TEXT: The Horror of the Glen 
  Trail of Cthulhu Conversion notes 
   
  The Horror of the Glen is a Call of Cthulhu 
  scenario set in Scotland during the 30s. It was 
  published in "Green and Pleasant Land", compiled 
  by Pete Tamlyn and published by Games 
  Workshop. “GP XX” is page reference within the 
  book. This conversion is written by Ken Hickman. 
  You will need full text of the original adventure to 
  play. 
  The Police Case 
  (GP 45) 
  Inspector Sinclair  
  • Cop Talk (Core Clue): Feelings on the 
  murder and talks about the two character 
  witnesses. 
  Sergeant Lorimer 
  • Cop Talk (Core Clue): Description of 
  McColl's body and where the villagers were 
  the night of the murder. Also he will mention 
  that McLeod has nightmares and calls out. 
  • Credit Rating 1-point spend: If well-
  lubricated with whisky he will allow someone 
  to spend the night in the station to listen for 
  themselves. 
  Jamie McLeod 
  • Cop Talk/Law 1-point spend will allow 
  someone to speak with McLeod. 
  • Reassurance/Theology: McLeod will talk 
  about the night of the murder. 
  The Strathmorn Hotel 
  (GP46) 
  Mrs. Maureen McPherson 
  • Details of Village Distillery and fondness of 
  certain locals for a bit of poaching. 
  • Flattery (Core Clue) gets her to discuss 
  details of the night of the murder. 
  • Oral History 1-point spend to learn close 
  knit community details on other villagers 
  including Dr McBride not being local. 
  • Floating Oral History (Core Clue): Info 
  about Archie and also that some of his books 
  were sent to Inverness Library, which may 
  include his diary. 
  The Locals  
  The spends tend to be more than one would 
  usually expect as the villagers as a whole 
  (McPherson, the McPhees and Dr McBride 
  excepted) are insular and closed- mouthed around 
  outsiders. 
  Rev McCallan 
  (GP 47) 
  • Theology/Flattery 1-point spend: Convinced 
  of guilt and why. Very vocal about the evils of 
  MacMorn manor. 
  Willie Stewart 
  (GP 47) 
  • Reassurance 1-point spend/Intimidation 2-
  points spend: Was due to go with McColl but 
  got too drunk; feels guilty.  Believes McLeod 
  is guilty as Dr McBride and Rev McCallan say 
  he is. 
  • Assess Honesty 1-point spend: Hiding 
  something about the night. 
  • Interrogation/Reassurance 1-point spend: 
  Was due to go Poaching for Dr McBride. 
  Dr McBride 
  (GP 47) 
  • Mention of association with McColl and 
  Stewart McBride; confesses to a love of 
  salmon. 
  • If questioned regarding impossibility of 
  McLeod committing crime, McBride takes 
  them to his library where he points out books 
  describing 
  case 
  histories 
  showing 
  how 
  mentally unbalanced individuals were capable 
  of feats of unusual strength. This allows the 
  investigators to get a glimpse of his library  
  • Library Use (Core Clue): lots of books on 
  Geneology. If asked about these books, he 
  says he is of Scots descent, even though born 
  
  and educated in England, and is trying to trace 
  his ancestors. 
  • Assess Honesty 1-point spend: Hiding 
  something during interview (in fact two 
  things) but can't determine exactly. 
  Jean McColl 
  (GP 47) 
  • Flattery/Reassurance 
  1-point 
  spend: 
  regularly beaten by husband. Drunk; wages 
  docked for falling asleep. 
  • Flattery/Reassurance 2-points spend: Affair 
  with Duncan Brodie. 
  Annie Stewart  
  (GP 47) 
  • Assess Honesty 1-point spend: Bothered 
  about something.  
  • Assess Honesty 2-points spend: Husband, 
  McColl & McBride knows that they weren't 
  just poaching for him, but not what. 
  • Hints at Mrs McColl's affair with Duncan 
  Brodie but only hints, will not go into details. 
  Farmer McIntyre 
  (GP47) 
  Will discuss all info he knows happily, asking the 
  questions is all that is required. 
  Angus McCallan 
  (GP47) 
  If asked about McColl and Stewart will say not 
  most reliable employees; would often be late or 
  fall asleep at work. 
  The McPhees 
  (GP48) 
  • Oral History (Floating, Core Clue): Mr 
  McPhee can tell about Archie and also that 
  some of his books were sent to Inverness 
  Library. 
  • Oral History 1-point spend: Mrs McPhee 
  knows that the MacMorns were wealthy and 
  successful until their sudden demise. 
  The Brodies 
  (GP48) 
  Duncan Brodie refers all questions to his mother. 
  • Flattery/Reassurance to learn that Mother 
  Brodie approves of affair. 
  • Evidence Collection: Very long fingernails; 
  may have been able to cause serious wounds 
  as McColl was rumoured to have suffered (red 
  herring). 
  • Oral History 1-point spend: Remembers her 
  grand mother telling her that the MacMorns’ 
  downfall was related to the last son's journeys 
  in Africa, and that he planted the black trees 
  around the manor house. 
  Documentary sources 
  (GP48 - 49) 
  Inverness Library 
  • Library Use (Leveraged, Core Clue): The 
  diary of Archie McPhee (must know of the 
  diary to get this clue). 
  County Offices 
  • Bureaucracy 
  (Leveraged, 
  Core 
  Clue): 
  Archie McPhee's will – another way of finding 
  out about the library in Inverness having got 
  his diary.  (Must have heard of Archie 
  McPhee.)  
  London & Aberdeen 
  Tracing Dr McBride's family tree – this is very 
  time consuming and will require many spends 
  from Bureaucracy, Credit Rating & Library Use.  
  This 
  course 
  of 
  investigation 
  should 
  be 
  discouraged. 
  Strathmorn Kirk 
  • Library use 1-point spend: Births, deaths and 
  marriages of the MacMorns. 
  The Manor House 
  Outside 
  (GP50) 
  • Biology: Black trees are of an unknown type. 
  • Architecture 1-point spend: Information on 
  design of Manor, including probable uses for 
  each room/building. 
  Stables 
  • Evidence Collection: Bones of two horses. 
  • Forensics The horses were eaten by a wild 
  animal (which didn't happen long after death –  
  therefore may have been the cause.)  
  • Outdoorsman 1-point spend: Same info as 
  Forensics. 
  Crypt 
  Empty. 
  
  Inside 
  The Ground Floor 
  (GP50 - 51) 
  • Architecture: The main door and kitchen 
  door were barricaded but were smashed down 
  a long time ago. The whole of the ground floor 
  has been ransacked, probably a long time ago. 
  • Evidence Collection: The kitchen appears to 
  have been searched more recently. 
  • Outdoorsman: Tracks of two large men and 
  one smaller man; the tracks of the large men 
  head up the spiral stairs and back down again. 
  Store room contains smashed coffins (recent it 
  seems). 
  The First Floor 
  (GP51) 
  The rooms except for the store rooms and 
  Douglas' room have tribal masks and ornaments.  
  • Anthropology 1-point spend: The masks are 
  African from the Gold Coast region. 
  The Hideous Statue of the Horror 
  If seen unexpectedly at night the statue causes 5-
  point Stability test. 
  • Art History/Evidence Collection: A panel in 
  the plinth of the statue is seen,  which can be 
  opened to reveal the note book of Alex 
  MacMorn. 
  Stairwell & Yuba's Room 
  • Forensics: The bones are human and the 
  individual was eaten by a wild animal  (didn't 
  happen long after death, therefore may have 
  been the cause) and aged 35-45. 
  • Outdoorsman: 1 Same info as Forensics 
  except doesn't tell age. 
  • Anthropology: 1 The skull shows the 
  individual was West African. 
  The Second Floor  
  (GP51) 
  Alex MacMorn's room 
  Devastated.  Books ripped to pieces, bottles and 
  phials smashed to bits. Bones in the room are too 
  damaged to find any information from, except 
  probably the fact that the bodies were eaten. 
  The Third Floor  
  (GP51) 
  Douglas' Room 
  The door is barricaded and whilst weakened over 
  time will still require some tools to break down in 
  reasonable time. 
  • Anthropology 1-point spend: 
  Body is 
  European. 
  • Forensics 1-point spend: Probably died of 
  starvation or dehydration, as the body is 
  complete and clothed also no bloodstains. 
  • Forensics 2-points spend: Probably a sailor 
  due to characteristic wear on bones. 
  • Archaeology: Same info as Forensics 2-points 
  spend. 
  The Manor at Night  
  (GP51 – 52) 
  • Whilst the layout remains the same, the 
  building exudes aura of evil, causing a 4-point 
  Stability test upon entering. 
  • Winds start up and trees sway as soon as the 
  Manor is entered. 
  • The sleep effect of the Horror will activate 10 
  minutes after entering the Manor (or when 
  dramatically appropriate). 
  • Sense Trouble against difficulty 4 allows to 
  make a Stability test against difficulty 5 
  (incurring no Stability loss in case of failure) 
  to avoid the effect. 
  • The Sleep effect will trigger again 20 minutes 
  or so later; same effects as above, although 
  another Sense Trouble need not be made if the 
  first was successful. 
  • Whilst the investigators are in the Manor the 
  beast will roam the glen and kill two of 
  Farmer McIntyre's sheep as per the scenario. 
  • If one of the investigators were to wander out 
  of the Tree ring surrounding the Manor, they 
  may well be attacked if the Keeper sees fit. 
  Trapping the Horror 
  (GP52) 
  Seeing the Horror will result in 4-pont Stability 
  test. 
  The Horror 
  Athletics 12, Health 13, Scuffling 13 
  Hit Threshold: 4 
  Damage: +2 
  
  Armour: -4 (the round one exits/enters its tree it 
  has no armour) 
  Stealth: +2 
  Alertness Modifier: +2 
  Stability loss: +0 /+1 (for seeing one exit the tree) 
   
  Dr McBride's Plan 
  (GP52) 
   
  • 3-pont Stability test for being held up by 
  Stewart and McBride. 
  • 5-pont Stability test for seeing the Horrors 
  emerge from the trees (Suggestion: 5 is the 
  maximum cumulative loss from seeing the 
  Horrors is 5, so if 4 points are lost from 
  Trapping the Horror, one would only lose 1 
  point if this Stability test is failed). 
  • Sense trouble against difficulty 4 will give 
  the investigators a note that something may be 
  wrong just before the Horror's attack; they will 
  not be able to save McBride. 
  Dr McBride 
  Health 6, Firearms 3, Scuffle 4 
   
  Hit Threshold: 3 
  Willie Stewart 
  Athletics 5, Health 8, Scuffle 7, Weapons 6 
  Firearms 8 (shotgun) 
   
  Hit Threshold: 3 
  Farmer McIntyre 
  Health 7, Scuffle 5, Firearms 5 
   
  Hit Threshold: 3 
  Victory Conditions 
  Destroying the trees when their secret is found out 
  as this will convince Rev McCallan that Jamie is 
  not the murderer of McColl and he will withdraw 
  his statement as a character witness, and with 
  McBride most likely dead McLeod will be 
  released without charge.  If the trees are burnt 
  without finding their secret it will not help 
  McLeod at all and the Reverend will continue 
  with his statement, as will McBride. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  All products and trademarks mentioned here are the property of their respective owners. Trail of Cthulhu is ©2008 
  Pelgrane Press Ltd. Call of Cthulhu are © Chaosium, Inc. Green and Pleasant Land is © Games Workshop. This 
  conversion is written by Kev Hickman. 
   
  
SOURCE: textdata/thevault/Call of Cthulhu/Trail of Cthulhu/Misc/Adventure Conversion - The Horror of the Glen/Trail of Cthulhu - The Horror Of The Glen Conversion.pdf