TEXT: Derelict
  Derelict
  The
  A Tale of Terror for Call of Cthulhu
  By the Godfather of call of Cthulhu
  Sandy Petersen with Mike Mason
  
  Derelict
  The
  A Tale of Terror for Call of Cthulhu
  
  Concept by 
  Sandy Petersen
  Written by 
  Sandy Petersen with Mike Mason
  Development and Editing by 
  Mike Mason
  Additional Development by 
  Michael O’Brien
  Cover Art by 
  M. Wayne Miller
  Interior Art by 
  M. Wayne Miller
  Cartography by 
  Stephanie McAlea
  Pre-Generated Characters by
  Ron McClug
  Layout by 
  Nicholas Nacario
  THE DERELICT 
  is copyright © 2016 by Chaosium Inc. All rights reserved.  
  This is a work of fiction. The names of personalities, places, and events may be referred to, but any resemblance of sce-
  nario and game related characters to persons living or dead is strictly coincidental. All material is fictionalized and de-
  scribed through the lens of the Cthulhu Mythos, and no offense to persons living or dead is intended.
  Pre-Generated Character portraits were taken from pixabay.com and reside in the Public Domain.
  This adventure pack is best used with the roleplaying game CALL OF CTHULHU (7th Edition), available separately.  
  Find more Chaosium Inc. products at www.chaosium.com
  Item #23150
  ISBN: 978-1-56882-400-0
  Printed in U.S.A.
  Credits
  
  Table of Contents
  Getting Ready to Play                    4 
  The Derelict                               5 
  The Investigators.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  5
  Start                                         6
  Sequence of Events   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  6
  Deck Plan of The Delilah  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  7
  Salvage Rights  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  8
  Using the Radio  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  9
  Groenland Tropisch                        9
  Exploring the Reefer.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  9
  Deck Plan of Groenland Tropisch   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10-11
  Main Deck.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .12
  Superstructure, Level One .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .12
  Superstructure, Level Two  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .13
  Superstructure, Level Three  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .14
  Superstructure, Level Four.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .15
  Superstructure, Level Five  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .18
  Cargo Holds .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .18
  Engine Room  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .19
  Searching the Iceberg                     19
  Combating the Sciapod                     21
  Conclusion                                  22
  Appendix                                   22
  Non-Player Characters   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .22
  The Sciapod  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .22
  Pre-Generated Character Sheets      24
  
  Free RPG Day
  4
  The Derelict
  If this is your first time playing Call of Cthulhu you will need a copy of either the Call of Cthulhu Quick-Start Rules (7th 
  Edition), available as a free download at www.chaosium.com, or a copy of the Call of Cthulhu Rulebook (7th Edition), 
  available to purchase from your friendly local gaming store or directly from Chaosium.
  To play through The Derelict, your players will each need to create an investigator character. Full details on how to do 
  this are provided in either the Quick-Start Rules or the full Rulebook. We suggest you use either the creation process 
  described in the Quick-Start Rules or the “Quick Fire Method” to be found on page 48 of the Call of Cthulhu Rulebook. 
  Ensure you have also copied or printed out a Modern-era investigator sheet for each of your players—a blank investigator 
  sheet is provided at the back of this book, but you may want to use the writeable PDF version, which is a free download at 
  the Chaosium website. Once you have enough investigator sheets, talk your players through the character creation process.
  The scenario’s introduction discusses two possible methods of involving the investigators in the mystery to be found 
  on The Derelict. Read through this to help your players create suitable characters. Alternatively, if you are a veteran Call 
  of Cthulhu player, you may want to use existing player investigators for the scenario. In this case, please just refer to the 
  scenario’s introduction to make sure your players have appropriate characters. 
  Finally, before playing, read through the whole scenario first to make sure you are familiar with the plot and events 
  of The Derelict. It might help to make a few bullet point notes to remind you of key things while running the scenario 
  for your friends.
  With all of that done, you are ready to play. Gather your friends, find a quiet place, and prepare to unleash The 
  Derelict!
  Foreword
  I came up with this scenario while reading an old book about Viking explorations of the New World. In one of the 
  tales, the Vikings encountered what they called a “sciapod” (this encounter is described in the scenario). What struck 
  me is that the rest of the saga was all perfectly normal, earthly activity. There were storms, they caught fish, they sighted 
  land, avoided icebergs, etc. Then, out of nowhere, comes this sciapod, and the Vikings treat it as matter-of-factly as a 
  walrus. The only reason I would have to discount the sciapod is that no one since then seems to have spotted them (and 
  lived). But it is a perfectly straightforward sighting.
  It makes me wonder how many odd supernatural events we reject from ancient times because “we know better.” But 
  we are willing to believe their non-miraculous accounts, of course. I wonder what we are blinding ourselves to by failing 
  to dig deeper. There are French courtroom cases in which werewolves were put on trial, and these are right alongside 
  other court cases in which no one disputes the validity of the events, for instance. Or 19th century accounts of lights 
  glowing brightly on the dark half of the moon. Things go on beyond our purview.  
   
  Sandy Petersen, 2016
  Getting Ready  
  to Play
  
  Free RPG Day
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  The Derelict
  on the missing reefer, refer to Groenland Tropisch, 
  Reefer Ship, page 9. Note that, with this option, no plan 
  has been provided for the salvage crew’s ship—assume 
  something similar in terms of a “working” boat, but more 
  down end of the Delilah.
  The scenario as presented assumes the first option: a 
  luxury yacht owner and his or her friends on a journey 
  across the North Atlantic, who come across the Groenland 
  Tropisch stranded on an iceberg. 
  If creating new investigators, the following occupations 
  are suggested:
  Option One, luxury yacht owner and friends: 
  accountant, actor (film star), architect, athlete, author, 
  designer, dilettante, doctor, engineer, gambler, lawyer, and 
  white-collar worker (successful business owner). Having 
  one player character with an engineering background is 
  recommended, but not essential. 
  In addition, there should be one or two non-player 
  characters (NPCs) who could play the roles of the yacht’s 
  captain and mate (both employed by the yacht’s owner) 
  or who could be other friends of the owner if players 
  wish to take those roles (for convenience, two NPCs are 
  provided, see the Appendix, page 22). 
  Option Two, salvage crew: diver, engineer, mechanic, 
  sailor, soldier/marine (ex-military). Again, ensure one or 
  two NPCs are members of the crew.
  Important note: throughout this scenario, the Keeper 
  must keep a track of which investigators have skin 
  in contact with silver. The monster in this scenario is 
  normally invisible and only those who have flesh in 
  contact with silver are able to see the creature for what 
  it is (see The Sciapod, page 22). Try to avoid making 
  the players aware of this fact until they work it out for 
  themselves. Use subtle questioning during character 
  creation or when establishing the opening scene to 
  determine who might be wearing jewelry, or simply make 
  an educated guess as to which characters have a sterling 
  This scenario is set in the modern-day in the icy waters of 
  the North Atlantic. Accommodating two to six players, it 
  can be played in a single session. The adventure concerns 
  a missing reefer ship, the Groenland Tropisch, which has 
  been stranded on an iceberg. The thought of a substantial 
  salvage reward drives the investigators to attempt to 
  rescue the ship, but in doing so they attract the attention 
  of a strange and deadly monster.
  The Investigators
  There are two possible ways to involve the investigators:
  Firstly, one character could be the owner of a luxury yacht 
  who, along with his or her friends, is enjoying one final 
  journey before handing their yacht over to its new owner. 
  In this situation, one of the investigators is the yacht’s 
  owner, who has fallen on hard times—perhaps as a result 
  of the 2007–2008 economic crisis (or Crash of 1929, if 
  adjusting the scenario to the Classic era). Despite best 
  efforts over the preceding years, the investigator’s savings 
  have dwindled and their investments have dried up, and 
  they have been forced to sell their yacht, the Delilah. 
  This could even be the consequence of too much time 
  spent jaunting around the world combating the Mythos 
  and not paying attention to their income! The Delilah 
  has been sold to a person in England, providing the 
  investigator with one last opportunity to sail the yacht 
  from the USA to its new owner. Deciding to make this 
  trip as pleasant as possible, the investigator has invited 
  some friends (the other investigators) along for a final 
  grand party. Plans and details for the luxury yacht are 
  provided, refer to Delilah, Luxury Yacht, page 6.
  Alternatively, the investigators are a salvage team 
  sent to investigate the Groenland Tropisch’s situation 
  and return the ship to port. The reefer has been reported 
  missing, its last transmission put it somewhere southwest 
  of Greenland. The crew must locate the ship, search for 
  and rescue any survivors, and get the vessel back to port 
  either under its own power or by towing. For background 
  The Derelict
  A final journey brings a remarkable discovery and a hidden terror.
  
  Free RPG Day
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  The Derelict
  silver ring, chain, or earrings. If in doubt, determine the 
  wearing of silver with a Luck roll—remember to note 
  down successes for later reference when the characters 
  come face to face with the monster.
  Start
  The investigators are enjoying the facilities onboard the 
  luxury yacht, Delilah, traveling from Boston, USA, to 
  Liverpool, UK. Allow the players time to introduce their 
  characters and establish relationships. Explain that this 
  is a party and their last chance to have fun on the Delilah 
  before it is handed over to its new owner on arrival in 
  Liverpool—a time to forget their personal worries and 
  financial hardships and make the most of the situation.
  At a suitable point, probably around mid-afternoon, 
  they spy a reefer ship seemingly stranded on an iceberg. 
  The reefer can be spotted by any of the guests or the 
  yacht’s two crewmembers as necessary (no roll necessary).
  The discovery may prompt a debate as to whether 
  to use the radio to contact the reefer or call for help, or 
  whether to just head towards the iceberg to see if help is 
  required. Additionally, the Keeper should plant the idea 
  of salvage; if none of the players think of it, then one of 
  the NPC characters can suggest that a hefty salvage fee 
  would be rewarded if they could tow the ship to port 
  (appealing to the financially strapped yacht owner). In 
  any event, the investigators should draw the conclusion 
  that they should at the very least try to ascertain if anyone 
  is alive and needs rescuing, as stated in the Geneva 
  Convention on the High Seas (see box nearby).
  Thus, the investigators are drawn towards the reefer 
  ship through a sense of duty and responsibility, as well as 
  perhaps dollar signs in the eyes.
  Sequence of Events
  From this point onwards, the scenario is somewhat 
  freeform in design, allowing the Keeper to react to the 
  investigators’ decisions and actions. The likely sequence 
  of events follows and the Keeper should feel free to build 
  and adapt as necessary. 
  The scenario tends to have two halves: the search 
  for clues on the Groenland Tropisch and the realization 
  that there is “something” on the ship, followed by a game 
  of cat and mouse with the sciapod, leading to a climax 
  where the success of the investigators’ plan for dealing 
  with the monster comes to a head. 
  Use the following sequence to drive the action and 
  play, omitting and replacing with events of your own 
  design as you see fit:
  Geneva Convention  
  on the High Seas
  Signed in 1958, the Convention includes Article 98: 
  the duty to render assistance. The Article requires 
  a ship and crew (if able, without risking serious 
  endangerment to ship, crew, or passengers) to:
  • 
  Render assistance to any person found at 
  sea in danger of being lost.
  • 
  Proceed with all possible speed to the res-
  cue of persons in distress, if informed of 
  their need of assistance, in so far as such 
  action may reasonably be expected.
  • 
  After a collision, to render assistance to 
  the other ship, its crew and its passengers.
  Keeper Note: the yacht’s owner and its crew 
  members would be aware of the Convention and 
  its implications (morally and legally) if they fail to 
  render assistance.
  Delilah, Luxury Yacht
  Delilah is a 95-foot (29 meter) motor yacht, 
  accommodating up to ten people in luxury. The 
  vessel comprises three levels: a fly (open top) 
  bridge, the main deck, and lower deck. Secondary 
  wheelhouse controls are on the fly deck, along 
  with a lounge area (with large comfy cushions for 
  sunbathing), and an awning for shade. The main 
  deck contains the galley, dining table, social areas, 
  and wheelhouse, while the lower deck has four 
  spacious cabins (two doubles and two twins), plus 
  two fore cabins with Pullman berths. The yacht is 
  air-conditioned and the communal areas include 
  flat screen televisions, DVD players, and a surround 
  sound music system. For the adventurous, the yacht 
  carries a sea kayak, snorkeling gear, water skis, and a 
  wakeboard. A dinghy is stored on the fly deck.
  • 
  Cruise speed: 20 knots
  • 
  Max speed: 22 knots
  • 
  Engine: 2 x MTU 2942 kw
  See the Delilah’s deck plan on page 7. 
  
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  The Derelict
  
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  The Derelict
  • 
  The investigators spot the iceberg and the strand-
  ed reefer and are obliged to see if there are any 
  crew needing to be rescued, as well as provoking 
  the notion that if they can get the reefer ship to 
  port then they could receive a handsome salvage 
  reward—enough to perhaps end the yacht’s own-
  er’s financial woes. See Salvage Rights on page 8.
  • 
  Getting to the reefer and iceberg is relatively easy; 
  although the Keeper may call for a Pilot (Boat) 
  roll (if an investigator is piloting the yacht) to 
  determine how well this is managed. A fumble 
  or failed pushed roll means the yacht is somehow 
  damaged coming alongside the reefer and iceberg 
  (perhaps scraping the hull) and repairs will need 
  to be made before they can cast off again. 
  • 
  Searching the Groenland Tropisch for clues as to 
  its fate and/or working out how they might get 
  the ship moving for salvage. There are no signs of 
  life on deck, so a search of the reefer is required 
  to determine if anyone needs rescuing.
  • 
  Option: while searching the reefer’s cargo holds, 
  the investigators walk right past the sleeping 
  sciapod (hidden under a tarpaulin)—later, build 
  the sense of unease when they return to find the 
  tarpaulin flat on the floor.
  • 
  The sciapod wakes up, sizes up the situation and 
  boards the Delilah to destroy its controls and 
  radio, so as to prevent this newly arrived food 
  source from departing. Damage to the Delilah’s 
  controls might be repairable, given the time and 
  necessary skills.
  • 
  As the reefer is searched, clues are found (growing 
  in importance and horror). The investigators real-
  ize they are not alone and possibly one or more of 
  them return to the yacht to find it’s been attacked 
  and that the controls and radio are broken.
  • 
  Option: one of the investigators catches a brief 
  glimpse of the sciapod (a huge white thing mov-
  ing past a porthole or a doorway). Make sure 
  that whoever spots the monster is in contact with 
  silver (perhaps a ring or other piece of jewelry 
  they are wearing, or one of the silver items noted 
  in the description of the Groenland Tropisch).
  • 
  The sciapod begins to hunt the investigators. 
  Any NPCs are killed first; perhaps one is sud-
  denly harpooned by the sciapod’s crystal bow, 
  causing panic when there is no sign of who or 
  what shot the deadly bolt. Another NPC might 
  be found dead, savage bite marks in their flesh. 
  Alternatively, all that the investigators hear is a 
  terrifying scream; when they go to see what has 
  happened, all they find is a bloody trail leading 
  down into the cargo holds.
  • 
  The mysterious attacks and strange sightings of 
  a huge white “thing” (as well as the possibility of 
  an outright attack) drive the investigators to hide 
  (probably on the reefer, as it is bigger and has 
  more places for concealment). Build on the con-
  fusion—to some of the investigators the monster 
  is invisible, to others (in contact with silver) its 
  awful visage can be seen (provoking Sanity rolls).
  • 
  The sciapod finds one of the hiding places but is 
  perhaps initially driven back; it departs to rest up, 
  but will return. The investigators have a bit of time 
  to work out how to deal with the invisible monster.
  At this point, encourage the investigators to come up with 
  a plan of action. There are a number of ways they might 
  proceed, some of which are explored in Combating the 
  Sciapod, page 21. Allow the players time to think over 
  their options and formulate a plan; although, if they 
  take too long, have the sciapod return to nose about 
  only to depart again. Ultimately, the investigators should 
  be forced out of hiding to enact their plan—probably 
  requiring them to split up in order to gather what they 
  require and so face running into the monster. Build 
  tension as individual investigator actions risk bringing the 
  monster’s attention. The scenario’s climax should concern 
  whether the investigators’ plan works or not. Try to reward 
  ingenuity and risk, but success should be hard won.
  The following sections detail particular courses of 
  action, as well as provide a walkthrough of the Groenland 
  Tropisch that can be used when the investigators explore 
  the ship.
  Salvage Rights
  The following information can be found in the captain’s 
  office onboard the Groenland Tropisch (see Superstructure: 
  Level One, Kitchen, page 12). Alternatively, one of the 
  investigators with a suitable occupation or experience (or a 
  crewmember NPC) could relay the gist of the detail with a 
  successful Law or Hard Know roll.
  The Law of Salvage provides that a person recovering 
  another person’s ship or cargo after peril or loss at sea is 
  entitled to a reward commensurate with the value of the 
  property so saved. The Law of Finds may be applied if 
  the wreck has been abandoned (the vessel’s owner has 
  not actively tried to retrieve the vessel or its contents). 
  Thus, the owner is considered to have relinquished the 
  title voluntarily.
  
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  The Derelict
  A discoverer who finds a shipwreck is entitled to the 
  full value of all of the goods recovered. Since the owner 
  of the vessel has given up trying to recover the shipwreck, 
  the discoverer is deemed to have full rights to the content; 
  although abandonment of the vessel must be proven.
  Where the Law of Finds does not apply, a successful 
  salvor is not entitled to keep the salved vessel but is 
  entitled to a reward. The amount of the reward is based 
  on the vessel’s value, its contents/cargo, how successful 
  the salvage was, the salvor’s skill in minimizing damage 
  to the environment, and the level of peril to which the 
  salvaged vessel was subject. In addition, factors such as 
  the rescue of human lives, the salvor’s labor and expenses, 
  and the level of risk encountered also play a role in 
  determining the award. 
  Using the Radio 
  On seeing the Groenland Tropisch, investigators may 
  want to radio the stranded ship or communicate with 
  the authorities (probably the US Coast Guard). Calling 
  the Groenland Tropisch elicits no response whatsoever. 
  Contacting the maritime authorities can be done and the 
  investigators can relay a message; however, help will be a 
  long time coming—certainly long after the investigators 
  have come face-to-face with the sciapod. In addition, 
  remind the investigators that bringing in another party 
  to undertake the search and rescue likely means that any 
  salvage claim by the investigators would be neutralized 
  and lost.
  If the investigators don’t think to use the radio early 
  on, then have the sciapod destroy the radio and the 
  yacht’s engine controls while everyone is searching the 
  Groenland Tropisch. Should a pesky investigator decide to 
  remain with the yacht, have them distracted away from 
  the yacht—here are two possibilities:
  • 
  They hear a sound or see something strange on 
  the Groenland Tropisch; fearing something bad 
  is happening, they leave the yacht to warn the 
  others.
  • 
  They see something jump into the water from 
  the Groenland Tropisch or iceberg (the sciapod 
  making a big splash) and can see something 
  driving through the water towards the yacht.
  Even if an investigator stays aboard the Delilah, 
  the sciapod is invisible (presuming the investigator has 
  no silver jewelry) and so can come aboard and begin 
  wrecking the ship’s radio and controls. Witnessing 
  this attack by an unseen force calls for a Sanity roll 
  (1D3/1D6). If an NPC is left alone onboard the yacht, 
  then the investigators find their dead body on their 
  return; a 6-foot long crystal harpoon embedded in their 
  chest (0/1D4 Sanity loss).
  Groenland 
  Tropisch,  
  Reefer Ship
  The Groenland Tropisch is a refrigerated cargo ship 
  (reefer) used to transport perishable commodities, 
  including fruit, meat, fish, vegetables, and dairy products. 
  Operated by the firm of Simmons and Calvert, the vessel 
  is currently adrift in the North Atlantic upon an iceberg.
  The Groenland Tropisch is some forty years old and 
  is equipped with three cranes (only two of which are 
  operational, the other is damaged but repair may be 
  possible), and three, top opening hatches on the main 
  deck through which cargo is lowered to the various holds 
  below. Two of the cargo hatches are currently open to the 
  elements.
  The vessel’s navigation bridge is at the top of the 
  main superstructure, which rises above the cargo decks. 
  The superstructure comprises five levels: kitchen and 
  dining rooms on level one, crew quarters, a crew lounge, 
  galley, and a laundry on level two; officers’ quarters and 
  lounge on level three; captain’s quarters and dayroom, 
  plus recreation room on level four; wheelhouse and the 
  radio room on level five (navigation bridge).
  •  
  Built: Harland and Wolff, Belfast
  •  
  Registry: Dutch
  •  
  Operated by: Simmons and Calvert
  •  
  Type: Refrigerated Cargo Liner
  •  
  Length: 331 feet (117 meters) 
  •  
  Gross Tonnage: 6,600
  •  
  Propulsion: 6,660 BHP
  •  
  Compliment: 16 crew
  Exploring the Reefer
  Effectively, the Groenland Tropisch is a ghost ship, 
  seemingly abandoned and melded to the side of an iceberg. 
  Apparently, the ship hit the iceberg, causing damage to the 
  hull; the ship is still seaworthy if it can be detached from 
  the iceberg. The ship’s power is off; there is no lighting, 
  no heating, and a layer of ice clings grimly to all exposed 
  surfaces. Initial inspection suggests no signs of life.
  
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  A dark and unwholesome atmosphere pervades. 
  Sound echoes through the ship as the icy ocean lashes 
  against both ship and iceberg. Emphasize the cold, the 
  darkness, and the silence. The whole experience should 
  be eerie and foreboding, especially when the investigators 
  venture inside the superstructure and the cargo holds.
  The following sections include one or more 
  discoveries the Keeper can plant, depending on the 
  action and focus on the investigators. Such discoveries 
  can occur whenever the Keeper deems most appropriate; 
  however, it is suggested to build the frequency of such 
  finds as the scenario progresses, so as to build the horror 
  (i.e. don’t throw all of this at the players in the first thirty 
  minutes).
  Refer to the deck plan of the Groenland Tropisch, 
  nearby.
  Main Deck
  The hull has been partially crushed by impact with the 
  ice, although it does not appear to be letting in water. 
  If somehow detached from the ice, the vessel could 
  be seaworthy enough to be towed to land—and quite 
  possibly a salvage reward.
  Three cranes reside over large deck hatches. Only 
  one of the hatches is secured, the other two are open 
  (one fully, one partially) allowing egress to the cargo 
  holds below. Two large winches and the ship’s anchor 
  mechanism (which has not been deployed) can be found 
  at the bow of the ship.
  Close examination of the partially open hatch reveals 
  the metal hatch cover has been torn from some of its 
  mountings and the cover is uneven due to several large 
  dents in its surface, near to the where it has been torn 
  from the mountings. Finding these indents is more 
  difficult if the investigators have not thought to bring a 
  light source with them, meaning that a Spot Hidden roll 
  is required to identify them. 
  Cranes: two of the cranes appear to be in order from 
  a cursory inspection (if the ship’s power can be turned 
  on), while the third (furthest from the superstructure) 
  appears damaged—wires are torn from fittings and 
  mountings twisted, as if a large object had knocked 
  into the crane, causing it to bend and twist. Repairing 
  the damaged crane requires the proper tools (stored in 
  the superstructure), six hours, and a successful Science 
  (Engineering), Operate Heavy Machinery, or Hard 
  Mechanical Repair roll.
  One lifeboat is suspended from the outer deck of the 
  third level of the superstructure (viewable from the main 
  deck) on the starboard side. A lowering mechanism for 
  a portside lifeboat is visible, yet there is no sign of the 
  lifeboat.
  Possible discoveries:
  •  
  Drag marks through ice on the deck’s floor, as if 
  something large had been dragged along the deck.
  • 
  Frozen drops of blood on the deck floor near the 
  stern (behind the superstructure).
  • 
  Spot Hidden: a severed and frozen hand. A suc-
  cessful Medicine roll confirms the hand has been 
  bitten off, as if a shark had attacked the hand’s 
  owner.
  Superstructure: Level One, 
  Kitchen
  From the main deck, doors to the interior of the 
  superstructure can be found on the port and starboard 
  sides. It’s hard not to notice that both doors have been 
  ripped from their fittings. One door (port side) lies 
  buckled and twisted on the deck, while the other is 
  missing entirely. Examination of the port side door reveals 
  no scratches or claw marks but rather indentations, as 
  if something large and heavy was used to batter down 
  the door from outside. The locking mechanism is bent 
  and twisted, requiring substantial force. This damage 
  is replicated around the doorframe. From the door 
  surround, the starboard door looks to have been battered 
  from the inside and torn from its mountings altogether.
  Other access doors on the starboard side lead into the 
  cook’s meat, vegetable, dairy, and dry provisions stores 
  (all locked). While on the port side, access doors lead 
  into the cargo office (locked) and the CO2 bottle room 
  (locked). With no lighting or heating on, the interior 
  is dark and frosty. Along the main corridor (port to 
  starboard) can be found the officers’ dining room, the 
  galley kitchen, the crew’s dining room, and the captain’s 
  and chief engineer’s offices.
  Food stores: getting inside requires either a successful 
  Locksmith roll or brute force (STR roll and a crowbar or 
  similar). All seem in good order, with no apparent damage 
  to the doors or interiors. Foodstuff is packed neatly on 
  shelving in refrigerated rooms (the refrigeration system is 
  not working). There is some possible spoiling, although due 
  to the cold of the sea and the iceberg it’s still pretty chilly.
  CO2 room: carbon dioxide is used in a ship-wide system 
  to fight fires (especially in the engine room, kitchen, and 
  cargo holds), as well as provide refrigeration to the holds. 
  Each bottle is just over 5-feet (1.5 m) in height and 
  weighs 290lbs when full (190lbs empty). Getting inside 
  requires either a successful Locksmith roll or brute force 
  (Hard STR roll; reduce to Regular difficulty if a crowbar 
  or similar is used as a lever). Investigators may think to 
  
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  The Derelict
  jury-rig CO2 bottles in their fight against the sciapod 
  (see Combating the Sciapod, page 21).
  Cargo office: shelves and filing cabinets line the walls 
  and contain a great assortment of cargo manifests, 
  legal documents, and customs forms. A cluttered desk 
  and a chair are the only furniture within. Should the 
  investigators wish to find documents pertaining to the 
  ship’s current cargo a successful Spot Hidden finds the 
  manifest, which details a cargo of meat (beef, pork, etc.), 
  fresh fruit and vegetables, and dairy products.
  Captain’s office: a well-ordered room, with a desk and 
  swivel chair, and a bookcase holding a series of books on 
  maritime law (in English). The captain’s logbook is on 
  the desk, along with a half-empty mug of frozen coffee.
  The captain’s log is written in Norwegian. If anyone 
  can read Norwegian, the log states that the Groenland 
  Tropisch departed Bergen, Norway, on February 13th 
  2016, carrying a cargo of vegetables, fruit, dairy, and 
  meat products headed for Sukkertoppen in Greenland. 
  The most recent entries, dated February 16th, describe 
  a rogue iceberg hitting the Groenland Tropisch. The ship 
  suffered damage from the impact and chief engineer 
  Gunnar Ulfsson was instructed to inspect and ascertain 
  the level of damage to hull. The captain remarks that 
  he has been unable to communicate with land due to 
  the radio operator, Thorolf Löfgren, acting crazily and 
  damaging the equipment. Löfgren was overpowered and 
  was confined to his cabin pending investigation of the 
  incident by the captain.
  If the books of maritime law are studied, details 
  concerning salvage rights can be found. See Salvage 
  Rights, page 8.
  Chief engineer’s office: the door is locked (Locksmith 
  or Hard STR roll to open; reduce to Regular if lever is 
  used). Inside are metal filing cabinets, a desk, and a swivel 
  chair. The room appears untouched, apart from two 
  cabinet drawers that are open, with various documents 
  half-pulled out (as if someone had been searching for 
  something). One of the drawers holds documents 
  pertaining to the deck cranes, while the other has various 
  safety check forms, inventories, and bills of purchase for 
  bottles of CO2.
  Officers’ dining room: rows of chairs and tables. Half-
  eaten meals sit cold on white plates, and cutlery lies 
  scattered about.
  Galley kitchen: the large kitchen contains a large 
  assortment of pots and pans and other cooking 
  paraphernalia. Cold food sits in large pots on the unlit 
  stoves. A pot of stew has been overturned, its contents 
  frozen in a pool on the floor. All manner of kitchen 
  knives and implements can be found here.
  Crew’s dining room: a mirror of the officers’ dining 
  room, although a number of tables have been set on their 
  sides, as if to form a barricade. It appears to have done no 
  good, as the tables are bent and twisted and are covered 
  in blood. Frozen tracks of blood stretch across the floor.
  Possible discoveries:
  • 
  Blood tracks and splatters on floors and walls.
  • 
  A flare gun (empty).
  • 
  A large kitchen knife, its blade crusted with a 
  white substance, almost like milk.
  • 
  Bottles and rags for making Molotov Cocktails.
  Superstructure: Level Two, 
  Crew Quarters
  The dark stairways lead up to level two and also continues 
  up the higher levels. The corridors are silent and open 
  into the various crew cabins, as well as a crew lounge and 
  bar, a laundry room, and a medical room. All internal 
  doors are unlocked and most are ajar, swinging idly; 
  occasionally a door will swing shut, sending a metallic 
  echo running through the ship.
  Crew cabins: are much alike, each houses a bed and a 
  small locker for personal belongings, as well as clothing 
  and other personal touches like taped-up saucy posters 
  and calendars. Some cabins are apparently vacant. 
  The doors to a number of cabins have been bashed in 
  (requiring great force and strength beyond that of a 
  human).
  Crew lounge: consists of cheap, comfy chairs and coffee 
  tables, along with a bar (liquor can be found behind a 
  draw-down, locked, metal blind). It looks as though 
  someone has tried unsuccessfully to open the metal blind 
  with an iron crowbar, which lies on the floor nearby. A 
  deck of playing cards is strewn across the floor (close 
  examination shows some of the cards are marked with 
  spots of dried blood). Otherwise, the lounge contains a 
  DVD player rigged to a projector, a screen on the wall, 
  and some shelves holding a library of popular movies.
  Medical room: contains an examination area, a sink, and 
  good supply of first aid materials, including dressings, 
  antiseptics, and so on. Medical tools for more series 
  injuries can also be found, including resuscitation 
  equipment, medical instruments, intravenous kits, 
  disinfectant, and a defibrillator. Two working flashlights 
  can be found with one of the cupboards. A wall cabinet 
  has been broken open, revealing bottles of drugs within 
  
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  The Derelict
  whiskey bottles (presumably removed from the bar) lie 
  on the floor, some are broken and so jagged glass presents 
  a danger to anyone falling onto the floor or getting on 
  their hands and knees to search.
  Possible discoveries:
  • 
  A 6-foot long cylindrical piece of glass embed-
  ded in a bulkhead (from a distance, a flashlight 
  would highlight it glinting). When examined, 
  the glass looks more like crystal and is shaped 
  like a harpoon. If pulled from the wall (requiring 
  a Hard STR roll), the crystal shaft is icy cold 
  to the touch and reveals a sharp barbed head. 
  It looks like nothing the investigators have ever 
  seen before: the material bears most resemblance 
  to armored glass and is very strong (see The 
  Sciapod, page 21).
  • 
  At least one cabin door torn from its hinges and 
  now partially blocking the corridor. 
  • 
  A dead crewmember, found in the laundry room. 
  The body has been eviscerated and partially eaten 
  (Sanity loss 1/1D4).
  • 
  A loaded flare gun (1D10+3+burn).
  (antibiotics, penicillin, etc.); some broken vials of 
  morphine lie on the floor. An investigator with medical 
  training would be aware that operations and routine 
  medical procedures could be performed here.
  Possible discoveries:
  • 
  Bloodstains.
  • 
  A discarded hand axe.
  • 
  Empty vial of morphine and a used syringe.
  • 
  A tarnished and bloodstained knife.
  • 
  A crew cabin painted with frozen blood splatter.
  Superstructure: Level 
  Three, Officers’ Quarters
  Similar in layout to the level below, the officers’ cabins 
  are a little larger than those of the crew. Apart from 
  another laundry room, the only other area is the officers’ 
  lounge, also fitted with a bar (locked) and slightly better 
  quality comfy chairs and tables. A number of empty 
  The Crew’s Dining Room
  
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  The Derelict
  Keeper note: the following clue should, ideally, be 
  introduced later in the game, once the investigators have 
  done an initial inspection of the vessel. The location 
  of the clue should be a crew or officer cabin, perhaps 
  overlooked or passed by when they first venture through 
  the superstructure. 
  In one cabin, books have been scattered about. 
  The books range from the classics to various books on 
  mythology and folk tales. One book, a volume of Norse 
  sagas, lies open. The spine has been broken, with the 
  pages open to a section of Erik the Red’s Saga: on the left-
  hand page is the Old Norse text, while on the facing page 
  is the English translation—see Handout: Derelict 1. The 
  books belong to one of the crew who had an interest in 
  history, who on seeing the sciapod with its crystal bow 
  remembered the passage in the saga. The highlighted 
  passage provides the only clue to monster stalking the 
  Groenland Tropisch. A successful Spot Hidden roll 
  notices something shiny beneath the littered books: a 
  silver fountain pen.
  Superstructure: Level Four, 
  Senior Officers’ Quarters
  Comprising less room than the levels below due to the 
  position of the two external lifeboats, level three contains 
  the captain’s cabin, bathroom, and dayroom, as well as a 
  recreation room and cabins for the radio officer and chief 
  engineer. 
  Only one lifeboat is here (starboard side), the other 
  lifeboat is missing—examination shows that the missing 
  boat must have been previously lowered (see Searching 
  the Iceberg, page 19, for the lifeboat’s remains). See 
  possible discoveries (following) for what’s in the 
  remaining lifeboat.
  The recreation room contains a pinball machine, 
  green baize card table, a selection of board games, a 
  television and DVD player, plus a selection of movies. 
  Radio operator’s cabin: the cabin door is locked 
  (Locksmith or Hard STR roll to open; reduce to 
  Regular if lever is used). On entering, the investigators 
  find a mattress, which has been upended, blocking access 
  inside. The mattress can easily be pushed out of the way. 
  Inside, it’s a mess: clothing and personal possessions 
  have been flung about with abandon. Some clothes are 
  bloodstained; suggesting that whoever ransacked this 
  cabin was injured at the time. Beneath the bed, visible 
  through the frame, is the body of Thorolf Löfgren the 
  radio operator, lying in a pool of frozen blood. The man’s 
  eyes are wide open, a look of terror carved on his face 
  (Sanity loss 0/1D3). Examination reveals his throat has 
  been cut, although there are lacerations to his torso and 
  lower arms, suggestive of knife wounds. Hidden beneath 
  his body is an old, silver-handled cutthroat razor (which 
  he used to commit suicide). Searching through personal 
  effects reveals the man’s name.
  Captain’s cabin: the door is ajar and leads into to a small 
  lobby from which the bedroom, dayroom, and bathroom 
  are accessed. Everything seems in order. Compared to 
  the radio operator’s cabin, it is tidy and there are no 
  signs of distress or vandalism. In the dayroom are three 
  comfortable chairs, plus a desk and upright chair. The 
  desk holds the captain’s log, a silver letter opener, and 
  writing paper and pens. An occasional table, set against 
  a wall, holds a ship’s decanter, half-filled with fine rum. 
  The cut-glass decanter has a silver label on a short chain 
  around its stem. 
  Chief engineer’s cabin: a suite of rooms mirroring those 
  of the captain at the opposite end of the corridor. While 
  the bedroom is tidy, there are bloodstained towels in the 
  bathroom and the dayroom is a mess. Ship’s systems’ 
  diagrams, deck plans, crane diagrams, and other 
  engineering papers are strewn about a large desk. A 
  handwritten note saying, “CO2 bottles or crane?” rests 
  topmost on the scattered papers. The investigators can 
  find a deck plan of the Groenland Tropisch here (see 
  pages 10-11).
  Erik the Red’s Saga
  Time taken to read through the whole saga 
  (taking approximately 30 to 45 minutes) reveals 
  the following information. An investigator with a 
  classical education or one growing up in Iceland or 
  Greenland might recall the tale with a Know roll.
  Composed in 1265, Erik the Red’s Saga tells 
  of Thorfinn Karlsefni and his wife Gudrid, and 
  the discovery and colonization of Greenland. The 
  expedition, led by Thorfinn Karlsefni and Gudrid, 
  explores north, meeting and killing natives on their 
  way. In one instance, they come upon a sciapod 
  (“uniped” or “one-footer”) who shoots an arrow 
  and kills Erik’s son, Thorvald, and then disappears. 
  The survivors’ return home and then set sail again 
  for Greenland in the following spring.
  The sciapod is mentioned only once and there 
  is little to describe the creature other than its 
  name, which essentially means it is a one legged 
  beast that carries and shoots a large bow.
  Keeper Note: in our version of events, the sciapod 
  is a monstrous one-footed creature, with pale white 
  skin and a luminescent green glowing eye—see 
  The Sciapod, page 22, for further details.
  
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  The Derelict
  
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  The Derelict
  Handout : Derelict 1 - Pages from Erik the Red’s Saga
  
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  The Derelict
  Possible discoveries:
  • 
  Papers revealing the captain’s name to be Helmar 
  Engström.
  • 
  The captain’s private rum store.
  • 
  The mangled and bloody corpse of an officer in 
  the remaining lifeboat, hidden beneath the boat’s 
  tarpaulin. A successful Spot Hidden roll notices 
  the tarpaulin is untied and loose at one end of 
  the boat, as well as bloodstained.
  Superstructure: Level Five, 
  Wheelhouse
  A bloodstained internal stairway leads up to an access 
  corridor accessing the rear of the wheelhouse. The radio 
  room is accessed from the wheelhouse. Doors at the port 
  and starboard sides of the wheelhouse lead out to an 
  upper deck, on which two external stairways (facing the 
  stern) descend down to the lifeboat deck.
  Somewhat brighter in here than the other areas of 
  ship due to the large viewing window, it quickly becomes 
  apparent that the wheelhouse has been seriously 
  damaged. Controls and dials are smashed, levers bent, 
  twisted or pulled out of their mountings, and great dents 
  mar the controls’ metal housing. The viewing window 
  has a large crack running through it (frost also obscures 
  the view). Papers and charts lie scattered about. Clearly, 
  this scene of destruction suggests that one or more 
  people were hell-bent on preventing the ship’s operation, 
  although the damage to the metal casing and the twisted 
  lever rods would require tremendous strength beyond 
  that of a normal man.
  The radio room is a similar story. On entering, it is 
  apparent that someone has caused serious damage to the 
  radio system. Rents in the metal casing reveal wires that 
  have been pulled and severed, while the microphone has 
  been dashed to pieces.Examination of the damage reveals 
  it is different to the way the wheelhouse was damaged—
  the damage here could easily have been accomplished by 
  a single determined person using an axe. Indeed, a few 
  moments spent looking over the debris reveals an axe 
  partially hidden on the floor. Both the ship’s controls and 
  the radio are beyond repair. 
  Keeper note: the sciapod caused the damage in the 
  wheelhouse. Prior to that, Thorolf Löfgren saw the 
  monster and went insane; in a bout of madness he 
  grabbed a wall-mounted axe and attacked the radio, 
  causing significant and irreparable damage before the 
  crew subdued him. 
  Those with Pilot (Boat), Science (Engineering), 
  Operate Heavy Machinery (no roll required), or a Hard 
  Mechanical Repair roll may estimate that although the 
  ship’s controls cannot be used, it would be possible to 
  tow the vessel to a port, provided it could be extracted 
  from the iceberg. Investigators with these skills can also 
  determine that the best way to get the ship’s lighting 
  working would be to go to the engine room below decks.
  Possible discoveries:
  • 
  Spot Hidden: traces of blood amongst the dam-
  age in the radio room.
  • 
  Spot Hidden: no traces of blood amongst the 
  damage in the wheelhouse.
  • 
  The empty mounts for a fire axe on a wall on the 
  external upper deck.
  Cargo Holds
  There are three cargo holds, all accessible via the main 
  deck and below deck. Each hold is self-contained. Below 
  deck, corridors are lined with various pipes (carrying 
  refrigeration gas) leading to the holds and banks of 
  compressors. Each hold has its own refrigeration 
  controls, although the various systems are not currently 
  functioning. The holds are not all full: some are empty, 
  some are full, and some only partially. Packing boxes, 
  crates, tarpaulins, chains, ropes, pallets, and so on 
  are strewn around the holds. A small forklift truck, a 
  bulldozer, and winches can be found: operation of the 
  vehicles requires refueling (diesel must be found) and 
  a successful Operate Heavy Machinery roll, or Hard 
  Mechanical Repair or Drive roll.
  These places are dark, cold, and uninviting. Slipping 
  on ice or a tool on the floor is possible (as appropriate, 
  call for a DEX roll to avoid stumbling and tripping); of 
  course, those with a light source may avoid such hazards.
  • 
  Hold 1: meat products and the remains of the crew.
  • 
  Hold 2: vegetable and fruit products.
  • 
  Hold 3: dairy products.
  Keeper note: when the investigators board the Groenland 
  Tropisch the sciapod is resting beneath its giant foot in 
  Hold 1 beneath a tarpaulin. Just remark that, along with 
  pallets of meat products and hanging beef carcasses, 
  are some empty crates, some of which are covered with 
  tarpaulins. Remember that the sciapod is invisible unless 
  the investigator’s skin is in contact with silver, so should 
  anyone inspect what’s beneath the large tarpaulin, they see 
  nothing. If they are in contact with silver, the sciapod just 
  looks like a pile of rocks (admittedly a little strange to find 
  
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  The Derelict
  in a meat storage hold). Those getting far too interested 
  in the tarpaulin/pile of rocks might have their attention 
  drawn away by a strange sound elsewhere on the ship, 
  a sudden lurch of the iceberg, or (even more likely) the 
  discovery of the crews’ remains by another investigator (see 
  following). Of course, determined and forcible prodding 
  of the tarpaulin or “rocks” may awaken the sciapod, who 
  will rise up beneath the tarpaulin and probably cause the 
  inquisitive investigator a shock (Sanity roll, 1/1D4 loss; 
  1D4/1D8 if able to see the creature).
  Possible discoveries:
  • 
  Bits of clothing snagged on metal or on the floor. 
  • 
  Chunk of bloody hair frozen to a pipe.
  • 
  Crowbars and other potentially useful tools.
  • 
  Wooden pallets for barricading rooms.
  • 
  Fuel jerrycans for the forklift and bulldozer.
  • 
  Flashlights (some smashed up, some working).
  • 
  Various lengths of netting for holding down cargo.
  • 
  Steel cable, winches, and ropes for tying down cargo.
  A grisly discovery: in one of Hold 1’s lower levels the 
  remains’ of the ship’s crew can be found. The sciapod has 
  carried the remains to this hold, piling up the corpses in 
  some foul mockery of the meat cargo elsewhere. Without 
  a light source, investigators face walking and tripping into 
  this death pile unless they succeed in a DEX roll. Those 
  falling face first into the corpses may not initially realize 
  their predicament, believing that they have come upon 
  more agricultural meat; as realization takes hold, call for 
  a Sanity roll (1D3/1D6 loss). Examination of the bodies 
  reveals up to thirteen crewmembers. All have various 
  injuries, ranging from bite marks to crushing damage, 
  while some have been partially eaten. Searching the bodies 
  is not a pleasant task, and the best the investigators can 
  hope to find are sets of keys to open various doors and 
  locks on the ship. The sciapod will return here from time to 
  time to feed—although, living prey is far more to its taste.
  Engine Room 
  The engine room lies silent and dark. The access doors 
  have been bashed open and the smell of fuel is strong. 
  There is a dizzying array of controls, valves, switches, and 
  dials—all the more dizzying as much has been smashed 
  and damaged, as if someone took a sledgehammer to the 
  room. Broken plastic, chipped metal, burst pipes, and 
  wiring litter the floor, walls, and ceiling.
  Keeper note: the sciapod, not wanting its new found 
  food supply to leave, entered the engine room and tore 
  the place apart.
  Getting to grips with the systems is near impossible 
  for an untrained person. Isolating the electrical system 
  in the hope of getting the ship’s lights on is no easy task, 
  requiring a successful Hard Electrical Repair or Science 
  (Engineering) roll, or an Extreme Know roll (lower the 
  difficulty to Regular for someone experienced with ship’s 
  systems). If successful, the investigator manages to get 
  the lights working; although, there are obviously loose 
  connections around the ship, as parts of the vessel remain 
  in darkness. Lights may stay on and then suddenly go 
  dead for a time before coming back on. In which parts of 
  the ship the lights work and how intermittently they stay 
  on is determined by the Keeper, who is encouraged to 
  use light and darkness to build atmosphere and tension 
  as the scenario draws to a climax.
  A competent mechanic or engineer may determine 
  that the ship’s main drive shaft has been broken and 
  is irreparable. Getting the ship’s engines working is 
  impossible. The ship must be towed to port for effective 
  repairs to be made. If one of the investigators is a skilled 
  engineer, the Keeper may reward effort with momentary 
  sounds of the engines coming to life, only to suddenly 
  fail to the disappointment of all concerned. It is left to 
  the Keeper’s discretion what other of the ship’s systems 
  can be brought online.
  Possible discoveries:
  • 
  Mechanic’s tools.
  • 
  Access to the ship’s fuel supply.
  • 
  Onboard intercom system (requiring an Electri-
  cal Repair roll and a couple of hours to repair).
  Searching the Iceberg
  Determined investigators may wish to explore the 
  iceberg, risking life and limb on the slippery floating 
  island. Firstly, it is very cold and warm clothing is 
  required. Secondly, it’s dangerous and the Keeper should 
  call for a DEX roll to cross the ice: failure means the 
  investigator is in a precarious position; they can either 
  choose to withdraw and retrace their steps, or push the 
  roll (DEX or Jump). If pushed and failed, the investigator 
  might injure themselves, fall and land hard on the ice, 
  or potentially fall into the sea. Any such damage will be 
  around 1D4 points, although falling into the sea calls 
  for quick action (and probably help from those nearby) 
  otherwise drowning is possible (apply the drowning 
  rules, page 124, Call of Cthulhu Rulebook). Note Hard 
  
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  The Derelict
  The Sciapod, The Horror from Ancient Norse “History”
  
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  The Derelict
  CON rolls are required to stave off drowning in the icy 
  cold waters of the Northern Atlantic. 
  If on the iceberg without suitably warm clothing, 
  hyperthermia sets in after 30-60 minutes: call for a 
  CON roll: if unsuccessful, the investigator is suffering 
  from hyperthermia. Hyperthermia provokes mental 
  confusion (one penalty die to all skill rolls) and causes 
  1D4 damage. If exposure continues, call for a CON roll 
  each hour until the investigator is rescued and warmed 
  up or dies. For each CON roll failed, the investigator 
  suffers a further 1D4 damage. Each time a CON roll is 
  failed, raise the difficulty of the next CON (thus, after 
  one failure the next roll will be Hard, followed by all 
  CON rolls being Extreme). Once the investigator has 
  been warmed through and rested, they regain 1D3 hit 
  points and recover the rest at the normal rate.
  The only thing of interest on the iceberg is the remains 
  of the Groenland Tropisch’s missing lifeboat. When two of 
  the crew tried to escape, the sciapod jumped in the water 
  and dragged the lifeboat back to the iceberg, whereupon it 
  killed the men and tossed the boat onto the ice. The boat’s 
  remains are battered, torn apart, and frosted with blood.
  Combating the 
  Sciapod
  Inventive players are hopefully able to concoct suitable 
  plans to deal with the invisible monster. Some possibilities 
  follow—try to encourage the players to make use of what 
  is around them rather than merely thinking to tackle the 
  sciapod head on. Ingenious concepts should be rewarded.
  Most plans probably will involve a number of 
  “moving parts,” requiring each of the investigators to play 
  a role in luring, trapping, or hurting the monster. Some 
  investigators may need to act as bait (perhaps calling 
  for a Sanity roll to remain cool under pressure), another 
  might need to ensure a door opens or closes at the right 
  time, so as to channel the sciapod in a certain direction 
  (maybe a Mechanical Repair or DEX roll is needed), 
  and then there’s using the cranes or bulldozer to injure 
  or force the creature from the ship (requiring the ability 
  to drive or operate the equipment). Think through the 
  players’ plan and agree what the skill rolls could be for 
  the differing elements and avoid calling for repeat rolls 
  (this only diminishes the chances of success); one roll per 
  action is appropriate (e.g. if an investigator must lure the 
  monster by running ahead of it, only call for one DEX 
  roll, and allow for pushed rolls). Once you have agreed 
  the plan and which investigators are required to make 
  which rolls, then everything is set and everyone has the 
  same expectations. Of course, the sciapod might not act 
  in the way predicted by the investigators and provoke 
  last second changes where a single investigator must 
  think and react quickly—although, try not scupper the 
  players’ plan completely; add tension and drama, but try 
  to refrain from causing an anti-climax, which tends to be 
  unsatisfactory for all concerned.
  Using flour or ice: throwing flour (or some other 
  foodstuff) or shoveling ice onto a deck could create a way 
  to track the invisible monster. An area prepared in such 
  a manner could provide a means to detect the creature’s 
  approach (visually or hearing the crunch of the ice), 
  especially if the investigators haven’t caught onto using 
  silver to spy the sciapod.
  Using a trap: acting as bait, an investigator lures the 
  creature to a trap. Traps could come in many variations: 
  a concealed pit filled with spiky metal and sharp-ended 
  pipes, a room filled with fuel that can be quickly set on 
  fire; imprisoning the monster in a cargo hold (how long 
  it takes to break out is left to the Keeper); and so on.
  Using the bulldozer/forklift: lure the sciapod to an area 
  of the ship and then distract it while investigators driving 
  the vehicles suddenly ram it overboard or hopefully cause 
  enough damage to severely injure it. Perhaps the bulldozer 
  could be used to drive the monster to a trap, or the forklift 
  could pin it to a wall, enabling others to join the attack.
  Using the reefer’s cranes: while the cranes cannot be 
  moved, they can still pack a punch if the monster can be 
  lured nearby. Perhaps the investigators could use netting 
  and steel cable (found in the cargo holds) connected to 
  two of the cranes to fashion a trap and hold the monster. 
  Using CO2: getting access to the CO2 room could allow 
  the investigators to jury-rig bottles so that the compressed 
  gas is used to shoot projectiles at the monster (much like 
  an air gun). Note that compressed CO2 may explode if 
  heated. Likewise, if enough of the gas is released and 
  directed at the sciapod in an enclosed space, it can displace 
  the oxygen enough to asphyxiate the monster. Appropriate 
  skill rolls like Science (Engineering) and Mechanical 
  Repair are required (at a push, a Hard Know roll might 
  suffice if none of the investigators have applicable 
  occupations or backgrounds). They will also need to get 
  the monster into an appropriate space, perhaps by using 
  one of them as bait. Assume concentrated exposure in an 
  enclosed room rigged to fill with CO2 causes the monster 
  to become agitated and at risk of suffocation: it starts 
  to take damage after 1D6+1 rounds (being agitated, it 
  quickly overexerts itself), suffering 1D6 damage (ignoring 
  armor) per round until it falls unconscious (reduced to half 
  hit points), death, or the creature is able to break free and 
  breath clean air. Just spraying a single bottle of CO2 at the 
  monster won’t cause it any damage, but it might make it 
  back away for a moment at the Keeper’s discretion.
  
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  Injured?
  At which point the sciapod gives up is left to the Keeper. 
  It may decide to fight to the death (it’s not particularly 
  intelligent) or, if severely wounded, it may slink off to lick 
  its wounds—at least buying the investigators some time to 
  devise a new plan, repair their yacht, escape in a lifeboat, 
  and so on. Certainly, if the monster suffers the loss of half 
  of its hit points, it will back off and regroup. If badly injured 
  and cornered, the sciapod is likely to become enraged and 
  desperate, lashing out with its full force to escape.
  Conclusion
  There is no prescribed outcome for the scenario. Perhaps 
  the investigators kill the sciapod and then have time to 
  repair the yacht. Maybe they trap it, even though it is 
  likely to break free at some point, perhaps giving them 
  enough time to escape the iceberg using the lifeboat 
  from the reefer, or set themselves adrift on the Delilah. 
  Of course, despite inventive planning and heroic actions, 
  the monster might win the day and the investigators 
  become its next meal. If a radio message was sent out 
  early on, then a passing ship or even a rescue team could 
  appear (once the sciapod has been dealt with in some 
  way) to help the investigators depart to safety. 
  It is suggested, if the investigators survive and depart 
  on lifeboats or are rescued, that the Keeper describes the 
  end scene as follows:
  You push off into the dark waters 
  of the North Atlantic. Hopefully, 
  a passing ship will find you 
  soon, although you know in 
  your heart that the chances 
  are slim. Perhaps you can fight 
  off the hunger and thirst and 
  cold, and live to tell the tale. 
  At least, better this than the 
  awful fate of the crew of the 
  Groenland Tropisch and your 
  friends who didn’t make it.
   As you huddle together, 
  desperate for warmth, you 
  look back towards the 
  iceberg and the old reefer. 
  The scene is almost picturesque. 
  Even the wind seems to have 
  calmed down. Then, suddenly, 
  something white moves and 
  shifts, falling from the iceberg 
  into the dark waters with a 
  large splash. You are very tired; 
  your eyes must be playing tricks 
  on you; surely the thing isn’t 
  following you…
  Appendix
  Non-Player Characters
  Yacht Captain 
  STR 60 
  CON 60 SIZ 65 
  DEX 60 INT 70 
  APP 55 
  POW 40 EDU 65 SAN 60 
  HP 12 
  DB: +1D4 Build: 1 
  Move: 7 MP: 8 
  Brawl 
  30% (15/6), damage 1D3 + 1D4,  
   
  or club 1D4 + 1D4
  Dodge 
  30% (15/6) 
  Skills: Climb 40%, Diving 45%, Electrical Repair 35%, 
  First Aid 70%, Intimidate 45%, Law 30%, Listen 40%, 
  Mechanical Repair 65%, Natural World 55%, Navigate 
  75%, Operate Heavy Machinery 25%, Pilot (Boat) 80%, 
  Psychology 40%, Science (Engineering) 20%, Spot 
  Hidden 50%, Swim 65%, Throw 40%.
  Captain’s Mate
  STR 50 
  CON 70 SIZ 55 
  DEX 70 INT 70 
  APP 60 
  POW 45 EDU 60 SAN 45 
  HP 12 
  DB: 0 
  Build: 0 
  Move: 8/9 swimming MP: 9 
  Brawl 
  30% (15/6), damage 1D3 + 1D4,  
   
  or knife 1D4 + 1D4
  Dodge 
  35% (17/7) 
  Skills: Charm 45%, Climb 45%, First Aid 45%, 
  Electrical Repair 70%, Mechanical Repair 55%, Natural 
  World 35%, Navigate 60%, Operate Heavy Machinery 
  65%, Pilot (Boat) 70%, Science (Engineering) 40%, Spot 
  Hidden 40%, Swim 50%, Throw 50%.
  The Sciapod
  What first appeared to be a large and irregular, pale stone-
  like mass, raised its bulk to reveal its form beneath. It’s rocky, 
  umbrella-like exterior was, in fact, its huge prehensile foot, 
  splayed out and angled to cover its body like that of some 
  hellish mollusk. Pulling back its foot beneath it, so as to stand 
  upon the fleshy mass, it raised itself up and lurched forward. 
  A monstrous thing comprised of a white muscle mass, which 
  twisted and contorted to form a seemingly upper humanoid 
  shape, with two arms extending into webbed hands and 
  fingers. Atop, rising from its central mass, was a deformed 
  head comprising a gaping maw filled with razor-like teeth 
  and a single luminous green eye.
  
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  The sciapod has one huge prehensile webbed foot, 
  which it can use to clutch enemies and crush them. Its 
  upper body is humanoid in appearance, with two arms 
  and webbed hands, and an oddly shaped head containing 
  a single eye, set above a large mouth. Its flesh is pale 
  white, while the underside of its great foot is a stony 
  gray color, acting as a sort of camouflage when its body 
  is hidden beneath the foot, making it look like a large 
  organic lump or a rock.
  The monster is normally invisible. Somehow, silver 
  seems to negate its invisibility, rendering it visible to 
  humans who are in contact with silver, be it jewelry or 
  otherwise. Whether any other metals have the same 
  effect is unknown. When it can be seen in light (as well 
  as artificial light and moonlight) its white bulk appears 
  to glitter.  
  The creature can swim with its foot, propelling itself 
  quite quickly with pulsing kicks in the same manner as 
  a frog. Its prehensile foot provides a means to jump and 
  leap—it is certainly able to leap from water to the deck of 
  boat. When submerged, it must surface for air regularly. 
  On land, it seems to slide along—somewhat in the 
  manner a slug’s motion, but much quicker. The sciapod 
  tends to operate in short bursts of energy, after which it 
  needs rest. Usually, when not seeking prey, it prefers to 
  remain stationary, hidden beneath its giant foot.
  Not having vocal chords, the sciapod cannot speak. It 
  attempts no communication with humans, who it views 
  as prey and a food source. It is an intelligent opponent, 
  able to understand human technology as a threat (hence, 
  destroying the communications and ship controls in 
  this scenario), as well as use cunning to hunt its prey. 
  It has experience of dealing with humans, gained from 
  centuries of observation, but when enraged it tends to 
  be driven by instinct; thus, clever humans can outwit it. 
  The sciapod carries and uses a crystal bow. It is unclear 
  how the bow and its harpoon-like arrows are created 
  or fashioned; perhaps they are a remnant of its race’s 
  technology, or the creature has an inherent ability to 
  fashion the items from their surroundings, using bodily 
  excretions much like an oyster creates a pearl. Obviously, 
  it must be able to create arrows relatively easily, as the 
  sciapod appears to have no problem in leaving spent 
  arrows behind. The bow and arrows are akin to armored 
  glass and are very strong, able to pierce metal. If the bow 
  is examined closely, the bowstring appears to be made 
  of animal sinew (possibly from a deep sea creature or 
  even human sinews). The use of a bow doesn’t mean the 
  sciapod is primitive but rather that it is a resourceful and 
  clever—the crystal bow is a useful weapon for a thing 
  that sometimes travels underwater.
  Such creatures have been reported across human 
  history. Pliny the Elder wrote in Historia Naturalis 
  (77 CE) about one-legged creatures living in Ethiopa, 
  while the Mappa Mundi (1290 CE) shows a sciapod on 
  one side of the world. In fact, many medieval bestiaries 
  contain creatures with a humanoid upper torso above 
  a single leg and large foot. In some, the creature is 
  sheltering from rain or protecting itself by raising its foot 
  above its prone body. Its name derives from Greek skia 
  (shadow) and pod (foot).
  The monster’s origin is unknown. Perhaps it is a 
  creature of the Mythos (perhaps some strange spawn 
  of Yog-Sothoth), a survivor of an alien race now long 
  since departed, or a single creature fallen to Earth in 
  times past. Some might regard it as relic of a pre-human 
  race, or could it be a mutation or ill-advised elder thing 
  experiment from the dawn of life on Earth?
  SCIAPOD, great footed and hungering thing
  STR 280 CON 240 SIZ 210 DEX 70 INT 50 
  APP — 
  POW 40 EDU — SAN —  HP 45 
  DB: +5D6 Build: 6 
  Move: 7/9 Swimming MP 8 
  Combat
  Attacks per round: 1 (bite, stomp, clutch and crush, or 
  weapon)
  Fighting attacks: the sciapod may suddenly lurch 
  forward to bite, use its foot to stomp an opponent, or 
  use its crystalline bow to shoot a harpoon-like arrow for 
  a ranged attack.
  Fighting           60% (30/12), damage 5D6
  Clutch & Crush mnvr, held, crush on following round,  
   
           damage 5D6
  Crystalline bow 50% (25/10), damage 1D8+2D6
  Dodge 
          35% (17/7)
  Clutch and Crush (mnvr): the prehensile foot can grasp 
  a victim, preventing movement. The victim may only 
  break free as the result of a successful opposed STR roll. 
  When captured by the foot, the sciapod may crush the 
  victim for 4D6 damage.
  Crystalline bow (ranged attack): using its strange bow, 
  the sciapod can shoot a 6-foot long harpoon-like arrow 
  at an opponent. The base range is 40 yards. When hit, 
  the arrow causes 1D8+2D6 damage; if surviving, the 
  victim also feels an intense cold—a further 1 damage is 
  suffered each round thereafter if the crystalline arrow is 
  not removed.
  Invisibility: invisibility is negated when the viewer is in 
  contact with silver (jewelry, letter opener, bowl, etc.)
  Armor: 5-point skin. Note that silver weapons ignore armor.
  Spells: None.
  Sanity Loss: 1D4/1D8 Sanity points to see the sciapod. 
  
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  The Derelict
  Meet the Mythos head-on, in the legendary RPG that started it all...
  The definitive horror roleplaying game, where staying sane is even harder than staying alive...
  Will you stand steadfast against  
  the forces of the Cthulhu Mythos? 
  Want to get started? Download the  Free Quick-Start Rules from
  http://www.chaosium.com/free-quick-start-pdf/
  7TH EDITION AVAILABLE NOW!
  
  Derelict
  The
  A Tale of Terror for Call of Cthulhu
  A Tale of Terror by Sandy Petersen
  T e icy waters of the North Atlantic hold many secrets. 
  One such secret is about to be discovered…
  Despite the concerns and worries of life, a f nal voyage is being made on the luxury yacht, Delilah, 
  taking the vessel from America to its new owner in England. What promises to be a 
  pleasurable journey across the ocean waves descends into a desperate struggle for survival.
  Set in the modern-day, T e Derelict is suitable for up to six players and can played in a single session. 
  Guidance is provided for helping the players to create a range of player characters.
  A stranded vessel.  T e promise of a great reward. A mystery f lled with horror.
  If this is your f rst time playing Call of Cthulhu you will need a copy of either the Call of Cthulhu 
  Quick-Start Rules (7th Edition), available as a free download at www.chaosium.com, or a copy of the 
  Call of Cthulhu Rulebook (7th Edition), available to purchase from your friendly local gaming store 
  or directly from Chaosium.
  23150
  
SOURCE: textdata/thevault/Call of Cthulhu/Cthulhu Now/Cthulhu Now - The Derelict.pdf