TEXT:  
   
   
    
  TERROR 
  ITSELF  
   
  “The only thing we have to fear, is fear itself.” 
  Franklin D. Roosevelt 
   
  A Call of Cthulhu Scenario for 2 - 6 players 
  Written by David Naylor & James Coquillat 
   
   
   
   
   
   
  
   
   
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  TERROR ITSELF 
   
   
  CREDITS 
  WRITTEN BY  
  DAVID NAYLOR & JAMES COQUILLAT 
  ART BY  
  ALEX LOUW, DAVID NAYLOR & LEON FECHNER 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Copyright ©2017 by David Naylor & James Coquillat 
   
   
   
   
   
  Call of Cthulhu is a Trademark of Chaosium Inc. and is used with their permission via the OBS Community Content program. For 
  more information please visit Chaosium’s website: www.chaosium.com 
  The Chaosium and Call of Cthulhu Logos are used under license.
  
   
  2 
   
   
   
   
  ACKNOWLEDGEMENTS 
  MARK MORRISON: FOR HIS MENTORING AND UNPARALLELED EYE FOR DETAIL. 
  OUR PLAY TESTERS: FOR THEIR PATIENT REVIEW. 
  OUR GAMING GROUP: FOR LETTING US CANCEL A SESSION TO PERFECT THIS PROJECT.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  3 
   
  KEEPER’S 
  INFORMATION 
  Terror Itself is an open ended investigative scenario, set during 
  the summer of 1927, in the isolated town of Clayton, 
  Massachusetts. It benefits from keepers who will use an 
  atmosphere of loneliness and mounting pressure to create a 
  sense of creeping horror.  
  A number of keeper resources, timelines, character 
  biographies, and pre-generated investigators, are included with 
  the scenario to help make every evocation of Clayton unique and 
  responsive. 
  WHERE THE TROUBLE BEGAN 
  The scenario begins with an unfortunate discovery by eight-
  year-old Lily Miles.  
  On Sunday July 10th, 1927, the lonely girl stumbles upon a 
  small piece of black crystal in the mud of a nearby river. The 
  crystal is a shard of Nodens’ chariot, stolen millennia ago by a 
  sect of deranged cultists. It grants dominion over a powerful 
  nightgaunt, one of the great winged beasts that serve as Nodens’ 
  hunting hounds.  
  The shard has lain hidden since the 12th century, when a 
  warband of native Wampanoag warriors vanquished the cultists 
  and entombed the fragment within a raging river, to be lost 
  forever. 
  Lily, as wielder of the “Shard of Nodens”, unknowingly controls 
  one of the enormous shadow beasts. It follows her home to 
  Clayton under the cover of dark and hides beneath her bed. Each 
  night, it listens to the names she whimpers in her nightmares, 
  and creeps out in the dark to annihilate her fears. 
  Whenever the sun sets, the nightgaunt continues its hunt, 
  stealing whoever Lily fears the most from their beds and taking 
  them out into the lonely woods to starve and die. First, a bull 
  disappears. Then, her neighbor’s cruel hunting dog. It’s not long 
  before people start vanishing too. 
  Investigators are staying in Clayton as part of a Miskatonic 
  University expedition to the site of the centuries old 
  Wampanoag battle, when the first abduction occurs.  The 
  combination of intense isolation, and suspicious Sheriff, John 
  Dorian, traps them amidst the chaos for several days. 
  The only way to stop the Nightgaunt, short of confronting it 
  directly, is to use an ancient ritual to restore it once more to 
  sleep. To learn the ritual, investigators must retrieve its secrets 
  from the ancient Wampanoag battleground, all the while 
  navigating the danger in Clayton. 
  If they fail, then it’s only a matter of time before a local, or 
  even another investigator, casts mercy aside, and murders poor 
  Lily, putting an end to her terror, once and for all. 
   
   
  CLAYTON 
  Clayton has been created specifically for this adventure. It’s a 
  few hours’ drive from Arkham, deep in rural Massachusetts. 
  Keepers who wish to run this scenario in a different location can 
  easily relocate the town to suit their needs. 
  The Miskatonic University has chartered a bus to bring all 
  expedition members and equipment down to Clayton. It will 
  drop them off on Monday morning, and arrive to collect them 
  on Friday.  
  Clayton is a small community, which only flourished in the 
  last few decades. The number of residents jumped from 60 to 
  200 in the 1920 census. Most residents work in dairies, 
  particularly, the enormous Wheatwood farm. Crop farmers are 
  rare, but the occasional harvest of cranberries, sweet corn and 
  hay, are taken in. 
  The isolated town is well off the beaten path. City dwelling 
  investigators might be taken aback by its isolation. It takes 
  almost two hours to walk to Clayton from the closest road. The 
  dirt track into town is too rough to drive along. It’s a pleasant 
  enough town, with a certain lonely charm, but it lacks most 
  modern amenities. There is no electricity. There are no 
  telephones. The postman comes once per week, on a Friday 
  morning, at five AM.  
  The town is built in a large circle around the one road leading 
  in, which ends suddenly in a cul-de-sac before a towering 
  general store. Rows of neatly placed cottages spread out from 
  the main road, only broken by the occasional essential building; 
  a sheriff's station, a diner, and former barn turned boarding 
  house.  
  HISTORY OF THE EXPEDITION 
  The secret to the Wheatwood farm’s success is its intricate 
  irrigation system. Katherine Wheatwood dammed the nearby 
  Clayton River several years ago, and regularly diverts it across 
  her land. This summer, which has been particularly dry, 
  revealed more of the bed than usual, and Harold Miles, one of 
  Katherine’s farmhands, noticed what look like arrowheads 
  sticking up from the dirt.  He contacted his alma mater, the 
  Miskatonic University, in early June, and informed them of the 
  find. After extensive liaison, Katherine Wheatwood agreed to 
  postpone an expansion of her farm towards the river, and allow 
  an archaeological examination to take place. 
  Peter Warwick, a professor of history, was dispatched to 
  survey the area. He confirmed the arrowheads were pre-
  colonial, and found a larger concentration upstream. He was 
  satisfied that an examination of the area would be of value to the 
  university. 
  The expedition was quickly assembled, to accommodate 
  Katherine’s schedule. Warwick hopes that the expedition will 
  grant significant insight into the long-standing Wampanoag 
  culture. 
   
   
  
   
  4 
   
  PEOPLE OF INTEREST 
  Below are the characters in Clayton who are immediately 
  relevant to the scenario. 
  Lily Miles  
  Frightened Child 
  Lily is a child. Her actions are fueled by a child’s fear. A fear that 
  has festered since the death of her mother three years ago.  
  Lily keeps to herself. She spends most of her time reading or 
  wandering the town and its immediate surroundings. Her timid 
  demeanor means she is largely ignored by the other residents of 
  Clayton. 
  Lily has received no formal education since leaving Arkham, 
  and her father’s overbearing nature keeps her from spending 
  time in the town or working on the farms. Her only friend in the 
  town is Harold, her father, who always takes care to tuck her in 
  and sit by her bedside until she falls asleep. Nobody disturbs his 
  precious child. 
  Harold Miles  
  Whiskey-Soaked Father 
  Harold is from well to do New York stock. He’s strongly built, 
  red haired, and constantly followed by a faint whiff of liquor. 
  Harold was talented and naturally studious. In 1910, he enrolled 
  in the Miskatonic University to study botany. He met his future 
  wife Lorraine while living in Arkham. She had moved from 
  Clayton with her aging parents to be closer to a hospital. The two 
  married swiftly. Lily was born in in 1919. 
   In 1921, Lorraine fell ill. Her slow decline was hard on the 
  Miles family. It broke poor Harold. Out of respect for his wife’s 
  passing, Harold moved Lily back to Clayton. He took up work on 
  the nearby Wheatwood farm. 
   Harold has not been well since Loraine’s death. His good-
  natured temperament has been corrupted by liquor and tragedy. 
  Now, his bright exterior is frequently punctuated by periods of 
  moping and moaning. The only thing that brings him joy is 
  drinking, and caring for Lily. 
  Nathan Marsh  
  Boastful Host 
  Nathan Marsh is a short, thin man, with a great shining bald 
  patch that glistens with sweat. He is the younger of the two 
  Marsh twins by twelve minutes. 
  Nathan thinks very highly of himself. He’s proud of his 
  hulking hunting dogs, his .303 Lee-Enfield, and his reputation 
  as a hard man. 
  Nathan loves anything that makes him feel powerful. As a 
  boarding house owner, he has access to a steady stream of 
  newcomers to impress with his tall tales. This suits him nicely. 
  Lurking below Nathan’s bluster is a bubbling rage. Whenever 
  challenged on any of his stories, he seethes. He is prone to 
  violent outbursts of wild temper. When things start to go wrong 
  in Clayton, Nathan’s anger becomes directed at members of 
  Warwick’s expedition.  
  Annabelle Marsh  
  Penny-Pinching Hostess 
  Annabelle, the elder of the Marsh twins, covets wealth above all 
  things. But her obsession doesn’t translate to any particular 
  financial skill. The Marsh family is leaking money. Their only 
  business, their boarding house, is extremely unprofitable. The 
  Marsh family fortune, built before the civil war, has dwindled in 
  the years since. Nathan and Annabelle are sure to be the last to 
  enjoy its dividends. 
  Anabelle doesn’t share her brother’s unstable temperament. 
  She is rather cold, and will be the primary reason that 
  investigators are not kicked out of the boarding house when the 
  chaos in Clayton begins. Why should they leave, when they are 
  still willing to pay for beds? 
  Annabelle is taller than her brother, with thin lips and long 
  nails, which she keeps painted. She wears her hair cut short. The 
  only time her iron exterior retreats is when she is given the 
  chance to gossip, especially about people she doesn’t like. 
  Sheriff John Dorian  
  Honest Cop 
  John is a dutiful lawman. He has short cropped hair, a strong 
  jaw, and reliable set to his gaze. He was born in the Midwest, but 
  moved around the country when he was young, following his 
  father’s redeployments as a sheriff. John fell smoothly into the 
  family business and has worked as a lawman since he was 17, 
  pausing only for a quick tour of duty in the American 
  Expeditionary Forces. 
   John moved to Clayton on assignment two years ago. He 
  sought the deployment to be with his elderly aunt Meredith, who 
  lives in the town. He shares her home, and spends most of his 
  free time taking care of her. 
   John is level headed and can be a valuable ally for 
  investigators throughout the scenario. However, if investigators 
  cannot find a way to stop the nightgaunt without murdering Lily, 
  then John will do everything he can do arrest the child killers 
  and see them put to justice. 
  Katherine Wheatwood  
  Industrious Landowner 
  Katherine Wheatwood is a sharp and direct woman. Her hair is 
  a steel grey, and her face lined with a lifetime of hard work. Her 
  husband died in an accident just a few years after they married, 
  leaving her far from her family in an unprofitable small farm. To 
  her credit, Katherine turned the failing farm into the largest one 
  in Clayton. She employs a dozen hands, including Harold Miles.  
  Katherine suffers no fools. She is smart and capable. She takes 
  an instant dislike to people who give her lip or won’t pull their 
  weight, but recognizes hard working and practical folk. She’ll do 
  well by those she respects, and goes out of her way to assist them 
  when she can. 
  Katherine has a soft spot for children, and has often stepped 
  in to help care for Lily when her father was too busy or drunk to 
  do so. 
  
   
   
  5 
   
  Professor Peter Warwick  
  Earnest Archaeologist 
  Professor Warwick is a friendly, wizened man, with a face 
  creased by laugh lines and framed with wispy white hair. Peter 
  looks a little old for his age, perhaps because he spent much of 
  his life fighting to earn his prestigious position as Professor of 
  Pre-Colonial History. 
  Peter is a determined fellow, who meets adversity with a cheerful 
  disposition. Behind his sunny exterior is a sharp focus. When 
  things go bad in Clayton, he is adamant with investigators that 
  they must figure out who is behind the violence, lest they fall 
  victim to it. When Professor Warwick is worried, it’s wise to 
  listen to him. 
  The Nightgaunt  
  Terror Itself 
  Nightgaunts are the servants of Nodens, Lord of the Great 
  Abyss. They are powerful creatures which protect his realm 
  throughout the Dreamlands, and act as his hunting hounds. 
  Each creature has catlike features and tremendous bat like 
  wings. To hunt, they stalk their prey through the night, then 
  swoop down, grab their victim with their powerful claws, and 
  carry them far away.  
  If their prey resists, then the nightgaunt can forcibly placate 
  them. It rakes its razor-sharp tail across their throat, eliciting 
  high shrieking laughter as they are carried across the night sky. 
  Although nightgaunts usually work in packs, this nightgaunt 
  has long been separated from Nodens and its brethren. Only the 
  sheer size of this specimen has enabled it to survive and hunt 
  alone. 
   
   
   
   
   
   
   
  TIMELINE OF EVENTS 
  This is a timeline of events surrounding the unleashing of the 
  nightgaunt, the arrival of the investigators, and the ongoing 
  horror in Clayton. 
  This resource should be referred to should the players begin 
  to fall off book, and can serve as a quick reference when needed. 
   
  Day 0: Sunday, July 10th, 1927 
  8 AM 
  Lily Finds the Shard of Nodens. 
  1 PM 
  Lily is scared by the bull. 
  11 PM 
  The nightgaunt kills the bull and leaves it upriver. 
  Day 1: Monday, July 11th, 1927 
  5 AM 
  Investigators depart Arkham. 
  6 AM 
  Katherine searches for the missing bull. 
  8 AM 
  Investigators arrive in Clayton. 
  10 AM 
  Investigators move into the boarding house. 
  11 AM 
  Investigators visit the dig site. 
  11 PM 
  Nathan’s dog is taken by the nightgaunt. 
  Day 2: Tuesday, July 12th, 1927 
  6 AM 
  Nathan confronts Warwick. 
  1 PM 
  Harold and Nathan Fight. 
  Nathan is arrested. 
  4 PM 
  Nathan is released. 
  6 PM  
  Dinner with the Miles family. 
  11 PM 
  The nightgaunt takes Nathan, stranding him in the 
  woods. 
  Day 3: Wednesday, July 13th, 1927 
  8 AM 
  John arrests Harold. 
  The town is put on lockdown. 
  11 AM 
  Lily flees to the dig site. 
  1 PM 
  Katherine finds Lily and takes her to see Harold. 
  Katherine and Harold argue. 
  11 PM 
  The nightgaunt takes Harold. 
  Nathan observes the abduction. 
  Day 4: Thursday, July 14th, 1927 
  4 AM 
  Warwick panics and attempts to flee. 
  1 PM 
  The Investigators have only hours left to perform 
  the banishing ritual. 
  Day 5: Friday, July 15th, 1927 
  11 AM 
  The bus picks up the Investigators and returns 
  them to Arkham. 
   
   
   
  
   
  6 
   
  DAY 1, MONDAY 
  JULY 11TH, 1927 
  ARRIVAL IN CLAYTON 
  The scenario begins on the 11th of July as a chartered Miskatonic 
  bus rolls up to the lonely Clayton turnoff. It is still early, only 
  seven in the morning. The bus left at five AM so that work at the 
  dig site could take advantage of natural light. 
  Investigators disembark and meet with three locals who have 
  arrived to guide them into town. They are Katherine 
  Wheatwood, Harold Miles, and the sheriff, John Dorian. 
  Katherine has brought a horse and carriage to transport the 
  expedition's equipment.  
  Warwick orders everything taken off the bus. Katherine 
  carefully supervises her horse. She allows the expedition to load 
  up the carriage, but anyone approaching her mare is sternly 
  reprimanded. “I lost a bull yesterday, because some careless fool 
  left a gate open. I’m not losing anything else.” If investigators 
  ask Katherine about her bull, she points out its pen on the way 
  into town and asks that any sightings be reported to her.  
  Sheriff Dorian is good natured, welcoming, and asks plenty of 
  questions about the expedition during the trek. Harold is putting 
  on a brave face. He is clearly suffering from a painful hangover, 
  but is determined to welcome everyone to Clayton. He explains 
  that he was the one who alerted the Miskatonic about the dig 
  site, having stumbled across it on an evening walk. 
  Professor Warwick can hardly contain his excitement. As the 
  group moves into town he gestures towards the woods to the 
  north. “The Clayton River is just through there. That’s where we 
  start our dig.” 
  SETTLING IN 
  Katherine and Dorian break off as the expedition arrives in 
  town, leaving Harold to shepherd the horse and cart. He leads 
  investigators to Marsh’s Barn, the local boarding house. It’s a 
  long, ugly building, which sticks out distinctly amongst the other 
  modest cottages in Clayton.  
  Harold accompanies investigators all the way to the door. He 
  unloads Katherine’s cart, then excuses himself. “I need to get 
  this cart back to Mrs. Wheatwood, then sort out lunch for my 
  daughter. I’ll be back shortly to show you to the riverbed.” 
  Nathan Marsh is sunk behind the boarding house counter in his 
  favorite armchair when the expedition arrives. He starts 
  hollering for his sister Annabelle as they stride through the door. 
  While Warwick checks in with her, Nathan rises and begins to 
  quiz the investigators about their history, goals in Clayton, and 
  hunting experience. He only pauses to loudly boast about the 
  luxury of the boarding house.  
  Once the rooms are sorted, Warwick urges everyone to settle 
  in, change into some work clothes, and meet back in the lobby 
  in thirty minutes. He is eager to get underway. 
  EXPLORING THE TOWN 
  Clayton doesn’t have much to offer in the way of culture or 
  entertainment, but the few stores and services which are within 
  the town are reliable, with personable staff and quality products. 
  The general store caters to most needs, providing everything 
  from tools, to clothes, to ammunition for rifle and shotgun. No 
  handgun ammunition is stocked in Clayton. Sherif Dorian sends 
  away special for his. The diner serves simple, but delicious 
  meals, with farm fresh vegetables, while a modest but clean 
  chapel caters to the community’s spiritual needs. 
  HAIR OF THE DOG 
  While investigators unpack, Nathan approaches some of the 
  more adventurous-seeming investigators, and offers them a 
  drink from his private supply. He ushers those that agree to the 
  back of the building, where a large kennel area houses three 
  hulking bulldogs.  
  These are Nathan’s prize hunting dogs, Chase, Bear, and 
  Duke. Marsh is proud of his beasts’ fearsome reputations. He 
  mentions offhand that “Kids are terrified of them”.  
  A successful Natural World or Animal Handling check 
  can determine that these are not hunting dogs. The creatures 
  have been badly trained, more akin to fighting dogs, and would 
  likely rip any prey apart. 
  Striding between the dogs, which lunge and bark, Nathan digs 
  around behind food sacks and retrieves a few dusty bottles of 
  whiskey. He is quite proud of his hiding place, which Annabelle, 
  so far, hasn’t found. 
  Nathan shares the liquor around and happily regales his 
  audience with exaggerated hunting stories, until Professor 
  Warwick calls for the expedition team to assemble inside. 
   
  Nathan Marsh 
  
   
   
  7 
   
  THE DIG SITE 
  Investigators are lead up to the dig site by Harold Miles, once he 
  returns from lunch with his daughter. It’s a short trip, up 
  alongside the Clayton River and into the nearby woods. Upon 
  arrival, the trees come to a sudden halt before a four foot drop 
  onto the sprawling riverbed. 
  The dig site stretches across a largely dried up creek. Cracked 
  ground and dust surrounds a tiny trickle of muddy water. The 
  ground around the small stream is much more saturated, 
  showing signs of recent flooding. Warwick is pleased with this 
  development. He assumes Harold dammed the river on behalf 
  of the expedition, and thanks him. Harold shrugs. He didn’t, but 
  assumes Katherine, or another farmhand did. 
   In reality, the river’s flow is blocked by the bloated body of 
  Katherine’s bull, deposited there by the nightgaunt. 
  The Battle at the River 
  Keepers should familiarize themselves with the true history of 
  the dig site to ensure they can answer any questions the 
  investigators have about the conflict. 
  During the 12th century, the cultist sect had set up a 
  permanent camp at the edge of what is now the Clayton River. 
  They built a shrine where they would conduct ceremonies to 
  return the nightgaunt to its rest, after compelling it to slay their 
  enemies. 
  The Wampanoag could not abide the atrocities committed by 
  this cult and their demonic protector. They launched an ambush 
  while the cultists slept. They slew the high priest before the 
  nightgaunt could be awakened, buried their dead, and left. 
  The shard itself was kicked into the river where it settled into 
  the mud, just downstream. 
  Excavations 
  Investigators should expect to spend several days examining the 
  site, if they wish to discover all its secrets. Warwick will be with 
  them throughout the excavations, guiding and instructing them 
  in proper archeological technique. 
  As more of the riverbed’s history is revealed, it will become 
  apparent that this was the site of a great battle. Warwick knew 
  that there would be bodies within this excavation, but was 
  unaware of the scale of the conflict. Keepers should use his 
  surprise to unsettle investigators with the nature of their 
  discoveries.  
  A map of the dig site is included detailing the location of all 
  significant finds on the riverbed. Each location is broken down 
  into its outward appearance, its contents, and its actual history. 
  Begin the excavation by describing the layout of the site, and 
  allow the investigators to determine priority. Refer to the 
  following sections based on where they begin to dig. 
  Keepers should note that the bulk of the tools needed to 
  resolve the scenario are provided through examination of the dig 
  site. Specifically, the two parts of the “Nightgaunt’s Vessel”, an 
  onyx box which once contained the shard, can be found amidst 
  what remains of the battlefield. The petroglyph carvings on the 
  vessel detail a ritual needed to subdue the nightgaunt. Once 
  investigators find both parts of the vessel, they can fit them 
  together, and unlock the secret steps of the ritual. Refer to the 
  “A Midsummer Night’s Dream” section for full details. 
  In addition to the vessel, the ritual shrine, a critical site to the 
  ritual, is also to be unearthed during the examination. 
   
  A Note on Excavations 
   
  A proper examination of the dig site is not as simple as 
  charging in with shovels. There is a meticulous and detailed 
  archaeological process, which Warwick ensures is followed to 
  the letter. 
  In addition to professional caution, Warwick has a moral 
  tentativeness about examining what is likely a gravesite. It is 
  only the upcoming extension of the Wheatwood farm, which 
  threatens to destroy the site, that drives him to act. If the dig 
  doesn’t take place, then the history of this area will be lost to 
  heavy machinery. 
  Assume an average of two hours to examine any one 
  location, except for The Shrine and The Mass Grave 
  which take four hours each, due to their size. 
  At the keeper’s discretion, investigators can attempt to 
  speed up the process, however, they had best not do so while 
  Professor Warwick is in sight, or they may be banished from 
  the excavation for breaking procedure. 
   
   
  Scattered Remnants 
  First Impressions  
  Scattered across the entire campsite are a multitude of small 
  trinkets, arrowheads, pottery, and even pieces of petrified wood. 
  Furthermore, there are remnants of lumber and fabric, 
  materials once used to shelter the cultists from the weather. 
  Once Excavated 
  A detailed survey of the entire site uncovers evidence of long 
  term settlement, a number of small tools, and clear signs of 
  occupation. This find is fascinating from a historical perspective, 
  as it provides insight into the technological capabilities of 12th 
  century culture. Warwick ensures samples are stored carefully. 
  In History 
  It was here that the cultists were gathered, sleeping, when they 
  were attacked and defeated by the Wampanoag warband. 
  Remnants of their battle are scattered throughout the entire 
  area. 
   
   
   
  
   
  8 
   
  Wampanoag Burial Site - 1 
  First Impression 
  Along the riverbed, by the bank, is a shallow hole, with a number 
  of small shards of bone and pottery, littered about in the dirt.  
   Before he leaves, Harold Miles excitedly points the area out, 
  and explains it is where he made the first find that prompted him 
  to contact the university. 
  Once Excavated 
  This location is clearly a grave. Close to two dozen bodies are laid 
  to rest here. They have decayed significantly over time, but their 
  treatment has significant implications regarding Wampanoag 
  culture. A successful Anthropology check can confirm that 
  these bodies were laid to rest according to Wampanoag 
  tradition, with their last meal still clutched in their hands. 
  In History 
  The Wampanoag warriors suffered heavy casualties during the 
  conflict. Those that were slain were laid to rest to one side of the 
  battleground. Each warrior had a bowl of food placed between 
  their palms. These small fragments of pottery are what remain 
  of the burial ritual. 
  Mass Grave - 2 
  First Impressions 
  Further along the riverbank is a significant depression, visibly 
  similar to the Wampanoag Burial Site, with one of its sides 
  further buried. 
  Once Excavated 
  An enormous collection of bones is hidden beneath the earth, 
  gathered together in a mass grave. This slightly distasteful find 
  is made even more interesting if investigators succeed on a 
  Medicine or Forensics check and notice that the bones 
  collected here are rather strange. Although human, there are 
  slight anomalies.  
  Some bones are notably elongated, others appear to be 
  developing burs, or spines. The most obvious explanation is that 
  they belong to a suffer of mutation or deliberate deformation. 
  This is partly true. The deformation was caused by the alien 
  influence of eldritch magic the cultists meddled with.  
  In History 
  The malformed bodies of the slain cultists were collected 
  together and unceremoniously dumped. The Wampanoag were 
  afraid to meddle with them in any significant way. Their strange 
  deformations, caused by their proximity to eldritch magics, 
  unerring even the bravest warriors. 
  Ritual Circle - 3 
  First Impressions  
  A few pieces of large rock jut out from the mud near the centre 
  of the riverbed. They are eroded by time, but remarkably well 
  structured. It seems likely that they were originally carved or 
  shaped by the Wampanoag. 
  Once Excavated 
  The tone of the investigation quickly becomes frantic when, after 
  an hour of digging, it is revealed that these stone columns are 
  much larger than initially anticipated.  
  Each column is three feet across, and extends four feet down 
  into the earth. At the very base, is a large stone platform, worn 
  flat by time. Warwick suspects that this is some kind of religious 
  construction. He is weak with excitement. This is a career 
  defining find.  
  In History 
  This grouping of obelisks is the site of the ritual to bind the 
  nightgaunt. After using the shard to awaken the creature, the 
  cultists would perform a special ceremony to call the creature 
  home and compel it to sleep. 
  If the investigators hope to bind the nightgaunt they will need 
  to return to this location 
  
   
   
  9 
   
  The Weapon Dump - 4 
  First Impressions  
  A large boulder is half buried in the muck on the Southern side 
  of the dig site. Beneath it, silt has been carried away by the once 
  flowing river to reveal a small cave. 
  Once Excavated 
  A large collection of broken weapons and tools lie buried 
  beneath the stone. It seems that the equipment used in the 
  conflict was collected together and tossed following the conflict.  
  Investigators closely examining the collection of tools should 
  make a Spot Hidden check. If successful, they notice a small 
  slab of black onyx stone. This is the lid of the nightgaunt’s vessel, 
  which once sealed the creature away. Tiny pictograms dot the 
  surface. If they are examined, provide the investigators with 
  Terror Itself Handout #1. 
   
  The Onyx Slab 
   
  The small black slab of Onyx is cool to the touch. It is heavier 
  than expected and sits like lead in your palm. It is covered 
  with petroglyph carvings of immense detail, showing a large, 
  winged creature flying through a starlit sky. 
   
  Terror Itself Handout #1 
   
  In History 
  After the battle, the Wampanoag gathered together the effects of 
  the cultists and tossed them into a pile. They refused to loot such 
  befouled souls. They hauled a boulder down to cover the pile, in 
  order to prevent others from finding it. Unbeknownst to them, 
  they mistakenly sealed the lid of the vessel amongst the weapons 
  cache, where it remained, immune to the ravages of water and 
  time. 
  The High Cultist’s Grave - 5 
  First Impressions  
  Revealed by the receded water, a tomb of stones covers a solitary 
  corpse. It is partially mummified by river mud, and is in 
  remarkably good condition. It is a delicate procedure to excavate 
  without destroying. 
  Once Excavated 
  The body, once excavated, is eerily well preserved. The stones 
  and silt that coated it fought off decay, preserving its hideous 
  form throughout the centuries. 
  The fingers are elongated and sharp. The skull is overgrown 
  and deformed. The bones of the spine are twisted and hunched, 
  and the feet are tiny, curling in on themselves. Anyone 
  participating in the corpse’s examination must succeed in a 
  SAN check or lose 0/1D4 Sanity. 
  Its right hand is snapped, missing the fingers, but in the left 
  hand is a small onyx box. This is the base of the nightgaunt’s 
  vessel. When examined, provide investigators with Terror 
  Itself Handout #2. 
   
   
  The Onyx Base 
   
  This box is deep black stone, with carved pictograms forming 
  a dark vignette. Twisted figures gathered around gaping 
  cavern with a toothed maw. Dripping ropes emerge from the 
  cavern and writhe in the air, stretching towards the figures. 
   
  Terror Itself Handout #2 
   
  In History 
  The head cultist was killed from afar with a single well-placed 
  spear. Once slain, none of the Wampanoag would dare approach 
  him. They kicked the body into the water, and opted to sink his 
  corpse with stones, fearing dark reprisal if anyone touched him. 
  His corpse rested here to this day, the base of the box still 
  clenched in its hand. 
  Lily’s Dig Site - 6 
  First Impressions  
  To one side of the site there is evidence of movement. A set of 
  tracks in the dust sit next to a small area of the riverbank where 
  it looks like someone has frantically dug into the mud. The 
  movements are erratic, illogical, and inconsistent with effective 
  archeological efforts. 
  Once Excavated 
  A full excavation reveals a shallow cavern of compressed mud 
  which has been cracked open by the mysterious digger. The 
  cavern is empty, but a successful Archaeology or Forensics 
  check detects faint compressions that once held an object. A 
  series of footsteps lead back to the riverbank, but are lost when 
  the ground dries. They are small. Too small to be any normally 
  sized man or woman. In reality, they are a child’s, but only a 
  successful Track check reveals this. Malevolent keepers may 
  decide to draw parallels between these footprints, and the tiny 
  feet of the head cultist, but this is purely a red herring. 
  In History 
  In very recent history, early Sunday morning, Lily was playing 
  in the mud by the river and stumbled across Nodens’ Shard. She 
  took it home with her, leaving behind the curious set of evidence 
  visible to investigators. 
  Upriver 
  If investigators trudge upriver, perhaps to examine the dam, 
  they discover the corpse of Katherine’s bull. The body of the 
  creature has become bloated from its night in the water, and 
  lodged between two stones, effectively blocking off the passage 
  of water. 
  If the creature is removed the water begins to flow anew, 
  dribbling down into the riverbed. 
   
   
   
   
   
  
   
  10 
   
  RETURNING TO CLAYTON 
  Just after seven, the light starts to fade. Professor Warwick 
  reluctantly packs up, hoping that digging can begin again early 
  the next day. Suddenly, there is a rumbling from upriver. The 
  dam has been released, or perhaps burst. The water is coming. 
  Warwick calmly, but efficiently, moves any equipment away 
  from the river, which triples in size. The muddy section of the 
  riverbed is filled once again. The amount of water, while 
  significant, does not widen the river enough to threaten any of 
  the key locations. 
  A few moments after the water rushes by, the corpse of 
  Katherine’s missing bull tumbles downriver, careening to a halt 
  before the expedition. Surprised investigators must succeed a 
  SAN check or lose 0/1 Sanity. 
  If investigators return the body to Katherine  Wheatwood, it 
  is kept at her farm for a few days before being disposed of. 
  Katherine is irritated her bull is dead, but is grateful 
  investigators helped her find it. 
  A successful Forensics check on the bull determines it was 
  killed by drowning. A successful Medicine check reveals a set 
  of deep gouges along its side, which tore through its muscles, 
  weakening it and preventing it from escaping its fate. 
  After this discovery, Warwick organizes for word to be sent to 
  Katherine, then hurries to the boarding house.  This changes 
  nothing. Everyone best be well rested for tomorrow. 
  THE FIRST NIGHT 
  It’s late by the time investigators return to the boarding house. 
  Most folk are already in bed. If investigators hope to spend the 
  evening continuing their work, remind them that there is no 
  electricity. It is dark by eight PM. Any further investigation will 
  need to be done by candlelight.  
   Just after eleven, ask investigators to roll Listen checks. 
  Require a Hard success if investigators are asleep. If any 
  succeed, they notice the sound of skittering across the roof.  
  Anybody leaving their room to investigate comes across Nathan, 
  who is also tracking down the noise, gun in hand. He suspects 
  bats or rats. “Don’t worry, if it was anything big, the dogs would 
  have let us know.” 
  The scratching was the sound of the nightgaunt swooping 
  down to take its next prize, one of Nathan’s dogs. The other dogs 
  are terrified into silence, cowering against their cage walls.  
  The 
  following 
  morning, 
  Nathan 
  will 
  learn 
  of 
  the 
  disappearance, and become suspicious of any investigators he 
  saw sneaking around the night before. Replace them as the 
  target for Nathan’s wrath in the upcoming section. 
  If investigators check the dogs during the evening, they find 
  one missing. Move the events of Dog’s Day Morning forward and 
  run it immediately. 
   
   
   
   
   
   
  Who does the Nightgaunt Target? 
   
  The nightgaunt will always target the person or creature that 
  Lily fears the most, apart, of course, from itself. 
  The first night, this is Katherine’s bull, which terrifies the 
  poor girl on her walk home. Next, it’s Duke, Nathan’s largest 
  dog, then Nathan, after he fights with her father, and finally, 
  Harold, after he howls at Katherine. 
  If investigators take actions which frighten Lily, such as 
  attempting to intimidate her, or those she cares about, then 
  keepers should substitute them as the target for the 
  nightgaunt’s ire. If they are successfully abducted, then allow 
  them a Jump check to survive being dropped in the woods. 
  Encourage them to use luck. If they fail, they are surely dead. 
   
   
  DAY 2, TUESDAY 
  JULY 12TH, 1927 
  THE DOG’S BREAKFAST 
  Investigators are woken on the morning of the 12th by raised 
  voices. Nathan is standing before Professor Warwick’s door 
  hurling accusations. “What did you do with Duke?! Where is 
  she?! What the hell did you do you rat bastard?!”   
  Warwick pleas for calm from behind the door. He promises he 
  did nothing, and that the whole expedition will help Nathan find 
  his dog.  If investigators contradict Nathan, he threatens to kick 
  them out of the boarding house. Annabelle, listening from the 
  stairwell, will intervene to stop this from happening. 
  THE KENNELS  
  When Nathan calms enough to be reasoned with, he marches the 
  expedition down to the kennels to provide proof. Bear and Chase 
  are firmly shut inside. A few confused onlookers, drawn by the 
  noise, gaze at the once fearsome beasts. The dogs are visibly 
  changed. They are terrified. They do nothing but whimper, 
  cower, and hide under an awning at the rear of the kennel. 
  True to his word, Warwick gathers the expedition to search for 
  Duke. A few locals join up and lend a hand, Harold Miles and 
  John Dorian amongst them. Have investigators make a Spot 
  Hidden check. They won’t find Duke. She is miles away, 
  battered and broken, abandoned by an angry nightgaunt. But 
  they might spot Harold find Nathan’s stash of whiskey amongst 
  the feedbags and pocket a bottle. Or, they might spot Nathan 
  notice Harold’s theft, and rush forward to attack. 
  If investigators don’t stop the tussle in the dirt, Sheriff Dorian 
  appears a few moments later and tears the two apart. He places 
  Nathan under arrest for throwing the first punch. Dorian 
  excuses all members of the expedition and calls the search to an 
  end. It’s causing problems and solving none. 
  
   
   
  11 
   
  Examining the Kennel 
  There are several clues that can be uncovered during the search 
  by a keen-eyed investigator. Psychology rolls determine that 
  Nathan is genuinely upset, that Warwick is completely innocent, 
  and that locals are exasperated to witness another one of Mr. 
  Marsh’s tantrums. A success on an Animal Handling check 
  notices that the dogs seem particularly afraid of the sky. 
  A close examination of ground inside the kennel, and a 
  successful Track check on the dirt, determines that no animals 
  walked out during the night. Additionally, apart from the dogs, 
  no creatures have walked within the kennel itself. The 
  nightgaunt leapt down from the roof, it never touched the 
  ground. 
  A successful Locksmith check determines that the gate to 
  the kennel has not been tampered with in any way. 
  Additionally, the metal collar holding Duke is physically 
  broken. The hook that latches it is easily visible. Whatever took 
  the dog tore it loose. 
  Any investigators succeeding on a Spot Hidden check notice 
  that Duke’s bed is at the back of the kennel. Whatever took Duke 
  had to pass by the other dogs. This wasn’t a random grab, it was 
  deliberate. 
  Investigators who heard the noises on the roof last night may 
  try to isolate the source. If nobody heard the noise, allow a Spot 
  Hidden roll to see a fallen piece of roof tile in the mud at the 
  back of the kennel. Investigators who reach the roof can see a 
  section of tiling has been smashed, as if something heavy landed 
  on it. 
   
  What Next? 
   
  From this point forward, investigators have complete agency 
  in Clayton. Warwick is happy for them to investigate the 
  missing dog. He feels that a reconciliation with the 
  expedition’s host will be useful. Investigators should be 
  encouraged to begin their search for clues. 
  For investigators new to Call of Cthulhu, remind them that 
  there are already leads they can follow up.  
  - 
  The dig site may yield secrets. 
  - 
  The bull pen at the Wheatwood farm might be worth 
  examining. 
  - 
  Perhaps some of the locals know something they’re not 
  telling. 
  - 
  Investigators may have their own ideas. 
   
  WITH FRIENDS LIKE THESE 
  The aftermath of the morning’s action can have long lasting 
  effects on the investigators relationships with the residents of 
  Clayton. This in turn may have a significant effect on their 
  ongoing work in the town. 
  John Dorian is grateful to any investigators who helped defuse 
  tension, and is largely apologetic overall. He’s embarrassed that 
  visitors to his town were welcomed with such a display of 
  violence. 
  Nathan is released at 4PM. He returns home and sulks. 
  Henceforth, he avoids expedition members when he can, except 
  perhaps for those few who actively stroke his ego. Annabelle 
  reassures expedition members she’ll keep her brother in line.  
  During the day, investigators run into Harold walking with 
  Lily. He is embarrassed that they witnessed him brawling. He 
  explains to Lily that the investigators helped him stop the “bad 
  man” from hurting him, or her. Lily is visibly frightened. In an 
  attempt to mend bridges, Harold invites the expedition 
  members to dine with him in the evening. Warwick happily 
  accepts. 
  DINNER WITH HAROLD MILES 
  Investigators who accept Harold’s invitation arrive at his house 
  just before six. It’s small. It was once used as servants’ quarters 
  for the Wheatwood estate, so it can be rearranged to sleep 
  multiple people in the open “living room”. 
  Dinner is a simple affair, vegetables and meat. It is healthy 
  and there is no liquor or beer offered. At some point during the 
  night, Lily quietly mentions that she’s pleased the dogs aren’t 
  barking anymore. It requires a Listen check to hear her. 
  Harold is not a gracious host. Halfway through the meal, he 
  launches into a tirade about the small town, cursing the people 
  in it and asking how the investigators can stand staying in this 
  “shithole”. He laments that they are forced to stay with Nathan 
  Marsh, and eventually offers investigators the option to stay 
  with him. Warwick will accept, happy to be away from the man 
  who threatened his expedition members. Harold offers his own 
  bed to Warwick. “I’ll stay on the couch.” 
  Investigating the Miles House 
  Eventually, Harold goes to bed, having only half-made up the 
  investigator’s beds. Those who stay go to sleep with only half the 
  sheets needed. 
  During dinner, or late at night, curious souls might decide to 
  snoop around the Miles home. 
  A successful Psychology check on Harold reveals he is 
  drunk. He slurs his words, and throughout the night, 
  occasionally steps outside or to the bathroom to take a sip from 
  a flask. Observing Lily reveals that she is extremely nervous. 
  Even the slightest noise makes her wince and close her eyes. 
  Investigator’s that explore the house will learn that Lily sleeps 
  in the master bedroom and Harold sleeps in a much smaller side 
  room. This can be revealed when Warwick accidentally goes to 
  the wrong room while trying to take Harold’s bed. 
  If investigators move around the house at night, they can hear 
  faint noise coming from Lily’s room. If investigators check in on 
  her, they find her still awake, terrified in bed. 
  THE SECOND NIGHT 
  This evening marks the first time the nightgaunt will attack a 
  human. If investigators are sleeping at the Miles home, then they 
  will miss the encounter. As darkness approaches, Nathan’s dogs 
  start to whine and howl. Nowthin soothes them. Eventually, 
  
   
  12 
   
  Nathan brings them inside, where they cower beneath the chairs 
  in the foyer. Nathan sits with them in his armchair, and 
  eventually falls asleep. By midnight, his snores rumble from 
  downstairs. 
  Just after one in the morning, have investigators sleeping in 
  the boarding house roll Listen checks. If they succeed, they are 
  awoken by the faint sound of a window unlatching. This is the 
  nightgaunt, creeping through Warwick’s empty room towards 
  the sleeping Nathan. If investigators don’t hear the nightgaunt 
  arrive, they wake when it strikes.  
  As investigators rise, remind them that there are no electric 
  lights. Unless they thought to ask for oil lanterns, they have 
  nothing but a candle. They will need to flounder in the dark to 
  get downstairs. 
  Investigators who leave are confronted by a great back shadow 
  snaking down along the wooden walls. They must succeed a 
  SAN check or lose 0/1D6 Sanity. All Stealth rolls from the 
  investigators fail immediately if they are carrying candles. If 
  they snuff them out, then they can possibly avoid being spotted, 
  but may not see the creature. 
   
  Even Titans Fall 
   
  It is possible that the nightgaunt will be killed in this 
  encounter. This is unlikely. It will use this darkness to its 
  advantage, and there is little to no light in the building. 
  Firearms checks will all be made with disadvantage since 
  the creature is in darkness. If in any significant danger, the 
  nightgaunt will abandon Nathan and flee through a window. 
  If it is killed, congratulate players. They have been 
  extraordinarily lucky. 
   
   
  As soon as investigators get close enough to spot the 
  nightgaunt, it leaps down and snuffs out the candle lighting 
  Nathan. Nathan’s gun discharges once, waking any investigators 
  who are still sleeping.  
  When Nathan wakes, his dogs fly into a panic and attack 
  anything nearby, except for the nightgaunt. 
  The nightgaunt’s priority is always to get out with the flailing 
  Nathan. If it is in danger of death, it will smash through the roof 
  of the barn, and drag Nathan out, screaming into the night. 
  If Nathan is not successfully abducted, he is left gibbering 
  mad. He likely flees into the perceived safety of the forest, and 
  returns hours later to begin watching the town and waiting to 
  spot the nightgaunt. 
  A few minutes after the gun discharges, the Sheriff comes 
  running, along with a few burly locals. Nobody can explain the 
  damage done to the boarding house. If shots were fired, 
  investigators will be searched for weapons. No trace remains of 
  the nightgaunt and any damage is attributed to the dogs. 
  If investigators were sleeping at the Miles house, then they 
  should arrive alongside Sheriff Dorian. A Spot Hidden check 
  notices a shadow in the distant sky. A huge bat, carrying a 
  flailing man, silhouetted against the moon. 
  DAY 3, WEDNESDAY 
  JULY 13TH, 1927 
  THE LOCK DOWN 
  It takes several hours to restore order to the boarding house. 
  Apart from the investigators, there are no witnesses. Even 
  Annabelle arrived on the scene too late to see the nightgaunt. 
  Cries of “monster” by the investigators are dismissed as the 
  ramblings of drunks. As far as Dorian is concerned, the only 
  logical culprit is Harold Miles. He and Nathan are longstanding 
  enemies, and fought just hours ago. 
  Sheriff Dorian drags the obnoxiously drunk Harold from his 
  home. Warwick comes shuffling out behind them in a cap and 
  nightgown. Harold is jailed, and Katherine Wheatwood is sent 
  for, to calm the wailing Lily. Dorian orders onlookers home to 
  bed. Anabelle invites the expedition members back into the 
  boarding house. She is pale and trembling, but remembers to 
  charge a small fee for “maintenance costs”. Warwick pays 
  without argument. 
  Investigators are woken only a few hours later by Dorian 
  knocking at their doors, notebook in hand. He thoroughly 
  questions each expedition member. The interrogations are brief. 
  Dorian is direct. He asks them what they saw, and if they know 
  where Nathan is.  If investigators are evasive, or refuse to answer 
  questions, Dorian becomes suspicious. If they antagonize 
  Dorian, he threatens them with imprisonment.  
  Assuming no investigators find themselves incarcerated, they 
  are released by mid-morning with only one, very clear condition. 
  “Don’t leave town”.  
   
   
  Sheriff John Dorian 
   
   
  
   
   
  13 
   
  THE BROKEN BOARDING HOUSE 
  The scene of last night’s attack contains several clues for 
  investigators: 
  A Spot Hidden check determines that gouges on the wood 
  and dogs perfectly match the wounds on the missing bull, and 
  the smashed tiles on the roof. 
  A careful examination of the upstairs landing, and a successful 
  Track check determines the creature came in through 
  Warwick’s window. Each time the creature visited, it came from 
  the north.  From towards the Wheatwood estate and the Miles 
  property. 
  A Medicine check notices the great absence of blood. Nathan 
  was likely taken alive. 
   
   
  Lily Miles 
  CONFRONTING LILY 
  If they have not already done so, then by day three, investigators 
  may grow suspicious of Lily and decide to confront her. 
  Lily is difficult to communicate with. It takes a successful 
  Charm or Persuade check to get more than muttered 
  pleasantries out of her. 
  Lily has little to say regarding the residents and politics of 
  Clayton. If investigators have befriended her and ask her directly 
  about the shard of Nodens, or the nightgaunt, she will confide in 
  them the story of her discovery, and the monster who moved in 
  under her bed. It takes a hard Persuade check to convince Lily 
  to hand over the shard. 
  If investigators attempt to intimidate Lily, or steal the shard 
  from her, she starts to scream. The nightgaunt rises from 
  wherever it is at once and will rush to her aid, ready to kill 
  whoever is attacking its charge. If necessary, it grabs her and 
  flies her to safety. 
   
  THE THIRD NIGHT 
  The Nightgaunt attacks again during the third night. This time, 
  it breaks into the local jail. Thoroughly terrified of her last 
  encounter with her father, Lily has inadvertently sent the 
  nightgaunt after Harold. Harold is given enough time to cry out, 
  and the racket made as the beast tears through the roof should 
  wake investigators sleeping in the nearby boarding house. 
  Investigators arrive just in time to see the beast carry Harold 
  away. It is unlikely that investigators have the chance to 
  interfere directly with the abduction. During the action, keen 
  eyed investigators have the chance to notice several details. 
  If investigators search around the nearby houses, they will 
  find Lily, who has followed the nightgaunt out on its hunt. A 
  successful Listen check alerts them to Harold wailing as he is 
  taken away. He is clearly alive. Additionally, it notices a second 
  wail from the boarding house. Warwick has heard the 
  commotion, looked out the window, and spotted the nightgaunt. 
   
   
  If investigators attempt to rationalize or study the creature’s 
  behavior, then with a successful Psychology check, they notice 
  the creature is presented with the opportunity to pivot and 
  target investigators, but doesn’t. Instead, it focuses only on 
  Harold. It is not attacking at random. 
   
  Where is Lily? 
   
  Lily’s movements on Wednesday are critical, since the action 
  in Clayton largely revolves around her positioning. 
  Investigators have several instances during which they may 
  run into Lily as she intersects with potentially important 
  locations. During conversations with her, they may be able to 
  convince her to assist them with their inquiries. 
   
  10 AM Lily flees towards the river, escaping the chaos in 
  Clayton. She returns to where she originally found the Shard 
  of Nodens, and considers returning it. Perhaps she is spotted 
  by investigators at the dig site. 
   
  12PM Katherine finds Lily and takes her to visit her father in 
  sheriff’s cells. Katherine and Harold’s conversation grows 
  heated. He eventually screams at Katherine when she blames 
  him for Nathan’s disappearance. Lily is terrified of him. If 
  investigators decide to visit Harold, who has little to offer 
  other than bribes to bring him booze, then keepers should 
  massage events so that the conversation occurs while they are 
  present. 
   
  3PM Lily returns to the Wheatwood farmstead, where she 
  will largely remain until the action in Clayton is solved. 
  Keepers may decide to have her venture out and encounter an 
  investigator if they are struggling for clues, and the keeper is 
  feeling generous. 
   
   
  
   
  14 
   
  ALAS! POOR WARWICK 
  Warwick loses his nerve after witnessing Harold’s abduction. A 
  lifetime of work at the Miskatonic University has introduced him 
  to certain schools of knowledge he’d like to forget. The 
  nightgaunt’s twisted forms brings that knowledge unbidden to 
  the forefront of his mind. 
  When investigators arrive back at the boarding house, 
  Warwick is waiting there with packed bags, and Marsh’s gun. He 
  implores the investigators to flee with him at once. He has no 
  interest in staying and becoming prey to the monster in the 
  shadows. “If we break for the woods now, the sheriff won’t have 
  time to stop us. I’d rather risk a few days off the road than stay a 
  second longer in this accursed town.” 
  Convincing Warwick to stay takes a Persuasion check. He 
  will not respond to intimidation. If threatened, he pretends to 
  concede, then flees the first chance he gets. 
  Either way, Warwick can provide some final crucial 
  information before he leaves. If investigators have still not 
  discovered the critical contents of the dig site, the fragments of 
  the vessel and the shrine, then he will indicate where they are. 
  The knowledge came to him in a dream, one he’d dearly love to 
  forget. 
  If Warwick flees, he vanishes into the woods, only to run into 
  the returning Nathan Marsh. Nathan takes his gun back from 
  Warwick, and slays the poor man. His body will never be found, 
  presumably taken by beasts, or lost somewhere in the vast 
  Clayton woods. 
   
  What if the Investigators Flee? 
   
  If the investigators choose to leave Clayton and head back to 
  Arkham, they are making a choice to abandon the problem at 
  hand. Keepers should provide investigators one last chance 
  to redeem themselves in the form of Nathan Marsh. They 
  should meet the man in the woods, and he demands they help 
  him kill the nightgaunt.  
  Should they agree, they will need to complete the ritual to 
  draw the creature in. Should they refuse, Nathan heads back 
  to town, dejected.  
   
  Investigators determined to leave can hitch a ride back to 
  Arkham, and make it home. Proceed to the epilogue, and 
  provide them with a most unsatisfactory ending, in the form 
  of Terror Itself Handout #4. 
   
  A MIDSUMMER NIGHT’S DREAM 
  When an investigator examines the completed nightgaunt’s 
  vessel, they are overcome at once with a deep sense of weariness. 
  If they attempt to resist the urge to rest, then have them make 
  increasingly difficult POW checks until tiredness overwhelms 
  them. 
  Upon falling asleep, the investigator in question is visited by 
  strange dreams. While not a direct trip into the dreamlands, 
  elements of the strange world bleed into their mind. As they 
  slumber, provide them with Terror Itself Handout #3.  
  They awake an hour later, and must pass a Sanity check or 
  lose 0/1 sanity points, as they feel a gaze that followed them 
  while they slept now follow them into the waking world. This 
  dream will give them the information they need to stop the 
  nightgaunt, and represents the culmination of their efforts at the 
  dig site. The nightgaunt’s vessel has been restored, and the fate 
  of Clayton rests in the hands of its bearer. 
  DAY 4, THURSDAY 
  JULY 14TH, 1927 
  THE FINAL MORNING 
  Investigators have one day left to track the action to Lily until 
  their bus arrives and the story is resolved for them.  
  By this point, investigators should have come across all the 
  information needed to resolve the matter. They need to perform 
  whichever variant of the binding ritual at the shrine in the dig 
  site they are capable of undertaking. The full ritual if they have 
  found the shard, the partial one if not. 
  Lily will spend today hiding in her new room at the 
  Wheatwood estate. The nightgaunt is still hiding underneath her 
  old bed, giving investigators some time to rush to her if they 
  inadvertently make her the nightgaunt’s target. 
  THE RITUAL 
  As outlined in Terror Itself Handout #3, the ritual of 
  banishment must be performed at the shrine in the dig site.  
  There are two variants of the ritual. The first, requires the onyx 
  shard, and will quietly place the beast to rest. It flies to the dig 
  site and sinks silently into the earth below the shrine, the shard 
  loses its power and is rendered inert. 
  The other ritual does not require the shard, but is more 
  dangerous. If performed, the nightgaunt is released from its 
  binding of protection. Its first action is to hunt down its old 
  owner, before returning to the shrine to slumber once more. 
   
  Investigators are still under Dorian’s lockdown. To perform 
  the ritual, they will need to persuade him to allow access to the 
  dig site, or sneak out of town. 
  Investigators should clearly understand the consequences of 
  the partial ritual. The nightgaunt will return to rest at the shrine, 
  but it will drag the bloody corpse of its owner, and the shard of 
  Nodens, with it. If investigators are not yet aware that Lily is the 
  culprit, then they may be more than willing to cast a spell 
  endangering who they believe is a malevolent figure. 
   
  
   
   
  15 
   
  THE PRODIGAL SON 
  Nathan survives the attack from the nightgaunt. Deposited miles 
  away, battered and bruised, he nevertheless manages to follow a 
  game trail back to Clayton. Convinced that he will be attacked 
  again if he returns, he hides in the shadows at the edge of the 
  town and waits. He witnesses the nightgaunt’s attack on Harold, 
  and clearly notices the creature leave from Lily’s room.  
  If he was never taken, then he flees into the woods and 
  watches from a distance all the same. 
  Nathan bides his time, waiting for the perfect chance to act. If 
  the investigators leave for the dig site, he follows them. He 
  observes silently unless that take an overtly suspicious action, 
  like beginning the ritual of binding, in which case, he bursts 
  forwards, brandishing a knife, or if he has run across Warwick, 
  a gun, and demands an explanation. 
  Nathan is thoroughly insane by this point. He rants and raves, 
  devolving into animalistic grunts. He seems convinced that the 
  nightgaunt is Duke, and has been corrupted by evil. In between 
  the rants, he manages to get out a few words. “The girl. The girl. 
  Flew out of her bedroom. It was her all along. Lily Miles. That 
  fool girl.” 
  RESOLVING THE 
  SCENARIO 
   
  THE RITUAL OF BINDING 
  There exist several potential outcomes for the climax of this 
  scenario. Unless they have somehow slain the nightgaunt in 
  unusual circumstances, or given up and left Clayton to fend for 
  itself, then investigators will need to perform some version of 
  the ritual to stop the rampaging horror. Regardless of which 
  variant, as they begin to perform the dancelike ceremonial 
  movements, the sky darkens overhead, and wind begins to howl 
  through the trees. Deduct a magic point from each player 
  involved in the ritual. Describe the terrifying effects of the ritual, 
  or read the following text. 
  “Standing between the ancient stone pillars, you begin the 
  slow, trancelike movements of the ritual of binding. A low wind 
  whistles through the nearby trees and a small puff of dust is 
  scooped from the riverbed and deposited around you. 
   
  All of a sudden, there is a distant howl. A psychic scream that 
  echoes through the air, and yet is somehow completely silent. 
  Thick black tentacles rise up from the stone and begin to write 
  around your feet. Your body continues to move of its own 
  accord, following the movements of the ritual as easily as 
  eating or breathing. Suddenly, the tentacles vanish. The wind 
  drops. The spell is cast. Something is coming, and it’s coming 
  fast. 
   
   
  THE RITUAL VARIANTS 
  If investigators perform the full ritual, with the shard, then the 
  nightgaunt returns and rests without incident. Nathan, 
  however, is not so forgiving. If he is at the dig site, and has not 
  been subdued, he begins to howl and attack the creature.  
  If the investigators perform only the partial ritual, without the 
  shard, then the nightgaunt will kill Lily, and return to the shrine 
  to rest, depositing both the shard and Lily’s corpse on the 
  ground before investigators. Witnessing such an event requires 
  a SAN (1/1D6) check. In this event, Nathan Marsh will still 
  attack the nightgaunt. The nightgaunt is unwilling to flee. It is 
  compelled to defend its place of rest, and will do so until 
  victorious, or dead. 
  If investigators stop the ritual once they hear Nathan’s 
  warning and realize Lily is the victim, then he assumes they are 
  in league with the nightgaunt. He launches into an attack, and 
  will need to be defeated. Once the ritual begins, the nightgaunt 
  will already be moving to attack Lily. Investigators will need to 
  rush back to her new room in the Wheatwood estate if they wish 
  to rescue her. 
  Investigators face a tough fight when confronting the 
  nightgaunt. It favors grabbing its enemies, taking them up into 
  the air, then flinging them to the ground. Once the nightgaunt is 
  defeated, it melts into shadow. The threat is gone, for now.  
  An immediate reckoning is due with John Dorian. If there are 
  dead bodies, investigators must answer for them. While Dorian 
  is inclined to forgive Nathan’s death as self-defense, he is most 
  unwilling to consider that any means to an end would justify the 
  killing of an innocent child. 
   
  Holding the Shard 
   
  If investigators are given the shard by Lily, then they are 
  subject to the same curse as she is. Whomever they fear the 
  most will be taken during the night. The victim should be 
  identified according to the investigators backstory, with the 
  keeper’s assistance. 
  Investigators can use the shard to perform the ritual with 
  relative ease. It is obtaining the shard that is the struggle. The 
  perils of doing so are outlined within the “Confronting Lily 
  Miles” section. 
  Each killing, of which the holder of the shard realizes they 
  are responsible for, costs 1d8 sanity points. 
   
  THE DEPARTURE 
  After the nightgaunt is dealt with, the action in Clayton moves 
  quickly towards a resolution.  
  
   
  16 
   
  Any investigators definitively linked with a murder are 
  arrested by Dorian. They will remain in the hastily repaired jail 
  cell in Clayton, and face trials and eventual justice over the 
  coming months. The others are readily encouraged to leave 
  when their bus arrives on Friday morning. Even if they have 
  endeared themselves to the locals, there’s still a certain tension 
  in the air about the whole affair. 
  If Lily survives, she takes the time to personally thank 
  investigators who saved her from the nightgaunt’s “protection”. 
  If Harold survives, he too, thanks the investigators. A year later, 
  an investigator may pass the two on a visit to New York. They 
  have left Clayton to rejoin Harold’s parents. Harold proudly 
  announces he is sober, and has joined the prohibition 
  movement. 
  If Harold is taken by the nightgaunt, then Lily is adopted by 
  Katherine Wheatwood. Unless they visit the tiny settlement 
  again, it’s unlikely they ever come across either of them. 
  If Nathan Marsh survives his encounter with the nightgaunt, 
  then he is destined to live out his days in a sanatorium. If 
  Professor Warwick survives, he returns to Arkham and after 
  providing a sparsely detailed report of the expedition, 
  announces his retirement and moves south for warmer climates. 
  Investigators return to Arkham by eleven at night on Friday. 
  Their futures, are yet to be decided. 
  RESTITUTIONS 
  For putting an end to the terrible protection of Terror Itself, 
  Investigators receive 1D4 Sanity points. 
  If Lily survived the ordeal, and was spared a gruesome fate, they 
  gain an additional 1D4 sanity. 
  For each victim, Harold, Nathan, or Warwick, that survived, 
  award an extra 1 Sanity point. 
  If the nightgaunt is never caught and investigators flee Clayton, 
  then each lose 1D10 Sanity. 
  If Investigators flee without resolving the problem, then the 
  nightgaunt continues to kill until Nathan murders Lily himself. 
  Provide investigators with Terror Itself Handout #4. Marsh 
  is driven mad by the confrontation, and takes the shard of 
  Nodens.  
  Whichever investigator drew Nathan’s ire the most, or the 
  investigator with the lowest luck, will wake up to a great winged 
  terror dragging them out and dropping them far off the coast of 
  Arkham, or far from the earth itself. 
  Even if they succeed, depending on the circumstances of any 
  crime committed during the events of the campaign, 
  investigators might find themselves on the lam, or in prison. At 
  least there’s no way that a nightgaunt could get to them through 
  thick prison walls of reinforced concrete. 
   
  Could it? 
   
  IMPORTANT 
  LOCATIONS 
  The locations descriptions below outline key features of Clayton, 
  and provide keeper resources to make the scenario come alive. 
   
  THE BOARDING HOUSE 
  The Marsh Family Boarding house is an enormous building that 
  has been standing since the founding days of Clayton. It has 
  changed owner and purpose a dozen times throughout its 
  tenure, but you can still see its original function, a barn house, 
  reflected in the design.  
  The large doors at the front have been replaced with a smaller 
  entryway and given a quick coat of paint. Around the back, a set 
  of converted stables make up a semidetached house for the 
  Marsh siblings. The kennel is attached by the rear of the barn 
  where pigs would have originally been kept. 
  The Foyer 
  Annabelle and Nathan have done their best to make the front 
  room of their boarding house look like a classy Arkham hotel. 
  There is a carpeted floor, albeit, stained beneath the windows 
  and near the door, and there is a huge wooden desk that takes 
  up an entire back wall. Nathan is usually placed behind this 
  desk, below the hunting trophies of various deer, beavers and 
  other small game that hang overhead next to his prize rifle. A 
  few 
  threadbare 
  armchairs 
  have 
  been 
  placed 
  around 
  haphazardly, and a forlorn bookcase in the corner boasts no less 
  than three copies of the King James Bible. 
  The Rooms  
  Each room in the building sits along a single long corridor on a 
  thin squeaky floor upstairs. The rooms are clean and pleasant 
  enough, with bright yellow and white bedsheets and a small 
  sprig of some indeterminate plant (a common weed if inspected) 
  in a pot on the bedside table. The thin walls don’t do much to 
  keep out the sounds of nature. There’s always some kind of 
  strange rustling of rats, bats, or raccoons coming from 
  somewhere, especially the attic. 
  The Kennels 
  Around the back of the house is a small, fenced off area, with a 
  converted chicken coop that serves as a large dog shed. A low 
  wire wall hems the dogs in, while heavy chains secure them to 
  the back wall. They heave and pull against the chains whenever 
  passersby approach, barking and growling at the intruders. 
  Towards the rear of the cage, out of reach of the chained dogs, 
  is a wooden crate piled with dog food. Hidden amongst the 
  kibble are several bottles of whiskey, Nathan’s stash. 
   
   
  
   
   
  17 
   
  Marsh family quarters 
  The Marsh family stays in a semidetached servant’s quarters to 
  the barn. It has been opulently decorated, with a collection of 
  eclectic rugs, pictures, and hunting trophies. It’s small and 
  cluttered. A desk in one corner, mostly worked by Annabelle, 
  contains the boarding house financial records. The boarding 
  house is not a sustainable business. The Marsh family rely on an 
  old family fortune from almost a century ago, which has 
  dwindled away over the years. By the time Nathan and Anabelle 
  die, there will be nothing left. 
  Kitchens 
  There is a combination kitchen and dining area set to one side 
  of the foyer. Meals served are simple, mostly some form of small 
  hunted game and fresh vegetables. Investigators notice that 
  some of the food is a little cold. This is because the food is 
  purchased from the nearby diner. The kitchen has not been used 
  in years. 
  The Attic 
  The attic is filled with old tools, and the detritus of a dozen 
  different occupants, abandoned when they left. Investigators 
  trudging up the stairs disturb a nest of bats, which burst around 
  the room for a moment before fleeing the now intruded upon 
  attic. 
  MILES HOUSEHOLD 
  The Miles household was once a block of servant’s quarters, but 
  has been rebuilt to suit a family. It’s not a happy place. Harold 
  doesn’t keep it clean, and there’s very little for a young girl like 
  Lily to do. The most dominating features of any room are the 
  photos, trinkets, and other reminders of Lily’s mother. Harold 
  has saturated the place with mementos of his dead wife. There 
  is no way to escape the oppressive reminders. 
  Lily’s Room 
  Lily sleeps in the master bedroom, in a large four poster bed. Her 
  parents used to sleep here, and Harold had it moved up with 
  them back to Clayton. He can’t bring himself to get rid of it, or 
  to stay in it. Instead, Lily sleeps in the large, bare, master 
  bedroom. Two looming cupboards, one filled with her mother’s 
  clothes, the other filled with hers, dominate the back wall. A 
  small window looks out towards the woods near the dig site.  
  The floor is covered with a collection of strange trinkets, toys 
  and sticks. Lily hordes, like her father, and keeps her toys in her 
  enormous room. Investigators entering in the dark risk tripping 
  on something. Lily’s prized possession is a wooden train set, sits 
  just at the foot of the bed. 
  The nightgaunt spends the day hiding under the bed. It is 
  always there, except for when it goes out to hunt. The creature is 
  always awake, and always in darkness. It cannot be snuck up on. 
  It remains silent unless directly confronted. If an investigator 
  looks under the bed, they will need to shine a light, or make a 
  successful Spot Hidden check to notice the creature. If they do, 
  they see a flat featureless face, right before the Nightgaunt 
  attacks furiously. 
  Harold’s Room 
  Harold’s room is a refurbished storage room, poorly kept, with 
  messy discarded clothes blanketing the floor. There is very little 
  furniture inside. It’s feels like a spare room, but Harold is in here 
  every day.  
  There is a small bottle of whiskey hidden under the bed, and 
  a few assorted pieces of hunting equipment overflowing from 
  the tiny cupboard. There are almost no personal accoutrements. 
  One small picture of Lily sits on a wooden bedside table, the top 
  of which is eroded with water stains. 
  Harold’s Study 
  Harold’s study is a small room, probably once a horse stall. A 
  large desk makes an instant barrier in the room. Investigators 
  need to press themselves up against the wall to get past.  
  The room is a memorial to Lily’s mother. It is covered in dust. 
  Harold can hardly bring himself to enter the room. Pictures 
  cover the walls, and a beautiful handmade bookcase, built in 
  happier days, is filled with photo albums, children’s books, 
  adventure novels, and other mementos from a better life. 
  Harold’s desk has no drawers. There’s a pile of paper to one 
  side that teeters uncomfortably close to the edge of the desk. 
  Inside is mundane information. Employment papers from the 
  Wheatwood farm. Letters from the occasional family member. A 
  successful Library Use check reveals a letter dated almost a 
  year ago from a Dr. Lietman, a doctor in Arkham, who saw Lily 
  and attempted to treat her nervous tendencies. At the time, 
  Lily’s fear was purely fabricated. She feared a monster under her 
  bed, which Dr. Lietman explains away “As a subconscious fear 
  of the coffin. Of her mother’s death.”  
  It is only in the last few days that this fear has become a reality. 
  THE JAILHOUSE 
  The jailhouse, which doubles as a sheriff's office, is set in the 
  middle of town, squashed between the general store and the 
  large diner. It’s kept carefully clean. A small desk is set up for 
  Sheriff Dorian. To one side is a tiny room with a locked door, 
  and a bed inside. This doubles as a both jail cell, or a bed for 
  Dorian when his aunt becomes unbearable. 
   
   
   
  
   
  18 
   
  The Cell 
  The cell is comfortable. About as comfortable as one of the room 
  in the Marsh boarding house, only pervaded with the smell of 
  cooking from the diner next door. Investigators may be fooled 
  by the homely architecture of the cell, but it is secure. The walls 
  are well made, and there are bars on the only window. The door 
  is solid oak, with a thin slit in it that can be opened and closed 
  from the outside. The cell usually only caters to the odd brawler, 
  and the frequent drunk. Around dinner time, the alluring scent 
  from next door is unbearable. 
  Dorian’s Office 
  Dorian’s office is in the central room of the jailhouse. A desk is 
  propped up against the wall, and a few more comfortable chairs 
  are placed in the corner around a low table. A side door leads to 
  a small bathroom.  Dorian keeps his files well organized inside a 
  locked filing cabinet. Searching through them reveals a history 
  of arrests for all citizens. It’s not too interesting. The only items 
  of note are Harold’s drunkenness, and Nathan Marsh’s 
  occasional brawl. 
  If investigators visit the office while the case is in progress 
  they can spot a detailed evidence board being set up against the 
  back wall. Dorian will do his best to cover it. Examining the wall 
  will let Investigators know exactly how much information 
  Dorian holds against them.  
  THE WHEATWOOD FARMSTEAD 
  The Wheatwood farmstead is a wholesome, but busy place. If 
  investigators visit, Katherine is a gracious host, but won’t mince 
  words about them wasting her time, or about her suspicions of 
  them as outsiders. The building is spacious and well maintained. 
  Natural light keeps every room looking clean. 
  Once Lily moves in, Katherine is always holding a broom. She 
  has heard the scratching sound of the nightgaunt visiting one 
  night, and is convinced that the house is full of rats. 
  Lily’s Room 
  Lily’s room is dark. The curtains are drawn shut. As 
  investigators enter they risk tripping over a pile of her clothes. 
  The rest of the room is spotless. Those clothes were there to hide 
  light from under the door. The Nightgaunt must rest in peace, 
  should it ever decide to leave her old room and take up residence 
  here.  
  The nightgaunt only moves to this room if its previous hiding 
  place is compromised, but it is not killed. 
   
   
   
   
   
  The Bull Pen 
  Investigators may wish to examine the Wheatwood bull pen. The 
  bull has its own small pasture in the middle of the farm, just a 
  few hundred yards from one of the small covered sheds where 
  the farmhands keep tools and hay. There is nothing remarkable 
   within the pasture, but the ground may reveal important 
  information to an observant investigator. The thick mud shows 
  tracks well. Even an inexperienced tracker can notice that there 
  are no human footprints in the mud, nor any bull footprints 
  outside the pasture. This, of course, is because the Nightgaunt 
  plucked up the creature from the air. 
  THE DIG SITE 
  The Dig Site is approximately 100 yards across. It’s a small, 
  damp, riverbed, surrounded on the side by much higher 
  riverbanks, which cast long shadows over the bed in the early 
  morning and late afternoon.  
  A detailed explanation of the dig site is already included in 
  Day 1. 
  The river itself is bordered by dense foliage. It would be 
  impossible to walk along if it weren’t dammed by the 
  Wheatwood farm. 
  The woods surrounding the dig site are thick and extend 
  undisturbed for miles. The small path that leads to it is easy to 
  get lost on, if one doesn’t keep a careful eye on the road. 
   
   
   
  
   
   
  19 
   
  NON-PLAYER 
  CHARACTERS 
  Below are the in game statistics for each of the most important 
  characters, those that are crucial to the story. 
  Lily Miles  
  Frightened Child 
  STR 25 
  CON 45 
  SIZ 30 
  DEX 55 
  INT 50  
  APP 65 
  POW 50 
  EDU 30 
  SAN 17  
  HP 7 
  DB: -2 
  Build: -2 
  Move: 8 
  MP: 10 
  Luck: N/A 
   
  Attacks per round: 1 
  Brawl 
   
  25% (12/5), damage 1D3 - 2 
  Dodge 
   
  60% (30/12) 
   
  Armor: none. 
  Skills: Sleight of Hand 30%, Charm 50%, Stealth 60% 
  Harold Miles  
  Whiskey-Soaked Father 
  STR 75 
  CON 50 
  SIZ 70 
  DEX 45 
  INT 65  
  APP 50 
  POW 35 
  EDU 70 
  SAN 35  
  HP 14 
  DB: +1D4 Build: +1 Move: 8 
  MP: 7 
  Luck: N/A 
   
  Attacks per round: 1 
  Brawl 
   
  40% (20/8), damage 1D3 + 1D4 
  Wood Axe  
  65% (32/13), damage 1D6 + 1D4 
  Lever Action Rifle 
  30% (16/6), damage 2D6 
  Dodge  
   
  40% (20/8) 
   
  Armor: none. 
  Skills: Credit Rating 30%, Intimidate 40%, Mechanical Repair 
  25%, Natural World 50%, Ride 35% 
  Nathan Marsh  
  Boastful Host 
  STR 60 
  CON 75 
  SIZ 45 
  DEX 75 
  INT 45  
  APP 65 
  POW 60 
  EDU 50 
  SAN 60  
  HP 12 
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 12 
  Luck: N/A 
   
  Attacks per round: 1 
  Brawl 
   
  50% (25/10), damage 1D3  
  .303 Lee-Enfield 
  65% (32/13), damage 2D6 + 4 
  Dodge 
   
  35% (17/7) 
   
  Armor: none. 
  Skills: Animal Handling 60%, Credit Rating 45%, Intimidate 
  50%, Track 50% 
   
   
  Annabelle Marsh  
  Penny-Pinching Hostess 
  STR 45 
  CON 75 
  SIZ 55 
  DEX 60 
  INT 65  
  APP 40 
  POW 60 
  EDU 40 
  SAN 60 
  HP 13 
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 12 
  Luck: N/A 
   
  Attacks per round: 1 
  Brawl 
   
  30% (15/6), damage 1D3  
  Dodge 
   
  40% (20/8) 
   
  Armor: none. 
  Skills: Accounting 25%, Appraisal 60%, Charm 30%, Credit 
  Rating 50%, Listen 65% 
  Sheriff John Dorian  
  Honest Cop 
  STR 65 
  CON 60 
  SIZ 60 
  DEX 65 
  INT 50  
  APP 50 
  POW 50 
  EDU 60 
  SAN 50  
  HP 12 
  DB: +1D4 Build: +1 Move: 7 
  MP: 6 
  Luck: N/A 
   
  Attacks per round: 1 
  Brawl 
   
  45% (22/9), damage 1D3 + 1D4 
  .32 Auto Pistol 
  50% (25/10), damage 1D8 
  Dodge 
   
  60% (30/12) 
   
  Armor: none. 
  Skills: Credit Rating 40%, First Aid 50%, Intimidate 40% 
  Katherine Wheatwood  
  Industrious Landowner 
  STR 60 
  CON 70 
  SIZ 45 
  DEX 40 
  INT 60  
  APP 70 
  POW 60 
  EDU 60 
  SAN 60  
  HP 11 
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 12 
  Luck: N/A 
   
  Attacks per round: 1 
  Lever Action Rifle 
  60% (30/12), damage 2D6 
  Dodge 
   
  50% (25/10) 
   
  Armor: none. 
  Skills: Credit Rating 70%, First Aid 45%, Intimidate 60%, Natural 
  World 65%, Science (Botany) 40% 
  Professor Peter Warwick  
  Earnest Archaeologist 
  STR 40 
  CON 45 
  SIZ 55 
  DEX 45 
  INT 80  
  APP 50 
  POW 30 
  EDU 90 
  SAN 30  
  HP 10 
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 6 
  Luck: N/A 
   
  Attacks per round: 1 
  Dodge 
   
  20% (10/4) 
   
  Armor: none. 
  Skills: Anthropology 60%, Archaeology 80%, Credit Rating 40%, 
  History 55%, Psychology 30% 
   
  
   
  20 
   
  The Nightgaunt  
  Terror Itself 
  STR 100 
  CON 100 SIZ 120 
  DEX 80 
  INT 20  
  APP N/A POW N/A EDU N/A SAN N/A  HP 22 
  DB: +2D6 Build: +3 Move: 8/16 Flying 
  MP: 10 
   
  Attacks per round: 1 
  Fighting attacks:  
  The nightgaunt attacks with its claws, 
   
   
  tail, horns or limbs.  
  Seize (mnvr):  
  Nightgaunts favor seizing their 
   
   
  opponents after which they can tickle  
   
   
  them with their barbed tail. 
  Tickle:  
   
  The nightgaunt may only tickle foes who  
   
   
  have already been seized. A successful  
   
   
  tickling attack is extremely unnerving,  
   
   
  for the barb of their tail is razor-sharp  
   
   
  and perilous even while its light  
   
   
  application does no damage—the target  
   
   
  becomes bewildered, humiliated and  
   
   
  disoriented, suffering a penalty die on all  
   
   
  rolls for 1D4 rounds or until the tickling  
   
   
  stops. Nightgaunt tails can snake up  
   
   
  through holes and openings, slice  
   
   
  through thick clothes and find even the  
   
   
  interstices of metal armor. 
   
  Fighting 
   
  70% (35/14), damage 1D4 + 2D6  
  Seize (mnvr) 
  victim is held fast for Tickle or further  
   
   
  attacks 
  Tickle 
   
  45% (22/9), immobilized 1D6 + 1 rounds  
   
   
  (target must already be seized) 
  Dodge 
   
  60% (30/12) 
   
  Armor: 2-point skin 
  Skills: Stealth 90% 
  Sanity Loss: 1/1D8 Sanity points upon seeing the nightgaunt. 
   
   
   
   
   
   
   
  
   
   
  21 
   
  PREGENERATED 
  INVESTIGATORS 
  Andrew Burwood  
  Gallant Guide 
  STR 65 
  CON 70 
  SIZ 65 
  INT 50 
  POW 55  
  DEX 60 
  APP 45 
  EDU 50 
  SAN 55  
  HP 13 
  DB: +1D4 Build: +1 Move: 8 
  MP: 10 
  Luck: 45 
   
  Attacks per round: 1 
  Brawl 
   
  50% (25/12), damage 1D3 + 1D4 
  Lever Action Rifle 
  65% (32/13), damage 2D6 
  Dodge 60%  
  (30/12) 
   
  Armor: none. 
  Skills: Survival 60%, Track 50%, Navigate 40%, Ride 45%, 
  Persuade 45%, Botany 15%, Jump 45%, Throw 30%, Credit 
  Rating 30% 
   
  History: Andrew Burwood grew up on the Canadian border, 
  working with his trapper father and mother on the outskirts of 
  civilization. A bright, kind, and inquisitive sort, he turned his 
  survivalist talents towards permanent guide work, after joining 
  up on a Miskatonic University research expedition into far 
  northern Canada. 
      Andrew is a longtime friend of Professor Warwick, having 
  accompanied him on a number of expeditions. He is a joyful 
  fellow, quick with a laugh, and is in general, reliable and honest. 
      Andrew has only one trait which gets him into significant 
  trouble, and that’s his fanatical adherence to the prohibition 
  movement. Andrew’s father would ultimately die of cold after a 
  night’s heavy drinking. Andrew is convinced that alcohol is the 
  greatest evil in society, and will do whatever he can to stand up 
  against those who drink and so candidly break American laws. 
  Bonnie Highwater  
  Hilarious Heiress 
  STR 50 
  CON 50 
  SIZ 45 
  INT 60 
  POW 60  
  DEX 60 
  APP 70 
  EDU 75 
  SAN 60  
  HP 9 
  DB: +0 
  Build: +0 Move: 9 
  MP: 12 
  Luck: 70 
   
  Attacks per round: 1 
  Brawl 
   
  40% (20/8), damage 1D3 
  .32 Auto Pistol 
  50% (25/5), damage 1D8 
  Dodge 30%  
  (15/6) 
   
  Armor: none. 
  Skills: Accounting 35%, Appraise 40%, Charm 60%, Fast Talk 
  40%, History 70%, Occult 30%, Credit Rating 70%. 
   
  History: Bonnie is a bright young woman, from a privileged 
  background, who is completing her studies in history at the 
  Miskatonic University. 
  Never one to shy away from an adventure, she quickly 
  volunteered to join Warwick’s expedition. Anything to get away 
  from the stuffy day to day life in Arkham. 
      Bonnie has a streak of humor about her, which has often 
  gotten her into trouble. Her jokes have never put anyone in real 
  danger, but they’ve often come close. Fortunately, the charming 
  girl is always able to diffuse any tense situation with her natural 
  charisma. It was for this reason, in addition to her historian’s 
  training, that Warwick, despite being the victim of a dozen 
  pranks, invited her along on the expedition. 
  Professor Frank Campbell  
  Proud Pedagogue 
  STR 40 
  CON 45 
  SIZ 70 
  INT 70 
  POW 30  
  DEX 30 
  APP 35 
  EDU 80 
  SAN 30  
  HP 11 
  DB: +0 
  Build: +0 Move: 7 
  MP: 6 
  Luck: 55 
   
  Attacks per round: 1 
  Brawl 
   
  35% (17/7), damage 1D3 
  Dodge 60%  
  (30/12) 
   
  Armor: none. 
  Skills: Archeology 50%, Anthropology 65%, History 40%, Occult 
  50%, Cryptology 35%, Latin 35%, French 40%, Persuade 45%, 
  Spot Hidden 60%, Library Use 70%, Credit Rating 50%. 
   
  History: A long standing Miskatonic University professor, and 
  expert in archeology, Frank was incredibly excited about the 
  expedition, right up until he heard it was Warwick leading the 
  affair. 
  Frank and Warwick do not get along. They could not have 
  come from more different backgrounds. Frank is Cambridge 
  educated, and moved across from England to teach at the 
  Miskatonic. He is relaxed and somewhat loutish, the polar 
  opposite of Warwick, who is proper and full of bluster. The two 
  have been at odds in their work for decades. 
  Frank is approaching his twilight years, and has managed to 
  maintain a healthy family life during his time at the Miskatonic. 
  His wife, Ellie, works as a secretary in Arkham, and his two 
  daughters are both completing their studies at a finishing 
  school. 
  Despite his tension with Warwick, he is excited to be involved 
  in the expedition, and hopes to make some interesting 
  discoveries which could feature in a book he is writing to fund 
  his retirement. 
   
   
  
   
  22 
   
  Clara Smith  
  Forensic Scientist 
  STR 70 
  CON 50 
  SIZ 65 
  INT 50 
  POW 60  
  DEX 45 
  APP 45 
  EDU 65 
  SAN 60  
  HP 11 
  DB: +1d4 Build: +1 Move: 8 
  MP: 12 
  Luck: 40 
   
  Attacks per round: 1 
  Brawl 
   
  70% (35/14), damage 1D3 +1D4 
  Dodge 22%  
  (11/4) 
   
  Armor: none. 
  Skills: First Aid 55%, Medicine 50%, Forensics 65%, Intimidate 
  55%, Stealth 45%, Spot Hidden 50%, Locksmith 45%, Credit 
  Rating 45%. 
   
  History: Clara Smith works with the police in Arkham, and 
  frequently has the opportunity to associate with the medical 
  department at the Miskatonic. Her association with the heads of 
  this department would provide her with the opportunity to join 
  up on the trip. Relishing the chance to get away from the city, 
  she readily accepted. Clara’s extensive training in forensics 
  makes her as qualified as any of the immediately available 
  volunteers to attend the expedition. 
  In addition to her training, Clara has some family ties to the 
  Wampanoag tribe. Although her family have lived in Arkham for 
  several generations now, she traces her direct ancestry to a 
  number Wampanoag ancestors. She has never felt a significant 
  connection with this aspect of her heritage, but is interested in 
  studying elements of Wampanoag cultural history. 
  Susan Mitre  
  Debonair Daredevil 
  STR 55 
  CON 60 
  SIZ 65 
  INT 55 
  POW 75  
  DEX 60 
  APP 65 
  EDU 50 
  SAN 75  
  HP 12 
  DB: +0 
  Build: +0 Move: 7 
  MP: 14 
  Luck: 60 
   
  Attacks per round: 1 
  Brawl 
   
  50% (25/10), damage 1D3 
  Dodge 50%  
  (25/10) 
   
  Armor: none. 
  Skills: Jump 60%, Arts and Craft - Acting 65%, Mech Repair 45%, 
  Drive Auto 60%, Pilot (Aircraft) 45%, Listen 50%, Stealth 65%, 
  Psychology 50%,Credit Rating 30% 
   
  History: Susan Mitre is a farmer’s daughter, who left home years 
  ago to join up as a stunt pilot with a traveling circus. After many 
  years roaming America, she came to settle in Arkham, and put 
  her knowledge fooling people to good use as a senior member of 
  the Miskatonic University’s skeptic’s society. It is at this club 
  that she met Professor Warwick, who was in awe of her wide 
  range of talents and life experience. 
  With such a small pool of applicants available, Warwick was 
  quick to ask Susan to join him on the dig. Her versatility is sure 
  to come in use at some point, and anyway, given that he knows 
  so few other people on the expedition, he could use the company.  
  Susan is particularly excited about the trip, since she knows 
  that some of the Clayton locals brew their own liquor. Susan has 
  tried every brew across the eastern side of the country, and is 
  looking forward to another chance to indulge in her favorite vice. 
   
  James Hume  
  Shy Student 
  STR 45 
  CON 45 
  SIZ 50 
  INT 75 
  POW 60  
  DEX 65 
  APP 65 
  EDU 70 
  SAN 60  
  HP 9 
  DB: +0 
  Build: +0 Move: 8 
  MP: 12 
  Luck: 65 
   
  Attacks per round: 1 
  Brawl 
   
  35% (25/6), damage 1D3 
  Dodge 33%  
  (16/6) 
   
  Armor: none. 
  Skills: Psychology 65%, Psychoanalysis 65%, Chemistry 40%, 
  Natural World 30%, Fast Talk 70%, Survival 35%, Arts and 
  Craft: Photography 50%, Ride 40%, Track 30%, Credit Rating 
  15% French 25%, German 50%, Italian 65%. 
   
  History: Jacob Hume is an Australian student, who moved across 
  to Arkham to study a degree in languages. This overachiever has 
  attempted to join in with every possible extra-curricular activity 
  available. This expedition is no exception. 
  Jacob is very narrow minded, and has little to no skill outside 
  of his academic craft, asides from the skills he picked up living 
  in the still fairly rural Perth. But his enthusiasm and good nature 
  makes him excellent company for any work.  
  Privately, Jacob is very superstitious. He is convinced that he 
  might witness a ghost at the dig site, and has brought along his 
  camera, hoping for the opportunity to photograph one. 
   
   
   
  
   
   
  23 
   
  TERROR ITSELF 
  HANDOUTS 
   
  The Onyx Slab 
   
  The small black slab of Onyx is cool to the touch. It is heavier 
  than expected and sits like lead in your palm. It is covered 
  with petroglyph carvings of immense detail, showing a large, 
  winged creature flying through a starlit sky. 
   
  Terror Itself Handout #1 
   
  The Onyx Base 
   
  This box is deep black stone, with carved pictograms forming 
  a dark vignette. Twisted figures gathered around gaping 
  cavern with a toothed maw. Dripping ropes emerge from the 
  cavern and writhe in the air, stretching towards the figures. 
   
  Terror Itself Handout #2 
   
  The Dream of the Ritual 
   
  In the midst of swirling color, images slowly begin to 
  form. You are in a shrine. It is glorious. Great towering 
  stone pillars surround you, reaching high into the sky. 
  Shadowy figures stand at your side.  They are your 
  companions. Your family. They sway and step before 
  you, moving slowly, with dreamlike lethargy. 
   
  You join them in dance. You know this one by heart. 
  You’ve performed it a thousand times. The dance that 
  brings the protector home. That binds it to sleep. That 
  stops it from turning, and unleashing itself upon you... 
   
  But this time is different. You don’t have the crystal. The 
  shard you stole from the Lord of the Great Abyss. 
  Without it, the ceremony will still work. The dance will 
  still bind the protector. But it will be bound with blood. 
  Before the protector returns, it will slay the bearer of 
  crystal. Only then will it return it to you, crystal in hand. 
   
  You touch each of the pillars in sequence, performing 
  the ceremony again and again. The dance burns into 
  your mind. When you awake, the careful intricate 
  motions of the dance are still present, lingering forever 
  at the edges of your waking mind. 
   
  Terror Itself Handout #3 
   
   
   
   
  Killer Escapes in Clayton Massacre 
   
  A spree of unfortunate deaths in Clayton, Massachusetts, 
  has at last come to an end, marked with the final tragic 
  killing of the young Lily Miles. 
   
  The culprit, Nathan Marsh, set his dogs upon the poor 
  girl and had her torn apart. The man was arrested with 
  the assistance of the local sheriff, who was fatally 
  wounded during the capture. 
   
  Mr Marsh was taken directly to Arkham Sanatorium 
  under armed guard. Unfortunately, the vehicle 
  transporting Mr Marsh crashed while en route to the 
  sanatorium. The vehicle was found midway through a 
  nearby field, with its top ripped open.  
   
  Police are asking anyone with information to come 
  forward, and warning residents of nearby towns to be 
  on the lookout for Mr Marsh. Anyone who spots him 
  should not try to apprehend him, but rather contact the 
  police immediately. 
   
  Terror Itself Handout #4 
  
SOURCE: textdata/thevault/Call of Cthulhu/Misc/Miskatonic Repository/CoC - Miskatonic Repository - Terror Itself.pdf