TEXT:  
   
  THE MEDICINE SHOW 
   
   
   
  Written by Troy Wilhelmson and Jonathan Meadows 
  Converted to 7th Edition Call of Cthulhu by Jonathan Meadows 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 Miskatonic Repository Logo is used under license. 
   
   
   [The Medicine Show] [© 07/13/2018] [Troy Wilhelmson and Jonathan Meadows] 
   
   
  
  The Medicine Show 
   
   
   2 
   
  TABLE OF CONTENTS 
   
  The Story So Far ........................................................ 3 
  The Investigators ..................................................................... 3 
  San Rafael, TX ......................................................................... 3 
  The Adventure Begins ................................................ 3 
  An Average Morning ............................................................... 3 
  The Show Begins ..................................................................... 4 
  The Presentation ..................................................................... 5 
  Looking for the Glass Man ...................................................... 5 
  Confronting Doctor Albert ...................................................... 5 
  After Sunset ............................................................................. 5 
  The Alton House ...................................................................... 6 
  The Garrett House ................................................................... 6 
  The San Rafael Hotel ............................................................... 6 
  The San Rafael Church of Christ ............................................. 6 
  Blood Soaked Polly ...................................................................7 
  Doctor Collins ...........................................................................7 
  Trouble at the Garrett House ...................................................7 
  What to do Next? ..................................................................... 8 
  The Horror at the Alton House ............................................... 9 
  The San Rafael Hotel (Again) ................................................. 8 
  Mr. Fransworth and the Truth About Dr. Albert ................... 8 
  Leaving Town .......................................................................... 9 
  The Cave Hideout .................................................................... 9 
  Outside the Cave ...................................................................... 9 
  Inside the Cave ........................................................................ 9 
  Little Polly Garrett ..................................................................10 
  A Race Against Time ..............................................................10 
  Back in San Rafael ..................................................................10 
  Conclusion ..............................................................................10 
  Stats ........................................................................ 10 
  Doctor Albert as the Polly Monster .......................................10 
  The Strong Man ...................................................................... 11 
  The Dancing Girls ................................................................... 11 
  The Wild Man ......................................................................... 11 
  The Drawf ............................................................................... 11 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Medicine Show 
   
   
   3 
  SPECIAL NOTE: 
  This scenario originally appeared in the fantastic Devil’s 
  Gulch: Basic Roleplaying Adventures in the Weird 
  West supplement. It was written by Troy Wilhelmson and 
  published by Chaosium. Permission to update this scenario to 
  Call of Cthulhu 7th Edition and move the setting from Devil’s 
  Gulch to San Rafael was sought from and agreed to by Troy 
  Wilhelmson and Chaosium.  
   
  Some names, locations, and events have been altered from the 
  original text to better fit with the San Rafael, TX setting 
  presented in Down Darker Trails: Terrors of the 
  Mythos in the Old West. 
  THE STORY SO FAR 
  Several years ago, Michael Albert arrived in San Rafael, TX to 
  lead the flock of the faithful at The San Rafael Church of Christ. 
  The new preacher was well liked, and the town went out of their 
  way to make him feel at home. Albert was also interested in 
  native and local remedies, and when he wasn’t ministering to his 
  flock, he could often be found talking with natives and searching 
  for local plants and herbs to be used in the concoctions he would 
  distribute to his flock. 
  After a few years, one of his parishioners had a 
  daughter named Polly who was prone to fits and seizures. Many 
  of the townsfolk assumed the girl was possessed and begged 
  Reverend Albert to perform an exorcism on her. At first, Albert 
  attempted to convince his parishioners that Polly was suffering 
  from a natural sickness called epilepsy, but when that failed, he 
  devised a plan to perform a fake exorcism on her and quietly slip 
  her a dose of an elixir he developed. 
  Albert believed that the elixir would cure the girl’s 
  sickness, and it did for a short while. Unfortunately, after just a 
  few short days, the effects of the elixir wore off and Polly’s fits 
  came back worse than ever. Polly’s parents were furious and 
  declared the Reverend to be a charlatan. When he tried to 
  explain that the elixir had made the girl better and that the 
  native people used the same remedy with no problems, he was 
  accused of consorting with the Devil and with savages! It wasn’t 
  long before a mob came for him and, after being tarred and 
  feathered, Albert was driven from San Rafael. 
  Enraged and hungry for revenge, Michael Albert 
  traveled the west searching for a way to make the town pay. He 
  continued to make elixirs, and soon went into the snake oil 
  business. Over a period of three years, Albert assembled an 
  entire traveling medicine show consisting of two beautiful 
  dancing girls, a strong man, a wild-man, and a dwarf. 
  Recently, while in San Francisco, Albert happened 
  across an ancient book of black magic and, after learning its 
  secrets, decided he would finally take his revenge. Not long after 
  that, Doctor Albert’s Astounding Medicine Show was back on 
  the road, and headed straight for the town of San Rafael. 
  THE INVESTIGATORS 
  Investigators in this scenario take on the role of deputies in San 
  Rafael, TX. They are employed by Marshall Ricardo Mateo, and 
  their job is generally to patrol the town and help keep the peace. 
  A typical day for one of Marshall Mateo’s deputies might include 
  breaking up a fight at the Longhorn Saloon or Black Rose 
  Cantina and acting as an arbiter in a dispute amongst local 
  ranchers. 
  Deputies aren’t required to use their weapons often, 
  and discharging a firearm without cause would likely end with 
  their badge being taken. 
   
  SAN RAFAEL, TX     
  You can learn more the town of San Rafael, TX and most of the 
  cast of characters in this scenario by reading the San Rafael 
  chapter of the Call of Cthulhu 7th Edition, Down Darker Trails. A 
  map of San Rafael, TX is available in that book on page 198, and 
  while it is useful to have, it is not required to run this scenario.   
   
  THE BEGINNING 
   
  AN AVERAGE MORNING 
   
  Read or paraphrase the following: 
   
  “It is an average Friday morning in San Rafael, TX, the little 
  town on the American side of the Rio Grande River. Around 
  60% of the population in San Rafael is Hispanic while the rest 
  is mostly white with a few American Indians and African 
  Americans sprinkled in as well. Most of the local businesses are 
  owned by Mexicans, but white Americans are slowly 
  overtaking them in population. 
   
  You are all out at the town square and market. Vendors are 
  everywhere selling produce, small game, tortillas, beans, fish, 
  cornmeal, hats, clothing, and other necessities. You spot several 
  prominent towns folk as you go about your business including 
  Doctor Alan Collins and Jimena Méndez, a local medicine 
  woman. You know that some folk call Jimena a healer while 
  others call bruja or witch.  
   
  The market is a little livelier today than usual due to the recent 
  announcement that Dr. Albert’s Astounding Medicine Show is 
  coming into town tomorrow. When you woke up this morning, 
  posters were plastered everywhere advertising his arrival and 
  promising music, dancing girls, feats of strength, and a real 
  wild-man, but the real attraction is Dr. Albert’s Astounding 
  Restorative Elixir that promises to cure anything from gout to 
  small pox in 17 days or less.” 
  
  The Medicine Show 
   
   
   4 
   
  This is a good time to insert a few scenes of roleplaying. It is 
  important early on to establish a sense of routine and the 
  mundane. After a few minutes, allow everyone to attempt a 
  Listen roll with one bonus die. If an investigator is successful, 
  roll a D4 and consult the rumors chart below to determine what 
  they overhear.  
   
   
   
  The rest of the day passes quietly and Investigators should be 
  allowed to announce how they spend the day. 
   
  STRANGERS IN TOWN 
  The next morning, Investigators hear excited voices coming 
  from the center of town, and anyone venturing outside notices a 
  crowd beginning to gather around a vacant lot near the Black 
  Rose Cantina. If the characters mosey on down to the lot, they 
  find a large black horse hitched to a wagon with a sign on it that 
  reads “Dr. Albert’s Astounding Medicine Show!” Hammered 
  into the ground next to the wagon is a post with a sign reading 
  “The show will begin at 3 pm.” There is no one around the wagon 
  and no noise can be heard from within. There are doors in the 
  front and back, but both have large padlocks. A successful 
  Tracking roll shows that there are no wagon tracks leading into 
  the lot and that it looks as if the wagon just appeared on the spot. 
  A Hard success on the Tracking roll confirms the complete 
  absence of tracks.  
  Excitement builds through the day, and around noon, 
  old Judd Luckey can be spotted carrying a crowbar and heading 
  towards the wagon. A successful Psychology roll reveals that 
  Luckey is extremely drunk. Felipe Valenzuela, a fellow deputy, 
  cuts Luckey off before he can reach the wagon. Anyone standing 
  close by, or making a Listen roll can hear Judd say the 
  following: 
   
  “I ain’t feeling right! I jus’ want some of that medicine to make 
  the pain go away! Why should we haveta wait any longer? 
  Can’t Doc Albert see we’re ready to hand over our greenbacks?” 
   
  If the investigators get involved, a successful Persuade roll will 
  calm Judd down enough to hand over his crowbar and head into 
  the Black Rose Cantina for a drink. Otherwise, Felipe will 
  attempt to calm Luckey down on his own (40% chance). If he 
  fails, Judd will take a swing at him with the crow bar.  
   
  After the incident, the crowd disperses for a bit, but thirty 
  minutes before the show begins, it forms again thicker than 
  before. 
   
  Judd Luckey 
   
  STR 70 
  CON 70 
  SIZ 65 
  DEX 65 
  INT 45  
  APP 50 
  POW 50 
  EDU 40 
  HP 13 
  DB: +2D6 
   
   
  Attacks per round: 1 
  Crow Bar  
  35% (17/7), damage 1D6+DB 
  Brawl 
   
  35% (17/7), damage 1D3  
    
  Armor: none. 
  Skills: Fighting (Brawl) 35%, Dodge: 32%, Listen: 30%, Spot 
  Hidden: 45%, Sleight of Hand: 40% 
   
  THE SHOW BEGINS 
  At exactly 3 PM the side of the wagon falls open with a sudden 
  THUD and a puff of smoke. Standing there is a magnificently 
  dressed man in a black coat and top hat, a dwarf with a huge 
  mustache, and two exotic looking dancing girls. 
  The music begins and the traveling medicine show 
  launches into a rendition of A Wise Old Owl. The crowd begins 
  to sing along and the excitement is palpable. 
   
  “A wise old owl lived in an oak, 
  The more he saw, the less he spoke 
  The less he spoke, the more he heard, 
  Now, wasn’t he a wise old bird” 
   
  As the song comes to an end, Doctor Albert begins to shout: 
   
  “Thank you one and all, and a glorious good afternoon to you, 
  good people of San Rafael! Why it’s so nice here, I’d have 
  thought I’d died and gone to heaven! Hallelujah! My name is 
  Doctor Gabriel Michael Albert, and I have come to heal all 
  wounds! And in the process, we hope to entertain you for a bit, 
  maybe bring a smile to that sour face over there. 
  1 D4
  Rumor
  1
  You ov erhear Mrs. Allie Garrett say  that 
  she plans to buy  a crate of the elixir for her 
  daughter who is prone to fits.
  2
  You hear Victorio Diaz, the tall, thin, green-
  ey ed owner of the Diaz Funderal Home 
  comment that he senses a bad energy  in the 
  air. 
  3
  You hear Bill Foster, the owner of Bill's 
  Barbershop telling the owner of Peel's 
  Hardware that he plans to be in the fron 
  row tomorrow and v olunteer for any  of the 
  doctor's tasks.
  4
  You hear the Dalton Boy d (ages 9 and 7 ) 
  say  they  are going to try  to sneak a peek 
  inside the medicine wagon during the show 
  and see what kind of strange things are in 
  there. 
  
  The Medicine Show 
   
   
   5 
  Yes sir, I’m here to tell you about the most miraculous thing to 
  ever be sold to the masses. I can only be talking about Doctor 
  Albert’s Astounding Restorative Elixir! The tonic that cures 
  bunions, boils, burping, back pain, corns, creaks, croaks and 
  diphtheria. Not only that but it sure does a number on gout, 
  vapors, fits, shakes, rheumatism, flat feet, headaches, 
  heartaches, hot flashes, and goiters of all shapes. Now before 
  we talk anymore about this amazing elixir I’d like to give you 
  some bad news. It seems that Little John, our strong man, 
  pulled a muscle while setting this here wagon in place and 
  won’t be able to join us. But don’t you worry, he’s on a strict 
  prescription of Doctor Albert’s Astounding Restorative Elixir 
  and should be up and running in no time! So, without further 
  ado, let’s start the show!” 
   
   
  THE PRESENTATION 
  The music begins to play again and the dancing girls come out. 
  Investigators should make a Hard POW roll. Anyone who 
  succeeds gets a strange feeling in their head, while those that fail 
  just want to buy a bottle of tonic. Investigators should also be 
  allowed to attempt a Hard History roll, with a success giving 
  them the vague feeling that they know the man on stage from 
  somewhere. If Albert is later confronted by Investigators about 
  looking familiar, he insists that he has traveled all around Texas 
  and California, and that other people have suggested that he has 
  a familiar face from time to time. A Hard Psychology check 
  reveals that he is hiding something.   
  As the show progresses, everyone is treated to more 
  music, a singing and dancing dwarf, and the Wild-man! Albert 
  comes out after every act to make his pitch. Several of the town 
  folk are brought up on stage and allowed to sample the tonic, 
  and all of them state that they feel amazing after. During one of 
  the pitches, call for a Spot Hidden roll, and with a success, 
  investigators spot an odd form moving between two buildings. 
  If pressed to describe it further, it looks is as if a man made of 
  glass is walking in the darkness. 
  Finally, the show ends and Doctor Albert begins to sell 
  his elixir. folks rush to the front to get a bottle but Albert 
  announces joyfully that he has plenty in stock, and that everyone 
  who wants to buy a bottle will be able to. IT takes several hours 
  for everyone to make it through the line and buy a bottle.  
   
  LOOKING FOR THE GLASS MAN 
  If the Investigators decide to check out the alley where they saw 
  the glass man, a successful Spot Hidden roll will reveal 
  footprint belonging to a rather large man which can easily be 
  followed.  
  The footprints lead to the back door of the Alton house (a 
  residential home off the main street) where Investigators will 
  find a strange mark on the corner of the house written in grease 
  pencil. With a successful Occult roll, the symbol is recognized 
  as the alchemical symbol for mercury. If the characters try to 
  find any more symbols drawn on various homes, a successful 
  Luck roll will reveal two more: one on the Garrett house and the 
  other on the San Rafael Hotel. 
   
  CONFRONTING DR. ALBERT 
  If investigators confront Dr. Albert about seeing the glass man, 
  or about the symbols on the buildings, he will deny any 
  knowledge or connection. A successful Psychology roll will 
  confirm any suspicion that Albert is not telling the whole truth. 
  If he is further pressed about the matter, one of the dancing girls 
  will come to his side, look deeply into the eyes of the characters, 
  and attempt to cast another Control spell (Hard POW to resist) 
  to cause the PCs to lose interest and go about their business. If 
  the spell does not work, Dr. Albert will go on packing up the 
  wagon and ignoring the PCs. If the PCs push him, he will send 
  someone for Ricardo Mateo and ask him to deal with his 
  deputies.  
   
  AFTER SUNSET 
  After the medicine wagon leaves town, the citizens of San Rafael 
  are in high spirits. People are drinking and laughing and talking 
  about the show and the wonders of Dr. Albert’s tonic. 
  The Investigators may wish to speak with the townsfolk 
  and find out if anyone else recognized Dr. Albert. If so, they learn 
  that others recognized him as well but most seem unable to place 
  where they know him from. With a successful Charm roll, a few 
  people might recall overhearing Bill Foster say that he 
  recognized Albert over at the Black Rose Cantina. If 
  Investigators follow up on this, Bill claims to have a hazy 
  memory of Albert singing Amazing Grace in a church. He 
  doesn’t know why, but that’s all he can come up with.  
  If investigators fail to follow up on leads, call for a 
  Listen check and allow them to overhear folks (or Bill himself 
  if Investigators are at the Black Rose Cantina) talking about 
  recognizing Doctor Albert from somewhere. 
  Investigators may also want to talk to with the 
  residents of the Alton and Garrett homes, and Charles 
  Farnsworth at the San Rafael Hotel. 
   
   
   
   
  
  The Medicine Show 
   
   
   6 
  THE ALTON HOUSE 
  As the investigators approach the Alton house, they spot Lester 
  and Julia Alton sitting on the front porch enjoying the weather. 
  The pair seems very happy and, if asked if they bought any of the 
  tonic, they reply that they did and that since drinking it, they 
  already feel in tiptop shape. If asked what was wrong before, 
  Julia will say that she just felt worn down and Lester will talk of 
  joint pain.  
  If the Altons are asked if they recognized Albert, Lester 
  replies, “Now that I think about it, yeah. But the image is all 
  hazy. All I can remember is a pump organ and feathers.” If 
  pressed further, he can remember nothing else, but a successful 
  Hard Idea roll reveals that the San Rafael Church of Christ 
  contains a pump organ.  
  Before the Investigators leave, Julia asks if they heard 
  what the elixir did for the Garrett girl and explains that since 
  Polly tried it, she hasn’t had a single fit. She says that Polly has 
  even been outside playing like a normal child, something that 
  seemed inconceivable just the day before.  
   
  THE GARRETT HOUSE 
  The Garrett House is a small one-story Spanish Colonial style 
  house painted dull yellow. It has a flat roof with a low pitch and 
  thick brick walls coated with fine plaster. It should immediately 
  be obvious that the Garrett’s are one of the wealthier families in 
  town. The house has two entrances, but the back entrance is 
  inaccessible without first climbing over a tall wooden fence. 
  If Investigators knock on the door, it will be answered 
  by Mrs. Allie Garret, who greets them enthusiastically. She is 
  then joined at the door by Mr. Kirk Garret, her husband. The two 
  of them invite the characters inside for coffee, or even a drink of 
  whiskey. They seem very happy, and proclaim it to be a day of 
  celebration because little Polly is as fit as a fiddle. If asked, they 
  say that their daughter generally falls to the ground in fits 
  several times a day. However, nothing of the sort has happened 
  since she drank some of Dr. Albert’s elixir.  
  If the Garretts are asked if they have ever seen Dr. 
  Albert before, Kirk will say, “You know, as I watched the 
  medicine show, that was gnawing at the back of my brain. I could 
  have sworn I had seen the Doc before, but the only thing I could 
  envision was Albert reciting the Lord’s Prayer. In fact, during the 
  show as he was talking about the wonders of the elixir, he 
  proclaimed, ‘Halleluiah’ and I could have sworn I’d heard him 
  say that before. Either way, his medicine works and we couldn’t 
  be happier.” That is all they know, but before the Investigators 
  leave, the Garretts show them Polly and her little brother 
  Matthew playing in the back yard. 
   
   
   
  THE SAN RAFAEL HOTEL 
  The San Rafael Hotel is one of the largest buildings in San Rafael 
  and it is freshly painted white and blue. A large sign hangs over 
  the boardwalk in front and the windows on the front of the 
  building all feature colored and leaded glass. The interior of the 
  building features a hotel, restaurant, and saloon. Prices are high, 
  but the clientele is a step above most of the other establishments 
  in town. 
  Mr. Charles Farnsworth owns the establishment and 
  can usually be found behind the front desk. Farnsworth is the 
  heir of a wealthy noble family in England and speaks with a thick 
  English accent. A strange pin can be spotted pinned to his suit, 
  and a successful Hard History roll reveals that the pin 
  identifies Farnsworth as a former Captain in the English Royal 
  Navy. Anyone asking Farnsworth how he ended up in San Rafael 
  must make a successful Charm roll, and with a success, he 
  explains that he traveled to the American West to bring 
  civilization to an uncivilized land. He says that he established 
  The San Rafael Hotel to be a true gem amid the dusty plains. 
  Farnsworth abhors the thugs and dregs scattered about town, 
  and rarely allows them inside his hotel.  
  Farnsworth is easily distracted, and a successful Spot 
  Hidden roll reveals a beautiful girl dancing on a stage in the 
  saloon to be the source of the distraction. If asked about this, 
  Farnsworth admits he is in love with girl, who he calls “Beauty,” 
  and says that he hopes to marry her someday.  
  A successful Spot Hidden roll reveals an empty bottle 
  of Dr. Albert’s elixir on the counter, and another full bottle just 
  behind the bar. If asked about it, Farnsworth comments that it 
  is the best medicine he has ever had and says that it really helps 
  his aching back.  
  If Farnsworth is asked whether he recalls ever seeing 
  Dr. Albert before he arrived in town earlier today, he responds 
  saying, “Yeah, you know, it’s strange…he reminded me of a 
  preacher I knew at the San Rafael Church of Christ…I can’t quite 
  recall what happened to the man; I think he just left town one 
  day. It was just…the way Dr. Albert spoke, you know….I bet 
  Reverend Anderson had the same feeling, he knew that old 
  preacher man too and after he left, Anderson took his place.” 
   
   
  THE SAN RAFAEL CHURCH OF CHRIST 
  The San Rafael Church of Christ is a large three-story building 
  on the northeast edge of town. By the time Investigators arrive, 
  it’s likely to be closed for the night. Entering by honest means 
  will require visiting the preacher, Reverend Joshua Anderson at 
  his nearby home and asking him to unlock the church. If 
  Investigators go this route and ask Reverend Anderson about 
  Doctor Albert, he seems to have had an odd feeling that he knew 
  the man, but can’t remember much more.   
  
  The Medicine Show 
   
   
   7 
  Investigators wishing to enter the church by other 
  means can attempt to make a successful Locksmith roll or they 
  simply break the door down. Inside there really isn’t much to 
  see; just a church filled with pews, a potbelly stove, a pump 
  organ, and a small stage with a pulpit. A set of stairs lead up to a 
  second and third floor that is mostly used for storage. With a 
  successful Spot Hidden roll, Investigators can find the church 
  Bible in the dark at the pulpit. A successful Idea roll will remind 
  them that important church events are often recorded in the 
  back of these books. With an hour of reading, the PCs can find a 
  relevant entry:  
   
  “May 24th, 1864  
   
  The town has acted. Reverend Albert has been run out of town. 
  It was Lester’s idea to tar and feather him. Many wanted to kill 
  him for what he did to Polly, but we concluded it would bring 
  bad luck on our town to kill the preacher. His last words were 
  “I have done nothing wrong! You will pay for this blasphemy! 
  Curse you all! I will get my revenge on all of you!”  
   
  He’s gone now and maybe Polly’s fits will stop. 
   
  C. Farnsworth  
   
  Deacon” 
   
   
  BLOOD SOAKED POLLY 
  As Investigators head home for the night, call for a Spot Hidden 
  Roll, and with a success, the silhouette of a young girl shuffling 
  slowly down the center of the road can be seen. As the girl moves 
  closer, it becomes obvious that she is Polly Garrett, and she is 
  wearing a white night gown covered with blood. If Investigators 
  run up and ask Polly what happened, she stares at them with 
  glassy eyes. A successful Psychology roll snaps her out of the 
  trance just long enough to say, “There is something wrong at my 
  house!” After that, she just stares off into the distance. 
  At this point, Investigators need to decide what they 
  want to do with Polly, and they’ll also likely want to check out 
  the Garrett house. If they seem unsure of what to do, call for an 
  Idea roll. A success indicates that they should take her to Doctor 
  Alan Collins. 
  If investigators fail to spot Polly, late at night, Doctor 
  Collins knocks on the door of one of the Investigators’ homes 
  and explains that he was outside smoking a cigar when he 
  noticed Polly Garrett soaked in blood. He will say that Polly 
  keeps rambling on about something bad happening at her house 
  and he asks the Investigator to check it out.  
   
   
   
   
  Playtest Note 
   
  In my playtests of this scenario, Investigators usually decided 
  to split the party with half of them investigating the Garrett 
  house and the other half taking Polly to see Doctor Collins. One 
  group of Investigators were suspicious of Doctor Collins and 
  decided to take Polly to see Jimena Méndez (see Down Darker 
  Trails page 197) instead. This did not significantly change any 
  events described herein. Should this happen to you, simply 
  change how you describe the scene (Jimena lives alone in an 
  old shack on the northwest edge of town) and replace Doctor 
  Collins with Jimena.     
   
  DOCTOR COLLINS 
  If the investigators decide to take Polly to Doctor Collins, he 
  pulls himself out of bed and immediately takes Polly into his 
  office and starts examining her. Collins asks investigators what 
  happened, and how they found her. As he looks her over, 
  Investigators can attempt a Spot Hidden roll; with a regular 
  success, they notice that Polly’s tongue is a greenish-black color, 
  but with a Hard success, they notice bruising on her fingertips 
  and gums. 
  Doctor Collins will say (and a successful Medicine roll 
  will confirm) that Polly is unharmed and has no visible injuries. 
  If Investigators wish to speak with Polly, they need to make a 
  successful Hard Persuade or Charm roll; with a success, Polly 
  says only that she only remembers saying prayers with her 
  mommy, having two big spoonfuls of her medicine, and going to 
  sleep. She says that when she woke up, she was in her bed, and 
  outside her room there was blood everywhere. After that her 
  eyes glaze over, and she doesn’t talk anymore.  
  Regardless of whether Investigators convince Polly to 
  talk, Collins suggests that they get over to the Garrett house and 
  find Allie and Kirk Garrett while he continues to examine Polly. 
   
  TROUBLE AT THE GARRETT HOUSE 
  As the Investigators approach the house, they can see that the 
  door is wide open and most of the shutters are shattered. With a 
  successful combined Spot Hidden and Idea roll, they notice 
  that the wood is on the ground outside, suggesting that the 
  shutters were broken from inside the house. 
  The inside of the house is a scene out of a nightmare. 
  Gore covers the floor, walls, and ceiling, as if someone sprayed 
  blood and meat everywhere. This horrible scene will force all 
  who witness it to make a Sanity roll (1/1D4+1). There are no 
  remains large enough to positively identify. With a successful 
  Spot Hidden roll, Investigators notice a large, clawed 
  handprint, four feet above the floor. A successful Idea roll 
  indicates that the owner of the hand was probably hunched over 
  or short. Looking through the rest of the house, only Polly’s bed 
  is untouched and free of gore. There is a bottle of Dr. Albert’s 
  Elixir on Polly’s nightstand. 
  
  The Medicine Show 
   
   
   8 
  If the characters search the back of the house, with a 
  successful Spot Hidden roll, they can find footprints like those 
  of a small bear with large claws near the back door. A successful 
  Tracking roll (with one Bonus die) can be used to follow the 
  tracks toward the center of town, to the back door of the Alton 
  house. 
   
  WHAT TO DO NEXT?  
  At this point, Investigators have several options: If they haven’t 
  already, they can go back to speak with Polly about what 
  happened at the house, they can follow the tracks, or they can 
  speak with Lester Alton or Mr. Charles Farnsworth and see if the 
  elixir had any effect on them. If they seem unsure of what to do, 
  or haven’t uncovered enough clues to know how to proceed, have 
  Marshall Ricardo Mateo or Deputy Felipe Valenzuela stumble 
  upon the horror at the Alton House after hearing a disturbance 
  and contact the Investigators with what they found.  
   
  THE HORROR AT THE ALTON HOUSE 
  The tracks lead to the back door of the Alton house but they can 
  be seen to also leave and head off towards the San Rafael Hotel 
  (just a few buildings down).  
  Inside the house, everything initially seems fine, but it 
  is strangely quiet. With a successful Listen roll, a distinct 
  buzzing noise coming from what is probably the Alton bedroom. 
  The door to the bedroom is unlocked; when it is opened the 
  characters are faced with another gory scene that will require a 
  Sanity roll (0/1D4+1). The mangled corpses of the Altons lie in 
  their bed as if sleeping, their faces torn from their heads and 
  thrown against the walls. Flies fill the air and maggots crawl in 
  the cooling flesh. 
  A Spot Hidden roll reveals a bloody handprint on the 
  wall. It is small, and there are obvious claws on the ends of the 
  fingers. Searching the house reveals nothing else of interest 
  except for a half-full bottle of Dr. Albert’s Wondrous Elixir. 
   
  THE SAN RAFAEL HOTEL 
  The San Rafael Hotel has been torn apart. Broken bottles and 
  bits of furniture are scattered everywhere, but there doesn’t 
  seem to be any blood. Searching the hotel reveals that the few 
  guests at the hotel are scared, but otherwise okay. They all claim 
  to have heard a loud disturbance downstairs but claim that when 
  they tried to leave their rooms to check it out, the doors to their 
  rooms seemed to be stuck and wouldn’t open. 
  A Spot Hidden roll in the hotel lobby reveals one of the wooden 
  shutters is open and has a bloody handprint on it that looks 
  human. Outside the window, a set of bloody tracks can be 
  spotted that lead off towards an old warehouse. 
   
  MR. FARNSWORTH AND THE TRUTH 
  ABOUT DOCTOR ALBERT 
  The bloody tracks outside The San Rafael Hotel lead to an old 
  warehouse with bloody fingerprints on the door. Anyone 
  opening the door hears the shaking voice of Mr. Farnsworth call 
  out, “If you’ve come to kill me, just get it over with quick!” 
  Farnsworth is injured badly, but is otherwise stable. He 
  is pale and it should be immediately clear that he has lost a lot 
  of blood. If Farnsworth is asked about what happened at the 
  Hotel, he responds:  
   
  “I was sitting behind my desk, just thinking about Beauty and 
  thanking the good lord for bringing Dr. Albert to San Rafael. I 
  think I must have dozed off, even, but something startled me 
  and when I opened my eyes, I saw this horrible creature that 
  looked like a blasphemous mix of human and bear burst in 
  through the front door! The creature it…looked sort of like little 
  Polly Garrett, but she had the devil in her eyes! I heard the 
  creature speak. It had the voice of Dr. Albert, and he was saying 
  that he was back to fulfill the curse that he put on this miserable 
  town. That was when I finally remembered…Doctor Albert was 
  Reverend Albert from The San Rafael Church of Christ. We ran 
  him out of town a few years ago for causing Polly’s fits. Oh, we 
  hurt that man. We beat him, tarred and feathered him, and 
  made him suffer all kinds of humiliations. Even after he was 
  gone, Polly still had them fits though. It wasn’t his fault at all! 
  He wants revenge on this whole damn town! You have to stop 
  him before it’s too late, otherwise the streets will be filled with 
  blood.” 
    
  If Farnsworth is asked what Albert did to Polly, he claims that 
  he tried to perform an exorcism on the girl, and it worked for a 
  while, but then the fits came back worse than ever. He says that 
  the town folk accused Albert of being an agent of the devil. If 
  asked why nobody seems to remember this, Farnsworth says 
  that when he heard the voice of Albert coming out of the 
  monster, it was as if a veil was pulled back from his eyes. He goes 
  on to say, “I remember now seeing Reverend Albert on one other 
  occasion after we ran him off. I was awake early one morning 
  last week, drinking coffee on the balcony of my room at the 
  Hotel. I looked up the street and I saw Albert holding open an 
  old book and reading aloud some strange words. He looked up 
  at me and stared right into my eyes with this terrible anger. After 
  that, it was as if he was erased from my mind.” 
   
  Farnsworth begs the Investigators to track Albert 
  down, adding that the tracks left by his wagon can probably be 
  followed back to his camp. He insinuates that, whatever is wrong 
  with Polly, Albert is likely the only person that can put her back 
  to normal. 
   
   
  
  The Medicine Show 
   
   
   9 
  LEAVING TOWN 
  By this point, the Investigators likely to want to track Albert 
  down and get to the bottom of what’s going on. If so, they need 
  to get their horses ready and head out of town in the direction 
  the wagon went. A successful Idea roll will allow reveal the 
  general direction the medicine wagon went and a successful 
  Track roll is needed to pick up and follow the trail. As the 
  Investigators ride, they can attempt to make a Spot Hidden 
  roll and f successful, they notice a small doll by the side of the 
  road. If examined, Investigators see the letters “P.G.” 
  embroidered into the doll’s dress. 
  Several miles and six hours pass by. Eventually the 
  wagon tracks veer off the main road and head into the badlands 
  toward a low rise. With a successful Listen roll, Investigators 
  can hear people talking on the other side of the ridge. If the 
  players wish to sneak up on the speakers, they will need to 
  dismount and make a successful Stealth roll.   
   
  THE CAVE HIDEOUT 
  On the other side of the rise, Investigators see the medicine 
  wagon parked in front of a cave. A campfire burning, and the 
  Wildman from the show is cooking stew over it. All 
  around the camp the performers are busy. The dancing 
  girls are washing clothes, the dwarf is counting the money and 
  applying labels to the bottles of elixir, and the strong man is 
  repairing the wagon and making sure the wheels are greased. 
  There is no sign of Dr. Albert. After a few, minutes the wild-man 
  ladles some of the stew into a bowl and hands it to one of the 
  dancing girls. With a successful Listen roll, he can be heard to 
  say, “Take this to our guest, and make sure she eats all of it.” and 
  the dancing girl can be seen walking into the cave. 
  If Investigators keep watch long enough, they see the 
  dwarf and the other dancing girl go into the cave (presumably to 
  sleep), while the strong man and the wild-man sit at the fire 
  outside, each with a Winchester rifle within reach. 
   
  OUTSIDE THE CAVE 
  The wild-man and the strong man are sitting at the fire, drinking 
  coffee, and acting as sentries. If the characters want to sneak 
  past or try to get the drop on them, they can attempt a Stealth 
  roll contested by the sentries Listen skill. If Investigators are 
  successful, the two guards will not notice them moving, but if the 
  sentries hear them, the two men will grab their rifles and 
  demand that the Investigators show themselves. They will fight 
  to the death if they need to. If the two men are searched, a set of 
  keys can be found in the satchel of the wild-man (these will 
  unlock Polly’s shackles in the cave). 
   
   
   
  INSIDE THE CAVE 
  Inside the cave, several bedrolls are laid out. Crates of supplies 
  are laid out along the right wall and a large alchemy lab hugs the 
  wall on the left. Unless awakened by gunfire, the dancing girls 
  and the dwarf are sleeping here. If they have been awoken by 
  gunfire, each of them will have imbibed an Elixir of Camouflage, 
  causing all attacks against them to be made with one penalty die. 
  If anyone rolls a fumble on an attack near the lab table, 
  they will break a random beaker, sending strange vapors into the 
  air. Anyone within 10 feet of the table must make a Hard POW 
  roll or be affected randomly from the chart below (roll 1D6). The 
  effects will last for 1D20 minutes. 
   
   
   
  After the fight is over, the Investigators can search the area. With 
  a successful Spot Hidden roll, they discover the journal of Dr. 
  Albert on the laboratory table. The last entry in the journal 
  reads: 
   
  “I have perfected my plan and managed to create an elixir that 
  will allow me to take on the form of another. This is unlike 
  anything I have ever done before; a combination of Alchemy 
  and Black Magic. This concoction will allow me to take on the 
  form of an innocent and yet be able to produce the necessary 
  features to bring terror down upon the town that inflicted such 
  humiliation upon me.  I will get my revenge, and what better 
  way than to become the very child I originally tried to help. I 
  will have two nights before it really sets in. As with the earlier 
  experiments, on the second night the real show will begin, when 
  the effects double in scale and I become a living nightmare!” 
   
  Also on the table is a large ancient book. A successful Hard 
  Language (Latin) roll enables Investigators to read a few 
  pages, enough to figure out that this is a medieval occult text that 
  holds several black magic rituals, including one to veil a memory 
  from an entire city or town. 
   
   
  Roll 
  Effect
  1
  The v apors burn y our ey es, causing blindness.
  2
  The v apors turn y our skin bright red.
  3
  The v apors cause y our skin to glow brightly  
  granting enemies one Bonue die on all attacks
  4
  The v apors cause y ou to start coughing 
  v iolently . One penalty  die is imposed on all 
  skill rolls. 
  5
  The v apors heighten y our reactions. You 
  receiv e one Bonus die on all rolls. 
  6
  The v apors hav e no effect.
  
  The Medicine Show 
   
   
   10 
  LITTLE POLLY GARRETT 
  A young girl in a tattered gingham dress is chained to the wall of 
  the cave. On closer inspection, she can be recognized as Polly 
  Garrett! If Investigators don’t immediately pick up on it, a 
  successful Idea roll will confirm that this can only mean that the 
  little girl in town is an imposter. A successful Lock picking roll 
  is required to open the lock on the shackles unless the key was 
  acquired from the wild-man. 
   
  A RACE AGAINST TIME 
  The Investigators need to get back to San Rafael as soon as 
  possible to stop the monster that Dr. Albert will become, 
  however, it is at least a six-hour ride back into town and they 
  also likely tired and sleep deprived. Past this point, one penalty 
  die should be imposed on all rolls unless a stimulant (like 
  caffeine) is taken or they are able to get at least a few hours of 
  rest.  
  The 
  excitement 
  and 
  tension 
  should 
  build 
  as 
  Investigators ride back to town at breakneck speed. Call for a few 
  random Ride rolls just to heighten the tension. If any of the rolls 
  fumble, perhaps the horse rears up because of a snake, or it 
  stumbles and breaks its leg. Try not to make the event overly 
  long; these are simply plot devices to add tension to an already 
  tense situation. 
   
  Playtest Note 
   
   In one of my playtests, the clever Investigators at my table 
  decided to hitch a couple of their horses to the Medicine Show 
  wagon and use the wagon on their return trip to San Rafael so 
  that they could get some sleep on the way back.   
   
  BACK IN SAN RAFAEL 
  As the Investigators arrive back in town, they realize the streets 
  are empty. The entire town looks like a ghost town with one 
  exception – The San Rafael Church of Christ has a light shining 
  from within it. 
  Anyone approaching the church spots Polly Garrett 
  coming from around the other side of building. She is once again 
  covered in blood, and if asked about where the rest of the 
  townsfolk are, she will smile and reply that they, “are all inside 
  the church.” A successful Spot Hidden roll reveals that the 
  church doors are chained shut from the outside and that most of 
  the townsfolk are trapped by Dr. Albert. 
  If Investigators confront Poly as Doctor Albert, she simply 
  smiles and replies, “You’re too late. The sun has gone down.” 
  Polly/Albert begins to convulse as she triples in size. Her fingers 
  transform into talons and her teeth become monstrous fangs.  
  Massive boils cover her skin and pip open with a revolting spray 
  of pus only to reveal eyes beneath them. Anyone witnessing this 
  needs to make a Sanity roll (1D4/1D10). 
  Once the transformation is complete, the Polly 
  Monster will attack! If the creature feels that it is going to be 
  destroyed, it will leap through a window on the second floor of 
  the church and attempt to kill as many of the trapped townsfolk 
  as possible. 
   
  CONCLUSION 
  Once the creature is destroyed, it reverts into its original form, 
  Dr. Albert. The townsfolk all begin to remember what happened 
  with Polly and the old Reverend Albert. A great remorse falls 
  over the town as funerals are prepared for the Garretts, the 
  Altons, and anyone else who died. In the end, there is a sense 
  that revenge is not always the best answer. 
   
   
  STATS 
   
  Doctor Albert as the Polly-Monster 
   
  STR 105 
  CON 65 
  SIZ 105 
  DEX 55 
  INT 85  
  APP 15 
  POW 70 
  EDU 70 
  HP 17 
  DB: +2D6 Build: 2 
   
   
  Attacks per round: 4 
  Bite 
   
  25% (12/5), 1D10+DB 
  Claw 
   
  40% (20/8), 1D6+DB 
  Tentacle 
   
  40% (20/8), damage 1D3+DB 
   
  Armor: 3-point tough skin 
  Skills: Fast Talk: 80%, Animal Handling: 25%, Dodge: 60%, 
  Fighting (Brawl) 40%, Spot Hidden 50% 
   
  The Polly-Monster can attack up to four different targets 
  simultaneously with its tentacles, its claws, and its bite. The first 
  tentacle successfully striking a target will hold onto it, and when 
  a second connects, the two constrict the target until the target 
  can escape or cut free (each tentacle has 4 HP). Each tentacle 
  remaining around a target will do normal damage each combat 
  round. To escape from a tentacle, a player must make a 
  successful contested maneuver using Fighting (brawl). 
  Attacks made against the monster while being held by a tentacle 
  must be made with one Penalty die.  
   
   
   
   
   
   
  
  The Medicine Show 
   
   
   11 
  The Strong Man 
   
  STR 95 
  CON 65 
  SIZ 85 
  DEX 60 
  INT 45  
  APP 80 
  POW 50 
  EDU 35 
  HP 15 
  DB: +1D6 Build: 1 
   
   
  Attacks per round: 1 
  Winchester Rifle 
  40% (20/8), 2D6+4 
  Bayonet 
   
  35% (17/7), 1D8+DB 
  Brawl 
   
  40% (20/8), damage 1D3+DB 
   
  Armor: None 
  Skills: Animal Handling: 25%, Dodge: 40%, Fighting (Brawl) 
  35%, Firearms (Rifle): 40%, Listen: 25%, Ride: 40%, Sleight of 
  Hand: 30%, Spot Hidden 35%, Throw: 25%, Track: 15% 
   
  The Dancing Girls (2) 
   
  STR 60 
  CON 55 
  SIZ 55 
  DEX 70 
  INT 60  
  APP 80 
  POW 80 
  EDU 40 
  HP 11 
  DB: +0 
  Build: 0 
   
   
  Attacks per round: 1 
  Knife 
   
  25% (12/5), 1D3+1+DB 
  Brawl 
   
  40% (20/8), damage 1D3+DB 
   
  Armor: None 
  Skills: Animal Handling: 40%, Dodge: 50%, Fighting (Brawl) 
  25%, Listen: 40%, Ride: 40%, Sleight of Hand: 50%, Spot 
  Hidden: 45% 
   
  Magic Spells 
  Control: 75%  
  Dancing girls can take control of any single character but using 
  a control spell and spending their turn acting through their 
  target. The spell ends if the dancing girl is incapacitated. 
   
  The Wild Man 
   
  STR 65 
  CON 65 
  SIZ 60 
  DEX 75 
  INT 60  
  APP 35 
  POW 50 
  EDU 20 
  HP 13 
  DB: +1D4 Build: 0 
   
   
  Attacks per round: 1 
  Winchester Rifle 
  40% (20/8), 2D6+4 
  Bayonet 
   
  35% (17/7), 1D8+DB 
  Brawl 
   
  40% (20/8), damage 1D3+DB 
   
  Armor: None 
  Skills: Animal Handling: 60%, Dodge: 50%, Fighting (Brawl): 
  40%, Firearms (Rifle): 40%, Listen: 55%, Ride: 60%, Spot 
  Hidden 60%, Throw: 50%, Track: 60% 
  The Dwarf 
   
  STR 80 
  CON 65 
  SIZ 35 
  DEX 70 
  INT 55  
  APP 60 
  POW 40 
  EDU 60 
  HP 10 
  DB: +0 
  Build: 0 
   
   
  Attacks per round: 1 
  Derringer  
  45% (22/9), 1D6 
  Brawl 
   
  35% (17/7), damage 1D3+DB 
   
  Armor: None 
  Skills: Dodge: 50%, Fighting (Brawl): 45%, Firearms (Pistol): 
  45%, Listen: 55%, Spot Hidden: 40% 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Adventures/CoC 7e - Old West - Adv - The Medicine Show (Miskatonic Repository).pdf