All attacks on a bird 
  in flight are made at half the nonnal attack percentage. 
  " -
  • 
  - -
  Spirit of tbe Mountain Players' 
  Handouts 
  " 
  .' - - -
  -.-
  Players' Handout I 
  rN""" E 
  I dAs ..• Am . -:- . d' 
  -
  I ; ew 
  ng an 
  soclahon lor 
  encan stu les 
  ~ Department of Anthropology, Miskatonic Univ., 
  Arkham, Mass. 
  THE NAVAJO 
  J . 
  1\ 
  Recent Advances in their 
  Archaeillogy and Ethnohistory 
  • 
  Dr. Ellington Bowers 
  South·western Antiquaries Associalon 
  Locksley Hall, Church SI., Arkham 
  7.30pm, May 71h 1923 
  Members of the public are welcome. 
  .. 
  Hand written on the back: 
  ~. 
  My dear ........ 
  , . 
  Made ilto your pan of the world at last. Please attend if you 
  can (dinner beforehand?)· ) have a small mystery which might 
  interest you. 
  E. 
  Players' Handout 2 
  ... and those who dore to take HIM as their guide beyond the 
  Gate .... ay. and those others who are there; eJ.·en these may be 
  found try the searcher. even those Dancers in Darkness. and 
  even unto Shibboleth. Abolynas alld Khife Shomech. el'en they 
  befound. it is written: try him who knows. try him whodnres ... 
  • The Necronomicon 
  Players' Handout 3 
  ... Khife Shomech. like a good numy other Mmes. seems to 
  be a camposite. forml'd try the corruption of two naml'S. 
  probably Khephri and Shamash. Khephri. thl' Eg}ptian deity. 
  is s)mbolised by the scarab. the beetle which was supposed 
  to push the sun across the heavens. Shamash. on the other 
  hand. hails from Mesopotamia. and as wl'il as being a sun· 
  god was also. like the Greek Apollo. a god o/soothsayers and 
  a gran/er ofomcles. The name seems to bean e.xtendedal/egory 
  rather than a direct identification of the three entities involved. 
  and the name might tentatil'elybe interpreted as 'he who pushes 
  (guides. compels,. the giver of light (knowledge): If this 
  interpretation is correct. the name would appear to be a 
  reference ro AlllthOlh. hosed. as the Mme AzathOlh itself. upon 
  the relation.fhip between that entity and Nyarlathotep. 
  HoweJ.'er. ('enainfaCtors seem to comrailict this. The context 
  in 'which the name appears implies a separate being. as does 
  the use of 0 separate lIame at all. It is possible. of course. 
  that some lIegOlil'e.Jualism or concurrent-al'(IfOr concept lies 
  behind this. but an thefoceofil. we seem tohoW! herea sepamte 
  entity, linked to Azathoth but distinct from it. and not one of 
  the well-attested 'Dancers in Darkness: 
  • The Necronomicon: Some Funher Obsen:atioT15 
  Dr Phileus Sadowsky (trans William Hamblin) 
  Players' Handout 4 
  . ... A number of gold-mines were opened by the Spanish in 
  the middle part of the eightl'enth century; some were successful. 
  OIhers less so. Conditions were primitive and often dnngerous 
  . one mine. Mantespirim in Arizona. received three replacement 
  crews within a few momhs owing to disastrous cQI'e-ins. 
  - Marston. The Spanish South-Mosl 
  San Francisco. 1909 
  Players' Handout 5 
  Extract from a letter from Cardinal Vasquez. San Francisco • 
  to Captain Diaz. 
  .... 
  .. The heretic tflr;gos is sem to us rodeol with the Montespiritu 
  problem. Give him an)1hing he might require for this work . 
  but do not allow him to preach or hold any mallner of sen' ice. \ 
  I personally abso/l'e you and all your men from the sin oj' 
  -, association 'with this man. 
  Ulsquez.. 
  Graeme Davis 
  
  MAP 3, THE BURIAL CAVES 
  MAP 4, THE SUMMIT 
  SPIRIT OF THE MOUNTAIN 
  MAP L THE MOUNTAIN 
  W 
  Sul<: I sqIWC _ 50 r"m ~ 50 y.rds 
  ., 
  MiaiDtI amp -/ ~ 
  ,. 
  MAP 2, THE MINING CAMP 
  /_ •. _
  _ -+- _ -+- _ -+- ___ ______ __ 0- _ _____ -+- _ __ _ -0 -
  _ ..... .... 
  . ~ 
  • 
  TOIl! pole 
  0- - ... B"be:d ..uc {CDCC 
  -='" Rc ....... bl. pole 8n" 
  = B.dtoU 
  c:::::J< Foldin.g be:d 
  o T.bk ud bcDCb •• 
  ~ Ch.oir .Dd Ilhl. 
  o 
  W.!er bull 
  .0 SII_ 
  LW 
  Sulc: I sq~". -
  .s'~.s' 
  Arc. IliD 10 be: clmed 
  Sc.k: I .qulre -
  .s'x5' W 
  .' 
  d 
  7 
  "-, 
  ~'~b~'~d~ \ 
  Spoil Hup 
  ~' 
  -
  ! , 
  MAP 5, THE LOWER CHAMBER 
  x Ctou ill IIoot 
  ® Cross .. 1nO'I'd 
  G Shotl 'P 
  LW 
  I sq-o ... _ Yo' 
  
  White Dwarf Magazine
  Call Of Cthulhu Omnibus
  This is EVERY Call of Cthulhu scenario/article/etc. ever printed in White Dwarf Magazine, in one
  omnibus edition!
  All images where scanned at 300DPI at greyscale, unless the page featured colour, then it was of
  course scanned in colour!
  Two pages where originally white on back and hard to read, ive changed them to black on white
  and they look fine now (can you spot them?).
  All work done by PaZZa, the pdf is unprotected, so do as you wish with it, including remove this
  page if you don't like it :(
  This pdf is quite large (226meg), I did try distilling it (43meg) however the quality of the text
  deteriorated very much, potential OCR'ers had no chance for starters!:(
  This was produced because the material is out of print by at least a decade, and even if people tried
  to purchase them, they probably couldn't. please do not charge for this archive
  I've left the original White Dwarf page numbers intact, if a page appears to be missing (eg
  32,33,35,36) then there was an advertisment page, nothing is missing!
  By issue 90 WD was a hard glued spine, that made scanning very hard, but I think i've bluffed it ok!
  COC D20 is an abomination. Request - please release more non-D20 COC material please!
  I have White Dwarf Magazines issues 01-165, but some very early ones are missing (02-09 I
  THINK - unchecked!). I can supply articles if your realy, realy, realy desperate, I do not have the
  time to scan them all, (or even a whole magazine) or I would, also the article requested won't be
  done immedialty, but will ba added the the list of "to do"!
  Tip: Take the lid off your scanner, it saves a little time (but don't stare at the bulb, lol)!
  You can always find me on #bw-rpg!
  
  Contents and what issue they came from
  No coc material before #42
  42) Now: Part 1: Skills and Weapons
  43) Now: Part 2: Mini Scenario Outlines
  50) Watchers of Walberwick: adventure
  56) Last Log: scenario
  60) Bleeding Stone of Iphtah: scenario
  62) Crawling Chaos: new monsters
  63) Draw the Blinds on Yesterday: modern day adventure
  64) Bearers of the Mark: column
  66) Once Risen, Twice Shy: column
  66) Horse of the Invisible: scenario
  67) Haunters of the Dark: Ghosts, a non-mythos adversary
  68) Free the Spirit: column
  69) Surrey Enigma: scenario
  70) Price is Right: price list
  71) Cults of the Dark Gods: source material
  72) Fear of Flying: Scenario
  72) Recommended Reading: dread books
  73) Cults of the Dark Gods 2: text source
  74) Gentlemen and Players: guide to creating British investigators
  75) Heart of the Dark: scenario
  77) Cars That Ate Sanity: 1920s car chases
  79) Ghost Jackal Kill: Scenario
  81) Ancient & Modern: mixed scenario
  83) Then Everything Went Black: optional rule
  86) Curse of the Bone: Scenario
  87) With a Pinch of Salt: Zombies
  88) Paddington Horror: Scenario
  89) Be Afraid, Be Very Afraid: Phobias
  91) Ghosties & Ghoulies & Squid: Cthulhu Mythos
  91) A Hard Act To Follow: Public Order for British Campaigns
  93) Letters From A Foreign Land: adventure
  94) Situations Vacant: alternative employment
  97) Trilogy of Terror: 3 Cases
  99) Spirit of the Mountain: Scenario
  no coc material after #99
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/EXTRA/Magazines/White Dwarf - Call of Cthulhu Omnibus.pdf