TEXT: Down to New England Town(CoC)©1997
  By Michael C. LaBossiere
  Ontologist@aol.com
  Call of Cthulhu
  Legal Information
  This adventure is copyright 1997 by Dr. Michael C. LaBossiere. It may be freely
  distributed for personal use provided that it is not modified and no fee above the
  normal cost of distribution is charged for it. Visit my web site at
  www.opifex.cnchost.com.
  Call of Cthulhu is Chaosium Inc's registered trademark for their game of horror and
  wonder in the worlds of HP Lovecraft. For more information, contact Chaosium
  Inc., 950-A 56th St, Oakland, CA 94608 -- or call us at 510-595-2440. Visit Chaosium's
  web page at www.chaosium.com/cthulhu/.
  Introduction
  The investigators will be driving through a small New England town on their way to some other place
  when they will encounter a police road block. There will be two police cars and four officers. They are
  armed with 9mm pistols. They are stopping every car and are searching it carefully. When the
  Investigators reach their turn, one of them will recognize Officer Jennifer Hansen (she went to high
  school with the investigator and they were friends for a while). She will tell the investigator the
  following: “It’s the oddest thing. Old Roger Colwin passed away recently. You know him, he’s the guy
  that wrote those horror movies a while back. His funeral was set for the other day, but they found the
  church broken into and his body gone. Roger was going to be buried with all his jewelry and it’s worth
  quite a bit. The chief thinks someone stole the body. (insert the name of one of the investigators’
  contacts) told me you were into this sort of weird stuff. You could pick a reward if you can help us
  out.” If  the investigators decline, she will check the car in a cursory manner and let them go. If they
  accept, she will tell them to go see the chief.
  Meeting the Chief
  The police station is an old house that also serves as the city offices. In addition to Hansen and
  Chipman, there are four other officers in the town. The chief, Dale Chipman,  is a likable man in his mid
  forties who speaks in a heavy New England accent. If the Investigators talk to him, he will tell them
  some of what he knows. His story is the same as that of Officer Hansen, except the chief tells the
  investigators that the body was probably stolen out of the town church, where it was kept before the
  funeral. If the Investigators ask about what the police found, he will say that didn’t find any useful
  clues. If an investigator with psychology skill makes an average roll, he or she will be aware that the
  chief is holding something back. If the Investigators are able to persuade him into talking or he thinks he
  can trust them, he will tell them that the footprints of large dogs or wolves were found around the
  church. He will also tell them that this isn’t the first disappearance of a corpse. There have been six
  other such disappearances from the church and the local funeral parlor. In most of the cases, the tracks
  of large dogs or wolves were found in the dirt near the buildings.
  Checking for Clues
  If the Investigators decide to check out the church, they will find that there are numerous prints that
  seem to be of large dogs or wolves. If an investigator with tracking skill checks the tracks carefully
  (and makes his or her tracking skill roll) he or she will learn that while the tracks are dog like, they
  
  were made by  man sized creatures walking on two legs. The door to the church has been forced open. A
  successful check using an investigator’s Spot Hidden skill will indicate that the investigator has spotted
  a log in the nearby bushes. The log was apparently used as a battering ram. There are some hairs
  caught on the log and if they are analyzed at the nearest hospital (about a twenty minute drive) they
  will turn out to hairs from no known creature. If the Investigators try to follow the tracks, they will
  lose them when they reach the tar road.
  To Catch a Crook
  If the players don’t come up with a plan, the chief will
  say “Well, I guess we could always wait until somebody
  dies and then hide in the church to catch the crook.” He
  will then come up with a plan. Once he gets permission
  from Harvey Carnnet,  he will have the local paper post
  that Harvey has died and that he will be buried with his
  valuable collection of antique scrimshaw. Harvey will go
  into hiding prior to the announcement. The Chief will
  bring the Investigators in on it . The Investigators, the
  chief, and one other officer will hide in the church and
  wait for something to happen.
  Slightly after midnight, those in the church will hear
  something sniffing around outside, and then they will
  hear scratching at the door. As they turn to watch the
  door, a pack of ghouls will burst through the windows to
  attack. If more than half the ghouls are wounded or a
  quarter of them are killed, they will flee into the night.
  If the Investigators pursue, they will see them head into
  the graveyard. Since it has rained recently, the ghouls
  will leave easy to follow tracks in the mud. These
  tracks will lead up to a stone slab (it weighs 50 kg). If
  the slab is removed, a narrow tunnel into the darkness
  will be visible and a horrid stench of decay will waft forth. The ghouls will be waiting in ambush in their
  warrens and will fight to the death.
  If the Investigators do not go along with the chief’s plan, or they come up with one of their own, the
  results are left up to the referee.
  Ghoul Warren Map
  The ghoul warrens consist of tunnels large enough for man sized creatures and larger chambers. The
  warrens are unlit and smell like a well ripened grave. 
  1. Entrance:  The entrance consists of a tunnel shorn up with wood and slabs of stone.
  2. Chamber 1:  This chamber, like the others, is shorn up with logs, stone slabs, and hunks of coffins.
  There are animal bones strewn about in this chamber. The younger ghouls use this area. There are
  initially four younger ghouls in this chamber.
  3. Chamber 2:  This chamber is used by the older ghouls. There is a mix of animal and human bones
  (all well gnawed) on the floor. There will initially be five older ghouls in the chamber.
  4. Chamber 3:  This chamber is used by the ghoul leader. All the bones in the chamber are human.
  Many of the bones have been pressed into the walls in patterns and Colwin’s  jewelry has been inserted
  among the bones. There are seven pieces of jewelry, ranging in value from $5,000-25,000. There is
  only one leader.
  
  Finish
  If the investigators kill the ghouls, they should receive a 1D6 Sanity Point award. Further, the
  chief will be extremely pleased and will become a useful contact for them. He has several good friends
  in the FBI and will be sure to tell them how the investigators helped him out. In addition, if the
  investigators return the jewelry, they will receive a reward of $15,000 from Colwin’s daughter who
  came to town for her father’s funeral. She will also be grateful for their help. She has contacts in the
  movie industry and has inherited her fathers wealth (it runs in the millions) . She may be willing to
  become a patron for the investigators in their fight against the Dark Conspiracy. If the investigators
  keep the jewelry, Colwin’s daughter will thank them for solving the mystery and may be willing to
  become their patron, unless of course, she learns that they have stolen her father’s jewelry. In such a
  situation, she will have them arrested. If the ghouls defeat the investigators, any survivors should lose
  1D4 Sanity Points. In this case, more ghouls will come into the area and they may eventually become
  bold enough to attack and kill the townspeople one night.
  NPCs
  Officer Jennifer Hansen
  STR: 12 Con: 14 SIZ: 10 INT: 12 POW: 11 DEX: 13 APP: 13 EDU: 17 SAN: 55 HP: 12 DB: 0
  Skills: Fast Talk 25%, First Aid 35%, Law 23%, Handgun 45%, Shotgun 41%, Nightstick 50%, Listen
  39%, Drive Automobile 55%, Martial Arts 32%
  Weapons: 9mm 45% Damage 1D10 Range 20 yards Shots/Rd 3 Shots 17 HP 8,
  12 Gauge Shotgun 41% Damage 4D6/2D6/1D6 Range 10/20/50 Shots/Rd 1 Shots: 8 HP 10,
  Nightstick 50% Damage 1D6 HP 15
  Description: Hansen is a young woman who is in good shape. She has red hair, green eyes and a somber
  lok. She was an officer in Boston for three years, but moved to Maine after her marriage fell apart
  (her husband, whom she was putting through law school, was chetaing on her). She does not believe in
  the supernatural, but is brave and will be willing to aid the investigators.
  Chief Dale Chipman
  STR: 14 Con: 13 SIZ: 14 INT: 13 POW: 13 DEX: 11 APP: 11 EDU: 18 SAN: 65 HP: 14 DB: +1D4
  Skills: Fast Talk 35%, First Aid 42%, Law 43%, Handgun 55%, Shotgun 51%, Nightstick 41%, Listen
  45%, Drive Automobile 65%, Ride 55%
  Weapons: 9mm 55% Damage 1D10 Range 20 yards Shots/Rd 3 Shots 17 HP 8,
  12 Gauge Shotgun 51% Damage 4D6/2D6/1D6 Range 10/20/50 Shots/Rd 1 Shots: 8 HP 10,
  Nightstick 41 % Damage 1D6+1D4 HP 15
  Description: Chipman is a large, quiet man in his mid 40s. He was an officer in New York city for
  several years, but returned home to Maine after the violence and unending crime burned him out.
  Chipman is very intelligent and prefers to think before acting. He does not really believe in the
  supernatural, but his in the Big Apple taught him that just about anything can happen. If the
  investigators are cooperative, he will be willing to work with them.
  Typical Officer
  STR: 12 Con: 12 SIZ: 11 INT: 12 POW: 11 DEX: 12 APP: 10 EDU: 16 SAN: 55 HP: 12 DB: 0
  Skills: Fast Talk 22%, First Aid 30%, Law 15%, Handgun 35%, Shotgun 35%, Nightstick 35%, Listen
  35%, Drive Automobile 40%, Martial Arts 15%
  Weapons: 9mm 35% Damage 1D10 Range 20 yards Shots/Rd 3 Shots 17 HP 8,
  12 Gauge Shotgun 35% Damage 4D6/2D6/1D6 Range 10/20/50 Shots/Rd 1 Shots: 8 HP 10,
  Nightstick 35% Damage 1D6 HP 15
  Description: The typical security officer is between 20 and 40 years of age, in fair physical condition,
  and of average intelligence. Most of the officers do not really believe in the supernatural.
  Mythos Creatures
  New England Ghoul, Lesser Independent Race
  
  Characteristics
  Rolls
  Averages
  1
  2
  3
  4
  6
  7
  STR
  3D6+8
  18-19
  23
  21
  19
  18
  20
  15
  CON
  2D6+8
  15
  18
  15
  17
  16
  14
  16
  SIZ
  2D6+8
  15
  19
  14
  18
  20
  17
  18
  INT
  3D6
  10-11
  12
  10
  9
  12
  10
  15
  POW
  3D6
  10-11
  14
  11
  7
  9
  12
  13
  DEX
  3D6
  10-11
  12
  10
  14
  12
  13
  11
  Move 9
  HP 15
  19
  15
  18
  18
  15
  17
  Damage Bonus
  +1D6
  +2D6
  +1D6
  +1D6
  +1D6
  +1D6
  +1D6
  Average Damage Bonus: +1D6
  Weapons: Claws 40%, damage 1d6+1+DB
  Bite: 40%, damage 1D6+1+automatic worry.
  Armor: Firearms and other piercing projectile weapons do half rolled damage.
  Spells: None.
  Skills: Burrow 80%, Climb 85%, Hide 60%, Jump 75%, Listen 70%, Scent Dead Body 65%, Sneak
  80%, Spot Hidden 50%
  Sanity Loss: 0/1D6 Sanity points to see a New England Ghoul.
  Description
  New England Ghouls are loathsome beings that are believed to be an even more degenerate and animal
  like relative of the “common” ghoul.  These ghouls are relatively new to the surface world, having
  dwelt for untold centuries scavenging hideous corpses in the subterranean realm under the earth. Now
  that they have come to the surface, they have found that they have a taste for dead humans. While they
  generally prefer to gather already dead bodies, but they are not adverse to killing humans. They will,
  however, let a corpse age a bit before feasting on it. Given their feeding habits, they are generally
  found near graveyards, funeral homes, and hospitals.
  New England Ghouls are intelligent, but they are not known to have their own technology. They will,
  however use human tools and are skilled at constructing underground lairs. New England Ghouls have
  been known to deal with some degenerate and wicked humans, primarily by exchanging valuables in
  return for corpses.  
  In combat, New England Ghouls rip at their victims with their claws and rip with their wolf like fangs.
  Thus, a ghoul can make up to three attacks each round. If a ghoul strikes with both paws and bites in a
  round, it can hold the victim and rip at him with its teeth. Such attacks succeed automatically and
  inflict 1D4 each round. To break away, the victim must match his STR against the ghoul’s STR.
  
SOURCE: textdata/thevault/Call of Cthulhu/Cthulhu Now/Modern Day Adventures/CoC - Now Adv - Down to New England Town.pdf