TEXT: Call of Cthulhu Roleplaying in 1920s’ Scotland
  by Stuart Boon
  
  -Credits-
  Author: Stuart Boon
  Cover Art: Jon Hodgson
  Interior Art: Nicole Cardiff, Kim Feigenbaum, Nate Furman, Andy Hepworth, Jon Hodgson, 
  Pat Loboyko, Eric Lofgren, Rich Longmore, Scott Neil, Jan Pospisil, Graeme Neil Reid
  Maps: Aaron Acevedo, Jon Hodgson
  Editing: Sarah Newton and Janice Sellers
  Art Direction: Jon Hodgson
  Proofreading: Jenni Hill and Sarah Newton
  Peer Review: Steve Ironside, Stephen Thomson, Jon Hodgson, 
  Dominic McDowall-Thomas, and Sarah Newton
  Graphic Design & Layout: Paul Bourne
  Managing Developer: Sarah Newton
  Director of RPG Development, Production 
  & the Creative Studio: Dominic McDowall-Thomas
  Publishers: Angus Abranson and Dominic McDowall-Thomas
  Special thanks to Gordon McKerrell & Peter McNamara
  This book is dedicated to my wife Michele whose faith in me has made this project possible.
   
  Published by Cubicle 7 Entertainment Ltd
  Riverside House, Osney Mead, Oxford OX2 0ES, UK Reg. no 6036414
   
  Call of Cthulhu is the Registered Trademark of Chaosium Inc., and is used with their permission.
  http://www.chaosium.com
  This book, including all art, concepts, characters, text, and intellectual properties 
  (besides those belonging to Chaosium and used under license) 
  © 2011 Cubicle 7 Entertainment Ltd.
  Any unauthorised use of copyrighted material is illegal.
  Any trademarked names are used in a historical or ﬁctional manner; no infringement is intended.
  Find out more about Cthulhu Britannica: Shadows Over Scotland
  And our other games at www.cubicle7.co.uk
  Printed in the USA
  2
  
  -Contents-
  3
  An Introduction to 1920s Scotland 
  5
  Scotland in the 1920s 
  7
  A Keeper’s History of Scotland 
  13
  A Mythos Timeline 
  22
  Notable Figures of 1920s Scotland 
  27
  The Lowlands 
  29
  Geography 
  30
  Culture and People 
  32
  Flora and Fauna 
  33
  Climate 
  36
  The Mythos in Scotland’s Lowlands 
  37
  Cities in Detail: Edinburgh 
  53
  Places and People of Note in Edinburgh 
  54
  Cities in Detail: Glasgow 
  62
  Places and People of Note in Glasgow 
  64
  Cities in Detail: St Andrews 
  70
  Places and People of Note in St Andrews 
  72
  The Highlands 
  75
  Geography 
  76
  Culture and People 
  79
  Flora and Fauna 
  81
  Climate 
  83
  The Mythos in Scotland’s Highlands 
  84
  Cities in Detail: Aberdeen 
  94
  Places and People of Note in Aberdeen 
  95
  Cities in Detail: Fort William 
  98
  Places and People of Note in Fort William 
  100
  Cities in Detail: Inverness 
  102
  Places and People of Note in Inverness 
  103
  The Islands 
  106
  Geography 
  107
  Culture and People 
  109
  Flora and Fauna 
  111
  Climate 
  113
  The Mythos in Scotland’s Islands 
  114
  Cities in Detail: Kirkwall 
  123
  Places and People of Note in Kirkwall 
  124
  Cities in Detail: Portree 
  128
  Places and People of Note in Portree 
  129
  Cities in Detail: Stornoway 
  131
  Places and People of Note in Stornoway 
  133
  Scenarios 
  136
  Death and Horror Incorporated 
  137
  Introduction 
  137
  Keeper’s Information 
  138
  Locations 
  145
  Conclusion 
  164
  Appendix I: Plot Map 
  165
  The Hand of Abyzou 
  166
  Introduction 
  166
  Keeper’s Information 
  167
  Part One: The Streets of Edinburgh 
  177
  Part Two: In the Vaults 
  184
  Part Three: In the Serpent Halls 
  189
  Conclusion 
  195
  Appendix I: Plot Map 
  196
  Uisge Beatha (“The Water of Life”) 
  197
  Introduction 
  197
  Keeper’s Information 
  198
  Actions and Consequences 
  202
  Diversions 
  204
  Locations 
  207
  Conclusion 
  224
  Appendix I: Plot Map 
  225
  Heed the Kraken’s Call 
  226
  Introduction 
  226
  Keeper’s Information 
  226
  Sequencing the Action 
  231
  Involving the Investigators 
  232
  Locations 
  233
  Conclusion 
  252
  Appendix I: Plot Map 
  253
  The Forbidden Isle 
  255
  Introduction 
  255
  Keeper’s Information 
  255
  Locations 
  260
  Conclusion 
  269
  Appendix I: Plot Map 
  270
  Star Seed 
  271
  Introduction 
  271
  Keeper’s Information 
  272
  Locations 
  276
  Conclusion 
  284
  Appendix I: Plot Map 
  285
  Index 
  286
  
  Shadows over Scotland
  An Introduction to 
  1920s 
  Scotland
  
  -An Introduction to 1920s Scotland-
  5
  T
  his section provides Call of Cthulhu Keepers with essential background to run adventures in 1920s Scotland. Particular 
  attention is given to signiﬁcant historical events and Mythos activities that have inﬂuenced, informed or otherwise made 
  Scotland what it is in the Twenties. Additional elements are useful for creating mood and atmosphere, adopting the lingo of 1920s 
  Scotland, introducing famous characters, and seeding further scenarios. Maps are provided highlighting locations signiﬁcant 
  to the text; more detailed regional maps of 1920s Scotland can also be found online at http://maps.nls.uk/os/popular_list.html.
  An Introduction to 1920s Scotland
  
  Shadows Over Scotland
  6
  -Introduction-
  “You know that saying about things goin’ bump in the night 
  … aye, you know the one … well, we invented that. And we 
  still got plenty of cause to say it.” 
  (Jack McRae, Memoirs of a Rambling Rogue, 1901)
  Scotland. From lush lowland borders in the south to 
  desolate lonely isles in the north, Scotland is a country 
  crosscut with tall crags and abyssal gorges, high fells 
  and peat-bogged fens, impenetrable woods and barren 
  wastelands. It is a rich and varied landscape formed and 
  moulded through æons of violent action as rock ground 
  rock, volcanoes burned and blistered the land, and wave 
  and wind battered cliff and high mountaintop. The 
  country’s long and colourful history is similarly marked 
  by violence. Scotland has ever been a battleground.
  A succession of peoples and cultures from the Neolithic to 
  the turn of the 20th century have warred and fought for 
  this land, staining the soil, rock and stone with their blood. 
  But not all battles have been fought against kin and kind, 
  for Scotland is full of deep, dark and ancient places, and in 
  some of these things older yet abide. In the blackest shadows 
  ageless Old Ones lie sleeping and dreaming, heedless of the 
  passing of time and the world of men, remembered only by 
  their mad servitors. Others crawl forth in search of victims, 
  trailing their foul corrupting spoor and spawn behind them. 
  Still others make puppets of men, bending their minds and 
  moving them like pawns, amidst the industrial reek and 
  electric glare of Scotland’s cities. The Mythos is everywhere, 
  casting dark shadows over Scotland.
  Mysterious, beautiful and wild, Scotland in the 1920s is 
  home to horrors modern and ancient, man-made and star-
  born. From the rolling pastoral Lowlands to the snow-capped 
  peaks of the Highlands, from the small ﬁshing villages in the 
  east to the seaweed-choked Western Isles, creatures and 
  cultures of the Cthulhu Mythos have taken root in Scotland, 
  and their maddening, corrupting inﬂuence can be felt in all 
  levels of society.
  The bright lights of the cinema and dance hall can do little to 
  hold back this darkness. Newspapers ﬁll with stories hinting 
  of secret societies, cults and covens, of foul experiments 
  and magics fouler still. The wireless crackles with tales of 
  mystery, murder, and madness. And in sermons and on 
  soapboxes from St Andrews to Portree the message is the 
  same: take care and avoid the shadows, for all manner of 
  wickedness is afoot.
  Even now, it is said that ﬁendish things haunt the hive-like 
  narrows, alleys and wynds of old Edinburgh, and Glasgow’s 
  streets are alive with rumours of dark horrors hunting in 
  the shadows of the shipyards lining the snaking, poisonous 
  Clyde. Whispers heard on ﬁshing boats and island ferries 
  
  An Introduction to 1920s Scotland
  speak of far older things, of sites of power and standing 
  stones, of awakenings and stirrings in the darkest places of 
  the world.
  Ever mysterious, Scotland offers more than enough 
  adventure for those investigators willing and daring enough 
  to seek it out.
  A Note on Historical Accuracy
  Though the setting, history and culture of Scotland 
  is richly drawn upon in this book, Shadows Over 
  Scotland remains a work of ﬁction and is intended 
  ﬁrst and foremost a sourcebook for the Call of Cthulhu 
  roleplaying game. Where appropriate or necessary 
  details have been altered or enhanced to provide a 
  better game play experience.
  -Scotland in the 1920s-
  What is it like to live and work in Scotland during the 
  1920s?
  The answer to that question very much depends on your 
  financial and social status. For the poor lower classes, life 
  is brutal, troubled, and often short. For the growing middle 
  classes life is hard, but opportunity exists, and the promise 
  of greater wealth and prosperity beckons for those with the 
  will and determination to fight for it. For the rich upper 
  classes, life is more of a struggle than it was prior to the 
  war, and requires some belt-tightening—but that doesn’t 
  mean the parties have to stop.
  For all Scots, the 1920s are marked by change and harsh new 
  realities. The Great War has ushered in a new world, and 
  unbalanced everything that has gone before. Europe and 
  Great Britain are scarred and forever altered; the industrial 
  and commercial dominance that Scotland enjoyed prior to 
  the Great War is simply gone. The world has changed, and 
  Scotland will have to change with it.
  T
  he Great War stands, and God willing will 
  continue to stand, as the single most destructive 
  period in Europe’s long history. Scotland played an 
  important role in that struggle. Written history, 
  however, would have us believe that Scotland’s 
  losses were relatively minor. We now know that the 
  truth is different.
  Statistics released by the recent Corden Commission 
  put the number of Scottish dead at between 120,000 
  and 135,000. A number more than double that 
  were severely wounded, approximately 250,000 to 
  300,000 men, and more than half a million suffered 
  less debilitating wounds. Reports from the War 
  Office have subsequently been criticized for playing 
  down the losses with unrealistic statistics.
  On the streets of Scotland’s cities and in her towns, 
  the impact of the Great War is more concretely 
  evident. Few families are left untouched by the war. 
  Stories of loss are commonplace. It is often said that 
  no street is without its ghosts.
  Losses were particularly numerous amongst 
  Scotland’s lower classes, but the pain of grief can 
  be felt from croft and tenement to fine marbled 
  halls. Whether for reasons personal, patriotic or 
  economic, Scotland’s sons and daughters rose to the 
  challenge and paid the cost. Few, however, could 
  have guessed the cost would be so dear.
  From the book The Great War and Scotland: 
  Impacts and Influences by Craig Kilcuddie, Mitchell 
  & Robertson Publishers, Edinburgh, 1929 
  In the 1920s, Scotland is still healing its wounds. Many 
  soldiers returning to Scotland have found themselves 
  without jobs and at the mercy of a failing economy. For 
  Scotland’s poor and middle classes, unemployment, low 
  pay, the cost of rent and a decreasing quality of life are now 
  pressing concerns. The public blames the government for 
  failing to have the people’s interests at heart, and criticizes 
  those in power for being both selfish and incompetent. 
  7
  
  Shadows Over Scotland
  8
  The 
  government 
  meanwhile 
  preaches 
  austerity 
  and 
  pragmatism, suggesting that Scots need to ‘make do’ 
  until things settle down and return to normal. But the 
  radical changes brought about by the Great War do not 
  suggest that post-war Scotland will, or can, ever return 
  to the privileged position she held at the height of the 
  Industrial Revolution. Times have changed. Increasingly, 
  Scots are dissatisfied with the government’s inability or 
  unwillingness to react to this change.
  As time passes, the situation does not improve: in fact, it 
  worsens dramatically. Unemployment skyrockets, housing 
  and living conditions deteriorate, and oppressive poverty 
  grips the working classes. Anger and confusion spark an 
  explosion of protests. By the middle of the decade, Scotland’s 
  standard of living is more than ten percent lower than that 
  of the rest of the UK, and a staggering three quarters of 
  Scots are living in overcrowded conditions. Unhappy with 
  the proposals of the Tory and Liberal parties, Scotland 
  begins to look elsewhere for answers.
  Whilst the rich remained comfortably ensconced in their mansions, manor houses and castles, the majority of Scots lived in far less admirable 
  conditions.
  By 1926, more than half the population of Scotland was living in one-room or two-room accommodations with all the a�endant problems of 
  overcrowding. Contrary to popular belief, conditions in the countryside were li�le be�er, with the bulk of lower- and middle-class families 
  sharing one or two rooms.
  These accommodations were all without heating, lacked sanitation (but for a bucket or pot), and were of an exceedingly poor standard. On 
  the 18th of December, 1926, Mr Peter Fyfe, Health Correspondent of the Glasgow Herald provided his readers with an example of one such 
  apartment:
  I give you a sample in the West-end, near the river. There is a single-apartment house occupied by an ex-soldier, whom I ﬁnd lying 
  in the enclosed bed very unwell. Five adults have to dwell in this room, the floor badly worn and uneven, several holes being in the 
  underside of the skirting boards, through which mice come into the apartment. Bugs infest the bed space, the bo�om of the coal 
  bunker is all broken and coals have to be dumped on the flooring and woodwork … all broken and destroyed. The factors would do no 
  repairs and the rent is 21/3 [twenty-one shillings and threepence] per month. As one of the ex-servicemen said to me as I was leaving 
  his humble dwelling: ‘Sir, it takes a hero to live in a place like this.’
  In such conditions, no person escapes the smells of the body, of cooked food, of urine and faeces, nor of drunkenness or inﬁrmity. These places 
  would be noisome and ever creaking with activity. It is well known that men and boys were banished on a Friday so as to provide the women 
  and girls with a modicum of privacy.
  Such a degree of wretchedness will likely be diﬃcult for our noble readers to conceive, much less comprehend. But such was the case.
  From Housing in 1920s Scotland by Geoffrey Marchand, Ozymandius Press, Glasgow, 1937. 
  
  An Introduction to 1920s Scotland
  Ignited by the populace’s feelings of betrayal, Socialism 
  spreads across Scotland like a wildfire. The Scottish 
  Labour Party makes huge gains in both urban and rural 
  constituencies. The Communist Party also appears for the 
  first time in Scotland in 1920, riding on the reputation of 
  the Russian revolution. Backed by the Scottish working 
  classes, Socialist leaders push hard for reforms, and 
  protests are commonplace. On the shores of the once-
  prosperous Clyde outside the closed shipyards, protests 
  become increasingly violent, and the area garners the 
  nickname ‘Red Clydeside’.
  Throughout the 1920s, the gap widens between rich and 
  poor. This class divide highlights two very different power 
  bases in Scotland: that of the wealthy landowners with their 
  rural farms and estates in the countryside, and that of the 
  poor post-industrial masses in their overcrowded, inner-
  city tenements. Socialists and leftists do much to exploit 
  this rift between those who work for a living and those who 
  live off the capital generated by the workers.
  Socialist doctrines fit well with Scottish traditions of hard 
  work, fairness, and independence. Scotland’s poor are still 
  proud, honest men and women. They would work for their 
  bread, if only there were work to be had. In response to 
  growing poverty, Scots look to their community to deal 
  with the challenges of modern life. They help themselves, 
  and together help one another, building a strong sense of 
  community spirit. In the days before state welfare, this 
  strong community can be the difference between life and 
  death.
  Currency in 1920s Scotland
  The system of coinage used in 1920s Scotland was the same system introduced by Henry II of England and used in 
  Britain until decimalization in 1971. Based on the weight of precious metals, a pound literally equalled in value a pound 
  of sterling silver. The most common denominations were the shilling (twenty to a pound) and penny or pence (twelve 
  to a shilling). Shillings were denoted with the letter ‘s’ and pence with the letter ‘d’.
   
   
  Common Denomination 
   
   
  Equivalent
   
   
  2 Farthings 
   
   
   
   
  1 Halfpenny or Ha’penny
   
   
  2 Halfpence 
   
   
   
   
  1 Penny (pl. Pence) or 1d
   
   
  2 Pence  
   
   
   
   
  Tuppence or 2d
   
   
  3 Pence  
   
   
   
   
  1 Thruppence (also ‘thrupenny bit’) or 3d
   
   
  6 Pence  
   
   
   
   
  1 Sixpence (also ‘tanner’) or 6d
   
   
  12 Pence 
   
   
   
   
  1 Shilling (also ‘bob’) or 1s
   
   
  2 Shillings 
   
   
   
   
  1 Florin (also ‘two bob piece’) or 2s
   
   
  2 Shillings & 6 Pence 
   
   
   
  1 Half Crown or 2s/6d (‘two-and-six’)
   
   
  5 Shillings 
   
   
   
   
  1 Crown or 5s (‘five bob’)
   
   
  10 Shillings 
   
   
   
   
  1 Half Sovereign or 10s
   
   
  10 Shillings & 6 Pence 
   
   
   
  1 Half Guinea or 10s/6d
   
   
  20 Shillings 
   
   
   
   
  1 Sovereign (also ‘pound’) or 20s
   
   
  21 Shillings 
   
   
   
   
  1 Guinea or 1g
  When written out, denominations were separated by either a slash (/) or a dash (-), such as 11s/3d or 11s-3d. For 
  amounts over a pound, an additional slash or dash was added, such as £1/11s/3d or £1-11s-3d.
  9
  
  Shadows Over Scotland
  Whilst political and social unrest paints 1920s Scotland 
  with a broad brush, the decade is not without its shining 
  moments. Amidst desperation and difficulties, the arts 
  flourish: theatre and pantomime, ballet and symphony, 
  cinema and wireless, painting and sculpture, literature and 
  poetry—people find escape, relevance and a renewed sense 
  of identity in the creative arts. And much creativity is on 
  display.
  The decade sees a blaze of new painters and artists come to 
  the fore, and galleries are bursting with new talent. Subject 
  matter varies from romantic, escapist fare to harsher scenes 
  depicting troubled modern life. George Douglas Brown, 
  for example, becomes known for painting the darker side 
  of Scottish life. But there is much beauty and cutting-edge 
  innovation as well. Many of the finest works of the ‘Glasgow 
  Boys’, famous for their creative blend of naturalism and 
  realism, are first shown to the public in the 1920s. The 
  ‘Four’, being the painters Herbert MacNair, Margaret and 
  Frances MacDonald, and the renowned architect Charles 
  Rennie Mackintosh, have a huge impact on the art world 
  with their unique mixing of Celtic and Japanese styles.
  In the theatres, famous Scots writer J. M. Barrie is moving 
  from strength to strength. Peter Pan and a number of 
  Barrie’s other works, such as Dear Brutus, are playing 
  on stages around Scotland. Scottish music is hitting high 
  notes as well: the 1920s are seeing a revival of Gaelic folk 
  songs, and traditional music is a favourite on the wireless 
  and in the pubs. In the concert halls, a number of Romantic 
  symphonic pieces by world-class composers take inspiration 
  from the wild and majestic Scottish landscape.
  Whilst in the bookstores, the works of John Buchan, 
  Alexander Gray, Charles Murray and, of course, Arthur 
  Conan Doyle are all becoming modern classics. By the 
  latter half of the decade, Scotland is enjoying an artistic 
  and cultural boom that is much in the news.
  Alba (noun) – Scotland (in Scots Gaelic)
  Argie-bargie (noun) – Altercation or dispute
  Atspish (slang) – ‘That’s not so good’
  Auld (adjective) – Old
  Aye right (phrase, slang) – ‘No’, ‘Not likely’ or ‘I don’t 
  believe it/that’
  Baddy (noun) – Not a nice person
  Bairn (noun) – Child
  Barnie (noun) – Scuffle or bit of trouble
  Ben (noun) – Mountain
  Boak (verb, slang) – To vomit
  Bob (noun) – Shilling (always singular; hence ‘a few 
  bob’ rather than ‘a few bobs’)
  Bog (noun, slang) – Toilet
  Bogie (noun) – Any manner of frightful thing (esp. 
  used to scare children)
  Bonnet (noun) – Hat
  Burn (noun) – Stream
  Cannae (verb) – Cannot
  Ceilidh (noun) – Dance or traditional social 
  gathering (pronounced ‘kay-lee’)
  Clan (noun) – Tribe or family unit
  Clootie dumpling (noun) – A rich pudding or 
  dessert made with dried fruits
  Cludgie (noun, slang) – Toilet
  Coo (noun) – Cow
  Cracking (adjective) – ‘Very nice’
  THE LINGO: THE TALK OF 1920S SCOTLAND
  r
  q
  o
  p
  10
  
  An Introduction to 1920s Scotland
  r
  q
  o
  p
  Cranachan (noun) – Pudding or dessert made from 
  oatmeal, crowdie (cream) cheese, and raspberries
  Cullen Skink (noun) – A smoked haddock and potato 
  chowder
  Deid (adjective) – Dead (pronounced ‘deed’)
  Didnae (verb) – ‘Did not’
  Dinnae (verb) – ‘Do not’
  Dinnae ken (verb) – ‘Don’t know’ or ‘I don’t know’
  Disnae (verb) – ‘Does not’
  Dirk (noun) – Scottish long dagger
  Doolally (adjective) – To give the appearance of 
  being crazy
  Dram (noun) – Small unit of volume (normally 
  referring to whisky)
  Dreich (noun) – Damp, dreary, or overcast weather
  Drookit (adjective) – Soaked to the skin
  Edgy (adjective, slang) – Aware
  Eejit (noun, slang) – Idiot
  Fag (noun) – Cigarette
  Fash (verb) – To upset oneself, as in ‘Dinnae fash 
  yurself, ya wee bairn!’
  Footer (verb) – To meddle or fidget
  Gies (verb) – ‘Give us’, as in ‘Gies a pint, barman!’
  Gliff (or glif; noun) – Fright
  Gob (noun, slang) – Mouth
  Green (noun) – Park or expanse of grass
  Haggis (noun) – Traditional Scottish dish made of 
  mutton, oatmeal and spices
  Howfin (or howlin; adjective, slang) – Bad smelling, as 
  in ‘Och, yur shoes are howfin!’
  Hoy (verb) – To throw
  Isnae (verb) – ‘Is not’
  Jake (or Johnny Jump Up; noun, slang) – a cheap strong 
  alcoholic drink
  Jammy (adjective) – Lucky
  Ken (verb) – To know, as in ‘Dae ya ken wa’m 
  sayin?’
  Kilt (noun) – Pleated tartan garment
  Kirk (noun) - Church
  Lad (noun) – Young man
  Lass (noun) – Young woman
  Lied up (adjective) – Drunk
  Linn (noun) – Waterfall
  Loch (noun) – Lake
  Manky (adjective, slang) – Unclean
  Mince (noun, slang) – Nonsense, as in ‘Him? He’s 
  talkin’ mince.’
  Mingin’ (adjective, slang) – Unpleasant smelling
  Neep (noun) – Turnip
  Numpty (noun, slang) – Moron
  Ootby (adjective) – Outdoors
  Piece (noun) – Sandwich
  Poke (noun) – Paper bag
  Pollis (noun) – Police
  11
  
  Shadows Over Scotland
  r
  q
  o
  p
  Quaich (noun) – Traditional double-handled drinking 
  cup
  Quine (noun) – Girl or daughter
  Reek (noun) – Chimney or industrial smoke
  Saltire (noun) – Scottish flag
  Sassanach (noun) – Englishman
  Scran (noun) – Food
  Scunner (verb, slang) – To bore or annoy, as in 
  ‘Disnae all this pointless talk scunner ye?’
  Sgian Dubh (noun) – Small ceremonial dagger 
  (worn with a kilt; pronounced ‘skeen-doo’)
  Shoogle (verb) – To shake
  Silver (noun) – Pocket change
  Sleekit (adjective) – Sly
  Sporran (noun) – Men’s purse (worn with a kilt; 
  pronounced ‘sporrun’)
  Steamin’ (adjective, slang) – Drunk
  Stovies (noun) – Hearty meal made with meat, 
  potatoes and onions
  Tartan (noun) – Colourful woven fabric that 
  identifies a clan or other affiliation
  Tattie (noun) – Potato
  Teuchter (noun, slang) – a derogatory term for a 
  Highlander. Using this in conversation could get you 
  into a fight!
  Totty (adjective) – Small
  Wallies (noun, slang) – Teeth
  Weegie (noun, slang) – A Glaswegian
  Wheesht (expression) – ‘Be quiet’
  Wisnae (verb) – ‘Was not’
  Zoomer (noun, slang) – Highly-erratic or volatile 
  person, as in ‘E’s a right Zoomer!’
  A noted artistic innovation of the 1920s is the creation of a 
  new dialect known as Lallans (Lowlands Scots). Literature 
  and poetry written in this derivation of ancient Scottish 
  words and the Scots vernacular herald the arrival of a 
  cultural renaissance. The works of Hugh MacDiarmid typify 
  this revival of interest in authentic Scottish culture.
  For these artists and writers, the revival is not concerned 
  with politics or economics, but rather with culture, ideology 
  and identity. Such thought is instrumental in changing 
  the way that Scots see themselves, and leads to a growth 
  of nationalist feeling. It is a heady time of rediscovery for 
  the Scottish people, but it has an international dimension 
  as well: in the 1920s, Scotland’s culture and her majestic 
  scenery attract large numbers of tourists from around the 
  world, many seeking to experience Scotland’s wild and 
  romantic places.
  Towards the end of the 1920s, Scotland begins to reconsider 
  her place in the United Kingdom and the world. The year 
  1928 sees the formation of the National Party of Scotland, 
  and calls for Scotland to exercise its political muscles are 
  on the rise. Coming out of the horrors of the Great War, the 
  Scottish people are standing on their own again, ready to 
  create a strong future for themselves and for their country.
  12
  
  An Introduction to 1920s Scotland
  -A Keeper’s History of Scotland-
  “The histories written by learned men through the ages 
  would have you think that Scotland’s history is primarily 
  a history of struggle: of man versus man and, to a lesser 
  extent, man versus his environment. This represents an 
  inherently, and some might say necessarily, limited view. 
  In truth, her history is deeply marked by struggles of 
  another and more desperate kind: man versus Mythos.” 
  (Dr Adam S. Carlyle, The Making of Modern Scotland, 1920)
  Prehistory
  Geographically, Scotland was formed near the centre of 
  the Pangaea supercontinent some three-hundred-and-
  fifty million years ago. Today it remains geologically 
  distinct from Europe and has more in common with the 
  ancient continent of Laurentia, which now makes up North 
  America. In the Devonian period, the Scottish section 
  of the Laurentian plate collided with the Avalonian plate 
  (now England and Wales) and the landscape of Britain as 
  we know it was formed.
  Between its formation and the first settlements by man, 
  Scotland experienced many periods of inhabitation by 
  various Mythos creatures and cultures. The spawn of 
  Cthulhu, the serpent people, the mi-go and the Great Race 
  of elder things with their shoggoth slaves all laid claim to 
  parts of Scotland, and traces of their once great civilizations 
  remain.
  The rise and fall of these inhabitations closely follow long 
  periods of glaciation that made Scotland, and most of the 
  northern hemisphere, all but uninhabitable. The earliest 
  human attempts to settle Scotland came after the last of 
  the glaciers began to melt and recede, opening up the great 
  valleys and glens around 10,000 BCE. Little is known of 
  these first settlers, and few of their settlements have 
  survived to be studied.
  Most certainly these early settlers led difﬁcult and likely 
  short lives, particularly considering the strong presence of 
  the Mythos in Scotland. Historians can only speculate as 
  to the motives of the various Mythos entities and cultures 
  inhabiting prehistoric Scotland, but their activities no doubt 
  go some way to explaining why so little remains of the 
  earliest human settlements. These ﬁrst settlers, despite their 
  determination and cunning, would have stood little chance 
  against the more powerful and more established Mythos 
  inhabitants. It is unsurprising then that much of what of 
  we know of these settlers today has been learned from their 
  open graves, cairns and middens.
  13
  
  Shadows Over Scotland
  Stone Age Scotland
  Between 4500 and 3500 BCE Neolithic groups of farmers 
  from continental Europe began to settle in Scotland. 
  As populations grew, permanent settlements began to 
  take shape. The dense forests which once covered much 
  of Scotland were cut back to allow for more farms or to 
  supply grazing land for livestock. From the Lowlands to 
  the northernmost Shetland Islands, 
  populations continued to grow and 
  settlements made use of the resources 
  available to them by farming grains, 
  raising sheep and cattle, and ﬁshing 
  and harvesting molluscs. At this time 
  the ﬁrst dwellings made of earth, 
  wood and stone appeared.
  Excellent examples of this type of 
  construction can be found in the 
  ruins of Skara Brae and Maes Howe 
  on Orkney. Maes Howe, a large 
  and impressive chambered tomb, 
  is one of the ﬁnest architectural 
  constructions of prehistoric Europe. 
  At Skara Brae, Stone Age settlers 
  created a sophisticated collection of stone-built enclosures 
  and ediﬁces with wooden covered walkways and connecting 
  passages. Close to the Bay of Skaill, Skara Brae’s location 
  allowed its inhabitants to enrich their traditional diets with 
  seafood and offered a means of establishing trade routes 
  with other settlements. It is possible that these peoples 
  traded with others as far away as Spain and remote parts of 
  Scandinavia.
  14
  Stone Rings and Standing Stones
  In addition to being skilled navigators and tradesmen, we know the early Scottish peoples were proﬁcient engineers and 
  astronomers. The mysterious standing stones and rings of stones that dot the Scottish landscape are a testament to their 
  skill and religious fervour. The time and energy devoted to assembling these monuments, often quarried and transported 
  miles from where they now stand, show us that they were a deeply spiritual and devout people.
  Amongst the most famous of these structures are the Standing Stones of Stenness and the Ring of Brodgar on Orkney, 
  and the concentric rings of the Callanish Stones, or Calanais in Gaelic, on the Isle of Lewis. These were signiﬁcant sites 
  of religious ceremony and worship, often aligned to the position or movement of the sun or moon and relating to speciﬁc 
  seasonal changes. In 1680, John Morisone, a native of the Isle of Lewis, gave one of the earliest references to such 
  megalithic sites, writing how the “gret stones standyng up in ranks were sett up in place for devotione”.
  Amidst Scotland’s tall megaliths and intricate stone circles, rites and rituals are still performed for the purpose of 
  communing with gods and numerous deathless entities from the depths of space. Other henges, stone formations and 
  singular or grouped megaliths are scattered across Scotland, the ritual signiﬁcance of which has largely been lost or, in 
  some cases, hidden.
  
  An Introduction to 1920s Scotland
  Due to the lack of written and other documentary evidence, 
  we have few records of Mythos activities in Scotland in the 
  Stone Age. What research has shown is that the insigniﬁcant 
  human populations were not seen as a threat or annoyance at 
  this time; rather, it appears that many Mythos cultures saw 
  the humans as a convenient ‘tool’ that they might manipulate 
  at will. In addition, many humans actively worshipped 
  Mythos deities and provided useful sacriﬁces.
  Bronze Age Scotland
  The inﬂuence of the ‘Beaker’ people—so called for having 
  placed beakers of liquid in their tombs—is said to have 
  ushered Scotland into the Bronze Age. The use of bronze 
  was most signiﬁcant in agriculture and the manufacture of 
  weaponry. Bronze replaced stone, often ﬂint, as the blade 
  of choice for axes and knives. Populations, agricultural 
  lands and productivity in Scotland grew steadily throughout 
  the Bronze Age. Advances in metalworking and smelting 
  followed and led to even better tools and weapons. However, 
  the increasing need for land and the advent of new weaponry 
  added up to war as village raided village, stealing land and 
  livestock along the way.
  As a response, a number of varied defensive fortifications 
  were developed: substantial wooden hill forts, stone 
  roundhouses, 
  uniquely 
  Scottish 
  circular, 
  dry-stone 
  enclosures known as brochs, and small defensive artificial 
  islands called crannogs built on Scotland’s lochs. A large 
  number of these fortifications were constructed and 
  remained in use well after the Bronze and Iron ages. It is 
  believed that they proved effective both against human 
  invaders and lesser Mythos threats.
  The recent excavation of a crannog near Lochgilphead by 
  archaeologist Ewan Dundonald, for example, discovered a 
  number of oddly deformed skulls possessing wide jaws and 
  huge eye sockets. These strange skulls were apparently kept 
  as trophies. This is the ﬁrst such discovery in Scotland and 
  suggests that the Bronze Age population was more successful 
  in defeating Mythos foes than previously believed. 
  ARCHAEOLOGIST DUNDONALD 
  GOES MISSING
  The noted archaeologist Ewan Dundonald, known 
  for his work on Bronze Age man, has apparently gone 
  missing whilst working near Lochgilphead, Argyll. 
  Professor Dundonald of St Andrews University was 
  conducting research on a recently excavated crannog—a 
  defensive fortification typical of the age—on the shores 
  of Loch Fyne. Dundonald’s assistant Marjory Plank 
  awoke on Tuesday to find that Dundonald was missing, 
  as were a number of artefacts only just uncovered the 
  day before. Miss Plank alerted police, who have begun 
  an investigation in the area and have asked locals for 
  any information regarding Professor Dundonald’s 
  whereabouts or those of the missing artefacts. In a 
  statement, Miss Plank said, “I simply don’t understand 
  what could have happened. Dr Dundonald certainly isn’t 
  the type to just wander off. We’re all very concerned 
  for him. And as for the artefacts, I can’t fathom why 
  anyone would want to steal those four grotesque skulls. 
  I simply don’t know what to think.” A statement from 
  the University of St Andrews has asked for anyone with 
  information to come forward and said that it is currently 
  hiring a team of investigators to look further into the 
  matter. — Helensburgh Articler, June the 19th, 1921.
  15
  
  Shadows Over Scotland
  Iron Age Scotland
  Warring in Scotland intensified into the Iron Age. 
  Competition for land and resources increased significantly 
  with successive waves of Celtic settlers arriving from 
  Europe. Despite the construction of hundreds of forts, 
  towers and brochs, the Celts would not be stopped. As 
  Winston Churchill famously wrote in A History of the 
  English-Speaking Peoples: “Men armed with iron entered 
  Britain from the Continent and killed the men of bronze”.
  Armed with the skill of iron-making, the Celts effected their 
  settlement in Scotland, adding themselves to the already 
  numerous warring groups. It was during this bloody age that 
  unnatural nocturnal cannibals were ﬁrst reported across 
  Scotland, seemingly revelling in and sustaining themselves 
  on the gore of the battleﬁelds. The migration of the Celts into 
  Scotland continued apace until just before the ﬁrst Roman 
  invasion, when Julius Caesar sent his armies across the 
  English Channel in 55 BCE.
  The Iron Age ended very much as it had begun, with 
  competing tribes and peoples struggling to make a place 
  for themselves and to secure their futures in light of threats 
  from others—human and inhuman—leaving Scotland a land 
  divided.
  Roman Scotland
  In the year 79, the Roman governor Agricola led twenty 
  thousand men north into Caledonia (Scotland), building 
  forts and roads and forcibly subduing local populations 
  along the way. Despite initial success, the Romans found 
  Scotland nearly impossible to control. The very land itself 
  seemed to defy them.
  Over the next decade, the rebellious Caledonian tribes 
  so harassed the Romans that on his visit to Britain in 122 
  Emperor Hadrian ordered a wall to be built to contain the 
  Scots and Picts or Picti (‘painted ones’). 
  16
  The Mysterious Disappearance of the Ninth
  Thirty years after governor Agricola’s invasion of Scotland, the infamous Legio Nona Hispana (Ninth Hispanic Legion), 
  once led by Julius Caesar himself, marched north from York in 109 to push the Roman-held line more deeply into Scottish 
  territory. The Ninth, more than ﬁve thousand veterans strong, passed the Roman fortiﬁcations near modern-day Jedburgh 
  some weeks later, stopping only to resupply, and then continued north.
  They were never heard from again. No sign of their passing, of any encampment or ﬁerce battle, was ever discovered. The 
  entire legion had seemingly vanished.
  Recent research conducted by social historians from the University of Strathclyde provides one possible explanation. 
  Pictish legend tells of a tribe of Picts led by a fearsome ‘warrior-witch’ who encountered a great Roman host. The Romans, 
  being vastly superior in both number and skill, set about slaughtering the Picts. However, upon seeing her kin murdered, 
  the Picts’ warrior-witch is said to have cursed the Romans, calling upon the ‘Hunter’ to avenge her fallen brethren.
  The tale goes on to say that a terrible horned man then appeared and called to himself a great number of ghostly hunters 
  riding on spectral steeds. This undead force rode upon the Romans and struck them down, taking them body and soul 
  from this world. This ‘Hunter’ then claimed the warrior-witch herself, leaving the battleﬁeld with her screams echoing 
  in the night. Mythos researchers suggest that this ‘Horned Man’ is in fact an avatar of Nyarlathotep who possesses the 
  power to call the ‘Wild Hunt’.
  Only one other fragment exists regarding the disappearance of the Ninth: an account of a Roman historian, Marcus 
  Cornelius Fronto, who wrote of an encounter with a madman who claimed to be a centurion of the Ninth. When Fronto 
  asked the madman to explain what had happened in Scotland, the man began foaming at the mouth, screaming repeatedly, 
  “in bello interfectus … in bello atrox atrocitas” (‘killed in war … killed by horrible barbarity’).
  
  An Introduction to 1920s Scotland
  The diary of the legate Vitus Caelinus, however, suggests 
  that the need to keep out “atrum formidonis” (‘dark terrors’) 
  as well as the raiding Scots led to the Emperor’s decision.
  In the year 142, another attempt to conquer Scotland was 
  repelled and the Romans built yet another wall, the Antonine, 
  between the Clyde and the Firth of Forth, to seal the frontier. 
  During their three hundred-year occupation of Britain, the 
  Romans never settled Caledonia. They did however give us 
  the ﬁrst accounts of the early Scottish people, including Dio 
  Cassius’s dramatic description from 197:
  “They can bear hunger and cold and all 
  manner of hardship; they will retire into their 
  marshes and hold out for days with only their 
  heads above water, and in the forest they will 
  subsist on barks and roots.”
  Suffering continual attacks by the Scots, Picts and various 
  barbarian groups, the Romans ultimately abandoned Britain, 
  the last centurions leaving around 410.
  First Millennium Scotland
  During the ﬁrst millennium, Scotland’s history falls into 
  a pattern of near-constant struggle: ﬁrst, for dominance 
  between the warring factions of Picts, Celts, and Scots and 
  second, against invasion by Britons to the south, Angles from 
  the east (c. 500), and Vikings from the north (c. 800).
  Pictland encompassed most of the north and the east, 
  north of Fife. In the west, the Scottish Celts founded the 
  kingdom of Dalriada with the Irish Celts. In the south, the 
  lowland Scots held much of the formerly Roman-occupied 
  lands that skirted northern Britain. Warfare between these 
  groups was constant. The main issues for each faction were 
  land and, by extension, power.
  Ironically, warfare and conquest played a large role in 
  bringing the disparate peoples of Scotland together. 
  Another, more persuasive, role was played by the 
  introduction of Christianity. St Ninian worked amongst 
  the Picts whilst St Columba worked amongst the Gaelic-
  speaking ‘Scotti’ of Dalriada. The bulk of the lowland 
  Scots and the Britons had converted to Christianity 
  during Roman occupation. A shared Christian culture 
  and intermarriage brought about more lasting peace. 
  Conflict between Christians and Mythos cultists became 
  commonplace, however.
  17
  
  Shadows Over Scotland
  In 843, the reign of Kenneth MacAlpine, or Cinead mac 
  Ailpín in his native Gaelic, brought about the ﬁrst union of 
  the Scots and the creation of the united kingdom of Alba. At 
  least in part, this union was further facilitated by continued 
  attacks from the Angles to the south and the Vikings to 
  the north and the need to stave off encroaching ‘sea-bred 
  horrors’ along the coasts. Through a concerted programme 
  of intermarriage, integration and force, Alba ultimately 
  became Scotia, encompassing nearly all the lands known as 
  Scotland today.
  A Unified Scotland 1000-1500
  From 1000 to 1500, Scotland developed its own powerbase 
  and national identity, and began to assert its sovereignty. 
  In the country, villages prospered and grew, more lands 
  were made available for farming and grazing, and people 
  experienced a relative peace that had previously been 
  unknown. In the expanding burghs and towns, guilds and 
  enterprising craftsmen prospered, manufacturing and 
  commerce took off, and political and legal infrastructures 
  appeared to support Scotland’s national and international 
  growth.
  In 1266, King Alexander III ﬁnally forced the last of the 
  Vikings from the Hebrides, consolidating much of Scotland’s 
  power in the north. Orkney and Shetland would not come 
  under Scottish rule until 1470, however, and they would 
  be given over in marriage rather than war. The ‘gifting’ of 
  Orkney and Shetland recently became a matter of historical 
  interest when Norwegian religious diaries dating from the 
  mid-1400s were discovered. The texts spoke of a “skrekkelig 
  besøk” (‘terrible visitation’) that ended in some terrible 
  catastrophe known only as “det vissen” (‘the withering’). 
  Researchers are now attempting to determine the exact 
  cause and nature of this phenomenon.
  T
  he clouds darken still. The storm has not 
  broken for weeks. Not a moment’s peace. We 
  are forced indoors, huddling by our fires with 
  nothing but dried fish and mead for our meals. I 
  pray for an end to this suffering, but none comes.
  Mikkel, Xana and little Mats passed in the night. 
  Their bodies are placed with the others. We cannot 
  even go outside to bury the dead. Ove and Pål, 
  even old Halvor, talk openly of the Old Gods. 
  They speak of fury and retribution, talking heresy 
  in front of me. What can I do? So much has 
  changed. I keep quiet, I pray, I do what I can for 
  those stricken.
  The withering takes more and more with every 
  moonrise. In the day around our fires nothing 
  happens. But the night brings the withering. 
  We wake tired and drawn. The strong are made 
  weak and the weak are brought unto death. Our 
  skin pales and tightens, our muscles fade and 
  diminish, our eyes hollow and sink. Are we all 
  to die like this? Our bodies twisted and broken. 
  Children dying with the faces of old men. Anya 
  cries still. The storm howls outside. Who can stay 
  awake? Who can hope to survive? I must pray. I 
  must pray for us all.
  The Withering (trans. Dr Agnetha B. Vagnilde, University of Oslo)
  The death of Alexander III in 1286 brought an end to near-
  ly two hundred years of peace between Scots and English, 
  when the English King Edward I claimed sovereignty over 
  Scotland.
  In deﬁance of Edward, the Scots allied with France in 
  1295, forging a pact that would become known as the ‘Auld 
  Alliance’ and prompt the English king to invade Scotland 
  one year later. Resistance came in the form of small groups 
  of rebel ﬁghters who used skirmishing tactics to harass the 
  sizeable English forces. The successes of this resistance led 
  more and more Scots to join the cause under the leadership 
  of a number of charismatic leaders, most notably William 
  Wallace and Andrew Moray. Eventually forming a small 
  army, the rebels won a number of memorable battles.
  18
  
  An Introduction to 1920s Scotland
  Following the execution of Wallace in 1305, Robert the Bruce 
  rose up and crowned himself Robert I, King of Scots. Over the 
  next decade, Robert succeeded in expelling the English from 
  Scotland, culminating in the decisive Battle of Bannockburn 
  in 1314. A turning point for Scottish independence then came 
  in 1320 when an assembly of clergy and nobles drew up the 
  ‘Declaration of Arbroath’, a petition to the Pope calling for 
  an independent and sovereign Scotland.
  The Declaration of Arbroath
  “… for, as long as but a hundred of us remain 
  alive, never will we on any conditions be brought 
  under English rule. It is in truth not for glory, 
  nor riches, nor honours that we are ﬁghting, but 
  for freedom—for that alone, which no honest 
  man gives up but with life itself.”
  This famous statement was written into the 
  Declaration of Arbroath on the 6th of April, 1320. 
  A formal declaration of Scotland’s independence, 
  the Declaration is now held in the National Library 
  of Scotland and remains one of the most signiﬁcant 
  documents in Scottish history.
  Reformation and Revolution in Scotland 
  1500-1750
  A number of important political and religious changes 
  marked the period from 1500 to 1750. These changes came 
  in response to continued English aggression and a growing 
  dissatisfaction with the established religious order. In 1544, 
  the English began a series of brutal attacks on Scotland, 
  leading to another invasion in 1548. The Scots once more 
  called upon the Auld Alliance with France. France suggested 
  a marriage between Mary, Queen of Scots, and the Dauphin 
  Francis II in exchange for French aid against the English.
  Some thirteen years later, after the death of Francis, Mary 
  returned to Scotland as Queen of France and Scotland only 
  to be faced with squabbling nobles, rivals to her throne and 
  the church in turmoil thanks in part to the machinations of 
  cultists seeking to destabilize both church and state. The 
  Catholic queen faced considerable difficulty in ruling an 
  increasingly Protestant population. Protestant reformer 
  John Knox declared her an ‘ungodly monarch’ and at the 
  age of twenty-five Mary was driven to exile in England. 
  Perceived as a threat to the English throne, Mary was put 
  to death in 1587.
  Reformation of the Kirk, or Church, of Scotland was Knox’s 
  next step. The Scots’ disdain for an English system where 
  the authority of a secular Parliament lorded over the God-
  given authority of the Kirk led to increasing revolutionary 
  activity. Religious opposition inspired military rebellion 
  and a long and bloody series of battles were fought, 
  particularly in the Lowlands, leading to the period between 
  1650 and 1700 being called ‘The Killing Time’, or by some 
  ‘The Feeding Time’.
  Only the exile of the Catholic James II of England in 1689 
  and the crowning of Protestants William of Orange and 
  Mary, the daughter of James II, ﬁnally resulted in peace. 
  William and Mary restored the full Presbyterian structure 
  of the Kirk and Scotland’s religious reformation was 
  completed. Unfortunately, the peace was not to last. Despite 
  having found a solution for the Kirk in Scotland, the political 
  tension between the Scottish Parliament and the English 
  Crown continued.
  Mort Ghlinne Comhann or The Massacre at Glencoe
  William of Orange is blamed for one of the worst 
  massacres in Scottish history. Having opposed the 
  crowning of William, the MacDonald clan was offered 
  a complete pardon by the English king, provided 
  that they took an oath of allegiance by New Year’s 
  Day 1692. It is now widely held that the English 
  king had no intention of pardoning the MacDonalds, 
  being determined instead to see the clan pay for its 
  resistance to his ascension.
  In February of 1692, Captain Robert Campbell 
  and one hundred and twenty men of the Earl of 
  Argyll’s Regiment of Foot arrived at the houses
  19
  
  Shadows Over Scotland
   
  of the MacDonalds in Glencoe, who—in Highland 
  tradition—received them hospitably and provided 
  them with food and lodging. On the 12th of February, 
  1692, in the dead of morning, the Captain’s men rose 
  up and, acting on secret orders, began murdering the 
  MacDonalds.
  Once word of the massacre reached the populace, 
  this ‘murder under trust’ (that is, murdering those 
  who have offered you shelter) caused a national 
  scandal. Amongst Highland clans particularly, such 
  murder was and is considered an unforgiveable 
  crime. Regardless of the means and method, the Glen 
  Coe Massacre remains one of the most infamous 
  events in Scotland’s long and bloody history.
  Some documentary evidence suggests the King’s 
  troops purposefully herded the escaping MacDonalds 
  towards the ‘Devil’s Staircase’ along the treacherous 
  ridge Aonach Eagach. The Devil’s Staircase has long 
  been associated with mysterious disappearances, 
  leading to a local saying that “the black devil takes his 
  due.” Some Mythos researchers have since suggested 
  that the King was aware of the shoggoth inhabiting 
  the Staircase—a fact thought to be unknown until 
  nearly two hundred years later.
  In June 1897 a pair of German hikers was attacked 
  on the Devil’s Staircase. A Highlander walking on the 
  ridge saw the attack and managed to help one of the 
  hikers escape to safety. Both men described a black 
  thing, twisting and writhing, which disappeared into 
  a dark crag, pulling the broken body of the ﬁrst hiker 
  with it. The surviving hiker was heard to say repeatedly 
  under his breath: “Jenes schwarze Ding war voll von 
  Augen und Mündern” (‘That black thing was full of 
  eyes and mouths’.)
  Nevertheless, amidst a fractious political situation and 
  claims of corruption and bribery, the Scottish Parliament 
  passed the Act of Union in January 1707, making Scotland a 
  part of the United Kingdom. Time and old grievances led to 
  a number of revolts, the most signiﬁcant being the Jacobite 
  uprisings of 1715–1746. These ended with the Battle of 
  Culloden, the most brutal battle of Scotland’s history, where 
  the Jacobite forces were soundly defeated and the wounded 
  were slaughtered outright.
  Scotland’s Industrial Revolution 1750-1900
  The latter half of the 18th century saw the population of 
  Scotland rise dramatically. In the Highlands and Islands, for 
  example, populations as much as doubled between 1750 and 
  1800 resulting in widespread unemployment. Clan chiefs 
  and wealthy landowners found different ways of dealing 
  with the problem. Many encouraged the unemployed to 
  emigrate and vast numbers of Highlanders sailed to North 
  America seeking a better life. Other landowners began mass 
  evictions, clearing their estates of tenants in favour of using 
  the land for sheep and cattle.
  The Highland Clearances, as they became known, increased 
  in frequency and severity well into the 19th century. The 
  most dramatic clearances occurred between 1807 and 1821, 
  when more than ﬁfteen thousand Highlanders were brutally 
  evicted from the lands of the Countess of Sutherland. The 
  Countess burned peoples’ homes in front of them. In one 
  horriﬁc case, an elderly woman died of severe burns when 
  her house was set alight whilst she was still inside.
  The Curious Case of Countess Sutherland
  Evidence uncovered by a visiting professor from 
  Miskatonic University in 1902 revealed that the real 
  Countess of Sutherland died between 1797 and 1799, 
  and that a mi-go doppelganger was in control of 
  the Sutherland estate during the Clearances. Why a 
  mi-go should be active in human affairs during this 
  time is unknown. However, revisionist historians 
  have taken this intervention as a sign that the 
  Highland Clearances might have been, in part, an 
  effort to reclaim lands that the fungi from Yuggoth 
  held centuries before. This claim remains a point of 
  considerable contestation amongst academics.
  20
  
  An Introduction to 1920s Scotland
  Years of famine followed the Clearances, and led to even 
  greater emigration to Canada and the United States. During 
  this period, large numbers of people from around Scotland 
  also ﬂocked to urban centres, especially the thriving 
  industrial powerhouse of Glasgow, in hope of ﬁnding jobs 
  and security.
  By 1800 Glasgow was known as the ‘workshop of Britain’ 
  and was already the largest producer of ironworks in all of 
  Europe. In 1803, the Glasgow shipyards launched one of 
  the world’s ﬁrst steamboats, the Charlotte Dundas, onto 
  the Forth-Clyde canal, and in the next thirty years another 
  ninety-ﬁve steamships would be built on Clydeside.
  By 1850, Scotland had more than two hundred cotton mills 
  fed by Scotland’s substantial coal reserves. Massive growth 
  in textiles spun off into development of other industries 
  and much of Scotland’s population moved south and west 
  to take part. By 1860, Glasgow’s population was well over 
  two hundred thousand people, and more than one-third 
  of Scotland’s industrial workers lived in the county of 
  Lanarkshire, labouring in the massive woollen mills.
  Early 20th-century Scotland 1900-1920
  The sudden increase in Scotland’s urban population led 
  to massive overcrowding. The growing population rapidly 
  outstripped the housing available and, by the end of the 19th 
  century, more than two-thirds of the Scottish population 
  lived in single- or two-room dwellings. For the majority of 
  Glasgow’s workers, two claustrophobic rooms in a cramped 
  tenement building was the best they could hope for.
  Meanwhile the rich beneﬁtted greatly from industrialization 
  and the growing middle class found opportunities for 
  advancement 
  in 
  shipbuilding, 
  heavy 
  industry, 
  and 
  international trade. The potential for industrial Scotland 
  seemed to have no limit. Indeed, for a time, the world seemed 
  to be Scotland’s for the taking.
  The early 20th century saw a tremendous increase in the 
  number and membership of Mythos cults in Scotland. 
  Competition, ruthlessness and lust for power, proﬁt and 
  inﬂuence encouraged businessmen, engineers and even 
  simple labourers to open their minds to possibilities and 
  vistas previously unimagined. Talk of new sciences and 
  ancient magics, of technologies and dark powers, provided 
  these men and women with a heady mix of conjured 
  dreams.
  What must have great Cthulhu, Tsathoggua, Yig, or Shub-
  Niggurath thought of this sudden inﬂux of hungry human 
  minds seeking power and unearthly wisdom beyond their 
  ken? How many of those self-same men and women could 
  have imagined their own cosmic insigniﬁcance or indeed 
  that of the entire human race?
  Such 
  questions 
  are 
  perhaps 
  for 
  philosophers 
  and 
  Theosophists. What history tells us is that the desperate and 
  frenzied appetite for industry and wealth at the turn of the 
  century led a host of men and women to seek out powers 
  born not of this world. Now a massing threat inhabits our 
  streets, our industries and our halls of government. And not 
  one of us is immune to this seething, growing cancer.
  From the book A World for the Taking: The Rise of 
  Mythos Cults in Scotland (Margaret Galston, Arbiters Press, 
  Edinburgh, 1921)
  21
  
  Shadows Over Scotland
  World War I was to change that optimism forever. Nearly all 
  of Scotland’s major industries were tied to the export trade. 
  World War I saw trading partners diminish, ports blocked 
  and manufacturing given over to the war effort. The Great 
  War, as it became known, lasted four long years and, at the 
  end of those long years, the Scots found the world a changed 
  place. Whilst Scotland was at war, new industrial centres in 
  North America and Asia had developed and prospered, and 
  the global demand for Scottish goods plummeted to a level 
  from which it would never recover.
  Scotland’s industrial domination was at an end. Embittered, 
  Scotland turned its wrath on a government that had exploited 
  its cheap labour and skills, but given little back in the way 
  of an increased standard of living. The early Scottish labour 
  movement was born of these tensions, and it fought an 
  increasingly militant campaign against the Tory and Liberal 
  parties, working tirelessly for improvements in both working 
  and social conditions. At the beginning of 1920, Scotland was 
  still foundering in post-war difﬁculties. The lives of ordinary 
  Scots were far from easy and the future did not hold the same 
  promise it once had. The indomitable Scottish spirit would 
  not falter long, however. Through conﬂict, toil and blood, 
  the Scottish people had built a country for themselves. Now 
  they would set about building themselves a new future.
  -A Mythos Timeline-
  “Time. Our lives are ruled by it, theirs are not. You might 
  say it works against us, and you’d be right, sure enough. It 
  doesn’t work for us, it works for the Old Ones—always has 
  and always will.” 
  (Jack McRae, Memoirs of a Rambling Rogue, 1901)
  The following is a comprehensive timeline incorporating 
  known Mythos activity into the historical context of Scotland, 
  from its prehistory roughly three hundred and ﬁfty million 
  years before our current era (BCE) to the ﬁrst quarter of the 
  20th century.
   350 million BCE: The supercontinent Pangaea is created in a 
  violent collision of tectonic plates. Cthulhu and his host arrive on 
  Earth and initiate a war with the elder things for dominance of the 
  planet.
   300 million BCE: A truce is established between Cthulhu and 
  the elder things, who are much diminished.
   275 million BCE: The serpent people create their greatest 
  civilization, Valusia, in the centre of Pangaea, building on and under 
  the lands that make up modern Scotland.
   250 million BCE: The slave-bred shoggoths rebel against their 
  elder thing masters. Many shoggoths escape and a number come to 
  inhabit areas in Scotland.
   225 million BCE: The coming of the dinosaurs brings about 
  the decline of Valusia. The powerful serpent people elite chooses to 
  enter hibernation deep below the surface of the Earth, ultimately 
  becoming the ‘sleepers’ of legend.
   190 million BCE: Tectonic activity rips Pangaea apart, tearing 
  Scotland away from Laurentia and forming the Atlantic Ocean. 
  Scotland collides violently with the Avalonian (England and Wales) 
  and European plates, thrusting up mountains across much of the 
  Scottish landscape.
   150 million BCE: The mi-go arrive in Scotland. The recently 
  formed mountains in Scotland’s Highlands create a perfect habitat 
  for the alien fungi from Yuggoth.
   65 million BCE: Following the decline of the dinosaurs, 
  mammals become the dominant form of life on Earth.
   50 million BCE: The mi-go begin a war for dominance in 
  Scotland against growing populations of deep ones and serpent 
  people, as well as a much smaller number of dark ones, elder things, 
  and unique Mythos entities.
  22
  
  An Introduction to 1920s Scotland
   45 million BCE: Despite having managed to rid Scotland of 
  elder things and dark ones, the mi-go war is unsuccessful and they 
  retreat to their mountainous Highland dwellings.
   1 million BCE: The ice age begins. Over the subsequent centuries, 
  glaciation and melting form the landscape of modern Scotland.
   40,000 BCE: Neanderthals move north from what is now 
  southern England and subsequently disappear. Empty settlements 
  are all that remain.
   8500 BCE: The ﬁrst recorded human settlement is established in 
  Scotland at Cramond, near Edinburgh.
   5000 BCE: Seeing the encroaching human settlements as a 
  threat, the serpent people begin a programme of genocide in the 
  Scottish Lowlands. The humans have some success in pushing back 
  the serpent attacks. Tales and legends of dragons proliferate.
   3000 BCE: Stone Age peoples build the massive chambered 
  tomb Maes Howe, or Maeshowe, on Orkney.
   2750 BCE: On the Bay of Skaill, Orkney, the elaborate stone 
  village of Skara Brae is built and occupied.
   2020 BCE: A great unexplained catastrophe strikes the people of 
  Orkney. Mass emigrations follow, leaving villages and settlements 
  empty.
   1400 BCE: An avatar of the Great Old One Byatis is summoned 
  to Earth by deep one priests, and brieﬂy terrorizes Lowland Scotland 
  before heading south to warmer climes in England.
   500 BCE: Defensive towers, forts, and distinctly Scottish brochs 
  (circular dry-stone buildings) and crannogs (artiﬁcial islets or 
  houses on stilts over lochs) come into use across Scotland.
   200 BCE: On the Isle of Skye, the famed ‘School for Heroes’ 
  is opened by the warrior-queen Sgathach at Dun Scaith, near 
  Tarskavaig. Irish legend suggests that the heroes’ training included 
  means of resisting mind control and engaging in mortal combat with 
  ‘auld gods’.
   50 BCE: A small band of hunters discovers an entrance to an 
  emptied elder thing city on the northern face of Ben Nevis. A party 
  of ﬁve men is sent inside to investigate the interior. They are never 
  heard from again. After three days, a large rescue party of twelve men 
  enters the void laden with supplies and torches. They too are lost to 
  the darkness under the mountain. The fate of all seventeen men is 
  sealed when a massive rockslide buries the entrance under tons of 
  rock a week later. Thereafter, the area is shunned and renamed the 
  ‘Devil’s Throat’.
   Year 1 CE: Scotland is divided by a number of warring clans and 
  peoples, most numerous amongst them the Picts, who rule nearly 
  the whole of northern Scotland.
   79: Roman governor of Britain Julius Agricola invades Scotland 
  with twenty thousand men.
   105: After numerous defeats, the Romans retreat from Scotland 
  and take up a defensive line between the Solway and Tyne rivers, 
  hoping to protect lands to the south from the raiding Scots and 
  Picts.
   109: Caesar’s notorious Legio IX, or Ninth Legion, is sent north 
  from York to subdue the Scots and push the Roman line into 
  Scotland. Engaging a much smaller force of Picts near modern 
  Pitlochry, the Ninth is nonetheless routed when a Pictish witch calls 
  upon the ‘Horned Man’, an avatar of Nyarlathotep. Nyarlathotep 
  summons the Wild Hunt and proceeds to annihilate the more than 
  ﬁve thousand veterans.
   122: Having witnessed ﬁrst-hand an ‘impossible horror’ in 
  Scotland, Emperor Hadrian orders the defensive line established 
  seventeen years earlier be walled and heavily fortiﬁed, becoming 
  known as Hadrian’s Wall.
   250: Celts, Picts and Scots fortify their lands in Scotland. A near-
  perpetual state of war exists between them and, most especially, 
  against the Romans.
   367: The Picts descend from the north, pushing the Romans back 
  from Hadrian’s Wall. Roman generals report that a dark shadow 
  preceded the Pictish forces and an unearthly wailing drove their 
  men mad with fear.
   397: St Ninian brings Christianity to Scotland. The ﬁrst Christian 
  church at Whithorn is dedicated to St Martin.
   500: The kingdom of Dalriada, forged by Celts and Scots, makes 
  its capital at Dunadd in Glen Kilmartin, Argyll.
   527: Fifteen Christian missionaries bound for Pictish lands vanish 
  from their camp on the shores of Loch Ness. A series of strange 
  events follows, ending ﬁnally with the lifeless bodies of twelve of the 
  missionaries washing ashore near Fort Augustus.
   552: St Mungo, also known as St Kentigern, erects a church in a 
  ‘great green place’, the site that will later host Glasgow Cathedral.
   563: St Columba arrives at Iona, a small island off the western tip 
  of Mull, and founds a Christian settlement there.
   614: Cursed by a group of cultists, St Mungo dies from a ‘wund 
  moste grave’ and is buried in the church he founded at ‘Clas-gu’ or 
  Glasgow.
   638: Edinburgh is invaded by Angles. In conducting a detailed 
  survey of the city, the Germanic invaders are amazed to find 
  hundreds of labyrinthine passages and caves beneath the streets. 
  Entrances to this underground maze are blocked up and, where 
  possible, collapsed when encounters with this underworld’s 
  ‘unholy denizens’ prove too deadly.
  23
  
  Shadows Over Scotland
   685: The armies of the Angle king of Northumbria, Ecgfrith, are 
  defeated at the Battle of Dunnichen or Nechtansmere, near modern 
  Edinburgh.
   795: Arriving in great long ships, Vikings raid farms and 
  settlements on Iona. It is the ﬁrst of many such attacks on Scottish 
  lands, largely initiated from Orkney.
   839: King Bridei VI and many Pictish nobility are killed in a terrible 
  defeat at the hands of the Vikings. Nearly all the Pictish land north 
  of the Firth of Forth and the Clyde are left momentarily leaderless.
   840: The fungi of Yuggoth, who have been all but dormant 
  for countless millennia, make a brief appearance in the Pictish 
  Highlands. The mi-go set about establishing a number of cults and, 
  for a time, involve themselves—although never directly—in human 
  politics. However, two years later, the fungi retreat back into their 
  mountain homes. The reason for this burst of activity is a matter of 
  considerable debate to this day.
   843: Kenneth MacAlpine, king of the Scots of Dalriada, unites the 
  lands of Scotland for the ﬁrst time in the country’s history when he 
  is also made king of the Picts of Pictland. This new uniﬁed country 
  with its capital at Scone, near modern Perth, becomes known as the 
  Kingdom of Alba.
   900: A regiment of solders sent north by King Donald II of Alba to 
  deal with a Viking incursion near Inverness is quite literally ripped 
  to shreds by a trio of Tindalosian hybrids. Their motives and how 
  they came to be in Scotland are never discovered.
   1018: At the Battle of Carham, near the river Tweed, Malcolm 
  II decisively defeats the armies of Northumbria. This victory leads 
  to the demarcation and recognition of the border between England 
  and Scotland.
   1040: King Macbeth is crowned King of Scotland at Scone. Many 
  disapprove of his ascension to the throne, particularly as Lady 
  Macbeth is known to consort with witches and the cult of Tsathoggua.
   1057: At the Battle of Lumphanan in Perthshire, Malcolm Canmore 
  slays Macbeth and is crowned Malcolm III, King of Scotland.
   1154: The Esoteric Brotherhood of the Spheres, an elite group 
  with members from many of Europe’s most senior noble houses 
  and monarchies, receives a petition from King Henry II of England 
  asking for aid ‘bothe physicall and magikall’ against Scotland.
   1174: William I, the Lion of Scotland, is surprised, taken prisoner, 
  and sent to Normandy, where he is forced to sign the Treaty of 
  Falaise. The treaty makes all future ‘kings of Scots’ subordinate 
  to England and cedes ownership of strategic castles throughout 
  Scotland to the English.
   1186: At Henry II’s bidding, William, still a prisoner in France, 
  is forced to marry Ermengard of Normandy and Edinburgh Castle 
  is made a wedding present to her. Tribute from across Scotland is 
  gathered and gifted to the Esoteric Brotherhood of the Spheres.
   1266: Håkon IV of Norway relinquishes the Norwegian-held 
  Hebrides and Western Isles at the Treaty of Perth in exchange for 
  monies and ownership of Shetland and Orkney.
   1295: France offers Scotland military aid through the Treaty of 
  Paris. In response, Edward I of England declares war on Scotland.
   1297: William Wallace sparks widespread resistance and 
  becomes the first hero of the Scottish wars for independence by 
  sacking Lanark Castle and killing its ruthless English sheriff. 
  Months later, Andrew Murray becomes Scotland’s second hero 
  by besieging and re-capturing a series of strategic, English-held 
  castles in the Highlands. Towards the end of the year, Murray and 
  Wallace achieve a stunning victory against the English at the Battle 
  of Stirling Bridge, but Murray later dies from his wounds.
   1302: The Bringers of Fire, an ancient cult devoted to Cthugha, 
  succeeds in gating the Great Old One to their stone circle at 
  Ballymeanoch, near Slockavullin, Argyll. Cthugha arrives with more 
  than one hundred ﬂame vampires and immediately devours the 
  stunned Bringers, scorching the circle black. The ﬂame vampires 
  frenetically set ﬁre to surrounding lands and forests before following 
  Cthugha back to the distant star Fomalhaut.
   1305: Wallace is betrayed, removed to London, and publicly 
  executed.
   1306: Robert the Bruce has himself crowned Robert I, King of 
  Scotland.
   1314: As King of Scotland, Robert I defeats the English at the 
  Battle of Bannockburn. The English king, Edward II, loses more 
  than two thousand horse and sixteen thousand men and barely 
  manages to escape with his life.
   1315: The noted warlock Angus McKellan, gifted dreamer and 
  one of Scotland’s most learned men, is visited by Tawil At’Umr, the 
  Guide and Guardian of the Gate and an avatar of Yog-Sothoth. The 
  Ancient One offers to guide McKellan to times and places unknown. 
  The warlock subsequently vanishes from his home outside Dalbeattie 
  in Galloway, leaving only a hastily scrawled note.
   1320: Nobles and clergy from across Scotland sign the Declaration 
  of Arbroath, asking Pope John XXII to recognize Robert I as the 
  rightful, sovereign king of Scotland and ensure the freedom of its 
  people.
   1335: Edward III initiates the largest English invasion to date 
  and manages to take much of southern Scotland.
   1349: More than two hundred thousand Scots succumb to the 
  Black Death, leaving Scotland with a population of fewer than a 
  million people. The ghoul population of Scotland, particularly in 
  Glasgow and Edinburgh, rises dramatically.
   1371: Robert II, grandson of Robert the Bruce, establishes the 
  Stewart dynasty. With few interruptions, the Stewarts rule Scotland 
  for the next three hundred years.
  24
  
  An Introduction to 1920s Scotland
   1413: The University of St Andrews becomes Scotland’s ﬁrst 
  university.
   1451: The University of Glasgow is founded and quickly rivals St 
  Andrews in size.
   1469: An unexplained catastrophe befalls the Norwegian peoples 
  inhabiting Shetland and Orkney. Large numbers of its people are 
  struck down by a phenomenon known only as ‘the withering’. A 
  mass exodus follows.
   1470: Norwegian King Håkon VI Magnusson sells Orkney and 
  Shetland to Scotland for ﬁfty-eight thousand Rhenish guilders, and 
  two years later an act of parliament recognizes the islands as the 
  northernmost reaches of the Scottish kingdom.
   1494: The earliest recorded description of the delicate art of 
  whisky distillation appears in a Scottish text.
   1495: The University of Aberdeen is founded. It is one of the ﬁrst 
  universities in Scotland to offer courses in the emerging ﬁelds of 
  metaphysics and occult sciences.
   1543: Nine-month-old Mary, daughter of King James V and 
  Marie de Guise, is crowned Queen of Scots at Stirling Castle.
   1544: King Henry VIII of England takes military action against 
  Scotland in an attempt to force the marriage of Mary, Queen of 
  Scots, to his son. This period, typiﬁed by invasions from the south 
  and naval attacks near Edinburgh, is to be known as the ‘rough 
  wooing’. The following seven years of military activity cost the 
  English well over half a million pounds and bring its economy to a 
  near standstill.
   1548: In order to secure French aid, it is agreed that young Mary 
  and the son of King Henri II of France will wed. The French land 
  an imposing army at Leith in Edinburgh, attack the English at 
  Haddington, and take Mary to France.
   1552: More than ﬁfty cultists are found dead in and around the 
  Tomnaverie stone circle near Tarland, Aberdeenshire. The lifeless 
  bodies are bent and contorted horribly. A copy of the Book of Iod is 
  found beneath one of the bodies and is later made part of the Rare 
  Books collection at the University of St Andrews.
   1558: Mary, Queen of Scots, and François II, Dauphin of France, 
  marry in Paris at the ages of fourteen and ﬁfteen, respectively. That 
  same year, Elizabeth is crowned queen, but due to her father’s 
  divorce the Catholic Church deems her illegitimate. The Church sees 
  Mary, Queen of Scots, as the rightful Queen of England.
   1559: John Knox leads a major Protestant uprising in Lowland 
  Scotland.
   1582: The University of Edinburgh is founded.
   1586: Mary, Queen of Scots, is arrested for plotting to kill Queen 
  Elizabeth and is put to death a year later at Fotheringay.
   1590: James VI begins a fanatical hunt for witches that claims the 
  lives of more than a thousand, predominantly female, Scots.
   1603: Queen Elizabeth I of England dies and Scotland’s James VI 
  is crowned King James I of England in Edinburgh.
   1638: Seeking to preserve Scottish religious and cultural practices, 
  the National Covenant is signed, eventually by thousands of Scots, 
  who by doing so become rebels against the English crown.
   1664: Suspected sightings of werewolves are linked with a number 
  of violent deaths in the north of Scotland. With the government 
  otherwise occupied, Scots take the matter into their own hands and 
  organize regular wolf hunts. In less than a century, the entire wolf 
  population in Scotland is hunted to extinction.
   1671: Rob Roy MacGregor is born near Loch Katrine.
   1682: In Edinburgh, the Advocates’ Library is constructed, laying 
  the foundations for the National Library of Scotland.
   1688: William of Orange arrives in England, at the request of 
  the nobility and Church, with a huge army. In Scotland, nobles and 
  clans are divided in their support for William and his queen, Mary.
   1692: The clan chiefs of the MacDonalds of Glencoe are massacred 
  in the night by government troops, who are also their guests. The 
  murders are held up as punishment for the Macdonalds’ failure to 
  swear an oath of allegiance to William.
   1696: The Bank of Scotland opens its doors.
   1707: Despite opposition, the Treaty of Union is accepted by the 
  Scottish parliament and Queen Anne becomes the ﬁrst sovereign of 
  the new kingdom of Great Britain.
   1721: A travelling troupe of actors and musicians reports seeing 
  strange lights above Loch Ness and the ruins of nearby Castle 
  Urquhart. No evidence to support this sighting is ever uncovered.
   1730: In response to increases in rent, the ﬁrst mass emigration 
  from the Scottish Highlands begins.
   1745: Charles Edward Stuart, or Bonnie Prince Charlie, lands at 
  Glenﬁnnan and begins to raise an army. Charles and his ‘Jacobites’ 
  take Perth and then Edinburgh without incident. By the end of 1745, 
  the Jacobites are less than one hundred and ﬁfty miles from London 
  and the city is in complete panic. The English king, George II, is 
  reportedly looking to ﬂee. Instead of pressing their advantage, the 
  Jacobites return to Scotland.
   1746: The Jacobites and government forces led by the Duke of 
  Cumberland meet at the Battle of Culloden. The Jacobites are slain 
  almost to a man. Bonnie Prince Charlie escapes to the beaches at 
  Arisaig and ﬂees to France.
   1759: Scotland’s bard, Robert ‘Robbie’ Burns is born.
  25
  
  Shadows Over Scotland
   1767: Edinburgh begins construction of its New Town.
   1771: The Encyclopaedia Britannica is ﬁrst published in 
  Edinburgh.
   1773: The Highland Clearances begin as the first emigrants 
  board the Hector in Ullapool and set sail for Nova Scotia, Canada, 
  having watched their homes being burned to make more land for 
  sheep and cattle.
   1783: The ﬁrst edition of the Glasgow Herald hits the city 
  streets.
   1784: The dead body of eminent socialite Fiona Gibbon is found 
  in her home in Morningside, Edinburgh. Police reports describe 
  the body as: “devoid of liquids and ﬂattened, as tho pressed” and 
  “possessing a large number of small, puncture-like wounds”. The 
  strange case is hushed up in the Edinburgh press and goes unsolved.
   1786: The New Lanark Mills grow to be the world’s largest cotton 
  mills.
   1787: At Kinnaird Head, near Fraserburgh, Scotland’s ﬁrst 
  lighthouse begins operation.
   1801: Scotland’s rapidly growing population reaches 1,608,000.
   1819: Scottish engineer and inventor James Watt, whose steam 
  engine designs ushered in the Industrial Revolution, dies. Memorials 
  take place across Scotland.
   1829: Serial murderer William Burke is convicted and executed 
  for the West Port Murders in Edinburgh. A total of seventeen known 
  victims were ‘harvested’ by Burke, and his accomplice William Hare, 
  for the purpose of selling the bodies to Edinburgh’s surgeons and 
  anatomists as medical cadavers. Hare is found not guilty and is later 
  released.
   1838: Queen Victoria is crowned in Westminster Abbey.
   1839: The body of William Hare is found mutilated almost beyond 
  recognition in Dean Cemetery, Edinburgh. An autopsy suggests that a 
  huge hound mauled Hare, prompting newspapers to write dramatic 
  headlines of hell-hounds and a suspected pact with the Devil.
   1841: The population of Scotland has grown to 2,620,000.
   1842: Regular rail service between Glasgow and Edinburgh 
  begins operation.
   1852: John Brown Shipbuilding and Engineering is formed in 
  Glasgow. The company moves to Clydebank in 1872.
   1876: Scottish inventor Alexander Graham Bell patents the 
  telephone.
   1883: One hundred and twenty-four lives are lost when the short-
  haul steamer Daphne sinks on her maiden voyage on the Clyde.
   1890: The Forth Rail Bridge is opened for travel.
   1891: A series of gargantuan fossilized ‘footprints’ are discovered 
  in an Ayrshire coalmine. Scientists from the University of Glasgow 
  and The Royal College of Science and Technology examine the prints 
  over a period of fourteen days before declaring the improbably-
  shaped footprints a hoax.
   1894: Scotland mourns the loss of Robert Louis Stevenson, one of 
  the country’s most famous authors and poets.
   1896: The Glasgow District Subway begins operation.
   1899: In Glasgow, the ﬁrst electric-powered tram replaces the 
  horse-drawn service.
   1904: The next nine years see six hundred thousand Scots, 
  roughly thirteen percent of the entire Scottish population, emigrate 
  to Canada, the United States, and a number of Commonwealth 
  countries around the globe.
   1909: Causewayhead, near Stirling, is the setting for Harold and 
  Frank Barnwell’s—and Scotland’s—ﬁrst heavier than air ﬂight.
   1911: The Scottish population reaches 4,761,000.
   1912: In a freak storm, the lighthouse on Bass Rock falters. 
  Workmen sent to survey the damage ﬁnd the lighthouse nearly 
  destroyed with wood splintered, stones broken and many surfaces 
  oddly stained. More disturbing still, the lighthouse keeper has 
  vanished utterly and a horrible reek pervades the place. Despite the 
  mystery, repairs begin a week later and the lighthouse is brought 
  back to working order with an upgraded incandescent gas lantern.
   1914: Great Britain declares war on Germany.
   1915: British naval bases are built in Orkney at Scapa Flow and 
  near Inverness at Invergordon.
   1917: The Hand of Abyzou cult begins searching long-forgotten 
  passages beneath Edinburgh for the ‘sleepers’ of serpent people 
  legend.
   1918: The Great War ends with more than one hundred and forty 
  thousand Scottish dead and nearly a million wounded.
   1919: The army is called in to quell riots in Glasgow over rising 
  rent levels and demands for a shorter working week. Later in 1919, 
  the Glasgow-built airship R34 makes a non-stop ﬂight to the United 
  States from East Fortune, near North Berwick. Andrew Carnegie, 
  the noted industrialist and philanthropist, dies.
   1920: Scotland enters the Roaring Twenties.
  26
  
  An Introduction to 1920s Scotland
  -Notable Figures of 1920s Scotland-
  John Logie Baird 
  (1888–1946)
  Born in Helensburgh, Baird 
  was an electrical engineer 
  and the inventor of television. 
  In 1924 he ﬁrst successfully 
  transmitted a television signal 
  over a few short feet. On the 
  26th of January, 1926, he gave 
  ﬁfty scientists in London the 
  world’s ﬁrst true television 
  demonstration. 
  One 
  year 
  later, Baird demonstrated a television transmission between 
  London and Glasgow. His invention caught international 
  attention in 1928 when the ﬁrst transmission crossed the 
  Atlantic from London to New York.
  James Matthew Barrie 
  (1860–1937)
  Born in Kirriemuir, Barrie is most known for Peter Pan. He 
  also wrote a number of other works, including Peter and 
  Wendy, and very successful plays, including Dear Brutus, The 
  Twelve Pound Look and What Every Woman Knows. Barrie 
  continued to publish up to his death and his works were 
  popular on Scottish stages throughout the 1920s.
  Lady Elizabeth Bowes-Lyon 
  (1900–2002)
  Though 
  born 
  in 
  London, 
  Bowes-Lyon was raised in 
  Scotland at Glamis Castle, 
  Angus. In 1923, she married 
  George 
  VI, 
  the 
  Duke 
  of 
  York and second in line to 
  the British throne. On the 
  abdication of Edward VIII 
  in 
  1936, 
  George 
  became 
  king and Elizabeth became 
  Queen Elizabeth, the Queen Mother. A favourite amongst 
  the people, she visited Scotland often, as did her children, 
  including Queen Elizabeth II.
  John Buchan
  (1875–1940)
  Born in Perth, Buchan was a highly successful writer and a 
  decorated diplomat. In addition to historical biographies, 
  Buchan wrote action-adventure and mysteries, and achieved 
  great renown for his tales of intrigue, including The 39 
  Steps. He would go on to have a distinguished career as a 
  diplomat and before his death was made Governor General 
  of Canada.
  Arthur Conan Doyle 
  (1859–1930)
  Born in Edinburgh, Arthur 
  Conan 
  Doyle 
  began 
  his 
  career studying medicine at 
  Edinburgh 
  University. 
  He 
  is most remembered for his 
  novels and shorter adventures 
  featuring Sherlock Holmes. 
  Conan Doyle was a spiritualist 
  and a member of ‘The Ghost 
  Club’, a group that studied 
  paranormal phenomena. His belief in fairies was evidenced 
  in his publishing The Coming of the Fairies in 1921 and then 
  The History of Spiritualism in 1926, in which he expressed an 
  ardent belief in psychic powers and spirit manifestations.
  27
  
  Shadows Over Scotland
  Alexander Fleming 
  (1881–1955)
  Born in the town of Loudoun, 
  Fleming 
  was 
  a 
  biologist 
  and 
  pharmacologist. 
  His 
  discovery of the antibiotic 
  penicillin in 1928 made him 
  a household name and is 
  recognized as one of the most 
  signiﬁcant discoveries of the 
  20th century. Fleming, along 
  with his partners Howard 
  Florey and Ernst Chain, was awarded the 1945 Nobel Prize 
  in Physiology or Medicine.
  Eric Henry Liddell
  (1902–1945) 
  Born in China to Scottish missionary parents, Liddell 
  studied pure science at Edinburgh University in 1922 and 
  ran in 100- and 220-yard races as a member of the athletics 
  team. Little known before the Paris Olympics of the summer 
  of 1924, he became an overnight British sensation when he 
  won gold and bronze in the 400 and 200 metre, respectively. 
  He continued to run until 1925 when he left Scotland to be 
  a missionary in China. His life is immortalized in the Oscar-
  winning ﬁlm Chariots of Fire (1981).
  Ramsay MacDonald
  (1866–1937)
  Born 
  in 
  Lossiemouth, 
  MacDonald started out as a 
  schoolteacher, but found his 
  true calling as a politician and 
  statesman. He was elected 
  the United Kingdom’s ﬁrst 
  Labour Prime Minister in 
  1924 and was re-elected to 
  another term in 1929. A gifted 
  orator, MacDonald brought 
  in reforms that supported the unemployed, expanded low-
  income housing, and amended insurance and beneﬁts for 
  Scotland’s workers.
  Charles Rennie 
  MacKintosh 
  (1868–1928)
  Born in Glasgow, MacKintosh 
  was a gifted architect and 
  member 
  of 
  the 
  Glasgow-
  based 
  creative 
  collective 
  known as ‘The Four’. Also a 
  designer and water-colourist, 
  MacKintosh is best known 
  for 
  his 
  stylish, 
  modern 
  architecture, 
  examples 
  of 
  which can be seen around Glasgow. By the 1920s, however, 
  he had largely abandoned architecture in favour of painting, 
  but never achieved much success. Disillusioned, MacKintosh 
  left Scotland in 1923, moving to the south of France with his 
  wife, Margaret.
  Further Reading
  A Century of the Scottish People: 1850-1950 by T. C. 
  Smout (1997). London: Fontana Press.
  A History of Scotland by Neil Oliver (2009). London: 
  W&N Books.
  Modern Scotland: 1914–2000 by Richard Finlay 
  (2004). London: Proﬁle Books.
  Scotland in the 20th Century by T.M. Devine and R. J. 
  Finlay, eds. (2003). Edinburgh: Edinburgh University 
  Press.
  Scotland: A New History by Michael Lynch (1992). 
  London: Pimlico.
  Scotland: Story of a Nation by Magnus Magnusson 
  (2001). London: HarperCollins. 
  Scotland’s Hidden History by Ian Armit (1999). 
  Stroud: Tempus Publishing.
  28
  
  Shadows over Scotland
  The Lowlands
  
  -The Lowlands-
  30
  “More than any other region of Scotland, the Lowlands 
  have been marked by war and battle. Whether by English 
  kings, Roman governors, Stone Age tribes, or Great 
  Old Ones, these fertile vistas have time and again been 
  contested, raided, burnt and bloodied. Though seemingly 
  bonny and bright today, the Scottish Lowlands harbour 
  a brooding darkness bred into and branded onto its very 
  heart.” 
  (Dr Adam S. Carlyle, The Making of Modern Scotland, 
  1920)
  A
  -Geography-
  The Lowlands of Scotland comprise the modern-day 
  Borders and Dumfries & Galloway in the south bordering 
  England; Argyll, Perthshire and Angus & Dundee in the 
  north bordering the Highlands; and Edinburgh & Lothian, 
  the Kingdom of Fife, Glasgow & the Clyde Valley, and 
  Ayrshire in between forming the central Lowlands. For 
  simplicity’s sake, the term ‘Lowlands’ is used to cover all 
  of these regions. In geological terms, the true boundary 
  between the Lowlands and Highlands is demarcated by the 
  Highland Boundary Fault, which runs from the Isle of Arran 
  and mainland Helensburgh in the west to Stonehaven in 
  the east.
  The geography of the Lowlands is typified by rolling hills, 
  pastoral glens, and thinly forested areas curving around 
  low mountains and occasional volcanic outcroppings. 
  Fresh water lochs and rivers dot the land. The Clyde 
  Estuary in the west and the Firth of Forth in the east 
  provide access to the sea for Glasgow and Edinburgh, 
  respectively. The shores of Lowland Scotland are home to 
  high cliffs, sea caverns, and soft white-sand beaches. As it 
  moves north, the west coast of Scotland becomes wilder 
  and forms jagged promontories and peninsulas. Large 
  numbers of fishing villages line each coast.
  One is never far from water in Scotland. The valleys and long 
  glens of Scotland are home to an amazing variety of lochs 
  and rivers. Although the River Tay is Scotland’s longest, the 
  Lowland river Clyde remains the country’s most signiﬁcant 
  waterway. In the 1920s, a great number of ocean-going 
  vessels carrying both passengers and cargo still sail up the 
  Clyde daily, to the docks and shipyards in Glasgow.
  The wide bays or ﬁrths of Lowland Scotland are also worth 
  noting. Both on the west and east coast, Scotland’s many 
  rivers ﬂow into these broad ﬁrths, largest among which are 
  Shadows Over Scotland
  
  The Lowlands
  31
  the Firth of Forth near Edinburgh and the Firth of Clyde 
  near Glasgow. Scotland’s waterways provide a useful means 
  of access and transportation throughout the Lowlands—and 
  not just for the more recent human population.
  As for lochs, the Scottish lakes, Loch Lomond north of 
  Glasgow is Scotland’s largest at five miles wide and thirty 
  miles long. A vast number of smaller lochs are situated 
  across the Lowlands of Scotland nestled beneath worn 
  peaks and barren hills. Rumour has it that many of these 
  lochs are connected through a labyrinthine network of deep 
  tunnels and dark cavernous expanses. To date, no one has 
  been able to confirm the existence of such a network or to 
  ascertain what might live or indeed thrive in those sunless 
  depths.
  Scotland is by far the most mountainous region of the United 
  Kingdom. Although the Lowlands are not home to Scotland’s 
  highest peaks, a number of ranges are worth noting. The 
  Sidlaw Hills north of Dundee, the Pentland Hills near 
  Edinburgh, the Lammermuir Hills in the Borders, the Ochils 
  between Stirling and Perth, and the Campsie Fells north of 
  Glasgow all provide dramatic backdrops for Scottish life in 
  the 1920s. Less dramatic than the tall Highland peaks, the 
  Lowland hills are inﬁnitely older and home to a number of 
  ageless horrors. These hills are typically covered in grass, 
  scrub, and short shrubs at height and encircled by sparse 
  forests, bracken and taller shrubs near their bases.
  Remarkable volcanic plugs and outcroppings from Arthur’s 
  Seat and Castle Hill in the east to Loudoun Hill and Ailsa 
  Craig in the west are a testament to the Lowlands’ volcanic 
  past. These locations are often frequented by Mythos 
  entities for reasons unknown. Whether these massive rocky 
  structures possess purely geological or potentially cosmic 
  signiﬁcance is a matter of considerable academic interest.
  Other sources of interest and mystery are the many stone 
  circles and standing stones featured around the Lowlands. 
  Situated atop hills, in deep glens, hidden in forests or on 
  open plains, the majority of these Neolithic sites have both 
  social and religious signiﬁcance. The exactitude and effort 
  required to create them tell us just how very important these 
  circles and standing stones were, and still may be, for the 
  inhabitants—human and otherwise—of Lowland Scotland.
  Most cities and burghs in the Lowlands hug rivers, lochs 
  and open coastline, reinforcing the importance of water as 
  a means of transport. Other centres lie in the wide glens 
  and narrow passes that afford travel through the Lowlands 
  and held strategic, and often military, signiﬁcance. In the 
  1920s, the roads across Scotland are still works in progress. 
  That said, the Lowlands have the best transport links in 
  the country, with major roads and rail lines connecting all 
  industrial and business centres.
  The relatively uncomplicated geography of the Lowlands 
  does not impede travel the way that it does in the Highlands 
  and Islands. Regardless, getting from one destination to 
  another can be a time-consuming process. Getting around 
  the Lowlands is usually accomplished via train, motor coach, 
  or car, just as it is today: for travel between major cities, the 
  train is the most popular choice. Roads are generally good in 
  the 1920s, but travel to the Highlands and Islands requires 
  thought and planning.
  
  Shadows Over Scotland
  32
  Getting around the Lowlands
  To determine travel times, a quick rule of thumb is 
  to double the time it would take today to arrive at the 
  chosen destination. Below are some examples of the 
  average time needed to travel between cities in the 
  1920s:
  •  From Dundee to Edinburgh or Stirling: 2 hrs 30 mins
  •  From Dundee to Glasgow: 4 hrs 15 mins
  •  From Edinburgh to Glasgow or Stirling: 1 hr 30 mins
  •  From Edinburgh to St Andrews: 2 hrs and 45 mins
  •  From Glasgow to St Andrews: 4 hrs
  •  From Glasgow to Stirling or Edinburgh: 1 hr 30 mins
  -Culture and People-
  “Ne’er will you see a more curious mixture of folk as in the 
  Lowlands of Scotland. A wild bunch of Scots descended 
  from a hundred warring clans and tribes, some even having 
  Roman and Sassenach blood. Good folk to be sure, but an 
  unpredictable lot. Approach with caution, says I.” 
  (Jack McRae, Memoirs of a Rambling Rogue, 1901)
  In the 1920s, the Lowlands is by far the country’s most 
  populous region. Two-thirds of Scotland’s population 
  resides in these agriculturally and historically rich lands. 
  This disparity in numbers between the Lowlands and the rest 
  of Scotland is the result of a number of economic, historical 
  and environmental factors. The Highland Clearances, for 
  example, saw the relocation of vast numbers of peoples from 
  the Highlands and Islands. 
  The arrival of industrialization also saw Lowland cities swell 
  with an increasing number of immigrants (particularly 
  Irish) looking for work. The majority of these people settled 
  in Edinburgh or Glasgow to work in factories and mills, 
  becoming part of Scotland’s industrial machine.
  The Lowlands of the 1920s are highly urbanized. Nearly 
  three-quarters of folk live in towns and burghs of more than 
  three thousand people. Most of these towns and villages are 
  either dotted along the east and west coasts or lie around or 
  between the chief cities of Edinburgh and Glasgow. 
  The industrial and populous ‘central belt’ between Glasgow 
  and Edinburgh is also home to a number of Mythos entities 
  that have either taken an interest in the affairs of mankind 
  or simply followed their migrating prey. Such predators 
  and other Mythos elements are detailed in the ‘The Mythos 
  in Scotland’s Lowlands’ section below. Outside the central 
  belt, other major centres such as Ayr, Dumfries, Dundee, 
  Galashiels, Kilmarnock, Perth, Stirling, and Stranraer are 
  useful as bases for scenarios in the Lowlands.
  Historically, the people of Lowland Scotland have spoken a 
  number of different languages and dialects. More so than in 
  the Highlands and Islands, the Lowlands people have found 
  themselves having to speak the lingua franca of a number of 
  invading nations, including the English, Romans, Vikings, 
  and, of course, Picts and Celts. Amalgamating elements 
  from various languages and dialects, the Lowlanders 
  developed the ‘Scots’ language, distinct from the Scottish 
  Gaelic of the Highlands and Islands. English, however, is 
  the first language of the Lowlands in the 1920s, although 
  some may still use Scots or even the revivalist ‘Lallans’ 
  language in addition to English.
  Religion is a popular and often contentious topic in 1920s 
  Scotland. In the Lowlands, the Scottish people put their 
  faith in a number of religions, including those dedicated 
  to Mythos gods. Christianity is the dominant religion in 
  Scotland; however, a fractious division exists between 
  practising Protestants and Catholics. The Presbyterian 
  Church is the main Protestant body in Scotland, whilst 
  the Roman Catholic Church is the main Catholic body. 
  The actions of both groups towards one another are 
  often anything but ‘Christian’ in reality. Normally, an 
  uncomfortable truce is maintained between them, but when 
  tempers flare in the streets and overcrowded slums of the 
  Lowland cities, sectarian violence is common.
  
  The Lowlands
  33
  Mythos Cults in Scotland’s Lowlands
  The secretive Mythos cults of Scotland’s Lowlands 
  do not concern themselves with the machinations 
  of Catholicism or Protestantism. Instead, they seek 
  to serve the Old Ones, the great gods inhabiting the 
  depths of space or other unfathomable dimensions. 
  These cultists are an odd mixture of rich and 
  poor, rural and urban dwellers. Their motivations 
  are complex and numerous, but can be seen as 
  variations on a theme. Common themes are lust for 
  power (whether confined to a particular realm or on 
  a cosmic, god-like scale), the desire for wealth and 
  property, personal gratification (taking a number 
  of dark forms), revenge (against any number of 
  aggressors, real or imagined), and simple fear and 
  insanity. This is only a short list taken from a nearly 
  infinite number of possible variations.
  The general populace of 1920s Scotland is motivated 
  by a number of factors. For the poor lower classes of the 
  Lowlands, the prime motivation is to achieve a better 
  quality of life, usually manifesting as increased pay, 
  more food and better housing. For the rich upper classes, 
  motivations are invariably tied to the further acquisition of 
  wealth and power. For the expanding middle classes, the 
  Lowland cities are a proving ground for those who would 
  circumvent class to become Scotland’s new industrial and 
  technological elite.
  In this time of technology and change, the desire for 
  knowledge is a powerful driver for a many people. Science 
  has become a new religion and, in the country’s research 
  institutions and universities, learned men are busily trying 
  to make a god of every man. By 1925 the number of cinemas 
  in Glasgow rivals the number of churches, and great numbers 
  of Scots put their faith in science and new technology. The 
  feeling that humanity can shape its own destiny inspires a 
  new generation of opportunists who are willing to explore 
  every avenue to achieve their goals. 
  Living in this time of change, the Lowlands Scots 
  are nonetheless products of a rich cultural tradition. 
  Generalizations fall short of representing the diversity of the 
  population; however, investigators should find the majority 
  of Lowlanders amiable, hard working and enterprising, 
  having a strong sense of community and national identity. 
  That communal spirit and identity coexist somewhat 
  paradoxically with a ﬁerce independence and thriving 
  individualism. Lowland Scots are people of great initiative 
  and innovation, given half a chance.
  Further details on persons and groups of note can be found 
  in each of the ‘Cities in Detail’ sections as well as the ‘Mythos’ 
  sections for each region.
  -Flora and Fauna-
  The landscape of Scotland is rich with abundant plant and 
  animal life. It is fair to say that investigators will never 
  be far from some sort of wildlife: roe deer course around 
  headstones and mausoleums in Glasgow’s Necropolis; red 
  foxes slip stealthily through Edinburgh’s narrow streets and 
  wynds; badgers amble down Stirling’s byways at dusk; and 
  ravens, kites and falcons wheel in the sky above or watch 
  from their perches in tall ﬁrs and pines.
  What follows is a short alphabetical list of some commonly 
  encountered ﬂora and fauna, any of which could be used to 
  add verisimilitude to a scenario. Statistics are given for fauna 
  that might threaten investigators.
  Lowland Flora
  Douglas Fir (L. Pseudotsuga menziesii) – The Douglas 
  ﬁr is a common evergreen coniferous tree introduced to 
  Scotland from North America by the Scottish botanist David 
  Douglas in 1827 at Drumlanrig Castle. The tallest recorded 
  Douglas ﬁr stands in the grounds of Dunans Castle in Argyll 
  and reaches over sixty metres (roughly two hundred feet).
  Gorse (L. Ulex europaeus) – Gorse is a hearty shrub with 
  small green stems and tiny leaves that favours dry and 
  sandy Lowland soils. Thriving in sunny sites, Gorse grows 
  prodigiously and is considered a weed by many, especially 
  farmers. Nonetheless, it is well liked for its brilliant yellow 
  
  Shadows Over Scotland
  34
  flowers, which bloom throughout the spring and summer 
  and have a sweet and distinctive coconut scent.
  Scots Pine (L. Pinus sylvestris) – The Scots pine is the 
  most common evergreen conifer in 1920s Scotland and is 
  one of the most prevalent conifers worldwide. Scots pine 
  can grow to thirty-six metres (roughly one hundred and 
  twenty feet) in height, but average about nineteen to twenty 
  metres (sixty to sixty-five feet) tall. The pine needles grow 
  in pairs and are blue-green in colour. Red squirrels, grouse, 
  and capercaillie are especially fond of Scots pine and are 
  often found nesting in pinewoods.
  Spear Thistle (L. Cirsium vulgare) – Considered a 
  weed in much of the United Kingdom, the spear thistle is 
  nonetheless one of the national emblems of Scotland. A 
  resilient plant, the spear thistle is usually recognized by 
  its distinctive purple flower head and long, narrow and 
  very spiny leaves. Capable of growing over a metre high, 
  a thicket of spear thistle can present a serious obstacle to 
  walkers and investigators alike.
  Yew (L. Taxus baccata) – The yew is a small- to medium-
  sized evergreen tree that is particularly slow growing and 
  can live for centuries. The Fortingall Yew, found in the 
  Perthshire village of Fortingall, is an especially ancient yew. 
  Protected in the village churchyard, the tree is estimated to 
  be between two thousand five hundred and five thousand 
  years old, making it the oldest tree in Europe. Favoured by 
  druids and witches, the yew tree is linked to magic involving 
  transformation and rebirth.
  Lowland Flora
  Badger (L. Meles melus) – Badgers are short-legged, stocky 
  mammals related to weasels but considerably larger. 
  Badgers are noted for their distinctive white and black 
  facial markings. Throughout the day, they live underground 
  in family groups but emerge at dusk to feed and play. 
  Despite their size, badgers are capable of fending off much 
  larger predators.
  Badgers – Grumpy Ground Dwellers
   
  Char. 
  Roll 
  Avg.
   
  STR 
  2D6 
  7
   
  CON 
  2D6 
  7
   
  SIZ 
  2D4 
  5
   
  POW 
  2D5 
  7
   
  DEX 
  1D4 
  2
   
  HP 
   
  6
  Movement:  
  5
  Damage Bonus:  
  +0
  Skills:  
  Sneak 40%; Spot Hidden 25%
  Weapons:  
  Bite 50%, damage 1D3
  Armour: 
   1-point hide
  Number appearing:  1D2
  Buzzard (L. Buteo buteo) – Buzzards are common to all 
  areas of Great Britain, but are especially abundant in the 
  Lowlands. Sometimes mistaken for golden eagles, buzzards 
  are in fact much, much smaller. An attractive raptor, the 
  Scottish buzzard should not be mistaken for the North 
  
  The Lowlands
  35
  American vulture. Although normally not aggressive, during 
  mating season buzzards become extremely territorial and 
  will attack or harry larger birds and even humans.
  Buzzards – Highly Territorial Raptors
   
  Char. 
  Roll 
  Avg.
   
  STR 
  2d6 
  7
   
  CON 
  2d6+2 
  9
   
  SIZ 
  1d6+2 
  5-6
   
  POW 
  2d6 
  7
   
  DEX 
  1d6+15 
  18
   
  HP 
   
  7
  Movement:  
  3 / 15     walk / ﬂy
  Damage Bonus:  
  +0
  Skills:  
  Spot Hidden 45%
  Weapons:  
  Bite 25%, damage 1D4
   
   
  Claw 55%, damage 1D4
  Armour: 
   None
  Number appearing:  1
  Otter (L. Lutra lutra) – The otter is a playful, water-
  dwelling mammal known for its solitary nature and its 
  ﬁshing expertise. Its sleek body, ending in a long tail, is 
  covered in a soft, thick brown fur—a prize for which otters 
  are sometimes hunted. Wary and secretive animals, otters 
  inhabit both inland rivers and coastal areas and spend most 
  of their waking lives in or near water.
  Peregrine Falcon (L. Falco peregrinus) – The peregrine 
  falcon is one of the fastest and most attractive birds of prey 
  in the Scottish Lowlands. An accomplished and agile hunter, 
  the peregrine has been used throughout Scotland’s history as 
  a trained raptor. The peregrine’s blue-grey colouring, bright 
  white face and black-topped head make it easy to distinguish 
  even at distance. Swift and exceedingly manoeuvrable on its 
  broad pointed wings, it is capable of chasing and catching all 
  but the most nimble of prey.
  Peregrine Falcons – Swift and Agile Raptors
   
  Char. 
  Roll 
  Avg.
   
  STR 
  2D4 
  5
   
  CON 
  2D6 
  7
   
  SIZ 
  1D4+1 
  3
   
  POW 
  2D6 
  7
   
  DEX 
  1D6+20 
  23
   
  HP 
   
  5
  Movement:  
  3 / 15 / 25    walk / ﬂy / dive
  Damage Bonus:  
  +0
  Skills:  
  Spot Hidden 85%
  Weapons:  
  Bite 50%, damage 1D2
   
   
  Claw 75%, damage 1D4
  Armour: 
   None
  Number appearing:  1
  
  Shadows Over Scotland
  36
  Red Grouse (L. Lagopus lagopus) – Red grouse are 
  medium-sized game birds common to the Scottish Lowlands. 
  Noted for their reddish-brown colour, mature grouse have 
  rounded bodies, short tails, thin white-feathered legs and 
  slightly hooked beaks. Grouse spend most of their time 
  feeding on insects, berries and seeds. When disturbed, the 
  red grouse often startles walkers with a distinctive call that 
  sounds eerily like ‘go-back, go-back, go-back’ as it suddenly 
  appears whizzing up from tall grass.
  Red Squirrel (L. Sciurus vulgaris) – Red squirrels are 
  much beloved and iconic seed-eaters native to Scotland. 
  Known for their agility and acrobatic skill, they are most at 
  home in pine forests and are often seen darting from tree to 
  tree in search of nuts and berries. Their numbers, however, 
  have dropped to the point that in 1920, investigators are 
  likely to see or encounter red squirrels only in rural areas 
  and larger country parks.
  -Climate-
  The climate of the Lowlands is temperate, but its proximity 
  to the ocean means that it is also highly variable, although 
  rarely severe. The west of Scotland is usually warmer than 
  the east due to the inﬂuence of the North Atlantic Drift, 
  which brings warmer water and temperatures up the western 
  coast. The eastern coast, on the other hand, experiences the 
  colder surface temperatures of the North Sea. The warmer 
  weather comes at the cost of higher rainfall, particularly 
  in the cooler months. Glasgow and the western Lowlands 
  receive considerably more precipitation than Edinburgh, St 
  Andrews and other eastern regions.
  Average temperatures in the Lowlands are generally higher 
  than those in the Highlands and Islands. Rainfall is common 
  year-round, but more common in the winter months. 
  Snowfall is rare, particularly on the coasts, but becomes 
  more common towards the interior and at altitude.
  The weather of the Lowlands is highly changeable and 
  residents often joke that it is possible to experience ‘all 
  seasons in one day’. Most days will have a mix of clear and 
  overcast conditions with occasional, sometimes heavy, 
  showers. Showers become more common as investigators 
  head west. They will do well to carry an umbrella with them 
  whenever travelling out of doors. This is often complicated, 
  however, by strong and gusting winds.
  Throughout the United Kingdom, the wind prevails from the 
  southwest. In the case of the Scottish Lowlands, this means 
  that warm, wet and highly unstable air is continually pushed 
  overland from the Atlantic Ocean. As a result, gales and 
  windstorms coming off the Atlantic are not uncommon.
  The wind and weather of Scotland can be used effectively as 
  a feature or even a character in Scottish scenarios. Howling 
  winds, driving rain, towering clouds and impenetrable mists 
  are superb for adding a little threat to scenarios.
  Lowland Weather Averages
  Average temperatures:
  Summer averages: 
  15–17 °C  
  59–63 °F
  Winter averages: 
  5–6 °C   
  41–42 °F
  Average rainfall per year:
  West Lowlands: 
  250 days per year 
   
   
   
  (c. 1250 mm precipitation)
  East Lowlands: 
  200 days per year 
   
   
   
  (c. 1000 mm precipitation)
  Average hours of sunlight:
  January 
  7.4 
  July 
  16.5
  February 
  9.3 
  August 
  15
  March 
  11.5 
  September 
  12.5
  April 
  14 
  October 
  10.3
  May 
  16 
  November 
  8.2
  June 
  17 
  December 
  7
  [Source: British Meteorological Society]
  
  The Lowlands
  37
  -The Mythos in 
  Scotland’s Lowlands-
  “I’d like to tell you that it’s all sunshine, blue skies and bonny 
  lasses in the Lowlands. I’d like to tell you there’s no reason 
  for lockin’ your door at night. But then that’d make me a 
  liar and might see you waking up dead.” 
  (Jack McRae, Memoirs of a Rambling Rogue, 1901)
  The Lowlands of Scotland have long been home to a variety 
  of Mythos cultures and entities. Lurking in the shadows 
  and working in secret at the frayed edges of human society, 
  these gods and monsters put their dark plans into action. 
  In the 1920s, a number of groups and individuals are slowly 
  working towards finally bringing their monstrous plans to 
  fruition. Behind the veil of sanity, they plot and scheme, 
  waiting for the moment when their own stars are right.
  This section provides Keepers with information on the 
  activities and motivations of Mythos creatures inhabiting 
  the Lowlands in the 1920s. For each instance of Mythos 
  activity, information regarding the nature of the threat, 
  opportunities for investigation, possible conclusions and 
  means of involving players are detailed in four subsections—
  Intrigue, Introduction, Investigation, and Revelation. 
  In addition to this, relevant information on locations, 
  characters of note, monsters, spells and equipment, and 
  maps are provided for Keepers’ use. Although not described 
  in the exacting detail given to the larger scenarios included 
  in Shadows over Scotland, the intention here is to 
  supply enough material to allow Keepers to quickly build 
  scenarios of their own or to incorporate these materials 
  into ongoing adventures.
  Mythos Threat: Alexander ‘Sawney’ Bean
  Intrigue
  Alexander Bean, or ‘Sawney Bean’ as he is known in 
  local legend, has been living in South Ayrshire for nearly 
  two hundred and fifty years. In that time he has been 
  ‘shot dead’ twice and immortalized in a number of cheap 
  chapbooks or ‘penny dreadfuls’ that detail his murderous 
  and cannibalistic ways. Despite fantastical reports to the 
  contrary, Sawney is very much alive and approaching the 
  height of his power.
  Sawney was born in 1672 into a small coven of witches 
  who worshipped the Great God Pan, an avatar of Shub-
  Niggurath, on the shores of the Galloway coast. A Child of 
  Pan, the dark blessing of a union between a witch and Pan, 
  Sawney was heralded as an earth-born god and revered by 
  the coven. A haunting and beautiful child, he appeared as 
  any other human boy apart from an unmistakable wildness 
  and otherness in his eyes.
  Early on, Sawney was told that he would possess god-
  like powers. The form and extent of those powers became 
  evident on his seventh birthday when, by force of will 
  alone, he drove five of the witches mad and caused them 
  to leap to their deaths from the nearby sea cliffs. Their 
  numbers diminished by half, the remaining witches sought 
  to appease the boy through earnest worship, treating him 
  as a god and providing for his every whim.
  The witches also saw to Sawney’s early education and 
  taught him a number of rudimentary spells. This tutelage 
  continued for four years until, on the night of the 18th of 
  November, 1683, an encounter with a group of local farmers 
  changed Sawney’s destiny forever. On this night, Sawney 
  had demanded to join the witches as they journeyed inland 
  to negotiate for food. This ‘negotiation’ usually took the 
  form of a mixture of minor magic performed to aid the 
  farmers and base sexual rites in exchange for food. Keeping 
  well back, Sawney watched all this coldly from afar. 
  As these negotiations ﬁnished, one of the farmers caught 
  sight of Sawney at the ﬁeld’s edge. As he beheld the boy’s 
  brilliant and alien eyes, the man stopped transﬁxed. Angered 
  by this discovery, Sawney bent the farmer’s mind in on itself, 
  crushing his reason and driving him utterly mad. Dropping 
  to his knees, the farmer began to babble and then froth at 
  the mouth, ripping his hair from his head and tearing his 
  clothing from his body. As the kneeling man writhed and 
  began clawing his own skin, the other farmers watched in 
  abject horror. As though moved by an unheard rhythm, the 
  
  Shadows Over Scotland
  38
  insane farmer began to jerk and slap himself with increasing 
  violence until he was pulling and tearing at his own ﬂesh. 
  Finally gouging his eyes out, the poor man screamed until all 
  breath had left his body and he slumped to the ground dead.
  Fearing for their lives, the witches rushed back to their 
  encampment with Sawney, but as dawn approached the 
  sound of baying dogs alerted them to an approaching 
  hunting party. A decision was made to split up. Sawney 
  went north with the eldest of the witches into Ayrshire 
  whilst the other four made their ways variously south and 
  southwest. This ruse was ultimately successful, but the four 
  witches who left Sawney’s side that night were never heard 
  from again.
  On the Lowland coast at majestic Bennane Head, Sawney 
  and the last witch found a series of caves near the 
  water’s edge in which they could hide themselves and 
  rest. Although the caves offered excellent shelter, the 
  surrounding shrubs and grasses offered little in terms 
  of food or useful sustenance. Scared to go much further 
  than the surrounding headland, they both weakened as 
  the days wore on until finally their predicament was dire. 
  When no other resource could be called upon, the witch 
  finally summoned the Great God Pan, calling him forth in 
  the pale moonlight. The old witch begged Pan to provide 
  Sawney with the means, the strength and the will to see 
  his earthly mission accomplished and to take her life in 
  payment. Granting her wish, the Great God Pan imbued 
  Sawney with an unnatural strength and endurance, fortified 
  his will and extended his life, and finally placed in his mind 
  a spell which would allow him to take great succour from 
  the blood of others. Transformed and awakened by Pan, 
  Sawney turned to the old witch, clasped his cold hands 
  around her neck suddenly and crushed her windpipe with 
  his thumbs. Wasting no time, he cast the spell granted 
  him by the Great God Pan and sank his teeth into the old 
  woman’s flesh.
  Following his encounter with Pan, Sawney descended 
  into utter madness. But Sawney’s madness is not without 
  purpose. Believing the stories fabricated by the witches and 
  intoxicated with his own powers, Sawney has begun to create 
  a cult of his own: he is, after all, the son of a god. To this 
  effect, he has begun kidnapping likely followers. Overcoming 
  their wills, entrancing them and pushing their sanity to the 
  Spell: Blood’s Succour
  Blood’s Succour allows the caster to take sustenance and regenerate hit points from drinking the blood and eating the 
  ﬂesh of others. In addition, the spell gifts the caster with augmented Strength, Constitution and Dexterity for a period of 
  time. This horrible spell requires the presence of a recently deceased person or persons, takes ﬁve rounds to cast and costs 
  1D10 Sanity and 8 magic points. After casting the spell, the caster must immediately feast upon the ﬂesh and blood of the 
  chosen victim or victims. Anyone watching the caster feast loses 1 / 1D4 Sanity points.
  The caster must feast until utterly sated or the spell will have no effect. Once fully sated, the caster will be magically 
  sustained for no less than thirty-six hours and require no other feedings. The feaster will regenerate a number of hit 
  points equal to half the hit points of the once-living victim (e.g., feasting on a victim who whilst living had 14 hit points 
  will regenerate 7 hit points in the caster). The augmentation of Strength, Constitution and Dexterity depends on the 
  vitality of the blood and ﬂesh and so will vary in relation to the freshness of the body. If the body is very recently dead (less 
  than two hours) the caster’s physical statistics will triple for a period of eight hours. If the body is recently dead (between 
  three and six hours) the caster’s physical statistics will double for a period of four hours. If the body died more than six 
  hours previous, no augmentation will take place, but the blood and ﬂesh will still sustain and regenerate the feaster. The 
  only external change visible during this period of augmentation is that the whites of the caster’s eyes will turn yellowy 
  red as though bloodshot and jaundiced. This augmentation has a powerful euphoric effect and is extremely addictive. 
  After the ﬁrst feeding, normal sustenance will seem unbearably tasteless to the caster. Feasters will sour to normal foods 
  altogether after 1D4 feedings, preferring to rely on Blood’s Succour to sustain them.
  
  The Lowlands
  39
  snapping point, he then introduces them to the bloodlust 
  of the dark feast. Over the last hundred years, Sawney has 
  perfected this practice and can now turn his victims into 
  raving cannibal servitors in less than forty-eight hours.
  By 1920, Sawney Bean has a coterie of between twenty-one 
  and twenty-six mad followers of varying ages. Although 
  they do not have his powers or his prolonged life, his cult 
  of cannibals serves his purposes well. Hunting for him, 
  revering him, acquiescing to his every whim, their servitude 
  is absolute and Sawney has succeeded in making himself a 
  god on earth. He is not, however, content with this existence. 
  Sawney Bean has far greater plans. But ﬁrst he must swell his 
  ranks, so now Alexander Bean, a tall dashing man in his early 
  forties, walks the streets of south Ayrshire towns and cities, 
  from Stranraer to Ayr itself, in search of new ‘opportunities’.
  Alexander ‘Sawney’ Bean
  Alexander ‘Sawney’ Bean, age 249, 
  Child of Pan and Would-be Cannibal God
  STR 14* 
  DEX 13* 
  INT 14 
  CON 13*
  SIZ 15 
  APP 19 
  POW 23 
  EDU 12
  SAN 00 
   
  Hit Points: 14
  Damage Bonus: +1D4* (special; when augmented 
  by the Blood’s Succour spell, Sawney’s STR, CON, 
  and DEX can double or triple, providing him with a 
  damage bonus of +2D6 or +3D6 respectively)
  Skills: Astronomy 25%, Climb 88%, Dodge 45%, Fast 
  Talk 55%, Kidnap 70%, Occult 50%, Oratory 55%, 
  Persuade 60%, Psychology 50%, Sneak 65%, Spot 
  Hidden 55%, Swim 75%, Track 35%
  Weapons: Fist/Punch 65%, damage 1D3 + db
  Grapple and Bite, 85%, damage 1D4 + db, plus loss of 
  1–2 hit points due to lost blood every round after the ﬁrst
  Walking Stick 60%, damage 1D4 + db
  Spells: Blood’s Succour (see nearby textbox), Call / 
  Dismiss Pan (Avatar of Shub-Niggurath), Dominate, 
  Dread Curse of Azathoth
  Sanity Cost: Seeing Sawney’s otherworldly eyes costs 
  O / 1D4 Sanity normally or 1 / 1D6 when augmented 
  by the Blood’s Succour spell
  Appearance: By all human standards, Sawney is 
  extremely attractive. He appears as a clean-shaven 
  man in his early forties with hair the colour of straw 
  and seemingly perfect facial features. His presence 
  is at once striking and commanding. His brilliant 
  pale green eyes are rimmed in darker green and 
  flecked with gold. His pupils are much larger than 
  those of normal humans. His gaze is both entrancing 
  and terrifying. To this end, he must wear shaded 
  spectacles when in the company of normal humans or 
  attract considerable attention. Having the collected 
  wealth of centuries of victims, Alexander Bean will 
  be immaculately dressed in a finely tailored suit, 
  complete with beautiful silk tie, gold tiepin and cuff 
  links, and an ivory-handled walking stick.
  
  Shadows Over Scotland
  40
  Sawney’s Followers
  The mad cannibalistic followers of Sawney Bean are a mixed 
  bunch, varying in sex and age. The small caves and caverns 
  which make up their home could hold up to fifty people, but 
  at the moment Sawney maintains a more comfortable, and 
  manageable, population of 1D6+20 cannibals. When his 
  followers die or are killed, Sawney ‘collects’ suitable victims 
  to replace them.
  Sawney has commanded that the cannibals avoid human 
  contact and keep to the outskirts of Ayrshire society, 
  operating by stealth and subterfuge instead. They prefer 
  to stalk and kidnap single victims and have enough sense 
  to prey on those they think won’t be missed. If seen 
  lurking in the shadows, Sawney’s worshippers appear as 
  poor street urchins or ne’er-do-wells, looking bedraggled 
  in torn and unwashed clothing, but having ‘hungry’ eyes. 
  Despite possessing average intelligence, they will flee from 
  conversation and contact. Sawney has directed them and 
  Sawney they obey.
  Sawney’s Worshippers, Insane Cannibals
   
  Char. 
  Roll 
  Avg.
   
  STR 
  3D6 
  10–11
   
  CON 
  3D6 
  10–11
   
  SIZ 
  2D6+5 
  11
   
  INT 
  2D6+4 
  11
   
  POW 
  3D6+3 
  13–14
   
  DEX 
  3D6 
  10–11
   
  HP 
   
  11
  Damage Bonus:  
  +0
  Skills:  
  Climb 55%, Kidnap 40%,   
   
   
  Sneak 65%, Spot Hidden 45%,  
   
   
  Track 30%
  Weapons:  
  Fist / Punch 45%, damage 1D3 + db
   
   
  Grapple 35%, damage special
  Number appearing: 1D4 wandering; 2D6+6 in   
   
   
  Sawney Bean’s cave
  Sanity Loss: 
  1 / 1D4 to see a cannibal feeding
  Introduction
  Investigators can be introduced to the threat posed by 
  Sawney Bean in a number of ways. The most familiar method 
  would be to have them called in to investigate the case of 
  a missing person or persons. This could be, for example, a 
  missing son or daughter, a minister or statesman, or even a 
  bride or groom only days before the wedding. Alternatively, 
  investigators could be asked to uncover the reasons 
  behind numerous disappearances in a rural town or even 
  the emptying of an entire small village. A less audacious 
  scenario might have the investigators arrive at the farm of 
  a local landowner who has found a large cache of human 
  bones whilst tilling his field.
  Brief encounters with Sawney and his cannibals might 
  also fit nicely into current campaigns or scenarios. For 
  example, the investigators might encounter one of Bean’s 
  cannibalistic cultists whilst on another case. A diversion 
  might introduce the investigators to the Sawney legend or 
  they might see the man himself. A particularly attractive 
  option for adventurous Keepers would be to have Sawney 
  determinedly stalking one of the investigators, having 
  picked her or him as his most recent ‘opportunity’.
  Investigation
  Information regarding Sawney Bean, his cannibal cult, and 
  their activities can be found through any number of means. 
  Keepers will want to think about providing investigators 
  with opportunities to uncover clues from police reports and 
  newspaper clippings. A few colourful local characters can 
  provide vital information or act as red herrings. Books on 
  local history and folklore can be found in the community 
  library and one or two of the ‘penny dreadfuls’ that contain 
  fantastical accounts of Sawney Bean’s activities might be 
  floating about for investigators to peruse. 
  Ultimately, any successful investigation will likely lead 
  to the discovery of Sawney Bean’s cave at Bennane Head 
  and a showdown with the cannibal man-god. Below is a 
  description of what investigators can find when exploring 
  the caves and what they can encounter there.
  
  The Lowlands
  41
  Sawney Bean’s Cave
  Sawney Bean’s cave is located at the waterline on the ocean-
  facing side of Bennane Head in Ayrshire. The cave can be 
  accessed at low tide via a small curving strip of beach or by 
  a treacherous cliff walk ending in a steep and exceedingly 
  perilous descent to a rocky cleft near the cave mouth. Those 
  choosing the first option will first have to wait for the tide 
  to recede enough to make the beach strip visible. Next they 
  will have to walk around the point of Bennane Head, where 
  they will find the entrance. Descent from the cliffs is not 
  for the faint of heart and will require multiple successful 
  Climb rolls. Difficulty is left up to the Keeper’s discretion 
  but investigators should be made aware of the grave peril 
  they are putting themselves in.
  Cavern Entrance
  During low tide, it is possible to walk directly into this dark 
  cavern. The mouth of the cave is a little more than eight feet 
  in height and nearly as wide. A rocky cleft cuts along the 
  side of this mouth and affords access to the cliffside. Once 
  inside, the slick floor of the cavern slopes up steeply for 
  the first thirty feet, rising more than ten feet before finally 
  levelling out. The cavern stretches on for another twenty 
  feet before a wall of wet and jagged rock. A small tunnel 
  entrance low in the wall, some five feet high and roughly 
  four feet wide, provides passage beyond.
  At high tide, the surf comes crashing into the cavern 
  and fills it to a level of seven feet, all but obscuring the 
  entrance. The violence of the surf can send water as far 
  as the mouth of the small tunnel, making movement 
  here treacherous. To attempt to swim out of the cave 
  at high tide is an extremely difficult manoeuvre, 
  which could well result in characters being slammed 
  against jagged rocks or dragged out in the undertow.
  The Murder Hole
  The tunnel from the entrance cavern continues for 
  twelve feet before opening into a massive cavern nearly 
  forty feet in diameter. This cave is roughly circular 
  with another three small tunnels leading out of it to 
  the north, northeast and southeast. The cavern gets its 
  name from the seven-foot-wide hole that plunges down 
  from the centre of the room into an uncertain blackness. 
  The floor of the cavern slopes in gently to this jagged 
  opening. At low tide, a lantern or other directional 
  light source reveals that the murder hole descends roughly 
  twenty feet to a rocky floor covered in a large number of 
  white human bones. Seeing this will cost investigators 0 
  / 1D3 sanity. At high tide, however, investigators will see 
  only the surface of black water some thirteen feet down.
  A number of Sawney’s followers (1D6) can be found here 
  50% of the time. Should their numbers be sufficient, they will 
  attempt to grapple and subdue the characters. If successful, 
  they will waste little time in calling others into the murder 
  hole and will together delight in slamming the skulls of the 
  investigators against the rough floor until they are dead. 
  They will then cast Blood’s Succour and feast upon the dead 
  investigators’ flesh and blood. If success looks unlikely, the 
  cannibals will run to the small tunnel exits. Climbing down 
  unaided into the murder hole requires a successful Climb 
  roll. 
  Failure results in a potentially life-threatening fall (2D6+1 
  damage or 1D6+1 with a successful Jump roll) and surely a 
  broken bone or two. A leap into the dark water at high tide 
  will result in 1D4 damage regardless of any preparation. 
  Investigators foolish enough to dive headﬁrst into the 
  unknown will strike the jagged rock ﬂoor and suffer 2D6 
  damage and a concussion.
  
  Shadows Over Scotland
  North Cave
  A single flickering torch lights this roughly twenty-foot-
  diameter cave. More than fifteen rough cots made of a 
  strange mix of materials (e.g., clothing, straw, empty sacks, 
  etc.) are placed about the floor. A fire pit in the centre of 
  the cave is smoking dully and a supply of firewood is built 
  up against the eastern wall. 1D6+1 cannibals will always be 
  present in this room. Should no alarm have been raised, 
  they will be completely surprised by the investigators. 
  Battle will ensue and they will fight to the death.
  Northeast Cave
  This cave is unlit. A trickling can be heard when approaching 
  this rectangular, fifteen-foot-wide chamber. Inside the cave, 
  a rivulet of fresh water courses noisily down the eastern 
  wall before slipping down a crack in the floor. Five crude 
  mattresses are dotted around the floor and 1D4 cannibals 
  will be present. Due to the sound of the rushing water, 
  investigators’ Sneak skills are doubled here.  Even if the 
  cannibals are initially surprised, they will fight to the death.
  Southeast Cave
  The largest of the caves surrounding the murder hole, this 
  chamber is nearly thirty feet in diameter. Smoke rises more 
  than twenty-five feet into a crack in the roof from a large 
  fire against the north wall. A three-sided wooden rack 
  made up of driftwood and numerous planks of different 
  sizes and thicknesses stands to either side and in front 
  of the fire. A collection of human limbs hangs from thick 
  ropes attached to various levels of the wooden racks, drying 
  and curing in the smoke of the fire. A total of three arms, 
  two legs to the knee and one full leg as well as a child’s 
  entire upper torso are dripping before the fire. Seeing this 
  spectacle will cost investigators 1 / 1D3 Sanity. A heap of 
  clothing, boots, shoes and other outer- and underwear lies 
  opposite the fire. Six mattresses composed almost entirely 
  of softer clothing lie on the stone floor. 1D4 cannibals will 
  normally be present here; due to the crackling of the fire, 
  investigators’ Sneak rolls have a +25% skill bonus, and the 
  cannibals may well be surprised by their arrival. Like the 
  others, these cannibals will fight to the death.
  Under the Murder Hole
  Accessed via the murder hole above, this roughly circular 
  chamber is nearly thirty-five feet in diameter. One small 
  passage leaves this cavern to the northwest and another 
  larger opening exits directly west. The sound of surf and 
  wave can be heard at a distance through this larger opening. 
  During high tide, seawater rushes into this room from the 
  western opening, violently sloshing to and fro, filling the 
  lower seven feet of the fifteen-foot height with salty brine. 
  The room takes three hours to fill completely and, once full, 
  is very difficult to navigate (e.g., successful Swim rolls to 
  perform any movement manoeuvre).
  The space beneath the murder hole is unlit and utterly 
  black. At low tide, any source of light will reveal hundreds 
  and hundreds of broken, cracked and salt-bleached bones. 
  No single skeleton remains intact due to the tidal forces; 
  instead a sea of chalky remains covers the entire floor of this 
  chamber to a depth of more than six inches. Walking atop 
  the disintegrating and shifting bones is a tricky and time-
  consuming venture, making attempts to move silently or at 
  speed impossible. At the western edge of the cavern, the sea 
  passage is blocked after ten feet by a cluster of stalactites 
  and stalagmites. The smaller tunnel to the northwest leads 
  to Sawney’s lair.
  Sawney’s Lair
  The small tunnel from under the murder hole slopes up for 
  roughly eleven feet before opening into a small chamber 
  little more than twelve feet across. If it suits the Keeper, 
  Sawney Bean himself can be found here amidst piles 
  of silks, furs, collected riches and the occasional book. 
  Sawney will immediately attempt to persuade, entrance, 
  and/or dominate those entering his sanctum. There is a 
  good chance that if Sawney is found here, he is revelling in 
  the euphoria of a recent feast and, therefore, experiencing 
  the effects of Blood’s Succour augmentation. How this is 
  played out is left up to the Keeper: should attempts to turn 
  or dominate the investigators fail, Sawney will do what he 
  can to kill or incapacitate his attackers and make good his 
  escape. He is a cunning and wily fighter who will attempt to 
  turn any weakness or opportunity to his advantage.
  If Sawney is not here, investigators will have the pick of his 
  ‘loot’, all of which has been taken from victims or, where 
  possible, from the victims’ homes. The only exception to 
  this is a number of fine suits and accoutrements that lie 
  protected in a large wooden chest at the back of the room. 
  42
  
  The Lowlands
  None of the books will be Mythos tomes, but there is 
  considerable wealth here in both gold and silver. The Keeper 
  can decide on just how much, and how easily, investigators 
  can extract from Sawney’s ill-gotten hoard.
  Revelation
  After centuries of waiting, Sawney Bean is planning to make 
  his move. His intention is to amass an army of cannibal 
  followers. The adoration of his worshippers and his recent, 
  if small-scale, successes have made Sawney bold and 
  delusional. He is mad with power and bloodlust. Bereft of all 
  reason or sense, nothing can now steer him from his course.
  Only the death of Sawney Bean can eliminate this Mythos 
  threat. At this point his cannibal cult remains small enough 
  to be dealt with. For defeating Sawney, investigators should 
  be rewarded with 1D10 Sanity points. Involving the police 
  would make the task simpler, but they are unlikely to kill 
  Sawney. Instead, he will very probably dominate them and 
  escape.  Sawney himself should not be underestimated. If 
  he escapes, either from the investigators or from the police, 
  the characters will suffer a 1 / 1D4 Sanity point loss. He 
  will abandon everything and seek refuge elsewhere to begin 
  again. By all accounts he can live for another two hundred 
  and fifty years or more.
  Mythos Threat: Serpent People
  Intrigue
  The serpent people have laid claim to Scottish lands since 
  275 million BCE, when they incorporated the whole of 
  modern Scotland into their first and greatest empire of 
  Valusia. After the fall of Valusia in 225 million BCE and 
  the coming of first dinosaurs and then humans, serpent 
  people numbers dwindled into insignificance. Great 
  masses of serpent people were lost or killed and a small 
  number of the Valusian serpent people elite are said to 
  have gone into stasis deep underground. If the rumour 
  of the so-called ‘sleepers’ can be believed, these powerful 
  ancient serpent people sorcerers may still lie dormant 
  beneath Scotland today. Twice since the Fall of Valusia the 
  serpent people have tried to regain control and reassert 
  their former dominance over Scotland; both of these 
  genocidal attacks were ultimately repelled.
  The loss of the first empire, however, is a scar that has never 
  healed, and many of the serpent people would see great 
  Valusia rise once more. Possessing considerable magical and 
  technical skills, the serpent people are deadly adversaries, 
  limited only by their small numbers. In the 1920s, a small 
  number of serpent people sorcerers and scientists remain 
  in Scotland. Additionally, pockets of degenerate serpent 
  people are found throughout the Lowlands, biding their 
  time and conducting petty raids and attacks while awaiting 
  the emergence of a great leader or saviour. Especially 
  bold serpent people groups are believed to be working 
  with and through humans to bring about a new empire.
  Introduction
  The serpent people are everywhere in 1920s Scotland. 
  Individuals, small groups and larger organized collectives 
  are to be found in every corner of the Lowlands, but are 
  most populous in the Borders. They are tremendously 
  capable foes when working together, and particularly 
  when working under strong leadership. That said, serpent 
  people are highly unlikely to ever mount an all-out attack: 
  they rarely act openly, preferring to remain secret and use 
  subterfuge wherever possible. A common spell amongst 
  the serpent people enables them to take on the form 
  of humans, allowing them to integrate into all levels of 
  society. It is likely that investigators may encounter serpent 
  people without ever realizing it. Beneath the surface, the 
  machinations of this Mythos threat are everywhere.
  Currently the serpent people are engaged in large-scale 
  activities in Edinburgh (see ‘The Hand of Abyzou’ and 
  ‘Cities in Detail: Edinburgh’ sections for further details) and 
  in the Eildon Hills near Melrose and south of Galashiels. 
  Smaller pockets of activity exist throughout the Borders, at 
  Loudoun Hill in Ayrshire, Dumgoyne in the Campsie Fells 
  near Glasgow, and under Largo Law in Fife. These activities 
  taken together are an attempt to uncover underground 
  ruins, resources, and long-lost secrets of the first Empire 
  of Valusia. Investigators travelling to any of these areas 
  will likely run afoul of serpent people and / or their human 
  servants. Keepers could introduce serpent people scientists 
  43
  
  Shadows Over Scotland
  or sorcerers to any Lowland scenario. Encounters with 
  degenerate groups of serpent people are more likely to 
  occur in rural areas. As serpent people do not operate in the 
  open, some amount of investigation will always need to be 
  undertaken to determine the nature of this Mythos threat.
  Investigation
  Because of the secrecy of the serpent people, whatever 
  clues are available to investigators will likely be mysterious 
  and cryptic. Keepers might want to consider providing 
  players with a string of strange and seemingly unrelated 
  events or clues that eventually leads to the discovery of 
  the serpent people threat. If clues are to be found through 
  the usual routes of research and documentary evidence, 
  then they may include descriptions of usual happenings 
  (e.g., news clippings, library books, etc.) or the activities 
  of individual serpent people acting in the guise of one or 
  more notable humans. Legends and folktales may serve to 
  get investigators moving in the right direction.
  Statistics and relevant information for serpent people 
  can be found in Chaosium’s Call of Cthulhu rulebook and 
  Malleus Monstrorum supplement. Examples of statistics 
  for serpent people sorcerers and scientists can be found 
  in ‘The Hand of Abyzou’ and ‘Cities in Detail: Edinburgh’ 
  sections of this volume.
  Revelation
  A number of luminary sorcerers and scientists have incited 
  a revolution within the serpent people ranks. Their mission 
  is to see the serpent people rise once more from the depths 
  and reign as the dominant species on Earth. In order to make 
  this happen, this radical group has begun a programme of 
  reclamation. Specifically, they are plundering the wealth 
  and knowledge of their forebears, seeking resources and 
  knowledge lost to them. The elite of this group know that 
  their only chance against humans is to recover the powers 
  and technologies possessed by their ancestors.
  A discovery in Edinburgh has led this serpent people elite 
  to focus their efforts there, but other cells of serpent people 
  are active throughout the Lowlands, slowly digging into 
  their own past. Should they manage to regain even a small 
  part of their ancestors’ former strength, they would become 
  a very powerful threat. Should they find and successfully 
  awaken the ‘sleepers’ of legend, the outlook for mankind 
  would be dire indeed.
  Mythos Threat: ‘Old Maggie’, 
  the Crone of Appin Hill
  Intrigue
  The crone of Appin Hill, or ‘Old Maggie’, is a shoggoth 
  lord living in Argyll near the port of Appin (full details of 
  shoggoth lords can be found in the Malleus Monstrorum 
  supplement by Chaosium; a shortened description is 
  found below). A curiosity amongst the Argyllshire hills, 
  Maggie has been living here for nearly two thousand 
  years. Solitary, cunning and deadly, she has successfully 
  evaded embroilment in Mythos or human affairs for the 
  last millennium and a half. Old Maggie has little interest 
  in upsetting the local populace and will venture out over 
  a wide area to take her prey so as not to attract attention. 
  However, she jealously guards her territory and will 
  indiscriminately destroy any perceived intruders. Appin 
  Hill is her sanctuary and her home, and she will tolerate 
  no disruptions or incursions.
  Above all, Old Maggie is a hedonist. She fills her lair with 
  trinkets and oddities that delight her, she wanders the 
  countryside seeking amusement in inciting the fears of 
  humans, and she occasionally stalks the local byways or 
  streets of Port Appin in search of her prey. She chooses 
  her kills wisely and will never consume anyone or anything 
  that might draw attention to her. When necessary, she has 
  travelled as far south as Oban in order to find prey that she 
  deemed both safe enough to consume and worthy of eating.
  Despite her reclusiveness, her aged and seemingly frail 
  appearance, and her finicky appetite, Maggie is a serious 
  threat. She is a shoggoth lord of tremendous cunning and 
  intellect. Often, she will use deception and traps to ensnare 
  both prey and enemies; she will never show her true self 
  unless in complete control of the situation and even then 
  will do so only when she is ready to feed. Additionally, she 
  has a taste for fear and will, if the fancy takes her, taunt and 
  torture her victims to the brink of madness and beyond.
  44
  
  The Lowlands
  The Crone ‘Old Maggie’
  The Crone ‘Old Maggie’, age 1866, 
  Reclusive Shoggoth Lord
  In Human Form:
  STR 14 
  DEX 09 
  INT 16 
  CON 11
  SIZ 14 
  APP 03 
  POW 13 
  EDU —
  SAN — 
   
  Hit Points: 13
  In Shoggoth Form:
  STR 25 
  DEX 09 
  INT 16 
  CON 31
  SIZ 17 
  APP — 
  POW 13 
  EDU —
  SAN — 
   
  Hit Points: 24
  Move: 11 in shoggoth form
  Damage Bonus: +1D6 in human form, +2D6 in shoggoth 
  form
  Skills: As the Keeper desires
  Weapons: Crush (shoggoth form) 100%, damage db
  Fist / Pseudopod 90%, damage 1D3 + db
  Grapple (shoggoth form), 85%, victim is pulled into 
  the shoggoth lord’s body and suffers 1D6 hit points 
  of damage per round from digestive acids and fluids 
  until completely digested; whilst grappled, the victim 
  may try to break free by matching the Strength of the 
  shoggoth on the Resistance Table on each round
  Armour: None, but shoggoth lords regenerate 2 hit 
  points per round and take only 1 hit point of damage 
  from physical weapons; fire and electrical attacks do 
  half damage
  Spells: Cause/Cure Blindness, Consume Likeness
  Sanity Cost: None in human form; 1D6 / 3D6 in 
  shoggoth form; potential 1 / 1D3 cost for investigators 
  who witness the transformation to shoggoth form
  Appearance: Old Maggie appears as a large, severely 
  overweight woman in her eighties or nineties. She 
  has no hair whatsoever and wears a large cowled 
  hood whenever outside. Her face is bulbous and 
  grotesque with small beady eyes, misshapen ears 
  and a disproportionately large mouth. Her back is 
  bent as though from age and she shuffles, dragging 
  her left leg slightly, when she walks. All of this is a 
  ruse, of course, as she is perfectly capable of standing 
  straight and running. Close up, Old Maggie’s skin 
  exhibits an unpleasant plasticity that most will find 
  disturbing, but no SAN roll is required. Perhaps 
  more unpleasant is the overwhelming, pungent reek 
  that exudes from her, akin to a stomach-turning mix 
  of stale sweat, excrement and urine.
  Introduction
  As Old Maggie shuns society generally, an encounter 
  with her will either be a chance event or be spurred on 
  by some sort of local occurrence. A chance encounter 
  with Old Maggie could be a wonderful red herring, taking 
  investigators off the trail of their current quarry and 
  introducing a bit of terror into their campaign. Otherwise 
  a number of possibilities exist for introducing this unusual 
  Mythos threat. For example, it is possible that Old Maggie 
  has caught the attention of a researcher or detective, who 
  subsequently goes missing. 
  45
  
  Shadows Over Scotland
  Perhaps the daughter or son of an Edinburgh socialite or 
  Glasgow politician has utterly vanished whilst vacationing 
  in or near Port Appin. The gruesome discovery of a half-
  digested, partly absorbed human corpse could lead 
  investigators to uncovering Maggie’s existence. An 
  uncharacteristic attack in public or a report from a villager 
  happening to spy Maggie feeding would certainly raise 
  suspicions and give investigators something to go on.
  Investigation
  Again, as Old Maggie remains at the edges of society and 
  has little to do with humans, the clues to her existence 
  will likely be few and far between. Stories of strange 
  disappearances might be available in the local newspapers 
  or through talking with folk in and around the Appin area. 
  The single police constable at Port Appin might know 
  something or perhaps has seen something himself. As the 
  old crone has resided in this area for nearly two thousand 
  years, it is likely that an old hag or crone will show up in 
  legend, folktale and children’s stories.
  If investigators approach Appin Hill directly they may 
  well encounter Old Maggie. The old crone is extremely 
  territorial and, when not out hunting, will roam her hill and 
  the surrounding forests almost tirelessly. If she is certain 
  of meeting with success, she will attack investigators 
  immediately or lead them into a trap, whereby she can 
  subdue and overcome them. If, however, she is outnumbered 
  or does not feel confident of absolute success, she will 
  carefully watch the investigators and attempt to misdirect 
  or mislead them away from her lair. If the investigators 
  uncover and enter her lair, she will immediately attack. 
  Given the small and cramped confines of her lair, her 
  chances of successfully defeating the investigators will 
  likely increase.
  Even if wounded, Old Maggie will not abandon Appin Hill. 
  If sufficiently threatened, she will retreat to the surrounding 
  forest and make plans to take back what is hers at a later 
  date. This outcome is less likely if the investigators enter 
  her lair as she will be blinded by fury and potentially fight 
  to the death. If ever she has the opportunity to avenge 
  herself on the investigators, she will do so by singling out 
  each investigator and feasting upon them one by one.
  Old Maggie’s Lair
  Entrance
  The entrance to Old Maggie’s lair is hidden in a deep cleft 
  in the rock near the western summit of Appin Hill. This 
  cleft is covered with old brush and bracken whenever 
  Maggie leaves her lair. She is careful not to leave clues to 
  its whereabouts for anyone to find. A halved Spot Hidden 
  roll is required to discover the entrance and even then 
  investigators must be on the west side of the hill and within 
  twenty feet of the rocky cleft.
  Clearing the brush and bracken will take a few minutes, 
  after which players will see the jagged six foot-high and two 
  foot-wide hole in the side of the hill. Dropping down into 
  the cleft and squeezing into the black hole, investigators 
  will require a light source to go much further. A successful 
  Idea Roll will reveal to the more curious players that a 
  frail and bent old crone could not likely gain entrance to 
  this tunnel.
  Tunnel
  The tunnel from the entrance to Maggie’s hall runs for more 
  than thirty feet into the side of Appin Hill and descends 
  more than five feet. The height and width of the passage 
  vary greatly between less than four feet to eight feet high 
  and less than two feet to four feet wide, respectively. 
  Navigating the tunnel carefully takes several rounds. 
  Moving deeper and deeper into the complex, investigators 
  will find that the terrible smells associated with Old Maggie 
  become stronger and stronger.
  46
  
  The Lowlands
  Maggie’s Hall
  After some thirty feet, the floor of the tunnel drops by five 
  feet. Unobservant investigators will suffer 1D3 hit points 
  in the fall into Maggie’s hall. The only way back into the 
  tunnel is to climb up the five-foot drop, pulling oneself 
  back up to the tunnel floor. Once lit, investigators can see 
  that the cavern stretches up nearly twelve feet and is more 
  than twenty feet in diameter.
  Maggie’s hall is full of collected ‘treasures’. More than 
  thirty collections are piled chaotically on the floor of the 
  cavern, rising to different heights and varying in width and 
  composition. Piles of broken wood, ironwork, and even 
  bits of masonry mix with tall stacks of mouldering leather-
  backed books and a basket full of broken stained glass. A 
  jumble of bleached animal skulls ranging in size from that 
  of a field mouse to a bull rests in one spot; a tiny collection 
  of spectacles, monocles and other eyewear sits nearby. 
  Between the piles, twisting paths cut through the room 
  leading towards the only other exit. The paths appear to be 
  ‘swept’ clean, but this whole space is filled with a horrible 
  stench—and not just of mouldering garments, books and 
  papers, but altogether more terrible and unnatural. The 
  wide tunnel on the other side of Maggie’s hall leads down 
  into darkness: the awful reek is much more powerful 
  there.
  Maggie’s Lair
  Descending into Maggie’s lair is like descending into a 
  fetid bog full of human offal and sickly sweet secretions of 
  a nature too awful to imagine. Every two minutes spent in 
  Maggie’s lair requires a halved CON roll: failure results in 
  vomiting, and a second failure forces the investigator from 
  the room for a minimum of 3D4 minutes. Investigators 
  attempting to cover their mouths or hold their noses will 
  find that there is no escape from this perpetual reek.
  At the end of the thirteen-foot tunnel, investigators find 
  themselves in a chamber with a slanted roof that slopes 
  down to the floor after twenty feet. The room is roughly 
  rectangular and the walls here are smoother than in the 
  preceding hall. Against the northernmost wall, the naked 
  bodies of a man and woman lie contorted and crushed, and 
  a viscous secretion covers their hardened, greying flesh. 
  Small white worms riddle the two bodies, slipping in and 
  out of black holes in rotting skin. Seeing this horror will 
  cost investigators 0 / 1D4 SAN: anyone failing the roll will 
  be compelled to leave the lair with the utmost speed.
  If Old Maggie has been lying in wait here in shoggoth 
  form, she will attack immediately, using her bulk and her 
  knowledge of the lair to crush and defeat the invaders. If 
  caught unawares (an unlikely event, perhaps 10% chance or 
  a successful Sneak roll of 1/5 the normal chance) in human 
  form, Maggie will be furious and, losing her composure, 
  will transform into shoggoth form. Seeing Old Maggie 
  transform will cost investigators 1 / 1D3 SAN, but should 
  they make their rolls they will have one turn of initiative. 
  Maggie will be so incensed to find intruders in her lair that 
  there will be a 66% chance she will fight to the death.
  Should Old Maggie be defeated, the only items of worth in 
  her lair are three wallets containing a total of 2£/12s/19d 
  and a number of household items of silver, which could 
  fetch another 1£/3s. If defeated, her corpulent body will 
  begin breaking down immediately into an unbearably 
  rancid pool of steaming gelatinous sludge.
  Revelation
  Old Maggie’s quiet reign of terror can only be stopped with 
  her death. Though she is not overly active, she presents a 
  constant threat to those living in or near Appin. She has 
  successfully hunted here for nearly two millennia, and has 
  taken countless lives. Killing the shoggoth lord is no easy 
  task, however, and should be rewarded with 3D6 Sanity 
  points.
  Should investigators learn of her existence but not manage 
  to dispatch her, she will come after them and hunt them 
  down one by one. She is smart and cunning enough to avoid 
  detection whilst tracking the offending investigators, and is 
  also fiendishly clever enough to find or invent particularly 
  painful means of torturing and slaying those with whom 
  she has a grievance. Being hunted will cost the investigators 
  1D4 / 1D12 SAN.  Old Maggie doesn’t like to leave Appin 
  Hill, but will pursue her prey as far as Oban or Taynuilt in 
  the south or Ballacullish in the north.
  47
  
  Shadows Over Scotland
  Mythos Threat: Deep Ones
  Intrigue
  The deep ones pose a serious threat to mankind worldwide, 
  and Scotland has long been home to these water-dwelling 
  horrors. Since the arrival of Cthulhu and his star-born 
  spawn in 350 million BCE, this ambitious amphibious 
  race of servitors has built up a vast network of underwater 
  cities and overland footholds. In 1920s Scotland, the deep 
  one threat can be felt in the Western Isles, in Orkney 
  and Shetland, and in the Lowland Kingdom of Fife. The 
  coastline of Scotland provides the alien deep ones with a 
  perfect habitat in which to feed, mate and increase Great 
  Cthulhu’s nightmarish brood.
  As a Mythos threat, the deep ones are bold and arrogant, 
  and involve themselves in the affairs of humans directly 
  so as to further increase their horde of followers. They are 
  extremely capable at manipulating, twisting and perverting 
  weak-willed men and woman. Offering knowledge, power 
  and wealth, deep ones frequently ‘buy’ human collaboration 
  and/or servitude, often including interbreeding, leading to 
  the births of foul hybrids with bulging eyes and grotesque 
  amphibian features. The deep ones seek to taint bloodlines, 
  corrupt minds and bodies, and infect humans with their 
  dark will.
  The threat of the deep ones haunts the coastline of Scotland, 
  a horrible spectre beneath the waves. In the Lowlands, the 
  greatest deep one presence is found in the ancient Kingdom 
  of Fife, with its populous fishing villages and prosperous 
  farms. That said, deep ones could be encountered along any 
  stretch of Scottish coast. Their machinations are central to 
  the scenario ‘Uisge Beatha (‘The Water of Life’)’ and figure 
  in the ‘Cities in Detail: St Andrews’ section in this volume.
  Introduction
  The deep ones possess a monstrous desire to mate with and 
  corrupt humanity. Their nefarious activities, though often 
  confined to small seaside towns, are more obvious than 
  those of other Mythos creatures. This is not to say that the 
  deep ones do not value secrecy: they carefully maintain a 
  distance while allowing their human conspirators and hybrid 
  brothers to carry forth their plans on land. Investigators 
  near the coastal areas of the eastern and western Lowlands, 
  and especially in the smaller fishing villages of Fife, will 
  likely encounter deep ones or their human brethren.
  Investigators encountering deep one hybrids, open worship 
  of Dagon or Hydra, or strange events occurring in Lowland 
  ports will no doubt uncover diabolical plots involving these 
  dread worshippers of Cthulhu. The simplest way to instigate 
  an investigation would be to have player characters visit 
  a coastal village where deep ones are highly active: other 
  introductions might involve police reports of unusual 
  activity or motiveless murders; requests to investigate 
  strange happenings at sea; or even desperate letters from 
  poor souls undergoing the nightmarish transformation to 
  a deep one.
  Investigation
  Investigation of a deep one threat is perhaps less likely to 
  rely on clues and information garnered from non-player 
  characters, as a whole village might be corrupted and 
  essentially working against the investigators. However, this 
  need not always be the case: it is equally possible that a 
  terrified local has useful stories to tell and terrible horrors 
  to recount. Human worshippers and hybrids will be hostile 
  to investigators, so these encounters might be more suited 
  to experienced players. 
  Should natives be truly hostile, characters should be given 
  leave to find clues through parish and town records, local 
  library holdings, newspaper clippings, wireless or police 
  reports, letters, diaries and other forms of documentary 
  evidence. One or two colourful characters capable of 
  providing information while inspiring dread could usefully 
  counteract the silence and antagonism of the deep ones 
  and their conspirators. A cryptic religious leaflet or booklet 
  would nicely fit in here as well. And, of course, intriguing 
  folktales and local legends could help put investigators on 
  the right path.
  Statistics and further information for deep ones can be 
  found in Chaosium’s Call of Cthulhu rulebook and Malleus 
  Monstrorum. Example statistics for deep ones and hybrids 
  can also be found in the ‘Uisge Beatha (‘The Water of Life’)’ 
  and ‘Cities in Detail: St Andrews’ sections below.
  48
  
  The Lowlands
  Revelation
  The deep one threat is growing across Scotland. Their 
  corrupting influence and dark will can be felt in an increasing 
  number of human populations, from tiny villages to larger 
  burghs. Recent successes in conversion and subverting 
  human power structures in Fife and the Western Isles have 
  made the priests of Cthulhu confident, and in the 1920s 
  they are beginning to press their advantage. The ancient 
  deep one city of Ur-Y’hlinai off the northeastern coast of 
  Scotland is brimming with activity and potential, and as 
  their own numbers swell and their influence grows, the 
  deep ones pose a serious threat not only to Scotland, but to 
  the world we know.
  Deep one plans are often on such a grand scale that 
  investigators might disrupt only a portion, but nonetheless 
  their efforts against this terrible Mythos threat should be 
  rewarded. For longer scenarios, Keepers might consider 
  having the characters involved in an international 
  investigation that uses Scotland as either the starting point 
  or the setting for a climactic ending.
  Mythos Threat: The Library of Michael Scot,
  the Wizard of Balwearie
  Intrigue
  Born about the year 1170 in Balwearie Castle near Kirkcaldy 
  in Fife, Michael Scot was destined to be one of Scotland’s 
  greatest physicians and most learned men. Much of his 
  early life was spent at Aikwood Tower near Selkirk under 
  the tutelage of the great sage and theosophist Donald Black. 
  Scot rapidly outgrew his tutor, however, and travelled 
  abroad in search of greater and broader knowledge. Around 
  1217, Scot was recorded in Palermo acting as astrologer, 
  philosopher and physician to the court of Holy Roman 
  Emperor Frederick II.
  His knowledge of esoteric writings, his interest in astrology 
  and demonology, and his ability to translate Arabic 
  ultimately brought him into the employ of a Count Frederico 
  Eristano of Naples. Upon joining the Count’s service, Scot 
  retreated from public life. 
  Eventually his position at court was lost, his fame 
  diminished and his name was nearly forgotten. Two years 
  later a great fiery cataclysm destroyed the Eristano castello 
  and killed the entire noble house of Eristano. A year of 
  pestilence fell over the surrounding lands and rumours 
  abounded of black magic and devilry.
  At the end of that year, Michael Scot returned to Balwearie 
  under suspicious circumstances. The pestilence followed 
  him, and turned the lands around Balwearie Castle black 
  and lifeless. Once heralded, Scot was now cursed and 
  derided as the dark Wizard of Balwearie. Strange coloured 
  lights and unearthly sounds escaped from the castle at 
  night, and people grew worried and restless. On the 21st of 
  December, 1225, Michael Scot was declared to be in league 
  with Lucifer, and the townsfolk of Balwearie burned the 
  castle to the ground with Scot inside.
  Six days later a great oak chest nearly seven feet long, three 
  feet deep and three feet wide was pulled from the ash and 
  rubble. It was untouched, showing no sign of burning or 
  scorching, and contained thirty-five leather-bound tomes 
  and the dead body of Michael Scot. The chest and its 
  contents were removed to the local kirk wherein the body of 
  Michael Scot was first exorcised, then beheaded and finally 
  covered in oil and burned in a peat fire until nothing but 
  ash remained. The thirty-five leather-bound books were 
  removed to Glenluce Abbey in modern-day Dumfries & 
  Galloway and soon forgotten.
  Introduction
  Although not an active threat per se, the books that 
  survived Michael Scot would be a very powerful threat in 
  the wrong hands. How investigators come to hear about or 
  find the books, locked in a vault in Glenluce Abbey, is up 
  to the Keeper. The Keeper might decide to introduce the 
  books as a threat to be destroyed against the possibility of 
  future use or, alternatively, as an opportunity for magic-
  hungry investigators to take advantage of. The threat is real 
  in either situation. 
  Another possibility is that investigators discover a Mythos 
  cult that is on the trail of the books and must race to find, 
  and likely destroy, the books.
  49
  
  Shadows Over Scotland
  Regardless of the means and motives, the dark knowledge 
  and magic contained in the books should be emphasized. 
  These are seriously powerful Mythos tomes that could 
  unleash dark powers on an unsuspecting world. Is this 
  knowledge that must never be shared or knowledge that 
  must be acquired to better fight the unknowable? The 
  choice is yours.
  Investigation
  Uncovering the location of the books can be as simple or 
  convoluted a task as the Keeper wishes. The books are 
  described in accounts written at the time of Scot’s return 
  to Balwearie and his subsequent death. Church documents 
  from the time also relate that thirty-five books were taken to 
  Glenluce Abbey from the Balwearie Kirk. Beyond that, the 
  Keeper can introduce a number of red herrings, stumbling 
  blocks or encounters with cultists to make the search more 
  challenging.
  The books were contained in a vault beneath the abbey. As 
  the abbey is now a ruin, investigators or cultists will need 
  to estimate the location of the vault and be prepared to dig. 
  50
  Michael Scot’s Library
  Although Michael Scot’s library at Glenluce Abbey consists of a total of thirty-five magical texts, only three of them are 
  Mythos texts, although they are significant and powerful:
  Al-azif – in Arabic, by Abdul al-Hazred (Abd al-Azrad), c. 730. This early, mediaeval version of the Necronomicon 
  was thought to be lost around the 12th century. A truly massive book covered in black leather inscribed with silver, Al-
  azif is a veritable encyclopaedia of the Mythos. Sanity loss 1D10 / 2D10; Cthulhu Mythos score increase +18; average 
  68 weeks to comprehend fully. Spells: Call / Dismiss Azathoth, Call / Dismiss Cthugha, Call / Dismiss Hastur, Call / 
  Dismiss Nyogtha, Call / Dismiss Shub-Niggurath, Call / Dismiss Yog-Sothoth, Contact Ghoul, Contact Nyarlathotep, 
  Contact Sand Dweller, Dominate, Dread Curse of Azathoth, Dust of Suleiman, Elder Sign, Powder of Ibn-Ghazi, 
  Resurrection, Shrivelling, Summon / Bind Byakhee, Summon / Bind Fire Vampire, Summon / Bind Servitor of the 
  Outer Gods, Voorish Sign.
  De Nigroris Obscurorum Verbis (“Words of the Utmost Dark Ones”) – in Latin, translated from the original 
  Arabic by Michael Scot, 1219.  This is an original translation by Scot of an unknown Arabic text in red-tannin leather. 
  The book recounts the dreams of a 6th-century seer and details a number of mind-bending visions and impossible truths 
  regarding the Mythos. Sanity loss 1D6/2D6; Cthulhu Mythos score increase +11; average 47 weeks to comprehend 
  fully. Spells: Curse of Fear (Implant Fear), Dream of the Black Wing (Summon / Bind Byakhee), Dream of the Dark 
  One (Contact Nyogtha), Dream of the Faceless One (Call / Dismiss Nyarlathotep), Dream of the Sleepless Void (Contact 
  Cthulhu), Dream of the Waking Earth (Summon / Bind Chthonian), Elder Sign, Mirror of Tarkhun Atep, Parting Sands, 
  Voorish Sign.
  De Conspectu Exsomni Noctis Perpetuae (“The Sleepless Gaze of Eternal Night”) – in Latin, translated 
  from the original Arabic by Michael Scot, 1220. This worn tome is streaked with dried blood crisscrossing its faded 
  brown leather cover. Inside, the work describes the blasphemies practiced by ancient Sumerian shamans and warlocks 
  during the Uruk period. Sanity loss 1D4/1D8; Cthulhu Mythos score increase +7; average 37 weeks to comprehend 
  fully. Spells: Bind Blood Servant (Summon / Bind Star Vampire), Candle Communication, Chant of Thoth, Commune 
  with Tsathogguah (Contact Tsathoggua), Dispel Evil One (Prinn’s Crux Ansata), Elder Sign, Unmask Demon.
  
  The Lowlands
  The Keeper may want to include a clue or two that gives the 
  approximate location of the vault. Once inside, the books are 
  still within the massive oak chest they arrived in nearly eight 
  hundred years ago. The body of Scot is nowhere to be seen.
  Revelation
  The books are only a threat if misused. If characters wish 
  to learn the dark secrets within, keep in mind that the 
  books are written in Arabic and Italian. They are extremely 
  powerful Mythos texts if placed in the right—or wrong—
  hands. In this case, the objective of the investigators will 
  probably be to try to keep the Mythos tomes out of the hands 
  of cultists. Successfully destroying the books or secreting 
  them away from any possible cultist eyes should be met with 
  an appropriate Sanity reward. Failing to do so and realizing 
  that these powers will now be unleashed on the Earth will 
  cost the investigators 1D10 / 2D10 Sanity points.
  Mythos Threat: Ghouls
  Intrigue
  Ghouls have been part of the landscape of the Scottish 
  Lowlands since the Roman occupation. Some Mythos 
  researchers have suggested that ghouls actively followed 
  Roman legions in the early part of the first millennia, 
  feasting in the wake of carnage and blood. Whether or not 
  this is true, the ghouls found a rich and abundant source 
  of carrion in the Lowlands as wave after wave of invaders, 
  raiders, clans and armies fought and died there.
  Over centuries of struggle and warfare, ghouls have glutted 
  themselves on the bones and sinews of the dead. This 
  rich diet has swelled the ghoul ranks and many colonies, 
  particularly those beneath Scotland’s major cities, are now 
  overburdened with charnel hunters. 
  Now in the early 20th century, the combination of fewer 
  deadly conflicts on Scottish soil and advances in medicine 
  has changed the ghouls’ fortunes from feast to famine: 
  normally subterranean ghouls are crawling out from 
  beneath cemeteries, sewers and slaughterhouses in search 
  of new sources of the bone and rancid flesh they delight in.
  Struggling to control the rebellious and starving masses 
  in their vast underground colonies, some ghoul elders and 
  priests have instituted new methods of acquiring the dead 
  flesh they need. The boldest of these have begun to work 
  with humans and, failing that, to hunt.
  Introduction
  Without exception, every Scottish city will have a colony of 
  ghouls living under its streets, flagstones and floorboards. 
  Having fed on Scotland’s plentiful dead for centuries, 
  these populations have grown large, but now their 
  numbers and the relative peace of the last century have 
  brought about a destabilization of the ghoul population. 
  The normally secretive ghouls are coming out of their 
  tunnels and walking in the shadows. Some come with gifts 
  and promises for those who would aid them, whilst others 
  come with fangs and claws, promising only a swift death.
  51
  
  Shadows Over Scotland
  Given the extremes to which ghouls now have to go to 
  find new sources of sustenance, encounters with these 
  charnel feeders are no longer limited to just graveyards 
  and underground vaults. As ghouls stalk the cities of the 
  Scottish Lowlands, investigators may find themselves 
  embroiled in a mystery concerning a large number of 
  seemingly unconnected murders. Alternatives might 
  include strange sightings of dog-like creatures slipping 
  from shadow to shadow or investigators being called 
  in to investigate a minor cult that has suddenly gained 
  tremendous power—achieved via the ghouls in exchange 
  for dead bodies. Perhaps this cult or society has undergone 
  a recent regime change and begun undertaking more 
  nefarious activities. A more direct route would be to have 
  one of the characters in the investigators’ party survive an 
  attack by a horrible, strangely rubbery beast smelling of 
  death and decay.
  Statistics and information on ghouls can be found in 
  the Call of Cthulhu rulebook and Malleus Monstrorum 
  from 
  Chaosium. 
  Further 
  examples 
  of 
  ghouls 
  and 
  ghoulish activities can be found in the ‘Death and Horror 
  Incorporated’ scenario and in the ‘Cities in Detail: Glasgow’ 
  section of this book.
  Investigation
  Like the serpent people, the secrecy of ghouls means 
  that few documentary clues will exist relating to their 
  habitations, and those that do exist will be puzzling and 
  enigmatic. Keepers might choose to give investigators a 
  number of options and clues from which they can begin to 
  grasp the big picture, form their own ideas, and ultimately 
  uncover the nature of the ghoul threat.
  Some research routes into ghoul activities might include 
  reports of unusual sightings, strange events involving the 
  dead or dying, and unsolved murders. Further clues could 
  come in the form of Mythos writings, children’s playground 
  rhymes, and urban legends. If the machinations of the 
  ghouls involve human collaborators or servants, then 
  consider having them interact, even tangentially, with the 
  investigators. A close encounter with a ghoul or a pack 
  of ghouls could also provide the player characters with a 
  spine-chilling surprise.
  Revelation
  The ghoul populations of the Lowlands are experiencing a 
  period of change and challenge unlike any in their modern 
  history. Their overcrowded colonies now mirror the 
  overcrowded cities they reside under. Stretched to breaking 
  point, the desperate ghouls have broken with tradition and 
  begun to interact with and openly hunt humans. With the 
  number of hungry and starving ghouls rising with every 
  moonrise, a dangerous situation is developing.
  The burgeoning threat of the ghouls’ overpopulation 
  presents a serious challenge. Should ghouls continue to 
  become ever more aggressive and predatory, the human 
  populations inhabiting Scotland’s cities could be in grave 
  danger. Investigators managing in some way to stem the 
  tide or alleviate the ghoul issue in one of the Lowland cities 
  should be rewarded with Sanity points and the satisfaction 
  of having helped to remove an increasingly dangerous 
  threat. Those unfortunate souls who realize the magnitude 
  of the threat and are unable to effectively deal with it should 
  suffer a significant Sanity loss.
  52
  
  The Lowlands
  -Cities in Detail: Edinburgh-
  The royal burgh of Edinburgh in the 1920s is thriving, a 
  banking and economic powerhouse and bustling high-
  society playground. It is also the capital of Scotland and 
  home to the majestic Edinburgh Castle on Castle Hill. With 
  its distinctive and dramatic skyline, Edinburgh is one of the 
  most attractive of Europe’s capitals.
  The city is split into two distinct halves: Old Town and 
  New Town. Providing a natural dividing line between these 
  two halves is the verdant strip of Princes Street Gardens. 
  Old Town to the south is home to the Royal Mile, which 
  extends from the Palace of Holyrood, nestled at the foot of 
  Arthur’s Seat, up to the top of Castle Hill and Edinburgh 
  Castle. The streets of Old Town follow a mediaeval layout 
  and consist of a few major roads intertwined with a vast 
  number of smaller, narrow streets. These small terraces, 
  closes, stairs and wynds run between and under the close-
  set buildings that line Castle Hill, creating a veritable 
  labyrinth of dark, cramped passages. A few mediaeval 
  squares and markets remain surrounded by Edinburgh 
  landmarks such as St Giles’ Cathedral.
  Beneath the streets and cutting through the volcanic rock 
  on which Old Town sits, the Edinburgh Vaults extend to 
  unfathomable depths. There are numerous entrances to 
  this underground city throughout Old Town and even one 
  or two entrances from distant New Town. 
  Thin passages and great vaults exist below the hustle and 
  bustle of 1920s Edinburgh. For literally hundreds of years, 
  these vaults have been home to the poor and dispossessed. 
  Those unable to find lodging or pay rent, or those wishing 
  to dodge the taxman or the constable, have ended up here 
  in this city beneath the city. But few people are aware of 
  other and more ancient depths. Below the Edinburgh Vaults 
  another darker region lies forgotten, and it is here that the 
  serpent people have long worked to their own nefarious 
  ends.
  With the castle looking over it, New Town on the north side 
  of Princes Street Gardens is home to fashionable boutiques 
  and department stores lining Princes Street. Behind these 
  lies a neat grid of roads and buildings created in the 18th 
  century as a solution to the problem of overcrowding in 
  Old Town. Begun in 1766, New Town sits between Queen 
  Street Gardens in the north and Princes Street Gardens in 
  the south. Between the two gardens, George Street provides 
  a major artery for traffic. Grassy Charlotte Square and St 
  Andrew Square form the west and east ends of New Town, 
  respectively.
  So successful was the New Town development that it was 
  further extended. In the 1920s, New Town extends down 
  towards the Leith Docks and the Firth of Forth. The well-
  ordered streets and architect-designed houses of New 
  Town stand in marked contrast to the mediaeval muddle 
  of Old Town. The quality of life afforded by the new 
  buildings is substantially better than in the confined, and 
  often crumbling, stone buildings of Old Town. New Town 
  residences are far more spacious and extravagant than those 
  in Old Town. Every apartment and residence contains all 
  the modern conveniences and most are lavishly designed.
  In the Twenties, Edinburgh’s social, economic and political 
  elite dominates the New Town, highlighting the divide 
  between the rich upper classes and poorer lower and 
  middle classes. To investigators, New Town will clearly be 
  seen as the home to the city’s rich and powerful, whilst Old 
  Town is for everyone else. Keepers might consider using 
  this divide to their advantage, playing up the struggle and 
  tension between Edinburgh’s differing populations.
  The descriptions of places and people below are intended 
  as a resource to help Keepers create their own scenarios 
  and adventures in Scotland’s capital city.
  53
  
  Shadows Over Scotland
  Places and People of Note in Edinburgh
  Arthur’s Seat
  Said to resemble a lion crouching, Arthur’s Seat is an extinct 
  volcano in the east end of Edinburgh, comprising much 
  of Holyrood Park behind the Palace of Holyrood. Despite 
  being part of the city, Arthur’s Seat is surprisingly wild. 
  Sheep roam the grassy meadows below the craggy peak 
  and a mix of ruins, lochs and cliffs dot the surrounding 
  landscape. A favourite of walkers and ramblers, Arthur’s 
  Seat is also home to stranger company.
  Far beneath the surface of Arthur’s Seat in the dark and 
  labyrinthine bowels of the ancient volcano, serpent people 
  scientists and sorcerers work tirelessly to uncover powerful 
  magic and technology lost to them when their great first 
  empire fell. Buried deep underneath Edinburgh and other 
  Lowland sites, they hope to find treasures that will empower 
  them once again and give them the means to bring about a 
  new glorious empire.
  Two small volcanic vents and one larger tunnel lead 
  down to these depths from the surface of Arthur’s Seat. 
  The serpent people use their illusion magic to hide these 
  entrances from view and also guard them constantly. To this 
  end, there will always be at least one serpent people guard 
  at the two, smaller south-facing entrances and usually two 
  guards at the larger, east-facing tunnel entrance.
  54
  
  The Lowlands
  Serpent People Guards, Cold-blooded Protectors 
  Char. 
  One 
  Two 
  Three 
  Four 
  Five
  STR 
  13 
  12 
  11 
  13 
  14
  CON 
  08 
  10 
  09 
  12 
  11
  SIZ 
  09 
  10 
  10 
  12 
  13
  INT 
  13 
  12 
  11 
  12 
  11
  POW 
  11 
  12 
  10 
  10 
  10
  DEX 
  14 
  10 
  12 
  14 
  13
  HP 
  09 
  10 
  10 
  12 
  12
  Move:  
   
  8
  Damage Bonus:  +0
  Skills: 
   
   At Keeper’s discretion
  Weapons:  
  Bite 55%, damage 1D8 + poison 
   
   
   
  (POT = serpent man’s CON)
   
   
   
  Grapple 25%, damage special
  Armour:   
  1-point scales
  Spells:  
   
  All serpent people know the 
  shape 
  shifting 
  spell 
  Assume 
  Shape, but serpent man guards 
  are unlikely to use other magic
  Sanity Loss:  
  0 / 1D6
  Calton Hill
  A volcanic outcropping rising up some three hundred and 
  fifty feet over the eastern end of Princes Street, Calton Hill 
  affords visitors one of the best views over both Old and 
  New Town. The summit of Calton Hill is home to a strange 
  assortment of monuments built primarily in the 18th and 
  19th centuries. The unfinished National Monument, for 
  example, atop the hill was modelled on the Parthenon in 
  Athens, but today consists of only twelve stone pillars on a 
  raised platform. A number of other neoclassical monuments 
  stand bunched around the top of the hill. 
  Should the investigators visit on a moonlit night, they 
  may find Annie Brown (see below) inscribing a red chalk 
  circle atop the National Monument to commune with Great 
  Cthugha.
  Of particular interest is the 18th-century observatory, built 
  in 1776, extended in 1818, and extended once again in 1895. 
  The observatory rises more than fifty feet above the apex 
  of Calton Hill, but more interesting than its upper levels 
  are the cellars and vaults dug deep into the volcanic rock 
  below. 
  Behind a worn, locked door on the ground floor is a great 
  stair that descends into the hill, spiralling down nearly 
  two hundred feet. At intervals of forty feet lie five different 
  vaults, once used for storage. After two hundred feet, the 
  stair breaks into a natural lava tube, which curls further 
  down to unknown depths below Calton Hill. A number of 
  cellars were begun here, but were never finished. Beyond 
  this cellar, the lava tube forms a steep and at times 
  treacherous tunnel down below the level of the city vaults 
  and ultimately to the sprawling, labyrinthine caves of the 
  serpent people. 
  Knowledge of this entrance is not common and the serpent 
  people never dedicate more than a single roving guard 
  to secure this route into their domain. It is, however, 
  maintained as a point of access for the serpent people 
  themselves.
  On the 30th of April every year, Calton Hill is the site of 
  a secretive pagan fire ritual marking the Celtic May Day, 
  or Beltane. The dawn ritual is known to only a handful of 
  Edinburgh’s most select and powerful witches and warlocks, 
  including Annie Brown.
  55
  
  Shadows Over Scotland
  Annie Brown: The Witch of Calton Hill
  Annie Brown, age 78, 
  Wise Woman and Witch
  STR 06 
  DEX 07 
  INT 17 
  CON 10
  SIZ 06 
  APP 11 
  POW 13 
  EDU 13
  SAN 05 
   
  Hit Points: 8
  Damage Bonus: –1D6
  Skills: Bargain 25%, Credit Rating 48%, Cthulhu 
  Mythos 31%, History 70%, Library Use 35%, Occult 
  62%, Psychology 25%, Sneak 25%
  Spells: Call / Dismiss Cthugha, Contact Deity / 
  Cthugha (as Contact Deity / Tsathoggua), and 1D6 
  spells at the Keeper’s discretion
  Appearance: A kind, pleasant-looking old woman, 
  nothing in Annie Brown’s demeanour would suggest 
  that she is a witch, much less a devoted servant of 
  Cthugha. Annie is a small, bent woman of nearly 
  eighty who looks her age and quite a bit more. Her 
  silver hair is thick and tied back in an untidy ponytail 
  trailing down to her waist. Her face is marked by age 
  with deep creases and ‘laugh lines’. Her hazel eyes 
  are clear and bright, suggesting a youth and vibrancy 
  hidden beneath the wrinkles. 
  She is a poor woman and her clothing is accordingly 
  out of fashion, worn and often mismatched. Still 
  clinging to the last vestiges of her sanity, Annie 
  may be of use to investigators as a source of local 
  information. Should the Keeper wish it, Annie 
  could equally be played as a threat or potential red 
  herring.
  Edinburgh Castle
  Seated high on Castle Hill, Edinburgh Castle has 
  dominated the city’s skyline for centuries. In the 1920s, the 
  castle remains a military stronghold, but is also a tourist 
  attraction. Affording fantastic views over Edinburgh’s 
  Old and New Town, fortifications of one type or another 
  have stood atop Castle Hill since the Bronze Age. Until the 
  creation of Holyrood Palace, Edinburgh Castle was the seat 
  of royalty in Scotland and within its deep vaults many of 
  the treasures of Scotland are kept to this day.
  One particularly ancient barrel vault in the castle was 
  bricked up and hidden beneath a wall of stone and mortar 
  more than one thousand years ago. Within this vault are a 
  number of religious artefacts, documents and technologies 
  uncovered by the Angles in 638 when they attempted to 
  scour clean the catacombs of Din Eidyn (then Edinburgh). 
  These dangerous items, records and plans were found 
  amongst the ‘demons’ (serpent people) living in and beneath 
  Edinburgh’s vaults. The existence of this vault is known by 
  an exceedingly small number of people. Amongst them, 
  and likely the only person the investigators might meet who 
  possesses this knowledge, is Professor Andrew C. Hambly 
  of the University of Edinburgh’s History department (see 
  text box below).
  The Edinburgh Vaults
  The vaults beneath Edinburgh’s Old Town are a series of 
  human-made subterranean chambers and passageways 
  lying just under the streets and buildings and well above 
  the deeper and far more ancient volcanic domain of the 
  serpent people. The best known of them appear to have 
  been built in the latter half of the eighteenth century, 
  and throughout their history they have proved useful as a 
  refuge during times of war and as a means of storage. In 
  the 1920s, the vaults are largely unused and, indeed, many 
  tunnels and pathways are utterly forgotten. However, 
  a percentage of the vaults are in use as homes for the 
  dispossessed, hiding places for thieves and ne’er-do-wells, 
  and as meeting and staging areas for Edinburgh’s cults 
  and covens.
  56
  
  The Lowlands
  Points of access to the vaults are plentiful from the streets, 
  but most are hidden or obstructed from view. Getting in, 
  however, should be a relatively routine affair: city folk, 
  particularly the poor, are familiar with the back streets 
  and narrows of Old Town and will likely know one or 
  two entrances. Probably the most well known entrance to 
  this underworld is at Mary King’s Close, where some of 
  Edinburgh’s poor still cower in the dark. Mary King’s Close 
  was even documented in George Sinclair’s famous work 
  Satan’s Invisible World Discovered published in 1685. The 
  largest construction of vaults lies beneath South Bridge, 
  where nineteen interconnected vaults span a distance of 
  1000 feet. Keepers might wish to use the South Bridge 
  vaults as a starting point for explorations further into the 
  vaults or as the setting for new scenarios. 
  Keepers should keep in mind that the vaults are extremely 
  variable in their size, extent and usefulness. Many false 
  turns, collapsed walls, impassable stairwells and dangerous 
  rooms exist within the rough-hewn tunnels. Investigators 
  venturing in will need to be very careful indeed. The cramped 
  and claustrophobic conditions are perfect for creating a 
  threatening atmosphere. The true extent of the Edinburgh 
  vaults is unknown even in the 1920s: rumour has it that a 
  number of ancient passageways connect to the vaults from 
  as far away as New Town, the Palace of Holyrood, and even 
  the University of Edinburgh.
  The Edinburgh Vaults in History
  We’ve taken a few liberties with the Edinburgh Vaults 
  in Shadows Over Scotland. Current scholarship 
  suggests that while the poor of Edinburgh did indeed 
  live in these dreadful tunnels in the early part of the 
  19th century, after local industry had declared them 
  unfit for use, to all intents and purposes they seem 
  to have been abandoned by the 1820s and finally 
  closed off sometime between the 1830s and 1870s. 
  In Shadows Over Scotland, we couldn’t resist 
  keeping some of this spooky underworld open—and 
  suitably occupied!
  Greyfriars Kirkyard
  Behind the Greyfriars Kirk is the small cemetery or kirkyard 
  used since the 16th century. Since then the cemetery yard 
  has been built up above street level as centuries of bodies 
  were buried one on top of the other. So full is the cemetery 
  in the 1920s, that the yard is unnaturally hilly and, in 
  times of great rain, it is not uncommon for coffins to push 
  through loose soil. During the 1800s, Greyfriars had to be 
  put under guard to stop ‘burkers’ or grave robbers from 
  stealing corpses to sell to Scotland’s medical schools.
  Ironically, the famous grave robber William 
  Hare was found murdered in Greyfriars 
  Kirkyard only days after the hanging of his 
  accomplice, William Burke, in January 1829. 
  Hare was not killed by blade or bludgeoning, 
  but found covered in grievous wounds as though 
  clawed to death by a massive hound. Mythos 
  researchers have subsequently suggested that 
  Hare died at the hands of ghouls and or, even 
  more fantastically, that he was cursed and 
  killed by a hound of Tindalos.
  In the 1920s, the Kirkyard remains a dark 
  and dangerous place. Murders still occur 
  here with frightening regularity and rumours 
  of hauntings and other strange events are 
  commonplace amongst the locals.
  57
  
  Shadows Over Scotland
  Palace of Holyroodhouse or Holyrood Palace
  Built between 1513 and 1679 on the site of the former 
  Holyrood Abbey itself dating from 1128, Holyrood Palace 
  is the former residence of the Scottish kings, and is still 
  occasionally used as a royal residence by the British royal 
  family in the 1920s. Standing at the lower end of the Royal 
  Mile, the Palace has long been connected with Edinburgh’s 
  and Scotland’s chaotic and often violent history. In the 
  1920s, the palace is occasionally used for ecclesiastical 
  business, and is generally open to visitors, who may also 
  walk its grounds and visit the ruined Chapel Royal, the 13th 
  century nave of the former abbey.
  The palace is also famously the site of the murder of David 
  Rizzio, believed to be the lover of Mary, Queen of Scots, and 
  tourists may visit the room where Mary’s jealous husband, 
  Lord Darnley, murdered Rizzio. The now infamous 
  ‘bloodstains’ on the floor of this room mark the very spot 
  where he was cut down on the night of the 9th of March, 
  1566.
  Should investigators wish to undertake scenarios that 
  involve persons in the royal family, any meetings or 
  consultations with royalty would take place at Holyrood. 
  Likewise any threats to royalty would see them protected 
  by police and palace guards in Holyrood.
  Princes Street
  Home to many of Scotland’s most fashionable shops, 
  department stores and boutiques, Princes Street in the 
  1920s is Edinburgh’s main shopping street and one of 
  the major arteries through New Town. A tram runs along 
  Princes Street to destinations in Leith and surrounding 
  Lothian. Along the south side of Princes Street runs Princes 
  Street Gardens in a valley between Old and New Town. 
  Edinburgh Castle sits high above the garden and is visible 
  from any spot on Princes Street. At the eastern end of Princes 
  Street is the regal Balmoral Hotel, perhaps Edinburgh’s 
  finest hotel. Beneath and behind the Balmoral is Waverley 
  railway station, accessible from Princes Street by means of 
  a long stair.
  At the other end of Princes Street is Princes Street railway 
  station, and St John’s Episcopal Church, built in 1818. 
  Under St John’s is a large crypt that is home to many 
  famous modern Scots. Notable amongst them is the grave 
  of Dr William Thornhill, set under the floor in the crypt’s 
  southeast corner. A professor of Egyptology, Thornhill died 
  under mysterious circumstances near Abu-Simbel, Egypt, 
  and was shipped back to Scotland for burial. Three nights 
  after the body’s arrival in Edinburgh, Thornhill broke free 
  of his wooden casket, having been transformed by means 
  unknown into an undead mummy.
  Unable to exorcise and unsure how to destroy the undead 
  body, church leaders and constables finally decided to 
  entomb the mummy in a specially constructed concrete and 
  steel coffin until such time as the means of its destruction 
  could be learned. The forgotten mummy lies in the crypt 
  still, writhing in eternal torment.
  Dr William Thornhill, The Mummy
  Doctor William Thornhill, age 129,
  Mummiﬁed Egyptologist
  STR 22 
   DEX 07 
  INT 11 
  CON 15
  SIZ 13 
   APP 00 
  POW 16 
  EDU 15
  SAN 00 
   
  Hit Points: 14
  Damage Bonus: +1D6
  Skills: Sneak 55%, Stalk 60%
  Weapons: Fist / Punch 70%, damage 1D6 + db
  Grapple 30%, damage special
  Armour: 2-point hardened skin; impaling weapons 
  have no effect and are useful only to sever limbs or 
  head
  Spells: 1D3, at Keeper’s discretion
  Sanity Cost: 1 / 1D8
  58
  
  The Lowlands
  Appearance: An attractive, tall man in his early 
  forties, Doctor Thornhill had thick brown hair, 
  ruddy but rugged features and piercing grey eyes. 
  His transformation to a mummy has seen his skin 
  harden to a dull grey-brown, his once commanding 
  eyes have sunken completely from their sockets, and 
  his hair has fallen out. 
  His burial clothing, once his best suit, has clearly 
  seen better days, and should Thornhill ever break 
  free of his prison he will be covered in little more 
  than rags. If freed, he will be very difficult to bargain 
  with, preferring to take out his revenge on any and all 
  he sees. He is utterly insane, and blames humanity at 
  large for his imprisonment. First meetings are likely 
  to be short and deadly.
  Princes Street Gardens
  Princes Street Gardens are the natural divide between 
  Edinburgh’s Old and New towns. Once a polluted loch, the 
  Gardens were dredged and landscaped to create the lush 
  valley park of today. The east and west ends of the Gardens 
  are separated by the ‘Mound’, now home to Scotland’s 
  National Gallery. Princes Street Gardens is used by tourists 
  and city folk as an attractive spot for lunch, for a walk, or 
  just to escape the bustle of the city. East Princes Street 
  Gardens ends at Waverley Station, where trains briefly cut 
  through the park on their way to Glasgow and the west of 
  Scotland. 
  In the West Gardens, the Scott Monument rises more than 
  two hundred feet above the grass and flowers. A monument 
  to famous Scots writer Sir Walter Scott, the neo-Gothic 
  spire is visible from anywhere in the Gardens. The Gardens 
  also hold an open-air bandstand, a golden fountain, and 
  a seasonal floral clock made up of a variety of different 
  flowers and shrubs.
  At night constables patrol the Gardens, in spite of which a 
  number of sensational murders have taken place amongst 
  the moonlit foliage. Evidence acquired by police on a 
  number of these occasions has suggested that not only men 
  hunt in the dark shadows beneath Edinburgh Castle.
  Princes Street Station
  Located at the opposite end of Princes Street Gardens from 
  the larger Waverley Station, this station receives traffic 
  from Glasgow and Greenock, the south and southwest of 
  Scotland, and also from England, either from London via 
  Carlisle and Crewe or from Liverpool and Manchester.
  Royal Mile
  Running down from Edinburgh Castle to the Palace of 
  Holyrood at the foot of Arthur’s Seat is Edinburgh’s Royal 
  Mile. The cultural heart of Old Town, the Royal Mile has 
  also become Edinburgh’s central tourist area. In the 
  summer particularly, visitors walk the same cobblestones 
  that Scottish kings and queens walked for centuries.
  59
  
  Shadows Over Scotland
  In the 1920s, many of Edinburgh’s most historic buildings 
  line the Royal Mile, including Gladstone’s Land, Mary 
  King’s Close, the John Knox House and the Civic Museum. 
  Less historic, but nonetheless potentially interesting to 
  investigators, is the Mythic Scotland shop run by Robert 
  ‘Bob’ Briggs. Part tourist trap, part magic shop, Mythic 
  Scotland is a potpourri of the strange and weird in Scotland. 
  Bob is a bit of a charlatan, but no fool. He is aware of much 
  of the cultist and Mythos-related activities in Edinburgh 
  and can be a useful source of information.
  Robert Briggs of Mythic Scotland
  Robert “Bob” Briggs, age 58, 
  Shopkeeper and Mythos Conﬁdant
  STR 11 
  DEX 10 
  INT 13 
  CON 10
  SIZ 13 
  APP 12 
  POW 12 
  EDU 11
  SAN 35 
   
  Hit Points: 12
  Damage Bonus: +0
  Skills: Accounting 65%, Bargain 45%, Credit Rating 
  60%, Cthulhu Mythos 15%, Fast Talk 35%, History 
  20%, Latin 25%, Library Use 45%, Occult 80%, 
  Persuade 50%, Psychology 25%
  Appearance: Briggs is a stocky and overweight 
  man, looking a few years older than his actual age 
  (due to his penchant for pipe smoking). He is bald 
  apart from a slight halo of grey-white hair: his thick 
  goatee is the same colour, as are his almost non-
  existent eyebrows, usually hidden behind round, 
  wire-framed glasses. Bob is never seen without a 
  tie—and usually a shockingly garish one—but only 
  wears his suit jacket out of doors. More than a little 
  eccentric, Bob is nonetheless warm and helpful. 
  Should the topic of the Mythos arise, Bob will drop 
  his voice and become cautious. If the investigators 
  pester him with questions, he will suggest they 
  return for a chat after closing. However, if Bob feels 
  threatened, he will revert to his helpful shopkeeper 
  demeanour and avoid questions. If both threatened 
  and pressed, he will respectfully ask the investigators 
  to leave his establishment.
  Salisbury Crags
  A great volcanic up-thrust created this dramatic cliff face 
  that rises beside Arthur’s Seat and looks over Edinburgh. 
  The Salisbury Crags are within half a mile of the Palace 
  of Holyrood, Princes Street and Arthur’s Seat. Below the 
  tall crags runs the ‘Radical Road’ so called by Sir Walter 
  Scott and which provides the people of Edinburgh with a 
  beautiful view of the city, curving round from the north to 
  the south.
  On the southern side of the crags a single entrance to the 
  Edinburgh Vaults is hidden amongst the jagged rock. Few 
  know of its existence and fewer still have wandered into the 
  unknown darkness beyond. A steep series of drops takes 
  the tunnel beyond down to the lowest level of the vaults. 
  A volcanic pipe, little more than a vertical shaft dropping 
  some three hundred feet, is located off this tunnel as it 
  worms its way towards Old Town. This pipe connects the 
  vaults to the caverns of the serpent people below, but only 
  the most able of mountaineers or spelunkers with the 
  most modern of equipment could successfully navigate the 
  vertical passage.
  St Giles Cathedral
  St Giles Cathedral on the Royal Mile is the High Kirk of 
  Edinburgh and one of the most eminent cathedrals of the 
  Church of Scotland. Over its history it has been host to many 
  faiths and for a brief time was home to a monastic order in 
  the 17th century. It was during this time that a monk is said 
  to have burst aflame and run screaming into the Royal Mile. 
  Shrieking for his life, the monk ultimately perished near 
  Cowgate after suffering terribly. No explanation is given for 
  this strange event, but it was witnessed by a great many.
  Since that time a number of people have seen the ghost of 
  the monk near St Giles. He appears occasionally to this day 
  as a shimmering apparition visibly covered in burns and 
  screaming insanely. The ghost is not aggressive and will not 
  attack the investigators, or anyone else for that matter.
  60
  
  The Lowlands
  University of Edinburgh
  The University of Edinburgh was founded in 1582 when 
  granted a Royal Charter by James VI. It became Scotland’s 
  fourth university (at the time, neighbouring England 
  had only two) and has since become one of the leading 
  universities of the United Kingdom. In the 1920s, every 
  subject is covered by University lecturers, including 
  to a lesser extent the Cthulhu Mythos.  The Mythos is 
  carefully handled by a handful of academics, most notable 
  among them Professor Andrew C. Hambly of the History 
  department. Although ostracized by his colleagues, 
  Hambly continues to study and investigate Mythos 
  occurrences in Scotland’s recent history, specializing in 
  the 18th to 20th centuries. As such, Professor Hambly is 
  a potential ally or source of information for investigators.
  Professor Hambly at Edinburgh University
  Professor Andrew Cornelius Hambly, age 55, 
  Manic Mythos Historian
  STR 10 
  DEX 10 
  INT 17 
  CON 11
  SIZ 13 
  APP 10 
  POW 12 
  EDU 17
  SAN 44 
   
  Hit Points: 12
  Damage Bonus: +0
  Skills: Anthropology 35%, Archaeology 15%, Credit 
  Rating 40%, Cthulhu Mythos 10%, Drive Automobile 
  35%, Handgun 25%, History 90%, Latin 55%, Library 
  Use 75%, Natural History 55%, Occult 30%, Persuade 
  65%, Psychology 15%
  Spells: Elder Sign
  Appearance: 
  Professor 
  Hambly 
  is 
  a 
  thin, 
  weedy man with a droopy, rather unfashionable 
  moustache, thick horn-rimmed glasses, and dull 
  brown eyes. He dresses in black tweeds that make 
  him look even thinner. A brightly coloured bow tie 
  is nearly the only thing that might distinguish him 
  from a mortician. 
  Although an engaging teacher, Hambly is horribly 
  inept at small talk and will seem extremely 
  uncomfortable in simple conversation. This view of 
  Hambly will persist until he is given the opportunity 
  to talk about his favourite subject—the Mythos. At 
  that point, a remarkable transformation takes places, 
  and Hambly becomes an animated chatterbox. He is 
  an extremely avid Mythos researcher and has even 
  done some fieldwork in his day. If he can, he will help 
  anyone who shares his interest and, if asked, will 
  gladly accompany investigators on ‘safe’ research-
  oriented missions.
  Waverley Station
  Waverley Station is Edinburgh’s main railway station and 
  the second largest in Great Britain. It serves nearly as 
  many passengers as Glasgow’s Caledonian Central Station, 
  making it the second busiest station in Scotland. The 
  majority of traffic Waverley receives comes into the station 
  from Glasgow and the west of Scotland, from Perth and the 
  Highlands, and from London via Newcastle and York or 
  Carlisle and Leeds. The most frequent service runs between 
  Edinburgh and Glasgow.
  The Hell-Fire Club
  The Edinburgh branch of the notorious Hell-Fire Club 
  holds monthly meetings in this derelict basement near 
  Edinburgh Castle and has done so, with few interruptions, 
  since 1726. Its popularity has waxed and waned with 
  time, but in the 1920s, the Hell-Fire Club is once more 
  ascendant. Within the basement hall and adjoining rooms 
  all manner of debauchery, depravity, and wickedness can 
  allegedly be encountered. 
  The membership and location of the club are highly 
  guarded secrets and many men and women have died to 
  keep it that way—some spectacularly so. Members gain 
  access through a locked grate in a dark wynd near the 
  castle wall, carefully hidden and watched over by loyal 
  guards.
  61
  
  Shadows Over Scotland
  -Cities in Detail: Glasgow-
  “During the heights of industrialization, Glasgow was 
  held high in the public esteem as the great ‘workshop of 
  the British Empire’. No one could have guessed that after 
  the Great War she would tumble from that pedestal and 
  certainly no one could have imagined she would have so 
  far to fall.” 
  (Dr Adam S. Carlyle, The Making of Modern 
  Scotland, 1920) 
  The royal burgh of Glasgow was and, to a lesser extent in 
  the 1920s, still remains the industrial heart of Scotland. 
  The largest city in Scotland’s Lowlands, Glasgow is home 
  to well over a million people during the Twenties. Nearly 
  two hundred thousand of these are soldiers recently 
  returned to the city from service in the Great War, only 
  to find themselves jobless and sometimes homeless. The 
  core industries of shipbuilding, textiles, steel and heavy 
  industry have all suffered in the post-war economy. As a 
  result, the falling standard of living is the prime concern of 
  nearly every Glaswegian.
  Only in Glasgow’s prosperous West End are the effects of 
  this troubled time less pronounced. In central Glasgow, 
  businesses are foundering or teetering on the edge of 
  financial collapse. In the East End and south of the river 
  Clyde, the lower and middle classes are struggling to 
  survive. In poor areas of the city, the housing conditions 
  are regarded as the worst in Europe. Overcrowding and 
  undernourishment have made the city vulnerable to 
  epidemics: cholera, typhoid fever and typhus sweep through 
  the city in deadly waves. The reeking, smog-filled air, poor 
  water quality and general lack of sun make Glasgow a 
  perfect environment for chronic diseases. Throughout the 
  1920s more people will die in Glasgow from tuberculosis 
  than in any other European city.
  The divide between the upper and lower classes is 
  particularly acute in the Twenties. Glasgow’s overcrowded 
  slums are an embarrassment for Britain, but the 
  government lacks both the will and the ability to alter 
  the conditions. The city has become characterized in 
  newspapers and magazines as a filthy rat warren. As 
  conditions worsen, crime increases exponentially. At the 
  same time, Socialist and Communist political activity is 
  gaining momentum. Along the ‘Red Clydeside’, streets are 
  filled with violent and bloody protests.
  Wealth sits in the centre and west of the city whilst 
  poverty wracks the south and east. The rich travel little 
  outside their comfort zones and the poor keep to their 
  sides of the tracks as well. If they meet in the centre, it is 
  to enjoy themselves at one of the glamorous dancehalls 
  or go to the theatre. Providing a welcome escape from the 
  daily struggle of life in Glasgow, theatres, music halls, 
  and dancehalls see unparalleled growth in the Twenties. 
  Music halls continue to draw in crowds from the working 
  classes, and dance halls attract customers with stylish 
  lighting, sprung floors, and cosmopolitan cocktails; 
  throughout the 1920s Glasgow’s dance halls are amongst 
  the most successful in Britain, with the Palais de Dance, 
  the Locarno, the Plaza and Green’s Playhouse Ballroom all 
  popular and award-winning venues.
  The 1920s also see the rise of new art deco lounges and 
  public houses serving both men and women, mixing hard 
  shiny surfaces with soft lighting. 
  62
  
  The Lowlands
  Fashionable drinks and exclusive cocktails such as 
  Manhattans, Mint Juleps, Singapore Slings and Chocolate 
  Martinis are the order of the day. By comparison, in the 
  poor pubs in the south and east ends, men and women are 
  drinking a mixture of cheap red wine and other spirits, 
  known as ‘Johnny Jump Up’ or simply ‘Jake’.
  Temperance Hotels, Inns, and Bars
  The scourge of alcoholism in the 18th and 19th 
  centuries, and the social hardship, neglect, and 
  domestic violence which followed in its wake, led 
  to the formation of the Temperance Movement in 
  the mid-19th century. With their origins in the 19th 
  century, temperance hotels and bars were common 
  throughout Scotland (and indeed the whole of the 
  British Isles) in the 1920s. These hotels and bars 
  promoted abstinence from alcohol and a lifestyle of 
  moderation. Temperance hotels offered more modest 
  accommodation and could generally be considered 
  second-class, but charged significantly less than 
  private, first-class hotels.
   
  Temperance bars served no alcohol whatsoever, but 
  offered patrons drinks such as ginger beer, cream 
  soda, sarsaparilla, herb bitters, dandelion and 
  burdock, and Vimto. Unlike conventional public 
  houses, even women could be seen drinking in these 
  establishments without stigma. Both bars and hotels 
  were managed by temperance groups, often known 
  as ‘Friendly Societies’, such as the Catholic League 
  of the Cross, the British Women’s Temperance 
  Association and the enigmatic Independent Order of 
  Rechabites.
   
  The latter Order operated through local branches 
  known as ‘tents’ (referring to the nomadic homes 
  of the biblical Rechabites) and conducted ‘rituals’ 
  involving designated High Chief Rulers, Levites, and 
  Inside and Outside Guardians. The Order, which still 
  exists today as a financial institution, campaigned 
  for total abstinence and had some success. The 
  Shetland Rechabites, for example, helped bring 
  about prohibition on the island from 1921 to 1947.
  For those with little interest in music hall, dancing, 
  or drinking, there is always shopping. Despite being 
  economically depressed, Glasgow in the 1920s is home 
  to a fantastic range of shops and boutiques encircling 
  George Square at the city’s centre. Buchanan, Gordon, and 
  Sauchiehall streets are filled with sophisticated shops and 
  up-market department stores. Glaswegian ladies can be 
  seen any day of the week browsing the windows and taking 
  their afternoon tea in specialist tearooms. 
  Those with fewer shillings and / or less time for leisure 
  shopping stroll along Argyle and Jamaica streets, looking 
  for bargains in the cheaper, national department stores.
  Beyond shopping, there is always football, and, in the late 
  1920s, the wireless; the six Glasgow dailies, notably the 
  Glasgow Herald and Evening Times newspapers; and 
  going to the kirk on Sunday. At this time, football or ‘fitba’ 
  is a solely masculine and primarily working class event 
  and men religiously go down to Hampden Park, Ibrox 
  Park, or Celtic Park to see their favourite teams play. 
  Another ritual that is strictly adhered to is the Glaswegian 
  summer-time escape ‘doon the watter’. Essentially this 
  involves families escaping the heat and smog of the city 
  for the cool seaside breezes and clear views from small 
  towns along the Firth of Clyde.
  The Clyde acts as the life-blood of Glasgow in the 1920s. 
  More than just providing a natural divide between 
  Glasgow’s north and south sides, the ebb and flow of the 
  river determines the fortunes and futures of her inhabitants. 
  It will be many decades yet before that situation changes.
  63
  
  Shadows Over Scotland
  Places and People of Note in Glasgow
  Clydeside Shipyards
  The River Clyde shipyards grew along with mining and 
  steel work in industrial Glasgow. The successful dredging 
  of the Clyde in the 18th and 19th centuries allowed for the 
  passage of larger ships, and the prevalence of high-quality 
  steel made Clydeside and the Firth of Clyde perfect 
  environs for shipbuilding. A ‘golden age’ of shipbuilding 
  followed, and at the end of the 19th century shipbuilding 
  had become Glasgow’s largest and most profitable 
  industry.
  Massive shipyards were built to handle increasingly large 
  vessels and construction cradles. By 1900, the shipyards 
  along Clydeside had earned the reputation of being the best 
  shipbuilders in the world and were seen as a jewel in the 
  crown of the British Empire. The expression ‘Clydebuilt’ 
  was synonymous with the highest quality, and Glasgow’s 
  ships were used as benchmarks of success.
  At the outbreak of the Great War, shipbuilding was one 
  of Glasgow’s main sources of income, and thousands of 
  people worked in the numerous shipyards. Some of the 
  world’s largest warships and ocean-going passenger vessels 
  rolled from her many docks, including the luxury-liners the 
  Lusitania and SS Persia. 
  From the founding of the first shipyard in 1712 to the end 
  of the 1920s, nearly twenty-five thousand ships were built 
  on the Clyde. In the years leading up to 1920, two hundred 
  and fifty firms were involved in aspects of shipbuilding 
  on Clydeside, employing a large proportion of Glasgow’s 
  population. The First World War was to change that.
  64
  
  The Lowlands
  In the 1920s, only two yards remain open—the Yarrow yard 
  at Scotstoun and the Fairfields yard at Govan—and they are 
  working with less than a quarter of their pre-war workers. 
  The vast shipyards have become like graveyards, devoid of 
  activity and life. Rumours abound however that something 
  horrible is stirring in the black shadows of the vacant 
  shipyards, and the papers are full of stories of drowning, 
  murder and darker deeds.
  Glasgow Cathedral
  Glasgow Cathedral sits off the intersection of Castle Street 
  and Cathedral Street in the north-eastern edge of Glasgow’s 
  city centre. Also known variably as St Mungo’s and St 
  Kentigern’s, the cathedral is the High Kirk of Glasgow and 
  has stood on this spot since the 13th century. The location 
  of the church was decided by Saint Mungo, also known as 
  Kentigern, who is now buried in the cathedral’s crypt in a 
  specially designed tomb. As it stands in the 1920s, Glasgow 
  is the only medieval cathedral on Scottish soil to have 
  survived the Reformation.
  The especially constructed crypt where St Mungo is 
  entombed was made in the mid-13th century and is 
  decorated with black pillars painted with white tears. 
  The marble coffin that contains the body of St Mungo is 
  elaborately designed and contains an unusual crystal 
  receptacle near the head of the coffin. A small tube runs 
  from this receptacle into the floor of the coffin.
  Since his death at the hands of the cultists he was trying to 
  save, St Mungo has wept every day for the lost souls of those 
  who murdered him. Even now the small crystal receptacle 
  slowly fills with the tears of St Mungo. No science has been 
  able to explain this phenomenon, despite sceptical claims 
  that the tears are simple condensation. In the 19th century, 
  anatomists illicitly opened St Mungo’s tomb and were 
  shocked to discover that not only was Mungo still crying, 
  his grievous wounds received at the hands of the cultists 
  had somehow healed.
  The Tears of St Mungo
  Saint Mungo’s Tears, Unique Mythos Item
  This unique liquid has absolutely no effect on human 
  beings, but acts as a contact poison to Mythos 
  creatures. The tears of St Mungo are colourless, 
  odourless and like water to the touch. In order to be 
  effective, the tears must come into contact with skin 
  or a biological surface (for example, eyes, mouths, 
  open wounds, etc.) that the toxin can be absorbed 
  into. Thus, the tears will not affect hardened scale, 
  dead flesh, exoskeletons, or similar. In order to 
  have any effect on creatures protected in such a 
  manner, the toxin would need to be swallowed or 
  in some way introduced into the organism. At the 
  Keeper’s discretion, the tears may or may not work 
  against Mythos entities whose physiology is partly or 
  completely alien.
  Affected creature(s) must roll to resist this 25 
  POT poison or suffer dire effects. Creatures that 
  successfully resist will lose 1 STR and 1 CON per 
  round until 1D8 STR and CON have been lost. 
  Mythos entities failing to resist will lose STR and 
  CON at a rate of 1 per round until unconscious or 
  dead. Surviving creatures will begin to regain STR 
  and CON after 1D6 hours at a rate of 1 STR and 1 
  CON every four hours.
  The Glasgow District Subway
  The 
  Glasgow 
  District 
  Subway 
  is 
  a 
  metropolitan 
  underground passenger line running beneath much of 
  Glasgow on either side of the River Clyde. Opened on the 
  14th of December, 1896, the subway is used by thousands 
  of Glaswegians throughout the 1920s. The steam-operated 
  system remains one of the oldest underground metros in 
  Europe. In the 1920s, the subway is one of the fastest and 
  most reliable ways of travelling around Glasgow for both 
  humans and ghouls. Stops beneath Queen Street and near 
  Central Station connect subway passengers to the over-
  ground railway system.
  65
  
  Shadows Over Scotland
  Glasgow’s Caledonian Central and 
  Queen Street Railway Stations
  Glasgow’s primary railway stations, Caledonian Central 
  and Queen Street, handle heavy passenger traffic into and 
  out of the city. The Caledonian takes the bulk of traffic 
  from the south, including England, and the west, whilst 
  Queen Street accepts traffic from the north, including 
  the Highlands and Islands, and the east, most notably 
  Edinburgh. 
  Both stations have upper and lower tracks: lower tracks 
  serve inner city stops whilst upper tracks serve national 
  destinations.  Two smaller railway stations, Buchanan and 
  St Enoch, receive trains from Oban and the northwest, and 
  Ayr and the southeast, respectively.
  His Majesty’s Duke Street Prison
  Duke Street Prison, also known as Bridewell or the North 
  Prison, is the last remaining inner-city prison in 1920s 
  Glasgow. First opened in 1798, the conditions within its tall, 
  grey walls are notoriously awful and have even spawned a 
  street song describing the terrible misery experienced by 
  those held within (see the scenario “Death and Horror 
  Incorporated” for the text of this song). Male and female 
  prisoners are kept in different, isolated blocks but all suffer 
  the same brutal treatment and squalid circumstances. 
  During the 1920s, seven judicial hangings are carried out in 
  the prison but scores more die due to disease, mistreatment, 
  and more mysterious causes.
  The Warden of His Majesty’s Duke Street Prison is Mr John 
  Black. If investigators wish to visit prisoners here, a request 
  should be made through Mr Black’s office.
  Mitchell Library
  The Mitchell Library in Glasgow’s west end is one of the 
  largest public reference libraries in 1920s Europe. The 
  library is home to modern manuscripts as well as volumes, 
  maps and chapbooks dating back to the 16th century. Older 
  still are the mediaeval manuscripts, ‘Books of Hours’ and 
  incunabula. In addition to these treasures, the Mitchell 
  Library is home to large collections of rare 17th- and 18th-
  century print materials.
  The Mitchell can provide investigators with books, maps, 
  and photographs on a large number of subjects. In the 
  basement of the Mitchell is a small collection of Mythos 
  tomes held under lock and key and viewable only upon 
  request and in the presence of the Head Librarian, Dr 
  Althea Montrose. A no-nonsense librarian and sometime 
  Mythos researcher, Dr Montrose will provide access to 
  investigators only in cases of the utmost need. She has 
  been involved in a number of ‘dangerous’ enterprises and 
  will be unwilling to partake in any further ‘adventures’. The 
  extent of the Mythos library contained within the basement 
  of the Mitchell is left to the discretion of the Keeper.
  Dr Althea Montrose, Mythos Librarian
  Doctor Althea Margaret Montrose, age 44, 
  Librarian and Mythos Researcher
  STR 10 
  DEX 12 
  INT 18 
  CON 11
  SIZ 12 
  APP 17 
  POW 14 
  EDU 16
  SAN 45 
   
  Hit Points: 12
  Damage Bonus: +0
  Skills: Credit Rating 55%, Cthulhu Mythos 21%, 
  History 50%, Library Use 99%, Occult 32%, Persuade 
  45%, Psychology 10%
  Spells: Candle Communication, Curse of Darkness, 
  Dust of Suleiman, Elder Sign, and 1D4 spells at the 
  Keeper’s discretion
  Appearance: A strikingly attractive woman of 
  average height in her mid-forties, Althea Montrose 
  has long jet-black hair, bright green eyes, full red lips 
  and a devilish look about her. She is always impeccably 
  dressed in finely tailored suits that accentuate 
  her slim and curvy figure. Highly educated and 
  exceptionally sophisticated, Dr Montrose is aware 
  of the effect that her looks have, especially upon the 
  male populace, but has little interest in engaging 
  men, or anyone else for that matter, in anything but 
  constructive and meaningful communication.
  66
  
  The Lowlands
   She will direct flirtatious men or women to the door 
  immediately. As a source of information, Montrose 
  is extremely useful. She is aware of the Mythos, has 
  read a number of important texts, can cast Mythos 
  spells and will be glad to help with serious enquiries. 
  She has experienced enough of the Mythos—
  and subsequently spent some time ‘resting’ in a 
  sanatorium—to know her own limits. She will never 
  go beyond those limits. If information is needed, 
  she will see that well-intending investigators get it. 
  However, if she doesn’t like what she hears or she 
  feels the investigators may come to harm or bring 
  harm to others, she will usher them out of her library 
  and ask that they not return.
  Necropolis
  Begun in 1831 on the site of Fir Park, which dates back to 
  1650, the Necropolis extends over a high hill and parkland 
  behind Glasgow Cathedral. Connecting the Necropolis to 
  the cathedral is the short, ornamental Bridge of Sighs. The 
  cemetery was modelled on the Père-Lachaise in Paris. In 
  the 1920s, the Necropolis has already witnessed more than 
  thirty thousand burials and has more than three thousand 
  tombs within its grounds, many of these built in a grand 
  neo-classical style.
  Extended in 1860 and again in 1877 and 1893, the size 
  of the Necropolis effectively doubled within sixty-two 
  years. A programme of planting and landscaping saw the 
  cemetery populated with oak, elm and poplar trees. The 
  grounds were cultivated in the style of an 18th-century 
  pastoral garden. The Necropolis is popular with people 
  wishing to escape the bustle of the city and receives a 
  surprising number of tourists.
  Of the tombs, mausoleums, and monuments in the 
  Necropolis, the one dedicated to Protestant reformer 
  John Knox stands tallest at fifty-eight feet. Many of the 
  tombs are exceptional not only for their height but for 
  their depth: a large number of the crypts and mausoleums 
  extend below the surface of the hill more than twenty-five 
  feet. Made with stone and brick walls, these deep chambers 
  house the coffins of noteworthy Glasgow families. Most 
  are closed, but a number of these ornamental buildings 
  are gated and allow family members to visit the tombs of 
  their ancestors.
  In 1877 a small river or burn that ran under the Bridge of 
  Sighs was diverted underground on its way to the Clyde. 
  This burn now runs through the vast colony the ghouls 
  have cut out beneath the Necropolis and provides them 
  with a source of water and a means of accessing the darker 
  waters of the Clyde.
  Necropolis Glasguensis
  In 1831, John Strang, then Chamberlain of the Merchants’ House, wrote a pamphlet entitled “Necropolis Glasguensis, 
  or Thoughts on Death and Moral Stimulus”. In the pamphlet he related that the Necropolis should be seen as a Scottish 
  Père-Lachaise that fit in beautifully with the cathedral and local scenery whilst affording ‘much wanted accommodation 
  to the higher classes’. The fact that the cemetery would turn an ‘unproductive property into a general and lucrative 
  source of profit’ was not lost on the Chamberlain.
  Strang did suggest that the Necropolis should be a charitable institution at once ‘respectful to the dead, safe and 
  sanitary to the living, dedicated to the Genius of Memory and to extend religious and moral feeling’. In the 1920s, it 
  can be seen that the ‘charity’ of the Necropolis has extended well beyond the needs of the upper classes. The Glasgow 
  Necropolis is now home to the largest colony of ghouls in the United Kingdom.
  Beneath the thirty-seven landscaped acres a veritable army of ghouls has feasted upon the bones and dried flesh of 
  Glasgow’s recent and centuries-old dead. From beneath, they have clawed their way into the tombs, mausoleums, and 
  coffins of nearly all the buried dead by 1920.
  67
  
  Shadows Over Scotland
  In the 1920s, tunnels and chambers created by the ghouls 
  riddle the entirety of the Necropolis. Having tapped its 
  rich resources, the ghouls have grown desperate and 
  begun to leave their tunnels in search of other sources of 
  charnel nourishment. For this reason, encounters with the 
  normally secretive ghouls are far more likely in Glasgow 
  than anywhere else in Scotland or the United Kingdom.
  The ghoul numbers are such that a crisis is at hand: this is 
  covered in greater detail in the scenario “Death and Horror 
  Incorporated” included in this volume. Below are some 
  basic stats for average ghouls.
  Ghouls, Charnel-eating Gravedwellers  
  Char. 
  One 
  Two 
  Three 
  Four 
  Five
  STR 
  13 
  17 
  18 
  16 
  16
  CON 
  08 
  10 
  09 
  12 
  11
  SIZ 
  13 
  12 
  14 
  12 
  13
  INT 
  13 
  12 
  11 
  12 
  10
  POW 
  09 
  12 
  10 
  14 
  10
  DEX 
  14 
  10 
  12 
  07 
  13
  HP 
  11 
  11 
  12 
  12 
  12
  Move:  
   
  9
  Damage Bonus:  +1D4
  Skills: 
   
  Burrow 70%, Climb 85%, Hide 
  60%, Jump 75%, Listen 70%, 
  Scent Decay 65%, Sneak 80%, 
  Spot Hidden 50%
  Weapons:  
  Bite 30%, damage 1D6 + automatic 
  worry (1D4 per CR unless a STR 
  vs. STR Resistance roll is made to 
  open the ghoul’s jaws)
  Claws 30%, damage 1D6 + db
  Armour:   
  Projectiles do half damage
  Spells:  
   
  As desired by the Keeper
  Number appearing: 1d3 wandering
  Sanity Loss:  
  0 / 1D6
  River Clyde
  The Clyde (G. Abhainn Chluaidh) is Scotland’s third largest 
  river and one of the longest rivers in Britain. It is historically 
  significant as a point of access and trade route for the city 
  of Glasgow. The city’s growth is closely tied to the success 
  of the Clyde as a port during the Industrial Revolution. 
  The success of the cotton and tobacco trade, for example, 
  resulted in a population boom in Glasgow.
  However, the Clyde proved to be too shallow for larger, 
  ocean-going vessels, and a programme of dredging was 
  begun in the 18th century. This deepened and widened the 
  Clyde, allowing for greater drafts and resulting in an increase 
  in Clydeside shipbuilding. The bulk of the shipyards in 
  Glasgow grew alongside the river in the Clydebank, Govan, 
  Patrick, Scotstoun and Whiteinch areas.
  In the 1920s, however, the river Clyde is a poisonous, 
  twisting mass. More than one hundred years of 
  industrialization and, in particular, the influence of heavy 
  and chemical industries has seen the river turn nearly 
  black with contaminants, waste, and innumerable toxic 
  substances. No one swims or fishes in the river Clyde 
  now—no one would dare to.
  The Thing in the Clyde
  The Dark Horror in the Clyde, age unknown, 
  Unique Mythos Entity
  STR 65 
  DEX 10 
  INT 03 
  CON 43
  SIZ 85 
  APP — 
  POW 10 
  EDU —
  SAN — 
   
  Hit Points: 64
  Move: 12 / 8 / 2  swimming / rolling / turning
  Damage Bonus: +8D6
  Weapons: Engulf / Swallow 40%, 4D6 damage, 
  every round thereafter the victim suffers 1D6 + 6 
  damage from internal crushing and caustic digestive 
  fluids
  Ram / Crush 75%, damage db
  68
  
  The Lowlands
  Armour: None, but physical and impaling attacks 
  do only 1 point of damage; fire and electricity do 
  double damage
  Sanity Cost: 1D8 / 2D8
  Appearance: The Dark Horror in the Clyde appears 
  as a great, twisting gelatinous slurry. Its massive 
  shape is generally cylindrical tapering towards the 
  fore and rear, but as it propels itself through the water 
  its form bloats and pulsates. It has no externally 
  visible sensory organs, appearing as a single shifting 
  gelatinous mass. Its slick body is covered in thick 
  excretions that constantly ooze from rings of pores 
  all over its surface. These slimy excretions adhere to 
  its body and provide it with a viscous slime-layer that 
  allows it to slip through the water more easily. At the 
  centre of these pore-rings are black sphincters that 
  force water, taken in through a ring of small ‘mouths’ 
  circling its central maw, outwards in powerful jets 
  to propel the thing forwards. Its great slime-coated 
  mouth is just a heavily muscled sphincter ringed 
  with smaller openings and is capable of spiralling 
  open or closed with incredible speed. 
  Possessing only a rudimentary intelligence, the thing 
  in the Clyde thinks only of feeding and keeping itself 
  alive. It is a highly successful killer and will attack 
  groups as well as individuals. It prefers to attack 
  targets already in the Clyde or at the water’s edge, 
  but will not hesitate to rise up out of the water (to 
  a maximum height of twelve feet) to knock prey 
  from piers and promenades. The thing attacks with 
  a combination of ramming and rolling, seeking to 
  crush its prey. In addition, once per round it can 
  attempt to engulf or swallow anything with a SIZ less 
  than 24. It will continue to attack until it has digested 
  each target or it has been reduced to one quarter 
  of its hit points, whereupon it will quickly retreat, 
  disappearing beneath the surface and heading down 
  river at top speed.
  The University of Glasgow
  Founded in the late mediaeval period, the University of 
  Glasgow is Scotland’s second-oldest university and the 
  fourth-oldest university in Europe. From 1451 university 
  instruction, called the ‘Auld Pedagogy’ by students, 
  was first delivered in a small chapterhouse in Glasgow 
  Cathedral and then in a series of buildings in nearby 
  Rottenrow. In 1871 the university was relocated to its 
  current position in the city’s west end. 
  The University of Glasgow offers a broad liberal education 
  (e.g., theology, literature, languages and social sciences) 
  with a range of scientific and professional studies 
  available, including law, medicine, veterinary sciences, 
  and engineering. Within the College of Theology a handful 
  of professors include theosophy and metaphysics in their 
  curricula, but a recent setback has changed the university’s 
  attitude towards these subjects.
  On the 18th of November, 1919, the upper floor of the 
  Theology department was bathed in an unearthly light 
  and awash in alien sounds for a period of roughly ninety 
  seconds. After the horrid din and glow subsided, five 
  professors were found to be missing from their rooms. 
  To this day, no proper explanation has been found for the 
  event. Behind closed doors blame has been placed on Dr 
  Alfonso Don Rios, an enigmatic new lecturer freshly arrived 
  from Spain and now one of the missing professors.
  69
  
  Shadows Over Scotland
  Dr Alfonso Don Rios, Mad Professor
  Doctor Alfonso Don Rios, age 39, 
  Insane and Enigmatic Professor
  STR 13 
  DEX 09 
  INT 15 
  CON 12
  SIZ 14 
  APP 13 
  POW 14 
  EDU 16
  SAN 00 
   
  Hit Points: 13
  Damage Bonus: +1D4
  Skills: Archaeology 15%, Cthulhu Mythos 27%, 
  English 75%, Latin 45%, Library Use 38%, Natural 
  History 44%, Persuade 55%, Psychoanalysis 15%, 
  Psychology 10%, Spanish 95%, Theology 89%
  Spells: Create Gate, and 1D3 spells at the Keeper’s 
  discretion
  Sanity Cost: 1 / 1d4 for comprehending the 
  professor’s impossible journey
  Appearance: Doctor Alfonso Don Rios is a husky 
  Spaniard with dark hair, dark eyes and a tanned 
  complexion. Should he return, Dr Rios can be 
  played in a number of ways. Driven utterly mad by 
  the revelations uncovered during his journey, Don 
  Rios has the look of a haunted man, prone to staring 
  out in space—perhaps ‘seeing’ beyond the walls of 
  our own dimension. He can be docile or aggressive, 
  cogent or blubbering insanely. 
  What this mad professor has done and/or 
  experienced is unknown, perhaps even to himself.  
  The nature and significance of his return are likewise 
  unknown, leading one to question the otherworldly 
  agency behind his journey.
  -Cities in Detail: St Andrews-
  Named after Scotland’s patron saint, St Andrew the 
  Apostle, the royal burgh of St Andrews stands along the 
  east coast of modern-day Fife on a site that has been 
  inhabited since the Mesolithic era (between 10,000 and 
  5000 BCE). In the 1920s St Andrews is famous primarily 
  for being the birthplace of the game of golf and home to 
  the oldest golf course in the world; it is also the site of 
  Scotland’s oldest university. In the early Middle Ages St 
  Andrews was the ecclesiastical centre of Scotland, and its 
  cathedral was amongst the largest in Europe. As such, this 
  small burgh in the ancestral Kingdom of Fife wielded great 
  political and economic power.
  Throughout the later mediaeval period, St Andrews grew 
  alongside the cathedral, stretching west towards the Links, 
  now the site of the Royal and Ancient Golf Club and the 
  famous Old Course. From the cathedral and following the 
  coast, St Andrews evolved into a roughly triangular shape.
   In the 1920s, the north angle of this triangle is North Street 
  that runs from the cathedral, past the ruins of the castle, on 
  to the university and finally ending at the Golf Links. On the 
  south, South Street extends from the cathedral to the West 
  Port, an ancient gate or ‘gait’ once providing access into 
  the then-walled city. Connecting North and South Street is 
  City Road which passes the railway station. Between North 
  and South Street lies Market Street, which holds most of St 
  70
  
  The Lowlands
  Andrews’ shops. During term time, the university is very 
  visible here, and its six hundred students play a significant 
  role in St Andrews’ economy and its population of ten 
  thousand people. In the 1920s the university occupies 
  several different colleges dispersed throughout the town 
  and the United College on North Street in particular; 
  investigators will never be far from groups of students 
  clutching books and rushing from one class to another.
  Near North Street and City Road, investigators are far more 
  likely to encounter golfers in their tweeds with golf bags 
  slung over their shoulders. The Golf Links extend from the 
  corner of North Street and City Road and northwest to the 
  sea on a headland shaped like a shark’s fin. A single road 
  follows the eastern edge of this fin out to its point. This is 
  the West Sands Road, and a great many tired golfers have 
  been rescued here and safely shuttled back to the Royal and 
  Ancient Club house for a gin and tonic.
  In the 1920s, tourism is a growing facet of the St Andrews 
  economy; most visitors come to play a round or two on the 
  Old Course, while others enjoy the seaside or visit the ruins 
  of the cathedral or castle. Tourists buoy the population of 
  St Andrews considerably in the summer months; in the 
  winter, students staying in halls at the university provide 
  an important stream of revenue.
  In St Andrews’ centre, most people live in the numerous 
  narrow streets and wynds that sit between the cathedral 
  ruins, the West Port, and the Links. The houses here are 
  small but charming, dating back to the late mediaeval period; 
  among and between them the old city walls run in various 
  states of repair. Ornamental plaques, decorative work, 
  and carved reliefs add to an old-world feel. Investigators 
  walking through St Andrews may feel as though they have 
  travelled back in time.
  71
  
  Shadows Over Scotland
  At the corner of Church Street and South Street sits Holy 
  Trinity Parish Church, also known simply as Holy Trinity or 
  the town kirk, St Andrews’ most historic surviving church. 
  Originally built near the southeast edge of the cathedral, 
  it was moved to its present site in 1412 under the careful 
  watch of Bishop Warlock. The church was recently restored 
  to mediaeval style in 1909 and now only its towers and 
  spires are original.
  The main access routes into St Andrews are Edenside Road, 
  along the southern edge of the Links, and East Sands Road, 
  southeast of the cathedral. The small railway station on 
  City Road connects St Andrews with Perth and Edinburgh.
  Places and People of Note in St Andrews
  Old Course and Golf Links
  A place of pilgrimage for golfers from around the world, the 
  St Andrews Golf Links gave birth to the celebrated game 
  around the year 1400. In the 1920s, the Old Course at St 
  Andrews is widely believed to be the best golf course in the 
  world. Thousands of visitors arrive every year to test their 
  abilities, bask in the history of the place, and to watch the 
  masters play. Large numbers of international golfers will 
  be present year-round.
  The Links and the Old Course have an interesting history 
  and were once submerged beneath the North Sea. When 
  submerged, the Links may at one time have been part of 
  a deep one domain. It is said that on certain nights of the 
  year, men and women swim to the fin-like tip of the Old 
  Course and conduct pagan rituals. These strange folk have 
  yet to be caught, however, as it seems they immediately 
  plunge into the cold North Sea and disappear from sight 
  when their rites are disturbed.
  Mythos researchers have long guessed that these ‘pagan 
  swimmers’ are deep ones who return to the land on 
  these nights for reasons unknown. Now in the early 20th 
  century, these rituals seem to be occurring with greater 
  frequency.
  Deep Ones, Batrachian Servitors 
  Char. 
  One 
  Two 
  Three 
  Four 
  Five
  STR 
  14 
  17 
  12 
  13 
  14
  CON 
  09 
  11 
  10 
  12 
  09
  SIZ 
  17 
  16 
  14 
  15 
  17
  INT 
  11 
  12 
  13 
  12 
  10
  POW 
  11 
  09 
  10 
  12 
  10
  DEX 
  08 
  10 
  11 
  13 
  12
  HP 
  13 
  14 
  12 
  14 
  13
  Move:  
   
  8 / 10  walking / swimming
  Damage Bonus:  +1D4
  Skills: 
   
  Hide in Water 25%, Listen 
  30%, Sneak in Water 25%, Spot 
  Hidden 30%
  Weapons:  
  Claws 35%, damage 1D6 + db
  Fishing Net 15%, entangle
  Hunting Spear 25%, damage 1D6 
  + db, impaling weapon
  Armour:   
  1-point 
  toughened 
  skin 
  and 
  scales
  Spells:  
   
  At Keeper’s discretion
  Number appearing:  1D3 wandering
  Sanity Loss:  
  0 / 1D6
  St Andrews Castle
  Destroyed during the Scottish Reformation, St Andrews 
  Castle had been the seat of the Archbishops of St Andrews 
  since the 13th century and was also known as the ‘Bishops’ 
  Palace’. In the 1920s, the castle is a ruin and a popular 
  tourist attraction where visitors can walk through the now 
  grassy ruins and discover the infamous prison and bottle 
  dungeon. The scenic ruins are located atop a low cliff and 
  afford views over the North Sea.
  St Andrews Cathedral and St Rule’s Tower
  St Andrews Cathedral was founded in 1160 and built upon 
  the site of the previous Church of St Rule. Only the fortified 
  tower of St Rule’s Church remains, having survived both 
  the church and cathedral. Now a ruin, when St Andrews 
  72
  
  The Lowlands
  Cathedral was consecrated in 1318, it was the largest 
  cathedral in Britain. During the Middle Ages, the relics of 
  Saint Andrew were kept in St Rule’s Tower and thousands 
  of the faithful undertook pilgrimages to the site. During 
  the Reformation, the cathedral was destroyed by an angry 
  mob and the relics were removed. 
  Due to strange activities in the cathedral ruins, rumours 
  persist that not all the relics were removed. These activities 
  include the haunting of the churchyard by the ‘White 
  Lady’ and strange rumblings from beneath the floor of 
  the tower. The White Lady is believed to be a former nun 
  seeking absolution through the relics. The rumblings 
  beneath the tower are most often attributed to the tower’s 
  shifting foundation.
  In truth, beneath the foundation of St Rule’s Tower lies a 
  prison built in a deep vault. Locked in this prison since the 
  15th century for his ‘foule Devilrie and impius Wayes’ is 
  Bishop Warlock. So heinous were the black bishop’s crimes 
  that all knowledge of them was stricken from the recorded 
  history. Condemned to death, the authorities found 
  Warlock impossible to kill. An envoy from Rome was sent 
  to deal with this threat and a prison inscribed in symbols 
  both Christian and arcane was built. The foul bishop was 
  then lured inside the vault with ‘sertain terryble Offerings’ 
  whereupon the trap was sprung. Beneath St Rule’s Tower, 
  Bishop Warlock struggles eternally, unable to die or gain 
  his freedom.
  Bishop Warlock, the Undying Fiend
  Bishop Warlock, age 500+, 
  Soulless Imprisoned Sorcerer
  STR 15 
  DEX 10 
  INT 13 
  CON 10
  SIZ 15 
  APP 09 
  POW 27 
  EDU 19
  SAN 00 
   
  Hit Points: 15
  Damage Bonus: +1D4
  Skills: Cthulhu Mythos 71%; others as the Keeper 
  desires
  Weapons: Fist / Punch, 1D3 + db
  Armour: None
  Spells: Becoming One with Him (Apportion Ka), 
  Chariot of the Gods (Journey to the Other Side), 
  Claws of Lucifer (Spectral Razor), Inspire Faith 
  (Mental Suggestion), Inspire Fear (Implant Fear), 
  Power Drain, Resurrect Soul (Remortification), 
  Shrivelling, Sign of Pain (Wrack), Summon Demon 
  (Summon 
  / 
  Bind 
  Nightgaunt), 
  Unspeakable 
  Promise, Walk Between the Walls (Create Window)
  Sanity Cost: 1D4 / 2D4
  Appearance: Bishop Warlock, if discovered, is 
  utterly naked, his clothing having rotted from his 
  body long ago. His skin, with the exception of his feet, 
  hands, neck and head, is covered in blasphemous 
  burnt-red tattoos. Across his chest, for example, is 
  an upside-down cross made of entwining serpents 
  and twisted, broken bodies, whilst gaping skulls 
  adorn his shoulders. 
  Warlock looks just as he did more than five hundred 
  years ago when he first cast Becoming One with Him, 
  removing his soul from his body and offering it to 
  Lucifer—in this case an avatar of Nyarlathotep. He 
  appears as a man in his late forties with chestnut-
  brown hair and bright blue eyes. He sports a full beard 
  and has a powerful air of authority about him. After 
  ‘becoming divine’, the bishop became a powerful 
  student of the Cthulhu Mythos and developed great 
  skill with magic. He is now extraordinarily powerful 
  and extremely malevolent. 
  Before his imprisonment, he travelled throughout 
  the universe and even outside our own dimension. 
  Should he be released, he will immediately cast Walk 
  Between the Walls, putting great distance between 
  himself and his prison. His next steps remain up to 
  the wishes of the Keeper.
  73
  
  Shadows Over Scotland
  St Andrews University
  Founded in 1413, St Andrews University is Scotland’s 
  oldest university and the third oldest in the English-
  speaking world. Today, St Andrews still maintains a 
  number of mediaeval buildings dating from 1450. St 
  Mary’s College is the oldest on campus and its rough-
  hewn buildings are easily distinguished. United College 
  was created in the 19th century from the union of two 
  mediaeval colleges—St Leonard’s and St Salvator’s—and 
  the ancient St Salvator’s Chapel dates from the mid-15th 
  century. The tower of St Salvator’s is one of the most 
  recognizable landmarks in St Andrews, visible from nearly 
  every direction and every street.
  In the 1920s, the university is known particularly for its 
  strengths in the arts and divinity as well as social, biological 
  and physical sciences. Academics conduct research and 
  teach all subjects from archaeology to zoology. Throughout 
  its history, St Andrews has taught a number of members 
  of the royalty and is considered to be one of the more 
  prestigious universities in the United Kingdom.
  A small number of Mythos tomes (1D4) can be found in 
  a specially constructed and cunningly hidden chamber 
  within the Special Collections of the University of St 
  Andrews Library. The key for the chamber is kept locked 
  in a concealed compartment in the desk of the Special 
  Collections librarian. Only twice in the past century has 
  access been granted to this chamber and its presence is a 
  closely guarded secret.
  Professor Emeritus of Philosophy Dr Raymond Canter has 
  returned to the university recently in search of this small 
  cache of books. He can be found in the library most days 
  or sometimes wandering about campus looking decidedly 
  absent-minded. Should Professor Canter hear that the 
  investigators are looking into Mythos phenomena, he will 
  offer his help, but for two particular reasons: first, he seeks 
  to learn what that the investigators know about the Mythos; 
  and second, he will try to convince the investigators to help 
  him retrieve the Mythos tomes hidden in the university’s 
  Special Collections.
  Raymond Canter, Seeker of Dark Knowledge
  Professor Emeritus Raymond Canter, age 69, 
  Seeker of Dark Knowledge
  STR 08 
  DEX 07 
  INT 16 
  CON 11
  SIZ 12 
  APP 10 
  POW 14 
  EDU 18
  SAN 27 
   
  Hit Points: 12
  Damage Bonus: +0
  Skills: Anthropology 35%, Credit Rating 40%, 
  Cthulhu Mythos 28%, French 75%, German 55%, 
  Latin 75%, Library Use 38%, Old English 45%, 
  Persuade 25%, Philosophy 95%, Theosophy 82%
  Spells: Contact Deep One, Dominate, and 1D4 spells 
  at the Keeper’s discretion
  Appearance: Professor Raymond Canter is a white-
  haired elderly gentleman with a wide, craggy face 
  and rheumy eyes. He is roughly five and a half feet 
  tall and dresses in a haphazard fashion. He is prone 
  to wandering, often not looking where he is going, 
  and mumbles a great deal. He appears to be much 
  older than his sixty-nine years would suggest. 
  In truth, Canter adopts this guise so as to avoid 
  suspicion whilst he seeks the Mythos tomes held in 
  the University Library. He finds the ‘old professor 
  routine’ works extremely well for getting what he 
  wants, and what he wants are the Mythos books held 
  in the university’s Special Collections. He has been 
  delving into the Mythos since a chance encounter 
  with a deep one hybrid in Anstruther over a decade 
  ago. The encounter left Professor Canter desperate 
  for knowledge. He will use any opportunity to 
  uncover this dark wisdom.
  74
  
  Shadows over Scotland
  The Highlands
  
  -The Highlands-
  76
  “At once beautiful, mysterious and foreboding, the 
  Highlands are the most intriguing and enigmatic of 
  Scotland’s varied landscapes. In the fierce and untamed 
  wildness of the place, there is much to delight in and much 
  to ponder, but make no mistake there is also a very great 
  deal to fear.”
  Dr Adam S. Carlyle, The Making of Modern Scotland, 
  1920)
  A
  -Geography-
  The Highlands of Scotland constitute the less populated, 
  wilder and more rural lands north of Scotland’s central 
  belt and Lowlands. For simplicity’s sake, our 1920s 
  interpretation of the Scottish Highlands includes modern-
  day Aberdeenshire & Grampian and excludes any isles or 
  islands, providing us with a simpler north-south divide for 
  our purposes rather than using the Highland Boundary 
  Fault. Islands that today may be considered part of the 
  Highlands, such as the Isle of Skye, are included in the 
  Scottish Islands section.
  The Highlands are home to tall mountains or bens, high 
  crags and narrow gorges, deep lochs and fertile glens, 
  and jagged coastal promontories. Above all the Scottish 
  Highlands are a landscape of extremes. The north of 
  Scotland possesses distinct environments, each with its 
  own unique qualities. Lush farmland, swift-running rivers 
  and white-sand beaches mix with barren tundra, peat bogs, 
  stinking fens, and snow-capped peaks. As in the Lowlands, 
  water is everywhere in the Highlands and takes a number of 
  dramatic forms: fresh water and sea lochs, winding rivers 
  and burns, high waterfalls and melting glaciers, hot springs 
  and underground streams.
  Great lochs and smaller bodies of water dot the Highlands 
  landscape. Best known among these is the remarkable Loch 
  Ness, the deepest and longest loch in Scotland. Loch Ness 
  lies in the Great Glen running across the country in a roughly 
  diagonal trench, the result of an ancient fault line. Ness is 
  the largest—more than twenty-three miles long and over a 
  thousand feet deep—of four lochs running the length of the 
  Great Glen. The others are Loch Oich, Lochy and the sea 
  loch Linnhe. Each of these is connected via the Caledonian 
  Canal. The canal is an engineering marvel and incorporates 
  the famous Neptune’s Staircase system of locks for moving 
  between lochs.
  Shadows Over Scotland
  
  The Highlands
  77
  The Loch Ness Monster
  Loch Ness is, of course, best known for the story 
  of ‘Nessie’, the Loch Ness monster. Tales of water 
  spirits called ‘kelpies’ and strange monsters have 
  always been a part of Loch Ness’s history. So deep 
  and cold is Loch Ness that it affects local weather, 
  even causing mirages on warmer days. Some sceptics 
  claim that Nessie is no more than one of these 
  mirages. What truly lies beneath the dark cold waves 
  remains a mystery.
  The Loch Ness monster became an international 
  phenomenon in the early 1930s when Mr and 
  Mrs George Spicer and Mr Arthur Grant reported 
  encountering the monster in July and August 1933, 
  respectively. Countless sightings followed, but 
  accounts of monstrous beasts and water-born horrors 
  in the loch date back to the 7th Century and earlier. 
  The nature, intent and appetites of the creature(s) 
  remain unknown to this day.
  For 1920s investigators, the thing beneath Loch 
  Ness remains an utter mystery. Keepers might wish 
  to create scenarios based around shadowy sightings 
  and / or strange disappearances. It could well be that 
  the monster is in fact a minion of a far greater threat. 
  Alternatively, scenarios set in the 1930s might begin 
  with a wealthy sceptic inviting the investigators to 
  research these ‘Nessie’ claims, or focus instead on 
  uncovering a dark cult which is behind the sudden 
  appearance of the infamous monster.
  With the monster in the public spotlight, modern-
  day investigator characters could visit the Loch Ness 
  exhibitions that have sprung up in Drumnadrochit 
  or even take a monster-sighting boat tour out from 
  Fort Augustus. Regardless of time period, Keepers 
  can use the Loch Ness monster as a catalyst for 
  intriguing scenarios in the Highlands.
  Stretching from one side of Scotland to another, the Great 
  Glen is easily the largest of the Highland glens. It is home 
  to crags and bens that saw glaciation in the last Ice Age and 
  gave us the gentle rolling slopes of the glen today. Here the 
  bulk of Highland farming is done along the side of the four 
  lochs and amidst tall stands of Douglas firs and ancient 
  pines. Three other Highland glens are worth noting: Glen 
  Affric, Glen Torridon and Glen Coe. Affric is known for its 
  scenic vistas and its wildlife. The least accessible of the 
  Highland glens, Affric is also the most dangerous of the 
  four. A number of walkers, backpackers and other visitors 
  disappear from Glen Affric every year, despite warnings 
  and the best of preparation.
  In Glen Torridon, high bens, rolling hills and crystal-clear 
  lochs provide a postcard-perfect setting for adventure. 
  Nestled between the peaks of Beinn Eighe, Beinn Alligin 
  and the Sgurr Mhor, the tiny village of Torridon serves 
  as an outpost for travellers and tourists. Glen Torridon is 
  a haven for hikers, mountain climbers and hill walkers. 
  Although not as wild or inaccessible as Glen Affric, 
  Torridon is likewise plagued with tragedies. Every year a 
  handful of visitors never return from their sightseeing and 
  the single constable stationed at Torridon can do little but 
  post warnings and file missing persons reports.
  Of all the Highland glens, Glen Coe is the best known. 
  Stretching from the barren Rannoch Moor to Loch Leven 
  and the salt waters of Loch Linnhe, Glen Coe is famous for 
  its incredible landscape of high peaks and spurs bundled 
  tightly together. The glen is also infamous as the setting of 
  one of the worst tragedies in Scottish history, the Massacre 
  of Glencoe (see the ‘Brief History of Scotland’ section for 
  details). Investigators visiting the glen will invariably be 
  aware or be made aware of the slaughter of the MacDonalds 
  of Glencoe at the hands of the King’s troops. In the 1920s, 
  Glen Coe is all but uninhabited. Only the small village of 
  Glencoe on the shores of Loch Leven provides a reprieve 
  from the inhospitable wildness of the place. The dark 
  spectre of the massacre still looms over the mountain-
  ringed glen.
  The Highlands come by their name honestly as they are 
  populated by more than one hundred and fifty of Great 
  Britain’s tallest peaks. Glen Coe is surrounded by many 
  of these, including the cluster of peaks known as the ‘Five 
  Sisters’. None of these, however, comes close to the height 
  of Ben Nevis, Scotland’s highest peak, which towers over 
  
  Shadows Over Scotland
  78
  nearby Fort William. At nearly four thousand five hundred 
  feet (1344 metres), Nevis dominates the surrounding 
  countryside. The summit of the peak is rarely visible as 
  clouds frequently obstruct it. The ben has been a significant 
  landmark for more than just the recent human population. 
  In Scotland’s prehistory, the elder things built a great city 
  deep beneath the mountain’s roots, but all mention of this 
  vast metropolis has been lost or suppressed.
  Dark Delvings: Mining and the Mythos
  The mineral-rich Scottish bens have often been 
  claimed or mined by different Mythos cultures. 
  Although the elder things were the first to delve 
  beneath the high peaks in search of rare elements 
  and metals, the fungi from Yuggoth now lay claim 
  to these resources. Despite having been largely 
  inactive for centuries, the mi-go remain a palpable 
  threat in the 1920s. They are known to have created 
  fortresses in the taller western Highlands, but it is 
  likely that the mi-go have outposts in the eastern 
  Cairngorms as well.
  The Cairngorm mountain range includes Scotland’s second 
  tallest mountain, Ben Macdui, which is just over four 
  thousand two hundred feet (1300 metres) high. Whilst the 
  western bens are covered in mossy peats and heathery scrub, 
  the Cairngorms are tundra-like with little ground covering 
  but for small grasses and some low-lying bracken. These 
  eastern mountains are nearly devoid of forest, whereas the 
  western glens are well forested. Investigators visiting the 
  Cairngorms are more likely to see vast boulder fields and 
  more persistent snow than in the western Highlands.
  Due to the inhospitable nature of the Highlands, the majority 
  of settlements reside in the fertile glens, alongside rivers 
  and lochs. Others hug the rugged coastline or stand at the 
  crossroads of transport arteries into and out of the Highlands. 
  The three largest settlements—Aberdeen, Inverness and 
  Fort William—all skirt the mountainous interior. A number 
  of smaller towns and burghs, such as Fort Augustus and 
  Drumnadrochit, lie within the Great Glen on the shores of 
  Loch Ness and owe their existence to the signiﬁcance of the 
  Caledonian Canal as a means of transport.
  The Highlands have resisted more concerted efforts at 
  settlement and civilization. In the 1920s roads in and out 
  are few, and the region generally has the worst transport 
  links in Scotland. Even the remote islands have better and 
  more viable means of travel. The rocky and precipitous 
  landscape impedes travel by road and rail links are subject 
  to rockfalls and landslides. The result is that travel within 
  the Highlands can be a very time-consuming process.
  Although a network of railroads runs between Aberdeen, 
  Inverness and Fort William, other villages and much of the 
  rocky interior can be reached only by coach, automobile, or 
  on foot. Caledonian Trains run from Fort William down to 
  Glasgow on the west coast and from Aberdeen to Edinburgh 
  on the east coast line. Investigators choosing to drive into 
  the Highlands will find dual lane roads running parallel 
  to the rail lines but most other roads are still single-track 
  roads with passing places spread out at a distance of every 
  quarter of a mile or so.
  Regardless of their destination, travel within the Highlands 
  will take some thought and planning. This difficult 
  landscape can make the geography of the Highlands seem 
  antagonistic at best. This has its uses for creating mood and 
  atmosphere: imagine, for example, the investigators’ motor 
  car breaking down on a dark, wind-swept moor requiring 
  travel on foot through a high pass to a secluded village in a 
  rain-soaked glen. 
  Getting around the Highlands
  Again a simple and effective practice is to double the 
  time it would take to arrive at the chosen destination 
  using modern methods. Below are some relevant 
  examples:
  •  From Aberdeen to Fort William via Inverness: 8 hrs
  •  From Aberdeen to Inverness: 5 hrs
  •  From Inverness to Fort William: 2 hrs 45 mins
  •  From Inverness to Drumnadrochit: 1 hr
  •  From Fort William to Fort Augustus: 1 hr 30 mins
  •  From Fort William to Kyle of Lochalsh: 3 hrs 30 mins
  
  The Highlands
  79
  -Culture and People-
  “Highlanders. Hearty, capable an’ as tough as the stone 
  they trod on. Not the most welcoming folk off the mark, but 
  get to know them an’ they’ll stand by ye no matter what’s 
  comin’. And given where they’re at, that has its uses!”
  (Jack McRae, Memoirs of a Rambling Rogue, 1901)
  In the 1920s the Highlands hold less than a quarter of 
  Scotland’s total population. Industrialization and the Great 
  War saw large numbers of Highlanders heading south 
  to work or enlist. Going back further still, the Highland 
  Clearances saw whole villages forced off their lands and 
  leaving Scotland for the colonies. In the Twenties, the 
  Highlands are still recovering from these losses: the 
  number of Highlanders is roughly equal to that of the 
  remote Islanders. For people inhabiting these northern 
  lands, their story has always been one of struggle, loss and 
  determined perseverance.
  Unlike the populous Lowlands of the 1920s, the Highlands 
  are a mostly rural region. Only a small percentage of people 
  live in towns and burghs with more than three thousand 
  inhabitants. Instead, the bulk of Highlanders live in small 
  settlements and villages alongside rivers, lochs, and coastal 
  beaches. They scrape out an existence primarily through 
  farming and fishing. In the cities, some industries have 
  survived and a few, such as mining, still flourish. 
  Thanks to better transport links with the south of Scotland, 
  tourism is a slowly developing market here as well. However, 
  unemployment is rampant, and many get by with doing odd 
  jobs or whatever other means they can find.
  A Population under Siege: 
  Highlanders and the Mythos
  The small population of the Highlands suits many 
  of the Mythos entities and cultures abiding there. 
  Some, such as the fungi from Yuggoth, make use 
  of these populations, invisibly pulling strings and 
  working the humans like puppets. In some villages, 
  people actively consort with ancient, otherworldly 
  beings and openly worship Mythos deities. Faced 
  with the predatory natures of Mythos creatures, 
  many human settlements live in abject fear of their 
  deadly neighbours. Uprisings against or open combat 
  with Mythos elements are rare, short-lived, and 
  usually costly. As a result, every year a large number 
  of ‘disappearances’ are recorded by constables and 
  noted in parish registers, and many tombstones in 
  Highland cemeteries sit above empty graves.
  Two languages are common in the Highlands: English and 
  Scottish Gaelic. Unlike the Lowlands where a constant 
  influx of different languages resulted in a number of 
  recognizable dialects, the Highlands developed fewer 
  variants. In the 1920s, Gaelic is still spoken, but its use is 
  waning, particularly in the cities. 
  English is the everyday language for most Highland folk 
  and is also important as the language of business and trade. 
  Scottish Gaelic is spoken more in small villages, both in the 
  interior and particularly along the western coast.
  Investigators travelling in these areas will undoubtedly 
  see the influence of Gaelic (in signs and place names, for 
  example) and will hear it spoken predominantly amongst 
  older and elderly residents. On occasion, locals might 
  even switch to Gaelic to carry on a private conversation, 
  effectively shutting out the characters. It is a difficult 
  language to learn and investigators so inclined will need 
  to spend a considerable amount of time in one of the 
  few Highland colleges, such as the Ruthven Institute in 
  Inverness.
  
  Shadows Over Scotland
  80
  Religion is a much less contentious subject in the Highlands 
  than the Lowlands in 1920s Scotland. The Presbyterian 
  Church of Scotland is the dominant faith with far fewer 
  people belonging to the Roman Catholic Church or other 
  denominations. The Church of Scotland may dominate 
  the Christian faiths in the Highlands, but it still struggles 
  against a significant number of Mythos cults. Where open 
  worship of Cthulhu or Tsathoggua, for example, would be 
  a near impossibility in the Lowlands, it is a reality in the 
  Highlands. The Church does what it can to convert these 
  lost souls, but often these ministrations fall on deaf ears.
  Mythos Cults in Scotland’s Highlands
  Though more openly active than their Lowlands 
  brethren, the Mythos cults of the Highlands still 
  value secrecy and will not go out of their way to 
  bring attention to themselves. Instead, these groups 
  and covens worship the Great Old Ones in private 
  ceremonies, and through vile rituals conducted in 
  the dark of night. The cults are often surprisingly 
  powerful given their small numbers, and many are 
  far more closely engaged with the Mythos than the 
  larger Lowland cults. Mythos cults in the Highlands 
  often encompass entire populations, with whole 
  villages under the sway of the Old Ones. A mixture of 
  complex and chaotic urges motivates these Highland 
  cultists, including a host of natural and unnatural 
  desires, lust for personal wealth, and yearning for 
  power. In addition, individual cultists may be looking 
  to know the unknowable or to visit revenge upon 
  enemies. Most cultists are utterly mad and totally 
  subservient to the Mythos powers they worship.
  Highlander motivations are varied, but like their cousins in 
  the south are mainly economic. Amongst the poorest classes 
  the prime motivation is survival, and anything beyond 
  that is a godsend: life can be difﬁcult in the Highlands and 
  subsistence is enough for most honest folk. For those less than 
  honest, there is always crime, although the criminal element 
  in the Highlands is nowhere near as large or well-organized 
  as the Lowlands. Amongst the rich farmers and landowners, 
  the main motivations are as they have always been: more 
  wealth and power. Arable land is a major commodity, as is 
  livestock, so the wealthy always attempt to use these to their 
  advantage. The Highlands don’t have a strong middle class, 
  just a very strong divide between rich and poor.
  Technology and change come slowly in the Highlands: the 
  cult of science is not as prevalent here as it is in the Lowlands. 
  This is particularly true in more rural areas, where farming 
  and ﬁshing practices haven’t changed much in a hundred 
  years. Only in the cities is the desire for knowledge and 
  innovation felt to any great degree. Science in the Highlands 
  is not the religion it has become in Glasgow and Edinburgh: 
  far more people put their faith in God—or gods, as the case 
  may be. As a result, investigators visiting the Highlands 
  may sometimes feel they have stepped back in time, 
  particularly when trying to ﬁnd a telephone or telegraph.
  Highlanders are products of a rich cultural tradition and a 
  harsh climate that challenges them on an almost daily basis. 
  Generally speaking, investigators will ﬁnd Highlanders to 
  be reserved, stalwart, and hard working, possessing strong 
  convictions and hearty natures. Humour is not lost on them, 
  but neither does it come easily. Their lives are difﬁcult, 
  and each day is a struggle against an often unforgiving 
  environment. Only the wealthy escape this daily toil, if not the 
  inclement weather. More than any other people in Scotland, 
  Highlanders believe in the importance of community and 
  tradition; this can be seen in their willingness to help one 
  another, and in their adherence to the creed and way of life 
  set down by their ancestral chiefs.
  The Clan System in the Highlands
  The clan system in the Scottish Highlands had 
  completely broken down by the year 1800, as a 
  result of the Highland Clearances of the 1700s, 
  where former clan chiefs became landowners and 
  replaced crofters with sheep as a way to increase 
  the value of their property. The Victorians “re-
  invented” the clan system as a romanticized view of 
  the Highlanders, and although it did not reflect the 
  social reality, it was (and still is) neverthless very 
  popular with tourists.
  
  The Highlands
  81
  In Shadows Over Scotland we’re assuming the clan 
  system survives here and there to varying extents in the 
  minds of the Highland peoples, especially in remote, 
  tight-knit communities. According to this view, clan 
  communities such as these are under the control of 
  a clan chief, and share a communal identity linked to 
  histories, traditions, castles, and regions belonging 
  to ancestral families. Clan gatherings are held many 
  times a year, important social events reinforcing the 
  clan’s identity and celebrating shared ancestry. In 
  these communities, any investigator in the 1920s who 
  bears the name of a clan chieftain will automatically 
  be considered an ancestral part of that clan. Note that 
  this approach is entirely optional—Keepers wanting 
  strict historical accuracy should feel free to ignore this 
  somewhat romanticized view of Scotland’s clans.
  In the Highlands, trust is something that has to be 
  earned and is not given lightly. Once gained, however, 
  Highlanders are welcoming, friendly and loyal to a fault. 
  The same loyalty and honesty is expected in kind, and 
  betrayal is seen as the gravest of crimes. More than any 
  other peoples in Scotland, the Highlanders live by a code 
  of honour and respect.
  -Flora and Fauna-
  In the Highland moors and glens roam red and roe deer, 
  whilst ravens, buzzards and merlins fly high overhead. 
  Wildcats, foxes and wild boars stalk the rolling hills and 
  heather-ringed slopes of the bens; mountain hares and 
  ptarmigan search for food in the snow atop the high peaks. 
  In the ancient forests, pine martens and capercaillie dart 
  amongst the birch, larch and oak. Nowhere else in Scotland 
  is the wilderness of the country more readily accessible.
  What follows is a short alphabetical list of some commonly 
  encountered Highland flora and fauna, any of which 
  could be used to add colour and local flavour to scenarios. 
  Statistics are given for flora and fauna that might pose a 
  threat to investigators.
  Highland Flora
  Bell Heather (L. Erica cinerea) – Bell heather is extremely 
  common on the hill- and mountainsides of the Highland 
  bens and is named for its bell-shaped purple flowers. In 
  full bloom, vast fields of heather can turn much of the 
  Highland uplands into a riot of bright purples. Celebrated 
  for its colour, bell heather is often collected by locals and 
  dried for decoration in homes and shops or for export to 
  England and Europe.
  Brambles (L. Rusbus fruticosus) – Another very common 
  plant in the Highlands, brambles are found widely 
  throughout wooded glens, at the borders of fields and 
  heaths, and in many other sandy and rocky areas. Brambles 
  have extensive roots that burrow far underground and 
  sharp, curving barbs and prickles protect its long stems, 
  with small purplish-black edible fruit ripening in autumn 
  and used in local cooking. In the wild, brambles climb over 
  and cover just about anything—shrubs, fences, rocks—
  creating dense, impassable thickets.
  Giant Hogweed (L. Heracleum mantegazzianum) – The 
  giant hogweed is a dangerous and invasive plant that can 
  grow to twenty feet and have leaves some five  feet long and 
  three feet wide. Often distinguished by its stout violet stem 
  
  Shadows Over Scotland
  82
  and spotted leaf stalks, the giant hogweed secretes a thin 
  moist sap that causes extremely severe skin inflammation 
  and sensitivity to ultraviolet radiation. 
  Contact with the plant often results in redness and itching 
  that soon forms painful burning blisters that in turn leave 
  behind purple or black scars that last years. So toxic is 
  this clear sap (equivalent to POT 15) that it may require 
  hospitalization and can be fatal. Even tiny amounts of sap 
  in the eyes can cause blindness.
  Oak (L. Quercus sessiliﬂora) – The oak tree is commonly 
  found in glens and on gentle sloping hillsides throughout 
  the Highlands. It can grow up to one hundred feet tall (forty 
  metres) and its wood is valued for its strength and durability. 
  By the 1920s, much of Scotland’s oak has been cut down for 
  use in shipbuilding, and it is a protected species. 
  Witches revere the oak as well and attribute protective 
  qualities to oak leaves and acorns, which are used in casting 
  defensive spells.
  Rowan or Mountain Ash (L. Sorbus aucuparia) – 
  Though not as dominant as the Scots pine (see the ‘Lowland 
  Flora’ section), the rowan is one of the most successful trees 
  in the higher altitudes of the Scottish Highlands. Rowan is 
  able to survive in colder climes and thrives on steep slopes 
  and cliffsides, extending its roots into cracks and packed soil. 
  Rowan berries are often cultivated for use in cooking and the 
  trees are common to Highland gardens as ornamentals.
  Highland Fauna
  Golden Eagle (L. Aquila chryaestas) – The golden eagle 
  is Scotland’s largest bird of prey, possessing a substantial 
  wingspan and long, broad tail feathers. Typically seen 
  soaring and gliding high above open ﬁelds and moorland, 
  golden eagles are creatures of habit and will return to 
  the same hunting and breeding grounds for generations. 
  Highly reclusive, these birds are normally only seen from a 
  distance.
  Pine Marten (L. Martes martes) – The pine marten has 
  historically been highly valued for its wonderfully soft coat. 
  In the Middle Ages, it was decreed that only kings should 
  be allowed to wear the fur of the marten. In the 1920s, pine 
  martens are protected and their Highland populations 
  are numerous. Agile and quick, pine martens hunt in the 
  ancient pine forests of Scotland and have a taste for the eggs 
  of game birds and for hunting red squirrels. These rodents 
  rarely grow more than two feet long and are generally wary 
  of humans.
  Raven (L. Corvus corax) – Ravens are among the largest 
  birds found in the Scottish Highlands, and resemble 
  oversized crows. Often well over two feet (66 cm) in height 
  and with four to five-foot (124-155 cm) wingspans, ravens 
  are larger than buzzards or even golden eagles. They are 
  completely black in colour and have thick, curved bills, 
  and in flight their long iridescent feathers make eerie 
  creaking noises. 
  Ravens flock together and mob enemies or prey. Ravens 
  are scavenging omnivores and are partial to picking apart 
  carcasses left by other predators.
  Ravens – Menacing Mobbing Scavengers
   
  Char. 
  Roll 
  Avg.
   
  STR 
  2D4+2 
  7
   
  CON 
  2D6 
  7
   
  SIZ 
  2D4 
  5
   
  POW 
  2D6 
  7
   
  DEX 
  2D6+12 
  19
   
  HP 
   
  6
  Movement:  
  3 / 12      walk / ﬂy
  Damage Bonus:  
  +0
  Skills:  
  Spot Hidden 90%
  Weapons:  
  Bite 45%, damage 1D4
   
   
  Claw 45%, damage 1D4
  Armour: 
  1-point feathers
  Number appearing:  2D4
  
  The Highlands
  83
  Red Deer (L. Cervus elaphus) – Red deer are the largest 
  mammals inhabiting 1920s Scotland. Growing more than 
  four feet tall (120 cm) at the shoulder, they are ruminant 
  plant-eaters and are mistrustful of humans, having been 
  hunted in Scotland for thousands of years. Investigators are 
  likely to see them in small groups of four or five. If actively 
  threatened, red deer defend themselves by ramming 
  opponents. 
  -Climate-
  The Highland climate is temperate but considerably 
  more unsettled and severe than in the rest of Scotland. 
  Investigators will be advised, or learn themselves, that 
  Highland weather can be dangerous: ﬂash ﬂoods, violent 
  thunderstorms, and avalanches claim many lives every 
  year. The interaction of ocean and mountain means that the 
  weather is often inclement and dramatic. Rain and strong 
  winds are omnipresent. In winter this translates to heavier 
  snowfalls and bone-chilling winds. In the 1920s, it is not 
  uncommon for villages to be completely isolated during 
  winter storms and for unwary travellers to freeze to death.
  The Highlands weather is by its very nature moody, brooding, 
  and atmospheric. This is not to say that a sunny day is a 
  rarity, but it is less common than in the Lowlands or Islands. 
  The same east-west differences evident in the Lowlands are 
  present in the Highlands: the east is cooler but drier whilst 
  the west is warmer but wetter. The predominantly southwest 
  winds mean that clouds often bunch up as they hit the 
  Highland bens, signalling that rain is on its way. However 
  the Highlands can have prolonged sunny spells when the sun 
  warms even the coldest corner of the region.
  Average temperatures in the Highlands are lower than the 
  Lowlands and more southerly islands: only Orkney and 
  Shetland are more extreme. When temperatures drop, 
  snowfall—at times very heavy—is common, particularly in 
  the glens as humid air is pushed up over the surrounding 
  bens. When snowfall is heavy and consistent, roads and 
  railways are often impassable. In winter, Highlanders 
  endure long and often cold nights, but the summer months 
  bring longer days when the night sky is never truly dark.
  If the weather in Scotland is changeable, Highland weather 
  is doubly so. Rain is ever in the forecast, particularly at 
  night. Most days consist of a mix of different conditions. 
  It is rare to have prolonged periods of rain without breaks, 
  but the same logic applies to prolonged spells of sunshine. 
  As in the Lowlands, investigators would do well to be prepared 
  for rain when out in the Highlands. Locals rarely carry 
  umbrellas, however, as the wind renders them unusable.
  Extreme conditions—gales, cyclones, thunderstorms, etc.—
  are more common in the Highlands than anywhere else in 
  the United Kingdom. When these occur, the effects on the 
  Highland landscape can be truly dramatic. Also common 
  to the Scottish Highlands, if less spectacular, are dense 
  fogs and frosty mists. Both are more likely on days when 
  winds are reduced, and they can be a hazard for drivers and 
  boaters alike.
  Highland Weather Averages
  Average temperatures:
  Summer averages: 
  14–16 °C  
  57–61 °F
  Winter averages: 
  2–4 °C   
  36–39 °F
  Average rainfall per year:
  West Highlands: 
  290 days per year
   
   
   
  (c. 1750 mm precipitation)
  East Highlands: 
  220 days per year 
   
   
   
  (c. 1200 mm precipitation)
  Average hours of sunlight:
  January 
  5.8 
  July 
  17
  February 
  7.4 
  August 
  15
  March 
  9.9 
  September 
  13.2
  April 
  12 
  October 
  10
  May 
  14.5 
  November 
  7.4
  June 
  17.3 
  December 
  6.3
  [Source: British Meteorological Society]
  
  Shadows Over Scotland
  84
  -The Mythos in 
  Scotland’s Highlands-
  “The dark and corrupting inﬂuence of the Mythos is keenly 
  felt in the Scottish Highlands. A very real and palpable 
  dread stalks this northerly land. It is here that the Great 
  Old Ones watch and wait, and one ever feels their cold and 
  alien eyes.”
  (Dr Adam S. Carlyle, The Making of Modern Scotland, 
  1920)
  Throughout its long history numerous different Mythos 
  groups have inhabited the Highlands. The menace and 
  intrigues of the Old Ones are felt everywhere, and Highland 
  populations live closer to ancient and extra-terrene dangers 
  than elsewhere in the country. In the shadows, these Mythos 
  cultures and entities move towards their dark goals, leaving 
  madness and death in their wake.
  This section provides Call of Cthulhu Keepers with resources 
  for creating scenarios: each Mythos threat is described 
  in four subsections entitled Intrigue, Introduction, 
  Investigation, and Revelation, outlining the nature of the 
  Mythos threat, how it might be encountered, investigated, 
  and potentially resolved. In addition, characters of note, 
  maps and locations, spells and equipment, and statistics 
  for monsters are given.
  Mythos Threat: Mi-Go, the Fungi from Yuggoth
  Intrigue
  The mi-go, or the fungi from Yuggoth, arrived in Scotland 
  from Yuggoth—the planet we know as Pluto—more than 
  one hundred and fifty million years ago. Although now 
  greatly diminished from their original number, they are 
  a significant threat in the Scottish Highlands. They were 
  attracted to the Highlands for the same reasons that 
  brought the elder things, dark ones, and others—namely 
  the rare metals and rich mineral reserves beneath the 
  Highland bens. In the past, the mi-go warred with other 
  Mythos creatures for these lucrative resources, and were 
  ultimately successful in removing most opposition. As a 
  result, they are the most populous Mythos creatures in the 
  Highlands of the 1920s.
  Interestingly, despite their numbers, the fungi from 
  Yuggoth are amongst the least visible, and for many 
  centuries have lain dormant inside their mountain 
  fortresses. However, this is all about to change: deep 
  inside the Highland bens, the mi-go have begun to wake 
  and mine the mountains once more. What has caused this 
  reawakening is known to only a few of the mi-go elite. It is 
  rumoured that a great discovery elsewhere has given the 
  fungi from Yuggoth reason to work once more towards their 
  plans of universal dominion. Whatever the truth, they have 
  begun digging with renewed enthusiasm and considerable 
  vigour.
  This recent burst of activity has not gone unnoticed by 
  human eyes, and the fungi from Yuggoth are attracting far 
  more attention than they have ever done. Numerous mi-go 
  agents are working in secret to manage the situation, and as 
  ever the mi-go are happy to use humans whenever possible. 
  Currently in Scotland a number of influential humans are 
  working for them, including the wealthy landowner Sir 
  Alan Moray, army Colonel Dougray McMillan, and Fort 
  William industrialist Mr Graeme Bannock.
  Each has been ‘bought’ with mined gold in exchange for 
  their help in the mi-go scheme. Bannock is providing huge 
  amounts of power from his coal-burning power station 
  in Fort William, taxing the plant to dangerous levels; 
  McMillan is using the army to lay and secure the lines of 
  high-gauge wire required to carry the power to specially 
  built ‘barns’ where massive transformers convert the 
  power to mi-go specifications. The barns are on Moray’s 
  land, and beneath them vast tunnels have been dug to 
  connect to the deep mi-go mines. He is further rewarded 
  for his influence with the government and for generally 
  keeping things quiet.
  
  The Highlands
  85
  None of these men know what the fungi from Yuggoth are 
  doing beneath the Highland bens, or are aware of the larger 
  mi-go plot. Deep underground, the mi-go are fervently 
  mining to meet a sudden demand from their distant 
  homeworld, and the fungi colonies in the Highlands will do 
  everything in their power to ensure that demand is met. 
  Should any of these human agents become a liability, he 
  will be disposed of and a mi-go doppelganger will take 
  his place, impersonating him until the ruse is no longer 
  required. In any dealings with investigators, the fungi will 
  be intelligent, ruthless, and extremely dangerous: they 
  view humans with cold detachment, and will not hesitate 
  to manipulate those they deem useful, and kill those they 
  consider an annoyance or threat.
  Introduction
  The investigators can be introduced to the fungi threat in 
  a number of ways. The sudden demand for power has led 
  to the mi-go presence being felt in many areas. Most of 
  the population of Fort William, for example, know of the 
  increased military presence and the ongoing work at the 
  power station; they have been told that a military project 
  is tapping the city’s power, but know little beyond that. 
  The army officers and men under Dougray McMillan’s 
  command know little more; they have been ordered to 
  lay huge power lines running more than three miles to a 
  specially constructed series of bunkers disguised as barns. 
  What lies inside these ‘barns’ is top secret, and off limits 
  to all but Colonel McMillan himself. Curiously, no one has 
  ever seen any scientist or engineer going into or out of these 
  bunkers.
  Investigators arriving at Fort William or approaching any of 
  the power lines will easily learn of this mysterious military 
  project; the disappearance of a reporter or two might also 
  get investigators involved. Perhaps someone was looking 
  too closely at the military bunkers, or questioning the 
  safety of running the Fort William coal plant at maximum 
  capacity for weeks on end. With increased mi-go activity so 
  close to a human settlement, it is also possible that one or 
  more people have seen the fungi from Yuggoth themselves. 
  Perhaps one of these witnesses contacts the investigators 
  with wild stories of giant insect-like creatures creeping or 
  flying over the Highlands by night...
  One of the investigators may be a friend of Moray, Bannock, 
  or McMillan; perhaps the wife of this friend has written to 
  the investigators pleading for them to investigate strange 
  changes in her husband’s activity or habits. Perhaps the 
  person in question talks in his sleep of horrible things or 
  experiences. It’s possible the investigators encounter the 
  fungi from Yuggoth more directly, for example by meeting 
  a disguised mi-go who sends them on a wild goose chase. 
  
  Shadows Over Scotland
  86
  Lastly, the investigators might discover or be brought 
  a strange piece of alien technology that leads them to 
  question what kind of experiment the army is undertaking 
  on Sir Alan Moray’s land.
  Investigation
  A number of channels are open for characters to gather 
  information and investigate the mi-go threat. Although 
  there is little documentary evidence, there is a wealth 
  of circumstantial information known openly or shared 
  amongst different people in Fort William, in the army, and 
  even in the employ of Sir Alan. Dialogue is key here, and a 
  number of colourful characters can bring the threat alive.
  The Fort William library has few, if any, resources useful 
  to investigators. Likewise, the police and press have little 
  to go on at the moment. If concrete documentary evidence 
  is needed, a letter or dispatch between a mi-go agent and 
  Sir Alan, for example, could hint at unusual or Mythos 
  activity.
  The most valuable sources of information for investigators 
  are likely to be the three men who are working most closely 
  with the mi-go; their scheming has pushed them to the 
  brink, and the stress of trying to maintain the situation is 
  weighing on them greatly. 
  After a suitable period of investigation, one of the men 
  might ‘crack’, and leak vital information before either 
  disappearing or being replaced with a mi-go doppelganger 
  that vociferously denies the leaked information. Statistics 
  for each of the men are provided in the adjacent boxes.
  Mr Graeme Bannock,
  Industrialist
  Age 54, 
  Industrialist and 
  Mi-Go Collaborator
  STR 14 
    DEX 12 
  INT 15 
  CON 12
  SIZ 14 
    APP 10 
  POW 09 
  EDU 10
  SAN 19 
   
  Hit Points: 14
  Damage Bonus: +1D4
  Skills: Accounting 10%, Bargain 60%, Credit Rating 
  75%, Cthulhu Mythos 11%, Geology 45%, Law 20%, 
  Mechanical Repair 55%, Metallurgy 35%, Mining 87%, 
  Natural History 25%, Persuade 65%
  Appearance: Bannock is a man of fifty-four years 
  who currently looks twenty years older. Investigators 
  will find him harried, stress-worn and tired. He is 
  losing what thin white hair he still has, and is clean 
  shaven. His eyes are grey and bloodshot and his mouth 
  is overly large. He has little patience for anyone and 
  has locked himself in his office, refusing all but the 
  most important calls or visitors. 
  He will do whatever he can to avoid meeting the 
  investigators; however, his growing paranoia will 
  eventually get the better of him, and he will seek them 
  out to find out what they know and what threat they 
  pose to him, his industrial power base, and the mi-go 
  schemes. Bannock has taken to muttering to himself, 
  often concerning the condition of the power plant. He 
  increasingly believes the plant is headed for disaster—
  and taking him with it.
  
  The Highlands
  87
  Colonel Dougray 
  McMillan, Army Officer
  Age 48,
  Army Ofﬁcer 
  and Mi-Go Collaborator
  STR 17 
    DEX 13 
  INT 12 
  CON 15
  SIZ 17 
    APP 11 
  POW 12 
  EDU 09
  SAN 14 
   
  Hit Points: 16
  Damage Bonus: +1D6
  Skills: Boxing 55%, Conceal 25%, Cthulhu Mythos 
  04%, Dodge 45%, Martial Arts 10%, Military Command 
  75%, Navigate 35%, Occult 12%, Spot Hidden 55%, 
  Track 20%
  Weapons: Fist / Punch 65%, damage 1D4 + db
  .38 Revolver 60%, damage 1D10
  Appearance: McMillan is an imposing mountain of 
  a man, well over six feet tall with broad shoulders and 
  bulging biceps. He has military-cut jet-black hair, large 
  brown eyes, and a flattened nose that has been through 
  its share of brawling. His thin lips sit out of place 
  against his large, jutting chin and wide jaw, giving him 
  the impression of always being angry—which he usually 
  is. McMillan is officious, business-like, and severe: he 
  won’t allow the investigators to trouble him for long. 
  Should they get pushy, he’ll push back much harder 
  and threaten almost without thinking. McMillan is and 
  always has been a bully, and he sees no reason to change 
  now; he is motivated by greed and is exceedingly loyal 
  to the mi-go. Secretly, the fungi from Yuggoth terrify 
  McMillan, and he is hoping the current situation will 
  end soon so that he can take his ill-gotten wealth and 
  retreat to the country a rich man.
  Sir Alan Moray, 
  Wealthy Landowner
  Age 72, 
  Landed Gentry and 
  Mi-Go Collaborator
  STR 09 
    DEX 08 
  INT 11 
  CON 06
  SIZ 10 
    APP 13 
  POW 10 
  EDU 12
  SAN 12 
   
  Hit Points: 08
  Damage Bonus: +0
  Skills: Credit Rating 90%, Cthulhu Mythos 07%, Drive 
  Automobile 15%, French 35%, History 75%, Latin 20%, 
  Occult 35%, Persuade 75%, Photography 65%
  Weapons: Walking cane 15%, damage 1D3 + db
  Appearance: Moray is an influential landowner 
  belonging to an aristocratic family. His ancestry is his 
  stock in trade, and he has made a fine living off the 
  backs of others, primarily through rent and lucrative 
  land deals. Not overly intelligent, he is nevertheless 
  extremely shrewd, and knows how to get what he 
  wants. He will be very careful with investigators so as 
  not to give away his role in the mi-go intrigue, doing 
  whatever he can to persuade them nothing is wrong: 
  the fungi from Yuggoth are providing him with his 
  greatest windfall in decades, and he is not about 
  to see it taken away. Moray always dresses in fine 
  Italian suits and walks with an ebony walking cane. 
  He is bald with white eyebrows and a thin greying 
  moustache; his eyes are a watery grey, but proud and 
  steely nonetheless. His voice is a raspy baritone from 
  too many Cuban cigars.
  
  Shadows Over Scotland
  The investigators will likely want a look inside the 
  specially constructed ‘barns’ for themselves. Should they 
  manage to get around the military defences (perhaps two 
  or three soldiers standing guard), they will find these 
  bunkers unlocked. Inside they will find huge machines 
  of gleaming metal covered in odd protuberances, pulsing 
  with light, bearing strange symbols, and humming in a 
  deep rhythmic manner: the wires from Fort William’s 
  power plant plug directly into them. A successful Electrical 
  Repair roll or quartered Mechanical Repair roll will 
  suggest these machines are transforming the power into 
  another, unknown current, the purpose of which can only 
  be guessed at.
  The only exit from the bunkers leads down through a 
  large hatch in the floor, opening which reveals a thirty-
  foot drop to a tunnel below. Each bunker connects to this 
  underground passageway, which also houses a series of odd 
  glass-like wires running down the tunnel and out of sight. 
  The tunnel is unnaturally smooth, and slopes downwards 
  at a steep angle to connect with mi-go mines beneath the 
  Highland bens.
  While investigating the strange bunkers and connecting 
  tunnels, characters are likely to encounter either mi-go 
  guards or workers coming to check on the power lines. 
  Workers will be unarmed, and may choose to flee and 
  inform guards further on; guards, however, will be armed 
  with distinctive mi-go electric guns (see adjacent box for 
  details). Guards will not flee but will immediately engage 
  investigators.
  Mi-Go Electric Gun
  The mi-go electric gun appears to be a knobbly lump 
  of black metal covered in sharp, thin silver wires. It 
  is small enough to fit in the palm of a human hand, 
  but its shape suggests an alien origin. 
  The fungi from Yuggoth fire the weapon by squeezing 
  it and changing the weapon’s electrical resistance: 
  when fired, a bluish bolt streaks from it to the target, 
  inflicting 1D10 points of damage and wracking the 
  target’s body with painful and violent muscle spasms 
  for a number of rounds equal to the damage taken. 
  The target must also successfully roll against the risk 
  of heart failure on the Resistance Table using his or 
  her hit points versus the damage taken. Mi-go take 
  full damage from this weapon, but are immune to 
  the attendant physical effects.
  Humans wishing to use this weapon must first 
  delicately realign the wires on the weapon. Two 
  successful Electrical Repair rolls are required to do 
  so. Tweaked for human use, the weapon is highly 
  unreliable, and investigators must roll 1D6 when 
  firing: on a 1 or 2 the electric gun will fire normally 
  with the effects stated above; on any other result, it 
  will remain inert.
  Should the investigators be undetected or manage to defeat 
  any intervening mi-go, they will be free to investigate the 
  wires running the length of the tunnel. They may also travel 
  down to the mi-go mines; this could lead to an interesting 
  situation with the investigators making their way into a 
  mi-go colony. The fungi from Yuggoth are cunning and 
  dangerous adversaries, and are present in great numbers 
  88
  
  The Highlands
  in their colonies; nevertheless, this could be a unique 
  opportunity for investigators to learn the full extent of the 
  galactic threat posed by the fungi from Yuggoth and their 
  machinations in the Highlands.
  Revelation
  A recent discovery on Pluto has allowed the fungi from 
  Yuggoth to overcome a technical problem which had stalled 
  work on their greatest project: Charon. The mi-go are using 
  rare earth minerals in conjunction with other animate or 
  ‘living’ materials to create a biomechanical transport—a 
  kind of living moon—in which they will be able to traverse 
  both time and space to rebuild their once great empire. The 
  mi-go have been working on Charon for millennia, and the 
  great project has stalled or slowed a number of times. Now 
  it appears their alien science has overcome the problem 
  which has kept the project from completion.
  Should the fungi from Yuggoth manage to complete Charon, 
  they will set about establishing their dominion across the 
  solar system and eventually the Milky Way galaxy. With 
  the ability to jump through time, they will rewrite history 
  to their benefit: no civilization, Mythos or human, will be 
  safe from the wrath of the vengeful mi-go. At the very least, 
  this will mean the subjugation of the entire human race; at 
  worst, it could lead to the annihilation 
  of humanity.
  Characters realizing the mind-boggling 
  nature of the Charon project must 
  make one or more SAN rolls. Learning 
  of Charon and the full mi-go threat but 
  being utterly ineffective costs 2D10 / 
  2D20 Sanity points; on the other hand, 
  investigators managing to interrupt, 
  alter, or even ruin the far-reaching 
  plans of the fungi from Yuggoth should 
  be greatly rewarded, perhaps with 
  1D100 Sanity points, for example.  For 
  investigators who defeat the mi-go but 
  never fully understand the scale of the 
  threat they pose, a 2D10 Sanity point 
  award will suffice. 
  Mythos Threat: The Thane of Cawdor
  Intrigue
  More than nine hundred years ago, the then queen of 
  Scotland, Lady Macbeth, was a powerful witch in the 
  service of Tsathoggua. Unbeknownst to all but her coven, 
  her dark rites and sacrifices had led directly to Macbeth, 
  Thane of Cawdor, being crowned King of Scotland. Her 
  pride and her lust for power were unmatched in the 
  Scottish nobility, and she sought to secure the future and 
  supremacy of her offspring by calling upon Tsathoggua to 
  bless her union with King Macbeth. The result was more 
  than she bargained for.
  Nine months later the thing that slipped from her swollen 
  womb was unlike anything the world had ever seen. 
  A human born with the formlessness of the spawn of 
  Tsathoggua, it was a horrid mass of stinking rubbery flesh 
  forever twisting and reforming. It seemed incapable of 
  maintaining a single shape, and instead bloated, shifted, 
  and contracted continually. This new Thane of Cawdor was 
  quickly hidden away. The midwife met a disastrous end, 
  and the king reported that his wife had sadly miscarried. 
  In truth, the queen went mad at the sight of the thing, and 
  physicians were brought in to tend to her.
  89
  
  Shadows Over Scotland
  The ‘child’ ate only raw meat, and preferred fresh kills to 
  all other things. It possessed an abominable hunger and 
  grew with an unnatural speed. When the queen recovered, 
  she could not abide the thing, and demanded that it be 
  sent from her sight. It was taken to Glamis Castle, and 
  there locked in a high tower. Soon as large as a grown man 
  and able to shift form at will, the new Thane of Cawdor 
  quickly became a problem for its keepers: it managed 
  to slip every bond they could manufacture and began to 
  trouble nearby farmers and livestock.
  Lady Macbeth herself was nearly killed when she came to 
  see the thing one spring eve, whereupon she commanded 
  a special chamber to be created within the castle wall to 
  forever more contain the horror. For many centuries the 
  chamber held the Thane, until finally the queen, her king, 
  and their progeny were forgotten. New families moved 
  into Glamis and Cawdor castles, and new thanes were 
  born and raised, never knowing that their claim to the title 
  was made illegitimate by the surviving horror in the castle 
  wall. For the Thane of Cawdor did not die even after nine 
  hundred years, and now, in the 20th century, it continues 
  to be served by a coterie of witches, posing as servants, 
  sworn to protect Queen Macbeth’s terrible and ancient 
  secret.
  The Thane of Cawdor
  The Thane of Cawdor, age c. 900, 
  Aberrant Spawn of Tsathoggua
  Newly released:
  STR 09 
  DEX 19 
  INT 13 
  CON 11
  SIZ 13 
  APP — 
  POW 13 
  EDU —
  SAN - 
   
  Hit Points: 11
  Freed for some time:
  STR 27 
  DEX 19 
  INT 13 
  CON 14
  SIZ 33 
  APP - 
  POW 15 
  EDU -
  SAN - 
   
  Hit Points: 22
  Damage Bonus: +0 / +3D6
  Skills: Climb 25%, Dodge 28%, Sneak 15%, Spot 
  Hidden 25%
  Weapons: Bludgeon 45%, damage 1D4 + db
  Engulf (anything smaller than its own size) 35%, 
  damage 1D2 + db, plus 1 point of damage from 
  suffocation on the first round doubling every round 
  thereafter (i.e., 2 points in the second, 4 in the third, 
  etc.) until death
  Armour: Immune to physical weapons, including 
  impaling or magical; fire, electricity, chemicals and 
  spells have full effect
  Sanity Cost: 1D4 / 2D8
  Appearance: The Thane of Cawdor is a true horror. 
  Vaguely human in colouration and texture, it is 
  otherwise a freely shifting mass of terrifying plasticity. 
  It does not possess a face or hair as we know them, 
  but has a large protean opening that functions as a 
  mouth. It is capable of assuming human shape (or 
  indeed any other shape), but seems disinclined to 
  do so: it might on occasion choose human shape to 
  mock its victim. Its skin is remarkably ﬂexible, and 
  ﬂows around structures and obstacles like liquid jelly, 
  leaving behind a horrible acrid odour. Should the 
  Thane be encountered in its chamber or shortly after 
  being released, it will be only slightly bigger than an 
  average man. If it has been freed for some time, it will 
  have feasted and grown to gargantuan proportions 
  over three times its original size, although it will have 
  lost none of its speed or plasticity.
  Introduction
  As the Thane has been hidden from human eyes for so 
  long, investigators may uncover legends telling of its 
  existence and seek it out, or it may escape its chamber 
  and rampage across the countryside. The investigators 
  might hear of the legend from a friend who is a university 
  professor or historian; perhaps his research has led him to 
  the chamber, only to come face to face with the Thane or
   
  90
  
  The Highlands
  its coven of guardians. If the Thane is already at large, the 
  investigators’ introduction could come through the police, 
  a distraught landowner, or some other individual who 
  has witnessed or been terrorized by the thing. Lastly, the 
  investigators might stumble directly on the Thane while it 
  is in the process of digesting someone or something, and 
  uncover the horrible truth for themselves.
  Investigation
  Only a handful of people living in the 1920s know of the 
  existence of the Thane of Cawdor, and most of those are 
  the Thane’s witch-keepers. Similarly, few documents exist 
  that hint at the thing’s birth, survival, and containment 
  in Glamis Castle. The best sources of information are 
  the witches who live near Glamis and act as the Thane’s 
  keepers; investigators who manage to get any of these 
  witches to talk will quickly learn the whole horrific story.
  Some documents may still remain talking about the lives 
  of people at Cawdor or Glamis when the Thane was born 
  or contained; a book in the local library, or even the castle 
  library, might tell of strange happenings or a disturbing 
  event or two. Investigation may prove difficult if the Thane 
  is still trapped in its chamber in the wall of Glamis Castle; 
  if the aim is to have the investigators uncover this chamber, 
  the Keeper should create clues leading them to its location 
  and the living horror inside.
  If the Thane of Cawdor has escaped, someone will likely 
  have seen the thing with their own eyes, and can recount 
  their tales of terror to the investigators. After this, the 
  investigation will likely consist of deducing the Thane’s 
  hunting patterns and establishing a means of tracking it. 
  This could make for an interesting scenario involving a 
  number of suspicious and highly disturbing deaths, a couple 
  of near misses for the investigators, and a final showdown 
  with the Thane itself.
  Revelation
  The Thane of Cawdor is anything but rational, and should 
  it escape it will cut a bloody path through nearby towns 
  and villages. Its hunger and thirst are insatiable, and it 
  will continue to feed and grow until it has exhausted all its 
  available food. It is not a clever combatant, but what it lacks 
  in ability it more than makes up for in natural defences. 
  If threatened it will become quickly enraged and attack 
  individuals or groups without thinking, attacking until 
  killed or until all its targets are dead.
  Trapped for nearly nine hundred years, the Thane of 
  Cawdor’s story is both sad and horrible. Investigators 
  would do well to free it of its earthly bonds, and to protect 
  the human population, by putting an end to its pitiful 
  existence. For doing so, or for managing to ensure the Thane 
  will no longer be a threat, investigators should be rewarded 
  2D6 Sanity points. If they’re so unfortunate as to release 
  the Thane and not be able to defeat it, or if they allow it to 
  escape, they should lose 1D6 / 2D6 Sanity points.
  Mythos Threat: The Floating Horror of Glen Affric
  Intrigue
  The floating horror of Glen Affric is a nightmarish 
  monstrosity that has lived in the Highlands for millennia. 
  It began life as an experiment in a lost city of elder things 
  beneath the roots of Ben Nevis; what purpose they had in 
  mind when creating it are unknown. Whether it escaped 
  or was released from the elder things’ city is likewise 
  unknown, but it is likely the nameless horror has survived 
  in Glen Affric since the defeat of the elder things by the mi-
  go some fifty million years ago. 
  The floating horror is a single-minded predator that feeds 
  nightly on the blood and essential juices of whatever prey 
  it can find. It is aware of earthly intelligences, and always 
  seeks out the most intelligent prey, whether a visiting 
  Harvard professor or an alert stag. It hunts by stealth and 
  only at night. It appears as a huge conglomeration of fleshy 
  bloated gas sacs, with a mass of hanging tentacles and 
  tendrils along its underbelly.
  By day it hides its corpulent, slimy bulk in a carefully 
  chosen crag on the north side of Sgurr na Lapaich, a snow-
  capped ben towering above the glen. To descend into the 
  crag, the thing releases the putrid gases from its massive 
  sacs and deflates to a more manageable size. 
  91
  
  Shadows Over Scotland
  When night falls, it inflates its sacs and lifts into the air. 
  The floating horror is a careful and determined hunter, and 
  never attacks groups foolishly, instead attempting to isolate 
  its chosen prey before attacking.
  A master of stealth, the floating horror moves by means 
  of slowly expelling gas from the sacs around its body 
  that bunch in a seemingly uncoordinated fashion around 
  a larger central sac. It hovers in the dark sky and moves 
  silently over land as it seeks its prey; having found a 
  target, it approaches stealthily from above until it is within 
  striking distance. The ends of its larger tentacles contain 
  narrow ‘mouths’ that spit an acidic paralysing neurotoxin; 
  individuals hit will soon find themselves immobilized.
  Once its prey is paralysed, the floating horror descends 
  and positions its great bulk over the target. The smaller 
  tendrils continually seep a syrupy digestive fluid which 
  drips from its dark, twisting underbelly; wrapping its 
  larger tentacles over and around its prey, these smaller 
  tendrils worm their way into the victim’s flesh, the acidity 
  of the thick digestive fluids eventually rendering all 
  clothing, leather, wood and even soft metals down to a 
  foul-smelling goo.
  The Floating Horror of Glen Affric
  The Floating Horror of Glen Affric, ageless, 
  Unique Mythos Entity
  STR 21 
  DEX 09 
  INT 08 
  CON 25
  SIZ 45 
  APP — 
  POW 14 
  EDU —
  SAN - 
   
  Hit Points: 35
  Move: 6 / 12    hovering / flying
  Damage Bonus: +0
  Skills: Sense Prey 55%, Spot Hidden 85%, Stalk 
  95%, Stealth 98%
  Weapons: Acid Spit 55%, damage 1D3 + paralysing 
  neurotoxin (resist versus POT 25 or become utterly 
  immobilized)
  Grapple (tentacles) 15%, damage 1D4 per round from 
  syrupy digestive acids and small tendrils that worm 
  their way into the immobilized victim’s flesh
  Armour: None; double damage from fire
  Sanity Cost: 1D6 / 2D6
  Appearance: The Floating Horror of Glen Affric 
  appears as a grotesque conglomeration of fleshy 
  multi-coloured sacs and slick, glistening black 
  tentacles. The largest central sac is a dark purple 
  colour, and more leathery and much larger than the 
  surrounding sacs.  Various tuber-like growths ranging 
  in length from inches to several feet extend from this 
  central sac; the smaller numerous sacs that bunch 
  oddly about it are more flesh-like, and a mottled 
  black and red in colour, extending around its lower 
  half and ending at its slick black underbelly, which 
  itself is covered in a writhing mass of tentacles and 
  tendrils that drip with the creature’s vile digestive 
  secretions.
  92
  
  The Highlands
  Introduction
  Investigators travelling to or near Glen Affric will hear 
  stories about visitors and tourists, fishers and hunters 
  going missing in the scenic glen, although no bodies or 
  evidence have ever been recovered. Characters might be 
  introduced to this horror by a missing persons report or a 
  friend requesting help finding a lost relative; alternatively, 
  perhaps a survivor does finally emerge from the glen alive, 
  frightening hospital staff with stories of a hellish terror 
  that struck in the night.
  Keepers interested in challenging their players might 
  have them become the hunted; locals, for example, 
  could recommend Glen Affric as a good spot for a bit of 
  recreational fishing and relaxation, but arriving in the 
  majestic glen the investigators soon find themselves being 
  targeted by an unknown—and very effective—hunter. 
  Keep in mind the horror in the glen attacks only by night, 
  and so investigators would need reason to camp in or travel 
  through the glen at night.
  Investigation
  As the floating horror is a capable hunter leaving little 
  physical evidence, most clues available to investigators 
  will be quite vague. The most readily available information 
  comes from the Highlanders: locals know the stories, and 
  there are fresh cases every season. Indeed, folk might 
  be sick of hearing and relating tales of “fools goin’ intae 
  the glen unprepared an’ gettin’ ‘emselves killed”. Others 
  obviously show greater concern.
  The police and press, in particular, are happy to provide 
  information, especially if they feel the investigators seek 
  answers to the mysterious disappearances. Eyewitnesses, if 
  any, relate horrific tales of seeing companions struck down 
  and / or being ‘hunted’ during their flight to civilization. 
  Stories never describe the attacker’s physical nature, but 
  rather focus on the dread and horror experienced by the 
  victims. Some accounts even describe feelings of mental or 
  psychic invasion.
  Any documentary evidence uncovered tells similar stories, 
  namely that visitors and tourists go into the glen and are 
  never heard from again, leaving police and search parties 
  baffled.
  Revelation
  The Floating Horror in Glen Affric has managed to survive 
  for centuries. It may not be as powerful, cunning, or devious 
  as other Mythos threats, but it is superbly skilled at stalking 
  and killing prey. It has little desire for more, and no interest 
  in human or Mythos concerns: incapable of communication 
  and single-minded in its predatory pursuits, it cannot be 
  reasoned with.
  Two main outcomes are likely here: first, investigators 
  could discover the horror and flee Glen Affric, perhaps 
  warning off the local population as well; second, they could 
  destroy the horror and rid the glen of its constant threat. 
  Should investigators manage to kill the horror, its own 
  fluids will break down its fleshy body in a matter of hours, 
  leaving only a fetid stinking pool. Defeating the floating 
  horror should be rewarded with 1D10 Sanity points; 
  investigators fleeing after seeing the Floating Horror 
  should suffer an additional 1D10 Sanity point loss.
  93
  
  Shadows Over Scotland
  -Cities in Detail: Aberdeen-
  The third largest city in Scotland, the royal burgh of 
  Aberdeen is known by a number of names, including the 
  Granite City and the Silver City. These names emphasize 
  the economic importance of granite for the city: granite 
  quarried near Aberdeen is shipped across Britain and 
  Europe, and is prized for its shiny mica deposits. Fishing, 
  textiles, and pulp paper remain economically significant 
  industries as well. In the 1920s, however, the quarries 
  and factories are running at reduced capacity, as demand 
  falters and the city suffers from high unemployment.
  Aberdeen lies on the east coast of Scotland, with the bulk 
  of the city between the rivers Don and Dee. As a North Sea 
  port, the city plays an important role in trade and transport: 
  Market Street is always buzzing with activity as goods are 
  brought off ships docked at the city piers. 
  Behind Market Street, the railway station on College Street 
  provides an important commercial and passenger link with 
  Edinburgh to the south and Inverness to the west. The 
  southern half of the city is largely industrial and residential, 
  while the northern half is dominated by the halls and 
  towers of the University of Aberdeen at Marischal College 
  and extending as far as King’s College in what was once the 
  rural village of Old Aberdeen in the north.
  As high-quality granite is readily available, nearly all of the 
  city’s buildings are made of the same grey, mica-flecked 
  stone. Aberdeen hosts some of the most impressive granite 
  structures in Europe, including the Gothic Marischal 
  College buildings and the Citadel at Castlegate. The overall 
  effect of all this granite is that the city can appear very 
  grey, particularly on a rainy day, and is not to everyone’s 
  liking. That said, the bustling, lively atmosphere and the 
  many colourful characters inhabiting Aberdeen more than 
  make up for this oft-perceived greyness.
  Aberdeen’s city centre offers every amenity. One can find 
  luxury and modest accommodation, goods from Scotland 
  and Europe, and the diversions of the theatre, music hall, 
  and dance hall, in addition to traditional public houses 
  and restaurants. Being a larger city, there is also access to 
  libraries, Highland police, the university, two respected 
  daily newspapers, and, for those who require them, modern 
  hospitals and asylums. 
  The major shopping street is Aberdeen’s famous ‘Granite 
  Mile’ on Union Street. Clothiers, boutiques, hardware 
  shops, and national department stores line the Granite 
  Mile, and characters can find whatever they are searching 
  for here.
  Outside the city, the main attraction is the picturesque 
  Cairngorms mountains, an area containing tall peaks, high 
  plateaus, small lochs, and Scotland’s only area of tundra. 
  The lands surrounding Aberdeen are also famous for 
  whisky, and a number of prominent distilleries are within 
  half a day’s drive. These employ a large number of people 
  from nearby villages and towns, particularly on the banks 
  of the rivers Spey, Don, and Dee.
  94
  
  The Highlands
  Aberdeen provides a point of departure for travels in and 
  around the eastern Highlands and up to the northern isles 
  of Orkney and Shetland. Trains run every six hours down to 
  Edinburgh via Inverness and are considerably faster than 
  alternative methods. Steamers to the Orkney Islands (24 
  hours) and Shetlands (36 hours) run twice weekly, as well 
  as to Edinburgh and cities in England. 
  Motor cars may even be available for rent—for a hefty 
  price—and there are some motor coach services running 
  once a day at most to Inverness, St Andrews, and Edinburgh 
  via Perth. 
  Places and People of Note in Aberdeen
  Aberdeen Central Library
  Situated on Spa Street off the Rosemount Viaduct, the 
  Central Library of Aberdeen is a relatively new building 
  constructed between 1889 and 1892. It includes a large 
  reference section as well as collections of newspapers, 
  maps, photographs, and registry records. 
  The holdings here, together with those of the University 
  of Aberdeen, offer the largest collection of reference, 
  historical and local information in the Highlands. The 
  library also has a number of useful staff members, including 
  Aidan White, who can help with investigators’ queries.
  95
  
  Shadows Over Scotland
  96
  Aidan White, Assistant Librarian
  Aidan White, age 39, 
  Assistant Librarian and Occult Enthusiast
  STR 11 
  DEX 10 
  INT 15 
  CON 10
  SIZ 13 
  APP 10 
  POW 10 
  EDU 14
  SAN 38 
   
  Hit Points: 12
  Damage Bonus: +0
  Skills: Anthropology 45%, Latin 20%, Library Use 
  95%, Listen 15%, Occult 80%,  Spot Hidden 20%
  Appearance: White is a slender man nearly forty 
  years old with jet-black hair apart from a wisp of 
  grey at his temples. He sports a tragic moustache and 
  wears unattractive, thick-rimmed glasses that are 
  overly large for his thin face. The Assistant Librarian 
  is a keen student of the occult, and has amassed 
  quite a collection in the library’s rare books section. 
  How he got funds to purchase some of the extremely 
  rare books is unknown. Not secretive per se, White is 
  very business-like. He spends much of his spare time 
  researching occult occurrences.
  Market Street and Aberdeen Port
  The two broad piers at Aberdeen’s port buzz with activity 
  day and night. Lining the piers and much of Market 
  Street are high pyramids of crates, sacks, and other odd 
  containers. Dockhands and longshoremen go about their 
  business whilst captains, traders, and wealthy magnates 
  pore over manifests in the pubs and offices nearby. Cranes 
  swing out over the hulls of ships moored at the piers as the 
  loading and unloading continues endlessly.
  One ship currently in port carries a particularly curious 
  cargo. Secured in the hold of the Taifoen, a Dutch merchant 
  vessel, is a purpose-built cage containing three gangly 
  humanoid figures captured in South America and brought 
  to Aberdeen at the request of Dr Alasdair Jacobi (see the 
  University of Aberdeen entry below). 
  The horrific creatures are xo tl’mi-go, which possess 
  webbed hands, tapeworm-like mouths, thick rubbery 
  skin, and deeply inset black eyes. Caught underground, 
  the naked xo tl’mi-go are covered in their own filth and 
  lack obvious reproductive organs. Though incapable of 
  human speech, the three chatter constantly in a series of 
  clipped whoops, grunts and clicks. Anyone foolish enough 
  to free the xo tl’mi-go will immediately be set upon and 
  devoured.
  The ship’s captain, Harm Maatje, is eagerly awaiting Dr 
  Jacobi and wants to be rid of the ‘demons’ in his hold. 
  Jacobi promised Maatje handsome payment for the xo 
  tl’mi-go but has yet to claim them. Maatje waits alternately 
  in quarters on the Taifoen or the Eagle & Anvil pub on 
  Market Street.
  Xo tl’mi-go, Hungry Pallid Devourers 
  Char. 
  One 
  Two 
  Three
  STR 
  14 
  17 
  15
  CON 
  16 
  20 
  17
  SIZ 
  13 
  15 
  12
  INT 
  11 
  12 
  13
  POW 
  08 
  10 
  09
  DEX 
  12 
  09 
  11
  HP 
  15 
  18 
  15
  Move: 9
  Damage Bonus: +1D4
  Skills: Hide 70%, Jump 55%, Listen 75%, Sneak 
  80%
  Weapons: Bite 25%, damage 1D6
  Claws 30%, damage 1D6 + db
  Armour: 1-point thick, rubbery skin
  Spells: None, or as Keeper desires
  Sanity Loss: 0 / 1d6
  
  The Highlands
  Appearance: 
  xo tl’mi-go are ashen, gangly 
  humanoids with thick, slimy skin and webbed hands 
  and feet. They are eyeless, possess small, lobeless 
  ears and have circular, tapeworm-like mouths full 
  of hooked teeth. Primarily living beneath ground, 
  the xo tl’mi-go come out only at night. They are 
  extremely aggressive, attacking first with their claws 
  then mouths, and are driven by an insatiable need 
  to increase their numbers. If freed, the xo tl’mi-
  go will seek out an underground shelter and begin 
  systematically attacking and, wherever possible, 
  impregnating human women. For further information 
  on the xo tl’mi-go see p. 110 in the Malleus Monstrorum 
  supplement by Chaosium, Inc.
  Provost Skene’s House
  One of the oldest buildings in Aberdeen, Provost Skene’s 
  House was named after Sir George Skene, the provost of 
  Aberdeen from 1675–1685. In the 1920s the house is in the 
  process of being converted into an art gallery and contains 
  a selection of paintings and costumes. At the moment it’s a 
  confused and unfinished collection, with military uniforms 
  mixing with paintings of livestock.
  The ghost of Elisabeth Aberdour, the wife of a noted city 
  merchant, haunts the old parlour and kitchen of Provost 
  Skene’s House. Numerous people in recent years have 
  witnessed a white shade in a long dress, jacket and bonnet. 
  The ghost walks as though lost, and seems unable to interact 
  with the human world.
  The University of Aberdeen
  The fifth oldest university in Great Britain and the third 
  oldest in Scotland, Aberdeen University was founded in 
  1495. The King’s College and Marischal College buildings 
  are the focus of the university and date back to the 16th 
  century. A significant amount of refurbishing and building 
  has recently taken place on the university buildings, and 
  it now possesses some of the most modern facilities and 
  equipment in Scotland.
  Taking advantage of these modern facilities are the three 
  colleges of Medicine, Physical Sciences, and Arts & Social 
  Sciences. Recently, Aberdeen has been recognized in the 
  fields of medicine, anatomy and surgery. A number of 
  elite medical professors reside and conduct research in 
  the refurbished Marischal College buildings, including the 
  renowned anatomist Dr Alasdair Jacobi. 
  Many of the university’s most significant discoveries can be 
  attributed to the enigmatic and reclusive Dr Jacobi; though 
  some question his unusual appointment and shadowy 
  comings and goings, most in the College of Medicine 
  shower him with praise and leave the strange anatomist to 
  his own devices.
  If pressed, academics will admit they know remarkably little 
  about Alasdair Jacobi, his research, or his appointment. 
  What is most commonly known is that he suffers from a 
  rare flesh-eating disease contracted in Africa, and must 
  completely cover his body in sterile bandages and do 
  whatever he can to avoid contagion. In truth, Dr Jacobi is 
  hiding a dark secret.
  Alasdair Jacobi is in fact a mi-go operative conducting 
  research into human and humanoid anatomies. Using a 
  biomechanical suit constricting his own alien shape, ‘Jacobi’ 
  appears as an oddly bulky figure covered in bandages 
  and hidden beneath thick coats. He wears shaded glasses 
  whenever out of doors and avoids contact with humans. 
  Safely inside the Marischal halls, the mi-go operative sheds 
  his suit and conducts his dark experiments on an array of 
  humanoid forms. The purpose of these investigations is 
  as yet unknown. His activities have resulted in a number 
  of disturbing incidents involving the vivisection and / or 
  murder of a number of humans / humanoids.
  97
  
  Shadows Over Scotland
  Dr Alasdair Jacobi, Anatomist
  Doctor Alasdair Jacobi, age unknown, 
  Disguised Mi-Go Operative
  STR 11 
  DEX 15 
  INT 18 
  CON 10
  SIZ 10 
  APP — 
  POW 13 
  EDU —
  SAN — 
   
  Hit Points: 10
  Damage Bonus: +0
  Skills: Anatomy 80%, Anthropology 25%, Conceal 
  45%, English 78%, First Aid 65%, Listen 35%, 
  Medicine 80%, Pharmacy 45%, Spot Hidden 22%
  Weapons: Nippers 30%, damage 1D6 + grapple
  Armour: If suited, 8-point biomechanical armour; 
  impaling attacks do minimum damage
  Spells: Cloud Memory, Contact Human, Enthral 
  Victim, Mi-Go Hypnosis
  Sanity Cost: 0 / 1D6 to see Jacobi as a mi-go
  Appearance: Outside of his disguise and the 
  biomechanical suit, ‘Jacobi’ appears as any other mi-
  go. Fully disguised, Doctor Alasdair Jacobi is a bent, 
  older man covered in cream-coloured bandages and 
  thick black clothing. He is rarely seen outside his 
  rooms in Marischal College, and will do whatever he 
  can to avoid confrontation. In the suit, his shape is 
  vaguely human and he moves with an odd lumbering 
  gait. Jacobi speaks English via a voice modulator, 
  which results in a strange, guttural monotone. If he 
  fears discovery, Jacobi will first attempt escape. If 
  that fails, he will use magic. As a last resort, Jacobi 
  will fire his electric gun (for details, see the box in 
  the ‘Mythos in Scotland’s Highlands’ section on page 
  98). If captured, the fungi from Yuggoth will attempt 
  suicide rather than be held by human captors. It will 
  refuse to communicate and never reveal the purpose 
  of its experiments.
  -Cities in Detail: Fort William-
  Fort William is a small port on the shores of Loch Linnhe 
  that owes much to its military past. The small army camp 
  and barracks two miles southeast of the town shares its 
  name, and off-duty soldiers frequent its shops and pubs. 
  Nothing remains of the original military fort—once situated 
  on lands now used by the railway station. 
  In the 1920s, Fort William makes most of its income 
  through fishing, and a number of good fish restaurants 
  are open year round. The pier and waterfront are covered 
  with all manner of fishing-related gear including brightly 
  coloured nets, lobster traps and other paraphernalia. Small 
  fishing vessels bob up and down in the swell of the water 
  just off shore, and men on board work at tying nets, gutting 
  fish, and similar tasks.
  98
  
  The Highlands
  Fort William is of strategic and economic significance as 
  the western Highlands’ main transport hub. The main road 
  runs northeast through the Great Glen past Fort Augustus, 
  Castle Urquhart, and Drumnadrochit to Inverness, and 
  motor coaches ply the route in the summer months. To 
  the south a smaller road winds along the coast of Loch 
  Linnhe before heading inland through Glen Coe and down 
  to Loch Lomond and Glasgow. This is a treacherous road, 
  particularly during the winter, and thus most travelling 
  south use the train.
  Caledonian trains down to Glasgow run twice a day and 
  are usually busy. Fort William is often used as a point of 
  departure for the Isle of Skye or northern Highlands. The 
  town has only two hotels, the Abernevis and the Alexandra, 
  but each offers decent accommodation. What Fort William 
  does have in abundance are surprisingly high-quality 
  restaurants, which make very good use of the fresh fish and 
  seafood coming off the boats daily.
  Fort William’s High Street runs parallel to the shores of 
  Loch Linnhe and the waterfront. It is home to shops, pubs, 
  and cafes that primarily serve locals and the small military 
  presence. Shopkeepers and staff will be delighted to help 
  investigators part with a little of their money whilst visiting 
  ‘Fort Bill’, as it is known locally. Further from the waterfront 
  and High Street are the suburban streets that house most of 
  the people employed in town or in the fisheries.
  Standing out against the backdrop of the Nevis mountain 
  range is a huge, coal-burning power station. Emblazoned 
  with the initials GBI, it is owned and operated by the 
  Highland industrialist Graeme Bannock and employs a 
  significant number of townsfolk. Bannock himself is well 
  known in Fort William. 
  The power station supplies the town and adjacent fisheries 
  with electricity; most locals see it as an eyesore, but a 
  necessary evil. Some might mention the plant has recently 
  been running day and night; this is due in large part to 
  Bannock’s collaboration with the mi-go who are siphoning 
  off tremendous amounts of power for their underground 
  mining operations (see the ‘Mythos in Scotland’s Highlands’ 
  section above).
  Immediately outside Fort William is Glen Nevis, home to 
  the river Nevis with the Nevis mountain range surrounding 
  it. A popular site with anglers and tourists, the river is 
  overshadowed by the bald peak of Ben Nevis, the United 
  Kingdom’s tallest mountain. At more than four thousand 
  four hundred feet (1344 metres), Ben Nevis towers over 
  Fort William and nearby Loch Linnhe. The Ben is a common 
  attraction for hill walkers and climbers, although its high 
  crags and cliff faces claim lives each year.
  To the North of Fort William is the western entrance to the 
  famous Caledonian Canal. Here investigators can find a 
  series of stepped canal locks known as ‘Neptune’s Staircase’. 
  In the 1920s, most water traffic on the canal ferries goods 
  up to the small towns and villages lining the Great Glen, 
  and steam vessels carrying passengers to Inverness or other 
  destinations in the eastern Highlands traverse the canal 
  daily. Small pleasure craft can be hired in Fort William to 
  ride through the canal as far as Fort Augustus.
  Foremost a working town, Fort William has few attractions 
  for visitors beyond providing an excellent starting point 
  for trips to scenic Highland sites. The people of the Fort 
  tend to use their natural environment as entertainment. 
  Walking, hiking, and sailing are common pursuits, and 
  some enthusiastic winter hikers are even known to use 
  snowshoes. In the evenings most of the town’s men can be 
  found in one of the public houses. 
  The town has three pubs, but only two are considered 
  respectable: the Fishing Line, a small rectangular pub 
  consisting of one long bar and a number of stools; and the 
  larger Abernevis Pub attached to the selfsame hotel. Nearly 
  out of town on the way to Banavie is the rougher Heart and 
  Crown, which is notorious for hard drinking and less than 
  cordial behaviour.
  99
  
  Shadows Over Scotland
  100
  Places and People of Note in Fort William
  The Fishing Line Public House
  The Fishing Line is a small hole in the wall that serves drinks 
  to any and all. It forms a long rectangular hall with the bar 
  taking up most of the space. The clientele seem perfectly 
  content to stand whilst having their drinks and discussing 
  the day’s events. The decor has a nautical theme and just 
  the right amount of kitsch without being tacky. The walls 
  are a deep blue and the majority of the fixtures and fittings 
  are in brass and dark oak. The pub is owned and run by 
  an unusually young man with wild blond hair and thick-
  lensed glasses. Locals know him as Bolshy Bill, but he will 
  introduce himself as William Brown. 
  Brown is an energetic and talkative young man who 
  fancies himself a Socialist or Communist—or something 
  in between, depending on his mood. Regardless of his 
  ideological whimsy, he cares a great deal about what 
  happens in Fort William, Scotland, and indeed the world; 
  he’s also happy to share his thoughts and what he knows—
  or suspects. He fancies himself a man-of-the-world and a 
  bit of a revolutionary to boot.
  William Brown, Pub Owner
  William ‘Bolshy Bill’ Brown, age 31, 
  Owner of the Fishing Line Pub
  STR 12 
  DEX 15 
  INT 13 
  CON 12
  SIZ 11 
  APP 22 
  POW 10 
  EDU 11
  SAN 55 
   
  Hit Points: 11
  Damage Bonus: +0
  
  The Highlands
  101
  Skills: Credit Rating 33%, Fast Talk 25%, First Aid 
  25%, History 45%, Persuade 25%, Philosophy 85%, 
  Russian 35%, Spot Hidden 20%
  Appearance: Brown is a tall thin man in his early 
  thirties with outrageous sandy blonde hair that 
  appears to defy gravity and, apparently, combing. 
  He wears wire-rimmed glasses that have exceedingly 
  thick lenses and make his grey eyes appear huge. 
  Brown grew up in Fort William, but has always 
  had his sights set on the skies, if not the stars. He 
  is an unrepentant dreamer and considers himself a 
  philosopher. 
  He has read widely in an attempt to learn all he can 
  about certain strands of philosophy, particularly 
  the works of Karl Marx and his hero Leon Trotsky, 
  or ‘Leo’ as he fondly calls him. Brown is the only 
  Socialist Fort William has. He attends town council 
  and community meetings and is generally tolerated. 
  Above all Brown is helpful, and he’ll bend over 
  backwards to accommodate anyone he feels has a 
  real grievance or problem he can help out with.
  Fort William Barracks
  The army barracks lie two miles south of the town centre 
  on the Fort William-Glencoe military road. The barracks 
  compound is little more than a large muddy square bordered 
  by single-storey buildings, themselves surrounded by dense 
  woods. A simple chain-link fence topped with barbed wire 
  skirts the perimeter. A reinforced chain-link fence and a 
  small guardhouse are all that welcome anyone travelling 
  down the single-track road out of town. Investigators 
  arriving at the gate will be asked to leave; asking to speak 
  with someone in charge, they will be directed to the Colonel’s 
  office. Colonel Dougray McMillan is a large and officious 
  man who will not be pleased to have snooping civilians 
  on his base. He will be reluctant to answer questions, and 
  will have investigators expelled if they prove bothersome. 
  Statistics and a description of McMillan can be found in the 
  ‘Mythos in Scotland’s Highlands’ section above.
  GBI Power Station
  ‘Serving the electrical needs of Fort William and environs’ 
  reads the tag line beneath the mammoth GBI logo on the 
  front of the power station. Glass-panelled doors across 
  from a small car park lead into the offices of the Graeme 
  Bannock Industries plant. Four smartly dressed men sit 
  behind high wooden desks staggered about in the open 
  office area; to the rear is a slimmer desk where Mr Bannock’s 
  personal assistant, Adele, waits to take telephone calls and 
  welcome visitors. Promotional material lines the walls. Mr 
  Bannock is a very busy man—particularly as demands from 
  the mi-go are increasing—and investigators need to have 
  a good reason to see the industrialist. Bannock’s statistics 
  and description can be found in the ‘Mythos in Scotland’s 
  Highlands’ section above.
  Heart and Crown Pub
  Walking into the Heart and Crown—just the ‘Heart’ to its 
  drunken familiars—the first thing investigators will notice 
  is the overwhelming stench of cigarette smoke and stale 
  beer. The decor leaves everything to be desired, and much 
  of what is on display is worn, broken, and has been regularly 
  soaked in beer or worse. The reek is enough to turn most 
  people off and, for the rest, a quick visit to the privy will 
  likely result in a hasty retreat. The bar itself is a sticky mess 
  and the proprietor, Ken Johnston, isn’t much better. He 
  is unpleasant and cantankerous, and will become hostile 
  if pestered by questions. If investigators have come for a 
  fight, they will get it, but if they come for any other reason, 
  they are likely to be disappointed.
  West Highland Museum
  The newly opened West Highland Museum is something of 
  a curiosity in Fort William, and most people were surprised 
  when it received government funding. Regardless, the 
  bright and clean museum now stands just off the High 
  Street and is open daily. Inside are large numbers of 
  collections describing what life was and is like in the 
  western Highlands, including a smattering of interesting 
  documents, memorabilia, and artefacts. Highly perceptive 
  investigators—making a successful Spot Hidden roll and 
  Cthulhu Mythos roll—will be surprised to see a carved stone 
  from the Isle of Lewis on display portraying a deep one.
  
  Shadows Over Scotland
  102
  -Cities in Detail: Inverness-
  The royal burgh of Inverness, often called the capital of the 
  Highlands, has for centuries been an important town for 
  trade and travel in Scotland. Situated on the Moray Firth 
  and providing access to the Great Glen, Inverness is both 
  an international port and a strategic crossroads. 
  Serviceable roads connect Inverness with Fort William in 
  the west and Aberdeen in the east, while rail lines travel to 
  the south. In the 1920s, Inverness is the most convenient 
  jumping-off point for travels deeper into the Highlands. 
  The town is encircled by majestic scenery, with ancient Ben 
  Wyvis to the north, the Moray Firth to the east, and the 
  Great Glen and Glen Affric to the west. The surrounding 
  landscape also contains some of Scotland’s most historic 
  sites and castles. Within the town, the river Ness divides 
  the centre and provides an attractive backdrop for its castle 
  and a few upscale hotels.
  Inverness in the 1920s is a very business-oriented 
  town. As an international port, it benefits from the 
  buoyancy of foreign markets and profits from lucrative 
  trade with the Netherlands, Belgium, and Scandinavia. 
  Investigators exploring Inverness will hear European and 
  Nordic languages spoken in eateries and hotels. Several 
  enterprising individuals run motor coach tour companies 
  that pander to the whims of visitors, especially in the 
  summer months.
  Within Inverness, the most historic sites are Inverness 
  Castle, Abertarff House, and the Old High Church. Locals 
  regard them with middling interest, often preferring more 
  impressive sites outside the town such as Cawdor Castle 
  
  The Highlands
  and Culloden. Most visitors do not come for the history 
  of Inverness itself, but rather for the access it offers to the 
  Highlands; most locations in Scotland’s north lie within a 
  day’s travel.
  Inverness is cosmopolitan enough to rival Glasgow and 
  Edinburgh. Most amenities and hotels cling to the banks of 
  the river Ness; the castle lies on the east side across from the 
  cathedral and south of Abertarff House. Investigators may 
  wish to stay at the Station Hotel, the Royal Highland Hotel, 
  or the Inverness Palace Hotel: each offers fine dining and 
  four-star service. The cheaper Castle Inn is a forty-minute 
  walk from the town centre in Inverness’ seedier east side. 
  The town also has a large hospital and public sanatorium 
  that might prove invaluable.
  Motor coaches run between Inverness, Fort William, and 
  Aberdeen at least once a day, more often in the summer 
  months. Trains run twice a day to the south, and a motor 
  car rental service has just opened locally. 
  A cheaper and more unusual means of travelling about the 
  Highlands is in the back of the Post bus, which winds lazily 
  through the countryside. Lastly, the aforementioned tour 
  company has two small twelve-seater motor coaches that 
  can be rented with or without a knowledgeable driver.
  Places and People of Note in Inverness
  Abertarff House
  Abertarff House is a short walk down Church Street from 
  the town centre, and is famous as the oldest building in 
  Inverness. A late mediaeval building, its circular stair tower 
  and unusual gabling stand out quite readily. 
  In the 1920s restoration work on Abertarff House has 
  met with difficulty due to reports of a poltergeist; a local 
  medium was brought in to remedy the situation but has had 
  little success in dealing with ‘Little Jimmy’, a child whom 
  the medium believes was murdered in Abertarff House in 
  the early 17th century.
  Work on the restoration has been brought to a standstill, 
  and if the foreman discovers the investigators have expertise 
  in dealing with such matters, he will comb Inverness to find 
  them and plead for their help.
  103
  
  Shadows Over Scotland
  Little Jimmy MacBain, Angry Poltergeist
  ‘Little Jimmy’ MacBain, ageless, 
  Poltergeist
  STR — 
  DEX — 
  INT 08 
  CON —
  SIZ — 
  APP — 
  POW 18 
  EDU —
  SAN — 
   
  Hit Points: —
  Damage Bonus: +0
  Weapons: Throw Stones 15%, damage 1D2
  Armour: Ethereal and therefore invulnerable to all 
  attacks but magical ones
  Spells: Sicken (special; match Jimmy’s POW versus 
  investigator’s CON on the Resistance Table—failures 
  result in the loss of 1D6–1 CON and anyone brought 
  to zero CON collapses; however, CON will return 
  at a rate of one per hour when removed from the 
  poltergeist’s presence)
  Sanity Cost: 1 / 1D8
  Appearance: Little Jimmy can remain invisible, but 
  otherwise appears as the insubstantial shadow of a 
  sickly child. He appears roughly six years old, and his 
  face is full of frustration and rage. Jimmy is trapped 
  in Abertarff House; his bones are buried in the coal 
  cellar of the old building, but he will suffer no one 
  going near them, and will throw stones and debris 
  at anyone moving towards the cellar. Should they 
  continue, he will use his Sicken ability. Jimmy is not 
  evil, merely confused and eternally tormented. In the 
  early 17th century, little Jimmy worked as a stable boy 
  for the Fraser family. When he fell ill, rather than call 
  a doctor, the Fraser patriarch carried Jimmy down to 
  the coal cellar and choked the life from the boy. He will 
  only ﬁnd ﬁnal rest if his bones are removed and given 
  a proper funeral. Alternatively, if the investigators are 
  less compassionate, he can be dispersed by means of 
  a magic spell.
  Inverness Castle
  A castle has existed on this site since the 11th century, 
  but the current building dates from the 19th. It is now a 
  tourist attraction, and used by the town as administrative 
  offices and for diplomatic functions. The castle is notable 
  for its red sandstone walls, which look pink at certain times 
  of day. Robert the Bruce and Mary, Queen of Scots, both 
  spent time here. Every night at seven o’clock a piper in full 
  Highland dress signals the arrival of night with a touching 
  lament for the diminishing of the light.
  Inverness Cathedral
  St Columba founded the cathedral in 1171, although the 
  current building dates from Victorian times. A large and 
  ancient cemetery surrounds the cathedral, and many of the 
  headstones and graves show signs of gunfire. The cemetery 
  keeper can relate the story of how surviving rebels of 
  Culloden were gunned down here centuries ago. The keeper 
  is a man nearly seventy years old who has spent a lifetime 
  watching and listening to the goings-on in Inverness, and is 
  present in the cemetery most days.
  Old Man Binnie, Cemetery Keeper
  Mr Ranald Binnie, age 68, 
  Keeper of Secrets and Cemeteries
  STR 11 
  DEX 07 
  INT 12 
  CON 14
  SIZ 12 
  APP 10 
  POW 08 
  EDU08
  SAN 57 
   
  Hit Points: 13
  Damage Bonus: +0
  Skills: First Aid 35%, History 45%, Local History 
  (Inverness) 88%, Oratory 45%, Persuade 25%, 
  Philosophy 15%, Ride 25%, Spot Hidden 40%
  Appearance: Binnie is a talkative man, which 
  seems oddly out of character for a cemetery keeper. 
  He spends most of his time on city benches, smoking 
  a pleasant cherry tobacco in his rosewood pipe; 
  104
  
  The Highlands
  nearly everyone in town knows ‘Old Man Binnie’. He 
  is a keen observer of life, and has a mind like a trap: 
  there is little he doesn’t notice, and he can relate 
  much about Inverness and about the Highlands 
  in general. Binnie is roughly five foot eight with a 
  slightly stocky build; his wide face seems to ever 
  have a smile on it, and his eyes twinkle as he tells his 
  tales. He lets what’s left of his thin wispy hair blow to 
  and fro in the breeze.
  Kilgariff’s Highland Tour Company
  The Highland Tour Company run by Colin Kilgariff and his 
  two sons, Adam and William, can be found on the northern 
  edge of Bught Park south of the cathedral. The company 
  owns two twelve-seater motor coaches which are well-suited 
  to the narrow track roads of the surrounding Highlands. 
  Colin and his sons are knowledgeable enough guides, and 
  have managed to manufacture an entertaining patter to 
  add to the local scenery. The Highland Tour Company also 
  rents out their motor coaches, with or without a driver, for 
  a more substantial fee.
  Colin and Adam are both outgoing, while William is more 
  reserved and spends every idle moment voraciously reading. 
  In truth, William is no longer William: three months ago, 
  the real William Kilgariff was scouting a new tourist location 
  when he came upon a cave not noted on his map. Curiosity 
  getting the better of him, he ventured into the cave, finding 
  himself in a network of caverns with remarkably smooth 
  floors.  Venturing deeper, he came across a chamber full of 
  oddly shaped, brightly coloured buildings of an alien and 
  Cyclopean architecture, each more than thirty feet high, and 
  some reaching the full height of the cave. With a mixture of 
  excitement and fear, he entered the nearest building and 
  found it full of even stranger shapes and forms, many of 
  which glowed dimly. He ran his hand over one glowing 
  shape and felt a connection take hold in his mind.
  What inhabits William now is one of the Great Race of Yith, 
  who traverse time and space by sending their minds into 
  the bodies of others. William’s own consciousness is now 
  inside one of the Great Race on a distant planet more than 
  twenty thousand years in the past; meanwhile, the William 
  who walked out of those caves is making the most of his 
  visit to 1920s Scotland, learning all he can about the world 
  around him and pleased to even act as a tour guide, if an 
  awkward one. He is learning everything he can and will, if 
  he can, engage the investigators in conversation on every 
  topic under the sun.
  Should ‘William’ feel one of the investigators might be a 
  more suitable host, or if he is intrigued by the investigator’s 
  personality, he may return William sooner in the hope of 
  inhabiting this interesting investigator’s mind. Being party 
  to a mind swap, the investigator will suddenly inhabit 
  the body of one of the Great Race, immediately suffering 
  a 2D10+10 Sanity point loss; in the meantime, the other 
  investigators will notice a change of personality in the 
  swapped individual. 
  Only someone well versed in the Cthulhu Mythos or aware 
  of Yithian practices will be able to infer a swap has taken 
  place. The mind switch lasts for five years; over that time, 
  the new alien investigator will do as it pleases. Information 
  on the Great Race of Yith can be found in the Call of 
  Cthulhu rulebook or the Malleus Monstrorum supplement 
  by Chaosium, Inc.
  105
  
  Shadows over Scotland
  The Islands
  
  -The Islands-
  107
  “Providin’ ye don’t mind boats, the Scottish Isles are 
  a great place to get yourself lost, if that’s what you’re 
  looking for. Between the high cliffs, the tumult and swell 
  of the Atlantic, an’ the darker mysteries that haunt them 
  islands, getting lost can become a permanent situation, 
  right enough.”
  (Jack McRae, Memoirs of a Rambling Rogue, 1901)
  A
  -Geography-
  The isles and islands of Scotland mostly range along 
  the west and north coasts, and provide the country with 
  some of its most dramatic and picturesque scenery. Like 
  the Highlands, the Islands of Scotland are largely wild 
  and sparsely populated compared to the Lowlands. The 
  majority lie off the western coast, from modern-day 
  Argyll in the south to the Highlands in the north. Closest 
  to mainland Scotland are the islands known as the Inner 
  Hebrides, including the Isle of Skye; beyond are the Outer 
  Hebrides, lying further offshore. 
  The larger northern Shetland and Orkney Islands are 
  different in character from the Western Isles, and will 
  be considered separately. For our purposes, the Inner 
  Hebrides include the isles of Arran, Bute, Coll, Colonsay, 
  Gigha, Iona, Islay, Jura, Mull, Oronsay, Skye and Tiree; 
  the Outer Hebrides include Barra, Benbecula, Flannan, 
  Harris, Lewis, North and South Uist, and St Kilda.
  The warmer Inner Hebrides off the coast of Argyll and 
  the south-western Highlands are rocky and owe much 
  of their geography to their volcanic origin. Sharp, jagged 
  outcroppings, tall crags, rocky hillsides, dense forests, 
  verdant meadows, and a mixture of rocky and sandy 
  beaches characterize the islands. Ben More (3171 feet) 
  on the Isle of Mull and Goat Fell (2866 feet) on the Isle 
  of Arran are the tallest mountains in the region, and are 
  visible from a great distance. The jagged Cuillins and 
  majestic Red Hills on Skye are nowhere near as tall as Ben 
  More or Goat Fell, but provide a setting that is virtually 
  unmatched in Scotland.
  Some of the finest beaches in Britain and Europe are found 
  on the western edges of these islands. As a result, the 
  isles are popular destinations during the warmer months. 
  The Islands
  
  Shadows Over Scotland
  108
  Not all of these beaches are sandy, however. Many 
  beaches, commonly on the northern, eastern and southern 
  sides of the islands, are rockier with stones varying in size 
  from small pebbles to massive boulders. Protected from 
  the crashing surf that hammers the western inlets, these 
  natural harbours are home to a greater diversity of seabirds 
  and aquatic life.
  The Outer Hebrides comprise Scotland’s westernmost 
  regions. The Outer and Inner differ to a remarkable degree 
  considering they are less than a hundred miles from one 
  another: here bens and mountains are replaced by soft 
  rolling hills and high plateaus; forests and brush give over 
  to treeless expanses of bracken and moorland; and jagged 
  sea cliffs and rough rocky outcroppings are supplanted 
  by ocean-scoured stone and sweeping sandy beaches. 
  Between the Inner and Outer isles lies ‘the Minch’, a long 
  expanse of cool blue water long rumoured to be home to 
  selkies and other odd aquatic creatures. 
  Extending far north of the Scottish mainland, Orkney and 
  Shetland are utterly exposed to the harshness of the North 
  Atlantic. Virtually flat in many areas, these northern isles 
  have few hills. Trees are non-existent, and shrubs and 
  brush lie close to the earth to avoid the raking claws of 
  wind and weather. The coastlines are given over to sea 
  birds that flock here in the tens of thousands to nest. The 
  gently sloping grasslands inland contain fertile soil, and 
  much has been converted to farmland, while sheep roam 
  the areas of hardy grass and scrub.
  The lashing and tumultuous North Atlantic surrounds 
  Shetland and Orkney, clusters of islands huddled within 
  small archipelagos, and getting about often includes one 
  or a series of ferries from one small isle to another. This 
  separation reinforces a strong sense of isolation. Orkney 
  and Shetland are almost distinct entities from mainland 
  Scotland, and they ‘feel’ very different; their history as 
  Norse-occupied lands and the presence of so many Stone 
  and Bronze Age sites add to this feeling of difference.
  Getting to and from Orkney and Shetland requires major 
  planning. Most settlements cling to the coast, as fishing is 
  an essential part of Orcadian and Shetlander life. Steamers 
  leave from Aberdeen in the east and Thurso along the 
  northern coast. 
  Due to the utterly inhospitable nature of the North Atlantic, 
  plans are made on the day, and travel can be cancelled at 
  any time. Captains have the final say, and listen closely 
  to the wireless for weather reports and advisories. When 
  travel is possible, steamers make trips to Kirkwall three 
  times weekly and only once per week to Lerwick.
  Scheduled steamers run between the mainland, Inner and 
  Outer Hebrides, and Shetland and Orkney, but getting 
  to specific islands is often far from straightforward. 
  Travel from the mainland to Lerwick on Shetland, for 
  example, takes considerable time and involves a number 
  of different ferries; in the Hebrides, motor boats can be 
  hired more easily, and local ferries run between nearly all 
  major ports. A regular service, for example, connects Skye 
  to the mainland through Portree, Kyleakin and Armadale. 
  
  The Islands
  109
  All water travel is dependent on good weather, and good 
  weather is not always easy to come by in the north and 
  west of Scotland.
  On the islands, paved roads are few. Single-track gravel 
  roads and bare rock are the norm, and make for distinctly 
  uncomfortable travel: most people prefer to travel by water 
  when possible. On a number of isles, travel through the 
  interior is all but impossible due to impassable terrain. The 
  Islanders philosophy about travel is that it will happen or 
  it won’t: when faced with rough seas, it doesn’t pay to try 
  one’s luck. Misjudging the weather can introduce serious 
  peril into even a relatively short trip from one Hebridean 
  island to another; longer trips to Orkney and Shetland 
  involve even greater risk.
  Getting around the Islands
  Due to the complexity of island travel, tripling or 
  quadrupling modern travel times should be used as 
  a rough guide. Below are examples of average times 
  required for investigators to reach the following 
  destinations by steamer or boat:
  •  From Kirkwall to Aberdeen: 24 hrs
  •  From Kirkwall to Thurso: 4 hrs and 45 mins
  •  From Lerwick to Aberdeen: 28 hrs
  •  From Lerwick to Thurso: 23 hrs 15 mins
  •  From Portree to Fort William: 4 hrs and 30 mins
  •  From Portree to Stornoway: 4 hrs and 15 mins
  •  From Portree to Ullapool: 7 hrs
  •  From Stornoway to Glasgow: 21 hrs and 45 mins
  •  From Stornoway to Ullapool: 12 hrs
  -Culture and People-
  “The Islanders are often characterized as more solitary, 
  withdrawn and suspicious than other Scottish peoples. 
  We would do well to remember that this demeanour is the 
  result of a history full of mystery and tragedy, brought 
  to them by a succession of conquerors, invaders, and far 
  stranger visitors.”
  (Dr Adam S. Carlyle, The Making of Modern Scotland, 
  1920)
  In the 1920s only a small proportion of Scotland’s total 
  population inhabits the Hebridean isles and more remote 
  Orkney and Shetland Islands. The population of the 
  Islands is roughly equal to that of the Highlands, but much 
  more dispersed. Only Mull, Lewis, Orkney, Shetland, and 
  Skye have populations over one thousand, and many of the 
  smaller isles are home to fewer than one hundred people. 
  A lack of local industry and amenity, and the remoteness 
  of the islands, has traditionally meant that few choose to 
  settle there.
  As with other regions of Scotland, the Great War profoundly 
  effected the population of the Islands. Tragedy followed 
  tragedy for the Islanders, and far fewer soldiers returned 
  than left. Island populations have not recovered from these 
  losses, and there is a strong feeling they never will. As a 
  result, in the 1920s the islands of Scotland are wounded 
  and haunted lands, although the Islanders are a hearty 
  people and persevere, despite their losses.
  Economic hardship, even prior to industrialization, saw 
  nearly all young people migrate down to Glasgow and 
  Edinburgh. Few men and women aged between sixteen and 
  thirty live on the islands; most are over thirty-five, with 
  many more approaching retirement. 
  Most Islanders live along the coast and make their 
  livelihood through fishing, either on boats or in local 
  fisheries; fewer reside inland on small farms or crofts and 
  sow crops or raise sheep for a living. A tiny proportion of 
  Island folk live by other means, including retail, tourism, 
  
  Shadows Over Scotland
  110
  handicrafts, and some service industries. Most of what 
  is made locally is consumed locally, and only the fishing 
  industry is involved in wide-scale exports to the mainland. 
  Scottish Gaelic and English are the dominant languages of 
  the Islands. Unlike the Highlands and Lowlands, Gaelic is 
  a living and thriving language on many of the more remote 
  isles, and investigators visiting the Outer Hebrides, for 
  example, will likely encounter Gaelic speakers far more 
  often than English. 
  In addition to spoken Gaelic, investigators will come across 
  all manner of signs and documents written in Gaelic, 
  including most town and place names; it remains the ‘first’ 
  language of the more remote Islands and many, especially 
  older folk, speak nothing but. 
  That said, English is taught in schools and so will be 
  known to the young and most people under the age of 
  forty. It is also an important language for trade, and those 
  in the fishing industry and in tourism readily converse in 
  English. Generally, visitors can get by with English, but 
  may experience difficulty dealing with older persons or 
  more remote communities.
  Learning Gaelic: 
  Ciamar a dh’ionnsaicheas mi Gàidhlig?
  Scottish Gaelic is not an easy language to learn, 
  but classes in Stornoway, Kirkwall, and Lerwick 
  are available for enthusiastic investigators. A 
  few Highland colleges, notably in Inverness and 
  Aberdeen, and one college in Glasgow offer similar 
  instruction. Investigators studying Gaelic for six 
  months, or taking year-long night school courses, 
  develop an Other Languages: Scottish Gaelic skill 
  of 2D10 percent; entering into immersive Gaelic 
  courses for six months results in a score of 20+2D10. 
  Investigators wishing to develop more native fluency 
  must immerse themselves in study for a year or 
  more—usually involving living in a Gaelic-speaking 
  community—at which point they receive an Other 
  Languages: Scottish Gaelic score of 40+2D10.
  Most Islanders are Presbyterians belonging to the Church 
  of Scotland; Lutheran and Roman Catholic churches 
  are present in some of the larger towns and burghs, but 
  their denominations are small in comparison. Separated 
  from the mainland and the traditional Presbytery, the 
  Islands practice a more restrictive and formal version of 
  Presbyterianism. The church has considerable power in 
  the region, though less so in Orkney and Shetland, which 
  have a more diverse ecumenical history. It is fair to say that 
  the pastor, elders, and deacons of the church are seen as 
  significant figures in a local community. Visitors will find 
  that travel and shopping on Sundays is impossible.
  Mythos Cults on Scotland’s Islands
  Mythos cults on the Islands of Scotland tend to 
  be more active and zealous than in other regions. 
  Distanced from prying eyes and the need to check 
  their enthusiasm, many cults conduct their dark 
  worship with an obsessive fanaticism, holding their 
  black rituals in the open, where whole towns and 
  settlements are often Mythos faithful. Nowhere else 
  in Scotland is the maddening presence of the Great 
  Old Ones so concretely experienced or expressed by 
  its people.
  In larger towns, cultists instead confer and 
  congregate in night-time gatherings or behind 
  closed doors. Their conviction is duly rewarded, and 
  many cult leaders have been taught powerful spells 
  and have influence with lesser Mythos servitors. 
  Though fewer in number, Island cults wield eldritch 
  powers comparable to larger cults in the Lowlands 
  or Highlands and are similarly motivated. Though 
  insane, Mythos cultists show remarkable reasoning 
  and restraint in achieving their goals. Irrespective of 
  geography, individual cultists are motivated by the 
  same perverse desires as those inhabiting every other 
  region of Scotland; some act out a fearful servitude, 
  some seek to sate their dark appetites for power or 
  money, some lust for the unknown and unknowable, 
  but all are convinced that their sacrifices and faithful 
  obeisance will bring about reward.
  
  The Islands
  111
  The isles have ever been at the mercy of fishing stocks and 
  the vagaries of the weather. Most folk are content to live at 
  subsistence levels, and seek out additional work where and 
  when it can be had. 
  Few Islanders could be called wealthy, and the idea of living 
  an idle life is all but fantasy. Clinging tenaciously to the 
  rock and scrub of these remote islands, few think of more 
  than getting by from one day to another. Those who have 
  time to dream of a different life have already left for the 
  cities in the south.
  Most Islanders live without the conveniences and gadgets 
  common on the Scottish mainland and the rest of the 
  world. From the mid-1920s, the wireless is still a rare and 
  expensive luxury, although some households may have 
  the cheaper “Cat’s Whisker” crystal sets, which require no 
  batteries; central heating is practically non-existent, some 
  go without appliances, and few even possess wristwatches. 
  Time and change happen here with the wheeling of the sky 
  and the rising and setting of the sun. If science has had an 
  impact, it is most likely seen in new fishing and farming 
  techniques, not in the ways each man and woman lives.
  Islanders exist in tight-knit communities with strong 
  traditional belief systems. Faced with adversity on a daily 
  basis, they are resolutely taciturn in nature, and may at ﬁrst 
  appear hostile to outsiders. However, after getting to know 
  the locals, characters will ﬁnd Islanders hearty, strong, and 
  capable people. Of all Scotland’s peoples, the Islanders are 
  least likely to form lasting relationships with outsiders—
  after all, mainlanders come and go—but in the meantime 
  they will be happy to lend a hand and share a story or two.
  -Flora and Fauna-
  The Islands of Scotland generally contain fewer varieties 
  of flora and fauna than elsewhere in the country, but 
  what they lack in variation they more than make up for in 
  number. Sea birds, for example, flock to the island cliffs 
  and promontories in the tens of thousands, and the waters 
  surrounding the isles are teeming with life. 
  In the machair—the low-lying grassland common to most 
  of the islands—orchids and other rare flowers bloom in 
  the summer sun.
  What follows is a short alphabetical list of some commonly 
  encountered Island flora and fauna, any of which could 
  be used to add local colour and flavour to scenarios. 
  Statistics are given for fauna that might pose a threat to 
  investigators.
  Island Flora
  Kelp (L. Phaeophyceae laminariales) – Kelp, more 
  commonly referred to as seaweed, grows throughout the 
  Scottish isles and includes a large number of different 
  species. Some are particularly fast-growing, and can add as 
  much as half a metre to their length in a single day. While 
  providing a safe haven for fish and sea life, the entangling 
  stems and blade-like leaves of the kelp can be a danger to 
  swimmers.
  Machair – Not a single flower or plant, machair is a floral 
  ecosystem that clings to low-lying areas between island 
  beaches and inland peat fields and bogs. It is particularly 
  significant as a habitat for carpet flowers such as orchids 
  and Irish lady’s tresses, and some rare birds, including 
  corncrakes and ringed plovers. 
  Peat (L. Sphagnum affine) – Peat is a peculiar mixed 
  construction of living and decomposed organic material 
  (that is, a living moss-like growth lying atop successive 
  layers of old, dead growth) that grows in wet and humid 
  environments. Vast peat bogs and mires are possible in 
  waterlogged areas, and can make travel all but impossible. 
  Investigators wishing to cross a peat fen or bog should have 
  their movement scores halved or worse, depending on the 
  conditions. Peat is also an important energy source in the 
  Scottish isles, where dried peat is burned as a robust fuel 
  for heating homes and cooking.
  
  Shadows Over Scotland
  112
  Island Fauna
  Giant Squid (L. Teuthidae architeuthis) 
  – The giant squid is a massive ocean-dwelling 
  cephalopod capable of growing to eighty-
  two feet (25 metres) in length. Although 
  generally confined to the deep oceans, giant 
  squid occasionally attack small ships and 
  have been known to capsize vessels with 
  their long constricting tentacles. Carcasses of 
  whales sometimes wash up on island shores 
  showing scars of squid attacks, including deep 
  penetrating gouges from the squid’s huge 
  beak. Due to its size and strength, a giant 
  squid is a formidable opponent, and its hard 
  beak is capable of snapping a man in half or 
  cutting through wooden hulls.  Statistics for 
  giant squid can be found in the Call of Cthulhu 
  rulebook.
  Guillemots (L. Charadriiformes aalge) – Often compared 
  to penguins for their upright stance and poor mobility on 
  land, guillemots are thick-billed, short-winged fliers that 
  spend much of their time defending their chosen nesting 
  spots and hunting small fish. Generally black in colour 
  but with bright white chests and orange beaks, guillemots 
  are excellent divers and capable of pursuing their prey far 
  beneath the water.
  Midges (L. Culicoides impunctatus) – Midges, common to 
  the Highlands and Islands of Scotland, are tiny, mosquito-
  like nuisances. The females of the species prey on humans 
  and other mammals in thick clouds, particularly at dawn 
  and dusk. Midge bites, although not initially painful, 
  produce itching inflammation of the skin. As a result, it is 
  common to see folk covered from head to toe in red, itchy 
  bumps and blotches in summer.
  Orcas (L. Orcinus orca) – Orcas, commonly known as killer 
  whales, are extremely effective ocean-dwelling predators. 
  They are strategic, brutal hunters and will attack humans. 
  Highly social, orcas communicate through vocalizations 
  and clicks, and often hunt in familial packs or ‘pods’. 
  Capable of growing up to thirty-three feet (ten metres) long 
  and possessing dorsal fins in excess of six feet (two metres), 
  larger orcas can easily swallow a man whole, but are more 
  prone to crushing and shredding prey with their powerful 
  jaws and teeth.
  Orcas – Intelligent Aquatic Predators
   
  Char. 
  Roll 
  Avg.
   
  STR 
  10D6+10 
  43
   
  CON 
  5D6+25 
  42–43
   
  SIZ 
  10D6+15 
  48
   
  POW 
  2D6+6 
  13
   
  DEX 
  2D6+6 
  13
   
  HP 
  5D6+28 
  45–46
  Movement:  
  14 swim
  Damage Bonus:  
  +5D6
  Skills:  
  Sense Prey 80%
   Weapons:  
  Bash 35%, damage db
   
   
  Bite 40%, damage 2D10
  Armour: 
  8-point thick skin and  
   
   
   
  blubber
  Number appearing:  2D6
  
  The Islands
  113
  Seals (L. Pinnipedia phocidae) – Seals are sleek, finned 
  aquatic mammals that spend most of their lives in the water 
  or at its edge. They are graceful and playful hunters that 
  propel their muscular bodies through the water with great 
  agility. They are capable of diving to tremendous depths, 
  and possess the stamina and constitution necessary to 
  undertake long ocean voyages as well. Seals communicate 
  by guttural vocalizations and by slapping the water with 
  their short fins. A common Islander legend relating to seals 
  is that of the ‘selkie’, a mythical seal that can shed its skin 
  to walk the land as a human being.
  -Climate-
  The climate of the Islands is temperate, although there is 
  considerable variation in temper and temperature between 
  the Hebrides and Orkney and Shetland. In the Hebrides, 
  the weather is generally warmer and much less inclement 
  than in Shetland and Orkney. The more remote northern 
  isles are often battered by competing storms from the 
  Atlantic Ocean and the North Sea; gales, thunderstorms, 
  and pounding rain are near-daily occurrences on these 
  northern isles.
  The Hebrides, by comparison, enjoy more sun and benefit 
  from the Gulf Stream, bringing warmer weather up to even 
  the most northerly of the western isles. That said, hurricane-
  like conditions are possible and storm clouds appear on the 
  horizon daily. In both Shetland and Orkney, and the Inner 
  and Outer Hebrides, cooler temperatures at night usually 
  bring rain. As in the rest of Scotland, investigators should 
  prepare for rain and might wish to consider purchasing 
  suitable attire, as umbrellas, however strongly reinforced, 
  tend to snap in the high winds.
  Average temperatures in Orkney and Shetland are among 
  the most extreme in all of Scotland, whereas the averages 
  for the Hebrides closely follow those of the mainland. In 
  the winter months, snowfall is common on the northern 
  isles, but uncommon in the west. When it comes, snowfall 
  can be heavy and consistent, making roads impassable. 
  Extreme weather in the Islands can be truly awe-inspiring. 
  Lashing rain, towering clouds, ear-splitting thunder and 
  fierce winds can make life interesting and add considerably 
  to mood and atmosphere. Travel by boat is impossible in 
  such conditions, and getting temporarily stranded is a 
  strong possibility.
  Highland Weather Averages
  Average temperatures:
  Western summer averages:    14–16 °C  57–61 °F
  Western winter averages:       2–4 °C  
  36–39 °F
  Northern summer averages:   12–13 °C  54–55 °F
  Northern winter averages:      0 –2 °C  
  32–36 °F
  Average rainfall per year:
  Inner and Outer Hebrides:      255 days per year 
   
   
   
              (c. 1400 mm precipitation)
  Orkney and Shetland:             290 days per year 
   
   
   
              (c. 1800 mm precipitation)
  Average hours of sunlight:
  (Note: For Hebridean averages, use the Highland 
  averages provided in the Highlands section. Statistics 
  below are for Shetland and Orkney only.)
  January 
  4.1 
  July 
  15.4
  February 
  5.8 
  August 
  13.4
  March 
  8.3 
  September 
  11.6
  April 
  11.4 
  October 
  8.4
  May 
  12.9 
  November 
  5.8
  June 
  15.7 
  December 
  4.7
  [Source: British Meteorological Society]
  
  Shadows Over Scotland
  114
  -The Mythos in 
  Scotland’s Islands-
  “For the folk inhabiting the Scottish Isles, the sea is both 
  a vital source of nourishment and livelihood, and a source 
  of fear, trepidation, and ancient dread. Simultaneously a 
  life-giver and life-stealer, the dark waters and the denizens 
  therein hold in their multiform hands the future of virtually 
  every Islander.” 
  (Dr Adam S. Carlyle, The Making of Modern Scotland, 
  1920)
  In a region dominated by ocean and sea, it comes as 
  no surprise that the Mythos elements in the region are 
  primarily aquatic. Islanders have long sought to appease 
  the powerful Mythos entities that live and dream beneath 
  the waves; great stone circles and tall standing stones 
  attest to the rituals performed and sacrifices made to these 
  Old Ones. Though hidden from view, the Mythos is alive 
  beneath the water, and its influence on Island life is all too 
  apparent. Isolated from the mainland and with little means 
  of escape, the people of the Isles are ever under threat from 
  these dark malign powers.
  The following section provides Keepers with scenario seeds 
  and resources for adventures in the Islands during the 
  1920s. As with the Lowlands and Highlands, each Mythos 
  Threat is described in detail, and information on locations, 
  spells and equipment are provided along with statistics.
  Mythos Threat: Røgryndr the Unnumbered
  Intrigue
  Only one known tale exists of Røgryndr the Unnumbered, 
  and none still live who have witnessed this colossal 
  unspeakable horror. The tale comes from the early Vikings, 
  who gave the beast its enigmatic name and title. The name 
  defies translation, and the meaning of the epithet ‘The 
  Unnumbered’ remains a mystery. So successful a predator 
  is Røgryndr the Unnumbered that no study of this leviathan 
  of the deep has ever been made: all attempts to approach 
  the mammoth creature have ended swiftly and suddenly.
  Attempts to establish a dialogue have similarly failed, 
  albeit less dramatically: its gargantuan intellect seems 
  to operate outside our reality, and communication has 
  proved impossible. Others suggest that like Great Cthulhu, 
  Røgryndr the Unnumbered is merely dreaming at the 
  bottom of the Atlantic, allowing its consciousness to roam 
  in dimensions that our insignificant minds can neither 
  imagine nor survive.
  Its age, motives—if it thinks on such levels—and how 
  it came to be on Earth are unknown. The fragile Norse 
  vellum that contains the singular tale of Røgryndr the 
  Unnumbered describes a thing akin to an oceanic titan or 
  god: an impossibly large thing, rising from the depths like 
  an island of pallid, whitish flesh. Its Cyclopean glistening 
  bulk is said to have stretched out like a great undulating 
  continent, complete with mountainous muscular structures 
  and tower-like protuberances, mouths like great sea 
  caverns and hundreds of long ‘seeking’ arms. These arms or 
  tentacles extend hundreds of metres before ending in flat, 
  blade-like appendages bristling with translucent, chitinous 
  spines.
  According to the tale of the lone Viking survivor, the size of 
  the beast was such that as it rose from the depths the ocean 
  bulged and then broke into tidal waves that capsized four 
  longboats. The great tentacular arms then claimed another 
  four longboats, with men and boats skewered on the long, 
  sword-like spines as massive flat blades constricted around 
  them. 
  The Viking watched as long arms carried the doomed men 
  and crushed ships towards gaping cavern-like mouths set 
  in its mountainous flesh; although he could see no eyes 
  or ears, he related that Røgryndr the Unnumbered ‘knew’ 
  precisely where the longboats lay in the water, and its 
  numerous vile arms made straight for them.
  
  The Islands
  115
  No motive is given for the beast’s rising, no reason why 
  it spared the last longboat. The Viking describes the slow 
  descent of the immense white thing back into the ocean 
  depths, its gaping maws opening and closing ominously, 
  its massive arms swinging ponderously to and fro, and 
  the mountains of muscle slowly contracting as it slipped 
  beneath the dark waves. Fortunately for him and us, the 
  Viking survived the subsequent in-rush of water and 
  churning foam as the displaced ocean waves crashed over 
  the thing’s titanic sinking form.
  In the 1920s, Røgryndr the Unnumbered is believed to 
  inhabit an area west of Orkney and Shetland, north of 
  the Outer Hebrides, and south of the Faroe Islands. This 
  two hundred square mile (five hundred square kilometre) 
  expanse of the North Atlantic is not commonly travelled, 
  but is frequently fished: the Gulf Stream brings a bountiful 
  variety of aquatic life up to these northern climes. It is 
  possible that Røgryndr benefits in some way from this 
  location.
  No further sightings of Røgryndr the Unnumbered have 
  taken place. Some researchers suggest that Røgryndr might 
  range up and down the entire western coast of Scotland and 
  as far north as the coasts of Iceland and Norway: however, 
  marine ecologists and climatologists have refuted this idea, 
  stating that the movements of an entity as large as Røgryndr 
  would disrupt oceanic currents, destroy sea-life habitats, 
  and possibly even affect local weather patterns. 
  In short, such movement would be impossible to miss. It 
  is more likely that the enormous creature has never moved 
  from its centuries-old resting place—a theory advanced by 
  a group of Mythos academics who believe Røgryndr the 
  Unnumbered in fact lies dormant beneath the waves.
  
  Shadows Over Scotland
  116
  Røgryndr the Unnumbered
  Røgryndr the Unnumbered, ageless, 
  Unique Mythos Entity
  STR 242 
  DEX 18 
  INT 37 
  CON 259
  SIZ 487 
  APP — 
  POW 33 
  EDU —
  SAN — 
   
  Hit Points: 361
  Move: 2
  Damage Bonus: +24D6
  Skills: Sense Prey 95%, and others at the Keeper’s 
  discretion
  Weapons: Grapple (tentacles) 100%, damage db
  Armour: 25-point hardened skin and muscle; 
  magical attacks do minimum damage
  Spells: None, or at the Keeper’s discretion
  Sanity Cost: 1D10 / 1D100
  Appearance: Røgryndr the Unnumbered appears 
  as a colossal whitish-grey mass replete with long, 
  extensible tentacular arms ending in flat, gripping 
  appendages bristling with sword-like chitinous 
  spines. It is thought to be more than a mile wide and 
  several hundred feet high, given its mountainous 
  and tower-like growths. These fleshy mountains 
  house various cavernous ‘mouths’, each of which is 
  served by a cluster of dedicated arms. The extent of 
  Røgryndr’s body that extends below the waves is a 
  matter of some conjecture. No visible sensory organs 
  are evident across its form, and it is widely held that 
  it possesses alien senses that allow it to unerringly 
  locate prey.
  Introduction
  As so few people know of the existence of Røgryndr the 
  Unnumbered, introductions are likely to take one of 
  two forms: either investigators come upon the legend 
  of the Unnumbered One themselves while travelling in 
  Shetland or Orkney; or they are contracted by academics 
  or interested parties to undertake a fact-finding mission 
  to ascertain the location and / or condition of the fabled 
  creature. Another method might involve strange events off 
  the shores of Orkney and Shetland; perhaps the characters 
  are brought in to investigate a series of seemingly random 
  or unconnected events that lead to discovery of this terror 
  dwelling in the ocean depths.
  Alternatively, a number of fishing vessels may have gone 
  missing, and local fishermen are blaming one another, 
  unaware of the Mythos threat. The investigators might 
  arrive suspecting deep ones, only to stumble upon a 
  different threat. Investigators are likely to be utterly 
  unaware of the existence of Røgryndr the Unnumbered 
  until they are suddenly faced with the monstrosity.
  One could leave the physical immensity of Røgryndr the 
  Unnumbered out of the scenario entirely, and instead focus 
  on an adventure involving the leviathan’s incalculable 
  intellect. Perhaps a small Shetland village is tearing itself 
  apart, driven by a sudden madness or deprived of sleep by 
  terrifying recurring dreams. Or perhaps one human has 
  finally managed—wittingly or unwittingly—to commune 
  with Røgryndr, and comes to the investigators pleading for 
  help as he is being driven insane. Another possibility is that 
  the Unnumbered One has developed a sudden interest in 
  worldly matters, and is bending and twisting the minds and 
  wills of a group of individuals to do his dark bidding, and 
  the investigators must find some way to break its hold over 
  the group and put an end to its plans.
  Investigation
  The most significant piece of the puzzle for any 
  investigation of Røgryndr the Unnumbered is the original 
  vellum manuscript and a translation of the Viking text. The 
  manuscript could be in a museum, in the special collection 
  
  The Islands
  117
  of the Kirkwall City Library, or in the private collection of 
  an enigmatic, wealthy shipping magnate. A new translation 
  could reveal cryptic information or new revelations, 
  possibly including a key to Røgryndr’s location that previous 
  translations have failed to note. No further documentary 
  evidence of this Mythos entity exists on Earth. That said, 
  enterprising Keepers might provide the characters with 
  means of uncovering evidence not of the Earth...
  Colourful locals and fishermen might also give accounts 
  of strange happenings and provide vital clues. Locals may 
  be plagued by strange dreams, for example, containing 
  disturbing messages intertwined with mad imaginings. 
  A collaborative or competitive Mythos researcher might 
  already be working on the problem and prove helpful 
  or harmful. Other interactions depend on whether 
  the investigators are seeking to encounter Røgryndr 
  the Unnumbered in the flesh, or are dealing with the 
  machinations of his unearthly intellect.
  Revelation
  Røgryndr the Unnumbered cares little for earthly affairs. 
  For millennia, it has subsisted on the ocean floor, taking 
  nutrition from the abundant sea life filtering through its 
  many mouths and swimming within reach of its long arms. 
  In that time, it has sent its mind out to the deep gulfs of 
  space, communing with other such entities when it has 
  found them. Such dialogues are often difficult and time-
  consuming, as Røgryndr experiences time, space, and 
  thought differently from all other known entities. It does, 
  however, have a keen understanding of energy and resource, 
  and acts accordingly to maintain its store of both.
  Despite spending much of its time projecting its intellect 
  into outer space, Røgryndr the Unnumbered is extremely 
  territorial and will brook no competition or threat to its 
  domination over the region it inhabits. It alone is the 
  reason why the deep ones, including Father Dagon and 
  Mother Hydra, shun this area and will not venture beyond 
  the northern tip of mainland Scotland. A number of Old 
  Ones and Great Old Ones are similarly aware of Røgryndr 
  the Unnumbered and give it a wide berth or grudging 
  respect.
  Should investigators devise a means of achieving 
  communication with Røgryndr the Unnumbered, it will 
  be surprised and potentially amused by the contact. 
  The response from Røgryndr will flood the minds of the 
  investigators with a deluge of confusing and mind-bending 
  visions, feelings and messages. This initial exchange with 
  the alien will cost 2D6 / 4D6 Sanity points; if the dialogue 
  continues over time, Røgryndr the Unnumbered will learn 
  to attenuate its thought-sending to result in better and 
  clearer communication. So alien are its thoughts that 
  each subsequent communication will cost investigators an 
  additional 1 / 1D6 SAN. Effecting mutual understanding 
  will take time, but vigilant characters should be rewarded 
  with the unique spell Contact Røgryndr the Unnumbered. 
  The leviathan will be intrigued by this dialogue, and will 
  coolly and logically consider any argument put forward by 
  investigators. The challenge here will be to convince this 
  vast otherworldly intelligence of the need to act for their 
  or others’ benefit: success should be rewarded suitably, 
  perhaps with 5D10 SAN.
  Players concluding they can ‘deal’ with Røgryndr the 
  Unnumbered physically will be sorely disappointed: 
  any attacks on the leviathan will be met with a swift and 
  deadly response. No human force can match Røgryndr the 
  Unnumbered once battle is engaged: simply put, in the 1920s 
  Røgryndr the Unnumbered cannot be killed or defeated 
  by any known means—earthly or otherwise. Investigators 
  realizing this will lose 1D6 / 2D6 Sanity points.
  Mythos Threat: ‘Salty Bob’, or 
  Captain Robert Dawson
  Intrigue
  The tale of ‘Salty Bob’ or Captain Robert Dawson is a 
  peculiar one. Robert Craig Dawson was born in 1743 in 
  Armadale on the Isle of Skye, and spent much of his youth 
  working as a cook’s assistant aboard a number of small 
  merchant vessels. After his sixteenth birthday Dawson 
  travelled to King’s Lynn in Norfolk, where he joined the 
  Royal Navy as a bosun’s mate. 
  
  Shadows Over Scotland
  118
  Over the next decade, Dawson was promoted to bosun, 
  second mate, first mate, and finally captain in 1773. In the 
  following year, he was given captaincy of the Turnberry 
  Swift, a small and agile privateering vessel.
  Dawson took to privateering like a duck to water, and 
  within a matter of years had secured a significant amount 
  of booty through a number of high-profile attacks on 
  foreign merchants and traders. Word of his success even 
  reached his home of Armadale, where locals gave Dawson 
  the moniker ‘Salty Bob’. Between 1775 and 1785 Dawson 
  lived the high life and enjoyed the spoils of his privateering; 
  he became a gambler of some renown, if limited success, 
  and was said to have kept mistresses in a number of ports. 
  All of this changed on the 17th of November, 1785, when the 
  Crown signed an agreement limiting privateering and the 
  Turnberry Swift was reassigned.
  Robbed of his ship, Dawson was given a pension and 
  offered the opportunity to captain a naval supply vessel. 
  It was an offer that Dawson rejected out of hand before 
  returning to Armadale with what little booty had survived 
  his lust for gambling and his many mistresses. In 
  Armadale once more, ‘Salty Bob’ was a broken man, and 
  after a short stint as a fishing boat captain soon fell in with 
  a ring of smugglers operating throughout the Hebrides. His 
  naval service proved advantageous in this new pursuit, and 
  Dawson soon proved himself a successful smuggler.
  A year later, however, his pride was still stinging and his 
  pocket was far too light for his liking. Seeking to remedy the 
  situation, Dawson roped a group of ambitious smugglers 
  into conducting a raid on the HMS Cormorant—the very 
  supply ship that he had been offered command of. The 
  Cormorant, Dawson knew, carried more than supplies to 
  Fort William and Fort Augustus: twice a year, it carried 
  soldiers’ and officers’ pay north, and returned south to 
  Liverpool carrying Crown taxes. Dawson planned to make 
  off with both.
  In a daring morning raid in the summer of 1787, he 
  succeeded and escaped with not just the Crown’s taxes, but 
  a large cache of gold bullion destined for the King himself. 
  On the way back to Armadale, Dawson made a pact with his 
  first mate, Coll MacEwen, to keep the lot for themselves 
  and do away with the other smugglers. In the dead of night 
  they did just that, and put the bodies overboard before 
  sailing into the Sound of Sleat. They went to an isolated 
  smuggling cove south of Tarskavaig, planning to bury the 
  booty there for the time being.
  For all his cunning, Dawson must not have suspected that 
  his trusted first mate would murder him on the return to 
  Armadale, and throw his body overboard into the Sound of 
  Sleat. It was all for naught, however, as the Crown captured 
  MacEwen less than two weeks later and summarily hanged 
  him for piracy. The booty and Salty Bob’s body were never 
  recovered.
  Imagine Dawson’s shock when, more than a century later, 
  he found himself brought back from the dead, lying prone 
  inside a pentangle inscribed in blood with a single cultist 
  chanting furiously over him. Imagine further his sudden 
  realization that a century of salty brine had reduced him 
  to a set of brightly bleached bones that, despite lacking 
  cartilage and sinew, functioned like a complete body. 
  Imagine finally the surprise of the cultist who saw Salty 
  Bob rise anew, suddenly grab the sacrificial knife from his 
  hand, and plunge it into the cultist’s own fleshy gut.
  Perhaps unsurprisingly, this magical revivification left 
  Salty Bob insane and raving. Finding himself in the 1920s 
  did little to help the situation: today, Salty Bob lurks on the 
  edges of civilization, occasionally slipping into the small 
  burghs and towns on Skye by night, and at other times 
  wandering deep into the island’s forests and moorlands. 
  For reasons even he likely does not comprehend, some 
  months ago he stole a pair of worn leather boots, a thick 
  brown overcoat, and a black fedora from the home of 
  Charlie Gibson, a pensioner in Kilbeg. He now wears these 
  articles of clothing wherever he goes.
  Salty Bob has returned several times to the smuggler’s cove 
  south of Tarskavaig, but found no solace in the booty still 
  buried there. He has also revisited the now rotting carcass 
  of the cultist who brought him back to life, and has even 
  thrown a handful of gold bullion over his swollen body. 
  Salty Bob believes (correctly) that the cultist was after the 
  ill-gotten booty.
  
  The Islands
  Salty Bob is a lost soul, his days filled with confusion, 
  torment, and madness. He does experience moments of 
  lucidity, but they come and go with frightening rapidity. 
  His daily existence and actions are chaotic, and he walks 
  the earth as a skeletal embodiment of madness. He is as 
  likely to save a puppy from drowning as to stick his rusty 
  cutlass in a tourist’s stomach. 
  Salty Bob
  Salty Bob, undead, 
  Animated Skeleton of Robert Dawson
  STR 09 
  DEX 08 
  INT 12 
  CON —
  SIZ 12 
  APP — 
  POW 11 
  EDU 08
  SAN — 
   
  Hit Points: 12
  Move: 5 / 10     walking / running
  Damage Bonus: +0
  Skills: As the Keeper desires
  Weapons: Rusty cutlass 20%, damage 1D6
  Armour: None, but projectiles have only 33% change 
  of hitting bone; being a magical reconstruction, Salty 
  Bob takes double damage from magical attacks
  Sanity Cost: 1 / 1D8
  Appearance: Salty Bob is little more than a 
  bleached white skeleton, with no flesh whatsoever 
  and wearing a pair of old brown leather boots, 
  thick woollen overcoat, and a black fedora (which 
  he physically holds down on his skull in anything 
  more than a slight breeze). These features alone 
  distinguish him from the garden-variety animated 
  skeleton. In life, Robert Dawson fancied himself a 
  swashbuckler, but as he has lost much of his agility 
  he now has difficulty wielding his rusty cutlass with 
  any efficiency. His preferred method of attack, should 
  the mood take him, is a clunky and straightforward 
  stabbing motion. Otherwise his movements are 
  surprisingly life-like, given his condition.
  Introduction
  The story of Captain Dawson is well known in and around 
  Armadale. Fishermen and old maritimers in Portree, 
  Stornoway and even Fort William have heard stories of 
  Robert Dawson, although none of them are aware that 
  Salty Bob now walks the earth as a magically animated 
  skeleton. Nonetheless, investigators can be introduced to 
  Salty Bob in a number of ways, the simplest of which is to 
  encounter him personally, and then have the investigators 
  work backwards to learn the full story and find some means 
  of freeing the unfortunate creature from its torment.
  Additionally, if the body of the cultist is discovered, the 
  characters might be brought in to investigate, and might 
  find the gold bullion left at the scene a useful clue to 
  work from. Also, as mad as he is, Salty Bob is not the 
  most careful of creatures, and may have been spotted 
  119
  
  Shadows Over Scotland
  stalking across farmers’ fields, hillside meadows, or 
  even darkened town streets; the appearance of a partially 
  clothed walking corpse will not go unnoticed, and should 
  provide investigators with an intriguing mystery. A more 
  intriguing introduction might involve a local historian or 
  intrepid amateur detective who has pieced together the 
  puzzle of Dawson’s disappearance and the raid on the HMS 
  Cormorant, only to be discovered dead, with only his or her 
  journal a clue to the seemingly motiveless murder.
  Alternatively, as an amusing break between hair-raising 
  Mythos scenarios, Salty Bob could be presented as a ‘treasure 
  hunt’, where investigators learn of Dawson, the raid on the 
  Cormorant, MacEwen’s betrayal, the enterprising cultist, 
  the rise of Salty Bob, and ultimately the location of the 
  buried booty. However the investigators encounter Salty 
  Bob, some emphasis should be given to ensuring he is sent 
  to his final and eternal rest.
  Investigation
  A host of local characters can provide investigators with 
  information about Salty Bob. Histories and documents in 
  Portree and Armadale tell of the original Captain Robert 
  Dawson and his demise at the hands of Coll MacEwen. 
  Conflicting 
  or 
  contradictory 
  stories 
  might 
  require 
  investigators to determine the truth behind the events. 
  Legends concerning the lost booty are plentiful as well, 
  and some may even have a grain of truth in them. The 
  ancestors of the original smugglers who still reside in or 
  near Armadale might share information, or pass on logs or 
  diaries hinting of buried treasure and hidden coves.
  If Salty Bob has been seen, terrified witnesses provide 
  exaggerated tales of the undead horror stalking the island. 
  Perhaps old age pensioner Charlie Gibson will recognize 
  the skeleton in these tales is wearing his stolen boots, 
  overcoat and hat! The police will be a particularly useful 
  source of information and clues if the scenario involves 
  the discovery of the slain cultist or the murder of a tourist; 
  perhaps the cultist was in possession of a dangerous tome 
  providing spells for resurrection and revivification, or 
  perhaps Salty Bob’s madness has led him to pepper the 
  landscape with odd signs, evidence of bizarre happenings, 
  and strange clues for the investigators to find and ponder.
  Revelation
  Salty Bob is perhaps more Mythos mystery than threat, 
  although he is clearly capable of murder and is a danger 
  to the local populace. Is he a tragic figure or a raving 
  murderer? It’s safe to say the tormented skeleton doesn’t 
  even know himself. The threat posed by Salty Bob will 
  likely be resolved in one of two ways: either his bodily 
  form will be physically destroyed, or he will be magically 
  disembodied. Only the latter will lay Robert Dawson finally 
  to rest.
  If Salty Bob’s body is destroyed—and this can be managed 
  quite easily—his soul will remain trapped in this world 
  and his torment will increase tenfold. Over time, driven by 
  increasing madness, he may become a powerful poltergeist 
  or wraith, and further intervention may be required to 
  see him finally at peace. Investigators choosing to simply 
  destroy the skeleton will feel the job has only been half 
  done, and will experience lingering doubts. If they later 
  hear of Salty Bob’s continuing activities they will lose 
  1 / 1D10 Sanity points, realizing they left the problem 
  unsolved. 
  On the other hand, investigators reversing the cultist’s 
  spell or somehow magically releasing the trapped soul 
  will see Salty Bob make some fleeting sign of thanks before 
  departing forever from this world. Successfully releasing 
  Dawson’s soul and removing this Mythos threat will merit 
  a 2D10 Sanity point reward.
  Mythos Threat: The Blue Men of the Minch
  Intrigue
  The Blue Men of the Minch are a degenerate group of deep 
  one hybrids that have been cut off from their deep one kin 
  largely due to the presence of Røgryndr the Unnumbered 
  (see above). The Blue Men inhabit the ‘Minch’, a body 
  of water lying north of the Isle of Skye and sandwiched 
  between the Isle of Lewis and the Scottish mainland. More 
  specifically, the Blue Men live in a system of underwater 
  caverns that lie at the base of the Shiant Islands south of 
  Stornoway.
  120
  
  The Islands
  The existence of the Blue Men can be traced back to Pictish 
  times, when a group of deep ones travelled through the 
  Highland Lochs from the east coast of Scotland seeking 
  new habitats to exploit. During that time, the migrant 
  deep ones established a cult amongst the Picts and began 
  a programme of interbreeding that resulted in numerous 
  deep one hybrids. These hybrids were inculcated into deep 
  one society and brought beneath the waters of the Minch. 
  The most capable were taught rudimentary magic and 
  schooled as priests of Great Cthulhu.
  For more than a hundred years this interbreeding 
  continued, and the number of hybrids grew steadily. 
  Moving on from this success in the Minch, the deep one 
  elders decided to travel north to seed their foul influence in 
  Orkney and Shetland. Entrusting the Minch colony to the 
  eldest hybrids, the deep ones travelled north; their fate is 
  unknown, but they never returned to the Minch.
  In subsequent years the hybrids failed to command 
  the respect of the Pictish cultists and the cult died out 
  completely. Beneath the waters of the Minch, however, the 
  hybrids continued the dark rituals taught them by their deep 
  one masters. They successfully bred among themselves, but 
  their progeny grew ever more degenerate. Though long-
  lived, over time the number of successful breeders dwindled, 
  and so did their population; further inbreeding resulted in 
  terrible mutations and reduced intelligence in successive 
  generations. These generations forgot the ceremonies and 
  lore that had been passed on to them by the deep ones, and 
  finally forgot the deep ones themselves.
  In the 19th century, the degenerate hybrids began attacking 
  ships and small settlements, resulting in vibrant tales of 
  the ‘Blue Men of The Minch’. Far more disturbing in the 
  1920s is the increasing incidence of Blue Men kidnapping 
  whole families on the isle of Lewis; the motive behind these 
  kidnappings is unknown, and police are baffled by the 
  disappearances.
  The degenerate hybrids, with their thick bluish-white 
  skin, grossly proportioned amphibian features, and 
  curving bent backs, are far more grotesque than the hybrids 
  that first went under the waves so many centuries ago. 
  They no longer value humans, nor think of collaborating 
  with them; instead, they take what they desire, and destroy 
  everything else. Among the Islanders, the Blue Men of the 
  Minch are considered to be monsters out of legend.
  Few people really believe in the Blue Men, and fewer still 
  attribute the recent disappearances to them. Nonetheless, 
  over the past eighteen months, the Blue Men have managed 
  to ‘collect’ eight families, consisting of sixteen adults and 
  twenty-two children and young adults. Interestingly, no 
  person over the age of forty-five has ever been taken and, 
  more perplexing, five babies were left screaming in their 
  cribs.
  Blue Men of the Minch, Degenerate Deep One Hybrids
  Char. 
  One 
  Two 
  Three 
  Four 
  Five
  STR 
  15 
  16 
  13 
  14 
  12
  CON 
  09 
  08 
  09 
  10 
  09
  SIZ 
  14 
  13 
  15 
  14 
  11
  INT 
  05 
  06 
  07 
  03 
  05
  POW 
  10 
  10 
  11 
  09 
  11
  DEX 
  09 
  11 
  10 
  12 
  11
  HP 
  13 
  12 
  12 
  12 
  10
  Move:  
   
  8 / 10      walking / swimming
  Damage Bonus:  +1D4
  Skills: 
   
  Hide in Water 35%, Listen 
  30%, Sneak in Water 35%, Spot 
  Hidden 40%
  Weapons:  
  Claws 35%, damage 1D6 + db
  Hunting Spear 25%, damage 1D6 
  + db, impaling weapon
  Armour:   
  1-point 
  toughened 
  skin 
  and 
  scales
  Spells:  
   
  None, or at the Keeper’s discretion
  Sanity Loss:  
  0 / 1D6
  121
  
  Shadows Over Scotland
  Introduction
  It is unlikely that the investigators will stumble upon the 
  Blue Men of the Minch themselves. Instead, the most 
  likely introduction will be through concerned persons, 
  communities, or police asking them to look into the 
  unfathomable disappearances. A friend who has lost a 
  family member, for example, or is concerned for one of the 
  missing families, might call the investigators in; perhaps 
  a wealthy landowner invites them to his estate after two 
  working families suddenly disappear from his lands. 
  Perplexed Lewis police might even be inclined to contact 
  the investigators after hearing word of their success in 
  other unusual cases.
  Alternatively, a terrified farmer or other local citizen 
  might 
  witness 
  horribly 
  bent, 
  goggle-eyed 
  figures 
  kidnapping a family living nearby; afraid to admit to such 
  a sighting to police for fear of being pronounced crazy, he 
  or she contacts the investigators through a friend in the 
  hope they can help. Another interesting idea might be for 
  one, two, or indeed all of the investigators to themselves 
  fall into the clutches of the Blue Men, and thereafter try 
  to free themselves and other captives from their foul 
  clutches and ensure their disturbing schemes are brought 
  to an end.
  Investigation
  Investigating the Blue Men likely could entail three 
  different elements: physical evidence examined or 
  uncovered at the scenes of disappearances; interviews 
  with police, witnesses (if any), and local islanders; and 
  documentary evidence relating to the Blue Men of the 
  Minch, such as old legends or recent sightings. Dealing 
  with the Blue Men allows for some real sleuthing, as 
  investigators must first try to ascertain how and why these 
  disappearances are taking place, and then decide on a 
  course of action to resolve the situation.
  For physical evidence, investigators may gain access to the 
  site of the latest disappearance(s), and any information 
  already discovered by police. Local police can be helpful 
  or a hindrance—each offers interesting role-playing 
  opportunities. The homes of kidnapped families are best 
  suited to these investigations, and may hold a number of 
  tantalizing and possibly misleading clues.
  Investigators may wish to interview any local islander 
  claiming to have witnessed one of the Blue Men attacks; 
  they will describe strangely crouched humanoids whose 
  mottled naked skin shone oddly in the moonlight, and who 
  seemed to possess superhuman strength. Police and others 
  will discount such sightings, and investigators will have to 
  determine the veracity of such claims themselves. 
  Eventually investigators will discover the Blue Men of the 
  Minch are behind the kidnappings. The next step should 
  be to rescue the kidnapped families and put an end to the 
  Blue Men’s evil machinations. Again, this can be achieved 
  in a number of ways; investigators may even infiltrate the 
  Blue Men caverns beneath the Shiant Islands and rescue 
  the families in person. The degenerate hybrids are strong in 
  body but dull in mind, and investigators can easily outwit 
  them. If engaged in combat, however, the Blue Men will 
  fight viciously.
  122
  
  The Islands
  Another possibility is for the investigators to somehow 
  contact the Blue Men and try to negotiate the release of the 
  kidnapped islanders. The Blue Men will suggest an initial 
  meeting place and, should the investigators take the bait, 
  will fall upon them, seeking either to kill them outright or 
  kidnap them. If, at any point during the scenario, the Blue 
  Men recognize the threat posed by the investigators, they 
  will also attempt to kill or kidnap them.
  Revelation
  The Blue Men of the Minch have reached a perilous point 
  in their history. The elders have watched as generation 
  after generation of mutated and inferior offspring have 
  weakened their bloodlines. Now it seems the latest 
  generation is incapable of siring new young, and mutation 
  has made procreation with older breeders impossible. Their 
  twisted young seem susceptible to disease, and often die 
  before reaching maturity.
  The elders dimly recall the olden times of the Pictish 
  cult and the first hybrids, but have no understanding of 
  how those hybrids came about. All they remember is that 
  somehow they need the humans, and to this end they have 
  begun kidnapping human families and experimenting 
  upon 
  them. 
  These 
  awful 
  experiments 
  have 
  been 
  unsuccessful, and many of the frail humans have died in 
  the process. Prone to frustration and violence, the Blue 
  Men are especially cruel gaolers, and further kidnappings 
  have been necessary to compensate for these deaths. 
  The Blue Men of the Minch present a considerable threat to 
  the Hebridean peoples. The kidnappings and the gruesome 
  ‘experiments’ look set to continue; the determination 
  of the Blue Men is matched only by their lack of 
  understanding, and taken together these are a dangerous 
  combination. From the Islanders’ point of view, the only 
  acceptable solution is the death of the dangerous hybrids, 
  particularly in light of the mistreatment and murder of 
  their kin. The Blue Men caves hold a population of more 
  than thirty hybrids, some of whom are so degenerate as 
  to be incapable of combat. Still, this number is significant 
  enough to require careful planning if an attack of any kind 
  is to be made.
  If destroying the Blue Men is not an option, the 
  investigators may try to convince the hybrids to leave the 
  area. This less satisfactory solution at least gives the Lewis 
  islanders some peace. A more interesting alternative might 
  be for investigators to persuade the Blue Men to travel north 
  in search of their deep one ancestors, particularly if they 
  are unaware of the presence of Røgryndr the Unnumbered. 
  Such a move would see the Blue Men threat dealt with by 
  another Mythos threat.
  Defeating the Blue Men of the Minch and returning the 
  surviving families to Lewis should be rewarded with a 
  healthy Sanity reward, perhaps 3d10.  Lesser rewards 
  should be given for solutions that do not involve the rescue 
  of the Islanders or leave any Blue Men to strike again. 
  Using Røgryndr the Unnumbered as an innovative means 
  of despatching the Blue Men might warrant an additional 
  1d10 reward.
  -Cities in Detail: Kirkwall-
  Originally a Norse outpost, Kirkwall on Orkney was 
  founded in 1035 by Earl Rognvald Brusason. Acquired by 
  James III of Scotland in the mid-1500s, Kirkwall quickly 
  established itself as an important transport hub for the 
  northern isles. Now a royal burgh, Kirkwall in the 1920s 
  is the commercial, administrative, and transport centre 
  of Orkney. Once the centre of a Norse empire linking 
  Scandinavia to Iceland, Ireland, Argyll, and the Western 
  Isles, Kirkwall still retains some of its Norse aspects, 
  particularly in its Old Town and the magnificent St 
  Magnus Cathedral.
  Kirkwall looks decidedly more Scandinavian than Scottish 
  and, despite nearly four hundred years of Scottish rule, still 
  feels at times as though it were a Norse port. The name 
  Kirkwall derives from Kirkjuvagr, Norse for ‘Church Bay’, 
  and refers to St Olaf’s Church built in the 11th century. 
  Kirkwall’s development is tied to its strategic and economic 
  importance as a port; in the Twenties, it lies at the centre of 
  the Orcadian archipelago, and all roads on the island lead 
  there.
  123
  
  Shadows Over Scotland
  Kirkwall is the point of arrival and departure for anyone 
  visiting Orkney. Large ocean-going steamers to Aberdeen 
  run twice weekly, while smaller steamers such as the 
  ‘Orcadia’ travel three times a week to the north of Orkney. 
  The Aberdeen steamers bring large numbers of people into 
  the town, especially in the summer when its hotels swell 
  with businessmen, fishermen, and a few adventurous 
  tourists. The harbour is undoubtedly the busiest part of 
  town, and is often full of multicoloured vessels bobbing up 
  and down at the pierside or anchored in Kirkwall Bay.
  Although the fishing industry is important to Kirkwall, 
  farming is more reliably profitable. The low-lying lands 
  surrounding the city are full of farms, taking their 
  livelihood from the black, fertile soil. The nearby Highland 
  Park Distillery—the most northerly distillery in Scotland—
  supplements the island’s farming and fishing trades. The 
  distillery began life as an illegal distilling and smuggling 
  operation back in the 18th century, but is now a legitimate 
  enterprise. Whether whisky, crops, or seafood, Orkney’s 
  goods are exported through Kirkwall and Stromness to the 
  mainland and further afield.
  The port facilities in Kirkwall employ a considerable 
  number of Kirkwall’s residents, with the Orcadia steamer 
  a regular visitor. The layout of Kirkwall itself, however, 
  takes some getting used to: busy Harbour Street runs 
  along the waterfront and hosts most of the port facilities; 
  Bridge Street and Junction Street run perpendicular to 
  the harbour and lead inland towards the town centre. 
  Kirkwall’s main street is Broad Street, which is home to 
  the Town Hall, St Magnus Cathedral, and most of the 
  town’s hotels and shops. At the end of Broad Street, the 
  Earl’s and Bishop’s Palaces are located on the aptly titled 
  Palace Street. East of the town is ‘The Mount’, the remains 
  of a Cromwellian fort.
  Shopping on Bridge, Albert, and Broad Streets is on a par 
  with just about any other small town in Scotland. The 
  narrow streets of Old Town, namely Castle Street and the 
  Strynd, are mediaeval in origin, with worn cobblestones 
  and tiny sandstone buildings pressing in from every angle. 
  These two streets are home to some of Kirkwall’s poorer 
  and odder establishments. Beyond these stand the larger 
  hotels—notably the Royal, Queen’s and Castle Hotels—and 
  buildings of Kirkwall, including the palaces, St Magnus 
  Cathedral, and the Town Hall.
  The town banks, post office, police station, and newspaper 
  can all be found on Junction Road behind the Town Hall. 
  Every Thursday, Kirkwall’s newspaper The Orcadian offers 
  local news and colourful commentary. The Kirkwall police 
  station is little more than a hole in the wall and is often 
  empty as Kirkwall’s three constables walk the streets. The 
  town’s pubs are dotted around the city and are generally 
  quiet and comfortable.
  Investigators wishing to visit the many Norse and Neolithic 
  sites that pepper the island, such as Maes Howe, the Stones 
  of Stenness, and Skara Brae, will either require their own 
  motor car or need to hire a coach out of Kirkwall, which 
  can be arranged through their hotel. A cheaper alternative 
  would be to use the ‘mail-gigs’ that leave very early each 
  morning for different locations on the island, or to wait 
  for the daily motorbus which connects the main outlying 
  communities, and which stops at Maes Howe and Stenness. 
  Investigators will need to register their intention to join the 
  mail-gig with the Post Office.
  Travel to any of the islands of the Orcadian archipelago is 
  accomplished using the inter-island steamer the ‘Orcadia’ 
  that leaves from Kirkwall three times weekly. Shorter trips 
  could potentially be arranged by approaching fishermen 
  or locals directly. As with all sea travel, weather plays an 
  extremely significant role in determining whether or not 
  ships leave the harbour at all.
  Places and People of Note in Kirkwall
  Bishop’s Palace
  The stone walls, high round tower, and lush grounds are 
  all that remain of this ruined palace, home to the Bishop of 
  Orkney in the 12th century. The palace is famously where 
  King Haakon of Norway died in 1263 after the Battle 
  of Largs. On a successful Spot Hidden roll, perceptive 
  investigators will note Elder Signs inscribed into the 
  stonework of the ruined chapel; on a successful halved 
  124
  
  The Islands
  Archaeology roll or quartered Geology roll, investigators 
  will discover signs of a buried stairwell leading down into 
  the earth.
  Excavating the stairwell will take time, and reveal a door 
  to a hidden vault beneath the ruined chapel. The door is 
  petrified but inscribed in gold with an Elder Sign. Behind 
  the door is a small room with a curious square well in its 
  centre. All around this well are further small Elder Signs. 
  The well itself is four feet square and descends into inky 
  blackness below.
  The room contains nothing else apart from a great deal of 
  mould. A successful halved Spot Hidden roll will reveal 
  some writing scratched into the soft stone wall; the text is 
  mostly obliterated, but anyone knowing Norwegian may 
  discern the phrase “veien å helvete” (‘the way to Hell’). 
  Where this well leads or what it connects to is left open; it 
  could, for example, access a long-hid underground complex 
  or the lair of a malevolent creature. Or perhaps the well 
  acts as a gate and investigators sending a rope down will 
  have it summarily ripped from their hands after it reaches 
  a certain depth.
  Earl’s Palace
  Sitting next to the Bishop’s Palace is the Earl’s Palace 
  built by the famously cruel Earl Patrick Stewart in the 17th 
  century. The extensive palace was known to be constructed 
  by forced labour and many of the labourers are said to have 
  died from overwork and been buried outside the palace 
  walls. Despite the stories, the palace is not known to be 
  haunted. Now lacking its original wooden roof, the palace 
  is still an interesting site full of grand rooms with huge 
  fireplaces as well as a series of descending passages leading 
  to a deep, claustrophobic dungeon.
  125
  
  Shadows Over Scotland
  126
  St Magnus Cathedral
  St Magnus Cathedral is geographically and spiritually the 
  heart of Kirkwall as well as being the town’s foremost site 
  of interest. In the 1920s, the cathedral is working towards 
  its 800th anniversary and is one of the oldest standing 
  cathedrals in Scotland. Inside the great sandstone structure, 
  the architecture and styling are distinctly Scandinavian. A 
  number of prominent Orcadians are buried here, including 
  the Arctic explorer John Rae and Saint Magnus himself. 
  Many tombs are sculpted with skulls and exposed skeletons 
  and inscribed with chilling sayings. One memorable tomb 
  bears the inscription: ‘remember death waits us all, the 
  hour none knows’.
  On display in the cathedral are a number of historic 
  artefacts, and one in particular might be noted by 
  investigators: a mediaeval witch’s spell box. Although 
  protected behind glass, the opened box reveals a number 
  of sheaves of yellow paper bearing a writing that is both 
  otherworldly and highly disturbing. Foul images run in 
  line with the indecipherable text and appear as horrific 
  children’s drawings. A successful Cthulhu Mythos roll 
  reveals two of the three visible pages contain poorly drawn 
  sketches of fire vampires. The text is a mystery, and does 
  not conform to any known language.
  Castle Hotel
  Kirkwall’s Castle Hotel is amongst the finer establishments 
  on Orkney. Expensive by local standards, it is remarkably 
  affordable considering the quality of the service and the 
  posh decor. Normally home to well-to-do businessmen 
  and wealthy landowners, Kirkwall’s more down-to-earth 
  residents generally shun the Castle Hotel. Nonetheless, it 
  would certainly suit upper-class characters.
  For the past three months a wealthy American by the 
  name of Mr Trevor Smithson has rented out the most 
  expensive suite in the hotel. Over that time, Smithson 
  has been present at most of the high-profile social events 
  
  The Islands
  127
  in Kirkwall. He has become a dinner guest at all the 
  best houses and has been aggressively targeting wealthy 
  islanders for some sort of private venture. Few are privy to 
  the nature of this venture, but a number of top players in 
  Orcadian society have already joined. The venture is in fact 
  a new society for the Orcadian elite. Under the premise of a 
  profitable gentlemen’s club and unbeknownst to its newest 
  members, Smithson is actually laying the foundations for a 
  new branch of the Cult of the Bloody Tongue. 
  Smithson is a priest of the cult, and devoutly worships the 
  Bloody Tongue, an avatar of Nyarlathotep. He has come 
  to Kirkwall from New York after encountering several 
  Orcadian businessmen on one of his travels. Smithson is 
  now actively recruiting members and already has planning 
  permission for the club. If the investigators are even 
  remotely wealthy, they will likely encounter Smithson 
  during their travels and he will solicit their membership.
  Smithson is a powerful priest of the Bloody Tongue and 
  will not hesitate to use magic to get his way or to remove 
  opposition. He has managed to ingratiate himself with 
  many of Kirkwall’s most powerful families, and could make 
  life difficult for investigators. He has already converted 
  several members to the cult, and will not stop until he has 
  created a powerful branch operating out of Orkney.
  Mr Trevor Smithson, Entrepreneur
  Trevor Smithson, age 42, 
  Priest of the Bloody Tongue
  STR 14 
   DEX 12 
  INT 13 
  CON 13
  SIZ 14 
   APP 14 
  POW 12 
  EDU 15
  SAN 00 
   
  Hit Points: 14
  Damage Bonus: +1D4
  Skills: Accounting 21%, Credit Rating 65%, Cthulhu 
  Mythos 18%, Fast Talk 58%, First Aid 22%, Medicine 
  18%, Other Languages: Scottish Gaelic 20%, 
  Photography 40%, Ride 35%, Spot Hidden 20%
  Weapons: Ivory-topped walking cane 25%, damage 
  1D4 + db
  Armour: None
  Spells: Body Warping of Gorgoroth, Contact Bloody 
  Tongue (Nyarlathotep), Dominate, Dread Curse 
  of Azathoth, Flesh Ward, Shrivelling, Stop Heart, 
  Summon / Bind Byakhee, Summon / Bind Star 
  Vampire
  Appearance: Smithson is a tall handsome man 
  in his early forties with a deep, rhythmic voice 
  and confident persona. He is clean-shaven, wears 
  tailored suits from New York’s finest tailors, smokes 
  expensive French cigarettes, and smells faintly of 
  sandalwood and pine. His brown eyes are deep-
  set beneath his brow and his dark brown hair is 
  normally slicked back or kept out of sight beneath 
  a black fedora. 
  Smithson has the look of an active man, despite 
  a lifestyle brimming with expensive lunches and 
  dinners, fine wines and costly cognacs. This outward 
  appearance is a ruse, of course. When alone in his 
  apartments, Smithson spends his midnight hours 
  working dark magics and punishing his body in ways 
  too vile to describe. Blood and sweat literally soak 
  his sheets and Smithson pays for the linens which 
  he burns every morning in the suite’s fireplace. 
  Smithson is very good at playing the American 
  entrepreneur role and even takes some pleasure in 
  the act. His true desire is to serve the Bloody Tongue. 
  If threatened, he will find a way of dispatching the 
  threat as quickly and efficiently as possible, likely 
  using magic.
  
  Shadows Over Scotland
  -Cities in Detail: Portree-
  Portree, or Port-an-Righ in Scottish Gaelic, is the largest 
  settlement on Skye and the main centre of commerce and 
  trade for the island. Tiny in comparison with mainland 
  towns, Portree consists of three broad squares around 
  which most of the amenities and local businesses are 
  clustered. Roads in and out lead either towards the steamer 
  at Kyleakin or into the interior of Skye. 
  Despite a native population of under a thousand people, 
  Portree is a thriving and busy port. A number of hotels 
  accommodate merchants and tourists, and in the summer 
  months the town’s population swells with visitors drawn to 
  Skye’s natural beauty.
  Portree began life as Kiltragen, but changed its name to 
  Port-an-Righ (‘King’s Port’) following a royal visit by King 
  James V in 1540. It has been an important port since the 
  mediaeval period, with fishing always its main industry. 
  In the 1920s the harbour is a hive of activity, with fresh fish 
  and seafood being unloaded, bought, and sold from dawn 
  to dusk. The fish market off Quay Street brings a large 
  number of Hebridean boats into port and, subsequently, 
  Portree is often home to a diverse collection of Islanders.
  Sitting on the shores of the Sound of Raasay, Portree is 
  surrounded by dramatic sea cliffs, rocky beaches, and 
  green rolling hills. Across the harbour lies a thin peninsula 
  known locally as ‘The Lump’, where public hangings were 
  carried out up until 1898. It is said that the ghost of the 
  18th-century thief Hamish MacDonald walks the peninsula 
  to this day with his neck broken, his head resting on his 
  shoulder, and his swollen tongue lolling from his gaping 
  mouth.
  The town centre lies behind the bustling harbour piers. 
  Bank Street is Portree’s main street, and runs parallel to 
  the harbourfront. Somerled Square is home to a recently 
  commissioned war memorial for soldiers lost in the Great 
  War, as well as the centuries-old mercat cross or market 
  cross. From the later 1920s onwards, privately run motor 
  coaches stop in the square before travelling out to the far 
  corners of Skye, although most excursions are by motor 
  cars from outlying villages arriving to meet the steamer. 
  At the southern tip of Bank Street is the newly constructed 
  hospital, Skye’s only modern medical facility. Most of the 
  town’s stores, hotels and restaurants line the roads leading 
  into Somerled Square.
  Shops in Portree sell essentials but offer little in the 
  way of luxuries. The hotels, likewise, are functional but 
  uninspiring: the Royal Hotel off of Somerled Square is best 
  known for hosting historic guests such as Bonnie Prince 
  Charlie; the King’s Hotel and Isle of Skye Inn also offer 
  perfectly acceptable accommodation. Three local public 
  houses serve the population of Portree: the Kingfisher 
  inside the Royal Hotel is a brightly lit lounge; the Boom 
  and Bowsprit, affectionately known as the ‘Boomer’, is 
  midway up Stormy Hill road and popular with Portree’s 
  residents; and the Press Gang on Quay Street is a rougher 
  establishment full of fishermen and dockworkers.
  Of all the local shops, Macallans on Somerled Square 
  has the largest selection and items can be ordered in, if 
  necessary, but delivery can take a week or more. The town 
  library is also on the square and holds a decent selection of 
  modern books as well as a smaller collection of historical 
  texts and newspapers dating back to the 18th century. The 
  Portree Free Church and St Mary’s Church provide for the 
  town’s faithful Protestants and Catholics respectively, and 
  are full to capacity every Sunday morning. 
  Portree receives weekly steamers from Oban, Stornoway 
  and Glasgow. The ‘Chieftain’ and ‘Claymore’ steamers leave 
  for Stornoway on Wednesdays and Saturdays, respectively. 
  Steamers for Glasgow and Oban leave on Tuesdays 
  and Thursdays, respectively. Regular ferry travel to the 
  mainland is managed through Kyleakin further down the 
  coast. Roads across Skye from Portree are primarily single-
  track and vary tremendously in quality; the roads between 
  Portree, Kyleakin, and Armadale in the south are by far the 
  busiest.
  128
  
  The Islands
  Investigators travelling beyond Portree will need to hire 
  a vehicle, unless they have their own, or hire a motor car 
  with driver. Kenneth Muir runs a small transport company, 
  K.W. Muir Conveyance, on the outskirts of Portree and can 
  provide automobiles for hire. Travel to smaller islands such 
  as Raasay, Eigg, and Rum is accomplished by ferry or motor 
  launch from Portree or Armadale.
  Places and People of Note in Portree
  Boom and Bowsprit Public House
  The Boom and Bowsprit, or ‘Boomer’, is easily the busiest 
  pub in Portree. The worn bar, brass fixtures, pitted oak 
  floor, and burnt red walls are familiar to a large portion 
  of Portree’s residents. Bric-a-brac and knick-knacks cover 
  nearly every available surface and add a colourful, cluttered 
  charm. The pub owners, George and Marjorie Hendry, are 
  accustomed to locals bringing oddities from around Skye 
  and the world to fill the spaces that remain.
  Apart from its ales, wines and whiskies, the next best 
  thing on offer at the Boomer is conversation. Information 
  and opinion on nearly every topic are available from the 
  clientele. Notable in this company of talkers is old Marjorie 
  herself. With her wild, wiry silver hair, sparkling green eyes 
  and a rapier wit, Mrs Hendry stands out easily from the 
  crowd. The proprietor’s wife is ever-present, and regularly 
  the only woman in the pub. The locals have long come 
  to terms with the ‘old man’s wife’ serving up drinks and 
  talking up a storm. 
  Marjorie Hendry is the closest thing Portree has to a wise 
  woman, and she knows a thing or two about just about 
  everything. Locals call her ‘Mammy’ and ‘Marj’ but she 
  prefers Mrs Hendry or Marjorie. She has keen eyes and 
  keener ears, and the Mythos has not escaped her attention. 
  129
  
  Shadows Over Scotland
  She knows enough to treat any Mythos threat as a real 
  danger and will do whatever she can to be helpful. Marjorie 
  Hendry is well-respected, and most folk will listen when 
  she has something to say. By extension, most people will 
  readily help investigators if Mrs Hendry is involved. When 
  not in the Boomer, she will either be sleeping in her bed or 
  at the Lavender Tea Rooms two doors down from the pub.
  Mrs Marjorie Hendry, Proprietor of the 
  Boom & Bowsprit
  Marjorie Hendry, age 72, 
  Knowledgeable Town Matriarch
  STR 06 
   DEX 07 
  INT 16 
  CON 08
  SIZ 06 
   APP 12 
  POW 12 
  EDU 12
  SAN 45 
   
  Hit Points: 07
  Damage Bonus: +0
  Skills: Bargain 77%, Credit Rating 21%, Cthulhu 
  Mythos 06%, English 94%, Fast Talk 58%, Listen 
  45%, History 85%, Occult 15%, Persuade 53%
  Appearance: Hendry is a tiny woman just over five 
  feet tall, whose deeply wrinkled face and stooped 
  figure make her appear a good decade older than 
  she is. Beneath the silver-grey façade, Hendry is a 
  little firecracker with great mental acuity. She has 
  sparkling green eyes, a small slightly rounded nose, 
  and a smile that could brighten any room. Her long, 
  wiry hair is pulled back messily in a wild tangle and 
  her choice of clothing is at best outrageous. She is 
  fond of green shoes, flowery blue dresses and bright 
  yellow cardigans. 
  Hendry is an exceptional listener and will ask probing 
  questions before ever offering an educated, or at 
  least informed, opinion. She has considerable sway 
  with Portree residents and often uses her influence 
  to see that things get done.
  The Fish Market and Portree High School
  The Portree Fish Market bustles with activity. If fish is 
  what the investigators are after, they will find it here in 
  abundance. Every once in a while something decidedly 
  different arrives in the fish market. Mutations are a part 
  of life, but some of the things that crawl into fishermen’s 
  traps beggar belief. What is perhaps more disturbing is the 
  local schoolteacher’s desire to collect these aquatic horrors. 
  Philip Archer’s predilection for the strange has not gone 
  unnoticed by locals and many are none too happy to have 
  him teaching their children. A recent addition to Portree 
  from London, Mr Archer has been in town less than a year. 
  They have reason to worry as Archer is in fact a cultist and 
  plans to raise a Cthulhu cult on Skye. In the dead of night, 
  Archer makes dark sacrifices of these mutations, hoping to 
  be blessed by Great Cthulhu. In his madness, he believes 
  every sacrifice brings him closer to Cthulhu, and will do 
  virtually anything to acquire the sacrifices he needs.
  Mr Philip Archer, Science Teacher
  Philip Archer, age 35, 
  Teacher and Cthulhu Cultist
  STR 12 
   DEX 15 
  INT 14 
  CON 11
  SIZ 12 
   APP 09 
  POW 13 
  EDU 17
  SAN 00 
   
  Hit Points: 12
  Damage Bonus: +0
  Skills: Anthropology 15%, Cthulhu Mythos 26%, 
  Fast Talk 48%, Geology 24%, Meteorology 19%, 
  Natural History 81%, Persuade 15%, Psychology 37%
  Spells: Contact Deep One, Contact Cthulhu, Fist of 
  Yog-Sothoth, Wrack.
  Appearance: Archer is a thin, reedy man of average 
  height with short, thinning blond hair and a slightly 
  darker moustache. His high cheekbones and piercing 
  blue eyes give him a severe and commanding look. 
  130
  
  The Islands
  131
  His demeanour and manner of dress suggest an 
  English heritage, but it is his Oxfordshire accent 
  that gives him away immediately. Archer typically 
  dresses in darker suits and never goes anywhere 
  without his trademark black umbrella. He is 
  universally despised by his pupils, but believes 
  himself to be an inspiring orator and takes some 
  enjoyment in teaching. Far more important in his 
  mind, however, is his quest to serve Great Cthulhu 
  and provide the sleeping god with sacrifices. At 
  the moment, his sacrifices are confined to special 
  ‘offerings’ provided by the sea, but Archer has plans 
  for so much more.
  K.W. Muir Conveyance
  Kenneth Muir is the owner and proprietor of K.W. Muir 
  Conveyance, a delivery and transport outfit situated on 
  the south-eastern edge of the town. Muir will be useful 
  to investigators should they wish to hire a car, have 
  something delivered, or need the use of a large truck or van. 
  His enterprise is currently a small yard with a handful of 
  vehicles. His tiny wooden shack operates as the business 
  headquarters of the growing Muir empire—at least so he 
  hopes. Possessing an entrepreneurial spirit, Muir will be 
  glad to help investigators provided there is profit in it.
  Royal Hotel
  One of the largest buildings in Portree, 
  the Royal Hotel is also one of the 
  oldest. With eighty rooms, a lounge, 
  a restaurant, catering facilities, and a 
  large open lobby, the Royal is frequently 
  booked up throughout the summer 
  due to its popularity with tourists 
  (and devastatingly empty during the 
  winter...). The Kingfisher lounge and 
  Starling restaurant are among the most 
  expensive venues in Portree, and the 
  clientele of both tend not to mix with 
  local residents.
  Despite its reputation and the cost of its rooms, the 
  accommodation and service at the Royal are not significantly 
  better than those of Portree’s other hotels.
  -Cities in Detail: Stornoway-
  In the 1920s, Stornoway (Old Norse for ‘Steering Bay’) 
  on the Isle of Lewis is the largest town in the Hebrides. It 
  is a popular departure point for exploring Lewis and the 
  other islands making up the Outer Hebrides. Situated on 
  a magnificent natural harbour, it has for centuries been 
  an important port for trade and travel. As a Scottish 
  settlement, Stornoway dates back to the 11th century, when 
  the MacNicol family built Stornoway Castle. Today the 
  castle is no more, having been destroyed by Cromwell in 
  1653 and its stonework used to construct a new pier in the 
  early 19th century.
  Farming, fishing and to a much lesser extent mining are 
  the main industries in Stornoway and Lewis. The people of 
  the Outer Hebrides have never been particularly well off, 
  and poverty in the 1920s remains a major problem. In 1918, 
  Lord Leverhulme of the Lever Soap empire purchased the 
  whole of Lewis and neighbouring Harris, intent on dragging 
  the isles into the 20th century. 
  
  Shadows Over Scotland
  132
  His ‘MacFisheries’ national retail chain of fish and 
  seafood outlets seems to be taking off and he has also 
  put considerable funds into regional farming. However, 
  the Great War has had a terrible impact on the lives and 
  livelihoods of the Lewis islanders. Stornoway and the rest 
  of Lewis are also still in mourning after the horrible Iolaire 
  Disaster.
   The Iolaire Disaster 
  On New Year’s Eve 1919, 284 Lewis servicemen, 
  family, and friends boarded the Iolaire at 7.30 pm to 
  cross the Minch to Stornoway. In the early hours of 
  the morning, and for reasons unknown, the Iolaire 
  struck a rocky outcropping called the Beasts of Holm 
  (G. Blastan Thuilm) and foundered. In the black and 
  moonless night, all but a handful of men drowned. 
  In the 1920s, not a single village has been left 
  untouched by the disaster and many still grieve the 
  loss of family and friends. Only recently have some 
  begun to question the event that led to the disaster 
  and a few have even suggested that ‘supernatural’ 
  forces were at work that night.
  Investigators arriving in Stornoway’s busy port will find 
  the town full of fishermen, farmers, dockworkers and 
  merchants. Particularly in the early 1920s, Stornoway 
  is a town on the move. Isolated from the financial and 
  political crises of Glasgow and Edinburgh, Stornoway 
  has weathered the storm surprisingly well. New steamer 
  services to Glasgow, Oban and as far away as Stromness 
  and Liverpool brought about a surge of growth.
  As the largest settlement in the Western Isles, Stornoway 
  is the main hub for business and is full of shops that cater 
  to a wide gamut of needs and tastes. Back from Shell Street 
  and the harbour, the Town Hall, library, and the local Free 
  Church stand near the town centre. A host of shops and even 
  a few national department stores surround these. Shops are 
  open daily except on Sundays, when all venues are shut, with 
  no exception.
  The harbour and its piers have shaped the layout of 
  Stornoway and remain central to the town’s economy. 
  Public houses and restaurants lining South Beach and Shell 
  streets are full of fishermen, canners, and others working 
  in the fishing industry. During the 1920s, more than three 
  thousand fishermen work out of Stornoway, swelling the 
  town’s population to just over four thousand people: the 
  local police force struggles nightly to deal with the brawling 
  that results from this overpopulation and attendant 
  over-indulgence. The Stornoway Observer, the town’s 
  newspaper, has become infamous for reporting the sordid 
  details behind these altercations and, when it can, naming 
  and shaming those involved.
  Travel in and around Stornoway is accomplished primarily 
  via boat and motor car. If the investigators do not have 
  their own vehicle, automobile hire can be arranged through 
  hotels and dedicated drivers can be hired for an additional 
  fee. Roads are single-track, coming perilously close to 
  sea cliffs and can be overrun with sheep. For characters 
  with an archaeological background, travel outside the 
  city is certainly worthwhile as the Isle of Lewis is dotted 
  with a tremendous number of important and spectacular 
  prehistoric sites. 
  Calanais (also known as Callanish), some forty-five miles 
  from Stornoway, represents one of Scotland’s most dramatic 
  series of standing stones, the original purpose of which is 
  still hotly debated. Tourism, though very much in its infancy, 
  does bring the occasional national and international visitor 
  out to Calanais and similar sites across Lewis. As a result, 
  Scandinavian, Germanic and Romance languages mix with 
  the prevailing Gaelic on Stornoway streets.
  
  The Islands
  133
  Places and People of Note in Stornoway
  New Corinthian Hotel
  The New Corinthian has recently been taken on by new 
  management and undergone a four-month-long facelift. 
  The new owners, Grant and Mary MacLeod, have been 
  drumming up business on the piers and docks with 
  promises of an affordable room with breakfast and 
  dinner included. Investigators are likely to encounter the 
  MacLeods and will find the couple charming and sincere. 
  Their offer of a cheap room, cooked breakfast, and filling 
  evening meal is the best deal in Stornoway.
  Due to the MacLeods’ unorthodox marketing methods 
  a number of the people currently staying at the hotel are 
  not the sort who would normally stay at a four-star hotel. 
  One such person is Mr Marcus Kilpatrick, a fishing supply 
  salesman from Liverpool. Kilpatrick has recently come up 
  on the steamer from England to speak with the people at 
  MacFisheries.
  Kilpatrick appears as a nervous, frighteningly apologetic 
  character who seems physically distressed. Anyone 
  commenting on this distress will be told that Kilpatrick 
  hasn’t been sleeping well of late. With a successful halved 
  Spot Hidden roll, the investigator(s) become aware of 
  something very unusual about his ashen, sweaty skin. 
  Over time and with another success, the investigators will 
  notice Kilpatrick’s skin crawling, as though something were 
  independently moving beneath it.
  If Kilpatrick notices the investigators looking at him, he 
  will quickly excuse himself from whatever situation he is 
  in and return to his hotel room. If he later allows himself 
  to be examined, a successful Medicine roll will confirm that 
  
  Shadows Over Scotland
  his condition is unnatural. A successful Cthulhu Mythos 
  roll will lead investigators to consider possession. If they 
  have had experience with Eihort or his brood (see page 
  188 of the Call of Cthulhu rulebook or Chaosium’s Malleus 
  Monstrorum), they will suspect that Kilpatrick has been 
  infested with an immature brood.
  The situation for Kilpatrick is very dire indeed. Even if 
  investigators want to do something to help him, there is 
  little that can be done. Kilpatrick has completely blocked 
  knowledge of his infestation from his conscious mind, 
  although he relives moments of the initial horror over 
  and over in his nightmares. He will not be able to tell the 
  investigators how he was originally implanted: to remember 
  would kill him, he is sure of that much. If Kilpatrick is made 
  aware of his condition in a way he cannot ignore, he will 
  suffer an immediate 1D20 Sanity loss. 
  If the players alleviate Kilpatrick’s suffering—even 
  temporarily—they should receive a 1D6 Sanity point 
  reward. If they magically or otherwise remove the Brood 
  of Eihort infestation, they should receive a 1D20 Sanity 
  point reward, and Marcus Kilpatrick will reward them 
  however he can. Whether he lives or dies, characters might 
  investigate the cause of his infestation, potentially leading 
  to another scenario.
  Mr Marcus Kilpatrick, Fishing Supply Salesman
  Marcus Kilpatrick, age 55, 
  Unfortunate Infested Salesman
  STR 14 
   DEX 10 
  INT 10 
  CON 12
  SIZ 16 
   APP 05 
  POW 08 
  EDU 10
  SAN 11 
   
  Hit Points: 14
  Damage Bonus: +1D4
  Skills: Accounting 80%, Law 27%, Library Use 26%, 
  Listen 32%, Persuade 82%, Pharmacy 45%, Spot 
  Hidden 22%
  Sanity Cost: 1D6 / 2D10 to see Kilpatrick split apart 
  by the Brood of Eihort
  Appearance: Kilpatrick is an unattractive, obese 
  man in an ill-fitting brown suit and a gold-striped 
  black tie, accessorized with little gold anchor 
  cufflinks. His obesity brings him much unwanted 
  attention and Kilpatrick spends an inordinate 
  amount of time apologizing for this or that. His 
  face is ashen, his skin is a pale, almost translucent 
  white, and he sweats profusely no matter what 
  the temperature. His light-brown eyes are slightly 
  jaundiced and very bloodshot. 
  Kilpatrick suffers from truly horrible nightmares; 
  for months, he has been fighting the controlling 
  influence of the Brood of Eihort teeming beneath 
  his skin. The brood is maturing fast, and it is only 
  a matter of time before they split open Kilpatrick’s 
  body and free themselves. More than a thousand 
  small, white, globular spider-like creatures creep 
  beneath Kilpatrick’s sweaty flesh, vying for control 
  over his wracked body. Kilpatrick is only aware of 
  this on a subconscious level, although the physical 
  manifestations of his infestation disturb him greatly. 
  He has not gone to a physician and will refuse any 
  medical attention, choosing instead to ignore his 
  condition.
  The Stornoway Observer
  The Stornoway Observer prides itself on hard-nosed 
  reporting. Run by the eclectic Malcolm MacBrayne, the 
  Observer under his leadership has moved on from merely 
  printing farm reports, church announcements, and 
  classifieds. MacBrayne is intent on investigating the ‘doun 
  ‘n’ durty’ elements in Stornoway society. He is already 
  criticized for being overly dramatic, and not everyone in 
  town appreciates his ‘getting to the bottom’ of things.
  134
  
  The Islands
  Nonetheless MacBrayne is a potential ally. He is tenacious, 
  and investigators might use that tenacity to their benefit 
  if they can convince MacBrayne that something is worth 
  investigating. Alternatively, it might be MacBrayne who 
  comes to them when a story pushes beyond the boundaries 
  of ‘responsible journalism’. Either way, MacBrayne gladly 
  collaborates to see the truth brought to light.
  Mr Malcolm MacBrayne, Reporter
  Malcolm MacBrayne, age 42, 
  Owner, Editor and Reporter of the Stornoway 
  Observer
  STR 11 
   DEX 08 
  INT 15 
  CON 14
  SIZ 11 
   APP 09 
  POW 10 
  EDU 12
  SAN 55 
   
  Hit Points: 11
  Damage Bonus: +0
  Skills: Accounting 10%, Credit Rating 15%, English 
  68%, Fast Talk 77%, Journalism 81%, Law 46%, 
  Library Use 65%, Listen 45%, Sneak 10%, Spot 
  Hidden 40%
  Appearance: MacBrayne is a slender man just 
  under six feet tall with a thin moustache and wire-
  frame glasses. He is never without his worn brown 
  hat and trademark tan Oxford overcoat. MacBrayne 
  has bright grey-blue eyes, a thin aquiline nose, and a 
  contagious smile. His voice is not overly deep, but is 
  very loud and he makes good use of it. If MacBrayne 
  is one thing, he’s a talker. His mouth gets more 
  mileage than most island steamers. Nonetheless, 
  his constant prattle is always interesting, if 
  controversial. He’s a helpful man, particularly if he 
  can see a personal or professional benefit in being 
  helpful. He’s also not afraid of accepting payment 
  for information or of paying for it. Whatever gets the 
  job done is fine by him.
  Stornoway Town Library
  The local library has a surprisingly good collection of 
  modern and ancient texts on subjects relating to life in the 
  Scottish Isles. Newspapers, maps, and archival material 
  are all available for research on histories, historical figures, 
  persons of note, and events relating to Lewis, the Hebrides, 
  and Scotland in general. The librarian is helpful and skilled 
  at her job. The library also houses an excellent collection 
  of photographs, many of which are on display throughout 
  the building.
  135
  
  Shadows over Scotland
  Scenarios
  
  -Death and Horror Incorporated-
  137
  -Introduction-
  This scenario is designed for experienced Call of Cthulhu 
  players and requires the investigators to put together 
  pieces of a complex puzzle. It can, however, be reworked for 
  novice characters. The scenario takes place entirely within 
  the Glasgow city limits, and most of the action is confined 
  to a single square mile, as shown on the map below.
  The scenario is essentially a Mythos ‘murder mystery’, 
  involving a diverse cast of antagonists and supplemental 
  characters, numerous locations, and a range of clues and 
  evidence. A ‘plot map’ is provided to keep track of characters, 
  locations, motivations, and clues; evidence and clues are 
  embedded in each section, also available as downloadable 
  player handouts at www.cubicle7.co.uk.
  There is no predetermined order of play, and investigators 
  will likely require time to piece together the Mythos threat 
  behind the seemingly motiveless murders. The scenario is 
  open-ended, and so can incorporate diversions or scenario 
  breaks. By all means let investigators struggle along, 
  believing they are on the trail of a serial killer, cultists, or 
  even werewolves, before finally learning of the danger lying 
  beneath Glasgow’s Necropolis.
  A string of nightmarish incidents in Glasgow’s East End leads investigators to Glasgow Cathedral, HM Duke Street Prison, 
  the Royal Infirmary, and the Necropolis—all situated within a mile of each other—to uncover a dark nexus of evil.
  Scenario 1: Death and Horror Incorporated
  
  Shadows Over Scotland
  138
  -Keeper’s Information-
   The Story So Far
  Scotland’s long and bloody history has made the country a 
  near perfect habitat for colonies of ghouls. These charnel-
  hungry monsters have fed off Scotland’s dead for centuries. 
  The colony living beneath Glasgow’s Necropolis is now 
  the largest in Britain, and rivals the greatest colonies in 
  Europe. However, over time, the swelling ghoul population 
  has begun to outgrow the precious resources available to 
  it. The bones and corpse flesh of Glasgow’s dead can no 
  longer sustain the vast numbers of ghouls inhabiting the 
  Necropolis.
  In the 1920s, this situation has become untenable, and the 
  normally reclusive ghouls have begun to emerge from their 
  dark underground colony and stalk the streets of Glasgow. 
  Hungry and increasingly desperate, some are hunting the 
  living. Meanwhile, the colony’s elders seek more permanent 
  solutions. One ghoul warlock, Garachar, believes he has 
  found the answer or, at the very least, a means to sustain 
  the colony whilst working towards a solution.
  Garachar, Elite Ghoul Warlock
  Garachar, age 158, 
  Elite Ghoul and Powerful Warlock
  STR 17 
   DEX 13 
  INT 13 
  CON 16
  SIZ 15 
   APP — 
  POW 18 
  EDU —
  SAN — 
   
  Hit Points: 14
  Move: 9
  Damage Bonus: +1D4
  Skills: Burrow 70%, Climb 85%, Hide 60%, Jump 
  75%, Listen 70%, Scent Decay 65%, Sneak 80%, Spot 
  Hidden 50%
  Weapons: Bite 36%, 1D6 + automatic worry 
  (1D4 per round unless a STR vs. STR Resistance roll 
  is made to open the ghoul’s jaws)
  Claws 44%, damage 1D6 + db
  Armour: Projectiles do half damage
  Spells: Augur, Cause / Cure Blindness, Cause 
  Disease, Clutch of Nyogtha, Detect Enchantment, 
  Dominate, Implant Fear, Mask (Pose Mundane), 
  Stop Heart, Summon / Bind Hunting Horror
  Sanity Cost: 0 / 1D6
  Appearance: At nearly seven feet when standing 
  erect, Garachar is tall for a ghoul, but he is also 
  considerably thinner than his brethren. Like all 
  ghouls, his bent hind legs terminate in black, cloven 
  hooves, and his features are decidedly canine in 
  appearance. His foul rubbery skin is mottled black 
  and dark brown, and covered in sparse, spiky hair 
  or bristles. His eyes are blood red and his teeth a 
  sickly yellow. Garachar has a deep and commanding 
  voice. As with all ghouls, he communicates through a 
  mixture of growling, gibbering, and guttural noises.
  Garachar has enlisted a pioneering human anatomist Dr 
  James Cullen in a complex plan to provide the ghouls with 
  much-needed corpses. A brilliant but disturbed mind, the 
  doctor has been driven mad in his quest for power over 
  death itself. Cullen believes fervently and single-mindedly 
  that the ‘seat of intelligence’—his term for the conscious 
  self—is contained ‘in the flesh’, and he is determined to 
  find its hiding place. Garachar has convinced Cullen that 
  this consciousness can be passed from one body to another 
  through a combination of ritual and magic, thereby 
  achieving a kind of immortality.
  
  Scenario 1: Death and Horror Incorporated
  139
  Dr James Cullen, Anatomist
  Doctor James Cullen, age 38, 
  Delusional and Insane Anatomist
  STR 09 
   DEX 14 
  INT 18 
  CON 12
  SIZ 10 
   APP 12 
  POW 16 
  EDU 18
  SAN 00 
   
  Hit Points: 11
  Damage Bonus: +0
  Skills: Anatomy 98%, Chemistry 54%, Cthulhu 
  Mythos 22%, First Aid 51%, German 38%, Latin 
  55%, Library Use 39%, Listen 27%, Medicine 89%, 
  Persuade 41%, Pharmacy 65%, Theology 19%
  Weapons: Fist / Punch 15%, damage 1D4 + db
  Spells: Contact Ghoul, Dominate, Secrets of the 
  Flesh*, Stop Heart 
  (*Secrets of the Flesh is in fact a ritual invented by Garachar 
  to encourage Cullen’s experiments and deepen his madness. 
  The disturbing ritual involves the mutilation of bodies and 
  costs 1D4 Sanity points but has no other effect)
  Appearance: Doctor James Cullen is a man of 
  average height and weight with thin, greasy black 
  hair, pockmarked skin, and squinting, close-set eyes. 
  He is an insufferable know-it-all, and highly critical 
  of everyone he meets and everything they say. He 
  takes great pains to listen to everything people say, 
  openly glaring at them or staring at their mouths: 
  his intention is always to look for flaws in arguments 
  and then attack. Thus, conversations involve long 
  pauses, much ogling, and snide comments. He will 
  suffer no criticism of himself or his work, and will 
  immediately disengage from any conversation he 
  feels does not benefit him.
  Cullen is prisoner to his lust for power. He believes he 
  alone possesses the knowledge and skills to discover 
  the seat of intelligence and achieve immortality; he has 
  carefully inculcated this belief in one other individual: 
  the noted Glasgow philanthropist Sir Gregory Arkwright. 
  Arkwright visits Dr Cullen’s clinic in hopes of overcoming 
  a rare degenerative disease. The first symptoms of this 
  disease appeared in his forty-fifth year; now forty-eight, 
  Arkwright appears to be about ninety years old, and is 
  confined to a wheelchair. He is desperate for a solution 
  and believes that Cullen’s research holds the answer. A 
  student of the occult, Arkwright is intrigued by Cullen’s 
  hypothesis concerning the seat of intelligence. Arkwright 
  now provides Cullen with considerable funding in the 
  hope he will be able to cheat death. His faith in Cullen is 
  unwavering, and he would give the anatomist everything 
  he owned if it would secure his immortality. Cullen has 
  kept the exact nature of his gruesome research and the 
  ghoulish connection hidden from Arkwright.
  Sir Gregory Arkwright, Philanthropist
  Sir Gregory Arkwright, age 48, 
  Desperate and Troubled Philanthropist
  STR 06 
   DEX 05 
  INT 15 
  CON 06
  SIZ 10 
   APP 09 
  POW 10 
  EDU 12
  SAN 38 
   
  Hit Points: 08
  Damage Bonus: –1D4
  Skills: Accounting 17%, Bargain 85%, Credit Rating 
  86%, Fast Talk 75%, French 45%, Naval History 45%, 
  Occult 57%, Psychology 21%, Rifle 45%
  Appearance: Arkwright is confined to a wheelchair 
  and looks ninety years of age, despite only recently 
  turning 
  forty-eight. 
  He 
  suffers 
  from 
  a 
  rare 
  degenerative disease that is rapidly killing him. A 
  year ago, he was still able to walk and take care of 
  himself; two years before that, he was the toast of 
  Glasgow and perhaps the city’s most eligible and 
  wealthy bachelor. Now he rarely leaves his home, 
  and cannot function without aid from others. He 
  has no facial hair, and his face is crisscrossed with 
  deep-set wrinkles. Arkwright is a keen student of the 
  occult, and is terrified of death.
  
  Shadows Over Scotland
  140
  Cullen cares only for his own desires. In exchange for dark 
  wisdom and magic, the anatomist gives the ghouls fresh 
  corpses from the wards of Glasgow’s Royal Infirmary. 
  A month prior to the arrival of the investigators, while 
  working in secret in the basement of the infirmary, Cullen 
  created a lethal draught. He then set about distributing 
  this deadly toxin throughout the hospital’s population. The 
  initial application killed more than a hundred patients, 
  clinicians, and staff, including many of his colleagues.
  Ingeniously, Cullen then offered to work in quarantine with 
  the bodies in hopes of developing a cure for this sudden 
  outbreak. The quarantine provided him with the freedom 
  to act, and access to facilities needed to carry out his own 
  experiments. When he finished with the rotting corpses, 
  rather than send them to the incinerator, he secreted them 
  out of the morgue where ghouls carried them across the 
  Bridge of Sighs to the Necropolis under the cover of night.
  It didn’t take Cullen long to realize that the hospital 
  population could not support the requirements of his 
  research or the ghouls. He needs more bodies, more 
  equipment, and more money. In the meantime, he has 
  created an interim ‘cure’, and scores of patients and staff 
  have been saved with a simple inoculation. This cure is not 
  perfected, and Cullen was quick to point out that further 
  research on this disease is required. Arkwright has publicly 
  offered to fund this research and has been lauded for this 
  humanitarian effort.
  Cullen’s ‘research’ suggested that the disease could strike 
  in other contained, heavily populated environments and, 
  within a week, fresh cases were found in the city’s slums, 
  and in His Majesty’s Duke Street Prison. Waves of panic 
  gripped the city, and Cullen was awarded additional funds. 
  In fact, Cullen has been distributing his lethal draught 
  throughout the city through a network of underworld 
  contacts. The anatomist has also paid a substantial sum to 
  the warden of the Duke Street Prison, John Black, to secure 
  his help in providing Cullen with further bodies. Finally, 
  the doctor has enlisted the ghouls to hunt down specific 
  bodies for his experiments.
  Mr John Black, Warden of HM Duke Street Prison
  John Black, age 47, 
  Corrupt and Egotistical Prison Warden
  STR 14 
   DEX 09 
  INT 11 
  CON 12
  SIZ 14 
   APP 06 
  POW 08 
  EDU 11
  SAN 50 
   
  Hit Points: 13
  Damage Bonus: +1D4
  Skills: Accounting 15%, Bargain 35%, Boxing 47%, 
  Handgun 28%, Law 55%, Listen 38%, Locksmith 
  22%, Psychology 40%, Rifle 37%, Spot Hidden 39%
  Weapons: Fist / Punch 55%, damage 1D4 + db
  Head Butt 35%, damage 1D4 + db
  Appearance: Black is a repulsive, overweight man 
  in his late forties. He is only ever seen in black 
  trousers, held up with thick suspenders, and starched 
  white shirts. A repetitious creature of habit, he is 
  also exceedingly difficult and bullish, unpleasant 
  to talk to and not shy of using vulgar and abusive 
  language. The prison is his personal fiefdom, and he 
  protects it like a dragon protecting its horde. Black 
  is addicted to gambling and to visiting prostitutes; 
  as a result, he is desperate for money, and doesn’t 
  much care what he has to do to get it.
  Cullen is convinced that the seat of intelligence will be
  found through the investigation of variation rather 
  than commonality, and he is looking to achieve a rich 
  and complex understanding of anatomy. To this end, 
  he has targeted victims from different races, ages and 
  backgrounds. The ghouls are effective but brutal hunters, 
  and a number of high-profile murders have resulted from 
  Cullen’s selective targeting. The Glasgow police, however, 
  are baffled by these random and motiveless murders. The 
  ghoul warlock Garachar actively encourages Cullen in his 
  madness, profiting from the anatomist’s lust for knowledge 
  and power. The doctor provides the ghoul colony with a 
  small stream of corpses; little more than a palliative to the 
  
  Scenario 1: Death and Horror Incorporated
  141
  ghouls’ problem, but Garachar has plans—plans in which 
  the human anatomist figures largely, as he has proven to 
  be an effective tool. 
  Garachar’s latest plan involves a great tome of ghoulish 
  magic known to contain powerful rituals and possibly 
  a solution to their predicament. This dark tome was lost 
  nearly a century ago when a grave robber invaded their 
  inner sanctum and stole it. The thief was killed behind the 
  cathedral, but the tome was gone; Garachar suspected it had 
  never left the churchyard, and that it lay somewhere within 
  Glasgow Cathedral. In this he has been proved correct, but 
  the cathedral has long been warded against entry by Mythos 
  creatures, and the tome is beyond his reach.
  Rev. Dr W. J. Grimond, Minister of 
  Glasgow Cathedral
  The Very Reverend Doctor Walter James 
  Grimond, age 56, Harried Minister
  STR 10 
   DEX 11 
  INT 15 
  CON 11
  SIZ 11 
   APP 13 
  POW 16 
  EDU 16
  SAN 21 
   
  Hit Points: 11
  Damage Bonus: +0
  Skills: Art (Music) 27%, Bargain 15%, Latin 45%, 
  Library Use 39%, Natural History 43%, Oratory 76%, 
  Persuade 45%, Psychology 27%, Theology 84%
  Appearance: The Very Reverend Doctor Grimond, 
  or just Reverend Grimond, is a pleasant man in his 
  late fifties with thin grey hair and a close-cut, silvery 
  beard. He wears round wire-frame glasses that 
  slightly accentuate his hazel eyes—eyes which are, 
  however, bloodshot from lack of sleep. The smile 
  lines around his mouth and eyes show that he’s a 
  man prone to smiling and laughter, but not of late. 
  He is a soft-spoken and gentle man, but his voice has 
  acquired an edge due to the pressure he is under. 
  Nonetheless, he is a kind man, and will seek to help 
  anyone who comes to him in need.
  Garachar instructed Cullen to seek the book, but his 
  agents were unsuccessful: now he has the ghouls digging 
  nightly at the cathedral’s foundations, seeking to bypass 
  the ancient wards. The Reverend has seen black shapes 
  running through the churchyard by night, and believes his 
  cathedral is beset by demons. The digging and clawing at 
  the walls has taken a terrible toll on his sanity. Grimond’s 
  suspicions regarding the demons and the unusual tome in 
  the cathedral’s keeping were recently confirmed by two 
  events: first, the church was burgled; and, second, the 
  philanthropist Arkwright visited and offered to buy the 
  book for a vast sum. Grimond is now convinced that the 
  tome is something far more than anyone ever imagined, 
  and that the devil himself wants it back. Grimond has no 
  intention of handing it over.
  The situation in Glasgow is dire: brutal unsolved murders 
  are taking place across the city, a terrifying disease is killing 
  people, strange creatures are stalking the night, and people 
  are reported missing daily. The press and pulpit claim the 
  city is under siege. Two days prior to the investigators’ 
  arrival, another disturbing mystery comes to light: an Irish 
  sloop is found derelict at the Clydeside piers with a hold 
  full of dead bodies. The police and the public don’t know 
  what to make of this latest horror.
  Meanwhile, in his quarantined laboratory, Cullen is 
  fuming. At considerable expense, Cullen and Warden Black 
  conspired to murder an entire small Irish village and ship 
  their bodies to Glasgow. These bodies were intended as an 
  offering for Garachar in exchange of more ghoulish magic. 
  The anatomist must now find means of retrieving the bodies 
  and getting the magic he needs.
  Involving the Investigators
  If the characters are already in Glasgow, they will hear 
  about the grisly murders that have taken place over the 
  past ten months; the sightings of wolves and stranger 
  things at night; the disappearances of friends and family; 
  the ‘death ship’ found derelict at the Clydeside docks; and 
  the fatal disease plaguing the city’s slums, Royal Infirmary, 
  and Duke Street Prison. Newspaper headlines talk of the 
  ‘Glasgow Ripper’, deadly plagues, and even werewolves. 
  
  Shadows Over Scotland
  142
  The streets and pubs are full of nervous chatter and 
  questions about the mysteries hanging over the city.
  Characters can use any of these subplots as a point of 
  entry to the larger ghoul plot: one approach might be for 
  the investigators to visit the Glasgow Police and offer their 
  services. The police are desperate for help in the face of 
  so many different horrors, but can offer only a small fee 
  for investigators’ aid, but at least they will be officially at 
  liberty to investigate any of the mysteries. The most recent 
  of these are the Irish sloop at the Clydeside docks, and the 
  appalling murder of young Lucy Siddons, an unwed and 
  pregnant maid, near Firpark Street. Characters can go with 
  Detective Constable McKeegan to interview Miss Siddons’s 
  former employer, Sir Gregory Arkwright. Alternatively, 
  they can join Detective Constable Harris at the docks or 
  start any other location.
  If the characters are not in Glasgow, Mr Hugh Cadden, 
  private secretary to Glasgow’s Lord Provost (equivalent to 
  the city’s mayor), will request their help in a letter (Handout 
  1, see below) hand delivered at considerable expense. 
  ~ The Office of the Lord Provost ~
  Mr Hugh Cadden
  Private Secretary to the Right Honourable Lord Provost of Glasgow
  City Chambers, George Square
  Glasgow
  Dear Sirs,
  I write to you on behalf of the Lord Provost and the Corporation of the City of Glasgow who extend to you an invitation to help 
  us with matters of the utmost importance and urgency. We understand that this request will come to you unexpectedly and may 
  seem extraordinary, but we assure you the circumstances behind it are more extraordinary still. The Office of the Lord Provost has 
  undertaken an exhaustive search to seek out individuals who might be equal to the task, and your names were presented to us this 
  very morning.
  To come to the point, the City of Glasgow has of late been plagued by a series of unexplained and disturbing murders. Our own 
  dedicated police force has had little success in finding the perpetrator or perpetrators of these vicious and seemingly unconnected 
  crimes, whose scale and nature are too horrible for words. Our Procurator Fiscal has declared that these killings are not the result of 
  the usual, and lamentable, violence that man inflicts upon man; this is something altogether different and more perverse. He went so 
  far as to call them unholy.
  I have been instructed by the Lord Provost and the Councillors of the City of Glasgow to request formally your help in dealing with 
  these murders, and beseech you to come to Glasgow as soon as is possible. This barbaric murderer must be stopped, and we believe 
  you to be our best hope in this regard.
  The Corporation of Glasgow and the Office of the Lord Provost will spare no expense to bring you to Glasgow swiftly and to 
  accommodate you in the style to which you are accustomed as our honoured guests. The Lord Provost sends his assurances that you 
  will have every assistance available. In addition, the City and Corporation of Glasgow will provide you with a substantial retainer 
  during your stay and a handsome reward upon bringing this murderer, or murderers, as the case may be, to justice.
  Our need is great. We implore you to help us with these deplorable murders. No one should suffer as these men and women have 
  been made to. If you are able, please come to Glasgow to help us resolve this terrible situation.
  We hope for a quick and positive response by telegraph or courier.
  Yours Most Sincerely,
  Mr Hugh Cadden
  Private Secretary to the Lord Provost
  H Cadden
  Handout 1. Letter from the Ofﬁce of the Lord Provost
  
  Scenario 1: Death and Horror Incorporated
  143
  Cadden offers a ‘handsome reward’ and healthy retainer 
  for their assistance in solving the problems plaguing the 
  city. Food and accommodation will be provided gratis 
  and reasonable requests for further necessities will be 
  considered. Travel costs—even if the characters are coming 
  from America or further afield—will also be included.
  The characters can make their way to Glasgow in whatever 
  fashion they choose. The city and corporation of Glasgow 
  will pay for first class accommodation aboard any steamer 
  or train service. Alternatively, if the investigators are 
  nearby in Scotland, a driver will be sent out to retrieve the 
  characters from any Lowland town or city.
  Arriving in Glasgow
  As characters step out of their cabs, off their steamships, 
  or walk out of one of the railway stations, they will have 
  their first introduction to 1920s Glasgow. Stepping out 
  into the rain-soaked streets of Glasgow, they will become 
  aware of an oppressive weight hanging over the city. 
  Above the dull grey cobbles, tall granite and sandstone 
  buildings reach up like prison walls. In the downpour, 
  people walk quickly to and fro bent against the rain and 
  the wind. They do not look at one another, but pass by 
  mutely. Gaunt children sit on the worn steps of buildings 
  in filthy clothing, their hair matted in the rain, and their 
  hands outstretched in hopes of a random copper or two. 
  Every other business, restaurant and shop is closed and 
  boarded up, their windows cracked and grimy. This is a 
  wounded place, a city besieged.
  It was not always so. During the height of the British 
  Empire and the Industrial Revolution, Glasgow was 
  heralded as the second city of Great Britain, competing 
  with London in terms of wealth, industry and prosperity. 
  She was the workshop of the empire. Goods exported 
  worldwide bore the ‘Clydebuilt’ badge of quality and, in 
  return, vast wealth flowed into the city from all corners 
  of the globe. By contrast, the city the investigators walk 
  through now seems a dark and withering shadow of its 
  former self. The only wealth that they see will be hidden 
  away in exclusive cafes or expensive motor cars noisily 
  navigating the overcrowded streets.
  Glasgow is riddled with unemployment, overcrowding, 
  illness, and personal and political strife. The inky headlines 
  on the cover of the Glasgow Herald and the Scotsman talk 
  of the ‘Glasgow Ripper,’ of murders and disappearances, of 
  disease and suffering, and of strange, unexplained events. 
  Every word breathes further threat and worry into the 
  already heavy atmosphere of fear that pervades the city.
  When the investigators come to George Square, the 
  ancestral centre of Glasgow, they will see the elegant and 
  monolithic City Chambers standing over the square and 
  nearby buildings. A testament to the city’s former glory, 
  the bold grandeur of the building seems inappropriate 
  now. Walking through the grand entryway, the characters 
  will be greeted by a welcoming warmth and soft electric 
  glow. A wide desk of polished oak stands across the room 
  and, from behind it, two pleasant looking receptionists 
  smile in their general direction.
  If the characters ask for the private secretary Hugh Cadden, 
  Mr Gibbs the attendant to the private secretary will be sent 
  down directly. If investigators ask further questions of the 
  two receptionists, they will respond to requests for local 
  information and direction. They know a good deal about 
  Glasgow and the rumours circulating the city, but will be 
  reticent to discuss such matters, as it is ‘not their place’ to 
  talk of such things. After a moment, Mr Gibbs will appear.
  Gibbs is a tall young man with ﬂame-red hair, dressed in 
  a navy blue suit. On the way up to the private secretary’s 
  ofﬁce, Gibbs will respond to questions and provide as much 
  help as he can. He has not been privy to the same level of 
  information as the private secretary and knows little of the 
  speciﬁcs regarding the murders, but can provide information 
  relating to Glasgow, recent events, the Lord Provost’s Ofﬁce, 
  and the social and political history of Scotland.
  If asked about the murders, the Irish sloop, or the strange 
  disease affecting the city slums, Gibbs will admit that he 
  knows little but what is in the Herald. He will ask if they 
  have seen a copy of the newspaper and, if they have not, he 
  will suggest they might find it helpful. If the investigators 
  express an interest in the paper, then after their meeting 
  with Hugh Cadden, Gibbs will provide them with his own 
  copy of the Glasgow Herald before escorting them back 
  
  Shadows Over Scotland
  144
  to the main entrance. Otherwise, the paper can be picked 
  up from any corner shop or directly from the newspaper’s 
  offices several streets east of the City Chambers.
  Meeting with Hugh Cadden
  The private secretary’s office is on the first floor of the 
  City Chambers. Thick polished oak doors lead into a room 
  filled with portraits of former Lord Provosts, plush leather 
  chairs, reflective marble tiling and tall windows overlooking 
  George Square. Depending on the year the scenario takes 
  place, the actual Lord Provost will be Sir Thomas Paxton 
  (1920-1923), Sir Matthew Walker Montgomery (1923-
  1926) or Sir David Mason (1926-1929).
  The Lord Provost’s private secretary, Mr Hugh Cadden, 
  will rise from behind a mahogany desk and come forward 
  to shake their hands. Cadden appears to be in his mid-
  fifties and is dressed smartly in a black suit, charcoal vest 
  and black tie. His hair is uniformly silver and perceptive 
  investigators will notice a kindness in his eyes and the 
  genuineness of his smile.
  “Welcome, welcome,” he says. “Please do come in. Thank 
  you, Gibbs, if you’ll wait outside.” He waits a moment until 
  his attendant has closed the thick oak doors behind him. 
  “Please come, sit down.”
  After the investigators sit down and any initial chitchat is 
  done, he will begin to tell them of a new terrible murder 
  that has only just taken place:
  “Thank you for coming. I wish that I had good news 
  for you, but far from being better, our situation 
  has worsened. Another terrible murder has taken 
  place no less than two days ago. A girl, I should 
  say, a young woman was found near Firpark 
  Street off Wishart Street in the early morning. I’m 
  told the scene was a grisly one. She had been…well 
  apparently her body had been quite torn in half.”
  This is just the latest in a series of grisly murders. Cadden 
  had been in post for three months when the first of these 
  awful murders took place. A dockworker was found killed 
  outside of a Clydeside warehouse. The body had been 
  butchered and police suggested some kind of animal must 
  have inflicted the wounds, perhaps a large rabid dog. A 
  fortnight later, a second murder took place now in Govan 
  on the south side of the river near the Govan subway stop. 
  The same brutality was featured but this murder occurred 
  indoors and the body had then been dragged outside 
  through a secured door—something no dog could manage.
  A third murder followed, then another, and another. No 
  motive could be ascertained and evidence was scanty at 
  best. People started to whisper, and then the newspapers 
  began calling this faceless killer the ‘Glasgow Ripper’. 
  The murders were shockingly gruesome and continued 
  regardless of increased police presence. Victims seem chosen 
  at random: men and women of every age, creed, and class 
  have been taken, and sadly two boys and one girl as well.
  The violence behind these murders and the condition 
  of the bodies is unlike anything Glasgow has ever seen. 
  Sometimes mauled, sometimes butchered, bodies are often 
  found missing limbs or organs. Some are decapitated, some 
  disembowelled. Many feel these are ungodly acts. Lucy 
  Siddons, a young woman working as a maid and shockingly 
  and shamefully discovered to have been pregnant, is the 
  latest to lose her life—the eighteenth murder in ten months. 
  Those same ten months have seen a significant number of 
  people disappear across Glasgow. The police fear that the 
  murders and these disappearances are connected.
  Now death seems to follow death. On the night of Lucy 
  Siddons’ murder an Irish sloop docked on the Clyde. It was 
  unexpected, and when the harbourmaster went to meet the 
  ship at dawn, he found it utterly derelict. An investigation 
  of the ship found the hold locked. After forcibly gaining 
  access, something altogether evil was revealed inside: 
  more than fifty bodies of presumably Irish men, women, 
  and children lay in the dark, their bodies swollen and 
  reeking. And all this coincides with a medical disaster. 
  A little over a month ago, a strange disease appeared in 
  the Royal Infirmary and took the lives of more than one 
  hundred patients and staff. Dr Cullen, a noted anatomist 
  at the Infirmary, was able to devise an inoculation, but not 
  before the disease took root in other densely populated 
  areas, including the local prison and the slums in the East 
  End. The losses have been substantial.
  
  Scenario 1: Death and Horror Incorporated
  145
  Although the murders are the investigators’ first priority, 
  the Lord Provost’s private secretary will ask that they keep 
  their eyes and ears open for other clues and pass these on 
  to the police. The number of ongoing investigations has 
  already stretched the police force thin. Cadden can arrange 
  meetings for the investigators with just about anyone in 
  the city and he, and the Lord Provost’s office, are at their 
  disposal. Gibbs will be waiting outside the office when they 
  are done and usher the investigators down to street level 
  and to an awaiting cab. 
  If the characters are not already checked into a hotel, Gibbs 
  will suggest the Central, Grand or Royal hotels. These 
  high-profile hotels are excellent, whilst the Old Waverley, 
  Cockburn and Bridge Street hotels are less expensive and 
  will draw far less attention to the investigators. All the 
  hotels are located in the city centre.
  -Locations-
  Many locations available to the investigators in Glasgow 
  are described in the ‘Cities in Detail: Glasgow’ section of 
  the ‘Lowlands’ chapter of this book. Below, essential and 
  supplemental information is provided for the major sites 
  of investigation.
  Arkwright House
  Situated in the centre of Dennistoun, 
  Arkwright House inhabits a wealthy pocket 
  of this otherwise poor suburb east of the 
  city’s centre. The house is a mansion by 
  any standard, consisting of three storeys 
  of elegant marble and granite set in a 
  Neo-classical style, and taking up nearly 
  half a city block. Tall windows throughout 
  offer glimpses into the opulence contained 
  within. A high marbled arch curves over 
  the broad front doors at the centre of 
  the house. Overhead a lantern-shaped 
  glass enclosure emits a soft electric glow, 
  which reflects off the polished bronze door 
  handles and bevelled trim.
  Mrs Geddes, Arkwright’s dedicated housekeeper, will meet 
  the investigators at the door. She wears a functional black 
  shift with white trim, typical of serving staff. Her face is 
  ashen and her eyes look bloodshot. A successful Psychology 
  roll will reveal that Mrs Geddes is highly agitated and may 
  have been crying.
  If the investigators have come to see Sir Gregory Arkwright, 
  she will ask them to wait in the sitting room whilst she 
  informs him. The sitting room is a grandly furnished room 
  over ﬁfteen feet square. A number of plush chairs cluster 
  around two low mahogany tables. A collection of books sits 
  near the window atop an ornamental desk. The books all 
  relate to the history of shipping and shipbuilding in Glasgow. 
  If the investigators have come with Detective Constable 
  McKeegan, he will explain that Sir Gregory made the bulk 
  of his money in shipbuilding prior to the Great War.
  After a few minutes, Mrs Geddes will return and ask the 
  characters to follow her. She will lead them across the wide 
  hall to an oak-panelled reception room. Here Sir Gregory 
  Arkwright waits in his wheelchair. He appears extremely 
  frail in his cushioned wheelchair and easily ninety years 
  old. Wispy white hair sits atop his otherwise bald head; 
  his face is deeply wrinkled and covered in age spots. His 
  eyes, on the other hand, appear bright, clear and are a 
  brilliant crystal blue. 
  
  Shadows Over Scotland
  146
  Unless the characters have already learned of Sir Gregory’s 
  degenerative disease, they cannot know that he is only 
  forty-eight years old. Photographs around the room show 
  Sir Gregory in better days, launching grand ships, his thick 
  black hair tousled in the wind and his crystal eyes smiling. 
  Investigators may think they are pictures of his son.
  Arkwright will be happy to answer questions, particularly if 
  the investigators are in the company of the police. McKeegan 
  will begin with a number of questions concerning Lucy 
  Siddons, her work at the house, and why she would be out 
  of doors in the middle of the night. Arkwright has no idea 
  whatsoever what ‘errant foolishness’ caused the young girl 
  to leave the house two nights ago. He is also quite sure that 
  no one had any motive to murder the maid: “Lucy was a 
  fine maid. Never any trouble, never talked back. Good at 
  her job and pleasant enough. She kept the bedrooms tidy 
  and clean. She was no trouble at all.”
  Arkwright has no idea that Lucy Siddons was pregnant. 
  If he is made aware of this, his shock and dismay will be 
  immediately apparent, saying: “But how? She never… I… 
  I didn’t know. I had no idea.” A successful Psychology roll 
  will reveal that Arkwright is genuinely upset by this news. 
  Arkwright will become considerably quieter and more 
  addled after learning of Siddons’s shameful pregnancy. He 
  will be less receptive to questions and will try to cut the 
  characters’ visit short.
  Arkwright knows nothing of the Irish sloop apart from 
  what he has read in the Glasgow Herald and knows little 
  of the strange disease that has struck the Royal Infirmary, 
  the Duke Street prison, and the city’s slums. His only 
  likely comment on both matters is: “Shocking stuff. Makes 
  you wonder what the world is coming to.” If pressed on 
  the matter of the disease, he may offer his opinion that 
  Glasgow would be a “damn sight worse if it weren’t for Dr 
  Cullen and his efforts”. If asked about Cullen, Arkwright 
  will say: “Brilliant chap, we’re lucky to have him. Ahead of 
  his time, that one. A real innovator and a bloody hero, if 
  you ask me.” Under no circumstances will Arkwright reveal 
  his relationship with Cullen. If the investigators have not 
  done so already, McKeegan will ask to see Lucy’s room. 
  Arkwright will have Mrs Geddes take McKeegan and the 
  characters up to the servants’ quarters and into Miss 
  Siddons’ room.
  On their way to the servants’ quarters in the attic, the 
  characters will pass by a sumptuously decorated dining 
  room and a beautifully panelled library before walking 
  through the kitchen to a tiny stairwell. The servants’ 
  quarters share none of the opulence found in the main 
  house. The walls here are whitewashed and lit by bare 
  electric bulbs. The creaking stair leads to the top of the 
  house where Lucy Siddons’ small room looked over the 
  garden to the rear.
  Lucy Siddons’ Room
  Lucy’s room is no more than ten feet long by five wide. 
  A tall dresser stands near a thin window overlooking the 
  back garden. A small bedside table and chair sit to the left 
  of the narrow single bed. A brightly coloured, floral blanket 
  folded at the foot of the bed is the only thing in the room 
  that seems to bear some personality.
    I don,t know what to do or who to talk to. I cannae go home. I 
  cannae leave Arkwright House. I,m terrified Sir Gregory and the others 
  will notice. Am I really trapped?,
  I broke down today before Mrs Geddes. I don,t know how, but I had to 
  tell someone, and she,s always been so good to me. She,s promised not to 
  tell Sir Gregory. Thank God! And she understands about my family and said 
  that she would try to help. I only hope she can. The baby is starting to 
  show more and more. I don,t know what to do.
  I caught Sir Gregory and that doctor looking at me queerly today. I almost 
  ran from the room. I,ve got to do something. But what? What?
  Handout 2. Lucy Siddons’ Diary
  
  Scenario 1: Death and Horror Incorporated
  147
  If Detective Constable McKeegan is here with the 
  investigators, he will begin a cursory check of the desk, 
  dresser and bed. He will be quiet about his work, but 
  is intently looking for some kind of clue. He—or the 
  investigators—will turn up Lucy’s diary (Handout 2) in 
  a drawer of the dresser. Quickly skimming, investigators 
  will read of an increasingly nervous Lucy desperate for a 
  solution to her pregnancy. She has convinced herself that 
  she will be released from Sir Gregory’s service and will 
  disgrace her family.
  A successful Spot Hidden roll will reveal a slip of paper 
  that has fallen between the bed frame and the wall behind 
  the tiny desk. The paper (Handout 3) has only a hastily 
  written phrase and a time: “GRI – rear doors. 5AM.” The 
  handwriting is deeply impressed into the paper and appears 
  to be that of a woman. There is nothing further to be found 
  in Lucy’s apartment.
  Arkwright’s Library
  Investigators stopping in Arkwright’s library will find it 
  filled with impressive leather-bound volumes. Several 
  over-stuffed chairs dot the room and a desk sits before a 
  great stained glass window at the rear. A successful Library 
  Use roll will reveal the collection consists of shipbuilding, 
  naval history, and, surprisingly, occult texts. A further 
  successful Library Use determines that the more than 
  one hundred occult books cover extra-sensory perception, 
  astral projection, and parapsychology (with an emphasis 
  on séances). A successful Cthulhu Mythos roll will show 
  that while a number of the books contain references to 
  ‘strange or otherworldly manifestations’, none explicitly 
  refers to the Mythos.
  On Arkwright’s desk is a copy of the day’s Glasgow Herald 
  and Scotsman newspapers, a large crystal ink well, and 
  a number of pens. Sheets of clean white paper lie in the 
  centre of the desk and a large black telephone occupies 
  one corner. The drawers of the desk are locked; Arkwright 
  has the only key. However, a successful Locksmith roll 
  will give the investigators access. A number of legal files 
  are here, but none is particularly relevant. The only thing 
  that will immediately catch the investigators’ eyes is Sir 
  Gregory’s chequebook.
  A thick leather affair, the chequebook contains a few 
  remaining cheques and a number of stubs from previous 
  cheques. A successful Accounting roll will reveal that over 
  a period of ten months, Arkwright has written a number 
  of increasingly large cheques for registered charities and 
  philanthropic societies. However, the largest sums have 
  been given to an unknown party signified on the cheque 
  stubs with the initials ‘DJC’. The last of these cheques was 
  for £5000—a positively astronomical sum. The opened 
  drawer can be locked with another successful Locksmith 
  roll.
  If the characters specifically scrutinize the white paper 
  or roll under half their Spot Hidden while investigating 
  the desk, they will find that one of the clean white sheets 
  bears the impression of someone’s handwriting. Using 
  an appropriate means of discerning the impressed 
  handwriting (e.g. rubbing charcoal over the surface), they 
  will uncover the phrase and time ‘GRI – rear door. 5AM.’ 
  The handwriting appears to be that of a woman.
  Speaking with Mrs Geddes
  Mrs Geddes will be surprised to be interviewed. She will 
  resist all attempts at Fast Talk, but a successful Persuade 
  roll will have her answering honestly. Any questions about 
  poor Lucy Siddons’ murder will result in Mrs Geddes 
  bursting into tears and declaring it a “right ungodly act”. 
  If pressed, the housekeeper will say that “Lucy should ne’er 
  have had tae go tha’ night”. If pressed, Mrs Geddes will 
  usher them into a quiet room and reveal that poor Lucy was 
  “wi’ child and soon tae show”.
  Handout 3. Note in Lucy Siddons’ Room
  
  Shadows Over Scotland
  148
  Any further questions will result in Mrs Geddes confessing 
  her role in the affair: “It wouldnae do, you see. I knew Sir 
  Gregory wouldnae have it, not in this house. He’d have 
  her gone like a shot. And she’d be disgraced. She was a 
  lovely lass and there wisnae anythin’ fur it. I spoke to that 
  Doctor Cullen when he was last here last an’ I said he must 
  help our wee Lucy. Later that day, the Doctor called on the 
  telephone an’ he’d arranged it. He said it’d all be fine.”
  At this point, Mrs Geddes will become inconsolable with 
  grief for a time. Once she’s regained her composure, she 
  will admit that she’d written down the location and time 
  on a slip of paper and given it to Lucy. The location was 
  Glasgow’s Royal Infirmary and the time was five o’clock 
  in the morning. Lucy was to come to the rear doors of the 
  infirmary. That was the last time Mrs Geddes saw Lucy 
  alive.
  Clydeside Docks
  The now infamous Irish sloop is docked on the Clyde across 
  from a candle warehouse and a small canning factory. 
  The Glasgow Police have put up a cordon around the ship 
  and a constable is stationed here around the clock. The 
  constables work on 6-hour rotating shifts; none of them 
  has yet reported any strange activity. Since the sloop’s 
  arrival, the harbourmaster, Arthur Williams, has insisted 
  on having a man of his own at the scene. He has hired 
  Andrew Grant to patrol the Clyde bank from dusk to dawn. 
  If Detective Constable Harris is here, he will chat to the 
  harbourmaster briefly before wandering off to stare into 
  the black Clyde, smoking a cigarette. 
  The Irish sloop is a wooden-hulled, single-masted ship 
  seventy feet long and eighteen wide. The ship’s hull does 
  not bear a name, but chipped paint near the aft lists her 
  carrying weight as one hundred and fifty-five tons. Her 
  single massive hold contains the only cargo. The smell of 
  rotting flesh will turn most stomachs, and characters must 
  make a CON x5 roll or begin gagging and retching. The hold 
  is windowless and utterly black. Using a torch or lantern, 
  they will see the bodies piled upon one another bloated 
  and swollen. The corpses all bear signs of being stabbed or 
  slashed; most have had their throats slit.
  Speaking with the harbourmaster
  Captain Arthur Williams is a typical old sea dog and has 
  been the Clydeside harbourmaster for nearly eight years. 
  Apart from a few union disputes, he has never had any 
  trouble during that time. This ‘death ship’ business is 
  beyond him and, perhaps more than anyone in Glasgow, 
  Williams is hoping for a quick solution. His first knowledge 
  of the sloop came when he arrived into work to find the 
  derelict ship docked illegally; he was first to open the 
  hold, and since then his days and nights have been full of 
  nightmares. He  made inquiries with his contacts in Ireland 
  regarding the sloop, but so far nothing has turned up.
  Speaking with the dock guard
  Andrew Grant will be eager to talk. He’s convinced that 
  something odd is going on, and will be glad for anyone 
  who will listen. Almost every night, Grant has seen strange 
  shadows creeping nearer and nearer the sloop. He will 
  admit he hasn’t got a proper look yet, but he has seen ‘dark 
  shapes, queer shapes … hungry shapes’ in the night. He’ll 
  also admit that if he didn’t need the money, he’d be well rid 
  of this job.
  Glasgow Cathedral
  The centuries-old Glasgow Cathedral is set back from 
  High Street and dwarfed by the Victorian Glasgow Royal 
  Infirmary to its left. The 13th-century cathedral is a grand 
  Gothic structure, but its position downwind of city factories 
  has left its façade covered in soot and grime. The walls, 
  roof, and spires of the cathedral are coated black, giving 
  it the look of having been burned: the original decorative 
  façade and its impressive stonework can only be seen with 
  closer inspection.
  A grassy churchyard surrounds the cathedral, dotted with 
  gravestones and monuments. At the rear is an impressive 
  stone bridge leading over Wishart Street and connecting 
  to the Glasgow Necropolis. This is the Bridge of Sighs, 
  constructed to allow the wealthy of Glasgow to transport 
  their dead across the short span to the Necropolis and 
  waiting family mausoleums and crypts. The Glasgow 
  Necropolis rises up like a vast mound behind the blackened 
  cathedral and is covered by a veritable sea of headstones, 
  obelisks, and impressive mausoleums.
  
  Scenario 1: Death and Horror Incorporated
  Inside the cathedral, the structure reveals its Gothic roots 
  in the ornate stonemasonry and the sweeping arches of 
  the high roof. The interior is one single mammoth room 
  partitioned at points with elegant low wooden dividers. 
  Two great rows of pews stretch from the back of the 
  cathedral to the huge altar at the head of the building 
  beneath a cluster of massive stained glass panels. An organ 
  stands behind the pews and its tall pipes and bellows rise 
  up half the height of the cathedral. 
  The cathedral’s altar is richly decorated in red and gold. 
  A beautifully sewn altar cover depicts the Crucifixion of 
  Christ against a white and gold backdrop. Stone stairs to 
  either side of the altar lead down into the cathedral crypts. 
  The main crypt is filled with numerous sarcophagi, and is 
  meant as a place of quiet contemplation and prayer. From 
  this main crypt, a further stair leads down to St Mungo’s 
  crypt and the sarcophagus of the much-revered saint. 
  Behind locked panelled doors at the back of the main 
  crypt are the offices of Reverend Grimond and other 
  cathedral staff. From within the minister’s office a final 
  stairwell leads down into Grimond’s private chapel.
  The organist and boys’ choir provide a musical score for 
  visits. The organist or choirmaster can direct characters 
  to Grimond’s office below. If engaged in discussion, they 
  reveal that Reverend Grimond has been troubled of late 
  with the problems plaguing the city.
  Unless a meeting has been arranged by the Lord Provost 
  or during a previous visit, the Very Reverend Dr W. J. 
  Grimond will be quite surprised to find anyone knocking 
  on his office door. Grimond’s office is sparsely furnished 
  and decorated, but has enough chairs to seat everyone 
  comfortably. An archway behind his small desk leads down 
  and the flicker of candlelight can be seen emanating dimly 
  from within.
  Grimond will help investigators however he can, although 
  he knows little of current events as he hasn’t been outside 
  the cathedral in nearly a month. Most of what he knows 
  of the murders, the strange disease, and the Irish sloop 
  is taken from the Glasgow Herald. If investigators ask 
  about the stories of wolves on the Bridge of Sighs, or of 
  werewolves, he will scoff and say enigmatically: “Were it 
  only wolves or creatures of fantasy”. 
  Even from a relatively short 
  dialogue, it will be apparent that 
  Grimond is under considerable 
  stress. A successful Psychology 
  roll will reveal that the minister 
  is suffering from extreme anxiety 
  and possibly a mild form of 
  paranoia. If the characters offer 
  their aid, he will first deny that 
  he needs help, stating that “God’s 
  will is God’s will”. If they insist, 
  or if Grimond is convinced of 
  their sincerity, then he will reveal 
  the challenge facing him:
  “For some months now, this 
  cathedral has been under 
  siege. 
  Preposterous, 
  you 
  might say, but the truth is 
  that by night I have seen dark 
  fiends in the churchyard. 
  149
  
  Shadows Over Scotland
  Strange, bent demons covering distance at speed 
  and running sometimes on two bowed legs and 
  sometimes on four. And their eyes… their eyes glint 
  red in the moonlight, and their terrible mouths are 
  full of gnashing teeth. So trampled is the churchyard 
  that no single track can be made out, but I assure 
  you they are there.”
  “They are digging, these demonic horrors, clawing 
  at the very foundations of the cathedral. I hear 
  their claws scratching and raking nightly. They are 
  trying to find a way in.”
  If the investigators ask why these demons are seeking 
  entrance, Grimond will again go oddly quiet and say, “I’m 
  afraid some things are best left unknown.” A successful 
  Persuade or halved Fast Talk roll will result in Grimond 
  saying, “Come, see the horrible truth for yourselves.”
  Grimond takes the investigators down to his private chapel. 
  The worn stone steps lead down sixteen feet to a small 
  room no more than eight feet square. A small altar made of 
  gold-inlaid mahogany stands in the centre, with a kneeling 
  cushion before it. On the altar is an ancient bible with a 
  red silk bookmark. A successful Spot Hidden roll will reveal 
  that the bible is open at Revelations. Once all are in the 
  chapel, Grimond will begin:
  “When I became minister of Glasgow Cathedral, 
  the outgoing minister charged me with a very 
  great secret. In this private chapel and contained 
  within this altar is a black book writ in some 
  devilish tongue. Though some mad soul seems to 
  have translated it, I have not read it, nor had my 
  predecessor. No word of it has been read aloud 
  in this cathedral and never will be. It remains 
  here for protection until our Lord returns once 
  more.”
  Before he left twelve years ago, the previous minister 
  told Grimond: “This book must not be read, it must not 
  be known, and it cannot be destroyed, but in the burning 
  lake of fire that shall come with the ending of all Earthly 
  things.” Grimond believes the Devil himself is after the 
  book, sending his black servants to seek it out while he 
  prays nightly for its eternal containment.
  If asked, Grimond will retrieve the book, unlocking a 
  compartment within the altar using a small gold key from 
  around his neck. He will carefully hand the book, which 
  is wrapped in a pure white cloth, to the character who 
  asked to see it. He will reiterate nervously that the book 
  must not be read. Unwrapping it, the investigators will 
  find an ancient black goatskin cover bearing no title. If 
  the characters go so far as to open the book, Grimond will 
  reprimand them: “You must not”.
  The Black Book
  Untitled black book – in English, translated from 
  the original Ghoulish by persons unknown, age 
  unknown. The black goatskin book does not appear 
  to have any title or inscription of any kind. The 
  leather cover is, however, indented and impressed 
  in a way that could be meaningful in some unknown 
  manner. The pages inside are made of thick, almost 
  bark-like paper that has yellowed over time. Bizarre 
  lettering of jagged and triangular shapes fills each 
  page, and underneath it is an English translation 
  in faded black ink. Sanity loss 1D4 / 2D6; Cthulhu 
  Mythos score increase +8; average 22 weeks to 
  comprehend fully. Spells: Dream Travel (Wandering 
  Soul), Enthral Chamon (Bait Human), Kin Word 
  (Contact Ghoul), The Voyager’s Song (Handout 4). 
  Skimming the book will take eight hours.
  In addition to a number of magic spells, the book tells 
  the history of a ghoul colony that through ‘dream 
  travel’ ultimately discovered a means of entering the 
  Dreamlands. Therein, they uncovered the bones and 
  dried flesh of creatures far older and more powerful 
  than any on Earth. So rich was the feasting there that 
  they never returned and were never heard from again. 
  A spell entitled ‘The Voyager’s Song’, which allows 
  for the mass transportation of ghouls—willingly or 
  unwillingly—to the Dreamlands is included in the 
  book (Handout 4).
  150
  
  Scenario 1: Death and Horror Incorporated
  -The Voyagers’ Song-
  B
  y means of this spell, every ghoul within a two-
  mile radius will be magically transported to the 
  Dreamlands. The spell creates a vast shimmering 
  globe of power to extend out from the caster(s) for 
  two miles in every direction. The spell must be cast 
  out of doors under a night sky. The spell requires 30 
  magic points—this expense can be shared amongst 
  the casters—and costs each participant 1D3 Sanity 
  points. The ‘song’ must be chanted for twelve minutes 
  as the clock strikes midnight without interruption or 
  the spell will fail. After the twelfth minute, the globe 
  will fade and the ghouls will fade out from our reality 
  and fade into the Dreamlands.
  The song that must be sung is as follows and should 
  be intoned slowly and deliberately:
  Uhhrkurg girreggah wuul girreggah
  Rharrerra fuuhrugg fuuhrugg graowgachar
  Gur kurreg gur kurreg chrach oorrech
  Hri ur fechech howuuff grigorr aghourr
  An investigator with experience of ghouls may make a Know 
  roll to recognize the chaotic scrawl as belonging to that dog-
  like race; otherwise, a successful Cthulhu Mythos roll will 
  be required. Beneath the thick ghoulish cursive someone 
  has provided a translation in English: it appears clear and 
  competent. To read the book, the investigators must secure 
  it from Grimond. This requires a successful Persuade 
  roll, and a POW vs POW roll on the Resistance Table to 
  overcome his determined will. If successful, the minister 
  will shake his head but hand over the black book, asking 
  the investigators to promise to return it as soon as possible.
  Grimond will demand that they protect the book and 
  show it to no one.  He will report that not six days ago the 
  philanthropist Sir Gregory Arkwright came to him and 
  attempted to buy the book from him for an unbelievable 
  sum. How Arkwright came to know about the secret book 
  is completely unknown to Grimond, but he turned the man 
  away, denying its existence utterly. Then, three nights ago, 
  burglars broke into the cathedral. They made a mess, but 
  ultimately nothing was stolen. The Reverend is convinced 
  that the Devil is behind these events.
  Glasgow Central Police Ofﬁce
  The Central Police Office for Glasgow is located in Turnbull 
  Street near the city centre. A drab granite building, the 
  offices and interrogation rooms are abuzz with activity 
  relating to the murders, the Irish sloop, and panicked 
  violence in the slums resulting from recent outbreaks of the 
  disease that first struck the Glasgow Royal Infirmary.
  Detective Constable Charlie McKeegan is currently in 
  charge of the murder investigations, whilst Detective 
  Constable Ross Harris is looking into the dead bodies 
  on the sloop. McKeegan is overworked, but dedicated. 
  He hates the term ‘Glasgow Ripper’, and is convinced 
  that there is a motive to these killings that has yet to be 
  realized. He is scheduled to visit Sir George Arkwright, the 
  last employer of young Lucy Siddons, and will be glad if 
  the investigators would like to accompany him.
  WEREWOLVES SIGHTED 
  ON THE BRIDGE OF SIGHS
  Three local bakers claim to have seen werewolves running 
  across the Bridge of Sighs on the very night that the maid 
  Lucy Siddons was murdered near Firpark Street. The men, 
  who were walking up Wishart Street on their way to the 
  Cairns Bakery, claim the strange creatures ran in the 
  direction of Glasgow Cathedral and possessed “glinting 
  red eyes and great white teeth”. The three men insist that 
  what they saw “was not human but not animal either”.
  Glasgow Police, however, believe that the ‘werewolves’ 
  witnessed by the three bakers may in fact have been the 
  killers escaping the scene of Miss Siddons’ murder. The 
  police have asked the public to come forwards with any 
  further information that might help lead to the capture 
  of these cruel fiends. Any information should be sent to 
  Detective Constable McKeegan in Turnbull Street.
  [Excerpt from the Glasgow Herald]
  151
  Handout 4. Ghoulish spell ‘The Voyagers’ Song’
  Handout 5. Werewolves Sighted on the Bridge of Sighs
  
  Shadows Over Scotland
  If McKeegan or any other officer is asked about the Siddons 
  case and previous murders, they will state virtually the 
  same thing: each showed a level of brutality unlike anything 
  they’ve ever seen; and, as yet, little but this overwhelming 
  brutality seems to tie the murders to one another.
  Detective Constable Ross Harris is lazy and doesn’t really 
  care if the sloop mystery is ever solved. He is near retirement 
  and ‘can’t be arsed wi’ running after ghosts’. He checks the 
  location daily and will be ‘delighted’ if investigators join 
  him during one of his jaunts. If asked for details regarding 
  the ‘death ship’, Harris will be unhelpful at best, saying: 
  “Nothing yet, but it’s early days, ye?” He will deflect 
  questions as a matter of course, ditch the investigators 
  when he can, and head to the pub.
  The Glasgow Herald
  The Herald Building, designed by Charles Rennie 
  Mackintosh, sits on Mitchell Street near the city centre. 
  The Glasgow Herald was first published in 1783, making 
  it one of the world’s oldest surviving English-language 
  newspapers. The building, though grand, offers little of 
  interest to the public beyond archives dating back to the 
  18th century. In the archives, investigators will find an 
  abundance of stories relating to the current problems: the 
  paper has published stories on the murders, disease, and 
  the sloop. The majority of these rehash the same details 
  over and over. A few hours of searching and a successful 
  Library Use roll will result in the investigators finding a 
  story relating to werewolves (Handout 5).
  The Glasgow Royal Inﬁrmary
  The Glasgow Royal Infirmary is not a single building 
  but five buildings connected by walkways and tunnels. 
  The infirmary’s main building is the iconic Victorian-era 
  structure standing just off Castle Street next to Glasgow 
  Cathedral. At six storeys high, this central building is one 
  of the tallest buildings in Glasgow. Off this main building 
  the other four blocks contain the hospital’s laboratories, 
  nurses’ residence, morgue, and coal-fired electricity 
  generator. Public access to these blocks is restricted at 
  all times, but especially now as a result of the quarantine.
  The main building houses the patient wards and surgeries, 
  a small store, and admissions offices on the main floor. 
  The infirmary’s chapel was built on the back of the main 
  building and has seen a massive increase in use over the 
  past month and a half. 
  A few consultants, surgeons, and anatomists have their 
  offices and laboratories in the basement of the main 
  building, including Dr James Cullen. These offices, some 
  storage spaces and a shipping bay make up much of the 
  main building’s basement. Deliveries to and from the 
  Royal Infirmary go through of a set of double doors in the 
  shipping bay.
  Three entrances access the main building from Castle 
  Street: the north and south wings of the main building have 
  their own small entrances, whilst the larger, main entrance 
  lies in the central block. Investigators walking into any 
  entrance will be met with a receptionist seated behind a 
  high desk. Enquiries for specific individuals, including Dr 
  Cullen, will be referred to the main entrance desk, where a 
  member of staff will be sent to enquire whether the doctor 
  is busy or available for visits. 
  Requests to meet with James Cullen will be met with special 
  requirements as the good doctor is working in quarantine. 
  If the investigators come uninvited, they will either be made 
  to wait, as it takes the anatomist an hour to ‘decontaminate’ 
  himself; or (for example if it is late in the day) they will be 
  asked to return at a suitable time the next day. 
  If the investigators have come to speak other physicians, 
  they will be shown directly to the specific office by an 
  orderly. Two other anatomists are working out of the 
  Glasgow Royal Infirmary: Dr David McLean and Dr Kenneth 
  Burden; either will be happy to offer what help they can to 
  the investigators.
  Speaking with Dr James Cullen
  When Cullen is available to speak to, the investigators 
  will be taken to his spartan and windowless office in the 
  basement of the infirmary, directly beneath the chapel. 
  The walls are a drab off-white, the furniture plain, and four 
  ceiling-mounted lamps light everything in the room in a 
  152
  
  Scenario 1: Death and Horror Incorporated
  sickly yellow-white glow. A desk and matching chair, two 
  tall bookcases, four chairs, and two small tables are within.
  A cursory glance reveals that very little of Cullen’s time 
  is spent in this office: the desk top is spotless, but a layer 
  of thin dust covers the nearby bookcases and tables. A 
  successful Library Use roll reveals the room relates to 
  anatomy, biology and chemistry. One title does jump out: 
  The Seat of Intelligence by Dr James Cullen. Cullen does 
  not drink coffee or tea and will not offer the investigators 
  anything apart from a seat before sitting down himself.
  Despite being certifiably insane, Cullen’s outward 
  appearance is calm, and his responses carefully measured; 
  he minces over every word he hears and scrutinizes 
  every argument before formulating his considered reply. 
  Dialogue is thus punctuated by long pauses in which his 
  sharp black eyes stare coldly at the speaker, sometimes 
  accompanied by a wry or all-knowing smile. Cullen 
  is known for being an exceptional thinker, but not an 
  effective communicator. 
  If the Lord Provost’s office arranged the investigators’ visit, 
  the anatomist will be wary, and will do all he can to convince 
  them he knows nothing of the murders and that his only 
  concern is finding a cure for the perplexing disease. When 
  asked about the disease, he will offer a full explanation:
  “The disease took everyone by surprise; none of us 
  in the Infirmary knew where to look. This is often 
  the case with something undiagnosed like this. It 
  was a horrible shock: it struck at random, killing 
  doctors, nurses, patients of both sexes, all ages, all 
  walks of life. Many of my closest colleagues died 
  in that first outbreak: there were five of us in the 
  anatomy department before the outbreak. Now we 
  are only three.”
  Cullen will explain the hospital was gripped with fear; no 
  one knew what had happened. The dead were everywhere, 
  but the nurses and orderlies were afraid to approach the 
  bodies, which were covered in pustules, their necks swollen 
  and their skin a jaundiced yellow.
  “Most of my colleagues and the clinicians at the 
  infirmary are family men. I am not. When the time 
  came for someone to step forward, I felt I was the 
  right choice: I wouldn’t be leaving anyone behind, 
  as it were. So I commandeered three of the four labs 
  in the basement here, and quarantined the lot.”
  Cullen explains he is now trying to isolate the disease 
  and the factors that contribute to its spread. His current 
  hypothesis is that it is transmitted via the air, and affects 
  liver function, possibly poisoning the victims’ blood. He 
  cannot say more as he’s awaiting further results, except 
  to say it’s gruesome work: the infirmary’s incinerator is 
  running day and night.
  If asked about the ‘seat of intelligence’, the doctor will 
  look bemused and ask what the investigators know of his 
  work. If they can display credible knowledge of his theory, 
  or make a successful Fast Talk roll, Cullen will begin a 
  long tirade on philosophy, religion, and most especially 
  anatomy: he is utterly convinced that the human ‘soul’ 
  is a fraudulent and anachronistic ideal, and believes the 
  site of consciousness, knowledge and feeling—his ‘seat of 
  intelligence’—lies in the flesh.
  If asked about his relationship with Sir Gregory Arkwright, 
  Cullen mentions he has met the philanthropist on occasion 
  to discuss his degenerative disease. Concerning Arkwright’s 
  cheques, Cullen states that Sir George is generously funding 
  research into a cure for the disease and nothing more. If 
  pressed further, Cullen will become annoyed, suggesting 
  anything further is a private matter between himself and 
  Arkwright.
  Cullen will not comment on Lucy Siddons’ murder, except 
  to declare it a tragedy: he disavows all knowledge of her 
  pregnancy and Mrs Geddes’ request, and becomes notably 
  frosty. 
  If asked about the Irish sloop, Dr Cullen responds quickly 
  and angrily: “And just how am I supposed to be involved 
  in such things? I spend all my hours in quarantine, and if 
  you’ll excuse me, gentlemen, that is where I’ll be getting 
  back to.”
  153
  
  Shadows Over Scotland
  154
  Throughout the conversation, if Cullen perceives any 
  disrespect or dislikes the questions asked, he will end the 
  interview, rising slowly and declaring that he has no more 
  time for discussion. However the conversation ends, he 
  will ask for the investigators’ cards so that he can stay in 
  touch.
  Cullen will use the cards to provide the ghoul hunters with a 
  scent; from this point on, whenever the investigators travel 
  abroad by night, there’s a 50% chance they’ll be stalked by 
  ghouls (statistics can be found on page 160 of the Call of 
  Cthulhu rules book).
  Speaking with Dr David McLean or Dr Kenneth Burden
  Dr McLean and Dr Burden know nothing about the murders 
  apart from what they’ve read in the papers, and even less 
  about the Irish sloop, but they can relate much about the 
  horrible disease that struck the infirmary a month ago. 
  “The disease didn’t so much spread as attack. There 
  were no real symptoms or warning signs: within 
  twenty-four hours there were bodies everywhere. Every 
  ward, every building, every level of staff was hit. The 
  only clear factor appears to be that the disease strikes 
  overcrowded and overpopulated areas: the prison on 
  Duke Street and the East End slums have new cases 
  almost daily. Dr Cullen’s inoculation is having some 
  success, but it’s far from a cure. He would say the same 
  himself, I’m sure.”
  If asked about Cullen’s treatment, the anatomists admit 
  that they know little; they haven’t spoken to Cullen in 
  weeks, and he has kept the formula secret. Regarding his 
  controversial theories, they suggest Cullen is an idealist and 
  brilliant, but that his “drivel” about the seat of intelligence 
  is quite frankly mad—juvenile in scope and rationale.
  The doctors relate that Cullen is working night and day on 
  the cure, locked away in his quarantined labs. Others have 
  offered to work with him, but Cullen has always refused, 
  and gone back to doing “whatever it is he’s doing in there”.
  Cullen’s Quarantined Laboratory
  The quarantined labs in the basement of the infirmary are 
  situated just off the broad corridor that runs the length of 
  the main building; their central location means they can 
  be easily reached from any of the building’s entrances. 
  Access from the rear of the building is available through 
  the nearby shipping bay.
  New and substantial brass locks secure three of the 
  quarantine labs; those nearest the chapel stairs and the 
  shipping bay also have thick black tape over the keyholes. 
  Every laboratory door bears notices reading ‘Quarantine 
  Hazard: Do Not Enter’, and a sign warning ‘Biological 
  Quarantine: Entry By Express Permission Of Dr J. Cullen 
  Only - Face Mask To Be Worn At All Times’.
  The central lab door lacks tape, and its lock shows wear: a 
  successful Locksmith roll will gain entry. Infirmary guards 
  walk the lower corridor every fifteen minutes, and are 
  especially concerned about lab security: anyone loitering 
  will be asked to leave. The guards do not have keys to the 
  labs.
  The central lab is lit dull yellow, and the fat blades of an 
  extraction fan turn noisily overhead. The walls and floors 
  are tiled a light green; the tiles immediately beneath the 
  investigators’ feet are clear of debris. A mop and bucket 
  near the door appear to have been used to occasionally 
  keep a semi-circle before the door clean. 
  However, outside the semi-circle, the floor of the thirty-
  foot lab is covered in debris, dried blood, and discarded 
  body bags. Against the walls a collection of drawers and 
  tables are covered with opened bottles of saline and other 
  solutions; rolls of bandages; used swabs and shallow metal 
  trays; and bloodied knives and saws of various sizes and 
  implementation, from glistening scalpels to great serrated 
  cutting tools.
  Nine gurneys (surgical trolleys) are scattered about the 
  room, atop them the bloated and reeking bodies of six men 
  and three women. None of the bodies is complete: the chest 
  and stomach cavities of each have been cut open, and flies 
  buzz around the mutilated bodies. 
  
  Scenario 1: Death and Horror Incorporated
  Have each player roll SAN: failure results in a 1D4 Sanity 
  loss, and requires the affected character leave the lab to 
  collect himself. 
  The smell in the room—and indeed in every quarantined 
  lab—is so terrible that investigators must make a CON 
  x5 roll every five minutes or spend a minute gagging and 
  retching: characters who are sick multiple times should 
  suffer negative effects from physical distress.
  There is nothing to be found in the central lab, although 
  a successful Medicine roll will reveal that the manner of 
  dissection and amputation is strange and unorthodox. 
  There seems no satisfactory reason for the level of butchery 
  evidenced in the room.
  The southern lab is a duplicate of the central lab in size and 
  colour, although the door does not open fully as the room is 
  full of gurneys, a number blocking the doorway. 
  Against the back wall, the gurneys are weighed down with 
  two and sometimes three body bags: closer to the door, each 
  holds a single body, wrapped in thick, blue burlap. Strips of 
  flypaper choked with insect bodies sway in the pull of the 
  ceiling extractor fan.
  There are thirty-nine dead bodies in the room. Unless the 
  characters wish to open the body bags to uncover the dead 
  within, there is nothing else here. For the curious, the 
  dead exhibit the same disturbing yellow colouring, skin 
  blistered with purple pustules, and necks swollen out of all 
  proportion. Opening any of the body bags requires a CON 
  x5 roll to avoid being physically sick.
  The north-western lab is the same thirty-foot width as the 
  central and southern labs, but half as long: a door in the 
  east wall leads to the north-eastern lab. The lab smells 
  overwhelmingly of formaldehyde and ammonia; after a few 
  moments, it will be all the investigators can smell and taste. 
  Atop numerous desks around the outside wall and three 
  broad tables in the room’s centre stand a host of glass 
  jars and vials, varying in size from a few inches tall to well 
  over a foot. Floating or resting within each are body parts 
  cut from the diseased dead; 
  internal organs are especially 
  plentiful, and many human 
  hearts, lungs and livers. A few 
  empty containers are stacked 
  on a desk along the northern 
  wall beside great glass jars of 
  formaldehyde.
  An open ledger sits on the 
  table nearest the door to 
  the central lab, a catalogue 
  of the preserved body parts 
  with strange annotations of 
  unknown significance beside 
  each 
  entry. 
  A 
  successful 
  Accounting roll reveals the 
  number of entries greatly 
  exceeds 
  the 
  number 
  of 
  preserved body parts collected 
  here.
  155
  
  Shadows Over Scotland
  156
  The north-eastern lab is locked with a similar brass lock to 
  the doors to the quarantined area: a successful Locksmith 
  roll will open it. Alternatively, investigators can smash 
  the frosted glass pane in the door’s upper half: doing so 
  causes considerable noise and alerts anyone walking down 
  the basement corridor. The lab will remain shrouded in 
  darkness until the investigators find the light switch; 
  turning on the light also starts up the noisy extractor fan 
  near the ceiling.
  In the north-eastern corner of the room a great burnt 
  red circle has been drawn on the floor in blood: inside 
  is a similarly drawn inverted triangle. In the centre of 
  the triangle a revolting composition lies splayed like 
  some demonic work of art: an exaggerated human body 
  constructed from pieces taken from different bodies. 
  Skin, organs, bone, and tissue are mismatched, laid side by 
  side and end to end to create this horrid, fetid amalgam. 
  The thing crawls with small flies and white grubs, and the 
  reek is stomach-churning.
  The Sanity cost for witnessing Dr Cullen’s experiment is 
  1 / 1D10; investigators failing SAN rolls are physically sick 
  and must leave the room. Those remaining will notice the 
  thick scrawl, a kind of language, written in blood around 
  the larger circle and inside the inverted triangle: poorly 
  executed, it’s impossible to read. Investigators looking 
  more closely at the foul body parts will see both male and 
  female are represented, overlaid; and also that many of 
  the parts seem to have been clawed or violently ripped 
  apart. This does not seem in keeping with the bodies in 
  the central lab.
  More filled glass jars line the desks, alongside some very 
  delicate and expensive medical equipment. On one table 
  near the door, a very modern microscope sits near an 
  inkwell and a collection of small books and journals; next 
  to the microscope is a preserved foetus floating lifelessly 
  in formaldehyde. The foetus has only one leg; the other 
  appears to have been torn off at the hip. Looking into the 
  microscope will reveal a specimen of blood taken from 
  one of the bodies, but yields no further information. Most 
  of the journals are written in strange medical shorthand: 
  a successful Medicine roll suggests Cullen is seeking 
  something in the flesh of these different bodies. 
  Additionally, investigators will find references to magic 
  and ‘dark rituals’ that the anatomist seemed to believe 
  would provide the answers he seeks: the most telling clues 
  are found in extracts from Cullen’s diary (Handout 6).
  5.45 am
  They brought the girl in this morning—or what was 
  left of her. What a blasted mess! But the foetus has 
  provided me with a new source of research. The seat 
  will be found through an examination of variation, yes, 
  but why had I not before considered the usefulness 
  of examining such a thing, a veritable tabula rasa, an 
  unborn babe. This one was damaged. I must have more 
  soon. In addition, I must widen my search for new 
  sources of variation. The answer is near.
  
  Scenario 1: Death and Horror Incorporated
  157
  10.15 am
  That damned fool! I should never have trusted that 
  dim-witted dullard! He’d rather rut with whores and 
  throw his money at cards than do the simplest bloody 
  thing right. Now Garachar’s gifts are trapped at the 
  docks while I’m left to find an answer to the debacle. 
  The whole affair has gone to Hell, but I must know 
  what Garachar knows. I must have his magics. The 
  bodies must be retrieved.
  7.00 pm
  Black has informed me that Cadden has brought in 
  some investigators to look into the murders. Need 
  to look into this. Nothing must interfere with my 
  experiments.
  1.20 am
  They ask for more. Always more, more! And I must 
  find a way. Black is a moron and Arkwright is useless. 
  So I alone must find a way.
  There is nothing else of relevance in the clutter of the lab.
  Confronting Cullen
  Cullen may be present in the quarantined labs, at the 
  Keeper’s discretion; or perhaps the investigators make sure 
  he has left before they attempt entry. If Cullen is present, he 
  will react in one of two ways, depending on his situation.
  First, if Cullen detects the investigators prior to their entry 
  into the northern labs, he will appear suddenly from the 
  northern door with a surgical mask covering his mouth. 
  He will be livid and will berate the investigators for their 
  foolishness. He will rush to the hall and shout for guards. 
  Should they let themselves be captured, Cullen will have 
  them isolated and ‘treated’. 
  This treatment will consist of being injected with the deadly 
  toxin used to create the strange disease that has killed so 
  many Glaswegians. If they are injected, they will die horribly 
  in 2D6+12 hours: there is no cure. If, on the other hand, the 
  investigators escape Cullen and the guards, the anatomist 
  will contact Garachar immediately, and the investigators 
  will be hunted for the remainder of the scenario.
  Second, if the investigators surprise Cullen in his private 
  labs, the anatomist will be incensed. If he encounters them 
  in the north-west lab, there’s a 50% chance he will attempt 
  to use the same tactics as if he had discovered them in the 
  central lab. He will push them roughly out of the north-
  western lab, yelling at them as he does so, and rush for the 
  hall to call for infirmary guards. There’s an equal likelihood 
  however that Dr Cullen will be unable to control his fury; 
  he will accost them, shouting “You fools! You bloody fools! 
  I will not have you stand in my way!”
  If he has time, Cullen will cast Stop Heart (roll POW vs. 
  POW on the Resistance Table, or the victim suffers a 
  massive heart attack and takes 4D6 points of damage) on 
  one investigator before running out of the room. He will 
  make his way out of the labs, into the shipping bay, and out 
  the rear of the Royal Infirmary, running in the direction of 
  the cathedral and the Bridge of Sighs. If the investigators 
  pursue, he will run into the Necropolis and attempt to lose 
  them among the tombs and mausoleums. Should he reach 
  the MacColl family mausoleum ahead of the investigators, 
  he will effectively disappear.
  His Majesty’s Duke Street Prison
  Visits to His Majesty’s Duke Street Prison need to be cleared 
  with the warden, John Black. A hard and uncompromising 
  man, the criminal element in Glasgow call him the ‘Black 
  Goat’, a clear reference to the devil, and some would say he 
  lives up to the name. During each of Black’s fifteen years as 
  warden, prison conditions have worsened; anyone from the 
  Lowlands of Scotland will have heard about the notorious 
  HM Duke Street Prison.
  Outside the prison gate on Duke Street, investigators 
  encounter children playing and singing a rhyming song 
  with surprising lyrics:
  Handout 6. Cullen’s Laboratory Diary
  
  Shadows Over Scotland
  158
  “There is a happy land, doon Duke Street Jail,
  Where a’ the prisoners stand, tied tae a nail.
  Ham an’ eggs they never see, dirty watter fur yer tea;
  There they live in misery, God save the Queen!”
  The prison is four storeys tall, looks like a giant warehouse, 
  and has only two gates. Small barred windows allow people 
  on the streets to hear yelling and catcalling from the prison 
  cells. The walls are a foot thick, and both gates are heavily 
  fortified and guarded: only the Duke Street gate is used 
  for foot traffic. Inside, a guard escorts investigators to a 
  waiting room outside Warden Black’s office. 
  The air inside the prison is warm, with an unpleasant 
  mix of odours: the only seats are hard wooden chairs that 
  could use a clean. The warden’s secretary, Mrs Matthews, 
  is a bedraggled and weedy-looking woman. She will call 
  through to Black before taking investigators to his office, 
  nervously halting before the door.
  John Black will not get up from his desk and only glances 
  to the door. He is an unpleasantly obese man with a 
  pronounced bald patch and greasy hair. A thin and uneven 
  moustache sits above his fat wet lips. He introduces 
  himself by saying: ‘I’m a busy man, gentlemen. Spare me 
  the pleasantries and tell me what you want?’
  Black is actively dismissive and unpleasant, and has no 
  intention of helping the investigators; any insolence or 
  disrespect results in him verbally attacking them for 
  wasting his time. If they retaliate, he will press a button on 
  his desk and two prison guards will arrive to remove them 
  from the prison. They will not be granted another audience. 
  Alternatively, if investigators play up to Black or attempt to 
  appease him, he’ll listen to their questions.
  As he is being paid extremely well for his part in the 
  ghoul conspiracy, the warden will say nothing regarding 
  Dr Cullen or highlight his involvement in the Irish sloop 
  affair. He is under considerable stress, particularly as 
  Cullen is leaning on him to get the bodies trapped on the 
  sloop to the infirmary: a successful Psychology roll detects 
  this easily, though not its cause. If someone remarks on 
  his stress, he will blame it on ‘this damnable disease’. In 
  truth, he is happy to kill off troublemakers in the prison 
  for a tidy sum.
  A successful Spot Hidden roll reveals the words ‘need 
  more cleanser’ hand scribbled and underlined atop a 
  requisition order beneath his right arm; another allows 
  investigator(s) to make out the edge of a business card 
  wedged beneath the corner of Black’s office telephone, an 
  unusual symbol visible on it. A successful halved Medicine 
  roll, or rolling under 10% of their Know roll, identifies the 
  symbol as the Royal College of Surgeons of Edinburgh: 
  lifting up the phone reveals the business card of Dr James 
  Cullen.
  If asked about the disease, Black suggests the investigators 
  inspect the prison yard for themselves. If the characters 
  agree, he ensures a guard escorts them; otherwise he 
  suggests they ask Dr James Cullen at the Royal Infirmary—
  now. Should the investigators take more than ten minutes 
  of Black’s time, he says he has ‘important things to do’; if 
  they persist, Black becomes abusive and gets rid of them 
  one way or another, even calling guards in to forcibly 
  remove them.
  The Prison Yard
  The yard is a muddy square ﬁlled with prisoners shufﬂing 
  about aimlessly. Engaged in conversation, they complain 
  about prison conditions, Black, and their fellow prisoners 
  dropping like flies. The prisoners are skittish: more than 
  thirty have succumbed to the strange disease. If asked 
  about symptoms, they report they have seen none, but that 
  most deaths have occurred at night: “When you hear the 
  screamin’ in the night, you know they’s a goner. Ne’ver 
  se’em after that.”
  Stalking Black
  Leaving the prison, Black goes directly to the Blackfriars 
  pub, where he disappears into a back room for several 
  hours. The back room is a haven for illegal gambling 
  and, should they persuade or bribe one of the bar staff, 
  investigators discover that Black regularly loses a ‘bloody 
  fortune’. 
  
  Scenario 1: Death and Horror Incorporated
  Leaving Blackfriars, the warden heads down towards the 
  docks where he picks up a prostitute and hires a cab. The 
  cab takes Black and the prostitute to a darkened house on 
  the south side of the river—Black’s home.
  The Necropolis
  The Necropolis consists of thirty-seven landscaped acres 
  behind Glasgow Cathedral. Roughly triangular in shape, the 
  cemetery is bordered by Wishart Street to the west, Firpark 
  Street to the east, and some derelict land above Duke Street 
  to the south. High stone walls block the south and curving 
  east sides of the Necropolis, while the west is lined with an 
  ornate wrought-iron fence. 
  Both entrances are on the cemetery’s west side: the first exits 
  directly onto Wishart Street, whilst the second is across the 
  Bridge of Sighs, which curves high above Wishart Street to 
  connect the Necropolis to the back of Glasgow Cathedral. 
  Within the graveyard, simple headstones, ornamental 
  obelisks, and massive family mausoleums vie for space.
  During the day, investigators will find themselves alone 
  in the cemetery. At night, they will only feel themselves 
  to 
  be 
  alone; 
  in 
  all 
  likelihood  1D3 ghouls will 
  be watching them from 
  a distance. Investigators 
  that are foolish enough 
  to come to the Necropolis 
  alone at night, or separated 
  from their colleagues by 
  a considerable distance, 
  will be attacked. Sample 
  statistics for ghouls are 
  provided on page 68.
  The labyrinthine layout 
  of 
  the 
  Necropolis 
  is 
  bothersome by day and 
  a 
  nightmare 
  at 
  night; 
  without a light source, 
  investigators 
  will 
  most 
  likely find themselves walking in circles. During the day, a 
  proper investigation of the cemetery will take the whole of 
  an afternoon: a successful Track or halved Spot Hidden roll 
  near the MacColl family mausoleum reveals tracks leading 
  to and from the mausoleum’s iron gate or significant wear 
  on the gate, respectively; close inspection of either uncovers 
  claw-like abrasions. To discover the same by night requires 
  quartered Track or Spot Hidden rolls.
  The MacColl Mausoleum
  The name ‘MacColl’ is inscribed in the red sandstone above 
  the black gate, and the gate swings open freely: the hinges 
  are free of rust and quite worn. Inside investigators find two 
  large sarcophagi all but filling the circular vault: daylight or 
  torchlight shows the names of David and Susan MacColl on 
  the respective sarcophagi. The walls bear the names of their 
  children, entombed within the stone. 
  Anyone opening the sarcophagi (a difficult and time-
  consuming task) will discover the bodies of Susan and 
  David are missing. Towards the back of the room, a set of 
  stairs leads down into darkness.
  159
  
  Shadows Over Scotland
  160
  Fifteen feet down is a second crypt. It is immediately 
  apparent it has been defiled: the single sarcophagus lies in 
  pieces, great blocks of masonry pulled apart and cracked. 
  More worrying is the five-foot-high and three-foot-wide 
  tunnel cut into the base of this undercrypt.
  The sarcophagus here once held Finn MacColl, but is now 
  a shambles. The wooden casket inside shows signs of 
  being violently clawed open: a successful Spot Hidden roll 
  uncovers a splintered bit of bone 
  with some unusual markings, as 
  though gnawed or bitten in two.
  Dark musty earth from the interior 
  of the tunnel has fallen into the 
  second crypt, as have sandstone 
  blocks making up the original wall. 
  The tunnel descends sharply into the 
  earth below the crypt, and curves 
  out of view after some forty feet: 
  a successful Geology roll reveals 
  the walls are tightly packed and 
  structurally 
  sound, 
  but 
  their 
  construction is unlike anything the 
  character has ever seen. The low 
  tunnel does not seem well suited 
  for people.
  Tunnel to the Ghoul Colony
  Bent almost double, the investigators can make their way 
  slowly down into the dark earth. The air around them 
  becomes increasingly close, and after forty feet they will 
  feel their lungs struggling. After sixty feet the tunnel 
  tightens further but then suddenly levels out: twenty feet 
  further and it connects with a large cavern; its walls extend 
  into shadow, but here and there are signs of inhabitation 
  (footprints, discarded pieces of cloth, etc).
  GLASGOW CATHEDRAL WELCOMES YOU
  The Cathedral is proud to be an exceptionally active Christian congregation within the Presbytery 
  of Glasgow and the Church of Scotland. We hope to see you at our forthcoming services and events. 
  May the Lord watch over and guide you.
   
   
   
   
   
   
  —The Very Reverend Dr W. J. Grimond
  9.00 am – Early Morning Prayer
  11.00 am – Morning Service. Rev. Grimond
  12.20 pm – Holy Communion
  6.30 pm – Evening Service. Rev. Westerton
  Today’s Music:
  Herr Jesu Christ, dich zu uns wend’ BWV 655 – JS Bach
  Sanctus (Messe Basse) – Fauré
  Above all praise and all majesty – Mendelssohn
  Tonstych Op 22 No 1 – Neils Gade
  Handout 7. Cathedral Services Pamphlet
  
  Scenario 1: Death and Horror Incorporated
  161
  The cavern smells strongly of earth, mould, and musty 
  organics: small shiny beetles scuttle around. There is no 
  sound. The air is warm and thick with a powerful sense 
  of pressure, and breathing is shallow and laboured. The 
  packed dirt floor shows signs of considerable traffic. 
  Passageways lead north and south from this cavern, 
  in addition to the tunnel to the MacColl mausoleum; a 
  successful Track roll reveals most traffic travels to the 
  south. Distinctive marks and scratches are visible in the 
  dirt, and a Spot Hidden roll or some digging will uncover 
  small fragments of bone.
  The North Passage
  The north passage is rougher than the tunnel from the 
  MacColl crypt, and travel requires investigators crouch 
  whilst avoiding sharp and jagged rocks. The tunnel twists 
  and turns, cutting them off from the cavern behind, and the 
  stifling air makes investigators gasp as they struggle along. 
  Suddenly things come to a crisis point: the overwhelming 
  weight of the earth above seems to be crushing down, 
  smothering them.
  Have the players make SAN rolls. If successful, they assure 
  themselves that the passage is sound and not closing in 
  around them; if unsuccessful, a blind panic grips them and 
  they lose 1D4 Sanity points as they struggle and shriek that 
  they cannot breathe and/or are being crushed. 
  If the way is clear, they will flee back to the cavern and 
  the ascending passage; once back under the sky, they will 
  recover after 1D20+10 minutes. To enter the tunnels again 
  requires a POW x5 roll; failure means they cannot attempt 
  again for one hour.
  If unsuccessful characters find their exit to the surface 
  blocked (for example by other characters behind them 
  in the passage), they will push and even fight their way 
  out. Each character blocking the tunnel must make a 
  DEX roll to allow the panicking character to pass in the 
  tight passage; failure means the panicking character is 
  effectively trapped, and must make a POW x3 roll. Failure 
  on this second roll results in him fainting from anxiety and 
  losing an additional Sanity point; success means that he 
  continues to struggle and push his way out of the tunnels.
  If at any time other characters grapple or otherwise 
  restrain the panicking character, then he or she must 
  make another SAN roll; success allows him to regain his 
  composure. Failure results in a further 1D4 Sanity point 
  loss, and the character experiencing paranoia, possibly 
  screaming out, ‘You’re trying to kill me! Let me go, you 
  villains!’ Failure on this second SAN roll means the stricken 
  investigator must return to the surface. 
  Anyone making considerable noise (or failing a Sneak 
  roll when the Keeper requires one) must make a Luck roll 
  to avoid attracting the attention of 1D3 ghouls. Also, if a 
  fleeing character has no light source, he may run blindly 
  into the southern passage rather than up to the MacColl 
  mausoleum!
  Beyond the narrowing point, the north passage continues 
  another twenty-five feet before ending in a small cave ten 
  feet in diameter. A shallow oval depression in the floor 
  suggests a body has been resting or sleeping here; next to 
  this depression, a collection of wooden boards has been 
  used to create a kind of plinth or altar. Atop this plinth are a 
  collection of small bones, a number of rough crystal stones, 
  a couple of sheaves of stained parchment, and a dirty paper 
  pamphlet.
  A successful Medicine or Biology roll reveals the small 
  bones are of human origin and bear scratches and marks 
  that suggest they have been chewed or gnawed upon. A 
  successful Geology roll reveals the crystals are simple 
  quartzes and fluorspars, and of little value. The pieces of 
  parchment appear to have been ripped from an old book, 
  and cover a general history of the cathedral district of 
  Glasgow, focusing on the cathedral itself; a small tear in 
  one sheaf marks a passage describing valuable religious 
  texts kept in the cathedral. Finally, the dirty pamphlet is 
  from a recent service at Glasgow Cathedral and names 
  Reverend Dr W. J. Grimond as the current minister of the 
  church (Handout 7).
  
  Shadows Over Scotland
  The South Passage
  The south passage descends quite sharply but after fifty 
  feet widens to join a natural fissure of wet, smooth granite. 
  A successful Listen roll allows investigators to make out a 
  guttural muttering coming from further down.
  Continuing down, investigators will begin to hear strange 
  sounds over their laboured breathing, oddly distorted and 
  echoing. If they stop to listen, the sounds can be broken 
  down into growling, barking, hyena-like gibbering, and wolf-
  like howling. Investigators may realize these otherworldly 
  utterances sound like some kind of alien communication; if 
  they have encountered ghouls before, a successful Idea roll 
  will recognize their guttural chatter.
  If the investigators are approaching the cave ahead with 
  torches or lanterns lit, they must succeed in a POW x3 Luck 
  roll to avoid the ghoul horde noticing them. If they continue 
  with the lights any further, they will automatically alert the 
  hundreds of ghouls to their presence.
  A few feet more, and the passage turns a sharp corner and 
  opens into a vast open space, with the investigators on a 
  high rocky ledge over a colossal underground cavern. 
  Illuminated by small fires throughout are hundreds of 
  bent, dog-like humanoid figures, the firelight reflecting off 
  their rubbery skins as they shift and move below. There are 
  so many that the entire cavern floor seems to undulate and 
  twist, an unthinkable, impossible sight.
  Have the players make SAN rolls at this point. A successful 
  role allows them to continue unaffected; failure has them 
  afflicted with terror and crying out unless their fellows 
  can calm them with Psychoanalysis, Fast Talk, or other 
  appropriate rolls (possibly including knocking the panicked 
  character senseless!).  
  Whilst the ghouls’ eyesight is not acute, their hearing is, and 
  if the investigators do end up making sound, make a single 
  Listen roll for the ghouls for each round of disturbance 
  to see if one of them detects the investigators above the 
  gibbering chatter.
  If the investigators remain undetected and continue to 
  observe the host below, they will see a group of ghouls rise 
  up on their haunches near the centre of the fire-lit cavern. 
  One rises taller than the others: a towering, lean figure with 
  horribly glinting red eyes. Around its neck are a string of 
  crystal-like stones. As it bellows into the shadows, each 
  ghoul turns inwards and for the first time there is calm.
  Grunting, chirping, and snarling, the tall black ghoul 
  gestures to the throng with raking claws and flashing 
  yellow teeth, and a kind of speech commences. The cavern 
  is deathly silent; investigators making any actions must 
  also succeed at a Sneak roll to avoid detection, halved if 
  the investigators attempt actions during one of the lulls in 
  the speech.  Should they be detected, the alerted ghoul will 
  call out a bark sounding like “Chamon! Chamon!”, daring 
  even to interrupt Garachar’s speech; the cavern will quickly 
  descend into chaos and the hunt will begin!
  162
  
  Scenario 1: Death and Horror Incorporated
  Plot Twist: Captured by Garachar
  During the adventure, any number of situations 
  might arise that result in a character—or indeed 
  the whole party—being captured by the ghouls 
  and brought before Garachar. Far from being 
  a simpleminded predator, the ghoul elder is an 
  extremely intelligent tactician and manipulator, and 
  he will wish to interrogate the characters thoroughly 
  before he decides their fate.
   
  This could make an interesting plot twist: Garachar 
  is always looking for new ways to deal with the 
  dilemma facing his ghoul colony. If possible, he’ll 
  ‘use’ the investigators in the same way as he’s using 
  Cullen and the others. They might serve him in 
  retrieving the Black Book from the Cathedral, for 
  example, succeeding where Arkwright and Cullen’s 
  ‘burglars’ have failed.  In this case, the investigators 
  would effectively be working ‘for’ the ghouls; rather 
  than being a disaster, this twist may even result in 
  them learning about the ‘Voyager’s Song’ spell, and 
  discovering a way to remove the ghoul colony from 
  the Necropolis peacefully.
  Whatever the task given them, Garachar will use 
  some means to ensure that they do his bidding. He 
  may, for example, use a ghoulish spell to ‘mark’ 
  the chosen character(s), binding them to the task 
  or cursing them with wracking pain should they 
  stray. And if they should fail him, he will have them 
  hunted down, and destroyed—eventually…
  If the investigators declare they are listening carefully 
  to the ghoul leader’s speech, a successful Listen roll 
  distinguishes a single word or phrase repeated a number of 
  times; a quartered Listen roll will pick up on this even if the 
  investigators aren’t paying particular attention. 
  The guttural utterance sounds like “Ghuhrren” (Cullen) and 
  is often linked to “chamon” (human). After five minutes, 
  the speech suddenly ends and a chorus of chants rises 
  up from the assembled creatures below, filling the dark 
  cavern; investigators may make out the repeated utterance 
  ‘Grakkar’, ‘Garrchar’, or ‘Garachar’. Chanting this over and 
  over, the whole congregation rises to its feet.
  Should the investigators stay, they will see the ghouls exit 
  the chamber into numerous connecting passages; a number 
  will make their way up to the ledge where the investigators 
  are hiding! If the investigators do not retreat immediately 
  and at full speed, the ghouls may make a Spot Hidden or 
  Scent roll to detect them—and the hunting call of “Chamon! 
  Chamon!” will echo through the tunnels.
  If the characters escape the tunnels undetected, they 
  should not linger: if they remain to catch their breath 
  outside the mausoleum, they should make Sneak rolls, 
  halved at night, to avoid 1D4 ghouls bursting forth to 
  immediately attack them. 
  If detected whilst still in the tunnels, investigators will be 
  attacked by ghouls in great numbers and unhindered, so 
  numerous that they will fill the tunnels and climb over one 
  another to sink their claws and teeth into them. Trapped 
  investigators will not last long: their only hope is to hold 
  off the ravening ghouls until they can reach the MacColl 
  crypt. 
  By day, 1D6-1 ghouls will pursue investigators out of the 
  mausoleum to continue the attack, hoping to quickly kill 
  them and retreat into the darkness.  By night, on the other 
  hand, investigators will find ghouls appearing from behind 
  every crypt, mausoleum and headstone. Faced with this 
  overwhelming horde, no amount of skill or firepower will 
  save them. They will be torn limb from limb, their screams 
  drowned out by the hideous gibbering and howling of the 
  ghoul hunters.  Merciful Keepers may allow characters to 
  make POW x1 Luck rolls to survive with either Indefinite 
  Insanity or unconscious with 1 or 2 hit points. 
  163
  
  Shadows Over Scotland
  -Conclusion-
  There are numerous ways in which the scenario can 
  end, some more satisfying than others. The only way to 
  completely rid Glasgow of the ghoul threat is to remove 
  the colony from beneath the Necropolis; this can only be 
  achieved through the use of ‘The Voyagers’ Song’ contained 
  in the black book held by Reverend Grimond in Glasgow 
  Cathedral. An interesting twist on this ending would be to 
  have the investigators somehow convince Garachar that it 
  is in his, and his colony’s, best interests to depart for the 
  Dreamlands. It is not an unreasonable idea as Garachar 
  and the ghoul elite are looking for a permanent solution to 
  their problem.
  The only other way to rid Glasgow of the ghoul threat is 
  through violence. However, investigators who walk into 
  the colony armed to the teeth will be quickly overrun and 
  torn to shreds: the ghouls’ overwhelming numbers and 
  resistance to bullets make them very hard to kill. However, 
  with careful planning a long and drawn out battle against 
  the ghoul hordes is possible. An ending involving the ghouls 
  overrunning Glasgow and the investigators having to make 
  an expeditious retreat would certainly be entertaining, but 
  leave the original problem in place.
  It’s possible that the investigators never learn of the black 
  book or the ghoulish spell and, therefore, have little chance 
  of removing the ghoul threat. In this case, the best the 
  investigators can hope for is to put an end to Dr Cullen 
  and his nefarious schemes, possibly shutting down Black 
  at the same time. If the investigators solve the problem 
  of the murders, the strange disease and perhaps the Irish 
  sloop as well, the Lord Provost and the City of Glasgow will 
  celebrate them as heroes. 
  For successfully putting an end to Dr Cullen and his dark 
  plans, investigators will be handsomely rewarded by the 
  City of Glasgow and should also be awarded 1D10 Sanity 
  points. For successfully removing the ghoul threat from 
  the Necropolis, the investigators should be awarded 2D10 
  Sanity points.  Investigators who are aware of the ghoul 
  threat but cannot satisfactorily deal with it may lose 1d6 or 
  more Sanity points. 
  164
  
  Scenario 1: Death and Horror Incorporated
  165
  -Appendix I: Plot Map for ‘Death and Horror Incorporated’-
  Location
  Personas
  Relationships
  Motivation
  Clues
  Necropolis
  Garachar, ghoul 
  warlock
  Manipulates Cullen; 
  harasses Grimond; leads 
  ghouls
  Seeks lost Mythos 
  text and fresh bodies; 
  seeks solution to ghoul 
  population problem
  Cathedral service pamphlet
  Papers on religious texts 
  held in cathedral
  Glasgow Royal 
  Inﬁrmary
  Anatomists 
  James Cullen,  
  David McLean and Ken-
  neth Burden
  Cullen relies on 
  Garachar for dark sorcery; 
  receives funding from 
  Arkwright; pays Black for 
  bodies
  Insane; rabidly anti-
  religious; believes can 
  discover the ‘seat of 
  intelligence’ and achieve 
  a ghastly immortality for 
  himself
  Cullen’s horriﬁc 
  experiments
  Unborn foetus
  Cullen’s published work
  His Majesty’s Duke 
  Street Prison
  Warden John Black
  Does Cullen’s dirty work
  Money—Black is 
  addicted to gambling and 
  prostitutes
  Cullen’s business card
  Speaking with prisoners 
  (strange deaths)
  Glasgow Cathedral
  The Very Reverend 
  Dr W. J. Grimond
  Harassed by ghouls 
  Religious fervour; believes 
  he must hold out against 
  the ‘demons’ and protect 
  the black book
  Ghoulish activities
  ‘Black book’  (tome of ghoul 
  magic)
  Arkwright House, 
  Dennistoun 
  Sir Gregory Arkwright, 
  philanthropist; 
  Mrs Geddes, 
  housekeeper
  Finances Cullen; employs 
  Geddes; Siddons’ former 
  employer
  Self-preservation; believes 
  Cullen’s research may 
  offer him a cure for his 
  rare degenerative disease 
  Lucy Siddons’ diary
  Speaking with Mrs Geddes
  Discarded note
  Arkwright’s chequebook
  Police Ofﬁce
  Detective Constables 
  Ross Harris and 
  Charlie McKeegan
  Harris works ‘with’ 
  Williams; McKeegan 
  works on Siddons’ murder
  Harris is unmotivated; 
  McKeegan is devoted to 
  ﬁnding Lucy Siddons’ 
  murderer
  Working with police
  Clydeside Docks
  Arthur Williams, 
  shipmaster; Andrew 
  Grant, dock guard
  Williams hires Grant to 
  guard Irish sloop
  Williams wants ‘death 
  ship’ business cleared 
  up; Grant is terriﬁed but 
  needs the job
  Irish sloop
  Mitchell Library
  Librarians, etc.
  Copy of The Seat of 
  Intelligence
  General information on 
  Glasgow, Necropolis, etc.
  Glasgow University
  Professors, etc.
  Copy of The Seat of 
  Intelligence
  Glasgow Herald
  Journalists, etc.
  Wolves witnessed on the 
  Bridge of Sighs clipping
  
  -The Hand of Abyzou-
  166
  -Introduction-
  This scenario for both novice and experienced players takes 
  place in Scotland’s capital city of Edinburgh, and much of 
  the action occurs in the vaults far below its streets. The 
  map below indicates the relevant sites of interest.
  This scenario begins as an investigation into a friend’s 
  commitment to a lunatic asylum, and ends as a desperate 
  race against time. A plot map is provided on page 196 to keep 
  track of locations, characters, motivations, and evidence. 
  The scenario follows a three-act structure incorporating 
  action on Edinburgh’s streets, in the vaults below, and lastly 
  in the ancient serpent people halls deep beneath Castle 
  Hill. Clues and documents available to the investigators are 
  embedded in the text, and also available as downloadable 
  player handouts at www.cubicle7.co.uk.
  Two possible outcomes detailed at the end of the scenario 
  either bring the action to a frenzied conclusion, or lead to 
  further Scottish adventures. Do the investigators prevent 
  the dreaded ‘sleepers’ from awakening, or do the ageless 
  serpent people mages arise anew?
  When an old friend ends up in an Edinburgh asylum raving about witchcraft and the end of the world, the investigators 
  must uncover the mystery of the ‘sleepers’ and venture into Edinburgh’s vaults to face an ancient terror that must never 
  wake.
  Shadows Over Scotland
  
  Scenario 2: The Hand of Abyzou
  167
  -Keeper’s Information-
   The Story So Far
  More than two hundred and seventy million years ago, 
  the serpent people created a vast empire—their first and 
  greatest—called Valusia. Its capital lay at the centre of the 
  early Pangaean super-continent on the lands which now 
  make up the Scottish Lowlands. This opulent city stretched 
  for miles above and beneath the earth, and was a centre of 
  science and magic. During the next forty million years, the 
  Valusian Empire experienced a golden age of achievement: 
  new technologies, brave new sciences, and powerful new 
  magics were developed. There seemed no limit to their 
  potential, until suddenly disaster struck: a cataclysm two 
  hundred and thirty million years ago laid waste to most 
  of the serpent people cities, including their magnificent 
  capital with its population of scientists and mages.
  Valusia never recovered. The struggle to rebuild was 
  hampered by the arrival of the dinosaurs, and of other Mythos 
  races, until finally the first empire collapsed completely in 
  225 million BCE. During those final days, small numbers 
  of the serpent people elite went into hibernation or stasis 
  deep underground, to be awakened when the conditions 
  were right for their return. In the aeons which followed, 
  the serpent people numbers dwindled into insignificance, 
  and memory of the sleeping mages was lost. In the 1920s, 
  these powerful and ancient sorcerers still lie dormant deep 
  beneath Edinburgh’s Castle Hill.
  The loss of Valusia was a wound that has never healed, 
  and many surviving serpent people today still dream of 
  its return. Despite their reduced numbers, the serpent 
  people still possess powerful magic and highly advanced 
  technological know-how, making them capable and deadly 
  foes. One particularly powerful serpent people mage, known 
  only as ‘the Elder’, has uncovered information which has 
  led him and a small coterie of followers to believe that the 
  ‘sleepers’ of serpent people legend may yet survive in their 
  stasis chambers. They have been searching tirelessly for the 
  sleepers’ location, and their research has at last led them to 
  Scotland.
  The Elder, Serpent Mage
  The Elder, age 273, 
  Powerful Serpent People Mage
  STR 10 
   DEX 13 
  INT 23 
  CON 11
  SIZ 12 
   APP — 
  POW 18 
  EDU —
  SAN — 
   
  Hit Points: 11
  Move: 8
  Damage Bonus: +0
  Skills: Archaeology (Human) 24%, Archaeology 
  (Serpent People) 85%, Climb 31%, English 79%, Hide 
  20%, Oratory 70%, Persuade 66%, Scent Danger 
  65%, Sneak 22%, Spot Hidden 34%
  Weapons: Bite 34%, damage 1D8 + poison (POT 11)
  Armour: 1-point scales
  Spells: All known spells, including Assume Shape, 
  a common serpent people spell allowing them to 
  masquerade as humans
  Sanity Cost: 0 / 1D6
  Appearance: Like other serpent people, the 
  Elder is an upright serpent with an ophidian head 
  and snake-like scales, with two arms and legs. He 
  dresses in an ornate robe of blue and green with gold 
  trim, a style of dress in keeping with serpent people 
  tradition and whose colours denote his position as 
  a powerful serpent people mage. The Elder’s large 
  broad head is crested with hard scales around his 
  eyes, and his long pink tongue constantly flicks in 
  and out of his mouth. All serpent people use their 
  tongues to detect danger and intruders (see the 
  Scent Danger skill above), and they also play a role 
  in communication, as serpent people can effectively 
  ‘taste’ one another’s emotions. 
  
  Shadows Over Scotland
  168
  The Elder is slightly taller and considerably older 
  than the others in his company, and moves slowly 
  and deliberately; this slowness carries over into his 
  human persona, where he appears to be a white-
  haired man of great age, possibly a hundred years 
  old. When masquerading as a human, he plays the 
  ‘wise old man’, and speaks slowly and with great 
  gravitas.
  Over the past twenty years, this small band of sorcerers 
  and scientists has systematically visited and studied a 
  number of potential sites in the Scottish Lowlands, but has 
  yet to discover the resting place of their ancient brethren. 
  In the 1920s, they have begun to focus their attention on 
  some of the oldest accessible serpent people ruins beneath 
  Edinburgh: the mammoth volcanic plug of Castle Hill is 
  riddled with a maze of avenues, corridors and passageways 
  running just beneath the modern city streets and down to 
  impossibly deep chasms in the earth. The upper vaults are 
  infested with humans, while the lower levels house ancient 
  serpent people halls so numerous that mapping them is 
  the work of decades.
  The serpent people have devised a plan to use the humans 
  to their advantage. Using magic to walk amongst them, 
  they have lured a number of suitable humans with 
  promises of power and everlasting life. Building on the 
  humans’ desires and motivations, the serpent people have 
  established a witch cult based on a mythical snake goddess 
  named ‘Abyzou’. 
  Over the past three years this cult has grown to more 
  than sixty members, and developed a ruling hierarchy of 
  five men and women, including a High Priestess (Fiona 
  MacAllister) and High Priest (Dougal Curran). This witch-
  cult coven calls itself ‘the Hand of Abyzou’.
  Fiona MacAllister, High Priestess of Abyzou
  Fiona MacAllister, age 33, 
  Zealous High Priestess of Abyzou
  STR 10 
   DEX 15 
  INT 11 
  CON 12
  SIZ 09 
   APP 15 
  POW 12 
  EDU 14
  SAN 00 
   
  Hit Points: 11
  Damage Bonus: +0
  Skills: Art (Theatre) 64%, Climb 41%, Conceal 35%, 
  Disguise 69%, Hide 31%, Persuade 73%, Sneak 34%, 
  Spot Hidden 45%
  Weapons: A small ceremonial dagger, damage 
  1D4 + db
  Spells: Abyzou’s Word (Candle Communication), 
  Enchant Knife, Mental Suggestion, Summon/Bind 
  Dimensional Shambler.
  Appearance: Fiona MacAllister is a thin attractive 
  woman with flame-red hair and piercing blue eyes. 
  Somewhat elfin in appearance, she has long used her 
  striking features to get her way in life. Now as the 
  devout High Priestess of Abyzou, her narcissism and 
  ego have grown to nearly epic proportions. A former 
  music hall actress, she is adept at using makeup both 
  to enhance her appearance and to disguise herself; 
  she is also a good mimic and can adopt a number of 
  convincing accents. 
  MacAllister intentionally wears clothing that borders 
  on the provocative, taking some pride in the effect 
  she has on men. She considers herself to be the true 
  leader of the Hand, and likes to keep Curran one step 
  behind.
  
  Scenario 2: The Hand of Abyzou
  169
  The Hand of Abyzou
  The serpent people have convinced the human coven that 
  the locus of Abyzou’s power is hidden in an ancient temple, 
  part of a lost city deep beneath Edinburgh. Encouraged 
  and incited by the Elder and the other serpent people, the 
  leaders of the Hand of Abyzou are determined to find the 
  source of Abyzou’s power. Groups of cultists undertake 
  ‘missions’ to seek the temple of Abyzou, unknowingly 
  aiding the serpent people in their search for the sleepers: 
  human and serpent people groups are continually 
  searching the deep tunnels and caverns for the powers 
  they desire.
  In addition to these missions, others within the Hand 
  are tasked with searching for signs and artefacts of 
  Abyzou in the Edinburgh Vaults, including the strange 
  and stylized ancient script which they are calling the 
  “language of Abyzou”—in fact the written language of the 
  serpent people. As a result, the serpent people have found 
  numerous references and writings telling of the final days 
  of Valusia.
  Dougal Curran, High Priest of Abyzou
  Dougal Curran, age 43, 
  Troubled High Priest of Abyzou
  STR 13 
   DEX 10 
  INT 11 
  CON 12
  SIZ 13 
   APP 08 
  POW 11 
  EDU 15
  SAN 00 
   
  Hit Points: 13
  Damage Bonus: +1D4
  Skills: Astronomy 44%, Biology 26%, Climb 45%, 
  Fast Talk 56%, German 49%, Library Use 44%, 
  Persuade 46%, Spot Hidden 27%
  Weapons: Fist / Punch 34%, damage 1D4 + db
  Spells: Abyzou’s Word (Candle Communication), 
  Fist of Yog-Sothoth, Grasp of Cthulhu, Wrack
  Appearance: Dougal Curran is slightly taller than 
  average, with dark brown hair, brown eyes, and a 
  reddish-brown goatee. He has a booming voice that 
  makes him perfect in the role of high priest, but his 
  subservience to MacAllister means he often takes the 
  back seat in coven affairs. 
  Curran’s knowledge of physical spells, particularly 
  Wrack, has helped to keep him safely in power, but 
  he is secretly worried that MacAllister is trying to 
  oust him from his position and take sole control of 
  the Hand. Curran is thus preoccupied and distracted 
  much of the time.
   
  Fiona MacAllister
  High Priestess
  Dougal Curran
  High Priest
  Aileen Campbell
  Abyzou Elite
  David Breen
  Abyzou Elite
  Mary McTaggart
  Abyzou Elite
  The Nameless Ones
  The Hand of Abyzou Coven
  
  Shadows Over Scotland
  170
  Mary McTaggart, Hand of Abyzou Elite 
  Mary McTaggart, age 38, 
  Devoted Hand Elite
  STR 08 
   DEX 12 
  INT 16 
  CON 10
  SIZ 06 
   APP 09 
  POW 13 
  EDU 15
  SAN 00 
   
  Hit Points: 09
  Damage Bonus: +0
  Skills: Accounting 14%, Art (Literature) 76%, Climb 
  40%, French 43%, Latin 39%, Library Use 55%, 
  Linguistics 72%, Listen 54%, Persuade 26%, Spot 
  Hidden 26%
  Weapons: Fist / Punch 24%, damage 1D4 + db
  Spells: Abyzou’s Word (Candle Communication)
  Appearance: Mary McTaggart is an innocuous 
  and mousy brunette with striking green eyes but an 
  otherwise commonplace appearance. Though barely 
  five feet tall, she commands considerable respect in 
  the coven as her wit and intelligence often lead her 
  to successful solutions for difficult problems. She 
  appears to many as the ‘brains’ behind the coven 
  elite. Quiet and introspective, preferring books to 
  people, she is also quite in love with and utterly 
  devoted to MacAllister, and this warmth of feeling is 
  occasionally visible in her actions and words.
  Up until three weeks before the investigators’ arrival, the 
  activities of the Hand of Abyzou and the disguised serpent 
  people had gone unnoticed. In the guise of an old human 
  mystic, the Elder has been carefully orchestrating this 
  human arm of the search for the sleepers. To the coven, the 
  ‘Auld One’ is living proof of Abyzou’s power: he professes 
  to have been alive for more than two hundred years, and 
  possesses powerful arcane magic. The serpent people 
  sorcerer has carefully cultivated the coven’s devotion 
  to him and to the fictitious goddess Abyzou, initiating 
  the five coven elite into the Cthulhu Mythos and taking 
  considerable pleasure in watching their madness grow. 
  He has rewarded their zeal with individualized spells, 
  making sure to maintain a balance of powers in the group. 
  Lured by the promise of power and eternal life, an ever-
  increasing number of people are being initiated into the 
  Hand of Abyzou. It was word of a fantastical new religion 
  and the goddess Abyzou that piqued the interest of 
  Professor Michael Ashbury at the University of Edinburgh. 
  As a practicing Theosophist, member of the Edinburgh 
  Philaletheian Society (EPS), and professor of theology, 
  Ashbury was duty-bound to investigate the Hand of Abyzou 
  and its religious teachings.
  Professor Michael Ashbury, Theosophist
  Doctor Michael Ashbury, age 59, 
  Theosophist and Professor of Theology
  STR 11 
   DEX 10 
  INT 15 
  CON 12
  SIZ 10 
   APP 12 
  POW 13 
  EDU 17
  SAN 00 
   
  Hit Points: 11
  Damage Bonus: +0
  Skills: Anthropology 54%, Credit Rating 21%, Hide 
  30%, History 66%, Library Use 70%, Listen 35%, 
  Other Language: German 39%, Other Language: Latin 
  50%, Sneak 32%, Spot Hidden 34%, Theology 89%
  Spells: Abyzou’s Word (Candle Communication)
  Appearance: Professor Michael Ashbury is an 
  unassuming gentleman of average height and weight. 
  Approaching sixty years of age, his pale blonde hair is 
  ﬂecked with silver, and gray patches mark his beard. 
  Ashbury has a pleasant smile and a very ‘honest’ face. 
  From an aristocratic background, he often wears 
  ﬁne suits, but for his misadventure with the Hand of 
  Abyzou he donned a common workman’s jacket and 
  trousers. Now in the Royal Edinburgh Asylum for the 
  Insane, he wears a white hospital gown and little else. 
  Should he regain his sanity, he will be very excitable 
  and animated, insisting something be done about the 
  Hand and the ‘serpents’ beneath Castle Hill.
  
  Scenario 2: The Hand of Abyzou
  171
  Intrigued by what he found, Ashbury’s investigations took 
  him deeper into a growing mystery, joining the coven 
  as one of the ‘devout Nameless Ones’. He soon found 
  himself scurrying about the Edinburgh Vaults with other 
  new members looking for ‘signs and texts’ of Abyzou. It 
  all seemed exceedingly bizarre, but Ashbury persevered; 
  he listened to other initiates talk of magic and rituals, of 
  devotion rewarded with power, and of becoming immortal.
  Of course, Ashbury dismissed this chatter: he had seen 
  similar mass delusions while conducting research in 
  Africa and Asia Minor. In the days which followed, he was 
  encouraged to stay in the vaults, to live solely within the 
  group, cutting off all contact with the world above, and to 
  give himself to Abyzou. What he had taken for a harmless 
  religious fancy was looking more and more like a dangerous 
  cult. Beneath the city streets time became confused, and he 
  began to question how long he’d spent underground. 
  After what must have been days, Ashbury was selected 
  for a ‘mission’, and saw this as an opportunity to escape. 
  His relief turned to horror when he was told the mission 
  was not to the surface but deeper into the earth, into the 
  unknown depths beneath Castle Hill. In preparation, he 
  was made to learn a spell of communication using a lit 
  candle. Ashbury was dumbstruck when the spell worked: 
  was he losing his mind? Had he been drugged? Aghast, 
  Ashbury considered fleeing into the darkness, but realized 
  he could no longer navigate the night-world of the vaults. 
  He was lost.
  Led by one of the coven elite, Aileen Campbell, Ashbury 
  and the group descended through a dark Cyclopean realm 
  unlike anything he could have imagined. Could this be a 
  waking nightmare? But the serpentine masonry and alien 
  markings were all too real. Campbell held aloft a fantastical 
  shining globe that lit their surroundings and took them 
  deeper into the abyss. Ashbury had to get away: he could 
  feel his mind slipping. 
  Aileen Campbell, Hand of Abyzou Elite
  Aileen Campbell, age 37, 
  Hand Elite
  STR 11 
   DEX 15 
  INT 13 
  CON 10
  SIZ 10 
   APP 14 
  POW 10 
  EDU 08
  SAN 00 
   
  Hit Points: 10
  Damage Bonus: +0
  Skills: Bargain 24%, Climb 44%, Dodge 45%, First 
  Aid 69%, Occult 15%, Persuade 46%, Spot Hidden 
  64%
  Weapons: Fist / Punch 33%, damage 1D4 + db
  Spells: Abyzou’s Word (Candle Communication), 
  Detect Enchantment, Enchant Globe.
  Appearance: Aileen Campbell is an attractive 
  woman of average height with a lean and agile body. 
  Her long brown hair is always tied back and she does 
  not wear makeup. Though a former nurse, Campbell 
  has a less than pleasant bedside manner: she is all 
  business and can be very abrupt. An adventurous 
  and intelligent woman, Campbell is highly suited to 
  lead the ‘missions’ to discover the temple of Abyzou. 
  Her ability to spot danger and to get herself and 
  others out of minor scrapes has made her extremely 
  valuable to the coven.
  When they finally stopped, Ashbury decided to make good 
  his escape. Taking a handful of the candles used for the 
  communication spell, Ashbury made his way into the dark 
  alone, half mad with terror. He travelled for hours, but 
  never seemed to find a passage leading upwards. The other 
  Nameless Ones would soon awake and find him missing. 
  Desperate to put some space between him and Campbell, 
  he suddenly stumbled upon something he did not expect.
  
  Shadows Over Scotland
  172
  Ashbury found himself on a high bridge crossing a vast 
  underground chamber. Ahead a dim glow emerged from the 
  mouth of a tunnel far below. Dousing his candle, Ashbury 
  crouched and peered over the bridge edge to see the ‘Auld 
  One’ entering the cavern with David Breen, one of the coven 
  leaders. Ashbury listened as they talked of ‘sleepers’, of the 
  return of the ‘old gods’ who would form a new empire over 
  humankind. Breen vowed his eternal allegiance to these 
  gods, and declared himself a ‘tool of the Old Ones’. 
  David Breen, Hand of Abyzou Elite
  David Breen, age 35, 
  Hand Elite and Self-professed ‘God Tool’
  STR 18 
   DEX 12 
  INT 08 
  CON 15
  SIZ 17 
   APP 10 
  POW 05 
  EDU 03
  SAN 00 
   
  Hit Points: 16
  Damage Bonus: +1D6
  Skills: Climb 37%, Dodge 49%, Drive Automobile 
  79%, Electrical Repair 20%, Mechanical Repair 66%, 
  Operate Heavy Machinery 20%, Spot Hidden 34%, 
  Throw 36%
  Weapons: Fist / Punch 45%, damage 1D4 + db
  Headbutt 35%, damage 1D4 + db
  Kick 40%, damage 1D6 + db
  Spells: Abyzou’s Word (Candle Communication)
  Appearance: David Breen is a huge man with a 
  massive angular jaw and stony features. At over 
  six and a half feet tall, he is by far the tallest and 
  largest member of the coven elite. A former army 
  driver, Breen has a deep, growling voice, but rarely 
  speaks. His devotion to the ‘Auld One’ is absolute, 
  and he has become one of the Elder’s favourites: the 
  serpent people mage has gone so far as to tell Breen 
  about the sleepers and the true destiny of mankind. 
  Breen’s madness takes the form of selfless, utter 
  subservience to the serpent people: he considers 
  himself the ‘god tool’ of the serpent people.
  The Auld One sent Breen back to the coven, standing silent 
  and unmoving until Breen had gone. Ashbury panicked: 
  could the mystic somehow sense his presence? Then, 
  moving into the dim circle of candlelight, a host of horrible 
  robed figures appeared. Ashbury could not believe his eyes, 
  nor could he tear them from the sight: they were ophidian 
  in shape, but stood on two powerful legs, with sinewy arms. 
  Long tails snaked out from beneath their robes, and thin 
  tongues flicked from their wide mouths. 
  Ashbury perceived the air around the Auld One seem to 
  shimmer, and his form alter until he too was one of the 
  serpent people. The sight was too much for Ashbury: his 
  world cracked and splintered, and he pushed himself down 
  into the cool stone of the bridge, shaking alone in the dark. 
  How long he lay there, no one knows: finally he managed to 
  crawl, then to stand. He had to get out, tell someone. What 
  horrible truth had he uncovered here?
  Finally, somehow, Ashbury stumbled on an exit, and found 
  himself beneath Edinburgh Castle near Princes Street 
  Gardens. He ran into New Town, making his way to the 
  Edinburgh Philaletheian Society on Thistle Street: he had 
  to warn everyone!
  Dr Montague Albans, Philaletheian
  Doctor Montague Albans, age 52, 
  Director of the Edinburgh 
  Philaletheian Society
  STR 11 
   DEX 12 
  INT 17 
  CON 11
  SIZ 15 
   APP 13 
  POW 12 
  EDU 15
  SAN 45 
   
  Hit Points: 13
  Damage Bonus: +0
  Skills: Biology 54%, Chemistry 35%, Credit Rating 
  55%, First Aid 44%, Latin 39%, Medicine 90%, 
  Persuade 46%, Theology 34%, Theosophy 71%
  Appearance: Dr Montague Albans is a tall man 
  from a very wealthy family who carries himself with 
  an air of superiority. 
  
  Scenario 2: The Hand of Abyzou
  173
  He dresses in the finest tailored suits and carries a 
  gentleman’s walking stick everywhere he goes. His 
  grey hair is thick at the sides but fades to a bald spot 
  atop his head; his moustache still retains some of its 
  original dark brown colour. Albans’ beady grey-blue 
  eyes peer at the world through a pair of gold-rimmed 
  spectacles. He accessorizes with gold and ivory 
  cufflinks and a silk handkerchief. Albans will appear 
  stiff even when relaxing, his back straight and never 
  slouching.
  Bursting into the luxurious environs of the gentlemen’s 
  club, Ashbury found only the Society director, Dr Montague 
  Albans, and his friend Dr William McAlpine seated in the 
  lounge, served by the butler Gordon Killin. Seeing their 
  friend bedraggled and overwrought, McAlpine and Albans 
  sat Ashbury down whilst Killin fetched him a drink. Tears 
  streaming down his face, Ashbury began to tell the men of 
  his alarming misadventure with the Hand of Abyzou and 
  the unearthly terror he had found in the ancient lost city 
  beneath Castle Hill. He continued for more than an hour 
  whilst the men sat amazed by his tale.
  Dr William McAlpine, Philaletheian
  Doctor William McAlpine, age 45, 
  Ashbury’s Friend and Member of the EPS
  STR 12 
   DEX 12 
  INT 15 
  CON 12
  SIZ 13 
   APP 12 
  POW 09 
  EDU 15
  SAN 52 
   
  Hit Points: 13
  Damage Bonus: +1D4
  Skills: Biology 25%, Chemistry 64%, Climb 44%, 
  Credit Rating 21%, Hide 40%, Latin 49%, Persuade 
  56%, Pharmacy 91%, Sneak 39%, Spot Hidden 54%, 
  Theosophy 48%
  Weapons: Fist / Punch 35%, damage 1D4 + db
  Appearance: Dr William McAlpine has jet black 
  hair, a thick black moustache and a tuft of hair 
  beneath his bottom lip. He possesses a grand Roman 
  nose and attractive green eyes. A pharmaceutical 
  chemist by trade, McAlpine does not possess the 
  wealth or standing of Albans, but he is obviously 
  a man of some means. He dresses in black or navy 
  blue suits, usually with a white or cream shirt and 
  matching tie. The only gold McAlpine wears is a 
  gold tiepin. He is unmarried, though not for lack 
  of trying. He is an extremely likeable chap, but his 
  frank manner and his hatred of dishonesty tend to 
  get him into trouble.
  Suddenly all three were aware of a presence, and a 
  moment later the locked doors of the society building 
  blew inwards. Ashbury visibly shrank in his chair and 
  the others looked on speechlessly as an old man walked 
  into their midst, power bristling around him. The old man 
  looked at Ashbury and declared: “your mind is broken”. 
  He then turned and disappeared into the night through 
  the open doors.
  When McAlpine and Albans looked back at Ashbury, they 
  found his eyes unfocused and his jaw slack. After an initial 
  examination at the Royal Infirmary, Ashbury was passed 
  to the Royal Edinburgh Asylum for the Insane. Back at 
  the Philaletheian Society, Dr Albans has quickly had the 
  doors to the building repaired, but has not talked about 
  the events that night to anyone, especially McAlpine, 
  and has threatened to sack the barman if word of what 
  happened gets out. McAlpine meanwhile is desperate to 
  help Ashbury, and discover if the threat of the Hand of 
  Abyzou and the ‘serpent people’ is real.
  At the start of the adventure, Professor Ashbury is catatonic 
  in the Royal Edinburgh Asylum for the Insane. Doctor 
  McAlpine has been carefully contacting Ashbury’s friends to 
  find someone who will help him. Meanwhile, the activities 
  of the Hand of Abyzou and the plans of the serpent people 
  continue apace.
  
  Shadows Over Scotland
  174
  Involving the Investigators
  The simplest way to involve the investigators is to have them 
  receive Doctor McAlpine’s letter, beseeching them to help 
  him aid Professor Ashbury and to investigate the Hand of 
  Abyzou. Alternatively, if one of the investigators is a friend 
  of Ashbury’s, his absence from a number of events such 
  as scheduled meetings or dinners may be noticed, leading 
  inexorably to the Royal Edinburgh Asylum for the Insane.
  Investigators may also hear of Ashbury’s insanity from 
  asylum staff or the Edinburgh Police when they find one of 
  the investigator’s business cards in the professor’s wallet.
  In this case, Professor Ashbury may begin to recover and 
  tell the investigators what he has discovered first-hand.
  Assuming the investigators receive Doctor McAlpine’s 
  letter, it will explain much of the current situation and a 
  little of Ashbury’s back-story. It will also suggest Doctor 
  McAlpine has every intention of seeking out the Hand of 
  Abyzou himself, believing they have put Ashbury under 
  some kind of spell or curse. McAlpine is sincere in his desire 
  to help Ashbury, and will ask to join the investigators on 
  any ventures into the vaults and, particularly, against the 
  Hand. 
  Doctor William McAlpine
  (PSGB, RPS, FEPS)
  T h e  C h a n c e l l o r ’ s  B u i l d i n g  –  T h e  U n i v e r s i t y  o f  E d i n b u r g h
  Dear Sir,
  I write to inform you that our mutual friend, Professor Michael Ashbury, has been committed 
  to the Royal Edinburgh Asylum for the Insane after a recent misadventure. This will no doubt 
  come as a shock: Ashbury was nothing if not a sensible man. Allow me to explain.
  Three days ago, I was relaxing at the Edinburgh Philaletheian Society in New Town, when 
  the Professor burst in and proceeded to relate the story I shall now endeavour to tell you. 
  He was very poorly dressed, looked quite the madman, and was positively filthy from days 
  spent in the Edinburgh Vaults… but I am getting ahead of myself.
  When Dr. Montague Albans, director of the EPS, and I had managed to sit Ashbury down, 
  he began to tell us of a new ‘snake cult’ he had discovered by word of mouth. As a member 
  of the Philaletheian Society and Professor of Theology, you will imagine his interest. You 
  will also likely be aware that Ashbury has published an article or two on the subject of 
  snake cults. He explained he made efforts to learn more of the cult’s activities and the 
  nature of its deity.
  According to Ashbury, the cult calls itself the ‘Hand of Abyzou’, and worships a snake 
  goddess of the same name. Ashbury seems to have been desperate for information, 
  because (as he put it) he ‘signed up’ with the cult and became (again in his words) one 
  of the ‘devout nameless ones’. Apparently the cult operates in the Edinburgh Vaults, and 
  particularly beneath the Old Town and Castle Hill. Ashbury stayed with them for days: he 
  explained the cult seemed to be looking for some kind of temple, as well as writings and 
  artefacts relating to ‘Abyzou’, within the Vaults.
  
  Scenario 2: The Hand of Abyzou
  175
  Fanciful stuff when written on the page, but I assure you the Professor was in a state of 
  panic and horror as he told us his tale. He told us he was forced into performing rituals, 
  and even made to learn some kind of ‘spell’. All this disturbed him greatly, and in his 
  own words he began to feel himself ‘coming unhinged’. He said he made up his mind to 
  withdraw from the cult.
  Before he could leave, Ashbury explained he was roped into a ‘mission’ of sorts—a search 
  beneath Edinburgh for a ‘temple of Abyzou’. According to Ashbury, there are tunnels 
  beneath the city which are completely unknown, and he and a group of cult members 
  walked for perhaps days through this ‘lost city’. Ashbury told us he suspected these 
  tunnels to be far older than anything currently known to science; he said they looked 
  nothing like anything built by Man. 
  Please read further: I am relating what Ashbury told us, and I am aware it seems deranged. 
  I must stress however that during his entire account, the Professor was absolutely serious, 
  and the state of his clothing and body suggested the truth of the matter. 
  Ashbury told us he finally managed to escape from the cult, but was horribly lost, 
  hundreds of feet below Edinburgh, in total darkness but for a few small candles. 
  At this point Ashbury’s story becomes somewhat unbelievable, but I shall present it as he 
  told it, as it explains why he came to us at the Philaletheian Society. It is as follows.
  Ashbury came across a great cavern beneath Edinburgh, apparently lit, in which he 
  observed a strange old fellow who Ashbury declared must be the ringleader of the cult—the 
  Hand of Abyzou—and a man by the name of Breen whom Ashbury knew. (I’ve made a 
  note of all the names I could remember from Ashbury’s story, and will enclose them with 
  this letter). Ashbury heard Breen and the old man talking of ‘old sleeping gods’, although 
  this apparently did not refer to Abyzou. This Breen fellow was eventually dismissed, and 
  Ashbury says he witnessed a group of robed figures enter the cavern. 
  Ashbury says these figures were not human, but some kind of ‘snake people’. He says 
  the old cult ringleader then also transformed into one of these snake people right before 
  Ashbury’s eyes.
  I cannot emphasise enough just how disturbed Professor Ashbury was as he related this. 
  The experience appears to have caused something of a temporary breakdown, and I should 
  not have believed his account at all but for what happened next.
  As the Professor was talking, I experienced a strange sensation which made my skin crawl. 
  I saw Ashbury and Doctor Albans were experiencing the same thing. I cannot explain it 
  except to say it was something like the feeling of static electricity.  Then, the doors of the 
  Philaletheian Society simply blew in, as though the devil’s own gale were blowing, and a 
  grizzled old man walked into the lounge: the doorman was so aghast he did nothing to stop 
  him. 
  
  Shadows Over Scotland
  176
  I’m not sure how to phrase this, but the old man had some kind of mesmeric quality about 
  him, like the witch-doctors of the Dark Continent or the juju men of Voodoo. He strode in, 
  bold as brass, glared at Ashbury (who by now was cowering and whimpering), and said to 
  him: ‘your mind is broken’. Then he turned slowly and left the building. By my soul, all of 
  us were so taken aback that none of us lifted a finger, a fact of which I am not at all proud.
  When I looked at Ashbury I saw immediately he was not well: he seemed in some kind of 
  trance—there, that ‘mesmerism’ again—slack-jawed and staring blindly into the middle 
  distance. Albans is a medical doctor and I a pharmacist, but neither of us could find a way 
  to rouse him; his eyes were terribly vacant, and he was completely unresponsive. Finally 
  we called for an ambulance. At the Royal Infirmary they could find nothing wrong, but 
  referred him to the Asylum, where they suspected complete nervous collapse. He is still 
  there now.
  You may think me foolish myself, but I am convinced something utterly beyond the 
  ordinary has harmed Professor Ashbury, and I have no confidence that our doctors will 
  be able to treat it in a conventional way.  I am sure his condition is linked to this strange 
  coven—the Hand of Abyzou—and the formidable old fellow who appears to lead it. I have no 
  doubt that the old man who invaded the Philaletheian Society is the same as the ringleader 
  Ashbury claims to have witnessed in the cavern beneath the vaults. As to the rest of 
  Ashbury’s story, of snake people and strange transformations, I have no opinion other 
  than to beg your understanding of a colleague’s frightful mental state. 
  I have taken time off work to look into Ashbury’s condition and do what I can. I can be 
  contacted in the Edinburgh Philaletheian Society on Thistle Street. I am in desperate need 
  of your help—I fear there is no time to lose if we are to help our mutual friend. If you can, 
  please reply by return of post or come to see me at the Society.
  With utmost respect and urgency,
  W. McAlpine
  W. McAlpine
  P.S. The names mentioned by Ashbury were: Breen, Campbell, McTaggart, MacAllister, and 
  Curren or Curran. These apparently form some kind of elite within the coven. He gave no 
  name for the old ringleader other than ‘the Auld One’, which the rest of the coven seems to 
  call him also.
  Handout 1. McAlpine’s Letter
  
  Scenario 2: The Hand of Abyzou
  177
  Part One: 
  -The Streets of Edinburgh-
  In this first part of the scenario, the investigators’ prime 
  motive should be to discover as much as they can concerning 
  the Hand of Abyzou and the professor’s story before coming 
  face to face with the coven itself. It is important that the 
  characters find some way into the coven’s hiding place 
  within the Vaults, whether through joining the coven, as 
  Ashbury did, or by shadowing a member of the coven to 
  discover an entry point.
  Locations
  Royal Edinburgh Asylum for the Insane
  The Royal Edinburgh Asylum for the Insane is a large, 
  multi-storey Victorian complex in Edinburgh’s south 
  end (Keeper’s Note: If your game takes place after 1922, 
  the name of the asylum has been changed to the Royal 
  Edinburgh Hospital for Mental and Nervous Disorders). An 
  ugly granite structure, the asylum is the largest such facility 
  in Scotland and can house up to five hundred visiting and 
  semi-permanent ‘guests’. Professor Michael Ashbury is in 
  an observation ward in the asylum’s west wing. All visitors 
  must sign in at the asylum’s registration desk, and an 
  orderly will guide them to Ashbury’s ward.
  Ashbury and five other catatonics are lying in hospital 
  beds, eyes variously open or closed, without focus or 
  apparent life. Staff move the patients every three hours to 
  avoid bedsores. Ashbury is lying in the bed nearest the door 
  and is completely unresponsive: a successful Medicine roll 
  will reveal that the professor is suffering from a state of 
  profound catatonia.
  The staff have little information: the Professor was brought 
  in several days ago, having been transferred from the 
  Royal Infirmary; he was and still is unresponsive, and in 
  a catatonic state. They are doing what they can, and know 
  in cases of this type the patient’s condition may change 
  in the next minute, the next day, or not at all. All patients 
  are watched over carefully and, should Ashbury make any 
  progress, they will immediately inform the family and 
  friends they have on file.
  If the investigators examine Ashbury’s body or succeed 
  in a Spot Hidden roll, they will find a strange symbol 
  tattooed on his skin near the left wrist, half an inch high; 
  investigators who know Ashbury will not remember him 
  having this before. The tattoo, rather hastily and less than 
  hygienically done, is the Sign of Abyzou, used as a means of 
  quickly recognizing fellow coven members.
  There is little else to be learned at the asylum, unless 
  the Keeper decides Ashbury should waken or be awake, 
  in which case he will be in a private room, and will look 
  drawn and ashen-faced from his ordeal. Once on the topic 
  of the Hand of Abyzou, the Auld One, the serpent people, 
  or the sleepers, he will become animated. Ashbury can be a 
  useful source of information, but care should be taken that 
  he doesn’t completely give the game away—perhaps he is 
  suffering from partial amnesia...
  Handout 2. The Sign of Abyzou
  
  Shadows Over Scotland
  178
  Edinburgh Philaletheian Society
  The Edinburgh Philaletheian Society is housed in a grand 
  Georgian building on Thistle Street in Edinburgh’s New 
  Town. The EPS, as its members abbreviate it, opened its 
  doors some seven years ago, since when a small but tight-
  knit group of primarily upper-class and academic men 
  and women have met regularly to discuss Theosophy and 
  the search for ultimate truths. 
  Doctor Montague Albans is the current director and one 
  of the original founders; the only two employees are 
  Gordon Killin, the barman and cook, and Lucy Gilmore, 
  the maid and housekeeper. Gilmore only works during the 
  day, whereas Killin works from 11 am to 11 pm at night. 
  Albans all but lives in the Thistle Street building, and can 
  be found there night and day.
  Once through the recently-replaced double doors, a small 
  vestibule leads to the lounge, which takes up one third of 
  the main floor, and a door to the right leads into a small 
  coatroom. Above the lintel to the lounge there is a gold 
  inscription in the dark wood which reads: ‘Nothing Before 
  Truth’. This is the motto of the Edinburgh Philaletheian 
  Society and a mantra for its members, who consider 
  themselves committed lovers of truth. The lounge is a 
  luxuriously furnished room twenty feet wide and forty feet 
  long; tall stained glass windows let in a colourful spectrum 
  of light during the day. Double doors to the main meeting 
  hall stand midway on the left wall, while the bar/kitchen, 
  stairs to the second floor, and Director’s office line the 
  right wall.
  Fine rosewood tables are scattered through the lounge, 
  surrounded by comfortable, red leather chairs. The bar 
  serves a wide selection of ales, wines and whiskies, and 
  sandwiches and small snacks are available as well. The 
  office of the Director is similarly furnished, with a broad 
  desk, a number of chairs, three tall filing cabinets, and a 
  small safe; it is normally locked unless Dr Albans is inside. 
  The stairwell on the right wall leads up to the second floor, 
  which is populated with smaller individual meeting rooms 
  
  Scenario 2: The Hand of Abyzou
  and bedrooms for members and guests. There is also a 
  small library devoted to Theosophy and Philaletheism. Dr 
  Albans currently lives out of one of the bedrooms, and Dr 
  McAlpine has commandeered one of the small meeting 
  rooms as a centre of operations for his investigations into 
  the Hand of Abyzou.
  Speaking to Doctor McAlpine
  McAlpine appears tired and haggard; he has been working 
  tirelessly to resolve Ashbury’s dilemma and has had a 
  number of dispiriting arguments with Albans. Despite this, 
  he will greet the investigators with genuine enthusiasm 
  and proceed to tell them all he has learned. Unfortunately, 
  this is very little indeed: he has been trying to trace the 
  surnames Ashbury mentioned, but without success. The 
  police will have nothing to do with him, and the press 
  have refused to print a story he’d produced to trick Hand 
  members into showing themselves.
  McAlpine admits the job requires a more expert hand than 
  his—and more of them. He suggests a partnership: he has 
  first-hand knowledge of what happened to Ashbury; some 
  resources available to him at the university and through the 
  EPS; some hunting experience; and determination to see 
  the job done. McAlpine is also a highly intelligent and well-
  educated lecturer in pharmaceutical chemistry.
  If the investigators agree, McAlpine will get them rooms at 
  the EPS free of charge. He will also mention that he has an 
  inheritance he can tap into, if needs be. In short, he’ll be as 
  helpful as he can. If the investigators decline McAlpine’s 
  offer, he will continue to work at the problem in his own 
  manner. He will not begrudge them this choice: he’s very 
  grateful they are taking an interest at all.
  If the investigators ask McAlpine for more information, 
  he will recount the events in his letter, only more floridly 
  and perhaps throwing in questions here and there. If 
  questioned specifically about the serpent people, he knows 
  little but that Ashbury was one of the foremost experts on 
  snake cults. The Professor’s interest in the Hand of Abyzou 
  suggests to him that there is a real story behind it.
  Concerning Ashbury’s account of the old ringleader who 
  transformed into a ‘snake man’, McAlpine will shake his 
  head.
  “I know it sounds foolish, but I cannot help thinking 
  the Professor wouldn’t simply invent something like 
  that. You knew him: you know what I mean. I thought 
  perhaps his own study of snake cults had affected him 
  in some way, but there was something in the way that 
  he described it all. Ashbury has explained enough of 
  his work for me to recognize this wasn’t just some 
  fantasy: he really encountered something down there. 
  The thought of the whole thing fills me with dread. But 
  something must be done—and at the moment we seem 
  to be the only ones in a position to do so.”
  Speaking to Doctor Albans
  Dr Albans is doing his best to protect the Philaletheian 
  Society in the light of recent events. He is not interested 
  in talking about what happened to Ashbury, nor about 
  the Hand of Abyzou and the other nonsense he heard 
  that night. In short, he’s in denial, and secretly terrified 
  the Hand will return. This doesn’t mean he is opposed 
  to McAlpine using a private room upstairs, or that he’ll 
  deny the investigators use of the society’s facilities: if the 
  investigators want to join McAlpine on his fool’s errand, 
  then so be it. He just wants to be left out of the whole 
  affair, and his life to return to normal.
  Ashbury’s ‘lunatic rantings’ have unsettled Albans, and 
  his faith in the truth has been shaken. If the investigators 
  provoke him, and especially if they point out he is denying 
  a possible truth, he will ask them to leave and take their 
  questions to McAlpine. His attitude will not change until 
  the threat of the Hand of Abyzou is over, and even then it’s 
  unlikely he will reconsider what he has seen and heard.
  Speaking to Gordon Killin
  A quiet and unassuming man in his late thirties, Killin will 
  initially refuse to talk about Ashbury and the Auld One’s 
  attack on the Society; if Albans is in the room, his eyes will 
  nervously dart to his employer. Albans has told Killin he 
  wants no more discussion of the events of that night, and 
  all but threatened to sack him if he talks. Killin is actually 
  179
  
  Shadows Over Scotland
  bursting to tell someone; if the investigators provide proper 
  conditions for Killin to talk without feeling threatened, or 
  provide enough incentive for him to risk losing his job, 
  he’ll readily tell them what he saw.
  “It was the queerest thing I’ve ever seen. I’d locked 
  the doors myself. Professor Ashbury was going 
  on about these strange doings underground, and 
  suddenly I had this damnedest feeling, like a storm 
  was coming. Then—boom! Those big front doors of 
  ours just came blasting in! An’ I know they were 
  locked—locked and barred!
  “Then things went really strange, as this queer old 
  bloke walks in through the doors. A right wee thing, 
  he was, but—I’m getting goose pimples just thinkin’ 
  about it—glowin’ like he was lit up like a street lamp. 
  I was terrified, I can tell ye. Professor Ashbury was 
  in an awful way, shaking and shrinking intae his 
  seat. Then the old chap looks right at the Professor 
  and says, ‘yer mind, it’s broken’, then then just turns 
  and walks right out.
  “Proved to be true, too. The Professor was out of it. 
  I figured it was some kind o’ curse, like witchcraft. 
  I should maybe ha’ done something, but it all 
  happened so fast. That’s really all I can tell ye or 
  Doctor Albans’ll have my hide an’ I’ll be out of a 
  job.”
  If asked if he can remember anything else (the Keeper may 
  want to require a Fast Talk or Persuade roll), Killin will 
  add: 
  “Well, it might not be anything, but I remember 
  when I gave the Professor his drink, I could see he 
  had a tattoo. Not like a gentleman at all. An’ it was 
  a new one: red raw it was round the black ink, like 
  it had been done wi’out much skill. I used to see a 
  lot o’ that in the Navy—takes a few days to calm 
  down. I cannae remember exactly what it was—
  maybe a triangle shape? I couldnae ever think o’ the 
  Professor as the type to be getting a tattoo...”
  The Edinburgh Police
  The Edinburgh Police will be antagonistic to investigators—
  at least initially. Constables and detective constables will be 
  dismissive, and intractable once they hear talk of witchcraft 
  and madness. They may direct investigators to the Lunatic 
  Asylum. However, if the investigators describe or draw the 
  Sign of Abyzou, the police will suddenly take notice. 
  The police have a thief in their cells who has a Sign of 
  Abyzou tattoo on his left wrist; he has refused to talk and 
  they have been unable to identify him. He was discovered 
  trying to make off with a truck full of food from a local 
  grocer, although the police have no idea where he was 
  planning to take it.
  If the investigators try talking with this ‘Nameless One’, 
  he will remain utterly silent, smiling at them unceasingly 
  with a wild look in his eyes. He looks like he’s been the 
  recipient of a few recent beatings; dried blood spots his 
  filthy shirt, but apparently nothing can wipe that eerie 
  grin from his dirty face. A successful Psychology or 
  Psychoanalysis roll will suggest he’s insane; nothing the 
  investigators can do will get him to talk. 
  Should the investigators somehow persuade the police 
  to release the Nameless One, or help him escape, he will 
  rush to the Old Town Smiddy (see below), dodging madly 
  through alleyways to lose pursuers, then underground to 
  the Hand of Abyzou. A successful Track roll allows the 
  investigators to follow him to the Old Town Smiddy, then a 
  second roll to track him to the cult. 
  Failing all else, investigators will at least get a good look 
  at the Sign of Abyzou tattoo. If they have seen the tattoo 
  on Ashbury’s wrist, or had it described to them by Gordon 
  Killin at the Philaletheian Society, they will note that it’s 
  the same. This tattoo is also inexpertly done, and like 
  Ashbury’s a rough approximation of the original design.
  The Edinburgh Public Library
  The Edinburgh Public Library stands across from the National 
  Library of Scotland just off the George IV Bridge. Originally 
  built as a bank, it serves the library well. The library has a 
  180
  
  Scenario 2: The Hand of Abyzou
  relatively large staff, and a librarian or two will always be 
  free to assist investigators. It holds a large number of books, 
  although a large proportion are fiction or simple reference 
  books (dictionaries, encyclopaedias, thesauruses, etc). The 
  library does however have a surprisingly large collection on 
  the occult and, in particular, witchcraft.
  The occult tomes and books on witchcraft will not provide 
  the investigators with much useful information on the 
  Hand of Abyzou, which is far too young to be mentioned 
  in published works. 
  The name Abyzou however is the name of a mythical 
  female demon possessing snake or serpent-like features; 
  a successful Library Use roll will also discover that 
  Abyzou is also known as Abizou, Abzu, Byzou, Obyzouth, 
  Obizuth, and Obizu, and is often related to the Lilith of the 
  Jewish and Christian traditions. One book suggests her 
  name is a corruption of the word ‘abyss’, while another 
  implies Abyzou was the mother of Satan. Yet another 
  even relates that early scholars believed snake cults were 
  inspired by a ‘racial memory’ of an antediluvian species 
  of anthropomorphic snakes—an idea soundly rejected 
  today.
  If the investigators search specifically for images related 
  to Abyzou, they will find nothing matching the Sign (which 
  the Elder created for his cult from whole cloth).
  Finally, there is a chance (make a POW x3 Luck roll for the 
  highest POW investigator) that Mary McTaggart is here 
  doing research for the Hand, and looking for the same 
  books as the characters.
  Old Town Smiddy and Gilmerton Cove
  The Old Town Smiddy is a small public house a mile 
  south of Holyrood Palace in an area of the city known 
  as Gilmerton. The pub interior is very traditional, with 
  dark plastered walls, stained and worn floorboards, and a 
  smattering of odd local artefacts and stuffed animals on 
  display. A long bar vies for space with a small number of 
  tables and low chairs. 
  At the Keeper’s discretion, Dougal Curran may be here 
  drinking and looking for potential new recruits into the 
  Hand; alternatively, investigators talking about occult 
  matters and making successful Fast Talk or Persuade rolls 
  may result in someone going out to get him.
  The landlord of the Old Town Smiddy is Donald Johnston, 
  who has a reputation as a good-natured cheapskate. 
  Johnston is always looking for opportunities to supplement 
  the meagre money he makes from the pub, and currently 
  uses its unusual basement to store illicit goods which come 
  his way. This basement is part of the ‘Gilmerton Cove’, 
  natural tunnels which have historically harboured thieves 
  and revolutionaries. The Cove’s location was lost when an 
  enterprising blacksmith built a smithy (or ‘smiddy’) atop 
  the entrance in the early 16th century.
  181
  
  Shadows Over Scotland
  182
  Mr Donald Johnston, Public House Landlord
  Donald Johnston, age 46, 
  Landlord of the Old Town Smiddy
  STR 14 
   DEX 08 
  INT 12 
  CON 12
  SIZ 09 
   APP 06 
  POW 11 
  EDU 06
  SAN 42 
   
  Hit Points: 12
  Damage Bonus: +0
  Skills: Accounting 27%, Conceal 66%, Credit Rating 
  44%, Cthulhu Mythos 02%, Fast Talk 84%, Handgun 
  55%, Hide 42%, Persuade 51%, Sneak 29%, Spot 
  Hidden 51%, Throw 44%
  Weapons: Fist / Punch 43%, damage 1D4 + db
  Appearance: Donald Johnston is a thin, wiry 
  figure with dull features, black eyes, and thinning 
  black hair. Not an attractive man, it’s not so much 
  his looks as his slimy manner that bothers people: 
  he’s extremely good at manipulating conversations 
  and events to his own benefit. When meeting anyone 
  new, he sizes them up, gets them talking—usually 
  by asking an inordinate amount of questions—and 
  looks for opportunities in what they say. To most 
  people his tactic seems innocuous, and even makes 
  them feel as though he cares about them; in truth, 
  Johnston cares about no one but himself.
  Johnston uses Gilmerton Cove to hide from the taxman 
  while keeping an eye on his ‘stock’. For the past two years, 
  however, his home has also been the secret entry and exit 
  point for the Hand of Abyzou. It was Aileen Campbell who 
  discovered the connecting passage from the main vaults 
  down a long and winding tunnel to the Cove. When the 
  passage was finally cleared of debris, she was shocked to 
  find a loaded pistol aimed at her. Johnston was likewise 
  shocked to find an attractive woman crawling out of the 
  blocked-up tunnel at the back of his bedroom.
  Since then, Johnston and Campbell have come to an 
  agreement, and the Old Town Smiddy is now the preferred 
  entrance into the section of the vaults used by the Hand 
  of Abyzou. For turning a blind eye to the Hand and its 
  strange membership, Johnston receives some monies and 
  takes part in the Hand’s orgies. It’s certainly not the sort 
  of thing he admits to pub clientele; everything is nice and 
  secret, and that’s the way he likes it.
  If visitors to the Old Town Smiddy start asking questions 
  about covens, magic, and stranger things, Johnston will 
  become very nervous very quickly; a successful Psychology 
  roll will say as much. Realizing his profitable secret is no 
  longer so secret, he will use Fast Talk to misdirect the 
  investigators from the trail. If this doesn’t work, he’ll 
  simply lie outright, claiming to have seen some folk with 
  odd tattoos heading out into nearby Drum Wood.
  If the investigators try to strong-arm Johnston, he’ll 
  crumple pathetically and come clean with surprising 
  rapidity. Persuade and Fast Talk will result in a game of 
  verbal chess. The easiest way to get Johnston to give up 
  the cult is to bribe him—his loyalty is in his pocket. In the 
  end, he’ll divulge everything, including the arrangement 
  with the Hand, the strange ‘Roman’ scratchings on the cove 
  walls, and even the orgiastic rituals he’s attended.
  If the investigators ask to see the cove, Johnston will lead 
  them behind the bar and into the back room, where a cellar 
  door opens near the north-western corner to reveal a series 
  of seemingly natural, worn stone steps leading underground.
  Inside Gilmerton Cove
  Gilmerton Cove is a complex of six small, interlinked 
  caverns twenty feet below the Old Town Smiddy. Four are 
  filled with stacked wooden crates, most containing beer, 
  ale, wine and some spirits. The only accessible caves are 
  the two near the end of the complex.
  To the south is a cavern used as a makeshift kitchen, with 
  pots, pans, and utensils piled on crates and boxes; a central 
  fire pit shows signs of recent use. Near the exit is a partially 
  blocked passage less than a foot in width. A strong breeze 
  flows out of the cove and up the small passage.
  
  Scenario 2: The Hand of Abyzou
  183
  The only other accessible cave is the basement where 
  Johnston sleeps. A greasy eiderdown lies atop a filthy 
  looking mattress, while three suitcases of clothing are 
  piled about the floor. The only thing of interest is a strange 
  triangular section of cavern wall that appears smoother 
  and more regular than any other, inscribed with strange 
  markings of vaguely triangular shapes and odd dots and 
  slashes.
  A successful Spot Hidden roll reveals the corner of a journal 
  sticking out from beneath the mattress. The journal is a 
  simple affair, but has a large number of pages ripped out. 
  Investigators smart enough to make a page rubbing with 
  pencil, charcoal, or even dust will find the impressions 
  from the previous page are still visible. The text is as follows 
  (Handout 3):
  A tunnel leads downwards from the back of this natural 
  bedchamber, a gentle breeze rising from its depths smelling 
  strongly of old earth. The tunnel is a little more than four feet 
  wide and roughly six feet high; without a torch or lantern, 
  the investigators cannot make out more than twenty feet 
  down, whereupon the tunnel fades into darkness. There is 
  no sound.
  The tunnel connects a quarter of a mile away with the 
  section of the Edinburgh Vaults used by the Hand of Abyzou 
  as a base of operations.
  The Scotsman Newspaper
  The offices of Edinburgh’s foremost newspaper, The 
  Scotsman, are located on the North Bridge. A tall, 
  unassuming building, its interior is abuzz with journalists 
  and copywriters. The front desk has a helpful receptionist 
  and the newspaper archives are open to the public upon 
  signing a register. As the layout of the ground floor is open, 
  it is possible for the investigators to speak with journalists 
  first hand, should they wish. So far the Hand of Abyzou has 
  remained unknown to every paper in Edinburgh. Journalists 
  will be interested, and highly sceptical, of stories involving 
  witchcraft, covens, or cults, but with enough detail they can 
  be persuaded to run a story or look into it themselves.
  In the archives, investigators can search more than a 
  century of back issues, dating to the newspaper’s founding 
  in 1817. A successful Library Use roll uncovers numerous 
  stories relating to the Vaults—often as a scene of murder, 
  thievery, or homeless desperation—but nothing directly 
  relating to witchcraft or cult activity. A large percentage 
  of stories discussing the Vaults do link to mysterious 
  disappearances, although in most cases the person was 
  looking to disappear.
  The University of Edinburgh
  (Note: For a general description of Edinburgh University, 
  see ‘Cities in Detail: Edinburgh’, page 61.)
  Professor Ashbury’s rooms in the Theology Department at 
  the University of Edinburgh are a shambles: papers are all 
  over the floor, on chairs, and piled high on shelves. 
  Handout 3. McTaggart’s Working Journal
  
  Shadows Over Scotland
  184
  His desk is almost hidden under mountains of books, 
  manuscripts, articles, and the like. Despite the chaos, there 
  is no sign of a break-in or burglary; rather it seems that 
  Ashbury is simply exceptionally disorganized.
  Two filing cabinets and a low table are similarly topped 
  with articles, some papers for marking, and a mass of 
  administrative work relating to the many committees 
  Ashbury sits on. Only the professor’s chair is free of 
  papers. His desk is full of more paper, a few pens and 
  coloured inks, and a number of pencils, most with broken 
  points. An apparent doodle on a piece of paper will catch 
  the eye of investigators, particularly if they have already 
  visited Ashbury in the hospital, spoken to Killin, or seen 
  the Nameless One in the police office: it’s a rough sketch 
  of the Sign of Abyzou (Handout 2). Above it, Ashbury has 
  enigmatically written ‘left wrist’.
  A successful Spot Hidden roll uncovers the Professor’s last 
  published article, entitled ‘On the Proliferation of Snake 
  Cults in Lowland Scotland’ (Handout 4).
  In addition to this article, a successful Library Use roll 
  will reveal that most of the books on his desk relate to 
  witchcraft. A quick scan of the books will reveal them to 
  be primarily reproductions of works published in the 16th 
  and 17th centuries. One is the Malleus Maleficarum, the 
  famous ‘Hammer of Witches’, published in 1487.
  -Part Two: In the Vaults-
  This second part of the scenario takes place in the 
  Edinburgh Vaults, and introduces the investigators to 
  the nefarious activities of the Hand of Abyzou and the 
  deepening mystery surrounding the serpent people and the 
  ancient ‘sleepers’. It invites investigators to take a more 
  physical role, and to employ some of their less frequently-
  used skills. Keepers should gauge the level of action and 
  number of coven members involved to challenge the 
  investigators appropriately.
  Locations
  The section of the Vaults used by the Hand of Abyzou is 
  near Holyrood Palace, and consists of five long-forgotten 
  vaults and one small natural cave. All chambers are 
  connected by narrow passages dug in an earlier age by 
  enterprising thieves. Accessing the underground base 
  requires a long and potentially dangerous walk from the 
  Gilmerton Cove beneath the Old Town Smiddy public 
  house.
  The Edinburgh Vaults are ancient and riddled with 
  hazards, and Keepers may wish to roll to see if investigators 
  encounter unforeseen dangers—see the table below for 
  some possibilities.
  Excerpt from ‘On the Proliferation of Snake Cults in Scotland’
  Of one thing we can be sure: Scotland has, for one reason or another, always been a hotbed of activity for such snake 
  cults. Whilst in the Highlands recently I encountered an old man who, when I told him of my research into pre-Christian 
  snake cults, said ‘If you’re looking for snakes that walk upright, you’ve come to the right place, that’s for sure’. I laughed 
  at this and bade him farewell, but as I walked a lonely path up to my hotel a sudden thought struck me.
  Of course I had assumed that the old man was disparaging other men, those of us who are sometimes attributed with 
  snake-like features or qualities—men with forked tongues, for example. But what if this old man had meant something 
  altogether different and more literal, what if he was in fact suggesting that there are snake folk walking among us? 
  Surely such thoughts are fantasy, but given Man’s ancient connection with the cold-blooded serpent, we can perhaps 
  understand why such thoughts persist.
  Handout 4. Excerpt from Ashbury’s ‘On the Proliferation of Snake Cults in Scotland’ 
  
  Scenario 2: The Hand of Abyzou
  185
  Hand of Abyzou Base of Operations
  The locations listed below are given in the order that 
  investigators arriving from the Old Town Smiddy would 
  encounter them.
  Guard Cave
  This small circular cave is twelve feet in diameter and 
  seven feet high. Wooden crates along one wall have been 
  clustered together to form a bench; a series of candles 
  provides a dull and dancing amber light. A tight curve in 
  the preceding tunnel means investigators may be unable 
  to see the light ahead.
  Investigators succeeding in Sneak rolls will surprise the 
  1D3+1 guards in the cave; otherwise the guards will be alert 
  and standing flat against the opening wall ready to ambush. 
  Guards will try to grapple and disarm the investigators; if 
  outnumbered, they’ll attempt to subdue as many as they 
  can while calling for reinforcements.
  Hazards in the Vaults (D100)
  01–15 
  The floor suddenly gives way, collapsing into a tunnel or chamber below. Make a Luck roll: a success 
  indicates the investigators land well, suffering only 1D4 damage; failure indicates a bad fall and 2D4 damage. Make 
  another Luck roll to see whether any torches, lanterns, or other delicate equipment were destroyed in the fall.
  16–30 
  The air becomes foul, smelling of methane or some other natural gas. Make a CON x5 roll: success 
  indicates the investigator is not overcome, whereas failure indicates he faints dead away.
  31–45 
  Investigators hear the sound of water ahead, and arrive at a section of tunnel that has been washed 
  away, leaving a deep chasm six feet wide. Make a Jump or DEX x2 roll, whichever is higher: failing investigators 
  must make a Luck roll. Success indicates the investigator falls short, landing painfully against the chasm edge and 
  taking 1d6 damage before scrambling up; failure indicates the hapless investigator slips or trips and tumbles into 
  the chasm, taking 2D6 damage, and being swept away to points unknown: other investigators may make Luck rolls 
  to catch their colleague before the fall, a success on which means the investigator only takes 1D3 damage and can try 
  again.
  46–60 
  A section of wall near the investigators collapses, bringing down rubble and great chunks of rock. Make 
  a Dodge roll: a failure means a slab of falling rock catches them on the shoulder, doing 1D4 points of damage. Make 
  a Luck roll to see whether any equipment is crushed.
  61–75 
  Characters are surprised by one of the Nameless Ones, who turns tail and runs towards the Hand of 
  Abyzou base, intent on warning the coven.
  76–00 
  Investigators come to an unexpected fork in the tunnel (or the chamber has an additional exit they 
  were not expecting), and they must decide which direction to take. Make a Track or halved Spot Hidden roll: success 
  indicates they quickly find the right direction; failure indicates they are unsure and must guess. Where the unexpected 
  route takes them is up to the Keeper.
  
  Shadows Over Scotland
  186
  Nameless Ones Guards, Coven Brutes
  Char. 
  One 
  Two 
  Three 
  Four
  STR 
  15 
  14 
  17 
  13
  CON 
  10 
  11 
  14 
  14
  SIZ 
  10 
  13 
  10 
  14
  INT 
  07 
  13 
  10 
  11
  POW 
  12 
  10 
  08 
  07
  DEX 
  11 
  08 
  07 
  09
  HP 
  10 
  12 
  12 
  14
  Damage Bonus:  +1D4
  Skills: 
   
  Climb 45%, Hide 30%, Jump 
  35%, Listen 40%, Sneak 20%, 
  Spot Hidden 50%, Track 40%
  Weapons:  
  Fist / Punch 40%, damage 1D4 + db
  Grapple 
  30%, 
  roll 
  STR 
  vs. 
  STR on Resistance Table or be 
  immobilized
  Number appearing:  1D3+
  Storage Vaults
  The storage vaults are unlit and unguarded. Eight vaulted 
  alcoves open off the central corridor, each containing different 
  foodstuffs, crates and boxes, drums and barrels, and bits of 
  equipment. Five of the eight alcoves store 
  the Hand’s provisions of dried meat and 
  fruit, vegetables (primarily potatoes), and 
  grain. There is enough food here to keep 
  sixty or seventy people going for a few 
  weeks. One of the vaults is ﬁlled entirely 
  with ales, wines, and spirits—the same 
  as in Gilmerton Cove. Another contains 
  tins and drums of all sizes, holding jams, 
  preserves, and canned vegetables, as well 
  as cooking and lantern oil.
  Lastly, at the back of the vault is an alcove 
  containing digging and mountaineering 
  equipment including: rope in varying 
  thicknesses, small hammers and pitons, 
  mountaineering clips and water flasks, 
  small shovels and larger mining picks, 
  leather gloves, belts, and boots. At first glance it looks like 
  the coven has stolen the entire stock of one of Edinburgh’s 
  mountaineering stores; in fact, it has raided all three of 
  the city’s specialist shops to create this stockpile.
  Main Hall
  The largest chamber in the Hand of Abyzou’s base, the main 
  hall is home to all the Nameless Ones currently in the coven, 
  apart from those on guard duty or away on missions in the 
  serpent halls. 20+2D10 people are here, each bearing the 
  same Sign of Abyzou tattoo above their left wrist. The Hand 
  elite do not live with the Nameless Ones, but have their own 
  chambers further on. Some of the Nameless Ones chatter in 
  small groups, others cook or repair equipment, others still try 
  to sleep at the far end of this sixty by eighty foot chamber.
  The ceiling of the main hall is held aloft by twenty-four thick 
  stone pillars eight feet high. In the centre is a brick chute 
  eight feet square which once housed a wooden stair leading 
  to the disused factory above; now the space is ﬁlled with a 
  blazing ﬁre, around which a number of iron pots and kettles 
  sit with their contents simmering. A large supply of wood 
  and kindling is kept by the brick chute. In addition to the ﬁre, 
  the chamber is lit by lanterns throughout the room; fewer 
  towards the back of the hall, where people are sleeping. The 
  two entrances are ten feet apart, but there is no cover from 
  the people sitting, working, and sleeping in the hall.
  
  Scenario 2: The Hand of Abyzou
  187
  The Nameless Ones by the entrances are chattering noisily. 
  Investigators making successful Listen rolls will hear a 
  number of intriguing statements:
  “It won’t be long now… Now that the temple is found, 
  we will have power over everyone… I always suspected 
  Campbell would ﬁnd the temple, she knows the caves 
  like no one else... Did you see Breen run off with the Auld 
  One the moment the messenger returned? They didn’t 
  even wait for MacAllister and Curran—just ran out 
  like a shot. You’d have thought they’d wait for the High 
  Priestess and the Priest… Why did McTaggart stay 
  behind though...? Probably to watch over us, for what 
  she’s worth… Don’t matter, soon we’ll have Abyzou’s 
  power and we won’t need watchin’ o’er will we?… True, 
  it’ll be us lording over the fools up there on the streets.”
  Nameless Ones, 
  Hapless Followers of the Hand of Abyzou
   
  Char. 
  Roll 
  Avg.
   
  STR 
  3D6 
  10–11
   
  CON 
  3D6 
  10–11
   
  SIZ 
  2D6+6 
  13
   
  INT 
  2D6+6 
  13
   
  POW 
  3D6 
  10–11
   
  DEX 
  3D6 
  10–11
   
  HP 
   
  10–11
  Damage Bonus:  
  +0
  Skills:  
  Climb 45%, Hide 30%, Jump 
  35%, Listen 35%, Sneak 20%, 
  Spot Hidden 30%, Track 20%
  Weapons:  
  Fist / Punch 25%, damage 1D4 + db
  Grapple 30%, roll STR vs. STR 
  on Resistance Table or be 
  immobilized
  Number appearing:  2D10+20 working / sleeping
  Most Nameless Ones will be wrapped up in conversation 
  or their work, but investigators should make successful 
  Sneak rolls to avoid being noticed. Any alarm raised will 
  eventually gain the attention of every man and woman in 
  the chamber, meaning that the investigators could have 
  upwards of forty people after them. Only a percentage 
  will actively pursue, but their number will never be fewer 
  than double the number of investigators. They will try to 
  subdue investigators and hold them for the High Priest and 
  Priestess.
  To pass through the main hall, investigators will need an 
  innovative solution, such as a distraction or possibly magic. 
  There is little to be gained from searching the hall itself: the 
  Nameless Ones have given up possessions for the promise 
  of arcane power and immortality.
  Meeting Chamber
  Roughly half the size of the main hall, although the ceiling 
  is higher and held aloft by bricked arches, an old well 
  occupies one corner of this chamber, with a collection 
  of buckets and tins around it. A large Sign of Abyzou is 
  painted in black along the wall opposite the two exits 
  leading to the coven elite’s chambers; two other exits 
  lead to other more distant areas of the Vaults. Only one 
  of these will put investigators on the road to the serpent 
  halls beneath Castle Hill; those taking the other passage 
  will find themselves wandering aimlessly in the dark for 
  hours and encountering untold hazards. A Track roll can 
  determine the correct passage.
  Passage to the Serpent Halls
  This rough-hewn passage connects to an older section of 
  the Vaults; some of McTaggart and Campbell’s findings 
  suggest the caves here date back to a Germanic invasion 
  of Edinburgh and perhaps even to the Roman occupation. 
  The route to the serpent halls is circuitous, dangerous, and 
  difficult to navigate; the Elder provided the Hand with a 
  map which has allowed them to search for the ‘temple’; 
  without it, investigators could spend weeks lost in the 
  dark (an Idea roll will reveal how foolhardy proceeding 
  without a map is). Without a map, make a Track roll to 
  avoid becoming lost, then another per twenty-four hours 
  thereafter to stumble back to civilization, with a 0 / 1D4 
  Sanity roll every twenty-four hours spent lost.  Did the 
  investigators bring any food and water? There is a copy of 
  the map in Campbell’s belongings, and McTaggart also has 
  one on her person.
  
  Shadows Over Scotland
  Curran and Breen’s Lodgings
  Curran and Breen share this small twelve by eight foot 
  vault. The walls, ceiling, and floor are bare rock, and only 
  two flat mattresses and some bedding provide an indication 
  of inhabitation. Atop Curran’s bedding are a number of 
  sheets of paper with handwriting on them, a pile of clothing 
  carefully folded, and a small satchel. The satchel contains a 
  toothbrush, a cut-throat razor, and some soap. Breen’s only 
  possession seems to be a journal, which he keeps, rather 
  carelessly, beneath his filthy pillow. The last entries read as 
  follows (Handout 5):
  MacAllister, McTaggart and Campbell’s Lodgings
  Fiona MacAllister, Mary McTaggart, and Aileen Campbell 
  all share a single large chamber twenty feet by eleven, 
  with three arches supporting the nine foot ceiling. The 
  walls are undecorated, but each women has taken pains to 
  individualize her living space. Nearest the door, Campbell’s 
  mattress and bedding look as though they haven’t been 
  slept in for some time. A pile of folded clothing and a 
  leather bag sit atop the bedding; the bag contains a small 
  vial of perfume, a couple of bars of soap, a silver locket, 
  a couple of different rings of no particular value, and a 
  188
  Handout 5. Breen’s Journal
  Handout 6. Campbell’s Map to the Lair of the Sleepers
  The Auld One has gone out to deal with the escaped Nameless One. Campbell is to blame for letting the fool out of 
  her sight and MacAllister for her poor choice. These Nameless Ones are not the chosen. They’re just ordinary men 
  and women. Pitiful and useless.
  Campbell for all her faults has found a deeper section of the serpent city. She says it is older and my master is 
  delighted with this progress. Perhaps we will find those who sleep. Perhaps the awakening is soon.
  I have devoted myself to the serpents. They are the all-powerful. The gods of Earth. I am their tool. I have promised my 
  life to the Auld One again and he has accepted me. I need nothing more.
  It is found! A messenger returned with a map marking the site of the Sleepers. I leave at once! A 
  new age begins!
  
  Scenario 2: The Hand of Abyzou
  189
  postcard of the beach at Arisaig. Also within this bag is a 
  folded map showing the precise location of the sleepers’ 
  lair (marked ‘Caverns’) in the oldest part of the serpent 
  city (see below and Handout 6). The map is annotated with 
  letters indicating which direction to turn (e.g., L for left, R 
  for right, and D for down). More information on using the 
  map and orchestrating the race to the lair of the sleepers is 
  provided below in Part Three.
  In the middle of the chamber, MacAllister’s mattress and 
  bedding are rufﬂed, and clothing lies strewn about as 
  though thrown in a hurry. Her soap and unmentionables lie 
  uncovered here and there on the stone; a small black book 
  lies tucked under her pillow. Inside this book is an indication 
  that she does not entirely trust the Auld One (Handout 7):
  Make this my prophecy: the magics Abyzou 
  grants us are mighty indeed, but there is I 
  feel a darker and more powerful magic yet. 
  I fear the old man is using us in some way, 
  for some hidden purpose. I have seen with 
  my own eyes how he conspires with others 
  amongst us, and I note their departures 
  from our host to errands unknown in places 
  unknown.
  These men do not praise Abyzou as they 
  ought. They do not join our rituals. They do 
  not drink with us, eat with us. This ‘Auld 
  One’ does not eat, he does not drink: I 
  scarce think he breathes. I am not fooled as 
  others are. I see that weak powers are meted 
  down to us, while greater powers are kept 
  from us. Rather than a High Priestess of 
  Abyzou, I feel myself a lowly servant.
  We are being fooled by some trickery, of this 
  I am sure. Abyzou guide us from this old 
  man who professes to be your saviour. Guide 
  us to true power and immortality. Guide us, 
  Goddess! For, mark my words, we are led 
  by one who is not what he seems.
  At the back of the room, Mary McTaggart lies sleeping in 
  her bed. Unless the investigators are inordinately loud or 
  the entire complex has been alerted to their presence, she 
  will still be asleep on their arrival. Unhappy at being left 
  behind, she told the Nameless Ones not to bother her, and 
  has quite literally cried herself to sleep. She will be very 
  surprised by the investigators: given any opportunity, she 
  will try to escape and / or call for help. 
  Although intelligent, McTaggart is insane, and her love 
  for MacAllister will lead her to try to confuse and stall the 
  investigators. Doing this, she believes, will give MacAllister 
  time to secure the power of Abyzou. To infuriate and keep 
  them occupied, she will spout all manner of cryptic pseudo-
  religious nonsense.
  McTaggart is in possession of one of the maps to the 
  sleepers’ lair (Handout 6). She has it folded in the small 
  purse that she carries everywhere. Investigators searching 
  her will find it; she will claw and bite anyone trying to 
  take it, and will need to be successfully grappled to get it 
  from her. Once they have the map, McTaggart will begin 
  cursing the investigators, repeatedly telling them they 
  are going to die. When they finally leave, she will become 
  overwrought, sobbing to herself.
  -Part Three: In the Serpent Halls-
  The investigators should now have realized the lair of 
  the sleepers has been discovered. They may also realize 
  that individual members of the coven elite are becoming 
  increasingly fractious and paranoid, with various members 
  vying for power or feeling threatened. The fallout from 
  this paranoiac division will be seen in the serpent people 
  encampment.
  Realizing that the Hand of Abyzou and / or the serpent 
  people are about to achieve their goal of raising ancient 
  and deadly powers, investigators will likely want to race to 
  the sleepers’ lair and thwart this dire awakening. This last 
  section depicts the investigators’ desperate race, potentially 
  culminating in a climactic battle against the serpent people 
  as they attempt to wake the legendary sleepers.
  Handout 7. MacAllister’s Prophecy
  
  Shadows Over Scotland
  190
  The action takes place in two scenes: the serpent people 
  encampment, and the lair of the sleepers. What happens in 
  the lead up to, in between, and after these scenes is up to 
  players and Keepers: the race can be as quick or as drawn 
  out as desired. The ‘Hazards in the Vaults’ (in Part Two) 
  may again prove useful, in which case consider altering the 
  ‘61-75’ result to the investigators finding the body of a dead 
  Nameless One. 
  The mood should be tense desperation, the atmosphere 
  oppressive as investigators get nearer the lair, always one 
  step behind. Entering the serpent halls (marked on the 
  Keeper’s Map below), investigators will be discomfited by 
  their alien and Cyclopean surroundings.
  The serpent halls are built according to the organic and 
  angular physics of the serpent people, and investigators 
  will feel the obvious alien strangeness of the place 
  immediately. 
  A fondness for the triangular is found in nearly every 
  structure and artefact; halls are vaguely trapezoidal rather 
  than square or rectangular, and anyone entering the place 
  will feel the steeply angled walls closing in, about to 
  collapse at any moment. Investigators making successful 
  Geology rolls will note the stone is ‘knitted’ in some 
  fashion beyond their comprehension. Strangely shaped 
  artefacts stand out from the walls, and the odd writing they 
  encountered in Gilmerton Cove is inscribed everywhere. 
  The otherness is highly disturbing; investigators will feel 
  distanced from all they know, as though they were no longer 
  even on the Earth.
  During their journey, the investigators have constantly been 
  descending. The rate of descent varies, but at each of the 
  sites on the map labelled ‘D’, investigators must descend 
  a near-vertical shaft using rope and any mountaineering 
  or spelunking equipment they brought with them—Climb 
  rolls can be made if exciting, but don’t go overboard with 
  Keeper’s Map of the Serpent Halls
  
  Scenario 2: The Hand of Abyzou
  191
  requiring too many. Successful Geology rolls or halved 
  Know rolls suggest some sort of cataclysm tore sections 
  of the vaults and serpent halls apart, creating these deep 
  fissures which must be traversed in order to continue.
  Locations
  Serpent People Encampment
  Midway through their journey through the serpent halls, the 
  investigators come upon the scene of a veritable bloodbath: 
  a cavern, filled with many broken and bloodied bodies, 
  lying everywhere, some showing signs of being badly 
  burned or scalded. A scene of mayhem. Then—something 
  unexpected. On the cavern floor lies an impossible thing—a 
  robed snake-like creature. Then another and another; as 
  their eyes adjust, the investigators see them everywhere, 
  finally finding one lying crumpled against a rock outcrop, 
  its narrow chest still rising and falling—it’s alive! With 
  an ophidian head and serpentine tail, two arms and two 
  powerful legs, it is covered in scales and dressed in a strange 
  and elaborately decorated robe. A thin black liquid covers 
  much of the robe.
  Have the investigators make a SAN roll. Witnessing this 
  scene costs 1 / 1D6 Sanity points.
  Dark cuts and deep gouges cross the serpent man’s body; 
  the black liquid is blood, which it is losing copiously. It 
  turns its head towards the investigators, its brilliant 
  serpent eyes locking on them, and its forked tongue darts 
  from between scaly lips. ‘More humans,’ it curses, ‘more 
  fools and ruiners’. It coughs. ‘You are too late.’ It then 
  hisses something in an alien tongue.
  This dying serpent man is in fact the Elder mage, the Auld 
  One. His magic points are spent and he is little threat; 
  he will not last five minutes, so the investigators must be 
  quick with their questions. He will answer their questions 
  provided they are worth answering; he is philosophical 
  as he approaches final death. He is also jubilant, as he 
  believes his serpent people brothers will soon awaken the 
  sleepers.
  If the investigators ask the Elder about the battle, he will 
  answer: 
  “You humans exist to fight amongst yourselves, 
  don’t you? Always warring on your own kind. It’s 
  a wonder you haven’t made yourselves extinct. 
  Jealously, paranoia, rage. That is what happened 
  here—and then fear. Fear when I and my kin were 
  unmasked—the same fear I see on your faces now. 
  Their foolish minds were not ready to look upon the 
  serpent host, despite months of preparation. Fools 
  and imbeciles. When the fear took them, they raised 
  their weapons and fell upon us. Four of us lie here 
  and more than twenty of them have died. Fools.”
  If the characters ask about the Hand of Abyzou, the Elder 
  will responds that Abyzou was merely a convenient fiction, 
  a temporary means of providing it with human resources 
  and a growing workforce. It laughs, saying humankind has 
  some use as slaves—even when they do not know it.
  If the investigators ask about the sleepers, his eyes will 
  widen and a wry smile will twist his serpentine mouth.
  
  Shadows Over Scotland
  “You ask about something you cannot possibly 
  comprehend. There is no word in your pitiful 
  language to describe great Valusia, the first empire 
  of the serpent people. The sleepers are our elite—
  mages and scientists of awe-inspiring power. They 
  are being awakened even now. Though I die, you… 
  you will see them achieve dominion once more. 
  Valusia will rise again, and my people will ascend 
  to greatness!”
  Investigators asking how to reach the lair of the sleepers 
  will find the Elder defiant, laughing at them and refusing 
  to divulge its location. If they ask any question the Elder 
  doesn’t deem important or interesting enough, he will 
  simply not answer; if they annoy him sufficiently, he will 
  curse in the serpent people tongue and berate them for 
  their uselessness.
  Searching the scene of battle will reveal twenty-two Hand 
  of Abyzou dead, including Fiona MacAllister, Dougal 
  Curran, Aileen Campbell, and David Breen, the latter 
  actually slain by Curran. Each bears the Sign of Abyzou 
  above the left wrist; none carries anything particular or of 
  use, although there are several more copies of the map to 
  the lair of the sleepers. If the Elder is still alive when the 
  investigators search the bodies, he will sneer mockingly: 
  “scavengers and looters as well… what a species....”
  The bodies of the serpent people are covered in bruises 
  and deep gashes; three of the four clasp an odd crystal 
  vial with three metal plungers, an alien device that defies 
  immediate interpretation. These are in fact serpent people 
  jet guns (see the adjacent box). Closely examining the 
  devices will reveal three chambers of liquid within the 
  crystal: depressing one of the plungers will eject a jet of 
  serum at whatever the device was aiming at (including 
  another character, unless a successful Dodge roll is made); 
  roll 1D3 to see which serum was activated. 
  If the jet hits an investigator in the face, he will feel the 
  full effect of the serum. If however, the liquid jet splashes 
  elsewhere on his body, the amnesia and paralysis toxins 
  will have no discernable effect, but the death toxin will 
  cause 1D4 hit points in burns, and scar the affected area 
  permanently.
  Serpent People Jet Gun
  These crystal and metal devices are a simple means 
  of delivering jets of rare and powerful toxins into 
  the faces, eyes, and respiratory systems of enemies. 
  The serpent people are masters of toxicology, and 
  their jet guns hold three different serums: the 
  first causes short-term amnesia, the victim losing 
  memory of the last 1D6 hours; the second causes 
  full body paralysis unless the character succeeds in 
  a CON roll on the Resistance Table versus the 18 
  POT toxin; the last causes death in 3D10 seconds, 
  against which there is no saving roll.
  Dedicated plungers atop the crystal reservoirs are 
  laid out in a flower petal-like formation and trigger 
  each of the different serums. Though tricky to 
  handle, as it is specially shaped for serpentine hands, 
  the gun can be used by humans. In operation, the 
  jet gun forces a pressurized stream of fluid through 
  a small metal hole between the three plungers and 
  is accurate to a distance of fifteen feet. A single hit 
  to the face, eyes, or mouth of a target is usually 
  enough for the chosen toxin to take effect.
  The first two serums evaporate quickly and leave no 
  trace behind. The death toxin, on the other hand, has 
  an acidic component that leaves the body scarred as 
  if burned. The first two toxins have no effect on the 
  serpent people themselves, but the death toxin does 
  1D4 damage and irritates their scaly skin.
  As a weapon, the jet gun has a base chance equal to 
  the user’s DEX x3%. Successful hits will strike the 
  target’s face on a roll of one-fifth of the user’s attack 
  skill or less (ie treat as an impale).
  The Lair of the Sleepers
  The lair of the sleepers lies near the deepest point of the 
  ancient Valusian city (Handout 8). A magnificent natural 
  chamber rising more than seventy feet and roughly one 
  hundred and twenty feet square, a series of high lamps of 
  unknown manufacture illuminate it with an eerie orange 
  light. 
  192
  
  Scenario 2: The Hand of Abyzou
  There are four entrances: one from the south (the entry 
  point for the investigators); one to the east leading to 
  regions unknown; and two smaller triangular tunnels 
  atop steep ramps, leading to other areas of the lost city. 
  A boulder field of massive chunks of granite occupies the 
  cavern centre, many over five feet high and providing cover. 
  In the western corner, massive stalagmites and stalactites 
  form brilliantly-coloured columns and spikes.
  This is the scene for the final climactic battle against the 
  serpent people as they try to awaken the sleepers of Valusia. 
  Six serpent people scientists and two mages survived the 
  battle with the Hand of Abyzou, although one of each is 
  badly wounded. The six scientists cluster around two tall 
  triangular instrument panels which gleam and sparkle 
  with multicoloured lights; they are utterly engrossed in the 
  process of revivifying the ancient sleepers. The two mages 
  stand before the colossal triangular crystal chamber which 
  houses the sleepers, chanting in their strange serpent 
  people tongue (and actually casting a welcome ritual). Like 
  the scientists, they are initially oblivious to the possibility 
  of more humans arriving.
  Thirty-six ancient and powerful serpent people from the 
  Valusian Empire are held in suspended animation within 
  the triangular crystal chamber—
  twelve on each side. Investigators 
  can identify two sets of six 
  serpent people mages—one atop 
  the 
  other—standing 
  frozen 
  behind the transparent crystal. 
  Little of their individual features 
  can be made out, but their 
  serpentine shape is unmistakable. 
  Should they be awoken, these 
  sleepers will be more than enough 
  to annihilate any resistance by the 
  investigators. Once apprised of 
  the world they have woken into, 
  they will begin to gather their 
  forces and power, and eventually 
  overcome mankind to rule the 
  Earth once more.
  It’s likely the investigators will want to prevent this. 
  Stopping the serpent people scientists and destroying 
  the glimmering instrument panels will both bring the 
  revivification process to a halt, and ensure the sleepers 
  lie forever more entombed. Modern-day serpent people 
  do not possess the technology to replicate the Valusian 
  instruments, and their destruction will therefore prevent 
  any attempt, at least in the near future, to reawaken the 
  sleepers.
  A pitched battle involving magic, poisons, and guns is 
  more than likely here. The natural layout of the lair of 
  the sleepers allows for various approaches: investigators 
  can take cover behind the boulder field, stalagmites and 
  stalactites, and the two ramps; or can temporarily retreat 
  down any of the four tunnels (although the serpent people 
  will pursue once engaged). 
  Visibility is the only likely impediment to using guns and 
  magic, although range is a serious issue for the serpent 
  people jet guns wielded by the scientists (but not the 
  mages). The cavern is large and cover plentiful enough to 
  render jet guns ineffective unless investigators advance to 
  melee range.
  193
  Handout 8. Map of the Sleepers’ Lair
  
  Shadows Over Scotland
  Serpent People Scientists and Mages, Pre-mammalian Plotters
  Char 
  Mage 
  Mage 
  Sci. 
  Sci. 
  Sci. 
  Sci. 
  Sci. 
  Sci.
  STR 
    09   
    10 
   12 
   11 
   10 
   12 
   13 
   10
  CON 
    08   
    09 
   10 
   12 
   09 
   11 
   14 
   11
  SIZ 
    12   
    10 
   10 
   13 
   11 
   12 
   10 
   09
  INT 
    16   
    17 
   21 
   20 
   22 
   20 
   24 
   21
  POW 
    18   
    16 
   13 
   12 
   12 
   10 
   14 
   11
  DEX 
    10   
    10 
   12 
   11 
   13 
   08 
   10 
   12
  HP 
    4*   
    10 
   10 
   3* 
   10 
   12 
   12 
   10
  Move:  
   
  8
  Damage Bonus:  +0
  Skills:  
   
  At Keeper’s discretion
  Weapons:  
  Bite 35%, damage 1D8 + poison (POT = serpent’s CON)
     
   
  Serpent Jet Gun (scientists only) 25%, damage per toxin
  Armour:   
  1-point scales
  Spells:  
   
  All serpent people know the shape shifting spell Assume Shape, but the scientists know no 
     
   
  other spells; the mages know virtually all relevant Mythos spells
  Sanity Loss:  
  0 / 1D6
     
   
   
   
   
   
   
   
   
   
  (* already wounded)
  This battle can easily turn very deadly. If the investigators’ 
  party is small, perhaps reduce the number of opponents; 
  two of the eight serpent people are badly wounded, and 
  others bear scars from the fight with the Hand. However, 
  the technology and magic of the serpent people are more 
  advanced than those of the humans, and in order to defeat 
  them without major losses the investigators will need 
  to use terrain and cover whenever possible. Players not 
  realizing this will likely see their characters fall quickly 
  indeed; maybe describe one or two close misses to bring 
  home the dangers of having investigators standing out in 
  the open!
  The serpent people are no longer interested in negotiation: 
  words will have no effect, and only one of the mages can 
  even understand human speech. The scientists and mages 
  will fight to the death.
  194
  
  Scenario 2: The Hand of Abyzou
  195
  -Conclusion-
  If the investigators defeat the serpent people, they can 
  examine the strange triangular instrument panels—
  provided they haven’t already destroyed them during the 
  battle. If they have been destroyed, the complex will power 
  down as described below, and any remaining scientists 
  and mages will attempt to escape, recognizing the sleepers 
  are doomed. 
  The technology used by the Valusian serpent people is 
  unlike anything the investigators will have ever seen, and 
  completely incomprehensible to a 20th-century mind. A 
  successful Spot Hidden, Electrical Repair, Mechanical 
  Repair, Operate Heavy Machinery, or INT x3 Idea roll while 
  examining the strange multi-coloured patterns of dancing 
  lights will identify a line of golden lights which seem to 
  be forming an incrementing sequence—like some kind of 
  countdown. This should suggest to the investigators that 
  there is no time like the present to destroy the machines!
  Should they choose not to destroy the panels and / or fail 
  to halt the revivification of the sleepers, then when all the 
  gold lights on the panels are lit the crystalline structure 
  will emit a deafening hiss of high-frequency white noise 
  and become obscured by a vast cloud of white dust (in fact, 
  atomized crystal). When this clears, the investigators will 
  witness the awakening of the Sleepers of Valusia, and lose 
  1D6 / 2D10 SAN. The thirty-six sleepers will move slowly 
  at first, disoriented for 1D6 rounds, whereupon they will 
  assess the situation via the instrument panels and make 
  their initial plans. Any humans they encounter will be 
  dealt with swiftly and viciously.
  The two instrument panels are fragile, and a good kick 
  will damage them beyond repair. Once damaged, a single 
  high tone will sound out, then fall until it fades out at the 
  lower register of human hearing; the orange lamps high 
  above will go out one by one, leaving the investigators 
  in inky darkness. Fianlly, the power that supported the 
  crystalline structure gone, the sleeper cells will grow dark 
  and opaque.
  Attempts to destroy the crystalline structure will fail, 
  unless a series of explosive detonations are carried out 
  near its base. Even then, the massive crystal triangle will 
  merely topple slightly, otherwise remaining intact: only a 
  diamond drill will penetrate the sleepers’ cells, only to find 
  the decomposing forms of the now dead serpent people.
  As for the Hand of Abyzou, the Edinburgh police will be 
  happy to round up McTaggart and / or the remaining 
  Nameless Ones. Involving the police will, however, 
  require some careful explanation by the investigators. 
  Alternatively, investigators might retrace their steps and 
  find their way out from the lost Valusian city and then the 
  Vaults; should they return to the Hand’s vaults, they will 
  find them deserted.
  If they did not take McAlpine with them, the investigators 
  should inform him that the serpent people threat and the 
  Hand of Abyzou have been dealt with. He will be very 
  grateful, and ask if they’ve discovered a ‘cure’ for poor 
  Ashbury. Of course, there is no true cure; however, in 2D10 
  days he will suddenly call out and wake from his torpor. He 
  will track them down (personally, if the investigators are 
  still in Edinburgh, otherwise by letter) and thank them for 
  dealing with that ‘snake cult horror!’
  For thwarting the serpent people’s plot to awaken the 
  sleepers, investigators should be awarded 3D10 Sanity 
  points; a further 1D4 may be rewarded for successfully 
  dealing with the remnants of the Hand of Abyzou. If any 
  serpent people escape, however, investigators will suffer a 
  1D6 penalty.
  
  Shadows Over Scotland
  196
  -Appendix I: Plot Map for ‘The Hand of Abyzou’-
  Location
  Personas
  Relationships
  Motivation
  Clues
  Royal Edinburgh 
  Asylum for the Insane, 
  Morningside 
  Prof. Michael Ashbury, 
  theosophist and member 
  of the EPS
  Old friend of one of 
  the investigators and 
  McAlpine; target of the 
  Hand
  If awake, Ashbury’s only 
  motivation is to foil the 
  plans of the Hand
  Speaking with Ashbury 
  (if awake)
  Talking to Asylum staff
  The Sign of Abyzou
  Edinburgh 
  Philaletheian Society, 
  New Town
  Dr Montague Albans, 
  director of the EPS; 
  Dr William McAlpine, 
  pharmacist; Gordon 
  Killin, barman
  Albans knows Ashbury 
  and McAlpine, and 
  employs Killin; McAlpine 
  is a friend of Ashbury 
  and knows Albans; Killin 
  works for Albans
  Albans wants to protect 
  the EPS; McAlpine seeks 
  to help Ashbury; Killin 
  wants to keep his job
  Talking to Albans
  Talking to McAlpine
  Talking to Killin
  Philaletheian texts
  Gilmerton Cove
  Donald Johnston, 
  proprietor of the Old 
  Town Smiddy
  Takes monies from the 
  Hand
  Greed and lust
  Talking to Johnston
  The writing on the wall
  Edinburgh Vaults 
  (Hand of Abyzou)
  Fiona MacAllister; 
  Dougal Curran; Aileen 
  Campbell; David Breen; 
  Mary McTaggart; Name-
  less Ones 
  Hand elite work 
  together; McTaggart 
  loves MacAllister; Breen 
  secretly serves the ‘Auld 
  One’
  MacAllister and Curran 
  desire power; Breen seeks 
  to be the ‘God tool’ of the 
  serpent people; Campbell 
  wants personal freedom 
  and adventure; McTaggart 
  seeks praise and love from 
  MacAllister
  MacAllister’s prophecy
  Breen’s journal
  Talking to McTaggart
  Map to Sleepers’ Lair
  Edinburgh Vaults 
  (Serpent Halls)
  The Elder, serpent people 
  mage, also ‘The Auld 
  One’; serpent people 
  scientists and mages
  The Elder rules the elite 
  serpent people group and 
  controls the Hand as the 
  ‘Auld One’
  The Elder seeks to awaken 
  the ‘Sleepers’ and bring 
  about a new serpent 
  people empire
  Speaking with the Auld 
  One
  Edinburgh Vaults 
  (Lair of the Sleepers)
  The ‘Sleepers’, ancient 
  mages
  World domination
  Edinburgh Public 
  Library
  Librarians, etc.
  Witchcraft tome
  Edinburgh University
  Professors, etc.
  On the Proliferation of 
  Snake Cults
  The Sign of Abyzou
  Edinburgh Police
  Police, etc.
  The Sign of Abyzou
  Nameless One thief
  The Scotsman
  Journalists, etc.
  Information on Edinburgh 
  Vaults
  
  -Uisge Beatha (“The Water of Life”)-
  197
  -Introduction-
  This scenario is intended for experienced players, but 
  may be modified for more inexperienced players, too. The 
  investigators stumble upon a Mythos mystery in rural 
  Aberdeenshire in the northeast of Scotland, some three 
  hours north of Aberdeen. The map below shows relevant 
  locations.
  This scenario begins with a telegram from a young 
  laird, recently arrived from America, who has just taken 
  possession of his ancestral home situated near the Loch 
  of Strathbeg and the small port of St Combs on the north 
  Aberdeenshire coast. The laird invites the investigators to 
  Glencorrie Castle to look into the curious pagan activities 
  and beliefs expressed by some of the people on his newly 
  inherited land. Upon their arrival, player characters 
  can guide the investigation however they see fit; there 
  is no assumed order to events. The machinations of the 
  deep ones and the Order of Hydra continues despite 
  investigators poking their noses around; if, or when, 
  the player characters become a nuisance, the Order 
  will try to eliminate them—see the section ‘Actions and 
  Consequences’ below.
  A new young laird from America gets more than he bargained for when he visits the ancient whisky distillery on his land. 
  The investigators receive a frosty reception from the locals, and discover there truly is ‘something in the water’.
  Scenario 3: Uisge Beatha (“The Water of Life”)
  
  Shadows Over Scotland
  198
  As the people of St Combs and Strathkiln are essentially one 
  huge Cthulhu cult, individuals the investigators interact 
  with will often refuse to speak, be openly hostile, or attempt 
  to confuse or misdirect them. Each cult elder has at least 
  one ‘diversion’ (see the ‘Diversions’ section below) that the 
  Keeper may use to send investigators on wild goose chases.
  A ‘plot map’ is provided at the end of the scenario to track 
  locations, characters, motivations, and evidence. Clues and 
  documents are also embedded in the text and are available 
  as downloadable player handouts at www.cubicle7.co.uk.
  -Keeper’s Information-
  The Story So Far
  The second largest deep one city in the northern 
  hemisphere lies a mere five miles off the coast of north-
  eastern Aberdeenshire. Named Ur-Y’hlinai, this city 
  boasts a population of more than fifty thousand deep ones. 
  Effectively immortal, these awful, amphibious humanoids 
  pass the centuries worshipping the Great Old One Cthulhu 
  and seeking to orchestrate his awakening and the rise of 
  his Cyclopean island tomb. A council of deep one priests 
  of Father Dagon and Mother Hydra oversees Ur-Y’hlinai, 
  seeking to increase their numbers in preparation for Great 
  Cthulhu’s return.
  The deep ones of Ur-Y’hlinai have long had a foothold 
  in the many fishing villages and towns along Scotland’s 
  eastern coasts. Nowhere is this more evident than the 
  remote rural communities of Aberdeenshire, where whole 
  populations have fallen under the sway of the deep ones, 
  who offer gold, power, and everlasting life to willing 
  initiates. More than a hundred years ago, deep one priests 
  approached the elders of the small fishing community 
  of St Combs with promises of wealth and power; the 
  elders accepted, but with their rewards came growing 
  madness, and the town sold its collective soul. In the 
  following decades, the madness swept through the towns 
  and countryside like wildfire. People interbred with the 
  foul amphibians and gave birth to inhuman hybrids, ugly, 
  degenerate children with deformed, frog-like features, who 
  eventually underwent horrible transformations to become 
  deep ones and depart beneath the waves for Ur-Y’hlinai.
  In 1876, the cultists and hybrid priests created the Order of 
  Hydra to organize the expanding cult and disseminate deep 
  one wishes and demands to their human worshippers. The 
  Order assumed the role and property of the village church, 
  and forcibly converted its minister. Years passed, and the 
  cult grew prosperous and powerful, its control over the 
  surrounding land and settlements absolute. More hybrids 
  were born, swelling Ur-Y’hlinai’s population. The will of 
  Cthulhu was done.
  Mr Hugh Irvine, Distillery Owner
  Hugh Irvine, age 41, 
  Elder Cultist and Proprietor of the Strathbeg 
  Distillery
  STR 14 
   DEX 11 
  INT 18 
  CON 12
  SIZ 16 
   APP 07 
  POW 18 
  EDU 16
  SAN 00 
   
  Hit Points: 15
  Damage Bonus: +1D4
  Skills: Accounting 37%, Art (Acting) 25%, Biology 
  66%, Chemistry 91%, Credit Rating 23%, Distil 89%, 
  Drive Auto 33%, Fast Talk 24%, Medicine 37%, 
  Persuade 57%, Pharmacy 46%, Spot Hidden 31%, 
  Swim 43%
  Weapons: Fist / Punch 53%, damage 1D3 + db
  Spells: Breath of the Deep, Contact Deep One, Create 
  Mist of Releh, Grasp of Cthulhu, Healing, Wrack
  Appearance: Hugh Irvine is a tall elegant man in 
  his early forties. He has short-cropped black hair, 
  dark brown eyes, small thin lips and an aquiline 
  nose.  He speaks with great confidence in a deep 
  and rhythmic voice and gives the impression that he 
  has never failed at anything in his life. His clothing 
  seems distinctly out of place; though Irvine acts 
  and talks like an upper-class businessman, he 
  
  Scenario 3: Uisge Beatha (“The Water of Life”)
  199
  dresses like a middle-class salesman who hasn’t 
  had a sale in a while. His suits are just this side of 
  threadbare, and his shoes have never seen a drop 
  of polish. Irvine acts the part of a welcoming and 
  helpful figure—though of course he’s anything but.
  Some of the deep one unions resulted in superior hybrids 
  with great intelligence and cunning, whilst others were 
  tentacled abominations and alien monstrosities named 
  by the priests the ‘Beloved of Cthulhu’. In 1881, a hybrid 
  was born whose intelligence and aptitude for magic nearly 
  matched the deep one priests; his talent was recognized 
  early, and the young Hugh Irvine was given access to magic 
  and knowledge that few other hybrids ever saw.
  Unusually, Irvine was sent to Aberdeen University to learn 
  more of the human world and seek more esoteric ways to 
  further the deep one cause. He returned a worldly man, 
  and set up a number of profitable businesses in the area, 
  including the fishery and the Strathbeg distillery, which he 
  owns and where he currently oversees operations. He has 
  successfully turned the fortunes of the distillery around, 
  and Strathbeg whisky has become a hot commodity, 
  receiving numerous industry awards. However, Irvine has 
  plans for his whisky that go well beyond financial success 
  and industry approval.
  Using a combination of deep one magic and modern science, 
  Irvine has been developing a preparation that will infect 
  those drinking it with the ‘taint’ of the deep ones. In small 
  doses, the preparation causes hybrid births; in large doses 
  it results in an inexorable and irreversible transformation 
  into a deep one hybrid. This solution is his uisge beatha 
  (Gaelic for ‘water of life’), which he believes will give birth 
  to a glorious new generation of hybrids. Over the past three 
  years, Irvine has tested the solution on several subjects 
  in one of the distillery’s unused cellars, with mixed and 
  unsatisfactory results. However, a recent breakthrough 
  has resulted in a formulation that blends perfectly and has 
  the desired transformative effect, and Irvine hopes it will 
  cause a sudden and marked increase in deep one hybrid 
  births and transformations throughout Great Britain and 
  worldwide. This formulation is currently maturing in 
  his latest batch of whisky stocks, which will be ready for 
  bottling in the coming year. Henceforth, every bottle of 
  Strathbeg whisky will be infected with the deep one taint, 
  and in future Irvine intends to incorporate it into products 
  leaving the St Combs fishery, too.
  Mr Collin Gillie, Priest of Cthulhu
  Collin Gillie, age 52, 
  Elder Cultist and Order of the Hydra High Priest
  STR 09 
   DEX 10 
  INT 12 
  CON 10
  SIZ 06 
   APP 09 
  POW 16 
  EDU 13
  SAN 00 
   
  Hit Points: 8
  Damage Bonus: +0
  Skills: Conceal 36%, Credit Rating 14%, Hide 32%, 
  Mechanical Repair 72%, Occult 40%, Oratory 34%, 
  Persuade 71%, Sneak 24%, Spot Hidden 11%, Theology 
  47%
  Weapons: Butcher Knife 20%, damage 1D4 + db
  Fist / Punch 22%, damage 1D3 + db
  Armour: None
  Spells: Contact Deep One, Contact Deity / Cthulhu, 
  Vanish, Voorish Sign, Warding, Wrack
  Appearance: Collin Gillie is a short and quite  
  unattractive man in his early fifties. A former 
  mechanic, he might seem an unusual choice for 
  High Priest of the Order, but his fervent faith and 
  zealous fanaticism make him an inspired choice. 
  Gillie believes himself to be ‘living in Cthulhu’, and 
  his worship of the Great Old One is the foremost 
  activity in his life—everything else is secondary. 
  This means eating, hygiene, and dressing himself 
  properly—amongst other things; he’s unpleasant to 
  be around, and distinctly more ‘mad’ than any of the 
  other cultists. His fluctuating demeanour, habit of 
  speaking to himself, and sudden and unpredictable 
  physical movements accentuate this.
  
  Shadows Over Scotland
  200
  The elder cultists in St Combs and Strathkiln monitor 
  Irvine’s progress closely, hoping to exceed the expectations 
  of their masters, the deep one priests, and Cthulhu 
  himself. In addition to Hugh Irvine, Collin Gillie, Duncan 
  Calder and Connor Andrews comprise the four most senior 
  members of the Order of Hydra. Collin Gillie is a fanatical 
  Cthulhu priest and religious figurehead of the Order; 
  Duncan Calder is the owner of the Sigil & Sign pub in St 
  Combs, and keeps a close eye on all activity—deep one and 
  otherwise—in the town and environs; and Connor Andrews 
  is the town’s harbourmaster, and oversees shipping, trade 
  and the St Combs Fishery.
  Mr Duncan Calder, Pub Owner
  Duncan Calder, age 47, 
  Elder Cultist and Proprietor of the Sigil & Sign
  STR 15 
   DEX 12 
  INT 12 
  CON 12
  SIZ 15 
   APP 11 
  POW 13 
  EDU 11
  SAN 00 
   
  Hit Points: 13
  Damage Bonus: +1D4
  Skills: Accounting 17%, Art (Sketching) 46%, 
  Climb 24%, Dodge 33%, Fast Talk 63%, Listen 
  36%, Navigate 31%, Rifle 59%, Spot Hidden 61%, 
  Taxidermy 46%, Track 48%
  Weapons: Fist / Punch 60%, damage 1D3 + db
  Headbutt 45%, damage 1D4 + db
  Spells: Contact Deep One, Enchant Whistle, 
  Summon / Bind Byakhee
  Appearance: Duncan Calder is a large and imposing 
  ﬁgure in his late forties, a great, bear-like man with 
  a huge reddish-brown beard curling up into a thick 
  mane of light brown hair, a fat broad nose, and bright 
  hazel eyes. A renowned hunter, Calder is always 
  dressed in hunting shirt and trousers, and his pub—
  the Sigil & Sign—is decorated with a vast number of 
  stuffed animals. Calder is the ‘eyes and ears’ of the 
  Order, and knows what everyone in the area is up to. 
  He will talk with the investigators, showing apparent 
  interest but seeking to understand their motivations.
  Under these four men the Order has run like clockwork 
  for the past decade, so conditioned and devout are its 
  members that there has never been any resistance to its 
  commands. Members are obedient and hard-working, 
  worshipping Great Cthulhu, offering him their young, 
  working towards his awakening; in the years leading up 
  to 1920, the schemes of the deep ones and the Order of 
  Hydra moved forwards steadily and quietly.
  Mr Connor Andrews, Harbourmaster
  Connor Andrews, age 58,
  Elder Cultist and St Combs Harbourmaster
  STR 13 
   DEX 11 
  INT 12 
  CON 15
  SIZ 14 
   APP 09 
  POW 13 
  EDU 10
  SAN 00 
   
  Hit Points: 14
  Damage Bonus: +1D4
  Skills: Accounting 35%, Astronomy 14%, Conceal 
  72%, Credit Rating 13%, Drive Auto 37%, Navigate 
  56%, Operate Heavy Machinery 34%, Pilot (Boat / 
  Ship) 68%
  Weapons: Fist / Punch 47%, damage 1D3 + db
  Walking Cane 35%, damage 1D6 + db
  Spells: Contact Deep One
  Appearance: Connor Andrews is an older, grey-
  haired man, with a rough, weathered face, full of 
  lines and cracks, and grey and watery bloodshot 
  eyes. Born and bred a seafaring man, Andrews wears 
  his nautical gear like a badge of authenticity. He 
  is a difficult and cruel man, prone to shouting; he 
  dislikes strangers, and avoids speaking with anyone 
  he doesn’t know. When the investigators encounter 
  Andrews, he will sneer at them, barely holding back 
  his bile. If they ask too many questions or otherwise 
  annoy him, he’ll become verbally abusive and may 
  simply walk away from the conversation.
  
  Scenario 3: Uisge Beatha (“The Water of Life”)
  201
  However, the death of a wealthy businessman in Boston 
  and the discovery of a long-lost hereditary claim have 
  introduced an unwelcome disruption into the calm of 
  Strathkiln and St Combs. At the reading of his father’s will 
  in Los Angeles, California, the businessman’s son Patrick 
  McKerrell, a philosophy postgraduate at the University of 
  California, learned he had inherited the title of the Much 
  Honoured Patrick McKerrell of Strathbeg, the 21st Laird of 
  Strathbeg.
  Mr Patrick McKerrell, 21st Laird of Strathbeg
  Patrick McKerrell, age 28, 
  Newly Inherited Laird of Strathbeg
  STR 12 
   DEX 14 
  INT 16 
  CON 14
  SIZ 13 
   APP 13 
  POW 12 
  EDU 15
  SAN 60 
   
  Hit Points: 14
  Damage Bonus: +1D4
  Skills: Anthropology 26%, Art (Sculpture) 35%, 
  Credit Rating 54%, Drive Auto 33%, First Aid 24%, 
  History 25%, Philosophy 71%, Photography 27%, 
  Psychology 19%, Ride 15%, Spot Hidden 21%
  Weapons: Fist / Punch 33%, damage 1D3 + db
  Appearance: Patrick McKerrell, the 21st Laird of 
  Strathbeg, is an attractive man in his late twenties. 
  Having recently inherited a great deal of money, he 
  has kitted himself out with fine suits from London’s 
  Savile Row and a collection of Italian leather shoes. 
  His bright blue eyes, curly blond hair, wide toothy 
  grin and thick American accent make him the 
  archetypal Californian youth, despite being born in 
  Massachusetts. His demeanour is warm and friendly, 
  if a little overconfident. However, after three weeks 
  of nothing but cold cultists for company, McKerrell 
  will seem a little more desperate and needy than he 
  otherwise would.
  McKerrell’s sudden arrival at Glencorrie Castle in Strathkiln 
  was an unwelcome surprise and an unforeseen complication 
  for the Order. By law the Laird of Strathbeg owns much of 
  the land the Order secretly controls, including St Combs 
  and the surrounding villages. The young laird has made a 
  nuisance of himself by visiting ‘his’ lands and calling at the 
  Strathbeg distillery, the fishery, and many other prominent 
  locations in and around St Combs. He has made numerous 
  attempts to socialize with town leaders and cult elders, 
  even inquiring about membership in the Order. In short, 
  the laird is becoming a problem.
  McKerrell is intelligent enough to realize his arrival has 
  unsettled and even greatly annoyed some people. He had 
  expected his arrival to cause surprise, as his father had 
  never lived in Glencorrie Castle, nor claimed the lairdship, 
  and his grandfather had left for America when still a child. 
  He had also expected that his being American might ruffle 
  some Scottish feathers, but nonetheless has been surprised 
  to find the people of Strathkiln and St Combs cold, if not 
  downright hostile. More worrying for him, however, are the 
  possibly pagan activities of the villagers.
  Upon arriving at Glencorrie, McKerrell found the castle in 
  a state of disrepair. Unlived in for more than ninety years, 
  many of its windows and doors were boarded up, and the 
  castle was without electricity or running water and was 
  essentially uninhabitable. The young laird was therefore 
  surprised to find the two larger halls did show signs of use, 
  but of a very disturbing kind: one held a ramshackle altar 
  inscribed with strange runes and with a small, sculpted 
  basalt figure atop it, unlike anything McKerrell had ever 
  seen, despite being a fancier of fine art. Primitive in design, 
  cut at odd angles, it had a terrible, impossible demonic 
  form—a great crouching thing with wings, claws, and other 
  discomforting shapes.
  In another hall, the laird found a huge circle drawn in 
  sheep’s blood, with numerous skulls laid at points around 
  its circumference. The blood was flaking and decomposing, 
  but he made out strange symbols between and around the 
  skulls. McKerrell was taken aback by these discoveries; 
  difficult people and a dilapidated castle he could put up 
  with, but as a staunch Baptist unholy pagan activities were 
  another matter entirely! After his cold reception, the laird 
  
  Shadows Over Scotland
  202
  decided against taking the matter up with the locals, whom 
  he half-suspected might even be involved; rather, he called 
  his lawyers in Edinburgh to find someone to look into the 
  strange situation and perhaps suggest some resolution.
  The laird’s lawyers, Corstorfine & Brandt, tracked down the 
  investigators, and McKerrell has telegraphed them from 
  Aberdeen (below and Handout 1):
  P o s t  O f f i c e  
  T E L E G R A M
  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  URGENTLY REQUESTING YOUR HELP STOP 
  NEED YOUR SPECIAL SKILLS STOP 
  YOU COME HIGHLY RECOMMENDED STOP
  WILL PAY ALL TRAVEL BOARD AND EXPENSES STOP 
  PLEASE CONTACT EDINBURGH LAWYERS 
  CORSTORFINE AND BRANDT IF YOU ACCEPT STOP
   MORE INFORMATION PROVIDED ON ACCEPTANCE STOP
   
  YOURS IN NEED PATRICK MCKERRELL 21ST LAIRD 
  OF STRATHBEG STOP 
  - - - - - - - - - - - - - - - - - - -
  When the investigators contact Corstorfine & Brandt, 
  the lawyers will briefly inform them the laird has found 
  evidence of pagan activity on his land and wishes them 
  to investigate. The laird has sent a photograph (Handout 
  2) of the basalt sculpture. McKerrell will pay travel 
  and expenses. Unfortunately, due to the state of the 
  castle, neither the investigators nor the laird can stay at 
  Glencorrie; instead he suggests they stay at the local pub, 
  the Sigil & Sign, where he currently rooms.
  -Actions and Consequences-
  The arrival of the Laird of Strathbeg has been a thorn in the 
  side of the Order of Hydra these past three weeks. Due to his 
  high profile, no attempts have yet been made to dispose of 
  the annoying young American. However, should the Order 
  discover the laird has brought in a team of investigators, its 
  annoyance will boil over into vengeful anger, and it will act 
  to protect itself and its interests at the distillery and in the 
  town. Leaders will likely respond to any perceived threat 
  with sudden and determined violence.
  The investigators’ impact on the Order is at the Keeper’s 
  discretion: with so much riding on the plans at the Strathbeg 
  distillery, the townsfolk may favour secrecy and discretion 
  over violent action; on the other hand, the townspeople 
  may quickly turn against the investigators, and the hunters 
  will become the hunted. A thrilling and challenging 
  scenario could involve the investigators working out what 
  is happening in St Combs while on the run from its insane 
  inhabitants.
  Handout 1. Telegram from Patrick McKerrell
  Handout 2. Photograph of Basalt Statue
  
  Scenario 3: Uisge Beatha (“The Water of Life”)
  Tracking Anger in St Combs
  Use this simple point-tracking system for determining the Order’s response to the investigators’ activities. Keepers 
  should alter the values below to their own preferences and add points for additional events. As the investigators 
  accumulate points, the Order will intervene to deal with them.
  Points 
  Investigator Activity
   
  1 
  Investigators are seen interacting with Patrick McKerrell
   
  1 
  Investigators are seen interacting with non-Order townsfolk (e.g., Alison MacNeil, Duncan MacGillivray, 
   
   
  Jamie McKindless, etc.)
   
  1 
  Investigators are seen ‘snooping around’ in St Combs or any outlying village
   
  3 
  Investigators ask questions about ‘pagan’ or ‘cult’ activities
   
  3 
  Investigators annoy a member of the Order
   
  3 
  Investigators are seen or suspected of committing a minor illegal act
   
  5 
  Investigators bully or threaten a member of the Order
   
  5 
  Investigators visit the Strathbeg distillery, the Order of Hydra, or the harbour, or are known to have 
   
   
  visited Glencorrie Castle
   
  7 
  Investigators are seen or suspected of committing a major illegal act (e.g., breaking and entering, 
   
   
  bribery, etc.)
   
  10 
  Investigators physically harm a member of the Order
   
  10 
  Investigators attempt to involve the Aberdeen Police
   
  20 
  Investigators murder a member of the Order
   
  20 
  Investigators mention ‘deep ones’ or ‘Cthulhu’
   
  25 
  Investigators murder one of the Order’s elders
   
  50 
  Investigators break into the Strathbeg Distillery or the Order of Hydra
  203
  The Order of Hydra, Crazed Cthulhu Cultists
   
  Char. 
  Roll 
  Avg.
   
  STR 
  3D6 
  10-11
   
  CON 
  3D6 
  10-11
   
  SIZ 
  3D6 
  10-11
   
  INT 
  2D6+6 
  13
   
  POW 
  3D6 
  10-11
   
  DEX 
  3D6 
  10-11
   
  HP 
   
  10-11
  Damage Bonus:  
  +0
  Skills:  
  Listen 20%, Spot Hidden 30%
  Weapons:  
  Punch / Fist 25%, damage 1D3 + db
  Spells:  
  As the Keeper desires
  Number appearing:  As the Keeper desires
  From the moment the investigators arrive in St Combs, 
  they will find themselves in a number of uncomfortable 
  and possibly deadly situations. Their actions—even small 
  and seemingly insignificant ones—will annoy, disturb and 
  threaten the Order’s cultists, and most likely eventually 
  lead to a violent response. To keep track of this growing 
  resentment, the Keeper might wish to use the optional 
  system in the nearby section ‘Tracking Anger in St Combs’.
  However the cult responds to the investigators, two things 
  make this scenario a potential party killer. First, the 
  investigators likely have no idea of the Order’s intentions 
  until they are suddenly set upon; and, second, the sheer 
  number of cultists involved. The scenario is intended to 
  challenge experienced players, and Keepers should ensure 
  a plausible balance of action and response: players will 
  enjoy a string of close calls, plot twists, and stressful action 
  sequences far more than a single titanic battle against an 
  impossible horde.
  
  Shadows Over Scotland
  204
  Even if the Order of Hydra calls for the extermination of 
  the investigators, they should have a chance of getting out 
  alive. In a full-scale manhunt, the Crimonmogate cultists 
  will block the road to St Combs and watch every small 
  access road, and cultists will comb the forests and guard the 
  boats in port. However, this does not mean the characters 
  cannot use these routes to escape, but rather that escape 
  will involve a challenge.
  Investigators may choose to commandeer McKerrell’s 
  four-seater Rover 8 or one of the rusting vehicles in town, 
  and attempt to fight their way through the roadblock at 
  Crimonmogate. They may seek to slip aboard a trawler 
  or cargo vessel at the fishery pier and pilot away from St 
  Combs or stay on as stowaways. They may try to evade 
  the cultists in the dense upland forests, making for some 
  unknown town or hamlet. If they have powerful magic, they 
  may even wish to Gate out to safety. Lastly, investigators 
  may try to hide somewhere in the town or thereabouts until 
  they can make themselves scarce.
  Let the investigators come up with their own means of 
  escape. They should quickly realize they cannot talk or 
  shoot their way out, and need a proper strategy for getting 
  themselves, and potentially McKerrell, to safety.
  -Diversions-
  These diversionary tactics may be employed by the four cult 
  elders Andrews, Calder, Gillie, and Irvine when interacting 
  with the investigators.
  Connor Andrews
  Andrews relates that a number of local fishermen and 
  trawlers have reported seeing strange lights in a sea cave 
  two miles south of St Combs. He says he’s been meaning to 
  send someone to have a look, and asks if the investigators 
  would accompany his man on the short journey. If they 
  agree, he arranges for his man to ferry the characters to 
  the cave.
  There is in fact a sea cave two miles down the coast, 
  sometimes used by deep ones for rituals which must be cast 
  above the waves. Should the investigators examine the cave, 
  Andrews uses the spell Contact Deep One to have a party 
  of deep ones await them there; they will take cover in the 
  cave’s nooks and crannies and ambush the investigators.
  When the investigators accumulate a certain number of points they will trigger the responses below:
  Points 
  Cultist Response
   
  5 
  Investigators are approached by a townsperson and told they ‘should be careful’ but given no indication
   
   
  why. 
   
  10 
  Investigators are approached by a townsperson and told ‘St Combs doesn’t need your kind. If you’re 
   
   
  smart, you’ll leave before you’re made to’.
   
  25 
  A call is put out to have one of the investigators murdered as a warning to leave the area. If unsuccessful, 
   
   
  the Order will wait to see the investigators’ responses before trying again.
   
  50 
  The Order of Hydra mobilizes the population of St Combs and surrounding villages in a manhunt. The 
   
   
  hunt continues until the investigators are killed or driven off.
  Another possible response is the murder of the Laird, Patrick McKerrell, especially if the Order feels it can do away 
  with him and the investigators at the same time. Should the laird be murdered, his death will be kept secret by the 
  townsfolk and a story invented that he returned to America and has not been heard from since.
  
  Scenario 3: Uisge Beatha (“The Water of Life”)
  205
  Deep Ones, Amphibious Ambushers 
  Char. One 
  Two 
  Three Four 
  Five 
  Six
  STR 
  13 
  15 
  15 
  14 
  13 
  14
  CON 
  10 
  12 
  10 
  11 
  10 
  11
  SIZ 
  15 
  17 
  15 
  14 
  17 
  15
  INT 
  10 
  11 
  09 
  13 
  10 
  11
  POW 
  10 
  10 
  12 
  11 
  09 
  10
  DEX 
  10 
  09 
  11 
  12 
  11 
  10
  HP 
  13 
  15 
  13 
  13 
  14 
  13
  Move:  
  8 / 10 walking / swimming
  Damage Bonus:  
  +1D4
  Skills:  
  Hide in Water 25%, Listen 
  30%, Sneak in Water 25%, 
  Spot Hidden 30%
  Weapons:  
  Claws 35%, damage 1D6 + db
   Fishing Net 15%, entangle
   Hunting Spear 25%, damage 
  1D6 + db, impaling weapon
  Armour: 
  1-point toughened skin and 
  scales
  Spells:  
  At Keeper’s discretion
  Number appearing: 1 per investigator
  Sanity Loss:  
  0 / 1D6
  The cave is a rough circle twenty feet in diameter, with a 
  surprisingly smooth floor due to wave erosion. The number 
  of deep ones will equal the number of investigators; they 
  will attack with claws and spears. Surviving investigators 
  will find the boat and pilot gone, leaving them trapped.
  If the scenario takes place in winter, swimming to land 
  is out of the question; the investigators would freeze to 
  death, and so have no choice other than a difficult climb. 
  In any other season, the twenty-minute swim requires two 
  successful Swim rolls, failing either of which may precipitate 
  Drowning rolls (see the Call of Cthulhu rule book page 57). 
  Investigators may rescue a drowning swimmer with an 
  additional Swim roll at -10% penalty. Once all characters 
  have made two successful Swim rolls, they crawl out onto a 
  deserted rocky beach, tired and bedraggled.
  Characters climbing out of the cave require two successful 
  Climb rolls: the cliff face above the sea cave is nearly 
  vertical, with few decent footholds. Failing either roll 
  results in a fall into the crashing waves below, causing 
  1D8 points of damage if the first roll failed, or 2D8 if the 
  second—and of course leaving the investigator in the sea!  
  Should the investigators return to Andrews, he will be 
  truly surprised to see them, reporting his man and his 
  boat never returned to port: he thought them all lost 
  at sea. If the investigators look for the boat, have them 
  make an Idea roll (to determine if they can differentiate 
  one wooden boat from another) and a Spot Hidden roll. A 
  success on both means they spot the boat that transported 
  them to the cave anchored in the small marina. If they 
  approach Andrews, he will flatly deny it is the same boat.
  Duncan Calder
  If the investigators inquire about strange activities at the 
  Sigil & Sign (or elsewhere within Calder’s earshot), he 
  relates a story about a couple of campers who reported 
  being awoken by strange noises in the night as they camped 
  on the shores of Loch Strathbeg. Leaving their tents to 
  investigate, they saw shadows moving over the black waters 
  of the loch and ran for their lives, leaving their tent and 
  all their belongings behind. The campers told him of its 
  location in case he was ever able to retrieve anything; he 
  has never had the opportunity to look into it.
  Calder suggests that it sounds like the sort of thing the 
  investigators might be interested in, and gives them a small 
  map to the camping site on the north shore of the loch. Of 
  course, there is no camp, and never were any campers: Calder 
  summons a byakhee to the spot where the investigators are 
  meant to find the campers’ tent, commanding it to swoop 
  down and carry one of them (chosen randomly) up into 
  outer space.
  
  Shadows Over Scotland
  206
  Byakhee, Summoned Star-steed
  STR 18 
   DEX 15 
  INT 12 
  CON 11
  SIZ 18 
   APP — 
  POW 12 
  EDU —
  SAN — 
   
  Hit Points: 15
  Move: 5 / 20 walking / flying
  Damage Bonus: +1D6
  Skills: Listen 50%, Spot Hidden 50%
  Weapons: Bite 35%, damage 1D6 + blood drain (1D6 
  STR per CR until death) Claws 35%, damage 1D6 + db
  Armour: 2-point fur and tough hide
  Spells: At Keeper’s discretion
  Sanity Loss:  
  1 / 1D6
  Number appearing: 1 summoned
  If the byakhee is wounded below half hit points, it will quit 
  the fight and escape into the night sky. If the investigators 
  return to Calder, he will be astonished at their tale and their 
  narrow escape and commend them for their bravery, hiding 
  his anger and disappointment.
  Collin Gillie
  If the investigators manage to get an audience with Gillie—
  not easy as he spends most of his time locked in the Order’s 
  building—he suggests they investigate Old Willett’s Farm 
  on the other side of Cairness. Rumour has it that a strange 
  group of people has taken up residence in the old barn; he 
  has heard that they appeared only recently and have an 
  unnatural look.
  Old Willett’s Farm is a mile west of Cairness up an 
  overgrown lane. All the buildings have seen better days, 
  and each is dangerous in its own way. The small farmhouse 
  has a rotting roof and floor; any investigator walking in will 
  plummet ten feet to a disused coal cellar unless he makes a 
  successful Luck or Jump roll; failure results in 1D6 damage 
  and a 50% chance of a broken arm or leg.
  The small stable behind the farmhouse contains a hornets’ 
  nest; opening the upper half of the stable door causes 
  the nest to fall to the ground, sending hundreds of angry 
  hornets flying everywhere. Investigators failing Dodge rolls 
  will suffer 1D2 damage from stings each combat round they 
  remain in the area, and the hornets will attack for 2D6 
  rounds before departing. 
  The old barn is the most dangerous. Badly listing to one 
  side, it’s more than ready to collapse. The original double 
  doors and lintel were cracked and broken long ago and lie 
  in mouldy pieces on the ground. The investigators ought 
  to know better than to go inside, but if they do they will 
  find that the floorboards and supporting beams are rotting 
  away, the floor cracking and bowing beneath their weight.
  Each investigator entering adds to the barn’s instability, 
  with a cumulative 10% chance that the entire structure will 
  come down around them. Once inside, a successful Idea 
  or Know roll will indicate that the barn shouldn’t even be 
  standing; a Spot Hidden roll will reveal it has been unused 
  for many decades.
  Should the structure collapse around the investigators, 
  each person inside suffers 5D6 damage; a successful 
  Dodge roll results in half damage. The character closest to 
  the door may roll Jump to leap for the diagonal opening, 
  taking no damage if successful; any survivors have a 90% 
  chance of multiple broken bones. If any characters survive 
  and return to town, Gillie will avoid the investigators as 
  best he can.  If cornered, he will suggest that the rumour 
  must have been wrong.
  Hugh Irvine
  Hugh Irvine will be responsive to the investigators’ 
  questions, quite unlike the other cultists and townsfolk 
  they have encountered. He is almost animated in his 
  discussions of the distillery and the area’s history, and 
  
  Scenario 3: Uisge Beatha (“The Water of Life”)
  207
  will invite the investigators to taste the latest blend he is 
  producing for the Royal Highland Games. Taking them into 
  one of the distillery’s bottling chambers, he will have one 
  of his men retrieve Lot 218 from the cellar. He will pour 
  the amber liquid into a number of fine crystal tumblers, 
  handing one to each of the investigators. If anyone refuses, 
  Irvine will press them to change their mind, but not overly 
  much.
  Lot 218 is in fact a poison that Irvine developed to take care 
  of his more troublesome experiments. When injected or 
  imbibed, it immediately causes blurred vision, ringing in 
  the ears, tremors, heart palpitations and extreme dizziness. 
  The investigators must resist the poison (POT 11) with 
  their CON on the Resistance Table; success leads to a slow 
  recovery over 1D4 hours, with the victim having halved 
  STR, CON, and DEX rolls in the interim; failure leads to 
  heart failure.
  There is no doctor at the distillery, so one of the 
  investigators must roll ‘First Aid’ or ‘Medicine’ to 
  successfully save a dying colleague; success results in the 
  revived character experiencing the same negative effects 
  as those who succeeded in their resistance rolls. Failure 
  results in the character’s untimely death.
  Survivors will find Irvine shocked. Apologizing profusely 
  and cursing himself for not checking the bottle before 
  pouring, he assures them that their poisoning was a 
  mistake: “A terrible mistake, but simple human error on 
  my co-worker’s part. I’m afraid this is not Lot 218!” If a 
  death has resulted, Irvine will offer to pay for all funeral 
  costs and provide a handsome sum to the family of the 
  deceased. Otherwise, he will see the characters to the door 
  and apologize again. Later that day, a case of Strathbeg 
  whisky will be delivered to the investigators’ rooms at 
  the Sigil & Sign, with a letter offering a further apology 
  and Irvine’s best wishes. Every bottle of the gifted whisky 
  contains the deep one taint.
  -Locations-
  Aberdeen
  Aberdeen Police Station
  Detective Constable Craig Millar at the Aberdeen Police 
  Station will listen to the characters should they call or 
  visit him in person, but will be of little help, as St Combs 
  and Strathkiln are out of his jurisdiction—assuming he 
  believes their story in the first place. He knows little about 
  the area, and is even less interested in learning more. 
  However, if they can convince Millar of a real injustice 
  in St Combs and its environs, and provide tangible proof, 
  he will mobilize his men and call Scotland Yard before 
  moving into St Combs.
  Cairness
  The small village of Cairness lies halfway between 
  Crimonmogate and St Combs just off the local road to 
  the main road to Aberdeen. Little more than a collection 
  of houses, the village has no shops or amenities, but 
  acts as a bedroom community for the nearby Strathbeg 
  Distillery and the fishery and other industries in St Combs. 
  Investigators stopping in Cairness will see the residents 
  closing their windows and doors; there is little to see but 
  a dusty road, a collection of barely maintained houses with 
  peeling paint and worn roof tiles, and an unfriendly batch 
  of villagers.
   
  Crimonmogate
  Crimonmogate is a backwater town off the main road from 
  Aberdeen to Inverness. It serves little purpose apart from 
  being a fork in the road with a petrol station. Its station is 
  run and maintained by the Order, and acts as a sentry and 
  observation post for movements into and out of St Combs: 
  if needs be, the Order can secure and block the road into 
  St Combs and cut off all vehicular travel in the region. The 
  petrol station is a lacklustre affair with a small selection of 
  odd vehicular goods, and a few dusty postcards.
  
  Shadows Over Scotland
  208
  Behind the petrol station and off the road, a cluster of 
  eleven small houses makes up the town. The houses are 
  beyond shabby, with exposed brick and woodwork, broken 
  or cracked windows, and damp or mould obviously growing 
  in cracks and under eaves. Every person in Crimonmogate is 
  a member of the Order, and will refuse to answer questions 
  on the pretence of being busy or knowing nothing about 
  the related subject. If the investigators persist or attempt 
  to Fast Talk or intimidate the inhabitants, they will become 
  verbally abusive and eventually violent.
  Gowanhill
  Gowanhill is the smallest of the villages around St Combs, 
  and is set well into the thickly forested uplands back from 
  the coast and port. Originally a small tin mining village, 
  two long rows of miner’s cottages run parallel to the road 
  to St Combs. The tin mine has long since been boarded up, 
  though it could provide investigators with a place to hide 
  if the Order turns against them. The miner’s cottages—all 
  twelve of them—are single-storey dwellings of the same 
  simple brick construction. Thick smoke rises from a number 
  of chimneys, but the people of Gowanhill will be reticent to 
  speak to anyone outside the Order. 
  Connor Andrews, harbourmaster at 
  St Combs, lives in one of the rundown 
  miner’s cottages. He has done so since 
  he was a child and took over the place 
  when his parents died. Since joining 
  the Order he, like all the cultists, has 
  stopped caring for the small house or 
  its outrageously overgrown garden. 
  If the investigators come to Gowanhill 
  in the evening or at night, Andrews 
  will be the only person in the village 
  who will talk to them. The rest will 
  shy away and refuse to answer their 
  doors.
  Loch of Strathbeg
  Strathbeg Distillery
  The Strathbeg Distillery in Strathkiln is accessed via 
  a dedicated road off the main road into St Combs. 
  Approaching the distillery, the investigators see three tall, 
  whitewashed buildings and behind them a further two 
  low, long buildings. The distillery’s main entrance is just 
  off the road and across from a small park that sees little 
  use but is currently home to two large trucks. Above the 
  door to the main building a large decorative sign reads: 
  ‘Strathbeg Distillery, Strathkiln, Aberdeenshire’ and ‘Home 
  of Strathbeg Whisky, Since 1911’. A bronze plaque to the 
  left of the distillery’s doors is inscribed with the quotation 
  shown overleaf (Handout 3):
  Inside the tall building the first thing the investigators 
  will notice is the increase in temperature and humidity, 
  accompanied by a wonderful smell of malt and whisky 
  mixing with burning peat. The building is open to the rafters 
  except for a small block of offices against the right wall. 
  Machinery and pipes are everywhere, filling every available 
  space. An array of dials and gauges monitor temperature, 
  pressure and a host of other forces. 
  
  Scenario 3: Uisge Beatha (“The Water of Life”)
  209
  Visible from anywhere inside the building are the 
  distillery’s two massive, swan-necked copper stills. The 
  elegantly shaped and brightly coloured stills are heated 
  from a bed of peat burning beneath them. A wall of 
  tempered glass protects nearby workers from the full heat 
  of the naked flames.
  A bank of windows in the office block allows investigators 
  a clear view of the distillery’s twelve administration staff 
  busy at their desks. More staff work in this building and 
  the other four, monitoring the mash tuns and malt kilns, 
  operating the Galland pneumatic drum, or working in the 
  casking and bottling sections. A large office near the back 
  of the block holds a large desk with a variety of whisky 
  bottles and is decorated with posters promoting different 
  Strathbeg blended and single-malt whiskies. Standing in 
  front of one poster is a man with short-cropped black hair 
  in a fine tailored suit.
  Talking with Hugh Irvine
  Whether the investigators ask for the man in charge, 
  inquire after Irvine by name, or merely walk in 
  unannounced, distillery staff will alert Mr Irvine, who 
  welcomes the investigators, introducing himself as 
  “Hugh Irvine, owner and managing director of Strathbeg 
  distillery”. He is surprised by the characters’ arrival, and 
  asks the reason for their visit. If the investigators do not 
  immediately own up, he will assume they are tourists or 
  businessmen and offer them a quick twenty-five to thirty 
  minute tour of the mashing house (to the left of the main 
  building), the stills and the distilling operation here in 
  the main building, and the casking and bottling operations 
  in the building to the right and behind the main building. 
  He will finish by showing the investigators inside one of 
  the long low buildings at the back of the complex, each 
  of which houses hundreds of aged oak casks where the 
  whisky is matured between eight and sixteen years. Irvine 
  will mention that additional special and commissioned 
  whiskies are stored in the cellars beneath the main 
  building.
  Irvine will answer the investigators’ questions concerning 
  distilling with an unerring accuracy and authority. If they ask 
  pointed questions about cults, pagan rituals or other such 
  topics, he will answer that he is a businessman and knows 
  nothing about such things. Secretly, he will be alarmed to 
  learn the characters are investigating the Order of Hydra, 
  and will immediately regard them as a serious threat.
  Towards the end of the tour, Irvine will mention it is 
  customary for visitors to be given a wee dram of Strathbeg’s 
  finest. If the investigators have already been deemed a 
  threat, Irvine will instead invite them to taste the latest 
  blend he is producing for the Royal Highland Games (see 
  the repercussions of tasting Lot 218 in the ‘Diversions’ 
  section above). Investigators with a taste for whisky or 
  alcohol in general will note the Strathbeg whisky is very 
  fine indeed, with a dry smoky flavour complemented by a 
  complex aroma of peat and sherry.
  Talking with Strathbeg Staff
  The majority of Strathbeg staff refuse to speak to the 
  investigators on the pretence of being too busy. Two 
  individuals respond to questions: John Cairns, Strathbeg’s 
  master distiller, and Annie Corman, Irvine’s private 
  secretary. Cairns is a career distiller and has worked in 
  numerous distilleries across the north of Scotland. He is 
  a short, white-haired gentleman in his early sixties, and 
  drives in every day from Aberdeen, where he lives with 
  his wife and their three children. Cairns is oblivious of the 
  operations and involvement of the Order, caring only for 
  his work and the final product.
  Handout 3. Strathbeg Distillery Bronze Plaque
  
  Shadows Over Scotland
  Cairns can answer any questions about distilling, and offers 
  an opinion on Irvine as well: 
  “He’s one of a kind, I can tell you. I’ve worked for 
  plenty of different distilleries and he’s the only owner 
  I’ve ever worked for that takes such an interest in 
  the day to day and in the process of improving the 
  whisky. He’s got a lab in the cellar beneath us, he got 
  degrees in distilling and chemistry, and he’s down 
  there slaving away most days, trying to get the best 
  possible out of Strathbeg.” 
  If asked about St Combs or his co-workers, Cairns shrugs 
  and answers noncommittally: “People are people, and some 
  are stranger than others. What can you do?” He doesn’t drive 
  into St Combs so has no opinion of the town or townsfolk. 
  What matters to him is the distillery, and making the best 
  whisky possible.
  Irvine’s private secretary, Annie Corman, is a shrewish 
  waif in a brown paisley dress. She is extremely protective of 
  Irvine, refusing to answer any questions that might make 
  her boss look anything but a perfect gentleman. If asked to 
  describe Irvine she says: 
  “You won’t find a more dedicated businessman. Or a 
  better employer. He works tirelessly for the distillery 
  and for us all. For St Combs and Strathkiln, I mean. 
  He’s always working in his office or the lab downstairs. 
  He probably works more hours than he ought to.” 
  If asked about the lab, Corman replies she doesn’t go 
  down there, but that Irvine is constantly working there on 
  bettering the company’s whiskies.
  Investigating the Distillery Cellars
  Irvine’s office in the main building is a front used for 
  occasional business meetings but little else; his real work 
  is in his lab in the cellars, where he stores his different 
  ‘experiments’. The cellars are accessed from the office 
  area on the main floor, and comprise eight sealed concrete 
  rooms with reinforced steel doors, four a side along a 
  single long hall. Irvine’s lab is the furthest down, past three 
  vaults containing stores of whiskies and solutions: on the 
  opposite side, the first three rooms contain unremarkable 
  distilling equipment; the final room across from the lab is 
  unmarked.
  Irvine’s Private Lab
  The door to Irvine’s lab is locked, and a key is hidden in 
  his office upstairs (Spot Hidden to find). The only other 
  key is on Irvine’s person, with him at all times. If Irvine 
  is not working, he will be conducting Order business in 
  St Combs or at home in a small bungalow further down 
  from the distillery. His key is kept with his house key on 
  a keyring normally in his right trouser pocket. Breaking 
  through the reinforced steel door is a foolhardy move that 
  will only lead to frustration and disappointment: forcing 
  the door requires explosives, and in this narrow concrete 
  corridor the blast from even a small explosion would 
  kill every person in the hall or at least cause permanent 
  deafness, as well as destroying everything in the lab and 
  setting much of the alcohol inside alight.
  The lab contains a surprising amount of sophisticated 
  equipment. Successful Biology, Chemistry, Medicine and / 
  or Pharmacy rolls indicate much of the equipment relates 
  to biology rather than distilling; a Know roll suggests the 
  equipment would be at home in any modern hospital. 
  Some of the microscopes and delicate chemical glasswork, 
  for example, seem out of place in a distillery. The room 
  smells strongly of chemicals and biological agents, too 
  many for the investigators to pick out individually.
  Beakers on one desk are labelled with lot numbers, some 
  of which have been crossed out; those labelled Lot 211 to 
  Lot 218 have all been written over with a great red ‘X’. 
  The contents of others, labelled 189 to 210, have long 
  since dried and evaporated, leaving the beakers stained 
  transparent orange. Two full beakers of a light orange 
  solution labelled Lot 219 and Lot 220 sit on a different 
  desk amidst a collection of Petri dishes, microscopic slides, 
  and chemical filtration equipment. A pad of paper near the 
  beakers contains some hastily written notes (Handout 4):
  210
  
  Scenario 3: Uisge Beatha (“The Water of Life”)
  LOT 219
  DISTRIBUTION PLANS PROGRESSING-NO 
  PROBLEMS   WITH THE MATURATION PROCESS. 
  6 MOS  ?
  FIRST RUN 12,000 BOTTLES / BRITAIN 
  AND EUROPE-POTENTIAL HYBRIDIZATION 
  NUMBERS-EST. BIRTHS 120,000? MORE? 
  COMPLETE TRANSFORMATIONS IN 
  HUNDREDS? DEATH RATE?
  MUTATION RATE ACCEPTABLE, REDUCED 
  STILL IN 220. FUNCTIONING HYBRIDS 
  GUARANTEED.
  LATEST TEST SUBJECT (220) FULLY 
  TRANSFORMED IN C. 138 HOURS. AS WITH THE 
  LAST 8, COMPULSION TO JOIN 
  UR-Y-HLINAI WAS IMMEDIATE.
  LOT 220 SET FOR CASKING. NEED TO 
  BRIEF ORDER.
  There is little else of interest in Irvine’s lab. Should 
  investigators decide to taste Lot 219 or 220, they must roll 
  to resist the POT 18 undiluted solution; failure results in 
  death in 1D10 seconds, and success sees the investigator 
  crumple to the ground unconscious in 1D10 seconds. When 
  he awakes he will be temporarily blind, with a CON score 
  of 1 and DEX and STR both halved, all of which return to 
  normal in 1D6 days. By that time, however, the investigator 
  will have begun the painful, unstoppable, and irreversible 
  transformation into a deep one hybrid, taking 2D10+5 
  days, after which he will do absolutely anything to escape 
  beneath the ocean waves, including murdering anyone who 
  gets in his way.
  Should the characters decide to destroy the lab, they will 
  find it a simple matter due to the amount of pure distilled 
  alcohol in the room. Once alight, the lab will be engulfed 
  in a fireball of such ferocity that nothing can escape: 
  investigators should make sure that they are well back from 
  the explosion!
  The Unmarked Room
  The reinforced steel door to this room is locked, and can be 
  unlocked with the same key that unlocks Irvine’s private 
  lab, or a successful Locksmith roll with appropriate picks 
  and tools. A successful Listen roll at the door discerns 
  a strange, muffled murmuring; opening the door, 
  investigators will be assaulted by a horrible stench like a 
  sickly mix of rotting meat, human waste, and damp straw. 
  Have the investigators make CON x5 rolls to avoid gagging 
  for 1D3 rounds from the overwhelming stench. A light 
  switch is visible on the wall left of the door.
  When the investigators open the door, any murmuring 
  will cease immediately; when they turn on the light, an 
  unearthly chorus of wailing, shrieking and screaming will 
  rise, much of it distinctly child-like. The investigators will 
  see a series of tall barred cages, inside which are the test 
  subjects from Irvine’s experiments with the deep one taint. 
  There are twenty-six cages, with a narrow passage between 
  them: the cages are a little over three feet square and six 
  feet high.
  211
  Handout 4. Hugh Irvine’s Notes
  
  Shadows Over Scotland
  The test subjects nearest the door are immediately visible, 
  shrieking horribly and clawing at the bars; the piercing 
  din hurts the investigators’ ears and makes their hair 
  stand on end. By their sizes and voice pitch, these horrors 
  are unmistakably children who have been hideously 
  transformed into nightmarish shapes. Those nearest the 
  door are the most ‘human’, while those in the next row 
  are utterly unrecognizable. The cages at the back of the 
  room are filled with the stinking corpses of more failed 
  experiments. Even the less mutated test subjects nearest the 
  investigators exhibit bulbous, festering, frog-like features 
  with distended limbs and curved backs; the older subjects 
  are more hideous, with thick skins, mouths and limbs where 
  none should be, and worse. One notable creature slumped 
  dumbly against the bars of its cage has no facial features 
  but a face full of writhing, slimy tentacles.
  Have the investigators make SAN rolls. The penalty for 
  witnessing Irvine’s gruesome and inhuman experiments is 
  4 / 4D6 Sanity points; failure likely means the investigators 
  run from the distillery cellar in utter horror.
  The subjects scream plaintively at the investigators, but 
  have lost any capacity for speech. Communication attempts 
  result in excited but futile wailing and screaming. Should 
  the investigators get close enough, the confused mutants 
  will grip and pull them to the bars (make a Dodge roll to 
  avoid), some with frightening strength; a held character 
  needs to resist the mutant’s strength (roll 3D6) on the 
  Resistance Table. If the characters spend more than a few 
  minutes in this room, the poor wretches become severely 
  agitated and begin thrashing against the cage bars with 
  such violence that the floor begins to shake. Their agitation 
  will turn to anger, and they will attempt to grapple and 
  attack any investigators in the room. 
  The cages are marked in descending order from 211 to 185, 
  with 211 closest to the door and 185 at the back of the room. 
  The locks on the cages are secure industrial models that 
  are extremely difficult to pick—halve the investigator’s 
  Locksmith skill, and only a roll of one-fifth of the reduced 
  skill or less succeeds, assuming the right picks and tools 
  are available. Investigators should consider what the 
  result would be should they manage to free one of these 
  horribly mutated children. Realistically, there is little that 
  the investigators can do to help; the solutions given to the 
  children have irrevocably altered their physical and mental 
  make up, and there seems no way of correcting what has 
  been done to them.
  Investigators will probably be left with a difficult choice 
  that may strengthen their resolve to deal with the Cthulhu 
  cult and their perverse plans for creating new ranks of deep 
  one hybrids.
  Strathkiln
  Strathkiln is a triangular area of land between the Loch of 
  Strathbeg, Cairness, and St Combs, extending to the North 
  Sea coast. It is forested and of little value apart from being 
  the ancestral seat of the Lairds of Strathbeg. The once 
  magnificent Glencorrie Castle sits equidistant between the 
  north-western shore of Strathbeg Loch and the main road 
  running between St Combs and Crimonmogate. The castle 
  was once surrounded by beautiful manicured gardens, but 
  as the last laird to live in the castle cared little for ‘idle 
  greenery’ and a great deal more for the entertainments of 
  London, the surrounding gardens have become wild and 
  overgrown. 
  The forests of Strathkiln are thick with tall firs and dense 
  ground vegetation. Nettles and brambles make passage 
  through the forest difficult; nearer the loch, the forest thins 
  and takes on a more pleasant aspect, but is still far from an 
  ideal spot for a picnic or holiday. The road to Glencorrie 
  Castle was once well kept, but is now difficult to follow 
  because of weeds and overgrown shrubberies; Keepers 
  should keep in mind that the castle has not been inhabited 
  for more than eighty years.
  Glencorrie Castle
  Once a stately castle built in the Scottish Baronial style 
  in the first quarter of the 18th century, Glencorrie Castle 
  now resembles a dilapidated heap of stone and mortar. The 
  broad square main floor has few remaining intact windows, 
  and the front door hangs precariously off two rusted hinges. 
  The two round towers atop the main floor have lost their 
  roofs, and thick green lichen clings to the once decorative 
  stonework.
  212
  
  Scenario 3: Uisge Beatha (“The Water of Life”)
  213
  Inside, the wood panelling of the foyer is damp and rotting, 
  the high chandelier hanging lifelessly from the ceiling, and 
  the floor is covered with thick dust. The few bits of furniture 
  are too far gone to be salvageable, reeking of mould and 
  mildew. The wide staircase to the second floor is worn and 
  rotting, as is the once-green—now black—carpet running 
  its length. Four doors exit the foyer, but a trail in the dust 
  reveals the two doors to the left and right have recently 
  been used.
  The Main Hall
  The main hall is exactly as McKerrell described it. The 
  strange, crudely built altar sits against the far wall, 
  obscuring much of the fireplace behind it. The altar has 
  been repeatedly washed down in blood, leaving the wood 
  blackened with cracks and lines full of rust-coloured 
  deposits. A white cloth backdrop hanging from the 
  fireplace mantel is held in place with large irregular stones; 
  it appears to be an old tablecloth, inscribed with strange 
  symbols drawn crudely in blood. More symbols are drawn 
  on the stone floor around the altar.
  Absent is the strange sculpture McKerrell described and 
  photographed; clearly the hall has been visited since 
  the laird’s discovery and the idol removed. A successful 
  Cthulhu Mythos roll indicates many of the symbols relate 
  to rituals and sacrifices to the Great Old One Cthulhu; a 
  successful Spot Hidden roll reveals the word ‘Ktulu’ written 
  in a cryptic script in blood on the floor behind 
  the altar. A successful Track roll reveals recent 
  footprints leading from the altar through the 
  broken French windows at the back of the house 
  and into the overgrown rear garden; a further 
  successful Track roll in the garden reveals a trail 
  to the Temple of Cthulhu near the shores of Loch 
  Strathbeg.
  The Dining Hall
  The dining hall still contains the bloody 
  summoning circle the laird discovered on his 
  arrival. A wide five foot-diameter circle drawn 
  in sheep’s blood lies in the centre of the hall, 
  out of place beneath the beautiful bronze and 
  crystal chandelier. Nine sheep skulls are placed 
  at regular intervals facing inwards around the dried and 
  flaking circle; throughout the circle and surrounding the 
  skulls are strange, cryptic symbols (the same as found in 
  the main hall). 
  
  Shadows Over Scotland
  214
  If the investigators have not already identified the symbols, 
  a successful Cthulhu Mythos roll does so here. A successful 
  Biology or Zoology roll reveals the sheep are a typical 
  Scottish breed, but does not reveal the manner of their 
  death. A successful Spot Hidden roll discovers traces of 
  dried blood near the kitchen door. 
  The kitchen is typical of such a castle, with multiple 
  fireplaces, a large central wooden table, and panoply of 
  copper and iron pots, pans, and other cooking implements 
  hanging from the ceiling and walls. A spiral staircase in the 
  eastern wall leads to servants’ quarters in the attic, and two 
  doors lead to the courtyard and gardens behind the castle and 
  to the pantry, storage vaults, and wine cellar. The kitchen is 
  covered in thick dust; a successful Track roll reveals traffic 
  between the dining room door and the rear of the castle.
  The Upper Floors and Exterior
  The upper ﬂoors are empty, apart from rotting 
  furniture and carpets, leaves and branches 
  blown in through cracked windows, and 
  a great deal of mould. The two towers are 
  home to crows that will send up an awful 
  din if the investigators approach; much of 
  the wood there has rotted away, and anyone 
  trying to climb further up the towers stands 
  a good chance of coming to a bad end (at the 
  Keeper’s discretion). 
  The rear courtyard is completely overgrown, 
  as are the ornamental gardens, the fountains 
  choked, and the statues covered in creeper 
  vines. A successful Track roll reveals traffic 
  through the garden to the wood behind 
  the castle; a further Track roll in the wood 
  leads the investigators to the entrance to the 
  Temple of Cthulhu (see below). 
  Failure means they emerge on the shores of Loch 
  Strathbeg, although they can retrace their steps. At the 
  Keeper’s discretion (and perhaps a Spot Hidden roll), the 
  investigators might be able to see the ruins of a boathouse—
  in fact the Temple entrance—a quarter of a mile along the 
  shore of the loch.
  The Temple of Cthulhu
  When the investigators emerge from the woods, they find 
  themselves in a small clearing overlooking the Loch with 
  the ruins of a small wooden boathouse before them. The 
  boathouse looks like a dangerous wreck, and has lost most 
  of its roof and many of the planks making up the outer walls.
  Should the investigators enter, a simple search reveals a 
  trap door in the northeast corner, with a ladder beneath 
  leading down into darkness.
  At the bottom of the ladder, a narrow natural tunnel 
  twists downwards and away from the loch for more than 
  forty feet, twice descending so sharply the investigators 
  need to stabilize themselves against the tunnel walls. The 
  tunnel then opens into an irregular cavern ten feet wide 
  and eighteen feet long; there are no other exits, and at the 
  mouth of the tunnel two grotesque statues sit atop granite 
  obelisks.
  Anyone familiar with the Cthulhu Mythos will recognize the 
  statues as Great Cthulhu, so exquisitely done that viewers 
  must roll SAN 0 / 1D2 to avoid being repulsed from the 
  cavern. Another pair of statues stands on either side of a wide 
  granite altar at the other end of the cave: four huge braziers 
  stand beside the altar and obelisks. Atop the altar is the 
  rough-hewn basalt sculpture of Cthulhu that McKerrell 
  photographed in the main hall of Glencorrie Castle. 
  Though not nearly as good a representation of the Great 
  
  Scenario 3: Uisge Beatha (“The Water of Life”)
  215
  Old One, this jagged and angular statue has a fearsome 
  power: a Detect Enchantment cast on it will reveal that 
  magic points of sacrifices have been stored inside. Casters 
  cannot however access those points. Touching or gazing 
  upon the statue is unnerving, causing investigators to feel 
  threatened and uncomfortable. The statue can be destroyed 
  with small explosives or the application of considerable 
  force (e.g., using a sledgehammer or dropping it from a 
  great height).
  Behind the altar is an inscription carved into the cavern 
  wall that reads (Handout 5):
  If McKerrell is made aware of this 
  inscription and the existence of the Temple 
  of Cthulhu, he will be deeply upset. He won’t 
  know what to think about the discovery, 
  and will be discomfited for the rest of the 
  scenario. If he thinks the investigators 
  suspect his involvement, he will resolutely 
  deny he has anything to do with the ‘pagan’ 
  horrors.
  St Combs
  The population of St Combs is just under five hundred 
  people, or one thousand including smaller surrounding 
  settlements. All but a handful of these are members of the 
  Order of Hydra, and the bank, post office, fishery, distillery, 
  shops, restaurants, and other industries in and around 
  St Combs are all owned and operated by Order members. 
  Essentially everyone the investigators meet is a potential 
  adversary.
  St Combs is the largest settlement for more than twenty 
  miles, despite appearing little more than a crossroads and 
  cluster of streets. To reach St Combs directly, investigators 
  will need to travel by motor car or similar; the old railway 
  platform north of town has not been used since the Great 
  War, and is overgrown and derelict.
  Most residents work in the local fishery and at the 
  Strathbeg distillery; a few others run the town’s amenities. 
  All are more concerned about serving Great Cthulhu and 
  the deep ones than about keeping the town in perfect 
  order, and as a result St Combs looks like a living ghost 
  town: buildings are shambolic, having been left to rot 
  and crack in the elements, and the streets, streetlights, 
  and fences show similar wear. If any investigator asks 
  about the town’s dilapidation, the townsfolk may respond 
  genuinely saying that they hadn’t realized. No one in St 
  Combs really sees the town; Cthulhu fills their sleeping 
  and waking minds.
  Handout 5. Temple of Cthulhu inscription
  
  Shadows Over Scotland
  216
  Ruins of St Combs Kirk
  The ruins of the original St Combs Kirk lie north of the 
  harbour and fishery atop a high bluff overlooking the 
  North Sea. Little is left of the original 11th-century church 
  dedicated to St Columba and whose name was later 
  shortened to St Combs; a few low walls and crumbling 
  stones reveal the shape of the original structure against the 
  low grass. The ruins offer no protection from the elements, 
  in particular the howling wind, and none of the townsfolk 
  visit the spot, except Mrs Alison MacNeil.
  MacNeil, or ‘Old Lady MacNeil’, walks the ruins as though 
  she were walking the ruins of her life; she lives on a small 
  farmstead north of St Combs, which she ran with her 
  husband Cameron until his death last year. Since then, her 
  world has turned grey and she has lost interest in keeping 
  the farm or herself. In short, MacNeil is waiting to die; she 
  walks through the ruins of St Combs Kirk daily, praying for 
  her own and her husband’s salvation amidst 
  the wickedness she sees around her. A strange 
  détente exists between MacNeil and the cultists 
  of the Order. She does not go into town or use 
  local services, and they leave her to haunt the 
  ruins of the old kirk. She has lived long enough 
  to witness more than a few strange things in 
  St Combs, and will share some of these with 
  the investigators if they visit the ruins and chat 
  with her.
  She has, for example, seen young men and 
  women walk into the North Sea and never 
  walk out again. Not mere suicides, she will tell 
  them, as other townsfolk come to watch them 
  go. She has seen darker, stranger things come 
  walking out of the waters too, and watched the 
  town elders meet them on the beach and, from 
  a distance, she has wondered what they might be saying to 
  one another. If these things are mermen, they are nothing 
  like the fairytales she read as a child.
  If the investigators ask about her husband, MacNeil says he 
  left one morning to go into St Combs and never returned. 
  The harbourmaster Connor Andrews found him near 
  the pier; it must have been a heart attack, he told her, as 
  Cameron’s hand was still clutching at his chest. MacNeil 
  doesn’t believe a word of this, as she knows her husband 
  was in good health when he left that day. She believes the 
  townsfolk had something to do with his death.
  She is half right. Cameron MacNeil suffered a massive 
  heart attack when he saw a deep one rise out of the water 
  near the fishery pier. Though he was no real trouble and 
  occasionally had his uses, Andrews watched him die before 
  arranging for the body to be returned to Mrs MacNeil.
  The Order of Hydra
  At the turn of the century, St Combs and nearby Gowanhill, 
  Cairness, Strathkiln, and Crimonmogate were completely 
  under the control of the deep ones and the Order of Hydra. 
  The Order is located in what was St Combs’ only active 
  Christian church, exercising authority over the lives of 
  nearly every living soul within a ten-mile radius. 
  The few who are not members of the Order are either new 
  to the area, have yet to be indoctrinated, or are living in 
  mortal fear; those who move into the area, often to work 
  in the local fishery or whisky distillery, are initially judged 
  by the Order and, if the cult decides they would be a useful 
  addition, are asked to join. Those who refuse are either 
  forcibly adopted or destroyed. Those who are deemed 
  worthless are ‘encouraged’ to leave; if they do not, they are 
  sacrificed.
  
  Scenario 3: Uisge Beatha (“The Water of Life”)
  217
  The door to the church is always locked, except when Collin 
  Gillie is holding it open for his congregation. The lock is 
  conventional, and requires a successful Locksmith roll to 
  open. The door is sturdy, but will not withstand a bashing by 
  two or more characters with a combined STR of 20 or more, 
  although this method of entry will make considerable noise 
  and permanently damage the door and its frame. There are 
  no external windows apart from the three tall stained glass 
  panes at the back of the building.
  The formerly Presbyterian church now housing the Order of 
  Hydra is essentially a single room with a high ceiling held 
  aloft by angled wood beams. Two long rows of pews lead up 
  to the altar area; the altar stands on a semicircular dais at 
  the back of the church below panes of stained glass. A metal 
  frame and nails protrude from the wall beneath the stained 
  glass, where presumably a crucifix had once been fixed. 
  To the right of the entrance stand an ornate collection box 
  and empty table; beneath is a large, empty three-sided box 
  made from simple pine planks. In the northwest corner of 
  the church, stairs lead down to the basement. A fire door 
  near the southwest corner leads to a rickety wooden stair 
  on the building’s exterior.
  There is no decoration in the church; no paintings, pictures, 
  or artwork of any kind adorn the walls. In fact, the interior 
  seems to have been systematically stripped. The pews are 
  solid birch, and exhibit deep scratches and gouging; there 
  are no prayer books, no bibles, no books or writing of any 
  kind. The red carpets are filthy, caked in dirt and mire, and 
  a sickly sweet smell pervades the air. There is little else of 
  interest in the main hall.
  Gillie almost never leaves the church; there’s only a 10% 
  chance he’ll be elsewhere. If he is present, roll D100: on 
  a 01–10, he’s in the upper chapel; on a 11–35, the open 
  area of the basement, drawing eldritch symbols in blood 
  on the floor; on a 36–95, he’s in his private chambers, 
  doing something equally horrible; and finally on a 96–00, 
  he’s in the barred cell where the Order holds initiates and 
  sacrifices. 
  Entering the basement, investigators will find the sickly 
  smell growing stronger and increasingly foul. Anyone with a 
  military background or who has seen front-line action may 
  make a Know roll to see if the smell triggers an unpleasant 
  memory; success indicates the smell is identified as rotting 
  human flesh.
  The Basement of the Order
  The floor of the large, thirty foot-square open area in the 
  basement is covered in dried blood. If Randal MacGillivray 
  has been murdered in the last twenty-four hours, the 
  arcane circle and accompanying deep one symbols may 
  still be sticky, and a bucket of coagulating blood will be 
  in a corner near Gillie’s chambers. If Gillie is here, he will 
  be on his hands and knees, using his fingers to redraw the 
  symbols afresh with MacGillivray’s or another’s blood. 
  Unless the investigators call out or make a racket in the 
  church above, Gillie will be found muttering to himself, 
  drawing with blood-soaked fingers, occasionally singing 
  phrases of the deep one language he has memorized. Have 
  the investigators make a SAN roll: failure costs them 1D3 
  Sanity points, and requires them to make a CON x5 roll or 
  be physically sick.
  Gillie is not overly perceptive and stands a good chance 
  of being caught unaware. When he does register the 
  investigators’ presence he will react angrily and with 
  surprising and frightening ferocity. He will immediately 
  cast Wrack to take one adversary out of the fight, and then 
  attack with the knife atop the pot-bellied stove or rush past 
  the investigators and up the stairs into the hall above. If he 
  is greatly outnumbered or sees no other way out, he will 
  cast Vanish and reappear in the specially constructed pine 
  box in the church hall; he will then run screaming from the 
  Order, shouting about intruders and heretics and cursing 
  in tongues unknown to the investigators.
  Gillie’s Private Chamber
  If Gillie is in his private chamber, he will have his door 
  closed and either be sleeping, praying before a small effigy 
  of Cthulhu he has created out of a large chunk of soap, or 
  cooking on the small pot-bellied stove in the corner. He 
  will likely be completely surprised by the investigators, 
  but even if cornered will not parlay: outraged, he’ll either 
  kill the investigators or flee to gather enough cultists to 
  help him do so. Either way, once Gillie is despatched, the 
  investigators will find his chamber a reeking pit of filth. A 
  bucket in one corner is filled with urine and excrement, his 
  
  Shadows Over Scotland
  218
  bed is sweat-soaked and flea-ridden, and dirt and grime are 
  everywhere. Atop the pot-bellied stove is a pan with some 
  meat of very dubious origin.
  A full and thorough search or a successful Spot Hidden 
  roll reveals a small sheaf of yellowing paper behind a loose 
  wood knot in the wall by his bed—Gillie’s ‘diary’. The text is 
  largely nonsensical, but has a recurring theme (Handout 6).
  If Gillie escapes, he will run to the Sigil & Sign and return 
  with Calder and a small mob of 1D6+5 cultists and, if the 
  investigators are still in the building, the mob will try and 
  kill them. For cultist statistics refer to the Order of Hydra 
  section in ‘Actions and Consequences’ above.
  Sacrificial Chamber
  The only other chamber in the basement is the holding cell 
  for sacrifices. Depending on whether the investigators have 
  visited the fishery and encountered Randal MacGillivray, 
  the sacrificial chamber may be empty, or may hold 
  MacGillivray’s corpse. If he has already been murdered, 
  his body will be suspended upside-down from a thick 
  butcher’s hook in the ceiling; a huge gash in his neck drips 
  what is left of his blood onto the stone floor beneath his 
  thickly matted hair.
  Have the investigators make a SAN roll; failure results in 
  a 1D3 Sanity loss and the character must leave the room, 
  but can return after a moment spent catching his breath. 
  MacGillivray’s face is frozen in a look of terror, but the 
  investigators will have no trouble identifying him. His feet 
  and hands are bound with dirty rope and a three by five inch 
  section of MacGillivray’s right thigh has been cut away.
  To remove the body from the hook, two or more characters 
  must make a STR x5 roll, or one character must make a 
  STR x3 roll. MacGillivray is naked, but his clothes are piled 
  nearby; a quick look through reveals his wallet, which holds 
  only some spare change and a picture of an unknown young 
  woman and a note from the MacGillivray Family Farm near 
  Fraserburgh, Aberdeenshire.
  The Sigil & Sign Pub
  The three-storied Sigil & Sign is one of the tallest buildings 
  in town, and dates back to the late 18th century. It has 
  always been the town’s social centre, and is also located 
  at its physical centre on St Combs’ main street near the 
  bank and post office. Above the door hangs a large pub sign 
  portraying a sigil and sign in white. Unlike nearly every 
  We are the flesh of Cthulhu. We live in Great Cthulhu. We must crawl before him 
  to receive his blessing. Mother Hydra knows this. Mother Hydra tells us to bow down 
  and grovel before his might. We few who know the truth do as we are bid. I sink into 
  the dirt to become the dirt. I eat the flesh to be the flesh. I am the filth that crawls 
  before him. Worthless and worthy. The Deep Ones understand this. We are worthless to 
  them, but have worth still.
  Our plans move in their favour, but we do this for Cthulhu alone, our true 
  master. Our plans mature like the uisge beatha, the water of life. Uisge beatha, whisky, 
  water of life-three in one. The water of life that brother Irvine has created will 
  spawn a new generation of servitors. We will make the world bow and crawl. We will all 
  become filth. We who are the flesh of Great Cthulhu shall become worthless. We will 
  be reborn. We will bring about new flesh. A hundred thousand flesh things. A gift 
  to Mother Hydra and her master, the true god, the star-spawned Cthulhu. We are the flesh. 
  The flesh is flesh.
  Handout 6. Gillie’s Mad Rantings
  
  Scenario 3: Uisge Beatha (“The Water of Life”)
  219
  other building in St Combs, owner and proprietor Duncan 
  Calder works hard to maintain the old pub, and it is easily 
  the most attractive and welcoming place in town.
  The first floor has two large public rooms at the front, 
  and a kitchen, pantry and small office at the back; the two 
  public rooms are the bar and restaurant. A broad stairwell 
  to the first and second floors leads up from the bar, and a 
  narrow stair to the cellar is just off the kitchen. The first 
  and second floors contain visitors’ rooms, although Calder 
  stays in a double suite on the top floor; each floor has a 
  public washroom and the upper floors each have a bath. 
  Every room in the Sigil & Sign has a window overlooking 
  some aspect of the town.
  The upper rooms are normally vacant, as visitors to St 
  Combs are few. Patrick McKerrell is currently staying in 
  the best suite next to Calder’s own rooms on the third floor; 
  the investigators can take rooms on the second or third 
  floor. The only other person staying at the hotel during 
  their visit is the young fishery worker Randal MacGillivray; 
  if the investigators do not encounter him at the St Combs 
  Fishery, then they may do so here. Regardless, MacGillivray 
  will respond in a similar manner to that described in the 
  ‘Fishery’ section below.
  Arriving at the Sigil & Sign
  Investigators will most likely encounter Duncan Calder 
  first, working behind the bar. The most cunning and two-
  faced of the Order’s elders, he will greet the investigators 
  warmly, and show an interest in their journey to St Combs 
  and how they find the town. Should they ask about strange 
  pagan activities, cults, or the like, Calder will laugh at the 
  suggestion, shaking his head; the Keeper might wish to 
  use this moment to introduce Calder’s diversion (see the 
  ‘Diversions’ section on page 205 above). 
  When the investigators enquire about the Laird of Strathbeg, 
  he will look momentarily puzzled and then tell them that 
  Patrick McKerrell is indeed staying at the hotel, currently 
  in his room on the third floor. Calder 
  will ask the characters to sign the 
  register and put down a small deposit 
  for rooms of their own; everything 
  seems honest and above board.
  If the characters look around during 
  their exchange, they see five or six 
  locals quietly drinking pints by the 
  bar, each of them watching coldly, 
  glaring with a combination of interest 
  and disapproval. The bar is nicely 
  decorated with attractive paintings 
  of rural life and livestock; four small 
  circular tables each have three chairs, 
  and the bar is clean and polished, 
  although the investigators will not 
  recognize any of the ales on tap. 
  Whiskies on offer include two bottles 
  of Strathbeg; Calder will explain it’s produced in the local 
  distillery and has won many awards. As a welcoming 
  gesture, Calder offers each of the investigators a free dram; 
  this contains the deep one taint.
  
  Shadows Over Scotland
  220
  Drinking the Tainted Whisky
  Members of the Order are happily serving the tainted 
  Strathbeg whisky in and around St Combs, and it’s 
  possible the investigators may end up inadvertently 
  tasting a sample. The taint is colourless, tasteless 
  and odourless; without extensive chemical analysis 
  (make a Biology, Chemistry or possibly Pharmacy 
  roll with an appropriately equipped laboratory), 
  there is no way for a character to determine its 
  presence; nor is there any way for an investigator 
  to know they have been infected by the taint upon 
  drinking it.
  Drinking a few drams or even an entire bottle of the 
  tainted Strathbeg will have no immediate physical 
  or mental effects, beyond the obvious inebriation. 
  However, infected parties will produce hybrid 
  offspring, and the taint will persist in successive 
  generations.  
   
  Drunk regularly or taken in large quantities, the 
  taint shows its influence more clearly, as the drinker 
  begins to metamorphose slowly and irreversibly into 
  a deep one hybrid. So slow is this transformation that 
  the process will seem natural (though disturbing); 
  eyes will begin to bulge, lips thicken and widen, 
  the nose flatten, and ears become misshapen. The 
  transformation occurs over months, although the 
  process may occur more quickly, particularly in a 
  scenario involving tainted investigators attempting 
  to stop or reverse it. 
  In concentrated form before it has been mixed with 
  the whisky, such as in Lots 219 and 220 in Irvine’s 
  private lab, the taint has more immediate and 
  potentially deadly effects.
  Next to the bar, the restaurant has statelier decor and more 
  comfortable cushioned chairs; six small and two large 
  tables take up most of the space. A door to the kitchen is 
  visible at the rear. The food served is largely fish-based 
  thanks to the fresh seafood coming out of the fishery, but 
  beef, pork and mutton are also available. The restaurant 
  does not serve more unusual dishes, but the quality and 
  service are high for such a small town.
  Investigators anxious to meet Patrick McKerrell will find 
  him in his suite on the third floor. When they return to the 
  bar, they find a new character sprawled in one of the bar 
  chairs, a bottle of Talisker whisky and two pints of dark ale 
  before him; this is the town drunk, Jamie McKindless.
  Talking with Patrick McKerrell
  The young American is so happy to see the investigators 
  that he comes across as a little giddy; he has been cooped 
  up in the Sigil & Sign for nearly two weeks, except for 
  his daily forays to see more of the town and countryside. 
  All his attempts to socialize have been rebuffed, and he 
  has begun to lose heart; only Calder gives him much time, 
  and he imagines that is because he is a paying customer. 
  McKerrell is unhappy with the state of affairs: the castle 
  is almost a ruin, people are openly hostile, the countryside 
  is wild and unkempt, and it has done nothing but rain for 
  most of the three weeks he’s been here.
  McKerrell is feeling distinctly out of place, but more than 
  that the evidence he’s found in Glencorrie Castle has upset 
  him greatly. He asks the investigators if they have had 
  time to consider the photograph he sent; he has not been 
  back to Glencorrie Castle since. He couldn’t face seeing 
  the scene again, and had hoped to find cleaners to visit 
  the castle, but hasn’t been able to find anyone in St Combs 
  who will do the job. He will not tolerate the idolatry he has 
  uncovered here, finding it shocking that “in this day and 
  age, people could put their faith in such things!”
  McKerrell is sure that some ‘foul druid or warlock’ is 
  leading these pagan worshippers astray, and asks for the 
  investigators’ help in tracking him down and bringing 
  him (or her) to justice. He still holds out hope that St 
  Combs and Strathkiln can be saved, and that his idyllic 
  vision of a Scottish lairdship can be realized. Though 
  naive and slightly out of touch, the young laird means well 
  and has a tremendous amount of money to throw at the 
  problem. He’ll be happy to do whatever it takes to supply 
  the investigators; his own ‘investigations’ have not been 
  
  Scenario 3: Uisge Beatha (“The Water of Life”)
  221
  fruitful, and he can only suggest the investigators begin 
  with the town’s two biggest industries—the St Combs 
  Fishery and the Strathbeg Distillery. As Calder has been 
  helpful, McKerrell may also suggest they speak with him 
  in the bar below.
  Talking with Jamie McKindless
  McKindless clings to his bottle of Talisker whisky like a 
  life raft and he is lost at sea. Virtually everyone in town 
  knows ‘Jelly’ McKindless: he spends nearly every waking 
  hour in the Sigil & Sign, drinking through his family 
  inheritance. When the investigators approach, his hand 
  will slip nervously round the base of the bottle and he’ll 
  pull his accompanying pint or pints closer to him, looking 
  up at them drowsily, his head bobbing almost comically. 
  Once he has registered that they are not townsfolk (this 
  can take some time), McKindless will smile and greet them 
  warmly, kicking one or two chairs back and inviting the 
  visitors to sit with him.
  Refusing will insult McKindless, and he’ll make a 
  disparaging remark before returning to his drink, treating 
  the characters with hostility from that point onwards. 
  If they accept his offer, he’ll relax into his seat, his body 
  becoming even more jelly-like than before. He’ll ask them 
  what brought them to St Combs and Strathkiln; he hates 
  the town and its townsfolk, and even himself for being a 
  ‘spineless fool’. He calls St Combs a ‘pit’ or, if he’s feeling 
  colourful, ‘the arse end o’ the universe’.
  After some initial chat, McKindless leans towards the 
  investigators and, in a breathy alcoholic whisper, offers 
  two bits of advice, the first relating to their length of stay 
  in town, and the second a more direct warning against the 
  townsfolk and Calder in particular. “If yer going tae stay, 
  dinnae stay long,” he says. “This town has … eh, how do 
  I put it … a way of eating people up. Myself included, but 
  ne’er mind that. If ye know what’s good for ye, ye’ll get out 
  fast.”
  With regard to Calder, McKindless is less cryptic: “If ye 
  havnae already worked it out, folk round here aren’t like in 
  other parts, and ye’d best be mindful o’ them. Not regular 
  folk, but characters like our gaoler there,” he nods in the 
  direction of the bar, “Calder an’ his mates. They run the 
  town and they’re watching ye, so ye best watch yerself. I 
  dinnae ken what they’re up tae, but none of it’s good, that I 
  can tell ye.” At this point, he’ll lean back into his chair and 
  announce that he needs a ‘pish’. He gets up and wanders 
  drunkenly to the toilets outside.
  If the investigators pursue him, McKindless becomes 
  irate. “I’ve told ye what ye need tae know. I spend all o’ my 
  time in here, I know I’m not good for much, but I’ve got 
  two eyes. Use yours and leave me be. Or take my advice 
  and get out now. But leave me be.” He offers no further 
  information, returning to his pints and whisky. Calder 
  watches McKindless the whole time, with the same cold 
  detachment and amusement he has these many months, as 
  McKindless slowly drinks himself to death.
  Calder’s Suite
  On the top floor is Duncan Calder’s own private double 
  suite, the door to which is always kept locked. The lock is 
  not of a conventional design, requiring a Locksmith roll at a 
  -10% penalty to open.  On a failure, an hour spent working 
  with the intricate lock allows another attempt with the 
  penalty removed. Should the investigators fail to pass the 
  lock, they will have to devise another way of getting in.
  Inside, they find that Calder likes his luxuries: the double 
  suite is furnished to a high standard, including a bedroom, 
  sitting room, kitchenette, and full-size bathroom. Like 
  the rest of the pub, it’s kept immaculately clean and the 
  rooms devoid of clutter. The bedroom contains a dresser, 
  wardrobe, small pedestal sink, and large double bed. The 
  investigators will note a distinct lack of books, photographs, 
  or any kind of memorabilia.
  The sitting room contains a three-seater couch, two 
  armchairs, and a low coffee table, laid out in a manner 
  that suggests that Calder often entertains guests; the Order 
  elders often meet here. The kitchenette is undecorated and 
  spotless, but on the small dinner table is a roll of thick 
  art paper tied together with butcher’s twine; unrolling it 
  reveals a number of sketches (Handout 7).
  
  Shadows Over Scotland
  222
  The artwork is disturbing to say the least: a seven-page 
  study of a horrible statue, followed by twelve pages of 
  visionary drawings of Great Cthulhu, then finally twenty 
  or more pages of sketches of deep ones and hybrids. The 
  drawings are by Calder, done with great care and attention; 
  anyone viewing them must make a SAN roll to lose 0 / 1D3 
  Sanity points. 
  Investigators who have already visited the Temple of 
  Cthulhu will recognize the statue; Calder has drawn it with 
  painstaking detail. Those with a Cthulhu Mythos score of 
  10% or more will immediately recognize the horrible figure 
  as the Great Old One Cthulhu; a successful Cthulhu Mythos 
  roll will likewise identify Cthulhu. Slipped between the 
  last two portraits is a hand-drawn diagram with a number 
  of strange symbols, some text and arrows, and a group of 
  initials in a circle (Handout 8):
  St Combs Bank
  The St Combs bank is a single-storey reinforced brick 
  building near the centre of town. It has a single front 
  entrance of thick oak doors and no windows to speak 
  of. The interior is prison-like, with bars, brick and bare 
  wood. The bank serves the businesses of St Combs and the 
  surrounding area, and conducts transactions with national 
  banks throughout Great Britain and the world. Accounts are 
  available to Order members but denied to everyone else; in 
  any case most people are paid in coin for their labours.
  Investigators will not be welcomed by bank staff—two older 
  women in dirty orange frocks—nor by its manager, James 
  Wilson, a great toad of a man, who though human appears 
  to be a deep one hybrid (although his beady black eyes do 
  not resemble the frog-like, bulging eyes of the hybrids). 
  Wilson is not a violent man, but his pettiness knows no 
  bounds; he will do all he can to frustrate the investigators.
  St Combs Fishery
  The huge St Combs Fishery is the town’s largest employer 
  and is responsible for most of its trade. Steamboats and 
  other cargo vessels offload fresh fish and seafood or take on 
  finished products at the fishery pier. Day-to-day operations 
  are overseen by harbourmaster Connor Andrews, who keeps 
  track of every vessel and seaman coming into St Combs.
  Handout 7. Calder’s Artwork
  Handout 8. Calder’s Doodle
  
  Scenario 3: Uisge Beatha (“The Water of Life”)
  The fishery is a legitimate company run ‘by the book’, and is 
  the primary income generator and a necessary part of town 
  life. There is nothing unusual about the fishery; Irvine’s 
  plan to infect its seafood products with deep one taint is 
  still a work in progress. Investigators exploring the fishery 
  will have to go through Andrews, who will initially resist, 
  likely wondering why they are interested in the operation. 
  If they can convince him, Andrews will provide them with a 
  very brief tour; they will find nothing out of place.
  Talking to Andrews
  Andrews will answer any questions curtly. He is a deeply 
  unpleasant man, and makes no attempt to hide his 
  annoyance at any questions put to him. He will not discuss 
  the town, the Order, or anything relating to McKerrell’s 
  arrival, scoffing at suggestions of cult-like or pagan activities 
  as ‘bloody rubbish’ and ‘old fishwife tales’. He will likely 
  take the opportunity to introduce his ‘Diversion’ to the 
  investigators (see page 204). Secretly, he notes everything 
  the investigators say and reports back to the Order, and will 
  henceforth be very wary of the investigators.
  Talking to MacGillivray
  A worker at the fishery by the name of Randal MacGillivray 
  will seek to attract the investigators’ attention. If he fails 
  to get their attention or is ignored, he will return to his 
  work and not try again (and subsequently avoid being 
  murdered).
  A decent man who has recently started work 
  in the fishery for purely financial reasons, 
  MacGillivray hates the work but needs the 
  money to realize his dream of emigrating to 
  Canada. Coming from a small town twenty-two 
  miles north of St Combs, the fishery was the 
  best option going, and the pay is good.
  Randal MacGillivray has grown increasingly 
  uncomfortable with his work and his co-workers 
  in particular. If he contacts the investigators, 
  he will be relieved to talk to ‘normal people’: 
  “These Combers are anythin’ but normal and 
  they sure dun talk much.” MacGillivray will 
  relate some strange facts he’s learned: “No, 
  they dun talk and they dun eat anythin’ but 
  fish. Fish fer breakie, fish fer dinner, and 
  fish fer your tea. They’re right strange folk, miserable 
  and ne’er smiling or laughing. And have you noticed 
  there’s no wee ones, no bairns. That’s awful strange.”
  MacGillivray will ask what the investigators are doing in St 
  Combs. If they answer truthfully, MacGillivray responds: “I 
  can well believe it. These folk don’t strike me as the church-
  goin’ type, if you take my meaning. In fact, there’s no church 
  at all, just this Order that people go on about. I dinnae ken 
  what goes on in there, and they’ll no be tellin’ ye either.” 
  MacGillivray will ask where the investigators are staying; 
  if they’re staying in the Sigil & Sign, he’ll mention he is 
  bunking there as well. By this point, MacGillivray will be 
  getting angry looks from other co-workers and, if Andrews 
  is anywhere nearby, the young fishery worker will be told to 
  get back to work and see the harbourmaster after his shift.
  That evening, MacGillivray will not make it back to the 
  Sigil & Sign. Andrews will have him murdered quietly in 
  the fishery and then have his body transported to the Order 
  building for Gillie’s use. His body will be stored in the 
  sacrificial chamber in the basement.
  St Combs Post Ofﬁce
  The St Combs Post Office is a tiny single-room building 
  across from the bank, run by Mrs Maggie Crimble, an 
  elderly crone with a great bonnet of oddly purplish 
  223
  
  Shadows Over Scotland
  224
  hair towering above her craggy face. The post office 
  is full of yellowing postcards, greying stationery, and 
  curling magazines; nothing here is current, and even the 
  newspapers and magazines are from well over five years 
  ago. Mrs Crimble is quite addled, and has the habit of 
  spitting when she talks.
  If the investigators try to send and receive mail or 
  telegrams, open a post box, or do just about anything else, 
  Mrs Crimble will take their money, mail, and telegrams, 
  and keep them for herself. She will open their mail and read 
  their telegrams to see if they contain anything that might 
  be useful to the Order. Should the characters be present 
  when any Order members are in the post office, they will 
  see a marked difference in Mrs Crimble’s behaviour; she 
  will serve them diligently, although still with a great deal 
  of spittle involved.
  Ur-Y’hlinai (optional)
  The deep one city of Ur-Y’hlinai lies a mere five miles off 
  the coast from St Combs. It lies completely underwater, 
  and any visit requires diving suits and suitable air supply, 
  or magic such as Breath of the Deep (see the Call of Cthulhu 
  rulebook). It is unlikely that any human will discover Ur-
  Y’hlinai without a deep one or hybrid as guide or perhaps 
  captor; it is virtually invisible to any form of detection 
  available in the 1920s.
  Ur-Y’hlinai is an utterly alien environment; just seeing 
  the Cyclopean deep one city requires a SAN roll with a 
  1 / 1D10 penalty. The realization that not just hundreds or 
  thousands but tens of thousands of deep ones inhabit the 
  city will likely require another SAN roll, perhaps resulting 
  in a 2 / 2D10 Sanity point loss.
  Transportation to, or perhaps imprisonment in, Ur-Y’hlinai 
  could be a suitably horrific ending to the scenario if the 
  investigators end up captured or defeated. Leave them 
  with the dreadful awareness that their characters will be 
  sacrificed to Great Cthulhu and their flesh will feed the mad 
  desires of the deep ones.
  -Conclusion-
  There are a number of possible outcomes to the scenario—
  some more pleasant than others. Any ending that involves 
  the investigators living to see another day must be counted 
  as a success; as it’s impossible for them to completely 
  remove the Mythos threat, success and rewards should be 
  based on how much they have uncovered and thwarted. 
  Keepers might reward investigators with 1D4 Sanity points 
  for each of the following:
  • 
  Uncovering the Order of Hydra as a Cthulhu cult, 
  and recognizing that the entire population of St 
  Combs (with few exceptions) is involved
  • 
  Escaping the Order of Hydra
  • 
  Surviving the Elders’ diversions
  • 
  Getting Patrick McKerrell safely out of St Combs
  • 
  Putting a stop to Irvine’s plan to distribute 
  Strathbeg whisky with the deep one taint
  • 
  Destroying key Order locations (i.e., the Order 
  building, the distillery, the fishery, the Temple of 
  Cthulhu)
  • 
  Saving the lives of any of the incidental NPCs 
  encountered 
  (e.g., 
  Alison 
  MacNeil, 
  Randal 
  McGillivray, Jamie McKindless, etc.)
  If the characters do not stop the Order’s plans for 
  distributing the deep one taint in the Strathbeg Whisky, 
  then the whisky will go out as planned the following year 
  and the deep one population at Ur-Y’hlinai will increase 
  greatly in the years to come. The deep ones will undertake 
  greater and bolder plans, seeking to bring about Cthulhu’s 
  return and increase his horde of mad worshippers. Being 
  aware of this and their own failure, the investigators 
  should suffer an appropriate Sanity penalty.  
  If the young Laird of Strathbeg survives the scenario, 
  he will renounce the title and return to his studies in 
  California, leaving Scotland forever. Depending on the 
  state the investigators leave the Order in, it will either 
  continue, perhaps struggling along, or will thrive and 
  continue its nefarious plans. There’s a very good chance 
  the Order will seek retribution for any loss or damage done, 
  and Keepers might consider throwing further interactions 
  with the Order into future scenarios.
  
  Scenario 3: Uisge Beatha (“The Water of Life”)
  225
  -Appendix I: Plot Map for ‘Uisge Beatha (‘The Water of Life’)’-
  Location
  Personas
  Relationships
  Motivation
  Clues
  Glencorrie Castle, 
  Strathkiln
  The Much Honoured 
  Patrick McKerrell of 
  Strathbeg, or simply the 
  21st Laird of Strathbeg
  Hires investigators; laird 
  of  the hereditary lands of 
  Strathbeg, Glencorrie and 
  the small ﬁshing village of 
  St Combs 
  McKerrell seeks to be a 
  good laird but ﬁnds the 
  people cold and thinks 
  there is something 
  decidedly ‘ﬁshy’ going on
  Talking to McKerrell
  Temple of Cthulhu
  Family secrets?
  Strathbeg Distillery
  Hugh Irvine, proprietor; 
  John Cairns, master 
  distiller; Annie Corman, 
  secretary
  Irvine employs nearly a 
  third of St Combs at the 
  Strathbeg distillery; he 
  lords it over Cairns and 
  Corman
  Irvine seeks to bring 
  forwards the plans of 
  Mother Hydra and Father 
  Dagon on Earth; Cairns 
  just wants to work; 
  Corman seeks Irvine’s 
  praise
  Talking to Irvine
  Talking to Cairns
  Whisky tasting
  Talking to Corman 
  Deep One City 
  Ur-Y’hlinai
  Deep one priests and 
  deep ones
  Work with Irvine, Gillie, 
  Calder and Andrews
  Seek to increase the 
  population of Ur-Y’hlinai 
  and corrupt the humans
  Deep one sculptures and 
  runes
  Order of Hydra, St 
  Combs
  Collin Gillie, priest
  Gillie reveres Mother 
  Hydra; works with Irvine, 
  Calder, Andrews and the 
  deep one priests
  Gillie sees himself as a 
  deep one and shares their 
  motivation
  Gillie’s mad ranting
  The Sigil & Sign Public 
  House
  Duncan Calder, 
  proprietor; Jamie ‘Jelly’ 
  McKindless, local drunk 
  Calder works with Irvine, 
  Andrews and Gillie; 
  McKindless mistrusts 
  everyone in St Combs
  Calder seeks to please the 
  deep ones; McKindless 
  just wants to disappear 
  into a bottle
  Talking to Calder
  Jelly’s rumours
  Whisky tasting
  Ruins of St Combs 
  Kirk
  Mrs Alison ‘Old Lady’ 
  MacNeil, local historian
  MacNeil has little to do 
  with the populace of St 
  Combs
  MacNeil is waiting 
  for death and praying 
  for salvation from the 
  wickedness around her
  Talking to MacNeil
  St Combs Harbour
  Connor Andrews, 
  harbourmaster; Randal 
  MacGillivray, ﬁshery 
  worker
  Andrews employs 
  MacGillivray and works 
  with Irvine, Gillie and 
  Calder; MacGillivray 
  works for Andrews
  Andrews seeks to increase 
  the powers of the Order; 
  MacGillivray needs money 
  to emigrate to Canada
  Talking to Andrews
  Talking to MacGillivray
  MacGillivray’s murder
  Aberdeen Police Ofﬁce
  Detective Constable 
  Craig Millar
  Millar knows little of St 
  Combs, Strathbeg and 
  Glencorrie
  Millar is just doing his job.
  
  -Heed the Kraken’s Call-
  226
  -Introduction-
  This discovery-based scenario is for new or experienced 
  investigators, who will find themselves at the heart of 
  a mystery involving a high-profile murder, a secretive 
  Highland clan, the walking dead, and a terrible Great Old 
  One—who might be the original Loch Ness monster. It 
  takes place in three Highland sites along the Great Glen: 
  Inverness, Fort Augustus, and Drumnadrochit on Loch 
  Ness. These locations are shown on the map below.
  The famous Norwegian naval explorer Erik Øland has been 
  found dead in his room at the Inverness Station Hotel. Two 
  extraordinary clues found at the scene, and two further 
  discoveries outside the hotel, reveal that 
  Øland’s murder was anything but motiveless, 
  and suggest a great mystery is behind it all. 
  After the initial investigation, the order of 
  events is entirely up to the players, freely 
  moving between Inverness, Fort Augustus, and 
  Drumnadrochit. The scenario likely ends with 
  a climactic confrontation with the Great Old 
  One Glaaki, and his horde of undead minions. 
  It’s useful if one of the investigators is a 
  former police officer, private investigator, or 
  similar, but this isn’t required. A ‘plot map’ is 
  provided at the end of the scenario, and clues 
  and evidence presented in the scenario are also 
  available as downloadable player handouts at 
  www.cubicle7.co.uk.
  -Keeper’s Information-
   The Story So Far
  Beneath the dark waters of Loch Ness a terrible power stirs. 
  The Great Old One, Glaaki, which dwells at the bottom of 
  a distant English lake, has many gates to other bodies of 
  water around the world; one such leads to Loch Ness, where 
  the Great Old One has been manipulating the dreams and 
  corrupting the wills of a growing cult of followers. This dark 
  malevolence bears no relation to the modern legend of the 
  Loch Ness monster, and is nothing like the serpentine entity 
  that figures in those tales; but people watch the waters 
  fearfully, whispering something evil stirs beneath.  
  Determined to plumb the depths of Loch Ness, the world’s deepest loch, Norway’s celebrated naval explorer Erik Øland 
  arrives in Inverness. But when his purpose-built ship, The Kraken, is set alight in the Moray Firth and Øland found 
  murdered, the investigators are called in to solve the mystery.
  Shadows Over Scotland
  
  Scenario 4: Heed the Kraken’s Call
  227
  Glaaki has spent the past two centuries slowly building 
  and rebuilding this cult of followers. It does this using 
  the ‘Dream-Pull’, a hypnotic power whereby it infests the 
  dreams of potential initiates and seduces them with gifts of 
  arcane knowledge and eldritch magic. As the Dream-Pull 
  is short-ranged, Glaaki occasionally gates from one body 
  of water to another to find and ‘pull’ more initiates; this 
  requires great power, and the number of initiates required 
  to sustain it ever increases. What Glaaki needs, and has 
  been waiting centuries for, is an opportunity to greatly 
  increase its horde of followers quickly.  More details 
  of Glaaki, and the Dream-Pull attack and its method of 
  ‘initiation’ in particular, can be found on page 189 of the 
  Call of Cthulhu core book.
  Glaaki has now realized this opportunity in a partnership 
  with the abbot of the Fort Augustus Monastery on 
  Loch Ness, Father Anselm Balgarth. Balgarth is an 
  exceptionally wilful man and, after five years as resident 
  abbot, has found his meagre existence at the monastery 
  wanting. His desire for greater truths was answered in 
  his dreams, when Glaaki introduced Balgarth to dark 
  wisdom beyond his wildest imaginings; the abbot found 
  himself seduced by this god of dreams which offered him 
  true enlightenment.
  Father Anselm Balgarth, Abbot
  Anselm Balgarth, age 55, 
  Insane Abbot of the Fort Augustus Monastery
  STR 12 
   DEX 10 
  INT 12 
  CON 14
  SIZ 14 
   APP 09 
  POW 18 
  EDU 10
  SAN 00 
   
  Hit Points: 13
  Damage Bonus: +1D4
  Skills: Art (Theatre) 28%, Credit Rating 13%, 
  Disguise 48%, Drive Auto 40%, Fast Talk 34%, 
  History 65%, Occult 37%, Other Languages: Scottish 
  Gaelic 18%, Persuade 45%, Spot Hidden 29%, 
  Theology 89%
  Weapons: Fist / Punch 27%, damage 1D4 + db
  Spells: Alter Weather, Cloud Memory, Contact 
  Glaaki, Create Gate, Create Mist of Releh, Enchant 
  Pipes, Pipes of Madness
  Appearance: Father Anselm Balgarth is a tall, 
  stout man in his mid-fifties with greying hair and 
  an overly large mouth and nose. He dresses only in 
  his Benedictine robes unless travelling outside Fort 
  Augustus, in which case he dons a simple grey suit. 
  He has dark brown eyes and a ruddy complexion. 
  His immaculately kept beard is close-cut to his sharp 
  cheekbones and does little to improve his serious 
  looks. A high forehead and deep-set eyes add to his 
  imposing appearance. Balgarth walks and moves 
  with an air of superiority and has the habit of staring 
  people in the eye until they look away. A generally 
  unpleasant man, he nonetheless acts as though he is 
  the saint of kindliness, at least to people’s faces.
  
  Shadows Over Scotland
  228
  In exchange for knowledge of the Mythos and gifts of 
  eldritch magic, Balgarth became the willing servant of 
  Glaaki. Being exceptionally wilful, however, he has thus 
  far resisted the Dream-Pull, and has remained alive and 
  mostly human, although bereft of his sanity. Together with 
  Glaaki he has put into action a plan to greatly increase his 
  master’s undead worshippers—a plan which began with the 
  initiation of the monastery’s prior, Father James Douglas.
  Late one summer night, the abbot asked Douglas down to 
  the shores of Loch Ness to discuss private matters. Balgarth 
  took him to a secluded cove where Glaaki rose from the 
  depths; the prior went immediately insane at the sight of 
  the Great Old One and attempted to flee, but Balgarth held 
  the thrashing man while Glaaki speared him with a great 
  metallic spine. The attack killed Douglas outright, and the 
  abbot dragged his dead body beneath cover, ensuring the 
  spine remained firmly in its chest.
  Two nights later, as Glaaki had promised, the prior returned 
  to his rooms at the monastery as though nothing had 
  happened. Douglas is now an undead Servant of Glaaki, 
  and a conduit for communication between the Great Old 
  One and Balgarth. As a servitor of Glaaki, Douglas shares 
  the memories and much of the knowledge of the Great Old 
  One, acting as the right hand of Glaaki and helping Balgarth 
  initiate the entire population of the monastery.
  Father James Douglas, Prior
  James Douglas, age 51, 
  Undead Prior of the Fort Augustus Monastery 
  and Servant of Glaaki
  STR 11 
   DEX 05 
  INT 14 
  CON 23
  SIZ 11 
   APP 03 
  POW 13 
  EDU 10
  SAN — 
   
  Hit Points: 17
  Damage Bonus: +0
  Skills: Anthropology 20%, Art (Secular Music) 
  33%, Drive Auto 20%, Listen 45%, Other Languages: 
  Scottish Gaelic 22%, Persuade 29%, Psychology 39%, 
  Theology 77%
  Weapons: Grapple 29%, damage special
  Spells: Contact Deity/Glaaki, Implant Fear
  Sanity Cost: None, but 0 / 1D6 to realize that 
  Douglas is one of the walking dead
  Appearance: Prior James Douglas appears as an 
  average man in most physical respects. However, 
  having been undead for some months, he is now 
  beginning to show signs of his condition: his blue eyes 
  are misty, as though he is suffering from cataracts, 
  his bald head is covered with age spots, and his skin 
  is decidedly ashen in colour and has an unpleasant 
  smell. This significantly affects his interactions with 
  humans and his Appearance score. Anyone touching 
  Douglas will find his skin cold and unnaturally dry. 
  The undead Servant of Glaaki has taken to using 
  restoratives on his skin at night to try to forestall the 
  decay of his earthly flesh.
  Abbot Balgarth now commands a horde of thirty-eight 
  undead worshippers with Douglas, an increase which 
  has also increased Glaaki’s power. Its former weakness 
  is leaving it, and the Great Old One has now turned its 
  attention to a problem that has plagued it for more than 
  a century. When it first gated into Loch Ness in the late 
  18th century, Glaaki became aware of a source of great 
  power, which it tracked to the ruins of Castle Urquhart 
  near modern Drumnadrochit (note: the nature of this 
  source of power is purposely left ambiguous as Keepers 
  might wish to incorporate it into other scenarios. It could 
  be a meeting of mystic ley lines, a powerful artefact, some 
  alien technology, or whatever the Keeper desires).
  
  Scenario 4: Heed the Kraken’s Call
  229
  Servants of Glaaki
  Glaaki’s undead slaves share its memories, and over 
  time almost become an extension of its being. They 
  retain much of their autonomy, however, and can 
  make individual decisions and act independently.
  Servants of Glaaki, Decaying Undead Slaves
  Char. 
  One 
  Two 
  Three 
  Four 
  Five
  STR 
  12 
  11 
  11 
  10 
  09
  CON 
  23 
  20 
  21 
  22 
  22
  SIZ 
  12 
  12 
  15 
  10 
  11
  INT 
  11 
  12 
  12 
  13 
  11
  POW 
  10 
  09 
  10 
  11 
  11
  DEX 
  03 
  05 
  04 
  06 
  04
  HP 
  18 
  16 
  18 
  16 
  17
  Move:  
   
  5
  Damage Bonus:  
  +0
  Skills:  
   
  Sneak 35%
  Weapons:  
  Grapple 20%, damage special
   
   
   
  Normal blunt or bladed weapons
   
   
   
  DEX x2, damage as per weapon
  Armour:   
  None
  Spells:  
   
  At Keeper’s discretion
  Number appearing:  1D2; more if summoned 
   
   
   
  (38 will arrive in the ﬁnal battle)
  Sanity Loss:  
  1 / 1d8 if perceived as undead
  Servants of Glaaki begin unlife looking quite 
  normal, although exhibiting stiffness and some 
  discolouration. Over time, however, they begin to 
  dry out and decay, becoming corpse-like: intelligent 
  or determined Servants will hide or disguise this, 
  some even using magic or scientific techniques to 
  forestall decay.
  Crawling out of the water, the Great Old One thundered up 
  the hillside towards the ruined castle; whether Glaaki or 
  the congregation of Highlanders feasting in the ruins were 
  more surprised by the subsequent encounter is a matter of 
  debate. The clan Urquhart, with a host of Grants and other 
  families, had gathered there earlier that day to celebrate 
  a great victory against the clan MacDonald, when suddenly 
  the vast horror of Glaaki appeared at the edge of the ruins. 
  While most ran in terror, the Urquhart and Grant elders 
  held their ground, and defended their ancestral home.
  The battle was brief and costly for the Highlanders. 
  Though weakened, Glaaki speared more than a dozen men 
  before being forced back. It was the valiant actions of one 
  Highlander in particular that changed the course of the 
  battle: seeing an opportunity, Stuart Grant, patriarch of 
  clan Grant, rolled a barrel of whisky into a fire pit near the 
  monster. The barrel exploded, covering the Great Old One 
  in blistering flames. Grant himself was knocked back and 
  badly burned, but still alive.
  Glaaki retreated from the ruin, angered and confused, but 
  not before dispatching this last heroic attacker. It speared 
  Stuart Grant with a javelin-like spine, and disappeared into 
  the dark waters of the loch. The patriarch did not survive 
  the attack and was carried off to Urquhart Hall, while other 
  survivors created a pyre for the fallen in the ruins.
  A strange situation was to result from this chance autumnal 
  encounter. Arriving at Urquhart Hall, the shaken clansmen 
  put off immediately burying Stuart Grant and huddled 
  around the fire, Grant’s body being kept in a locked room 
  until he could be properly prepared for burial. As it turned 
  out, that would not be necessary: Stuart Grant rose up from 
  the dead the very next night.
  Again, both Glaaki and the Highlanders were surprised by 
  this turn of events. Though the man was clearly dead, the 
  Urquharts and Grants found Stuart very animated. If the 
  events of the previous night had not been strange enough, 
  now the clan patriarch had returned from the dead. Through 
  the locked door, it was clear that Grant was possessed, and 
  yet was also capable of independent thought and action. 
  Declaring himself a ‘Servant of Glaaki’, he demanded his 
  release. The cunning Urquhart elder inquired how the dead 
  man could possibly be a servant of anyone, and Grant, 
  possessing Glaaki’s memories and much of his knowledge, 
  began to speak of strange and impossible things, of undead 
  worshippers, and of the Great Old Ones.
  
  Shadows Over Scotland
  230
  Stuart Grant, Undead Highlander
  ‘Uncle Stuart’ Grant, age 157, 
  Undead Servant of Glaaki
  STR 05* 
   DEX 01* 
  INT 12 
  CON 18
  SIZ 04* 
   APP 01 
  POW 04 
  EDU —
  SAN — 
   
  Hit Points: 11
  Damage Bonus: –1D6
  Skills: None, or at the Keeper’s discretion
  Weapons: Grapple 19%, damage special
  Spells: Contact Glaaki
  Sanity Cost: 0 / 1D8 to see what is left of ‘Uncle 
  Stuart’
  *Lacking any physical form below the hips, Uncle 
  Stuart is literally half a man, and his STR, SIZ and 
  DEX statistics reflect this.
  Appearance: Stuart Grant was a good-looking man 
  of thirty-four years when he encountered Glaaki. As 
  an undead Servant of Glaaki, his appeal has declined 
  over time. ‘Uncle Stuart’, as he is called by the 
  Urquharts and Grants of the 1920s, has been kept 
  alive by the use of alcohol as a preservative. In the 
  autumn of 1889, Stuart managed to overpower his 
  guardian and attempt to escape; as he strode from 
  the shadows past a window, the fading sunlight 
  disintegrated the lower half of his body, leaving him 
  without an effective form of locomotion. Since then, 
  Uncle Stuart has been kept in a huge cask of twelve-
  year-old MacAllan single malt whisky, refreshed 
  yearly, and he is only brought out at night to be 
  questioned. His tight skin—or what is left of it—has 
  an amber pallor, and his undead body is bereft of 
  eyes and any facial or body hair.
  Glaaki was immediately aware of this communication 
  between the Highlanders and its latest undead Servant, 
  and used this unexpected link to ask questions of its own. 
  It learned of the clan, of the men it had fought, and their 
  ancestral claim to the ruined castle; it also discovered 
  they knew nothing of the source of power—that in short 
  they were no threat, but merely a temporary barrier to its 
  eventual conquest. The Great Old One sank deep beneath 
  the waters of Loch Ness, and gated back to its lake in the 
  Severn Valley.
  Twenty-three years passed before Glaaki returned to Loch 
  Ness to seek new worshippers. Once more it was surprised: 
  the Highlanders had managed to keep the problematic 
  Servant alive, knew of Glaaki’s arrival, and had garrisoned 
  the ruins of Castle Urquhart against it. Festering with anger 
  but too weak to make reprisals, Glaaki left the Highlands 
  once more. It would not return for nearly a century.
  Glaaki’s fortunes changed dramatically in the early 1920s. 
  Its partnership with Father Balgarth has greatly increased 
  its power and given it a small army of worshippers—
  enough to mount an attack on the ruins and deal with 
  the troublesome Highlanders once and for all. It has also 
  determined that the clan Urquhart is much diminished. For 
  Glaaki, the power beneath the ruins is a means of restoring 
  its own diminished strength. The Highlanders will not 
  expect an army of undead servitors; it will use Balgarth and 
  the undead monks to crush them.
  Balgarth is preparing the way, and has enough influence 
  to ensure the route to Glaaki’s ascension is clear. That 
  is, until a story reaches him of an impending exploration 
  of Loch Ness. The celebrated Norwegian naval explorer 
  Erik Øland has recently arrived in Inverness fresh from 
  his recent success in Africa at Lake Tanganyika. He has 
  brought with him a new, specially constructed vessel 
  brimming with the latest technologies, and has every 
  intention of exploring the deepest depths of Loch Ness. 
  For Balgarth and Glaaki, this news couldn’t come at a 
  worse time: their preparations have been made, and their 
  plans are in motion. To delay would threaten everything. 
  There is only one thing for it: Øland and his vessel The 
  Kraken must never reach Loch Ness.
  
  Scenario 4: Heed the Kraken’s Call
  231
  To this end, the abbot arrived in Inverness with two 
  Servants. Checking into the shady Castle Inn, Balgarth 
  made enquiries at the docks and the Inverness Courier to 
  determine the location of Erik Øland and his ship. That 
  evening, he sent one Servant to the docks with sufficient 
  dynamite to ensure  the vessel’s destruction, whilst he 
  and the other Servant arrived at the Station Hotel near 
  the centre of Inverness to deal with the explorer. Near 
  midnight the job was done, and Øland lay dead in his room 
  with a ceremonial sgian dubh—a Highlander’s traditional 
  dagger—thrusting up from his back. Back in the hotel 
  lobby, the abbot heard the massive explosion at the docks 
  that signalled the success of the other Servant.
  As Balgarth and the undead monk made their way to the 
  door of the Station Hotel, a runner from the docks barged 
  in, knocking the Servant to the ground and causing a 
  terrible commotion. With everyone in the lobby staring, 
  the abbot quickly helped the Servant to its feet and they 
  rushed from the hotel. Meanwhile, the runner informed 
  the hotel manager that The Kraken had just exploded in 
  the harbour. The hotel manager, Mr Matthew Muir, sent 
  the maid Jenny Flynn to wake Mr Øland at once. But 
  upon reaching Øland’s apartment, Miss Flynn found the 
  Norwegian dead on the floor clutching a piece of paper, 
  with a sinister-looking dagger piercing his back.
  Back in his room at the Castle Inn, the scene in the Station 
  Hotel lobby made Balgarth nervous. Had anyone noticed 
  anything odd about the undead monk? Whilst Balgarth 
  was quite well disguised, the undead servant of Glaaki had 
  been the focus of too many people’s attentions. Balgarth 
  panicked. Instructing the Servant to lie on the floor, the 
  abbot retrieved another sgian dubh—the twin of the one 
  that slew Øland—from his suitcase and proceeded to sever 
  the dead monk’s head from his body. Just under an hour 
  later, Balgarth slipped downstairs with the remaining 
  Servant and left the inn. Driving through the night, 
  Balgarth arrived at the Fort Augustus Monastery shortly 
  before dawn.
  As the sun rose in Inverness, detective constable John 
  Carmichael examined the body of Erik Øland. Prying a 
  hastily written note from the Norwegian’s hand, Carmichael 
  read the note and raised an eyebrow. The note read: 
  “han var en død mann—morderen”. A quick phone call 
  resulted in the perplexing translation: “he was a dead man—
  the murderer”. There was clearly more to this murder than 
  he first expected, and the detective constable realized one 
  other thing: he was going to need help.
  -Sequencing the Action-
  Although beginning in Inverness with the murder of Erik 
  Øland and the destruction of The Kraken, the journey from 
  there very much depends on the investigators’ skills and 
  intuition. Clues in Inverness point to both Drumnadrochit—
  ancestral seat of the Urquharts and Grants—and Fort 
  Augustus—home to the monastery and Glaaki’s undead 
  Servants. Travel between Inverness, Drumnadrochit, 
  and Fort Augustus is accomplished by motor car or 
  steamer via the Caledonian Canal, and the investigation 
  might usefully range between the three locations.
  If the characters arrive in Drumnadrochit first, they will 
  likely encounter the Grants and Urquharts, potentially 
  uncovering the truth of the Great Old One lying beneath the 
  surface of Loch Ness. They might be at a loss, however, to see 
  how Glaaki figures into Øland’s murder; even interrogating 
  Uncle Stuart will reveal nothing concerning Balgarth and 
  Glaaki’s plans to take Castle Urquhart. Investigators 
  arriving in Fort Augustus first will find the abbot and prior 
  genial hosts, if a little odd, but the townsfolk will have a 
  great deal more to say about the monks and strange goings-
  on at the monastery. Balgarth, meanwhile, will deflect 
  their investigation towards Urquhart Hall and the ‘satanic’ 
  rituals conducted in the ruins of Urquhart Castle.
  The 
  scenario 
  is 
  structured 
  around 
  a 
  climactic 
  confrontation in the castle ruins, as Glaaki and its 
  Servants, lead by Father Balgarth, attempt to finally 
  destroy the Urquhart clan. What role the investigators 
  play in this confrontation is very much up to the Keeper; 
  investigators arriving at the scene before the Highlanders 
  may witness the undead Servants of Glaaki appearing from 
  beneath the Loch and entering the ruins. The Urquharts 
  and Grants will arrive to defend the ruins, and perhaps 
  join forces with the investigators (if willing!) to repel the 
  
  Shadows Over Scotland
  232
  Great Old One and its host. If the investigators are still 
  in Fort Augustus or elsewhere in the run up to this battle, 
  the Highlanders may dispatch someone to seek their aid.
  The scenario concludes with the outcome of this battle. 
  Will the investigators unravel the mystery and rise to the 
  occasion to defend the Highlands and mankind against the 
  Great Old One Glaaki—successfully or otherwise? Will they 
  come face to face with the terrible machinations of Glaaki 
  and Balgarth, most notably the horde of undead monks, 
  and realize that Øland’s unfortunate death was a result of 
  the plans for the ascension of the Great Old One?
  -Involving the Investigators-
  The investigators will receive an unusual letter from 
  Detective Constable Carmichael of the Inverness Police. 
  The letter is couriered to them directly and at considerable 
  expense, and begs their help in a troubling murder 
  (Handout 1):
  The Inverness Police will quietly make arrangements for the 
  investigators to reach the city from any location in Scotland, 
  and accommodate them in the Station Hotel upon arrival in 
  rooms near the suite where Øland was murdered.
  Detective Constable John Carmichael
  Inverness Police Office
  19 Union Street
  Inverness, Highlands
  Dear Sir,
  I write to you requesting your aid in a terrible tragedy here in Inverness. Not more than twenty-
  four hours ago, the celebrated Norwegian naval explorer Erik Øland was murdered in his hotel 
  room under mysterious circumstances. At the same time, or thereabouts, his vessel ‘The Kraken’ 
  was dynamited near the Inverness docks in the Moray Firth. Word of Øland’s murder has not yet 
  reached the newspapers and, for the time being, we are keeping matters quiet to help facilitate 
  our investigation. The explosion has been explained away as belonging to an accident aboard a 
  decrepit fishing trawler.
  Let me briefly explain the situation. Øland was found murdered shortly after midnight by a 
  hotel maid, who was asked to inform him of the destruction of The Kraken. This maid found the 
  explorer lying face down on the floor with a Highlanders’ dagger protruding from his back. He was 
  clutching a bloodied piece of paper in his left hand. On the paper was a Norwegian phrase: “han 
  var en død mann—morderen“. We have had this translated as: “he was a dead man—the murderer“. Øland 
  appears to state that his murderer was ‘a dead man’; we are currently looking into other possible 
  explanations, including metaphorical, for this message.
  As I am the only detective constable in Inverness, and this is a high profile case requiring 
  delicate and urgent attention, I have requested and been granted leave to invite you, and any 
  colleagues who may prove useful in the investigation, to Inverness. You were recommended to me 
  by a number of individuals in the service for your discretion and experience with matters of 
  unusual nature such as this, and I trust that your expertise will be invaluable. We will of 
  course reimburse any travel and accommodation expenses you incur, and have arranged to pay you 
  a retainer for the duration of the investigation. This is a matter of the utmost urgency, and 
  I would ask that you kindly reply as quickly as possible, hopefully in the affirmative. In the 
  meantime, the Inverness procurator fiscal and I will continue our initial investigations.
  I hope very much to hear from you shortly,
  J. Carmichael
  Handout 1. Carmichael’s Letter
  
  Scenario 4: Heed the Kraken’s Call
  233
  -Locations-
  Inverness
  Inverness Courier
  The Inverness Courier is the only daily newspaper in 
  Inverness and has its offices on Crown Road. The small 
  public office is little more than a reception area containing 
  a number of worn chairs, a pile of old Couriers and a high 
  desk separating visitors from newspaper staff. The public 
  is welcome to view archives dating back to 1901 and can 
  speak with any of the journalists in the office at the time. 
  Whilst the arrival of Erik Øland has generated a number of 
  by-lines, only one story from earlier in the year contains 
  any significant detail (Handout 2):
  NORWAY’S ERIK ØLAND SET TO PLUMB THE 
  COLD DEPTHS OF OUR OWN LOCH NESS
   
   
  Inverness – The Courier has learned that the 
  noted Norwegian naval explorer Erik Øland has set 
  his sights on Loch Ness for his next adventure. 
  He announced his intentions at a press conference 
  in Dar es Salaam, where the explorer had just 
  completed the deepest freshwater descent ever 
  recorded in Lake Tanganyika.
   
  Øland stated that his next adventure would 
  be in Scotland’s Loch Ness. The Norwegian said 
  that he plans to conduct the deepest freshwater 
  descent in Europe whilst exploring the loch’s 
  hidden depths using scientific equipment only 
  recently developed by the Norwegian navy. Over 
  a period of more than four months, Øland intends 
  to accomplish the most extensive mapping of any 
  freshwater body ever undertaken, marking another 
  first for the renowned explorer.
   
  Øland 
  is 
  reportedly 
  already 
  developing 
  a sophisticated, purpose-built craft for his 
  Scottish adventure, which he calls ‘The Kraken’. 
  He has slated this latest adventure to begin 
  around midsummer. – I. Bloom
  (Excerpted from the Inverness Courier)
  Mr Ian Bloom, reporter on this story, is an alert and 
  inquisitive man in his early thirties with wispy blond hair 
  and bright green eyes. He will be glad to answer questions 
  about the naval explorer, saying that he has yet to interview 
  Øland, but that he certainly is proving popular (remember 
  the police haven’t released information about Øland’s 
  murder yet). A gentleman was in only the other day asking 
  where Øland would be staying; if asked to describe him, 
  Bloom will describe a man generally resembling Anselm 
  Balgarth, but in no great detail (‘a tall man’, ‘late forties? 
  early fifties?’, ‘greying hair, quite stout’, and so on). Bloom 
  has no idea why the man might have been looking for 
  Øland, but imagines he must be interested in the explorer’s 
  upcoming expedition.
  Inverness Docks
  The docks extend along the northern and north-eastern 
  edges of the city, with the Harbour Office at their centre, 
  where the port authority and most of the administrative 
  functions are stationed. Harbourmaster Mr Arthur Galston 
  is a gentle old man with thick white hair and a brushed 
  white beard, wearing a navy blue overcoat. Harbourmaster 
  for twenty years, he is a trusted city advisor; though not 
  on duty when The Kraken was dynamited, he did drive the 
  vessel into its berth in the harbour and has some knowledge 
  of what was on board.
  “An ugly thing, bad lines, but it had some of the most 
  modern equipment I’ve ever had the pleasure of using. 
  Too low in the water, though, likely because of all the 
  blasted gadgetry about it.” 
  If asked to elaborate, Galston reveals that The Kraken 
  was brimming with nautical exploration gear, including a 
  prototype ASDIC (a precursor of SONAR) system.
  Regarding the explosion and wreckage, Galston informs 
  them that nothing was left of the ship; it was a prodigious 
  blast, with shrapnel found a quarter of a mile away. Most 
  of the firth-facing windows in the Harbour Centre are in 
  the process of being repaired. Filled with heavy electronics 
  and batteries, the wreckage doubtless sank to the seabed in 
  seconds; there is quite literally nothing left.
  Handout 2. Newspaper Clipping ‘Explorer Oland’s 
  Next Adventure: Loch Ness!
  
  Shadows Over Scotland
  234
  The person on staff who witnessed the explosion was night 
  watchman Mr Peter Finnie, an excitable man who paints a 
  florid, dramatic picture of the explosion and the ‘burning 
  wreckage plummeting to the black and icy depths of the 
  Moray Firth’. In truth, when the explosion occurred, Finnie 
  spent a good two minutes on the floor with his hands over 
  his ears—not that he will admit this. When he recovered, 
  Finnie did see something strange through his binoculars: 
  “after the last bits o’ The Kraken sank, I saw somethin’ odd: 
  a lone man liftin’ himself out of the water on the ladder on 
  the far side o’ the dock.” Finnie did not try to apprehend 
  the individual.
  “I couldn’t see so much as it was dark, but it took him 
  ages to get to the top of that ladder, like he was havin’ 
  trouble moving, all slow an’ stiff. Mind you that water 
  would be bloody freezin’ so he must ‘a been stiff all 
  right.” 
  If asked where the man might have been heading, Finnie 
  replies: “the last I saw he was walking towards Seafield 
  Road down by the Castle Inn.”
  Inverness Police Station
  Inverness Police Station is on Bridge Street near the town 
  centre. A relatively unattractive granite box, the station 
  houses the town constables, police surgeon, chief of 
  police, and the only detective constable, John Carmichael. 
  Carmichael is the de facto head of all criminal investigations 
  in Inverness; he reports to the chief, Charles ‘Charlie’ 
  Canmore, and works closely with the police surgeon, 
  Herbert Drummond. Carmichael is stationed in an office 
  on the second floor of the building, and the surgeon’s office 
  is near the back of the building below ground.
  Mr John Carmichael, Detective Constable
  John Carmichael, age 45, 
  Dedicated Police Detective
  STR 15 
   DEX 10 
  INT 14 
  CON 14
  SIZ 15 
   APP 11 
  POW 13 
  EDU 11
  SAN 43 
   
  Hit Points: 11
  Damage Bonus: +1D4
  Skills: Anthropology 13%, Climb 48%, Criminology 
  58%, Drive Auto 45%, First Aid 34%, Jump 45%, Law 
  67%, Other Languages: Scottish Gaelic 21%, Persuade 
  45%, Psychology 33%, Spot Hidden 69%, Track 45%
  Weapons: Fist / Punch 57%, damage 1D3 + db
  .44 Revolver 56%, damage 1D10+2
  Appearance: Carmichael is a tall, muscular man 
  in his mid-forties with thick, wavy black hair, a 
  bushy black moustache and deep-set brown eyes. A 
  career policeman, Carmichael takes a no-nonsense 
  approach to everything. He is all about the work and 
  is extremely proud of his achievements as a detective 
  constable. He has a deep and musical voice that 
  might be right at home in a concert hall, but the only 
  singing he does is in the shower. Carmichael will be 
  extraordinarily business-like with investigators and 
  give them the same respect he gives to anyone doing 
  ‘his’ sort of work. He’ll help them in any way he can 
  and will, should they ask, accompany them on any 
  investigation.
  Although Carmichael and Drummond work closely together, 
  a degree of animosity exists between them. Carmichael 
  believes that Drummond’s love of food and drink will be his 
  undoing, whilst Drummond thinks that Carmichael’s lack 
  of social life and family makes him cold and inhuman. Both 
  men will have a go at the other whenever they are brought 
  up in conversation.
  
  Scenario 4: Heed the Kraken’s Call
  235
  Mr Herbert Drummond, Police Surgeon
  Herbert Drummond, age 62, 
  Curmudgeonly Surgeon
  STR 11 
   DEX 07 
  INT 17 
  CON 12
  SIZ 08 
   APP 07 
  POW 10 
  EDU 15
  SAN 48 
   
  Hit Points: 10
  Damage Bonus: +0
  Skills: Biology 87%, Criminology 38%, Fast Talk 
  28%, First Aid 45%, Forensics 90%, Law 25%, 
  Medicine 69%, Pharmacy 21%, Psychology 22%, 
  Spot Hidden 56%
  Appearance: Drummond is a short pudgy man in 
  his early sixties with little hair atop his bald head 
  and no facial hair to speak of. His eyes are a dull grey 
  and his skin is rough and pock-marked. As police 
  surgeon Drummond works closely with Carmichael 
  and reports directly to the town’s procurator fiscal 
  regarding fatal accident inquiries. His curmudgeonly, 
  overly frank, and often dismissive attitude doesn’t 
  make him friends; Drummond is the opposite of a 
  ‘people person’. Nonetheless, he is extremely capable 
  at his job, and more than willing to help out where 
  needed. He will be pleasant enough with investigators, 
  but largely because Carmichael has threatened to 
  make his life difﬁcult should he do otherwise.
  Talking to Carmichael
  Upon their arrival in Inverness, if the investigators do not 
  immediately visit Carmichael at the police station, he’ll send 
  word to their hotel asking them to meet him the following 
  morning. He’ll meet the investigators at the door, hopeful 
  that a good working relationship can be established; once 
  introductions are over, he’ll show them up to his office on 
  the second floor.
  By no means large, Carmichael’s office is nonetheless 
  comfortable. Carmichael will answer any initial questions 
  the investigators might have before refreshing them on the 
  investigation so far. He’ll gladly join the investigators in 
  their journeys if desired, otherwise, he’ll continue with his 
  own investigations and act as advisor and facilitator.
  Unlocking a small safe behind his desk, Carmichael will 
  present the investigators with the bloodied note pried from 
  Erik Øland’s hand (Handout 3) and the murder weapon, 
  a traditional Highlander sgian dubh, wrapped in linen 
  (Handout 4):
  Other than the Norwegian text and Øland’s smeared inky 
  fingerprint, there is little to be gathered from the paper. The 
  translation—“he was a dead man—the murderer”—remains 
  a mystery to Carmichael, who dismisses any notion that the 
  murderer might have been a ‘dead man’, stating “the dead 
  don’t come back to kill the living”. The detective constable 
  is convinced that Øland was indicating his murderer was a 
  person he believed to be dead.
  Concerning the dagger, Carmichael is more hopeful; he 
  knows of only a few smiths in the Highlands still making 
  traditional sgian dubhs. He’ll direct the investigators to the 
  smith’s imprint on the bottom of the blade near the hilt—
  the letters “A.U.”, and beside them the single word “Drum”. 
  ‘Drum’ as a surname rings no bells with Carmichael. In 
  fact, the initials are those of Angus Urquhart (‘A.U.’), 
  patriarch of clan Urquhart, who works near Drumnadrochit 
  (‘Drum’); any shop selling Highland dress will be able to 
  tell investigators the blade was made by Urquhart.
  Handout 3. Oland’s Handwritten Note
  
  Shadows Over Scotland
  236
  If the investigators don’t think of it themselves, Carmichael 
  can also suggest they visit the crime scene in the Station 
  Hotel, and perhaps interview the hotel manager and the 
  maid who found the corpse; as well as visit the police 
  surgeon to inspect the naval explorer’s body. He’ll ask them 
  to keep him informed of any developments.
  Talking to Drummond
  At the back of the police station in a rather unpleasant 
  basement is the office of Mr Herbert Drummond, the police 
  surgeon. Next door is an examination room and morgue. 
  Drummond will either be in his office—likely eating or 
  drinking something—or in the examination room with one 
  or more cadavers. Whilst his office is normally unlocked, 
  the examination room is always locked and requires that 
  Drummond open it from within.
  Drummond has been expecting the investigators and will 
  offer them a draft of his initial police surgeon’s report on 
  the deceased Erik Øland (Handout 5):
  Royal Burgh of Inverness - Office of the Procurator Fiscal
  P o l i c e  S u r g e o n ’ s  R e p o r t
  Dated: _ _ _ _ _ _ _ _ _
  Name of the Deceased: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  Age: _ _ _ _ _ _ _ _ _   
   
  Sex: _ _ _ _ _ _ _ _ _  
   
   
  Race: _ _ _ _ _ _ _ _ _
  Weight: _ _ _ _ _ _ _   
   
  Height: _ _ _ _ _ _ _
  Place of Death: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  Time and Date of Death: _ _ _ _ _ _ _ _ _
  Cause of Death: _ _ _ _ _ _ _ _ _ _ _ _ _ _
  Examination of Remains:
  Police Surgeon’s Signature 
   
   
  Date
  Mr Erik Øland
  48  
   
   
   
  Male  
   
   
   
  White
  12st  
   
   
   
  5ft 10in 
   
  Inverness, Station Hotel, Academy Street
  c. 11:50pm
  Stabbing
   
   
   
   
  Single posterior stab wound piercing left lung, left atrium of heart 
  and right pulmonary artery. Haemodynamic failure likely to result in death in less than two 
  minutes.
  Victim discovered with steel dagger (sgian dubh) penetrating upper back between 8th and 9th ribs. 
  Substantial force required and height of blade entry suggests killer was male.
  Handout 4. The Murder Weapon
  Handout 5. Draft of Police Surgeon’s Report
  
  Scenario 4: Heed the Kraken’s Call
  237
  Drummond may also become involved when or if the 
  decapitated body of the dead monk is found in the Castle 
  Inn. His examination will reveal several confusing things: 
  the body appears to have been dead for several weeks, 
  possibly more than a month; some sort of preservative 
  or restorative appears to have been applied with some 
  regularity to the skin; and the neck near the decapitation 
  point and the hands show signs of being covered in 
  theatrical paint or makeup.
  As for the method, the head was severed slowly with 
  long, slicing motions by a blade some four to six inches 
  in length. The force required to sever the spinal column 
  would have been considerable, and due to the sudden 
  change in angle, Drummond believes that the blade 
  may have been pushed down with a foot while another 
  person held the blade still. Drummond murmurs: “Why 
  decapitate a man weeks after death?”
  Drummond’s initial study of the preservative suggests it 
  was paraffin-based and included a mixture of camphor, 
  naphthalene, and natural oils, resulting in a strong 
  unpleasant smell. It’s nothing like the police surgeon has 
  encountered before. The theatrical paint and makeup 
  used on the corpse are conventional materials available 
  in various shops. If the investigators suggest the dagger 
  that murdered Øland might also fit this decapitation, 
  Drummond will agree.
  The police surgeon will continue his investigations and 
  continue to help the investigators however he can, but 
  cannot come to any more informed conclusions about the 
  dead monk.
  Inverness Public Library
  The Public Library in Farraline Park is a grand old neo-
  classical building, popular with local residents and busy 
  regardless of day or hour. It has a wide collection of 
  fiction and non-fiction books, and its reference section 
  and archives are open to the public and offer excellent 
  sources covering local and regional history, business and 
  commerce, and the arts and sciences. Library staff are 
  generous with their time and glad to help investigators 
  who fail their Library Use rolls.
  General and historical information about the Highlands, 
  Great Glen, and Inverness, in particular, will be easy to 
  find. Little refers to Øland and his naval adventures, but 
  Keepers might wish to throw a red herring or two in the 
  investigators’ paths. More fanciful and less helpful will be 
  any information the investigators find on the subject of the 
  undead.
  Searching for the acronym ‘FAM’ will result in all manner 
  of strange associations, but nothing ties the acronym to 
  the Fort Augustus Monastery. Looking up ‘sgian dubh’ will 
  result in descriptions of its use as an accessory in traditional 
  Highland dress. In modern times, these single-edged 
  weapons are purely ornamental; most are four-inch-long 
  blades with decorative handles carved from darker woods 
  and often with gemstones inset into their pommels.
  The Castle Inn
  The Castle Inn is a three-storey brick building just off 
  Seafield Road near the docks. Popular with fishermen and 
  longshoremen, the inn has a rowdy, overcrowded bar, a 
  small restaurant that frequently acts as an overflow area 
  for the bar, and twelve small rooms upstairs that cater to 
  infrequent guests and the occasional unfortunate tourist. 
  Behind the bar and restaurant, the offices and kitchens 
  of the Castle Inn are staffed by a thankless crew of lower-
  class misfits. Overseeing them all is the inn’s most-
  unusual owner and proprietor Josephine Dawson, known 
  locally as ‘Ma Dawson’. Just how Dawson came to own the 
  Castle Inn is a mystery, but over the years she has earned 
  the ‘respect’ of the locals.
  Dawson runs a tight ship and is clearly in the business for 
  profit. She has a ‘don’t know, don’t tell’ policy regarding 
  her clientele and the various activities they get up to, and is 
  on first-name terms with many nefarious characters from 
  Inverness’s criminal underbelly. Ma Dawson keeps things 
  quiet, and turns a blind eye to just about anything. She’ll be 
  
  Shadows Over Scotland
  238
  extraordinarily reserved in her initial conversations with 
  the investigators; Fast Talk rolls will fail abysmally, and 
  Persuade rolls only succeed if accompanied by a ‘donation’ 
  or bribe.
  The Keeper can decide whether Ma Dawson is aware that 
  two of her guests have left without paying and that the third 
  is currently decapitated and festering in his room. If she 
  is, then she’s likely keeping it to herself and planning on 
  dumping the body in the firth come nightfall. If unaware, 
  she’ll deny everything, unless there’s a clear profit to be 
  made from providing information. 
  If a generous bribe is on offer, Ma will reveal that three 
  men are currently staying on the third floor; the largest, 
  who lorded it over the other two, did all the talking and 
  registered under the name ‘Brown’, signing the other two 
  in as ‘MacKay’ and ‘Winter’. She remembers the two men 
  with Brown kept their faces hidden and didn’t speak, and 
  that they smelled of camphor and naphthalene (i.e., like 
  mothballs). Only a very generous bribe will induce Ma to 
  hand over any keys.
  Finding MacKay’s Body
  In Room 9, the rotting decapitated corpse of Callum MacKay 
  lies on a thin woven carpet; investigators are unlikely to 
  ever learn his name unless Balgarth needs to use him as 
  a scapegoat. MacKay was a devout and highly religious 
  Benedictine monk for thirteen years before Balgarth and 
  Douglas took him out to the shores of Loch Ness to end his 
  life and begin his unlife as a Servant of Glaaki. Lying on the 
  floor of the Castle Inn hotel room is all that is left of this 
  once kind man.
  The strong smell of camphor and naphthalene mixes with 
  the putrescent odour of decaying flesh; anyone seeing the 
  decapitated body must make a SAN roll (losing 0 / 1D2 
  Sanity Points). MacKay’s body is a disturbing grey-green 
  colour, and the stump of his neck is a gory mess. Dressed in 
  a simple brown suit and a long black Oxford overcoat, the 
  pockets of which are empty, a thorough search of the body 
  or a successful Spot Hidden roll will discover a label sewn 
  into the man’s undershirt. The label sports the acronym 
  “FAM”, linking it to the Fort Augustus Monastery, which 
  could easily be mistaken for the man’s initials.
  A successful Medicine roll reveals the victim has been dead 
  for more than twenty-four hours. The investigators may 
  notice that there is no blood, and that the carpet beneath 
  the body is unsoiled apart from some flaking, grey-green 
  flesh and obvious blade marks. The only other thing of note 
  is a missing pillowcase—used to transport the head of the 
  undead monk. Investigators should arrange for the body to 
  be removed to the police surgeon’s office or at the very least 
  contact Detective Constable Carmichael at the Inverness 
  Police. The police surgeon will produce a more detailed 
  report on MacKay’s unusual demise.
  The Station Hotel
  The Station Hotel on Academy Street is one of Inverness’s 
  oldest and most historic hotels, extending over four floors 
  and encompassing more than seventy rooms, a ballroom, 
  lounge and bar, and state-of-the-art gymnasium and spa. 
  Under the management of Matthew Muir, the hotel has 
  undergone an extensive, two-year-long renovation, and 
  only recently reopened for business. 
  The high-profile visit of Erik Øland was to be one of the 
  highlights of the refurbished hotel’s reopening year; it 
  was hoped that the explorer’s reputation would entice the 
  rich and famous. Muir had gone to considerable efforts to 
  secure Øland’s patronage, and his murder inside the hotel 
  has brought him to the brink of a nervous breakdown.
  Muir will nevertheless be business-like when the 
  investigators call; at DC Carmichael’s request, Muir has 
  put the investigators up in suites next to where Øland was 
  murdered, and will provide them with a key to inspect 
  the room, which has remained unoccupied since (and will 
  remain so until the floors and carpets are restored). Muir 
  will not show the investigators the room himself: he is 
  avoiding it just now for ‘personal reasons’; he’s not being 
  dramatic, but avoiding stress at his doctor’s suggestion.
  
  Scenario 4: Heed the Kraken’s Call
  Speaking with the hotel manager
  The hotel manager will wax lyrical about Erik Øland, 
  singing his praises and talking at length of how he had 
  hoped Øland’s visit would spark a renewed interest in the 
  Station Hotel. He is troubled greatly by the murder, and 
  worries the hotel will now receive interest of an unsavoury 
  sort. He has nightmares of newsmen and lawyers 
  descending like locusts.
  Muir first met the Norwegian when he arrived at the hotel, 
  and they shared a complimentary drink in the refurbished 
  bar. Muir was impressed with Øland, a man who seemed to 
  live every moment to the full, always seeking out adventure 
  on the lakes, seas, and oceans of the world. He seemed 
  particularly keen on adding another feather to his cap with 
  the mapping of Loch Ness. He spoke of new technologies 
  developed by the world’s navies for mapping the world’s 
  deepest ocean trenches. Øland’s excitement was palpable; 
  he was full of life.
  Speaking with the maid
  Jenny Flynn the hotel maid discovered Øland murdered 
  in his room, and hasn’t been the same since. In her early 
  twenties, a mousy figure with long brown hair and brown 
  eyes, Flynn more than anything wants to forget Øland’s 
  bloody body with that awful dagger sticking up from his 
  back. She desperately wishes that she had not been the one 
  sent to awaken the Norwegian.
  Jenny does remember one odd thing about the night in 
  question: moments before she was asked by the hotel 
  manager to go up to Mr Øland’s room to awaken him, she 
  caught an awful whiff of mothballs off one of the guests. She 
  remembers two men in the hotel lobby: when the runner 
  from the docks arrived, he crashed into one of the men and 
  sent him sprawling to the ground. 
  The fallen man had great difficulty getting up and 
  eventually had to be helped to his feet by the other, larger 
  gentleman. It was the man who fell who smelt so strongly 
  of camphor or mothballs.
  She couldn’t get rid of that awful smell for the rest of the 
  evening. When she went up to awaken Øland, she remembers 
  the smell still clinging to the air and her clothing: “That 
  awful smell must have got on my clothes and in my hair. 
  When I got to Mr Øland’s room, it was all I could smell. 
  I’ll think of dead men and mothballs forever now. What a 
  horror!”
  Beyond that, Flynn will admit she didn’t pay the men in the 
  lobby much attention, although she believes the man who 
  fell might be an actor or entertainer: she’s quite sure he was 
  wearing stage makeup.
  Viewing the murder scene
  Little has been touched in the suite where Erik Øland 
  was found murdered. Investigators will be greeted with 
  the stale reek of dried blood and a faint smell of camphor 
  and naphthalene. On the ornamental Indian rug is a huge 
  clotted bloodstain; on the floor near the head of the carpet 
  are an overturned inkwell, a fountain pen, and a sprawl 
  of hotel stationery paper. The pool of dark ink has dried, 
  permanently staining the hardwood floor.
  A successful Idea roll suggests Øland may have been 
  knocked back from the door and fallen to the floor. One 
  corner of the room is full of large steamer trunks containing 
  Øland’s clothing and personal effects; these are untouched 
  and will likely be returned to Øland’s family once the 
  investigation is complete.
  The suite’s bathroom and sitting room look largely unused. 
  Atop the queen-sized bed is a 1909 copy of Når den ny vin 
  blomstrer (‘When the New Wine Blooms’) by Bjørnstjerne 
  Bjørnson.
  239
  
  Shadows Over Scotland
  Fort Augustus
  Fort Augustus Monastery
  The Fort Augustus Monastery sits on a thin peninsula at the 
  southern tip of Loch Ness, a short distance from the town of 
  Fort Augustus and the road from Inverness to Fort William. 
  It comprises a cluster of twelve main buildings around a 
  central quadrangle, with smaller outbuildings providing 
  storage and utility space.
  Since 1901, the monastery has hosted a Beuronese 
  Benedictine congregation under the aegis of the Holy 
  See, and is therefore under papal jurisdiction and legally 
  separate from the laws of Great Britain. Until recently, it 
  was a place of quiet contemplation and religious worship. 
  Father Anselm Balgarth became abbot shortly after Father 
  James Douglas took up residency as the new prior of the 
  monastery; where Douglas is a devout member of the 
  Benedictine congregation and revered by the monks, from 
  the outset Balgarth has been more vocal, opinionated, and 
  driven than the prior.
  Balgarth initially planned for great changes at the 
  monastery; over the years, he has found these plans 
  constantly frustrated or blocked, his attempts to modernize 
  and make the monastery more entrepreneurial sidelined. 
  Defeated, Balgarth nonetheless remained hopeful that 
  an opportunity would present itself. In the meantime, he 
  could dream. And dream he did. Balgarth began to have 
  powerful and emotive dreams, disturbing and persuasive. 
  They spoke to him of unwritten truths, powers beyond 
  imagining, opportunities beyond the scope of mere mortal 
  action. He felt the dark pull of the dreams, as though there 
  was a sentience and motive behind them. He resisted its 
  pull, though he willingly opened himself up to the lessons 
  it offered.
  Soon, Balgarth began to relish the ‘sendings’ of this dream-
  god, Glaaki. He learned of a pantheon of strange deities, 
  accepted gifts of magic and eldritch knowledge, and willingly 
  let his sanity slip in exchange for Glaaki’s dark truths. 
  Finally, a new opportunity presented itself: Balgarth joined 
  forces with the Great Old One, and devised a diabolical plan 
  to create an undead army from the monastery monks.
  240
  
  Scenario 4: Heed the Kraken’s Call
  The monastery comes to the investigators’ attention during 
  the final days—if not the final hours—before Balgarth 
  makes his attack on Castle Urquhart. The monastery, which 
  houses about forty monks, will be utterly empty apart from 
  Balgarth and the enigmatic prior. The investigators will find 
  them in the monastery’s chapel, where they are discussing 
  plans for the attack on the castle ruins.
  Talking to Balgarth
  Balgarth is a consummate liar with theatrical experience 
  and absolute faith in his plan. He appears confident, 
  capable, even likeable, using his Art (Theatre) to deceive 
  the investigators, always playing the role of benevolent 
  abbot. He will do all the talking—Douglas will remain 
  dutifully silent—and will pretend to offer as much aid to the 
  investigators as he possibly can. Prior Douglas will leave 
  the chapel almost immediately; if the investigators ask him 
  a direct question before he does, the abbot will interrupt, 
  saying the prior has lost his voice. 
  Successful Medicine rolls will note prior Douglas does not 
  look at all well; his skin is an unhealthy colour, and his eyes 
  appear unfocused. Should they offer medical attention, the 
  prior will wave them off and quickly exit the room. Balgarth 
  will explain the prior has a ‘morbid’ fear of doctors.
  If asked about the missing monks, 
  Balgarth will convincingly lie that they 
  are on a religious retreat. If pressed, he 
  will say that they are delivering food and 
  clothing to needy families in the northern 
  Highlands. In fact, the monks are on their 
  way to the ruins of Urquhart Castle. If 
  asked about the murder of Erik Øland and 
  the destruction of The Kraken, Balgarth 
  will implicate Angus Urquhart and his 
  clansmen, reporting that a number of 
  people have told him the Urquhart and 
  Grant clans hold satanic rituals on their 
  lands near Drumnadrochit. Some even say 
  the elder Urquhart has sold his soul to the 
  devil and enslaved his brethren. Balgarth 
  says he cannot confirm any of this, but 
  prays nightly for their deliverance.
  If asked about visits to Inverness, he will deny that any 
  visits have taken place, adding that the monks are nearly 
  self-sufficient, and have little reason to go outside the 
  monastery. If informed of the mysterious death at the Castle 
  Inn, Balgarth will look genuinely shocked and profess to 
  know nothing about the matter. Concerning sgian dubhs, 
  the abbot will say he believes Angus Urquhart is a smith of 
  some renown.
  Investigating Balgarth’s Room
  Balgarth’s room is on the third floor of the main building 
  above the library. The room is locked; inside, it is 
  undecorated and unattractive apart from an excellent view 
  over Loch Ness. Balgarth’s bed is neatly made, and the few 
  papers atop his desk by the window are tidily arranged. 
  An inkwell and fountain pen sit atop a shelf over the desk 
  alongside religious texts.
  A successful Library Use roll will reveal that all the books 
  relate to the Benedictine order and to the management of 
  monastic institutions. One, entitled Achieving Peace in His 
  Name, is authored by prior Douglas, and describes means 
  for achieving harmonious living in monasteries. 
  241
  
  Shadows Over Scotland
  242
  A successful Spot Hidden roll reveals a small chest beneath 
  the abbot’s bed; the investigators will have to move the bed 
  to retrieve it. Two leather straps secure the chest, but it is 
  otherwise unlocked.
  Inside is a surprisingly large amount of theatrical paint 
  and makeup. A variety of brushes and pads for application 
  sit atop an array of small containers and tubes; it looks 
  enough to make up a small theatrical group.
  Investigating the Monks’ Cells
  The monks’ dormitories smell strongly of camphor and 
  naphthalene. Each of the monks’ cells, including the 
  prior’s room above the largest dormitory, contains a large 
  jar—normally used for preserving fruit—filled with a 
  strange, whitish wax-like paste. A successful Chemistry, 
  or Pharmacy roll identifies it as a powerful-smelling 
  concoction of paraffin, natural oils, and camphor and 
  naphthalene.
  A successful Pharmacy roll also reveals the paste could be 
  applied to skin as a kind of preservative or restorative, 
  although the presence of naphthalene is odd as a 
  concentration of this sort would cause illness. A 
  successful Medicine or halved Pharmacy roll suggests 
  the concentrated naphthalene would destroy red blood 
  cells and cause haemolytic anaemia, symptoms of which 
  include pale or discoloured skin, lack of appetite, and 
  restlessness. 
  Over time, exposure to such large amounts of naphthalene 
  would cause dizziness, nausea, diarrhoea, and urinary 
  bleeding: long-term exposure would be fatal. A pharmacist, 
  chemist, funeral director or similar in the party can make 
  a Know roll to add that camphor is used in embalming 
  processes.
  Apart from these jars, the monks’ cells are equally basic, 
  with a bed and desk, both neatly kept, and little else. If the 
  characters seek out Prior Douglas’ room, they will find it 
  vacant and identical to the other monks’ cells.
  Neptune’s Staircase (Caledonian Canal)
  Neptune’s Staircase—the Caledonian Canal—is a series 
  of water locks connecting the lochs of the Great Glen 
  and providing a means of travelling from one side of the 
  Highlands to the other. It runs sixty miles through the 
  Great Glen, from Fort William to Inverness and cutting 
  through Fort Augustus. The town has used the canal to 
  draw in visitors; benches line the ‘stair’ of the lock system, 
  and nearby shops offer ices and teas to visitors passing 
  through.
  Seated daily on one of these benches are Boyd and Ginny 
  Bannen, a kindly, white-haired old couple, contentedly 
  spending their old age watching the comings and goings 
  in Fort Augustus. They have watched the small town 
  grow up around them—for more years than they care to 
  remember—and are happy to tell investigators a thing or 
  two if they stop by. If they see the investigators, they will 
  call out to say hello.
  The Bannens are continually surprised that the canal 
  brings visitors to Fort Augustus, but admit that the money 
  it brings into the community is helpful. Of the monastery, 
  the Bannens relate that until a month ago they used to see 
  the monks coming up out of the monastery to send letters, 
  take tea, or just walk about the town: “it was nice tae see 
  them, they were allus so peaceful. They’d allus say hello tae 
  ye too, no’ like young people today...”
  If asked what happened a month or so ago, the Bannens 
  will shake their heads: 
  “No one knows, but ye don’t see the laddies out now. 
  Only that Balgarth fellow, and he disnae give anyone 
  the time o’ day. He disnae seem like the other monks. 
  Aye, he smiles and nods, all right, but ye should see 
  how he scowls when he thinks no one is looking...”
  The Bannens know little of events outside Fort Augustus, 
  and have nothing to say about Drumnadrochit other than 
  that’s ‘it’s a nice wee place’.
  
  Scenario 4: Heed the Kraken’s Call
  243
  Town Shop
  The Town Shop on the High Street is the largest store 
  in Fort Augustus, and carries a little bit of everything. 
  Investigators can find most things they’ll need provided it 
  isn’t too exotic, expensive, or illegal. 
  The town’s only petrol station is attached to the shop, and 
  the owner of both is a friendly widow named Mrs Susie 
  McAdams. Mrs McAdams took over the place after her 
  husband Graeme died two years ago, and she manages 
  a small staff of four men to help her. She’s a fixture in 
  the town, and knows everyone’s comings and goings and 
  is on a first-name basis with just about everyone—with 
  the abbot of the Fort Augustus Monastery one of the few 
  exceptions.
  Any mention of the abbot, the prior, or the monks in 
  general will start Mrs. McAdams ranting. They were never 
  particularly friendly, but of late the abbot has taken to 
  telling Mrs McAdams to mind her own business and, on 
  a couple of occasions, he’s looked as though he might say 
  much worse. She has no idea what has brought about this 
  animosity—and he’s the only one from the monastery who 
  comes into her shop these days.
  Though the monks were never the best of customers, they 
  would occasionally drop in. All of that stopped a month 
  ago, and she hasn’t seen any of them since. Only Balgarth 
  comes and goes, and he keeps very peculiar hours: just the 
  other day he wanted his car filling near midnight, and then 
  sped off. Then a day or two ago he pulled in before dawn 
  needing petrol again, as difficult as ever. Mrs McAdams has 
  just about had enough of the man, abbot or not.
  If the investigators ask her to specify the times of the 
  abbot’s two visits, she will offer them her log book while she 
  deals with a few other customers. A successful Accounting 
  or Library Use roll reveals the abbot paid for petrol the 
  morning after Øland was found dead in his room, and late 
  in the evening the night before. If they ask if Balgarth was 
  alone, Mrs McAdams will remember that he had two of the 
  monks with him before midnight, but only one with him 
  when he called in the morning.
  McAdams will be happy to answer the investigators’ 
  questions, although things will go much more smoothly if 
  they buy a thing or two from her shop.
  The Steamer ‘Gondolier’
  The Gondolier is a tourist steamer that docks in Fort 
  Augustus and takes tourists on pleasure cruises up and 
  down Loch Ness, provided the weather is amenable. Mr 
  Gordon Mungo, a former fisherman who purchased the 
  steamer a year and a half ago, captains the Gondolier and 
  is making a go of it as a tour operator. He has hired the 
  young and attractive Miss Fiona MacDonald as a guide and 
  commentator for the hour-long journeys around the loch.
  Piloting the Gondolier is Mungo’s way of easing into 
  retirement. He has only a few years to go and plans to sell 
  the business to some enterprising youngster if he can make 
  it profitable. So far bad weather and low numbers have 
  plagued the enterprise, but Mungo remains hopeful.
  
  Shadows Over Scotland
  244
  Miss MacDonald wants little from her job; in truth, she is 
  hoping to ‘snag’ a husband and be rid of this small-town 
  existence in Fort Augustus. That hasn’t worked out so far, 
  but she’s keeping her options open. Though most find 
  beauty in the loch, she is oddly disturbed by it: if asked 
  to explain, she admits there are places on the loch where 
  she can feel ‘a kind of presence’, before becoming suddenly 
  embarrassed.
  In his long career as a fisherman, Mungo has seen 
  plenty of strange things, and is happy to recount stories 
  of ‘monsters’ from the deep. By these he mostly means 
  aberrant or mutated fish and other sea creatures, but a 
  successful Psychology roll might give the investigators the 
  feeling that the old man has also seen something he can’t 
  quite bring himself to talk about. Something in the way 
  he nods his head to the investigators knowingly suggests 
  he has had an experience, or perhaps more than one, that 
  he cannot face. Keepers may want to use this opportunity 
  to provide further information on the scenario events, 
  or even introduce other Mythos elements or another 
  scenario.
  “The Loch?  Aye, sir, she’s deep, 
  deep and long, that’s a fact. There’s 
  a whole lot o’ room beneath for 
  something tae be hiding, and who’s 
  tae say what roams about on God’s 
  green earth. We’ve had dinosaurs 
  and all manner o’ beasties, who 
  knows what’s still out there. I 
  don’t know, but I’d wager there’d 
  be something in the loch. It’s like 
  Shakespeare said, isn’t it, sir?”
  If the investigators ask further, 
  Mungo will misquote Hamlet: “As 
  Hamlet says tae Horatio, there’s 
  more things in heaven and earth than 
  are dreamt about in our philosophy.” 
  He’ll nod and wink knowingly before 
  returning to his work.
  Neither Mungo nor Miss MacDonald knows Balgarth, 
  but they’ve frequently seen the monks of Fort Augustus 
  Monastery at the lochside or even wading into the waters. 
  Miss MacDonald will shiver at the thought, and Mungo will 
  laugh, saying: “they must be powerful hot-blooded, those 
  monks, ‘cause the water about here is some o’ the coldest 
  you’ll find—it’ll damn near freeze the balls off a brass 
  monkey!”
  Drumnadrochit and Castle Urquhart
  The Shores of Loch Ness
  The waters of Loch Ness are almost always a deep, steel-
  blue colour, due in part to the cold and the depth of the 
  loch. Just over twenty-five miles long (forty kilometres), 
  and in places more than seven-hundred-and-fifty feet deep 
  (two-hundred-and-thirty metres), it is Scotland’s largest 
  lake by volume and contains more fresh water than all 
  the combined lakes in the rest of Great Britain. It is large 
  enough and cold enough to play a role in determining local 
  weather conditions.
  
  Scenario 4: Heed the Kraken’s Call
  245
  Loch Ness is perhaps most atmospheric when the wind is 
  howling, the waves are crashing on the shore, and the rain 
  is pounding down from a tumult of low clouds overhead. 
  But even on a sunny day, the Loch seems to possess a 
  power all its own. This may be in part due to the Great 
  Old One Glaaki lying in wait far beneath the surface, or 
  to the ancient site of power beneath the nearby ruins of 
  Urquhart Castle; whatever the reason, Loch Ness is a 
  powerful force in the Great Glen, demanding respect of 
  Highlander and visitor alike.
  The shores of the loch tend to be short, steep, and rocky; 
  Loch Ness is no place for wading or sunbathing, or 
  romantic sunset walks. The loch and lochsides are quite 
  dangerous, and visitors often express the oddest feeling as 
  though the loch wanted to ‘swallow them up’. From nearly 
  any stretch of the shore near Drumnadrochit, the ruins 
  of Castle Urquhart will be clearly visible overlooking the 
  waters.
  Town Square
  The Town Square in Drumnadrochit is little more than 
  a collection of buildings, shops, and public houses 
  surrounding the ancient village green, but it’s nonetheless 
  the social hub of the small town. The post office, bank, and 
  other amenities bring most of the town’s populace into 
  the tiny square on an almost daily basis; the town green 
  at its centre is pleasant, clean, and manicured, and the 
  competition for the wooden benches placed around the 
  square can be surprisingly stiff when the sun comes out.
  Occupying one of these benches when the investigators 
  arrive is William McMaster, known locally as ‘Auld Wully’. 
  Auld Wully knows almost everyone, and almost everyone 
  knows him: he’s the town drunkard and malcontent. 
  Depending on the time of day and the amount of alcohol 
  he’s had, he’ll be more a malcontent and less a drunkard, 
  or vice versa. Auld Wully isn’t above begging, and if he sees 
  the investigators coming, he’ll introduce himself and try to 
  worm his way into their wallets. 
  Auld Wully has lived in Drumnadrochit his whole life, 
  and knows a thing or two. If he finds the characters are 
  looking for information, he’ll suddenly become the town 
  encyclopaedia, offering advice and opinions on this, that, 
  and the other. If the subject turns to clan Urquhart and / or 
  Grant, Wully will grow even more animated, suggesting the 
  investigators give those ‘lawless clans’ a wide berth. 
  If pushed (a successful Persuade or Fast Talk roll, for 
  example), he’ll reveal the clan Urquhart have allied 
  themselves with ‘the devil hisself!’
  This time last year, Auld Wully found himself by the ruins 
  of Castle Urquhart, and happened upon a strange ritual: 
  “I didnae stick around long enough tae be caught, 
  ye see, but if I didnae see that old jackanapes Angus 
  Urquhart runnin’ the show, jabberin’ on somethin’ 
  awful about dark gods and such … and preaching as 
  though it were a kirk!” 
  
  Shadows Over Scotland
  246
  Auld Wully will say he’s never trusted Angus Urquhart, and 
  that he’s ‘always had an unnatural kind o’ luck’. If asked 
  where to find him he’ll shake his head and suggest the 
  characters keep well away from the man and ‘his disciples’—
  but if they were of a mind to, they’d find him in Urquhart 
  Hall south of the town.
  On almost any other topic, Auld Wully will offer what 
  information he knows and what he thinks the investigators 
  likely want to hear, hoping to be duly rewarded for his 
  advice with enough to buy another bottle of whisky. If 
  the investigators ever insult him, however, he’ll become 
  belligerent and eventually move off.
  Urquhart Hall
  Urquhart Hall is equidistant from Drumnadrochit and 
  the ruins of Castle Urquhart, two miles away from both. 
  Constructed in the early 18th century, it has passed down 
  from generation to generation ever since. The main floor 
  holds the reception room, dining room, kitchen, storage 
  room with access to the cellars, and one of the hall’s three 
  bathrooms; the upper floors are primarily for family use, 
  and include bedrooms, bathrooms, a sitting room, a study, 
  and a small library. 
  While the modern-day Urquharts are by no means rich, 
  the hall is decorated with heirlooms and artwork handed 
  down from earlier generations. A great many paintings, 
  sculptures, handicrafts, and stuffed animals adorn the 
  rooms on the main floor; a truly massive mounted boar’s 
  head above the front door is always a talking point for 
  visitors first coming into the house. Investigators will be 
  ushered into the main reception hall and offered a seat and 
  a drink.
  Angus Urquhart will not keep them waiting unless 
  he’s currently working in his smithy behind the house, 
  in which case he’ll take some time to clean up before 
  presenting himself. The Urquhart patriarch will welcome 
  the characters, shake their hands and ask how he can be 
  of service. Initial impressions will be of a polite older man 
  with an air of authority and strength.
  
  Scenario 4: Heed the Kraken’s Call
  247
  Mr Angus Urquhart, Smith and Patriarch
  Angus Urquhart, age 63, 
  Patriarch of the Urquharts and Capable Smith
  STR 14 
   DEX 13 
  INT 12 
  CON 13
  SIZ 13 
   APP 10 
  POW 06 
  EDU 10
  SAN 48 
   
  Hit Points: 13
  Damage Bonus: +1D4
  Skills: Accounting 28%, Credit Rating 28%, Cthulhu 
  Mythos 08%, Listen 42%, Persuade 45%, Rifle 31%, 
  Smelting 45%, Smithing 89%, Spot Hidden 42%
  Weapons: Fist / Punch 45%, damage 1D3 + db
  Highland Dirk 67%, damage 1D6 + db
  Appearance: Urquhart is the dour and taciturn 
  patriarch of the clan Urquhart. A tough but fair man 
  who demands respect and gives it out just as freely 
  to those who deserve it, he has thick curly white 
  hair and a thick white beard. He does not appreciate 
  the comparison, but looks a great deal like Father 
  Christmas. Though moving into his senior years, 
  Urquhart is in fantastic form, particularly his well-
  muscled arms toned from years of working with 
  hammer and anvil. He has a surprisingly quiet voice 
  and is a thoughtful man, given to quiet contemplation 
  rather than outbursts. He is extremely well-respected 
  by most in Drumnadrochit and all in his extended 
  family.
  If the investigators have come under some sort of pretence, 
  he’ll be kind enough in answering their questions, but 
  astute enough to see through the charade. He’ll be bold and 
  blunt enough to tell them to ‘come true’ and to get to the 
  point. On the other hand, if they are honest with him, he 
  will be honest with them. If they continue to play games, or 
  simply do not trust the man, then Urquhart will tire of their 
  antics and ask them to leave before long.
  If the investigators at any point raise the subject of the 
  undead, Great Old Ones, or the Mythos, or directly name 
  Glaaki, Urquhart will raise an eyebrow and ask what they 
  know about the matter. Once he is convinced of their 
  honesty and integrity, he will reveal what he knows as well—
  including all the information relating to his clan’s long-
  standing fight against the Great Old One—and ultimately 
  introduce them to ‘Uncle Stuart’. If Urquhart is not under 
  pressure, he’ll wait until Derek Grant and Adam Durward 
  are present before taking the characters down into the 
  cellars of Urquhart Hall to visit the oldest ‘living’ member 
  of the household.
  Mr Derek Grant, Farmer
  Derek Grant, age 58, 
  Patriarch of the Clan Grant and Successful 
  Farmer
  STR 13 
   DEX 15 
  INT 14 
  CON 12
  SIZ 10 
   APP 13 
  POW 16 
  EDU 09
  SAN 47 
   
  Hit Points: 15
  Damage Bonus: +0
  Skills: Agriculture 87%, Animal Husbandry 45%, 
  Biology 18%, Botany 28%, Credit Rating 25%, Drive 
  Automobile 34%, Listen 54%, Persuade 25%, Ride 
  33%, Spot Hidden 22%
  Weapons: Fist / Punch 35%, damage 1D3 + db
  .30-06 Bolt-action Rifle 45%, damage 2D6 + 4
  Appearance: Grant is the soft-spoken patriarch 
  of clan Grant. Husband to wife Annie and father to 
  daughter Isobel, he runs a successful farm outside 
  Drumnadrochit and is a much-respected member of 
  Urquhart’s inner circle. Of average height and weight 
  with greying chestnut hair and blue eyes, Grant has 
  no facial hair, and dresses simply as he feels befits 
  a farmer. Both conversational and caring, he cannot 
  tolerate suffering and will do everything in his power 
  to correct injustice. Although he possesses neither 
  the confidence nor boldness of Angus Urquhart, he 
  inspires equal respect through his actions.
  
  Shadows Over Scotland
  248
  ‘Uncle Stuart’ is, of course, the undead ancestor of Derek 
  Grant and the Servant of Glaaki who has been kept alive 
  and periodically brought out for questioning for more 
  than a century. Not much is left of the undead Grant 
  patriarch after an unfortunate incident in the fall of 1889, 
  when the lower half of his body disintegrated in the sun. 
  The young Angus Urquhart gave the undead Grant the 
  moniker of ‘Uncle Stuart’, when he was first introduced 
  to him as a child.
  Since then, Uncle Stuart has been kept preserved in a 
  large oak cask filled with twelve-year-old MacAllan single 
  malt whisky, refreshed yearly. His body is raised and 
  lowered into the cask via a rope and pulley system devised 
  by Angus’ father. These days, Uncle Stuart is brought out 
  only once or twice a month to discern whether Glaaki has 
  returned to Loch Ness; in the past month and a half, poor 
  Uncle Stuart has received more than his share of nightly 
  visitations. He will be unsurprised to find himself raised 
  once more this evening.
  As a Servant of Glaaki, Uncle Stuart is always trying to 
  secure his release so that he might go serve the ‘noble Great 
  Old One’. As a means of getting Uncle Stuart to talk, the 
  Highlanders frequently promise to release the tortured 
  soul if he’ll provide them with the information they seek; 
  despite the fact that they’ve never kept their part of the 
  bargain, his POW has diminished to the point that his 
  willpower is easily overcome and he is fooled time and 
  again.
  Unless forewarned, investigators will be sufficiently 
  disquieted by Uncle Stuart’s appearance from a cask of 
  whisky to require a SAN roll with a 1D8 penalty for failure. 
  He is a horribly skeletal figure with tight amber-coloured 
  skin, and bright white teeth shining ominously beneath 
  unnaturally thinned lips. When he starts to move and 
  thrash, it is quite horrible to witness, although the horror 
  is in some tiny way mitigated by the fact that Uncle Stuart 
  actually smells quite pleasant...
  Hanging from the rope and pulley, the undead Servant of 
  Glaaki will randomly spout curses at the assembled group. 
  Lacking eyes, it has no idea who is addressing it, but will—if 
  promised release—answer questions relating to Glaaki and 
  its location. Uncle Stuart can verify that Glaaki is deep 
  within Loch Ness, and that his ‘master’s plans are coming 
  to fruition’. The whisky-infused corpse will provide no 
  detail of these plans.
  Though tight-lipped, Uncle Stuart will unintentionally warn 
  the Urquharts and Grants of Glaaki’s imminent arrival at 
  the castle ruins. Just when he does this is at the Keeper’s 
  discretion. When Glaaki moves to attack the castle ruins, 
  Uncle Stuart will shriek: “He comes! He comes! My Master 
  comes! The time of His ascension is near!” 
  The jubilance of the undead Servant will be enough to 
  frighten the Highlanders into action, and in a short time 
  they will amass and prepare to meet the Great Old One in 
  the ruins of Castle Urquhart.
  If the stars aren’t yet right, and Uncle Stuart has served 
  his usefulness, he’ll be unceremoniously dumped back 
  in the whisky cask, but not before letting off some choice 
  insults for his gaolers. Having revealed so much to the 
  investigators, Urquhart will suggest they remain in contact 
  concerning any information they receive on Glaaki and his 
  ‘plans’; he’ll promise to send word of any news if they leave 
  contact details with him.
  Urquhart Castle Ruins
  The ruins of Urquhart Castle (Handout 6) stand atop a rocky 
  promontory on the north-west shore of Loch Ness. Once 
  one of Scotland’s largest castles, it still remains impressive 
  as a majestic ruin with a commanding view over the loch. 
  The tower house that remains standing offers spectacular 
  views over Loch Ness and the whole of the Great Glen. 
  Otherwise only a few high walls and arches remain of the 
  original structure, ruined following the Jacobite rebellion 
  when the castle was sacked and quite literally blown apart.
  Throughout its six-hundred-year history, the mediaeval 
  fortress played an important role in the Highlands, occupying 
  a strategic position in the Great Glen. Additionally, there 
  is evidence that the site the castle was built upon holds a 
  much older and more powerful secret.
  
  Scenario 4: Heed the Kraken’s Call
  249
  A number of noble Highland clans 
  and families, including Durwards, 
  Grants, MacDonalds, and of course 
  Urquharts, have held ownership of 
  the castle during its history.
  In the 1920s, the ruin is only 
  starting to realise its potential as a 
  tourist site. Few people travel out 
  to the ruin, and getting there from 
  the main road is far from easy. The 
  ruins are maintained and kept by a 
  groundskeeper at the site, Mr Adam 
  Durward, who lives nearby and is on 
  the site from sunrise until sunset. 
  Durward 
  will 
  generally 
  ignore 
  anyone coming into the ruins, 
  unless they get up to mischief; he’s a 
  man of few words, but will respond 
  to questions if approached.
  Mr Adam Durward, Groundskeeper
  Adam Durward, age 48, 
  Quiet Groundskeeper and Urquhart Kinsman
  STR 14 
   DEX 11 
  INT 10 
  CON 15
  SIZ 15 
   APP 14 
  POW 12 
  EDU 06
  SAN 42 
   
  Hit Points: 15
  Damage Bonus: +1D6
  Skills: Climb 38%, Hide 28%, Jump 45%, Listen 60%, 
  Navigate 25%, Ride 22%, Riﬂe 61%, Spot Hidden 52%
  Weapons: Cudgel 60%, damage 1D4+db
  Fist/Punch 55%, damage 1D3 + db
  Appearance: Durward is a tall, broad and attractive 
  figure. Though his dark brown hair is greying, it 
  does little to detract from his apparent strength and 
  vitality. He has a full beard, thick eyebrows, and
  stunning blue-green eyes. 
  Durward prefers actions to words, and has a 
  reputation for getting things done quickly and 
  quietly. A former infantryman in the Black Watch, 
  he knows his way around a battlefield and is a 
  very capable soldier; on his return from the Great 
  War, he chose a simpler life, and enjoys being a 
  groundskeeper. As a kinsman of Urquhart and Grant, 
  Durward is aware of the ancestral struggle against 
  Glaaki, and is prepared to do his part.
  Talking to Durward
  Not an overly talkative chap, Durward will keep most of 
  his answers short and brutally honest; if he doesn’t know 
  something, he’ll just say so. If the investigators ask about 
  the Urquharts, he’ll suggest they visit Urquhart Hall not 
  more than two miles up the Drumnadrochit road. If they 
  tell him they’ve heard of strange rituals carried out in the 
  ruins or by the Urquharts, he’ll say: “Atspish. Rubbish.” 
  Mentioning Glaaki or anything Mythos-related will cause 
  Durward to become very suspicious, and he’ll find a way 
  to excuse himself from the conversation and send word to 
  Angus Urquhart to be on the lookout for the investigators.
  Handout 6. The Ruins of Urquhart Castle
  
  Shadows Over Scotland
  250
  If the investigators ask too many questions, Durward will 
  shrug and tell them he needs to get back to work. Any 
  aggression or anger directed towards him will be met in 
  kind, although he’ll avoid physical confrontation: if he must, 
  he’ll back down, leave the ruins, and contact Urquhart to 
  report this strange development.
  Investigating the castle ruins
  A twenty-foot-deep ditch separates the ruins from the 
  surrounding lands. The distance from one side of the ditch 
  to the other is about fifty feet, and its boggy slope is steep 
  enough to give most people pause. A perilous-looking 
  ruined bridge provides access to the castle; in fact it’s 
  safe, and will easily transport a number of people at one 
  time. The bridge is seventy-five feet long; once across and 
  through the former gatehouse, the investigators will be in 
  the castle’s main courtyard. Few walls are complete; only 
  the high towerhouse has four standing walls, and even 
  those do not inspire confidence. Throughout the interior of 
  the ruins, a series of former buildings and rooms are easily 
  discernable against the grass. Towards the south and east, 
  Loch Ness is visible through the many breaks in the walls; 
  climbing the towerhouse will provide an uninterrupted 
  view over the whole of the loch.
  A quick walk around the ruins reveals 
  three points where a person could 
  walk down to the water. At each of 
  these, the slope is less steep and does 
  not require Climb rolls. Investigators 
  approaching the water’s edge should 
  make POW x5 rolls; success results 
  in them feeling uneasy about the 
  water—although 
  nothing 
  more. 
  Should any investigator cast a spell 
  within the castle ruins, they’ll find 
  its effect doubled. Casting Detect 
  Enchantment will reveal that buried 
  beneath the castle is some great 
  anomalous power—both vast and 
  powerful—that 
  otherwise 
  defies 
  description. This source of power is 
  purposely left ambiguous for Keepers 
  to use as they see fit.
  The Final Battle: Battling Glaaki and Balgarth
  Glaaki and Balgarth have come up with a plan to attack 
  the ruins of Castle Urquhart at sunset using a three-fold 
  pincer movement (see the ‘Keeper’s Map of the Ruins of 
  Castle Urquhart’). The largest host of undead Servants of 
  Glaaki—two dozen monks in total—will approach from 
  beneath Loch Ness near the middle of the castle; once 
  this force has reached the walls, Glaaki will rise from the 
  water and move to attack. Six Servants will also rise from 
  the water, and attack through a small access point in the 
  north-eastern wall beside the towerhouse; Balgarth will 
  also Gate to this position. Lastly, Prior Douglas and eight 
  Servants will approach from the south-eastern shore, and 
  make their way through the ruins.
  The 
  Highlanders 
  will 
  take 
  up 
  positions 
  roughly 
  corresponding to the attacking monks: Durward and 
  two clansmen will watch for attacks from the north-
  eastern shore; Grant and ten Highlanders will be ready 
  at the south-eastern point; and Urquhart and fourteen 
  Highlanders will stand at the main access point in the 
  middle of the castle ruins. Any investigators present can 
  choose where they want to be before the battle begins, or 
  as the undead monks start appearing from beneath the 
  surface of the loch. 
  Keeper’s Map of the Ruins of Castle Urquhart
  
  Scenario 4: Heed the Kraken’s Call
  251
  The Highlanders possess rifles, pistols, dirks, and cudgels, 
  and so have the advantage in terms of firepower; however, 
  they are outnumbered by the Servants of Glaaki, not to 
  mention the Great Old One itself, as well as Balgarth and 
  Douglas. None of the Highlanders will be expecting the 
  arrival of an undead army, and some may flee in terror; 
  even more will quit the field if Balgarth casts the Pipes of 
  Madness spell on his enchanted pipes. The Keeper should 
  decide how many Highlanders flee the camp, and whether 
  any return after mastering their fear. 
  Depending on the number of clansmen who flee, the 
  investigators could find themselves in desperate straits, 
  especially given that all of this likely happens before 
  they see the real enemy, the Great Old One Glaaki. 
  Investigators will need to make SAN rolls both for seeing 
  the undead Servants, and also for witnessing the Great 
  Old One. Undead monks reaching the walls will grapple 
  the Highlanders and hold them for Glaaki to spear with 
  its metallic spines; once a clansman has been speared, 
  they will go to the next, and so on. The Servants have 
  been directed to undertake this simple task and will do so 
  despite being attacked.
  Prior Douglas will use Implant Fear if the tide of the battle 
  is turning, otherwise he too will grapple foes for Glaaki to 
  spear. Only Balgarth will actively attack the Highlanders 
  and, potentially, the characters, and his attacks will be 
  indirect. For example, he might cast Create Mist of Releh 
  to hide himself, and then cast Pipes of Madness for the 
  duration of the battle. Glaaki will also stay well back, not 
  approaching the ruins until success is assured, but instead 
  launching metallic spines into the bodies of its enemies.
  If Glaaki is successful in overcoming the Highlanders and 
  investigators, it will thunder into the ruins and begin to 
  cast restorative spells. If its army of undead Servants is 
  destroyed, the clansmen will rain bullets and Molotov 
  cocktails down on the monster, taking cover to avoid its 
  metallic spines. 
  
  Shadows Over Scotland
  Glaaki is no fool, and will only menace the surviving 
  Highlanders for a moment or two before letting out an 
  awful wail and thundering back into the dark waters of 
  Loch Ness. It will retreat to the deepest part of the loch, 
  and gate back to the Severn Valley in England.
  Back at Urquhart Hall, the surviving Highlanders will 
  conﬁrm Glaaki has left the loch by interrogating Uncle 
  Stuart; at this point, the good bottles of whisky will be 
  brought up, and the Highlanders will celebrate their victory.
  -Conclusion-
  In all likelihood, this scenario will conclude with an epic 
  confrontation in the ruins of Urquhart Castle, where the 
  investigators either help to repel the Great Old One Glaaki, 
  or are defeated and very likely become undead Servants 
  themselves. Particularly determined investigators may be 
  able to thwart the attack on Urquhart castle in its entirety.  
  The investigators may also realize that Erik Øland was 
  murdered and The Kraken dynamited so that nothing would 
  interfere with Glaaki’s plans for attacking the castle ruins 
  and restoring itself to full power. Investigators who puzzle 
  this out and conclude that Balgarth was behind Øland’s 
  murder, and manage to either kill the insane abbot or see 
  him put behind bars, should receive 1d8 Sanity points as 
  reward.
  Investigators who discover and thwart Glaaki’s plans should 
  receive 2D10 Sanity points, although Keepers may wish to 
  subtract points for minions who escape: for example, five 
  for Balgarth, two for Douglas, and one for each monk. If the 
  investigators survive, but do not manage to defeat Glaaki 
  and Balgarth, and the Great Old One is allowed to restore 
  its powers in the ruins, they will suffer a 2D8 Sanity point 
  loss for the realization that Glaaki is now immeasurably 
  more powerful and has the strength to create a vast army of 
  undead Servants. Investigators who remain near Loch Ness 
  will be terrorized nightly by Glaaki’s Dream-Pull.
  If Glaaki is forced back and vanishes from Loch Ness, the 
  Urquharts and Grants will continue to be on alert and to use 
  Uncle Stuart—until he disintegrates entirely—for word of 
  Glaaki’s return. They will be grateful for the investigators’ 
  help, and Angus Urquhart will present them each with a 
  gift of a fine silver sgian dubh sheathed in handsome, 
  patterned leather. The investigators will always be welcome 
  at Urquhart Hall, and will be known as friends of the 
  Urquharts and Grants throughout the Highlands.
  252
  
  Scenario 4: Heed the Kraken’s Call
  253
  -Appendix I: Plot Map for ‘Heed the Kraken’s Call’-
  Location
  Personas
  Relationships
  Motivation
  Clues
  Station Hotel, 
  Inverness
  Erik Øland (deceased); 
  Matthew Muir, 
  proprietor;  Jenny Flynn, 
  maid
  Muir employs Flynn; 
  Flynn works for Muir
  Muir seeks status and 
  wealth; Flynn just wants 
  to get her life back to 
  normal 
  Talking to Flynn
  Talking to Muir
  Inverness Docks
  Arthur Galston, 
  harbourmaster; Peter 
  Finnie, night guardsman
  Galston employs Finnie 
  indirectly; Finnie works 
  for Galston
  Galston seeks to help 
  others; Finnie craves 
  excitement in his dull life
  Talking to Galston
  Talking to Finnie
  Castle Inn
  Josephine ‘Ma’ Dawson, 
  owner and proprietor; 
  Callum MacKay 
  (deceased former 
  monk of Fort Augustus 
  Monastery)
  ‘Ma’ Dawson keeps her 
  relationships with her 
  clients purely professional
  Proﬁt; Dawson cares only 
  for monetary gain
  MacKay’s body
  Talking to Dawson
  Inverness Police Ofﬁce
  Detective Constable John 
  Carmichael; Herbert 
  Drummond, police 
  surgeon
  Carmichael knows 
  Drummond; Drummond 
  knows and dislikes 
  Carmichael
  Carmichael seeks fame 
  and status; Drummond 
  just wants a simple life
  Talking to Carmichael
  Talking to Drummond
  Øland’s bloody note
  Murder weapon: Highland 
  dirk
  Police surgeon’s report
  MacKay’s autopsy
  Inverness Public 
  Library
  Librarians, etc.
  Books relating to the Loch 
  Ness Monster
  Inverness Courier
  Ian Broom, journalist
  Øland’s Next Adventure: 
  Loch Ness! clipping
  Drumnadrochit
  Town Square
  William ‘Auld Wully’ 
  McMaster, town 
  malcontent
  Everyone knows 
  McMaster and he knows 
  almost everyone
  ‘Auld Wully’ is motivated 
  by two things: drink and 
  more drink
  Talking to McMaster
  Urquhart Castle Ruins
  Adam Durward, 
  groundskeeper
  Durward works for the 
  Urquharts and knows 
  pretty much everyone in 
  town, but keeps to himself
  Durward desires little 
  beyond doing his job 
  guarding Urquhart Castle
  Talking to Durward
  
  Shadows Over Scotland
  254
  Location
  Personas
  Relationships
  Motivation
  Clues
  Urquhart Hall
  Angus Urquhart, owner 
  and patriarch; Hugh 
  Urquhart, farmer; Derek 
  Grant, farmer; Annie 
  Grant, farmer
  The Urquharts and Grants 
  know everyone in Drum-
  nadrochit and everyone 
  knows them
  The Urquharts and Grants 
  seek to uphold tradition, 
  preserve the Clan 
  Urquhart and protect their 
  families
  Talking to the Urquharts
  Talking to the Grants
  ‘Uncle’ Stuart
  Fort Augustus ‘Town 
  Shop’
  Mrs Susie McAdams, 
  shopkeeper
  Mrs McAdams knows 
  everyone in Fort Augustus 
  but mistrusts Balgarth
  Mrs McAdams just wants 
  to be useful and turn a 
  tidy proﬁt
  Talking to 
  Mrs McAdams
  Fort Augustus 
  Monastery
  Father Anselm Balgarth, 
  abbot; James Douglas, 
  prior; monks
  Father Balgarth rules the 
  ‘monks’ and serves Glaaki 
  with Douglas
  Balgarth wants power; 
  Douglas only wishes to 
  serve Glaaki
  Talking to Balgarth
  Talking to Douglas
  The monks
  Steamer Gondolier
  ‘Captain’ Gordon Mungo; 
  Miss Fiona MacDonald, 
  guide
  Mungo employs 
  MacDonald; MacDonald 
  knows most in Fort 
  Augustus and works for 
  Mungo
  Mungo wants to retire—he 
  cares for little else; Miss 
  MacDonald wants out of 
  Fort Augustus 
  Talking to Miss MacDonald
  Talking to Mungo
  
  -The Forbidden Isle-
  255
  -Introduction-
  This short scenario for both novice and experienced players 
  offers investigators the opportunity to uncover a dark 
  Mythos horror behind mysterious disappearances on the 
  Western Isle of Rum. The action takes place entirely on 
  the island and involves a relatively small cast of characters. 
  Locations of interest are shown on the map below.
  The investigators receive a letter from Sir George Bullough, 
  a wealthy landowner and son of the noted industrialist John 
  Bullough, inviting them to the island of Rum to investigate 
  a number of disappearances on the ‘forbidden isle’. The 
  action is fast-paced, with non-player characters going 
  missing on an often daily basis; a plot map is provided on 
  page 270.
  The atmosphere on Rum is one of menace; players should 
  feel their beloved investigators could easily be the next 
  ones to disappear, and that they’re on the clock to quickly 
  determine the nature of the Mythos horror, and find some 
  way of dealing with it.
  -Keeper’s Information-
  The Story So Far
  In 1888, the prominent industrialist John Bullough 
  purchased the sleepy Isle of Rum in western Scotland for 
  the princely sum of £35,000, and built a grand mansion 
  in the foothills beneath the island’s high mountains. 
  Bullough had made millions from the cotton industry, 
  having introduced a number of profitable innovations. It 
  was his intention to make the island a comfortable retreat 
  for himself and his wife from busy Glasgow and his mills at 
  Lanark; over the next five years, little expense was spared 
  on the construction of Bullough House, until its completion 
  in the spring of 1894.
  In the summer of that year, the industrialist and his young 
  wife Alexandria moved into Bullough House. As a grand 
  mansion with extensive gardens and grounds, the upkeep 
  of the estate required a staff of more than fifteen men and 
  women, overseen by a butler, housekeeper, and dedicated 
  groundskeeper. The isle’s population of fishermen and 
  crofters welcomed the Bulloughs, and a number of their 
  sons and daughters took employment at the house. Over 
  the following year, numerous fetes, grand balls, and parties 
  were held, and John Bullough’s dream of country living 
  seemed to have come true.
  With plans of turning the island into a luxurious playground for Britain’s rich and famous, Sir George Bullough invites the 
  investigators to the Western Isle of Rum to discover why neighbouring islanders refuse to set foot on the ‘Forbidden Isle’, 
  and what nameless horror has claimed the island for its home.
  Scenario 5: The Forbidden Isle
  
  Shadows Over Scotland
  256
  Over the five years which followed, John made several 
  additions to the estate, including building a family 
  mausoleum and restoring an old henge atop a hill near 
  the southern border of his lands. He took up photography, 
  studied astronomy and history, and built up a considerable 
  library at the house. There he delved into the history of the 
  Isles, and became fascinated by fanciful tales of monsters 
  and magic. From these he developed an interest in the 
  occult, particularly in druidism. Alexandria dismissed this 
  as foolishness, and consoled herself with gardening and 
  writing to her sisters in London.
  In the summer of 1904, John Bullough was taken ill with a 
  mysterious sickness that confounded his doctors. Over the 
  following two years, the sickness worsened, and Bullough 
  was finally bed-ridden. His wife Alexandria was encouraged 
  to stay in their London apartment in case the sickness was 
  catching, and John was left alone at Bullough House with 
  his butler, cook, maid, and doctor. During that time, Rum 
  islanders began to go missing; farmers would not return 
  from the fields, fishermen would disappear from their 
  homes, and young children vanished from their beds.
  An inspector from the mainland was sent to the island, 
  but he too disappeared. The islanders began to panic, and 
  those who could leave did so in droves. There were hushed 
  whispers of kidnappings, murders, and even cannibalism; 
  more and more people disappeared, until finally whole 
  families were vanishing at a time. In the final days of 1909, 
  a mass exodus took place that left Rum virtually deserted.
  The last communication between John Bullough and 
  his lawyers in Glasgow occurred in September 1910. In 
  the spring of 1911, when his lawyers came to Rum with 
  documents for signing, they found Bullough House 
  deserted. A series of documents in Bullough’s study 
  revealed that John Bullough had passed away quietly in 
  February 1911. Seeing his end at hand, the industrialist had 
  signed over ownership of his assets to his wife Alexandria 
  and their only son George. His faithful butler, doctor, and 
  cook had interred John Bullough in the family mausoleum 
  before quitting his service. With everything seemingly in 
  order, Bullough’s lawyers returned to Glasgow, and 
  duly informed his wife and son of the unfortunate news.
  Alexandria never returned to Rum. George Bullough had 
  never had a good relationship with his parents, and had 
  spent his youth in exclusive private schools, only seeing 
  his father at Christmas and Easter. Later he went up to 
  Cambridge to read Economics. Although he cared little for 
  his studies, George quickly gained a reputation for his love 
  of sport and his impressive horsemanship; as captain of the 
  polo team, his popularity skyrocketed. At over six feet tall 
  and both handsome and well-built, George also gained a 
  reputation as a ladies’ man, which did nothing to help his 
  relationship with his mother and father.
  At the end of his university days, George was ‘encouraged’ 
  to take a number of years to explore the Mediterranean, the 
  Middle East, and India to ‘find himself’. George took this as 
  an indication of his father’s displeasure at his performance 
  at Cambridge. He accepted his father’s money and the 
  use of the family yacht, the Mystery, and sailed south for 
  Gibraltar.
  Five years passed before George received word that his 
  father had passed away. He had never even known his 
  father was ill, but was unsurprised to learn that his mother 
  would not see or write to him. He made his way back to 
  Britain, only to find the country preparing for war; he 
  signed up immediately, and spent four years serving King 
  and Country. At the end of the Great War, he returned a 
  highly decorated officer and a knight of the realm: Sir 
  George Bullough.
  Bullough visited Rum in 1919 and found it much changed. 
  The house had fallen into disrepair and the lands were 
  overgrown, but Sir George saw potential in the place. He 
  did not stay long, but put plans in motion that would see 
  the small isle turned into a leisure playground for himself 
  and his sport-loving friends. He hired a new crew for the 
  Mystery, and then hired builders, joiners, plumbers, and 
  electricians to restore Bullough House. They sailed to Rum 
  in the summer of 1920.
  Once the repairs were done, Bullough began the process 
  of interviewing for staff, but found the local islanders 
  surprisingly 
  uninterested. 
  He 
  managed 
  to 
  hire 
  a 
  gamekeeper, housekeeper, stable boy, and most recently a 
  groundskeeper, but had little luck in holding onto cooks 
  
  Scenario 5: The Forbidden Isle
  257
  and maids from the nearby islands. Regardless of the 
  wages he threw at them, the locals refused to work on the 
  ‘forbidden isle’. The few islanders he did manage—at great 
  expense—to cajole into working for him disappeared after 
  as little as two weeks. His housekeeper, Mrs MacCrimmon, 
  assured him that these disappearances were due to the 
  locals being superstitious.
  Throughout this whole affair, Sir George has been equally 
  amazed and frustrated by the islanders’ backwards beliefs 
  and seeming unwillingness to accept his more-than-
  generous offers of employment. But as the disappearances 
  mounted and Bullough learned of a similar pattern of events 
  on the isle more than a decade earlier, he decided to bring 
  professionals in to investigate the apparent mystery. He still 
  intends to see the little isle transformed, and wants an end 
  to this strange business. With that in mind, he despatches a 
  letter to the investigators inviting them to Rum.
  Involving the Investigators
  The investigators receive a letter from Sir George Bullough 
  out of the blue:
  Sir George Bullough
  Bullough House
  Isle of Rum
  Scotland
  Dear Sir or Madam,
  I am writing to you with a proposition for your consideration. I have of late encountered a perplexing mystery which I 
  would like to invite you to investigate personally. The mystery surrounds a number of disappearances, namely of members 
  of my own household staff. In brief, I would like you to ascertain whether these ‘vanishings’ are the result of some sort of 
  foul play, or simply the actions of a number of disgruntled servants. I have little evidence of either eventuality, but I have 
  heard some peculiar talk on nearby islands that have referred to Rum as ‘the forbidden isle.’
  I myself have been living on the island these past four months, and have witnessed nothing in the local scenery to 
  elicit such a dramatic characterization. I am, in fact, at a loss to explain both the attitude of the local islanders or the 
  disappearances of my staff, which is why I am requesting your services. It may seem a triﬂing matter, and indeed perhaps 
  it is, but even so I would like it seen to professionally. I can assure you that you will be very well treated as my guests at 
  Bullough House and, even if there is nothing to the matter in the end, you will have earned yourself a ﬁne paid holiday.
  To this end, I hope you will see ﬁt to reply to this letter in the afﬁrmative. If so, I will make preparation to see you 
  brought up to the Western Isles forthwith. I am prepared to pay any fee or retainer that you feel justly reﬂects the 
  requirements of your investigation. We can conduct such business in person, or through my lawyers in London. I leave 
  the decision up to you.
  I look forward to hearing from you.
  Yours sincerely,
  G. Bullough
  Handout 1. Letter from Sir George Bullough
  
  Shadows Over Scotland
  258
  True to his word, Sir George will arrange for first-class travel 
  for each of the investigators, including (but not limited to) 
  train travel from Edinburgh or Glasgow to Mallaig and a 
  chartered steamer from Mallaig to the Isle of Rum.
  The Steamer to Rum
  When the investigators arrive in the tiny fishing village of 
  Mallaig, they will find that a charter steamer to Rum has 
  been especially arranged for them. Normal ferries to the 
  island were suspended when the islanders left for Skye, 
  Eigg, and other nearby islands; travel must now be arranged 
  with the charter operator in Mallaig. Steamers run only 
  during good weather, and all travel is dependent on local 
  and national maritime forecasts.
  The investigators will be the sole occupants of the small 
  steamer apart from the ferryman, Graham McInnes, a quiet 
  man in his late fifties who has lived on these waters all his 
  life. During the ninety-minute journey to Rum, McInnes 
  will not initiate conversation, but will respond to questions. 
  If the investigators ask why Rum is called ‘the forbidden 
  isle’, McInnes will have little to say, other than suggesting 
  it might go back to the disappearances of 1908 and 1909.
  If asked to elaborate, McInnes will relate the story of the 
  disappearances (see above) and how all the inhabitants 
  of Rum eventually left for other islands. He was a young 
  man at the time, but he can remember hearing about the 
  disappearances. However, to his knowledge, nothing ever 
  came of it: no one was ever found, no murder or kidnapper 
  was discovered, and when the island was abandoned the 
  stories simply stopped. Regarding the ‘forbidden isle’ title, 
  McInnes will say: “I never could work out whether people 
  were suggesting something forbidden was done on the isle, 
  or that people should be forbidden tae return tae it...  It’s 
  hard to get people tae even talk about it, even now.  Ye’ll 
  find out yourselves, soon enough.”
  As the steamer pulls into the harbour, investigators will 
  note a large and expensive-looking pleasure yacht bearing 
  the name ‘Mystery’, and make out a solitary figure standing 
  at the dock.
  Arriving on Rum
  Upon disembarking at the old Kinloch dock, the 
  investigators are met by Bullough’s gamekeeper Jack 
  Brodie, a dour and taciturn figure in his late forties dressed 
  in a dark tweed overcoat, worn leather boots, and hunting 
  green Trilby hat. He carries a thin polished-oak walking 
  stick in his right hand.
  “Welcome tae Rum. I’m here tae see ye up tae the hoose. 
  Car’s this way,” he says, quickly turning on his heel.
  A lone wolf in more ways than one, Brodie is unused to 
  socializing and offers little more than shrugs and short, 
  sharp replies to questions. His goal is to get the investigators 
  to the Bullough estate, and he’ll perceive any attempt to 
  deviate from this as a severe annoyance. Any investigator 
  paying particular attention to Brodie (or making a 
  successful Spot Hidden roll, for example) will note a slight 
  limp when he walks, the result of a clipped nerve from an 
  injury in the Great War. He won’t talk about it, and will be 
  very suspicious of anyone who points it out.
  Mr Jack Brodie, Gamekeeper
  Jack Brodie, age 52, 
  Bullough House Gamekeeper
  STR 13 
   DEX 08 
  INT 12 
  CON 15
  SIZ 11 
   APP 09 
  POW 13 
  EDU 09
  SAN 51 
   
  Hit Points: 13
  Damage Bonus: +0
  Skills: Bargain 17%, Dodge 45%, Drive Automobile 
  54%, First Aid 18%, Listen 54%, Natural History 
  68%, Ride 25%, Spot Hidden 43%, Track 62%
  Weapons: Fist / Punch 48%, damage 1D3 + db
  Hunting Rifle 53%, damage 2D6 + 2
  Appearance: Brodie is a man of average height 
  and weight with jet-black hair and beady black eyes. 
  
  Scenario 5: The Forbidden Isle
  259
  He’s exceptionally dour, even by Scottish standards, 
  resulting in him appearing recalcitrant, difficult, 
  and irritable to most people. When he does talk, 
  he grumbles or growls in low tones, and will 
  utter monosyllables if he can get away with it. 
  In fact, he’d rather not talk at all, and will often 
  try to communicate non-verbally. Bullough first 
  encountered Brodie in the Great War, and actively 
  recruited him for duty on Rum. Brodie dislikes 
  Bullough less than most people, and so agreed to 
  take up the post of gamekeeper.
  The drive up from the harbour to the Bullough mansion 
  takes five minutes in the gamekeeper’s aging Crossley 19.6 
  coupe. For anyone unaccustomed to the natural beauty of 
  Scotland’s Western Isles, the view from the pebbled road is 
  breathtaking; Rum is notable for its wildness, being home 
  to all manner of birds, mammals, and sea life. Rising high 
  above this wild expanse, the mountains of Rum are tall and 
  forbidding: the desolate peaks overshadow everything on 
  the island. At their feet, steep hills bunch and curve before 
  sloping off towards the sea.
  Atop one of these hills the investigators first glimpse 
  Bullough House. A sullen grey affair from the road, it is 
  only once the Crossley is pulling into the front drive that 
  the size of the estate and the elegant masonry of the house 
  impress. Built in the Scottish Baronial style, the house has 
  a regal and slightly military air.
  Brodie stops outside a grand double staircase leading from 
  the drive to a pair of high black doors, hopping from the 
  driver’s seat and ushering the investigators up the stairs. 
  The doors swing heavily inwards and a small but powerfully 
  built woman appears just inside. The gamekeeper takes his 
  leave, saying not a word more to the investigators.
  The stout woman introduces herself as the housekeeper, 
  Mrs MacCrimmon. She leads the investigators to Sir George 
  in the library, where the investigators are greeted with the 
  smells and sights of aging books, polished wood, leather 
  armchairs, and sheaves of bright paper. It smells strongly 
  of ink, paraffin and expensive cigars, and ever so faintly of 
  cognac and brandy.
  A successful Library Use roll determines the collection is 
  mostly older histories and literary works; a second roll 
  reveals the copy of the Scotsman newspaper being read 
  by Sir George is more than a month old. A successful Spot 
  Hidden roll reveals the bookcase nearest the north wall is a 
  cleverly disguised door to a room or passage beyond.
  Looking up from his paper, Sir George Bullough stands up 
  sharply and straightens his suit before extending his hand 
  and walking briskly towards the investigators.
  Sir George will give them a warm welcome, even fussing 
  somewhat: a successful Psychology roll will suggest he 
  is actively trying to hide a profound nervousness. In this 
  initial meeting, he will give the characters a full run-down 
  of the state of Bullough House and Rum, including a list of 
  all the people currently in his employ, and a history of the 
  disappearances that have occurred since his arrival several 
  months ago. At some point, MacCrimmon will come in with 
  tea, and a plate of sandwiches and small cakes.
  
  Shadows Over Scotland
  260
  Sir George Bullough, Wealthy Landowner
  Sir George Bullough, age 38, 
  Ageing Playboy and Sports Enthusiast
  STR 14 
   DEX 13 
  INT 11 
  CON 13
  SIZ 15 
   APP 15 
  POW 10 
  EDU 12
  SAN 56 
   
  Hit Points: 14
  Damage Bonus: +1D4
  Skills: Accounting 11%, Drive Automobile 42%, 
  Economics 45%, History 21%, Law 08%, Persuade 18%, 
  Ride 68%, Spot Hidden 52%, Swim 55%, Throw 65%
  Weapons: Fist / Punch 36%, damage 1D3 + db
  Hunting Rifle 26%, damage 2D6 + 2
  Appearance: Bullough is a tall and striking man in 
  his late thirties. He has an air of effortless confidence 
  and the physique of a natural sportsman. He looks 
  slightly younger than his actual age, but telltale lines 
  are starting to show beside his blue eyes. He has 
  a pleasant voice, and speaks with a strong, upper-
  class English accent; his tone at times verges on the 
  dramatic, but is largely for effect. Bullough cares a 
  great deal about first impressions and looking every 
  part the rich, handsome gentleman. Beneath the 
  swagger and bravado is a man who has yet to find his 
  place in the world; he is hoping to make Rum that 
  place.
  In addition to Mrs MacCrimmon, the housekeeper, 
  and Jack Brodie, the gamekeeper, Bullough employs a 
  groundskeeper, Isaac Hart, and a stable boy, young Charlie 
  Lewis. In the past week, two maids have left his service: 
  one disappeared, leaving her personal effects behind, and 
  one quit, citing personal reasons. His latest cook vanished 
  thirteen days ago, and Mrs MacCrimmon is filling in. His 
  recent trips to Eigg, Skye, and Mallaig to recruit new staff 
  have failed utterly, and he has had to arrange for new staff 
  to travel up from Glasgow, Edinburgh, and Stirling; they 
  should arrive later in the week.
  Bullough House is now in good repair, and even the 
  outbuildings and the Celtic folly at the bottom of the 
  garden have been restored. Investigators can also visit the 
  stables, gardens and aviary, the Bullough mausoleum, and 
  the aforementioned folly, which Sir George laughingly calls 
  ‘Bullough Henge’. As for venturing further afield, Bullough 
  owns the whole of Rum but it is virtually abandoned: the 
  small village of Harris on the southern coast was the last 
  inhabited village before the final exodus in 1909.
  As the discussion closes, Bullough will reiterate that the 
  investigators have complete access to anything on the isle. 
  They can talk to whomever they like, visit wherever they 
  like, and do as they please. All that Bullough asks is that 
  they find out whatever is going on with his staff and clear 
  up this ‘forbidden isle’ nonsense once and for all. With that, 
  he asks Mrs MacCrimmon to show the investigators to their 
  rooms and invites them to the main dining room for dinner 
  that evening.
  In the meantime, the investigators can do as they wish.
  -Locations-
  Investigators can explore locations all over the Isle of Rum. 
  In addition to those listed below, Keepers might wish to 
  provide other locations for the investigators to explore 
  and discover elements related to the story or potential 
  diversions.
  Bullough House
  Bullough’s Study
  Bullough’s study is on the third floor beside the bedrooms 
  for Bullough and the investigators. It is unlocked, and 
  contains the sorts of things you’d expect: piles of papers, 
  an ornate cigar box on a polished oak desk, high-backed 
  leather armchairs by an elegantly worked fireplace, and 
  shelves filled with books and personal mementos.
  A successful Accounting roll reveals the papers involve 
  mostly day-to-day transactions. The desk itself is locked; 
  
  Scenario 5: The Forbidden Isle
  261
  a successful Locksmith roll reveals more papers and 
  several ledgers relating to Bullough’s finances. Another 
  successful Accounting roll determines that Sir George is 
  doing extremely well with his numerous investments. He 
  certainly has the funds to back up his dream of turning 
  Rum into a playground for the rich and famous.
  The books and the newspapers are standard fare. The 
  mementos are from Bullough’s travels in the Mediterranean, 
  Middle East, and India, including many small statues and 
  souvenirs of strange deities. A successful Occult roll reveals 
  that Bullough has collected a selection of random religious 
  figures; perhaps he found them attractive or intriguing.
  John Bullough’s Personal Library
  John Bullough’s personal library is accessible only from 
  the main library on the ground floor. It has remained 
  unopened for more than a decade, and is covered in a thick 
  layer of dust: investigators rushing in will kick up great 
  choking clouds of the stuff. The only window in this small 
  twelve-foot-square room is an iris-like octagon of glass 
  panels in the ceiling. The room is without electricity and, 
  at night, investigators will need a suitable light source. 
  Currently a selection of dusty and cracked candles is the 
  only alternative to darkness.
  The small library is similar in many respects to the main 
  library. The walls are covered in bookshelves somewhat 
  haphazardly collected in categories: art, astronomy, 
  ancient history, Celtic culture, and the legends and folklore 
  of Scotland. 
  The shelves along the library’s rear wall contain books of 
  a different kind altogether: here, John Bullough collected 
  an array of occult tomes related to druidism, astrology, 
  animism, Celtic polytheism, and ritual sacrifice. A successful 
  Library Use roll uncovers a small number of Mythos tomes, 
  including: True Magic, Revelations of Glaaki, The Secret 
  Watcher, and Magic and the Black Arts (full details of 
  these can be found in the Call of Cthulhu core rulebook).
  Investigators skimming the book The Secret Watcher (see 
  the Call of Cthulhu rules for possible Sanity loss) will note 
  that one spell title is underlined: ‘Commune with the Dark 
  Stars’ (Call / Dismiss Blackness from the Stars; see the 
  nearby textbox for further details).
  New Spell: Commune with the Dark Stars
  The spell Commune with the Dark Stars (Call / 
  Dismiss Blackness from the Stars) is a powerful 
  spell that summons the Outer God known only as 
  the ‘Blackness from the Stars’ to Earth. Normally a 
  group of people is assembled to call the Outer God, 
  although it’s possible for a single individual to invoke 
  the Outer God’s name and bring it forth.
  The caster who begins the call expends one magic 
  point. To join the call, others must do the same. 
  From this moment on, all who call the Blackness 
  can sacrifice as many magic points as they possess 
  to increase the spell’s chances of success: the total 
  magic points sacrificed is the percentile chance 
  the spell will succeed. For example, five cultists 
  sacrificing five magic points each would result in a 
  25% chance. 
  Commune with the Dark Stars must be cast out of 
  doors on a moonless night in a circle of stone; casting 
  the spell costs the caster 1D10 Sanity points. 
  If successful, the spell calls forth the Blackness from 
  the Stars above the stone circle against the night sky; 
  all present—including the caster—must make a SAN 
  roll for 1D3 / 1D10+4 Sanity points. If an individual 
  goes insane in its presence, the Blackness will use 
  its Enthral power to enslave him. Those who retain 
  their will may ‘commune’ with the Blackness, asking 
  questions and seeking the wisdom of the Outer God. 
  Full details for the Blackness from the Stars are 
  provided in the section ‘The Henge’ below.
  Tucked within the pages of Magic and the Black Arts is a 
  hand-written note in messy pencil (Handout 2):
  
  Shadows Over Scotland
  262
  Etched into the top of a table is the phrase “No LIGHT” 
  (Handout 3); the wood is deeply gouged, as though by a 
  sharp blade. A successful Spot Hidden roll reveals long-dried 
  blood stains the cut wood where the phrase has been etched.
  Kitchen
  The kitchen of Bullough House is a huge room more than 
  thirty feet long by fifteen wide. The fourteen-foot ceiling 
  is fitted with hanging racks with a huge range of cooking 
  utensils, pots, and pans; modern cooking appliances line 
  the walls. The floor is made up of rough granite tiles and 
  the walls are plain white.
  Mrs MacCrimmon is usually here preparing meals and 
  managing the wine stocks, if she’s not running around the 
  house trying to stay on top of the cleaning and dusting.  She 
  is excellent at her job, but prefers to be left in peace. Despite 
  the increased workload with the general lack of staff, she is 
  happy for the peace and quiet and finds that, up until now, 
  she has been more than capable of running the household 
  on her own.
  Mrs MacCrimmon knows little of the mystery surrounding 
  the missing staff. If asked, she will emphasize their 
  weakness, laziness, and general dislike of ‘good, honest 
  work’, declaring that ‘young people today’ aren’t prepared to 
  do the work required to keep an estate like Bullough House 
  running properly. In fact, no one but Mrs MacCrimmon can 
  live up to her impossibly high standards.
  She has similarly low opinions of Brodie, Hart, Lewis, and 
  even Bullough himself, painting unﬂattering pictures of 
  each. She can seem inordinately harsh and resentful of 
  others, particularly the maids and cooks “who have just up 
  and disappeared for no good reason!” The Keeper might wish 
  to play up Mrs MacCrimmon’s resentment as a red herring.
  Investigators making successful Psychology rolls will 
  recognize 
  decidedly 
  anti-social 
  tendencies 
  in 
  Mrs 
  MacCrimmon. If they confront her, or reject one of her 
  assertions, she’ll become quietly hostile, stating: “everyone 
  has a right tae their opinions”. As far as she’s concerned, 
  that will be the end of the conversation.
  Library
  The library smells of musty books, cigar smoke, paraffin, 
  and ink. The walls are covered in floor to ceiling 
  bookshelves of polished mahogany, and a large mahogany 
  table sits beneath the only window. The bookshelves 
  Handout 2. John Bullough’s Scribbled Note
  Handout 3. Picture of Etched Table Top
  
  Scenario 5: The Forbidden Isle
  263
  are uniformly full—someone has gone to the trouble of 
  finding the right combination of books to perfectly fit each 
  shelf. A close inspection shows that subjects and topics 
  intermingle, and in some cases volumes of the same work 
  have been separated: a successful Library Use roll indicates 
  the collection comprises older histories and centuries-old 
  literary works of middling to minor interest.
  The newspapers on the tables are all out of date: the most 
  recent copy of the Scotsman is over a month old. An elegant 
  ebony drinks trolley in one corner holds a selection of fine 
  cognac, sherry, port, and whisky: the intervening space is 
  artfully filled with attractive leather chairs. A successful 
  Spot Hidden roll reveals the bookcase nearest the north 
  wall is a cleverly disguised door.
  This hidden ‘door’ lacks a handle or other visible means 
  of opening. A successful Conceal or halved Spot Hidden 
  roll discovers something unusual about the John Locke 
  volume An Essay Concerning Human Understanding: 
  pushing its spine inwards and sliding it upwards reveals a 
  tiny handle with a lock beneath. Pulling the handle reveals 
  the concealed door is locked: a successful halved Locksmith 
  roll will open it with some difficulty.
  Investigators asking Sir George about the door will ﬁnd 
  it has frustrated him as well: “I’m afraid I’ve been unable 
  to ﬁnd a key, and I’ve had no luck contracting a locksmith 
  either!” If the characters suggest forcing the door, Bullough 
  will become visibly uncomfortable, saying there must be 
  some other way: he’s loathe to harm the wood in the library.
  Investigators seeking out John Locke’s Of the Conduct of 
  the Understanding on the other side of the library will find 
  the book hollowed out and a slightly rusty steel key inside. 
  This key will open the door to John Bullough’s private 
  library.
  Sitting Room
  The sitting room is accessed via double doors from the 
  front foyer or the dining room. It is little more than a 
  collection of fine art and furniture, amongst which are fine 
  statues and sculptures in silver, bronze, and hardwoods, as 
  well as ivory, jade and gold. The naturalistic carvings and 
  sculptures mostly depict animals or idealized human forms: 
  a few have a decidedly Indian or Middle Eastern flavour.
  A huge collection of paintings lines the faded lime-green 
  walls, largely by local and commissioned artists, but a few 
  with famous names and worth more than a shilling or two 
  (make an Art or EDU x2 Know roll to realise this). 
  Six paintings have been taken down and are resting on the 
  floor against a small table near the back of the room, stacked 
  so that the elaborately framed art is hidden from view. They 
  are all portraits of John Bullough, Sir George’s father. Two 
  also include his mother Alexandria. In each painting, the 
  face of John Bullough has been torn or cut, obliterating the 
  patriarch’s features. A successful Art roll determines that 
  these paintings are oil on canvas and date back more than 
  twenty years. The oldest, showing John Bullough as a young 
  man, is more than fifty years old. Careful examination 
  reveals that a blade has slashed through Bullough’s face; 
  in the two paintings depicting John and Alexandria, 
  Bullough’s face has not only been slashed, but the canvas 
  appears to have been torn and stripped by human hands.
  Attic
  The attic above Bullough House is accessible only through 
  the servants’ stair at the back of the house. The door is a 
  flimsy pine panel on rusty iron hinges; the attic is a massive 
  space broken up with angled beams and cross braces. There 
  is no natural light and it is uncomfortably warm, but with a 
  torch or similar light source the space is easily traversed.
  The attic holds many boxes and chests. Steamer trunks 
  and hatboxes fill one corner; a collection of old books sits 
  on bookshelves clustered in another. Around the wide, 
  central chimney shaft stand four wardrobes, the doors to 
  two of which are open, and several winter coats, furs, and 
  overcoats are piled on the floor nearby.
  A thick layer of dust covers everything, with the exception 
  of the furs and coats. A successful Track or halved Spot 
  Hidden roll reveals a trail of steps between the attic door 
  and the wardrobes: close inspection reveal the footsteps 
  are two months old or more. The clothing has been piled to 
  create a roughly rectangular bed on the attic floor.
  
  Shadows Over Scotland
  264
  Examining the furs and coats, investigators realize that 
  most are made for a woman; only three men’s overcoats 
  are used in the makeshift bedding, and they are nearest the 
  attic floor. 
  Basement
  Like the attic, the basement is reached via the servants’ 
  stair. It is lit by bare bulbs at irregular intervals; it does 
  not run the length of the house, and is considerably smaller 
  than the ground floor above. It contains a short-walled 
  bay for coal, three alcoves currently used for storage, and 
  several wooden wine racks.
  Access to the rear of the house is via a short set of steps and 
  a steel door on the back of the building. The door is new, 
  very sturdy, and locked with a massive mortise key lock as 
  well as a deadbolt near the floor. The only other entry point 
  is the coal chute, which drops into the coal bay from five 
  feet up the exterior brick wall.
  A small selection of wine bottles—recently brought up from 
  Glasgow—is kept in the wine racks. Most contain Bullough’s 
  favourite Semillon Blanc from Bordeaux, but a few bottles 
  of red and a rosé or two are stored here as well. The alcoves 
  contain mostly dried foodstuffs. The coal bay is a foot deep 
  in coal; a successful Spot Hidden roll reveals two clear 
  handprints in the coal dust near the chute. Additionally, 
  the bottom of the chute is streaked as though something—
  or someone—has slid down it, perhaps recently.
  Bullough Mausoleum
  The Bullough mausoleum stands near the back of the 
  ornamental gardens, a beautifully crafted neo-classical 
  structure which would not be out of place in a Roman 
  garden. Its single gated entrance has a wrought iron latch 
  with space for a lock, although there is no lock at present 
  and the gate swings open easily once the latch is lifted.
  Inside is a marbled room fifteen feet square; two large, 
  white-marble sarcophagi nine feet long and three feet wide 
  stand three feet apart. Above them is a bronze wall plaque 
  (Handout 4):
  A successful Latin roll—or fifteen minutes spent with one 
  of the Latin-English dictionaries in the Bullough library—
  translates the inscription as: “neither fear nor wish for 
  your last day”. If the investigators ask Sir George about 
  the inscription, he will shake his head and laugh: “not an 
  inspired choice, is it. I’ve no idea why he chose it.” If they ask 
  him why his own name is missing from the plaque, Bullough 
  says that he and his parents never saw eye-to-eye: to his 
  knowledge, his mother is still alive in London, although he 
  hasn’t made any attempt to contact her in over four years.
  Handout 4. Bullough Mausoleum Plaque
  
  Scenario 5: The Forbidden Isle
  265
  If the investigators examine the two sarcophagi, have them 
  make Spot Hidden rolls: success reveals a lack of dust 
  around the bottom of the lids. Looking more closely, they 
  will note some scratching on the underside of the lids and 
  around their edges. A successful Geology roll or a halved 
  Know roll suggests the sarcophagus has been repeatedly 
  opened and closed. To shift either lid requires a STR roll 
  on the Resistance Table versus a score of 15. Characters can 
  work together to add their STR scores.
  The interiors of both sarcophagi contain the rotting bodies 
  of the recently sacrificed cooks and maids, lying atop a 
  host of older bones dating back to the disappearances of 
  1904–1909. Have the players make SAN rolls: failure costs 
  the investigators 1D3 Sanity points, and they must make 
  CON x5 rolls or be physically sick at the sight and smell.
  Examining the bodies, the investigators will discover 
  that John Bulloough’s sarcophagus contains only male 
  bodies and skeletons—more than twenty-five—and the 
  sarcophagus prepared for Alexandria Bullough contains 
  only female—more than fifteen bodies, including the two 
  recent maids. The bones at the base of the sarcophagi are 
  so numerous and mixed that exact numbers are difficult to 
  determine, made more difficult by the incompleteness of 
  many skeletons. None of the corpses’ clothing or effects are 
  contained in the sarcophagi.
  Although it’s pretty much impossible for the investigators 
  to discover at this point, the body of John Bullough is not 
  included in the jumble of bones and rotting flesh.
  Gardens and Aviary
  The rear gardens and glass aviary within are still a work 
  in progress after years of neglect. The gardens have seen 
  some care, but the shrubbery and other foliage are in 
  desperate need of a gardener’s touch. Most glass panels in 
  the currently empty aviary are cracked and badly stained; 
  a crate of new panels sits by the door. Despite the lack of 
  care, it’s still possible to imagine how attractive the garden 
  must have looked in better days.
  By day the investigators will encounter Isaac Hart, the new 
  groundskeeper, repairing and revivifying the Bullough 
  gardens. By night, Hart either sleeps in his quarters, plays 
  poker with Brodie, or conducts investigations of his own.
  Mr Isaac Hart, Groundskeeper
  Isaac Hart, age 34, 
  Secretive Groundskeeper and Avenger
  STR 12 
   DEX 10 
  INT 12 
  CON 14
  SIZ 14 
   APP 10 
  POW 12 
  EDU 08
  SAN 46 
   
  Hit Points: 14
  Damage Bonus: +1D4
  Skills: Agriculture 17%, Botany 23%, Conceal 25%, 
  Drive Automobile 22%, Fast Talk 66%, Law 28%, 
  Persuade 48%, Ride 43%, Spot Hidden 42%
  Weapons: Fist / Punch 38%, damage 1D3 + db
  .38 Pistol 56%, damage 1D6 + 1
  Appearance: Hart is a severe-looking man in his 
  mid-thirties with a shaved head and no facial hair. 
  His large, crooked nose sits awkwardly in his face 
  below blue-grey eyes. Born on Rum outside the small 
  village of Harris, his early childhood was scarred by 
  the death of his parents at the hands of the ‘Last Man’ 
  (see The Lair, below). Hart was hidden in a wardrobe 
  when the creature broke into his parents’ cottage and 
  murdered them. After his parent’s ‘disappearance’, 
  the young Hart was shipped off to the mainland 
  and spent the rest of his childhood moving from 
  one foster home to another. A life of petty theft and 
  minor crime followed until Hart caught word that 
  Bullough was returning to Rum. He has returned to 
  find the monstrous thing that killed his parents and 
  see them finally avenged.
  Hart is, in truth, no more a groundskeeper than Bullough 
  himself, but is counting on being able to avenge his 
  parents before Sir George realizes. Any investigator with 
  a rural background or profession will be able to tell Hart 
  is an imposter—or, at least, woefully bad at his job—after 
  
  Shadows Over Scotland
  266
  thirty minutes observation and a successful Know roll. If 
  anyone mentions it, Hart states he’s ‘rusty’ after working in 
  different jobs on the mainland for so long.
  Hart will not trust the investigators, worrying they’ll steal 
  his opportunity to avenge his parents. He’ll shadow them 
  and attempt to use them and / or their findings to flush 
  out the monster before putting a bullet through its head. 
  A successful Psychology roll when interacting with Hart 
  reveals he is hiding something. Hart could be a red herring, 
  or alternatively he could be useful in the investigators’ 
  battle against the thing in the lair.
  A successful Track or Spot Hidden roll in the garden reveals 
  a narrow path of crushed grass to one side of the Bullough 
  mausoleum; it leads clearly up the side of the nearby hillock 
  and terminates at the hilltop henge.
  Stables
  The stables are to the right of the main house and contain 
  stalls for five horses, as well as a small workroom and office. 
  Bullough owns a pair of Highland colts—unimaginatively 
  named Thunderbolt and Lightning—that the stable boy, 
  Charlie Lewis, looks after full time, as well as helping Mrs 
  MacCrimmon in the evenings. Of all Bullough’s employees, 
  young Lewis is the happiest and most appreciative: he 
  was looking for a break, and is delighted to be working for 
  someone as famous as Sir George. He loves his job, living in 
  Bullough House, and the adventure of ‘being an adult, like’.
  Lewis is a little over five and a half feet tall with longish 
  brown hair, bright brown eyes, and a wide, toothy grin. 
  He’s thin and weedy, but uses what strength and dexterity 
  he has to effectively control the horses. Honest to a fault, 
  he’ll answer the investigators’ questions with candour: 
  unfortunately he knows nothing about the intrigues at 
  Bullough House, although he can be helpful in a more 
  general way—indeed he’ll bend over backwards to help the 
  investigators.
  Lewis is well-liked at Bullough House, and he thinks highly 
  of them, too, especially Bullough and Mrs MacCrimmon. 
  Being smaller and younger than the others, Lewis may 
  be targeted early by the ‘Last Man’, and his sudden 
  ‘disappearance’ might provide an excellent motivator for 
  the investigators.
  The Henge
  The stone henge at the back of the Bullough House gardens 
  stands on a small hillock and affords a charming view 
  over the estate and hills surrounding the house. By day, 
  it’s a pleasant enough spot, although much of the grass 
  near the centre of the circle has died away, leaving a bald 
  patch of dried dirt and sand. By night, however, the henge 
  is home and prison to the ‘Blackness from the Stars’—a 
  hungry and malevolent Outer God which John Bullough 
  summoned more than two decades ago, but did not have 
  the power to dismiss.
  The elder Bullough did, however, manage to confine the 
  Blackness to the henge, and there it has remained trapped 
  ever since. Now, every night, the angry and vengeful 
  Blackness tortures and feeds off the elder Bullough, keeping 
  him alive for its entertainment and nourishment until it 
  can find a means of setting itself free. John Bullough’s only 
  respite comes with the full moon, for the Blackness cannot 
  stand bright light.
  
  Scenario 5: The Forbidden Isle
  267
  Though largely immaterial, the Blackness feeds off blood 
  and pain. It has enthralled John Bullough, twisting and 
  corrupting him: when the isle was populated, the Blackness 
  had Bullough murder the islanders and bring them to the 
  henge as sacrifices. When the remaining islanders left, the 
  Blackness subsisted off Bullough, commanding its thrall to 
  replenish himself by feeding on gannets, fish, and the eggs 
  of larger seabirds. Now that humans walk on Rum again, 
  the Blackness from the Stars has commanded sacrifices 
  once more.
  The Blackness from the Stars, Lesser Outer God
  The Blackness from the Stars, ageless, 
  Trapped Outer God
  STR — 
   DEX — 
  INT 19 
  CON 40
  SIZ 60 
   APP — 
  POW 35 
  EDU —
  SAN — 
   
  Hit Points: 50
  Damage Bonus: n/a
  Skills: At Keeper’s discretion
  Weapons: See special abilities and effects below
  Armour: None, but immune to heat, cold, acid, 
  electricity, and non-enchanted weapons; magic 
  affects it normally, but it regenerates 3 HP per 
  round; bright light causes it damage or even death 
  (see special abilities and effects below)
  Sanity Cost: 1D3 / 1D10+4
  Appearance: The Blackness from the Stars appears 
  as an immobile and immaterial mass of shimmering, 
  sentient darkness. Most often distinguished as 
  a horrible void against the backdrop of night, or 
  a vaguely glinting volume of utter darkness, the 
  Outer God will not communicate nor suffer fools 
  who attempt to converse with it. It is a thing of pure 
  malevolence and insatiable hunger.
  Special Abilities and Effects:
  Enthral: Victims become obsessed with the Outer 
  God. Match the target’s POW versus the Blackness’s 
  POW on the Resistance Table. Each day the victim 
  is enthralled costs 1D6 Sanity points; once SAN 
  reaches zero, the victim becomes a willing slave of 
  the Blackness from the Stars. The Outer God can 
  enthral one target per day. 
  Light Weakness: The Outer God cannot endure 
  light stronger than pale moonlight: direct sunlight 
  would sear it to ashes. Bright artificial light (car 
  headlights, flares, movie lighting, etc.) inflicts 1D6 
  points of damage per round; lesser lights such as 
  torches or lanterns inflict 1D4 damage per round. 
  Even dim light sources such as candles do 1D2 
  damage per round to the Blackness from the Stars. 
  The Outer God will not tolerate any light near itself, 
  and will immediately cast Vortex if anyone should 
  bring light into its presence.
  Psychic Sendings: Victims are plagued with 
  nightmarish dreams of the Outer God; individuals 
  with a history of temporary insanity or mental 
  instability are the most common targets. Victims 
  must be asleep and within twenty miles of the 
  Blackness for effect, and lose 0 / 1D3 Sanity from 
  experiencing these horrific dreams.
  Vortex: 
  The Blackness from the Stars can 
  manipulate the air around it into a sudden vortex of 
  hurricane-force wind radiating in a spiral around the 
  Outer God. Creating the vortex costs twenty magic 
  points, and causes 1D20 damage to everything in a 
  ten-yard radius.
  Being trapped, the Outer God can do little unless the 
  investigators enter the circle of the henge. Should they 
  bring a light source within ten yards of the thing, it will 
  immediately lash out with its Vortex ability, seeking to 
  extinguish the light and those who bear it. Utterly silent and 
  nearly immaterial, the Blackness from the Stars may not 
  
  Shadows Over Scotland
  be immediately perceptible to the investigators, although 
  they’ll feel an intense cold and an uncomfortable pressure 
  within the henge as though a great weight were pushing 
  down upon them. Investigators seeing the Blackness must 
  make SAN rolls. The Blackness may also try to enthral 
  anyone entering the circle of the henge.
  Killing the Blackness is relatively straightforward once 
  the investigators have worked out what can harm it. The 
  most expeditious method would be to drive one or two 
  vehicles to the side of the henge and angle the headlights 
  to the top of the stone structure. Again, if the Blackness 
  has enough magic points, it will lash out with Vortex, doing 
  1D20 damage to everything within ten yards and possibly 
  destroying any vehicle headlights, and certainly any torches 
  or lanterns held by the investigators.
  The Lair
  The lair is little more than a shallow cave a mile from 
  Bullough House. The ‘Last Man’ has resided here since Sir 
  George Bullough’s arrival. The ‘Last Man’ is in fact John 
  Bullough, or what is left of him. The ‘Last Man’ is a title that 
  he gave himself after finding himself alone on Rum more 
  than a decade ago. Over time, the Blackness from the Stars 
  has had the elder Bullough mutilate himself, cutting and 
  carving his flesh, branding and burning his body, and worse.
  A successful Track roll and a successful Sneak roll will 
  lead the investigators directly to the Last Man’s lair 
  unobserved; failure on either means the investigators will 
  either encounter the Last Man out of his lair, or will arrive 
  at the lair to find the Last Man alerted, and about to flee 
  or possibly attack. Inclement weather will result in a -10% 
  penalty to Track rolls and a +10% bonus to Sneak. 
  The cave is full of clothing, some of which belonged to 
  the recently missing cooks and maids, and a tremendous 
  number of tiny bones—due to the Last Man’s diet of fish, 
  sea birds, and small rodents.
  When the investigators encounter the Last Man, there will 
  be very little left of John Bullough to recognize. In fact, only 
  his wedding ring will identify him as Sir George’s father: the 
  Last Man is no longer human, but a twisted and mutilated 
  slave of the Blackness from the Stars.
  The Last Man, 
  Thrall of the Blackness from the Stars
  John Bullough, age 61, 
  Self-proclaimed ‘Last Man’ and Insane Thrall
  STR 14 
   DEX 10 
  INT 01 
  CON 10
  SIZ 12 
   APP01 
  POW 08 
  EDU —
  SAN — 
   
  Hit Points: 14
  Damage Bonus: +1D4
  Skills: At Keeper’s discretion
  Weapons: Fist / Punch 58%, damage 1D3 + db
  Grapple, damage special
  Sanity Cost: 1 / 1D6
  Appearance: The Last Man appears as a burned and 
  mutilated walking corpse—not dead, but not truly 
  alive either. As a thrall of the Blackness from the Stars, 
  the abomination has been kept alive for the Outer 
  God’s amusement and as a means of achieving its 
  revenge and acquiring sustenance. Although vaguely 
  human in shape, the Last Man’s skin has been cut, 
  burned, and torn repeatedly, leaving it misshapen. 
  It wears no clothes, and its naked ﬂesh is a horrible 
  conglomeration of blistered red, sickly yellow, and 
  cracked charcoal colours. The Last Man doesn’t talk—
  it no longer can—and thinks only of its own survival. 
  It’s purely instinctual and completely insane.
  The investigators will face a difficult choice: the Last Man 
  will attack them if threatened, but will otherwise seek to 
  escape. Should they attack, it will put up a fierce fight, but 
  will be no match for armed investigators. 
  268
  
  Scenario 5: The Forbidden Isle
  Should they let the thing escape, it will continue to murder 
  the inhabitants of Rum as sacrifices to the Blackness from 
  the Stars. 
  If the Blackness is destroyed, the Last Man will return to 
  the Bullough Mausoleum if it can, there to finally succumb 
  to its wounds. 
  If the Last Man is killed and the corpse examined, the 
  investigators will find John Bullough’s wedding ring. If 
  informed, Sir George will be shocked and appalled to learn 
  the monster was in fact his father: however, examination of 
  the sarcophagi will confirm his father’s role.
  A Twist in the Tale
  A possible twist in the tale may occur if the 
  investigators kill the Last Man before they learn about 
  the Blackness from the Stars and its imprisonment 
  in the henge. In such a case, the Outer God will likely 
  seek to enthral another of Bullough’s servants—or 
  even one of the investigators or Bullough himself—
  and begin the whole cycle again.
  The Mystery
  The Bullough family yacht, the Mystery, is docked in the 
  harbour. Although probably little use in their investigation, 
  it does provide the player characters with a means of 
  escaping the island should things go terribly wrong.
  The Village of Harris
  The tiny, uninhabited village of Harris is on the south-
  western shore of Rum. The village is an opportunity for 
  Keepers to introduce elements that can help guide players 
  or diversions to lengthen or add new dimensions to the 
  investigation.
  -Conclusion-
  Investigators will hopefully conclude this scenario by 
  resolving the mystery of the ‘forbidden isle’, possibly by 
  finding and destroying the Last Man preying on the island’s 
  inhabitants, but also possibly by working out the causes 
  behind his existence and the island’s troubled history—
  namely the Blackness from the Stars.  
  Sir George Bullough will reward investigators for any 
  successful outcome: if they uncover the identity of the Last 
  Man, he will likely ask them to keep the truth to themselves, 
  so as not to taint his family name. Sir George will also be 
  glad to be rid of the dangerous books in his father’s secret 
  library if the investigators are interested in them.
  For successfully dealing with the Last Man and putting 
  an end to the murders and disappearances on Rum, 
  investigators should be rewarded 1D6 Sanity points. If 
  they also manage to destroy or otherwise rid Rum of the 
  Blackness from the Stars, they should receive a further 2D6 
  Sanity points. 
  269
  
  Shadows Over Scotland
  270
  -Appendix I: Plot Map for ‘The Forbidden Isle’-
  Location
  Personas
  Relationships
  Motivation
  Clues
  Rum Charter Steamer
  Graham McInnes, 
  ferryman
  Getting by without too 
  much bother
  Talking to McInnes
  Kinloch Dock
  Jack Brodie, gamekeeper
  Works for Bullough, 
  tolerates everyone else
  Money and loyalty to 
  Bullough
  Talking to Brodie
  Bullough House, Rum
  Sir George Bullough, 
  wealthy land owner; 
  Mrs Jane MacCrimmon, 
  housekeeper; Isaac Hart, 
  groundskeeper
  Bullough employs Brodie, 
  Mrs MacCrimmon, Lewis 
  and Hart;
  Bullough seeks fame 
  and pleasure; Mrs 
  MacCrimmon seeks to 
  control the household; 
  Hart is looking for his 
  parents’ murderer
  Talking to Bullough
  Talking to Mrs 
  MacCrimmon
  Talking to Hart
  John Bullough’s private 
  library
  John Bullough’s scribbled 
  note
  Etched table top
  Bullough House 
  Stables
  Charlie Lewis, stable boy
  Works for Bullough 
  and is adored by Mrs 
  MacCrimmon
  Charlie is looking for a 
  break and is delighted to 
  be working for someone as 
  famous as Sir George
  Talking to Charlie
  Harris
  Keeper’s discretion
  Bullough Mausoleum 
  Mausoleum plaque
  Sarcophagi full of bodies
  The Henge
  The Blackness from the 
  Stars
  Controls the ‘Last Man’
  Vengeance and survival
  Seeing the Blackness from 
  the Stars
  The Lair
  The ‘Last Man’
  Thrall of the ‘Blackness 
  from the Stars’
  Insane and mindless, the 
  ‘Last Man’ is driven by the 
  needs of the ‘Blackness 
  from the Stars’.
  Remains of the ‘Last Man’
  
  -Star Seed-
  271
  -Introduction-
  This short scenario for novice investigators can easily be 
  tailored for experienced ones too. If historical accuracy 
  is a concern, it should take place in the latter half of the 
  1920s, as Skara Brae was not fully excavated until 1928-30. 
  Rather than a face-to-face encounter with a Mythos entity, 
  Star Seed sees the investigators attempting to forestall a 
  particularly deadly encounter with the Colours Out of Space 
  (see page 153 of the Call of Cthulhu core book).
  Set on the northern island of Orkney, places of interest are 
  shown on the map below. The investigators receive a letter 
  from a friend, Dr John McNamara, an eminent archaeologist 
  from Miskatonic University in Massachusetts. McNamara 
  has considerable experience with the Cthulhu Mythos and 
  has been drawn to the site of Skara Brae on Orkney, where 
  he has uncovered something that needs looking into and 
  for which he has contacted the investigators (archaeologist 
  or historian investigators will be particularly suitable). 
  Events in the scenario move from initial investigation to 
  prevention, as the investigators play a vital role in thwarting 
  the Mythos threat. If successful, they will prevent the return 
  of the Colours Out of Space; if they fail, the Colours will 
  attempt to consume the life-force of every living human, 
  animal, and plant on the island, leaving Orkney a lifeless 
  rock in the North Atlantic.
  Archaeologist John McNamara invites the investigators to Skara Brae to confer on a strange artefact he’s discovered. If he’s 
  right, there might have been a very good reason why the settlement was abandoned so suddenly millennia ago. Worse, it would 
  appear the stars are aligning once more, and that same ‘reason’ might well be returning from the timeless depths of space.
  Scenario 6: Star Seed
  
  Shadows Over Scotland
  272
  -Keeper’s Information-
  The Story So Far
  For more than seven hundred and fifty million years, 
  a powerful sentient race inhabiting the black gulfs of 
  intergalactic space has seeded nearby star systems with 
  black crystalline shards. Known only as the ‘Colours Out 
  of Space’, these insubstantial beings exist in a dimension 
  where our natural laws and constants, such as time and 
  matter, are meaningless. The purpose of their crystalline 
  ‘star seeds’ is unknown, but in each case wherever a star 
  seed is encountered widespread devastation follows. 
  Mythos historians have uncovered evidence of five such 
  encounters in human history: in the Northwest Territories 
  of Canada in 23,470 BCE; northern Australia in 10,277 BCE; 
  Xinjiang Province, China, in 3102 BCE; Mayan Guatemala 
  in 705CE; and in central Africa in 1007CE. It is possible 
  that other encounters have taken place but are unrecorded.
  In each of these cases, no crystalline shard was ever found 
  or recovered, and in all of the known instances, the level 
  and pattern of devastation were surprisingly similar. These 
  encounters and the resulting loss of life have historically 
  been explained away as natural disasters (droughts, forest 
  fires, and so on); only the most recent encounter has 
  provided Mythos academics with any real documentary 
  evidence establishing a connection—if rather tenuous—
  between these events and the Colours Out of Space.
  In the summer of 1869, Professor Karl Arnulf Brecht 
  and his team of thirteen researchers from the University 
  of Göttingen, together with an entourage of thirty-five 
  African labourers, vanished in the dense jungle near the 
  Sibiti River in Tanganyika. Weeks later, Brecht’s journal 
  was discovered at the heart of a mystery: a dead jungle 
  full of twisted and desiccated vegetation scattered with the 
  grey husks of dead animals and insects, and Brecht’s camp, 
  utterly devoid of life. An area of more than twenty-five 
  miles radiating out from Brecht’s camp had somehow been 
  rendered completely lifeless.
  At the camp, tents stood empty, fires had long burnt out, 
  and grey ash covered everything. Only Brecht’s journal, 
  found on his desk, spoke of the mysterious events which had 
  occurred weeks before. The journal detailed the German 
  archaeologist’s search for the ruins of an ancient Unyamwezi 
  settlement. Brecht believed he would find the ruins near 
  the Sibiti in an area of jungle that the modern Nyamwezi 
  tribes considered unholy and avoided at all costs. The 
  professor was undeterred by such superstitious nonsense. 
  In his journal, he wrote at length of his determination and 
  “zunehmende 
  Besessenheit”—increasing 
  obsession—to 
  find this lost jungle city, which the Nyamwezi had called 
  ‘the City That Eats Men’.
  A month into the search, Brecht’s team came upon a 
  series of impressive ruins and began excavations. A few 
  days later, the professor celebrated the finding of a great 
  temple beneath the jungle vines and undergrowth—he had 
  indeed discovered the lost Unyamwezi city. A week later 
  they uncovered a small chamber dug into the earth at the 
  centre of the temple. Within that dark chamber, Brecht’s 
  team discovered a strange, glass-like stone set in the earth 
  which was oddly warm to the touch. Carefully excavating 
  the artefact, Brecht wrote of what they found in his journal 
  (Handout 1):
  The 23rd of August, 1869.  Noon.
  The final excavation is complete. This miraculous 
  thing remains a mystery. I shall attempt to 
  draw it below. 33 centimetres in length and 
  12 centimetres at its widest point, but tapering 
  to two obelisk-like ends. It could be a great 
  shard of obsidian, but its shape is surprisingly 
  crystalline and angular. The angles and lines are 
  perfectly straight. It is unlike anything I have 
  ever seen. Stranger still is the warmth it exudes, 
  warmer I would guess than 20 degrees Celsius. 
  I have no theory to explain this warmth. To 
  find such a thing in the African jungle — I 
  don’t know what to make of it. Reinhardt 
  has dubbed it ‘the black shard’, which seems 
  a perfectly usable descriptor. It is all I can 
  think about. This black shard is something truly 
  exceptional. I can feel it. I am eager to get it 
  back to the labs in Gottingen.
  ..
  
  Scenario 6: Star Seed
  273
  [translated from the original German]
  Some hours later, Brecht writes of a great disturbance 
  (Handout 2):
  The 24th of August, 1869. 2.42 am.
  Awoken by an explosion 20 minutes ago. My 
  ears are ringing, not from the sound but the 
  pressure. By the time we had all risen and lit 
  our lanterns, there was nothing to be seen in the 
  camp: nothing broken, nothing ablaze... Simply, 
  nothing. Half the slaves have run off into the 
  night. The other half are terrified, murmuring 
  dark things. Lehmann and Wechsler are talking 
  nonsense about the shard.
  The 24th of August, 1869. 3.21 am.
  The camp has been thoroughly checked. The 
  only possibility... cannot be true. All the evidence 
  points to the black shard. I’m still shaking from 
  the strange blast... no, not a blast, exactly. I am 
  strangely tired. I feel confused and irritable as 
  well. We all do. Is it possible? Could the shard 
  have emitted some kind of pulse of energy or 
  force? The whole camp shook with it. It seems 
  impossible, and yet — when I touched the thing 
  just ten minutes ago, it was cold, no longer 
  warm but cold like steel. I could have sworn 
  beneath its black surface, deep within the shard, 
  I saw the dimmest flickering light. I must sleep. 
  I am too tired to think more of this.
  The 24th of August, 1869. 9.40 am.
  Only the Usambara guide remains — all the 
  other Africans stole away before dawn, convinced 
  of a curse. We are reduced to 15 men, but 
  thank God in heaven our guide stayed true. 
  Wechsler demands we return to Zanzibar, but I 
  managed to get the others to see reason. We 
  have enough food and supplies for more than 
  a month. With a work rotation, we can still 
  accomplish all we came here to do.
  The 25th August, 1869. 7.40 pm.
  It seems impossible, but there can be no doubt 
  about the black shard now. The light that grows 
  inside it gets brighter with each passing day. 
  Perhaps I am going mad, but I see luminescence 
  everywhere — in the jungle, in the camp, in the 
  faces of my colleagues. The same damnable glow 
  everywhere!
  [translated from the original German]
  The journal ends three days later with Brecht manically 
  scrawling across the page (Handout 3): “Die Sterne. Es 
  kommt aus den Sternen” (‘The stars. It comes from the 
  stars’).
  Handout 1. Brecht’s African Journal, Part 1
  Handout 2. Brecht’s African Journal, Part 2
  Handout 3. Brecht’s African Journal, Part 3
  
  Shadows Over Scotland
  274
  Academics have long pondered this enigmatic final 
  statement by the German archaeologist and the mystery 
  surrounding the ‘black shard’ mentioned in his journal. 
  No such artefact was ever found at Brecht’s camp. Some 
  suggest the shard may have been stolen; others believe it 
  was destroyed in the ‘elemental maelstrom’ that annihilated 
  the surrounding forest. The truth remains unknown.
  One academic who has spent a lifetime researching 
  the little-known Colours Out of Space is Doctor John 
  McNamara 
  of 
  Miskatonic 
  University. 
  An 
  eminent 
  archaeologist and Mythos historian, McNamara has 
  researched the subject for more than twenty years, and 
  undertaken numerous digs in search of evidence further 
  establishing the connection between the Colours and the 
  mysterious ‘star seeds’. His efforts have taken him around 
  the world, primarily to sites where a rapid depopulation is 
  linked to mysterious events.
  Doctor John McNamara, Archaeologist
  John McNamara, age 44, 
  Professor of Archaeology at Miskatonic 
  University
  STR 12 
   DEX 09 
  INT 16 
  CON 12
  SIZ 10 
   APP 11 
  POW 13 
  EDU 17
  SAN 36 
   
  Hit Points: 11
  Damage Bonus: +0
  Skills: Anthropology 67%, Archaeology 88%, Climb 
  25%, Cthulhu Mythos 19%, Drive Automobile 27%, 
  Geology 58%, History 69%, Occult 46%, Persuade 
  33%, Spot Hidden 82%, Theology 46%
  Weapons: Fist / Punch 48%, damage 1D3 + db
  .38 Pistol 41%, damage 1D6
  Appearance: McNamara is a man of average size 
  and build in his mid-forties. In fact, he is exceedingly 
  average in just about every physical respect. With 
  thinning, light brown hair, bright brown eyes, and a 
  nose slightly too large for his face, behind his average 
  facade he hides a stunning intellect and critical 
  mind. McNamara is an academic firecracker who 
  has rocketed to the forefront of his field in less than 
  a decade, and become the youngest professor in the 
  Archaeology Department at Miskatonic University. 
  McNamara prefers quiet work to boisterous debate, 
  and can be easily overshadowed in conversation, but 
  when he wants to impress he can hold his own with 
  any academic of the time.
  Most recently, Dr McNamara has received funding to dig 
  in and around the Neolithic settlement of Skara Brae on 
  the northern Scottish island of Orkney. Skara Brae was 
  abandoned mysteriously in approximately 2500 BCE. 
  McNamara believes that the sudden depopulation may be 
  connected to a star seed, and is hoping to find evidence to 
  corroborate his theory through a month-long investigation 
  of the site.
  What Dr McNamara had not expected, and was completely 
  unprepared for, was the discovery of an intact black shard 
  at Skara Brae, hidden behind a blocked-off passageway. 
  Aware that this might be one of the most significant 
  archaeological finds in human history, McNamara 
  was beside himself with a mixture of excitement and 
  trepidation. Unsure what steps to take next, he needed 
  a second opinion and to think out options for revealing 
  this great discovery to the world. McNamara sent a letter 
  to an old friend—one of the investigators—for assistance.
  The archaeologist continued his excavations at Skara Brae 
  while thinking how better to examine the star seed. The 
  shard appeared to be an exact copy of the one Brecht drew 
  in his African journal more than fifty years earlier. More 
  than a week passed as McNamara awaited his friend’s 
  arrival, but he found his willpower greatly tested. He tried 
  to busy himself with other explorations, but time and 
  again he was drawn to the star seed.
  Finally, his curiosity got the better of him. Less than forty-
  eight hours before the investigators’ arrival, McNamara 
  found himself staring at the black shard. He had to know 
  if it exuded the same warmth as Brecht’s: reaching out his 
  hand, he was amazed to find it did. However, a sudden gust 
  of wind caused the archaeologist to lose his balance and 
  
  Scenario 6: Star Seed
  275
  knock the star seed from its position, sending it tumbling. 
  To protect it, he grasped the shard and lifted it from the 
  ground. He held it aloft for only a moment, feeling its 
  warmth in his hands, then placed it carefully back in the 
  earth. Shaken and distracted, he walked back to his tent. As 
  he sat down before his journal, his heart was pounding and 
  he was covered in a cold sweat. What had he done? What 
  events might he have triggered? As clearly and honestly as 
  he could, he wrote up the day in his diary before returning 
  to neighbouring Skaill Farm where he had rented a room. 
  Unable to eat, when night came sleep was impossible: 
  he picked up his copy of Brecht’s journal and read those 
  final, fateful passages, a sinking feeling in his stomach.
  Shortly before dawn his fears were realized when a 
  massive pressure wave hit the farm followed by a single, 
  thunderous, unearthly tone which permeated earth, 
  stone, and flesh before passing into nothingness. Drawn 
  to his feet, McNamara felt sick. He had to see for himself: 
  it would not do to sit here shaking with fear. He had to 
  return to the site, to feel the shard grown cold and see 
  for himself the faint light glowing within the star seed. He 
  had to know the awful truth.
  Involving the Investigators
  The scenario begins with the arrival of a letter (Handout 
  4) from Dr McNamara beseeching them to come to Skara 
  Brae. He has received a considerable grant from the 
  university to undertake this work and can afford to bring 
  the investigators out as consultants.
  A From the desk of Doctor John McNamara - Professor of Archaeology, Miskatonic University, Arkham, Mass. A
  t i m e n d i  c a u s a  e s t  n e s c i r e
  My dearest friend,
   
  This letter will no doubt come as a surprise. I know it has been a long time, and you’ll have to forgive me for not 
  including a longer note in last Christmas’ card, but I’ve been terribly busy of late. I do trust that you are keeping well.
   
  I’ll get straight to the point. I am writing you from Skara Brae, Scotland, on the island of Orkney, where I’ve 
  made the most remarkable discovery. I’m afraid it is not the sort of thing I can discuss here, but I can tell you that 
  it is of the utmost significance—and not just to my own narrow band of research! I have discovered an artifact on site 
  that offers us a rather unique opportunity, but one that needs to be clearly thought out. And this is precisely why I am 
  writing now.
   
  I’m alone out here at the moment, but I find myself very much in need of an expert mind to confer with and 
  one with Mythos experience as well. Naturally, I thought of you. I know that this is all rather sudden, but I really 
  do need your help to deal with this extraordinary situation. I’m also aware that this letter must seem maddeningly 
  vague, but I can assure you all will become clear. I need someone I can trust, my friend, and someone with an open 
  mind. To be frank, you are the only person who can help me.
   
  Miskatonic has provided me with a substantial grant, and I can easily afford to bring you out to Orkney as a 
  consultant. If you’ve anyone you feel would be of assistance then by all means bring them along as well. I can make 
  arrangements for you or reimburse you once you are here -whatever suits. I know this is a tremendous favor to ask of 
  you, but I think you will understand why I’m playing my cards so closely when you see for yourself what I have found.
   
  I do hope you’ll come. I’m staying at the address below and, of course, I will arrange for your accommodation 
  here as well. Please send me your answer at this address and I’ll deal with any requirements you may have. Apologies 
  again for all this damnable mystery, old friend, but you’ll understand the reason when you’re here!
  All the best,
  J. 
   
   
   
   
   
   
  Skaill Home Farm, Skaill, Orkney Islands, Scotland
  P.  S. Bring a raincoat!
  Handout 4. McNamara’s Letter to Investigators
  
  Shadows Over Scotland
  276
  One way or another, the investigators should soon find 
  themselves arriving at Skaill Home Farm. However, the 
  situation they find on their arrival will come as a shock. 
  Whilst they were en route to Orkney, a strange series of 
  events occurred, culminating in McNamara falling seriously 
  ill. Rather than being welcomed by the archaeologist, the 
  investigators will be met at Skaill Home Farm by owners 
  Arthur and Margaret Moodie.
  The Moodies will reveal that not forty-eight hours ago a 
  strange earthquake shook the farm and surrounding area. 
  Immediately after, Dr McNamara ran out to the Skara 
  Brae dig site. The archaeologist did not return all day and 
  night, until finally Margaret Moodie insisted her husband 
  go to check the doctor was safe, and not wanting dinner 
  that evening. An hour later, Arthur returned carrying Dr 
  McNamara: the doctor was pale and unresponsive and, not 
  knowing what more to do, the Moodies put him to bed. He’s 
  lain there ever since, and hasn’t eaten a thing. They are 
  about to send for a doctor when the investigators arrive.
  Countdown to Disaster
  From the moment the investigators arrive at Skaill Home 
  Farm, they have a mere forty-eight hours to discover what 
  has happened and devise a means of circumventing the 
  coming disaster. The countdown has begun, and time is very 
  much against them. When running this scenario, you’ll need 
  both to keep an eye on how much time has elapsed in-game, 
  and also communicate this to the players. Reading Brecht’s 
  journal is one way the investigators can work out that time 
  is running out, and how much time they have left; also, the 
  condition the star seed is in and McNamara’s condition 
  may also be a gauge. Indeed, by this point, they may find 
  that much time has already been eaten up investigating the 
  circumstances that led to McNamara’s condition. You don’t 
  need to be accurate to the minute with this countdown—
  it should be a way of injecting a sense of excitement and 
  urgency into your game, rather than a rigid straitjacket.  
   
  After forty-eight hours have elapsed, the Colours Out of 
  Space will arrive at the site of the black shard and begin 
  feeding on all living matter they find. As they feed, their 
  power will grow until they are almost unstoppable. The 
  Colours will spread out from the shard site and not stop 
  feeding until their hunger is sated—in this case, some three 
  weeks later. Eventually the Colours will consume all life 
  on Orkney. The investigators’ only hope is to destroy the 
  star seed or remove it from the planet before forty-eight 
  hours have passed. Just how they accomplish this is up to 
  them: a couple of possibilities are mentioned in the section 
  ‘Destroying the Star Seed’. 
  Should time run out or the conditions for dealing with the 
  star seed not be met, the Colours Out of Space will arrive 
  and the investigators will have two options: to combat 
  these extraterrene horrors, or flee in abject terror. Details 
  of this eventuality, including statistics for the Colours, are 
  provided on page 285.
  -Locations-
  Merriman Croft
  Merriman Croft is three miles from Skaill Home Farm on a 
  picturesque promontory on the Bay of Skaill. Accessible via 
  dirt track from the main road, it’s a short drive from Skara 
  Brae. Mrs Anne Merriman, known locally as ‘Old Lady 
  Merriman’, and her young maid Miss Fiona Hestwall live 
  together in the crofter’s cottage. A single-storey dwelling 
  with five rooms, the cottage is far from glamorous, but is a 
  comfortable enough home.
  When the investigators arrive, either by foot or car, Miss 
  Hestwall will greet them. A very attractive young woman 
  with long, dark brown hair, pale white skin, and striking 
  blue eyes, she’s quiet, though exceptionally intelligent, 
  and very protective of Mrs Merriman. As the old woman’s 
  protégé and apprentice, Miss Hestwall has spent the last 
  few years learning about magic and the Mythos; she’ll be 
  intrigued to hear what brings the investigators to Merriman 
  Croft—as will Mrs Merriman.
  
  Scenario 6: Star Seed
  277
  Mrs Anne Merriman (‘Old Lady Merriman’)
  Anne Merriman, age 100+, 
  Wise Woman and Hedgewitch
  STR 05 
   DEX 04 
  INT 18 
  CON 08
  SIZ 06 
   APP 09 
  POW 19 
  EDU 08
  SAN 41 
   
  Hit Points: 07
  Damage Bonus: –1D6
  Skills: Agriculture 47%, Craft (Knitting) 63%, 
  Cthulhu Mythos 54%, History 56%, Occult 28%, 
  Persuade 48%, Ride 43%, Spot Hidden 42%
  Spells: The Sending (see box), and virtually every 
  Mythos spell
  Appearance: Mrs Anne Merriman is an infirm 
  woman of indeterminate age and power. No one 
  alive now remembers a time when she was not a part 
  of the local landscape, but most are sure that the 
  hedgewitch is well over a hundred years old. She is a 
  tiny, thin, bent and wrinkled old thing, who requires 
  a maid for most day-to-day needs. Her wispy hair is 
  pure white, her eyes a milky blue, and her wrinkled 
  skin is covered in faded age spots. She rarely leaves 
  the house these days, spending most of her time 
  sitting by the fire, regaling her maid with tales from 
  long ago. 
  Despite her years, Mrs Merriman’s mind is sharp, 
  and contains wisdom beyond that of most humans. 
  This is due to the fact that in her youth her intellect 
  attracted the attention of one of the Great Race of 
  Yith, which swapped minds with the young woman. 
  For the next twenty-seven years Mrs Merriman 
  lived on a number of alien planets and experienced 
  countless Mythos races and cultures; somehow her 
  mind remained intact, and she returned to Earth 
  with untold wisdom and knowledge.
  Old Lady Merriman sits in a rocking chair by the fire beneath 
  a heap of blankets with a leather-bound book on her lap. 
  To say she looks as old as the hills is an understatement: 
  investigators will likely never have encountered someone 
  so old (still alive, that is). Merriman is already aware of 
  the predicament the investigators face, but will not let on, 
  preferring to hear them tell their story in full. She’ll sit 
  listening intently to their tale, never looking surprised or 
  shocked, but perhaps slightly amused.
  When they have finished, she’ll reply that she felt the 
  ‘pressure wave’ and heard the sound some nights ago. She 
  knows what Dr McNamara discovered at Skara Brae—
  indeed, she is perhaps the only person who knows the 
  truth of the star seed and the abandonment of the Neolithic 
  settlement more than three thousand years ago.
  Although Merriman talks in riddles and metaphor, it won’t 
  take long before she gets to the point. There is a way to be 
  rid of the shard, but neither she nor anyone in the room 
  possesses enough power to see it done. Luckily, she knows 
  a means of acquiring the power the investigators need; 
  they must seek out an entity known as ‘the Guardian’, who 
  resides in a desolate corner of the Dreamlands and who can 
  help them rid the Earth of the seed. In order to find the 
  Guardian, the investigators will need to enter its realm and 
  undergo a number of trials. Merriman knows a spell that 
  will transport the investigators to the Dreamlands, on the 
  path to the Guardian. With their permission, she will cast 
  it on them.
  New Spell: The Sending
  The caster can ‘send’ a number of willing participants 
  into the Dreamlands. Each sending requires one 
  magic point, and casting the spell incurs the loss of 
  one point of Sanity. No actual physical transportation 
  occurs; rather, participants’ consciousnesses are 
  transferred to a chosen point within the Dreamlands. 
  The Sending does not provide for the return of these 
  consciousnesses—that is, it is a one-way trip, and 
  participants must find their own way out of the 
  Dreamlands. The physical bodies of the participants 
  become inert, and remain in a kind of torpor until 
  their consciousnesses return.
  
  Shadows Over Scotland
  278
  The Dreamlands – Undergoing the Trials
  The investigators’ entry into the Dreamlands begins with a 
  shock, as the world around them drains of colour and fades 
  to black; a moment later they awaken, startled as if from 
  a dream of falling. In each trial, the players should try to 
  make sense of the situation they find their characters in 
  and find an effective course of action.
  Trial the First
  The investigators find themselves in a cave, but everything 
  seems topsy-turvy. They are standing amongst the 
  stalactites on the cave’s ceiling, whilst a pool on the cave 
  floor hangs above them. Beneath the surface of the pool is 
  a bright blue sky filled with wispy clouds. The cavern roof 
  and the bright pool seem to have no end and stretch off into 
  an impossible distance.
  The investigators must will themselves to fall ‘up’; a 
  successful POW x5 roll will enable them to drop upwards 
  from the ceiling to the pool above them. The successful 
  ‘drop’ costs investigators one Sanity point; any characters 
  that fail their rolls will find themselves still rooted to the 
  cavern ceiling as their colleagues vanish into the open sky 
  “beneath” the pool. Seeing this will cost them one Sanity 
  point. 
  To escape the cave, they must continue to try to fall; every 
  failure costs an additional Sanity point as they struggle with 
  the possibility of being trapped in this cave forever.
  Trial the Second
  Hitting the surface of the pool, the investigators will spin 
  head over foot as they tumble through a crystal blue sky 
  towards the earth below. The pressure of the air is so high 
  they can hardly breathe.
  To pass this second trial, the characters must make INT 
  x5 Idea rolls to re-orient themselves in the cave, which 
  they never left. Success means they see the “air” around 
  them shimmer like water, and find themselves swimming 
  upwards to surface by the rocky shore of the cave pool 
  they thought they had left; failure on the Idea roll means 
  they lose one Sanity point and continue to ‘fall’. Every 
  subsequent failure costs an additional Sanity point as they 
  tumble towards their doom.
  Trial the Third
  Pulling themselves from the bright sky-water, the 
  investigators find themselves on a rocky cave floor leading 
  to a tunnel into impenetrable darkness. The investigators 
  must make EDU x3 Know rolls; success lets them run their 
  hands along the tunnel walls and gradually work their way to 
  an exit. Failure in this case leads the investigators to wander 
  randomly through a labyrinth of passages before eventually 
  finding themselves back at the cave pool they started from, 
  costing them one Sanity point. Every subsequent failure 
  costs an additional Sanity point as they realize they may be 
  lost beneath the earth forever.
  Trial the Fourth
  The fourth and final challenge is a test of Sanity as the 
  investigators reach the tunnel’s end and find themselves 
  on a high cliff overlooking the Dreamlands. It is night, and 
  the moon hangs over the Dreamlands landscape, looming 
  four times larger than on Earth, and presenting its alien 
  dark side to the investigators. Below, the Forbidden 
  Lands twist and turn with dark shapes weaving between 
  phosphorescent fungi of impossible size. The panorama is 
  truly mind-bending: have each character make a SAN roll.
  Failure costs 2D6 Sanity points as the investigator becomes 
  a gibbering wreck at the sight, incapable of speech or action 
  for 1D10 rounds, and able only to follow simple commands 
  for 2D20 rounds after that. Successful investigators will 
  lose two points of Sanity, but suffer no further effects.
  The Guardian
  A moment after they arrive, the darkness around them 
  will shift and coalesce, finally forming a shadowy figure at 
  the cliff’s edge: the Guardian. A raspy, disembodied voice 
  will ask: “Whence have you come and whom do you seek?” 
  If the investigators answer honestly, the Guardian will 
  listen to their request, although as a guardian of life it will 
  be unmoved by any request for aid that does not involve 
  
  Scenario 6: Star Seed
  279
  safeguarding lives. If the investigators make it clear that 
  the Guardian’s aid will result in lives being saved, it will 
  agree to help them.
  The Guardian will ask the investigators to bring the star 
  seed to the Ring of Brodgar on Orkney the following night, 
  and to be prepared to ‘give of yourselves to save yourselves’. 
  With that, the investigators will find themselves waking in 
  Old Lady Merriman’s front room, as though nothing had 
  happened. No more than a few minutes have passed.
  Skara Brae
  In the late 1920s, Skara Brae stands as the most recent 
  and most significant Neolithic find in Northern Europe. 
  The site was almost perfectly preserved beneath the sands 
  and grasses of Orkney until a storm in the winter of 1850 
  exposed the ruins. The excavation is still on-going in the 
  1920s. Skara Brae is centuries older than Stonehenge, and 
  predates the pyramids of Egypt. Investigators on the site 
  will be walking among ruins five thousand years old.
  The Neolithic village consists of ten houses connected via 
  covered walkways or passages. Each house is sunk into the 
  earth seven feet or more, and was originally covered with 
  flat stone slabs and whalebone arches topped with skins 
  and grasses. The exposed passageways are roughly four feet 
  deep. The ruins contain stone chairs, box-beds, and other 
  furniture surrounding a central hearth. There is evidence of 
  small water tanks built into the floors.
  McNamara’s dig site—especially the small red peak of 
  McNamara’s tent—is easily visible near the southern edge 
  of the settlement.
  
  Shadows Over Scotland
  280
  McNamara’s Tent
  McNamara’s tent covers a five-foot square within one of the 
  Neolithic houses, twenty-five feet from the shard chamber. 
  It holds two small tables, a single folding wooden chair, and 
  a number of leather sacks and satchels full of archaeological 
  equipment. On the desks are a range of books and papers 
  held down by smooth stones gathered from the site; a 
  successful Spot Hidden roll reveals McNamara’s working 
  journal, held open with two flat stones. The last entries of 
  the journal (Handout 5) read as follows:
  Tuesday. 6:11 PM.
  I keep finding myself drawn back to the shard chamber. 
  Drawn back to the shard itself. Can I legitimately call it a 
  star seed? I should leave that decision until my friend arrives, 
  I know, but the possibility so intrigues me that my mind 
  cannot rest. What can I do but stare at it? Marvel at it. 
  It is a perfect twin to Brecht’s find in Africa. Perfect in 
  every way, although I have not come so close as to determine 
  whether it gives off warmth. In this blasted rain, would I 
  be able to tell anyway?
  I’ve found precious little else today and, to be honest, my 
  attention wanders. All I think about is this star seed and what 
  it might mean. Back to the farm now. More tomorrow.
  Wednesday. 12:32 PM.
  Barely lunch time and already I’ve found it impossible to 
  work, to tear my mind from the shard. Was Brecht so 
  addled by the thing? I’ve forgotten his journal by my bed this 
  morning, so I can’t even tell. I’m becoming absentminded. I 
  must try to get some work done. There will be more to be 
  found here. I must try to concentrate, particularly as it is 
  finally sunny.
  Tue Wednesday. 4:47 PM.
  I must write out what just happened. All day I continued to 
  excavate the south passage, though my mind was elsewhere. 
  I found nothing of interest, so decided to call it an early 
  day. On the way back to the tent, I stopped at the shard 
  chamber. I had not intended to do anything… although, if 
  I’m honest with myself, perhaps I did. I am obsessed with 
  the thing and I wanted to know—even needed to know—if it 
  exhibited the same warmth that Brecht described.
  I reached out, extending my arm over the excavated earth, 
  and put my hand near it. Sure enough, it was warm. I could 
  feel that impossible heat radiating from it. My pulse raced 
  with this further confirmation. But I lingered too long. A gust 
  of wind knocked me off balance and though I pulled my hand 
  up, my elbow hit the shard and knocked it from its perch. 
  What happened next happened so fast. It spun and rolled 
  down towards my feet. I couldn’t let it be damaged so—
  I caught it in my hands. Held it for the briefest moment, 
  then put it back in the earth. I am shaking just now thinking 
  of it. I can’t be sure of anything, but I had always suspected 
  that Brecht’s mistake was in handling the thing, the star 
  seed. And now so have I. I shudder to think—but now I 
  can’t be sure. It might be nothing. I cannot presume to 
  know what killed Brecht and his team. I cannot be sure of 
  anything. I feel a bit weak, a bit sick.
  God, what have I done?
  If the investigators wish, the excavation tools they find here 
  may be of use at the dig site or the shard chamber.
  The Dig Site
  On the southernmost edge of Skara Brae, Dr McNamara 
  has excavated two formerly blocked passages. In one he 
  discovered the blocked-up shard chamber that contains the 
  star seed; the other is unfinished, and has revealed little 
  of interest. If the investigators wish to closely examine the 
  dig site, have them make Archaeology rolls for every two 
  hours work. 
  On a successful roll, the investigators will uncover a 
  Neolithic pictogram etched on a smooth slab of stone near 
  the shard chamber (Handout 6):
  The pictogram depicts some kind of ceremony involving a 
  black shard, but offers little more beyond this.
  Handout 5. McNamara’s Dig Journal
  
  Scenario 6: Star Seed
  281
  The Shard Chamber
  The shard chamber is a four-foot square alcove on the 
  southernmost edge of Skara Brae. It holds nothing other than 
  the ominous ‘black shard’—the star seed of the Colours Out 
  of Space. The earth around and, to an extent, beneath the star 
  seed has been cleared away, so that it stands on a ‘pedestal’ of 
  packed earth. It’s easy to see that the shard has fallen forwards 
  at some point and rolled towards the mouth of the chamber.
  The black shard is exactly thirty-three centimetres 
  long and twelve centimetres wide at its widest 
  point, and apparently constructed of an obsidian-
  like black glass. The points, lines, and angles across 
  its surface are sharp and mathematically perfect; 
  although more difficult to perceive by day, the 
  interior of the star seed glows with an eldritch 
  light. Should one of the investigators dare touch its 
  surface, they will discover that the star seed is cold.
  The glow within the star seed will brighten with each 
  passing day, until the arrival of the Colours Out of 
  Space. The increase is obvious to anyone interacting 
  with the shard for more than four hours. Towards 
  the end of its life, the shard will glow amber with a 
  bright, slowly pulsating light; at this point, it will also emit 
  a low, oscillating signal that acts as a homing beacon for the 
  Colours Out of Space. The star seed is a tool for increasing 
  tension in the game, and for pacing the action. From reading 
  Brecht’s African journal, the investigators should be aware 
  that the star seed is essentially a time bomb—and they need 
  to act quickly to defuse it!
  Destroying the Star Seed
  The black shard is practically indestructible, the obsidian-
  like material harder than diamond and exceptionally 
  resistant to physical attacks. It has already survived 
  planetfall without a scratch, and there is likely little the 
  investigators can do to affect it. Only the power of a nuclear 
  furnace, such as the interior of the sun, will destroy it.
  Although impervious to physical attacks, the star seed 
  can be manipulated with magic. In fact, magic is the best 
  chance the investigators have of destroying the star seed 
  and circumventing the arrival of the Colours Out of Space. 
  If the investigators encounter Old Lady Merriman, for 
  example (see page 277), she will provide them with a means 
  of contacting an entity known as ‘the Guardian’, who will in 
  turn help them use the nearby Ring of Brodgar to send the 
  star seed back to the intergalactic gulfs whence it came.
  This could also be achieved with the Gate spell, but would 
  require the permanent expenditure (i.e., loss) of 20 points 
  of POW. Even to gate the black shard into the centre of 
  the sun (roughly one astronomical unit away) would cost 7 
  Handout 6. Neolithic Pictogram
  
  Shadows Over Scotland
  282
  points of POW. By contrast, using the Ring of Brodgar and 
  the power of the Guardian requires the shared expenditure 
  of a mere 20 magic points. Clever players may come up 
  with additional means of magically dispensing with the star 
  seed—any interesting and remotely plausible plan should 
  have a reasonable chance of success. 
  Skaill Home Farm
  Arthur and Margaret Moodie own and operate Skaill 
  Home Farm north of Stromness. One of the largest on the 
  island, it encompasses more than eight hundred acres of 
  arable farmland bordered by grassy coastline. The farm 
  includes a number of stone buildings dating to the 18th 
  century, when the land belonged to the Earl of Orkney. 
  The term ‘skaill’ refers to a home that an earl would use 
  while visiting different parts of his realm.
  The Moodies are simple folk who supplement their income 
  as farmers by renting out rooms to visitors: with Skara 
  Brae increasingly attracting archaeologists and academics, 
  the couple decided to profit from the situation. They have 
  repurposed a couple of small outbuildings as lodges to rent 
  out to visitors; these lodges can accommodate up to five 
  people comfortably.
  The Moodies live in the main building. Other buildings 
  house tractors and farm equipment. Four refurbished 
  lodges cluster behind the main house, roughly one hundred 
  yards apart. Dr McNamara is currently staying in the lodge 
  nearest the main house; the others are unoccupied.
  The Skara Brae site is a mile and a half from the main house. 
  A well-worn path leads from the farm to the Neolithic 
  settlement, and Arthur Moodie has also created a number 
  of hand-painted signs to guide academics and visitors.
  Talking with the Moodies
  The Moodies are pleasant people, and kind to a fault, and 
  will offer to help the investigators in whatever way they can. 
  They are quite concerned about Dr McNamara, and if the 
  investigators are unable to help, they will call a doctor from 
  Stromness. Arthur Moodie will gladly recount the events of 
  the night he brought McNamara back, and Margaret Moodie 
  remembers well the ‘quake’ that hit the house two nights 
  ago. The Moodies are a double-act, responding to questions 
  in tandem. Of the evening that Arthur found McNamara 
  unconscious, Margaret will start by expressing her worry 
  for the archaeologist, who had left his lodge following the 
  quake and not returned to the farm all day. She demanded 
  that Arthur go to check on the academic at seven o’clock.
  When Arthur reached Skara Brae, the site was dark and full 
  of shadows. He couldn’t see McNamara’s lantern anywhere, 
  so made his way down into the dig site, and found the 
  archaeologist on his knees beside his desk with his head 
  slumped down over his chest. He called out, but McNamara 
  didn’t respond; although breathing, he seemed incapable 
  of action. His skin was cold to the touch, and Arthur had 
  trouble lifting the man onto his shoulders.
  No longer a young man, Moodie had to rest several times on 
  the way, but finally returned to Skaill Home Farm bearing 
  McNamara. Margaret was in a terrible fright by this point, 
  and even more so when she discovered the archaeologist 
  unresponsive. Nor would he take food. Arthur figured it 
  was sheer exhaustion causing McNamara’s condition, but 
  Margaret felt there was more to it. They put the man to 
  bed and decided to see how he was the following morning. 
  Unfortunately by then he was no better, despite the Moodies 
  trying to rouse him and get him to eat. They considered 
  driving over to Old Lady Merriman’s, but finally decided a 
  doctor was needed.
  If asked about the ‘quake’, both the Moodies call it strange: 
  “There’s never been earthquakes on Orkney.” The shock 
  of it hit first, shaking the stone house to its foundations 
  and rattling loose crockery and pans. A split second later 
  a strange, unearthly tone rang out—“not so much a sound 
  you hear as a sound that you feel, but real powerful.”
  If the investigators ever apprise the Moodies of the 
  situation with the black shard or suggest anything too out 
  of the ordinary, they will recommend that the characters 
  take up the issue with Old Lady Merriman, who is a 
  ‘hedgewitch’ and ‘a bit queer’, and knows more about what 
  goes on in the heavens and on Earth than anyone they 
  know. The Merriman Croft is a few miles up the road.
  
  Scenario 6: Star Seed
  283
  McNamara’s Lodge
  The door to this small stone building is open, as the 
  Moodies have been coming and going regularly to check on 
  McNamara. It comprises a small sitting room with a low 
  table and chairs, a tiny washroom and toilet containing the 
  archaeologist’s shaving gear and not much else, and a large 
  communal bedroom with four narrow beds and bedside 
  tables. McNamara is in the bed nearest the door.
  McNamara has been tucked into his bed and appears not to 
  have moved a muscle since. He is completely unresponsive; 
  no matter what the investigators try, the archaeologist will 
  not move or speak. His eyes stare coldly and blankly at 
  the ceiling. There is nothing on his person that gives any 
  indication of what has happened to cause this catatonia-
  like state, although a successful Spot Hidden, Medicine or 
  INTx4 Idea roll will reveal a strange luminescence about 
  the archaeologist’s body. A closer look reveals the glow 
  seems to be coming from under his skin. Investigators with 
  prior experience of the Colours Out of Space may attempt 
  a Cthulhu Mythos roll to identify this luminescence as a 
  symptom of the Colour’s manner of feeding.
  Apart from the luminescence, the only other clue in 
  McNamara’s lodge is the African journal of Karl Arnulf 
  Brecht. The reprinted journal is more than two-hundred-
  and-fifty pages long, but McNamara has helpfully dog-eared 
  the pages relating to the discovery of the black shard and 
  its aftermath (see Handouts 1, 2, and 3). Reading Brecht’s 
  journal, investigators may again make Cthulhu Mythos 
  rolls to attribute the events described and statements made 
  in the journal to the Colours Out of Space.
  The Ring of Brodgar
  The Ring of Brodgar is a ring of standing stones forming 
  a mathematically correct circle nearly one hundred 
  yards wide, making it the third largest stone circle in the 
  United Kingdom. Although it originally had sixty standing 
  megaliths, many of these have fallen, cracked, or been 
  worn down in the four thousand years since the ring’s 
  construction. Of the twenty-seven remaining stones, the 
  longest continuous run is a mere eight megaliths in length.
  The megaliths vary greatly in height, from a worn and 
  eroded seven feet (2.1 m) to a more representative fifteen 
  feet (4.5 m). A massive ditch ten feet (3 m) deep and 
  thirty feet (9 m) wide surrounds the ring; two causeways 
  cut across the ditch to the southeast and northwest. The 
  northwest causeway is widest at four yards (3.8 m). A 
  short, circular altar stone with a remarkably flat top marks 
  the exact centre of the Ring; at the centre of this altar is a 
  shallow depression ten inches (25 cm) in diameter.
  Conducting the Ritual
  Placing the black shard at the centre of the Ring of Brodgar’s 
  altar stone will cause the Guardian to appear. Still little 
  more than a shade in the night, it will ask the investigators 
  to take their places. If they are unsure what the Guardian 
  means, it will respond by asking them to “become one with 
  the stone”. 
  This entails the investigators placing themselves between 
  the standing stones and stretching their hands outwards to 
  the stones, as depicted on the Neolithic pictogram found at 
  Skara Brae. Should they be unaware of the pictogram or fail 
  to place themselves properly, the Guardian will tell them 
  exactly what to do.
  The Guardian begins to chant in an unrecognizable 
  language. The chanting sounds both near and far away as 
  the stones begin to ring with the alien rhythm. Moments 
  later, the star seed will rise upwards to hover a foot above 
  the altar, and begin to slowly revolve. 
  
  Shadows Over Scotland
  At this point investigators may notice that the Guardian 
  has disappeared.
  What follows next is a strange sight. The standing stones 
  beside the characters fade, and in their place ghostly 
  figures appear standing exactly as the investigators stand. 
  One by one a ghostly trail like luminous vapour pours from 
  the ghostly figures and stretches out to the altar stone and 
  the slowly spinning star seed. A voice inside their heads 
  asks the investigators: “Of what do you give?” The only 
  answer that will suffice involves the sacrifice of one of their 
  characteristics. For example, “I give of my strength” or “I 
  give my intelligence” are acceptable replies.
  Whatever characteristic the investigator sacrifices will be 
  permanently reduced by one point. Upon sacrificing the 
  characteristic, a ghostly trail will pour forth from them and 
  extend to the altar. Once all the investigators have made 
  their sacrifices, the star seed will rise above the Ring of 
  Brodgar revolving faster and faster until finally an unearthly 
  spark appears beneath the spinning shard. A split-second 
  later, the spark flashes and time seems to slow.
  The investigators will see the Ring of Brodgar as though 
  it were daylight. All around the circle stand figures with 
  their arms outstretched. Although there is no time to 
  count, more than one hundred and fifty figures complete 
  the circle. In the same moment, the investigators see the 
  star seed rocket up towards the night sky and quickly 
  vanish into the darkness. The darkness will deepen around 
  the characters, and again they will hear the voice of the 
  Guardian in their minds: “for your gift of sacrifice are you 
  now rewarded”.
  At the Keeper’s discretion, the investigators may be 
  rewarded with a 2- or 3-point increase in a single 
  characteristic. This can be chosen at random from STR, 
  DEX, INT, CON, APP, or POW on a 1D6, or can be decided 
  by the Keeper; the sacrificed and rewarded characteristics 
  should not be the same. After the reward, the investigators 
  will see the world around them return to normal, and find 
  themselves standing once more in the crumbling Ring of 
  Brodgar.
  -Conclusion-
  Any conclusion in which the investigators successfully 
  thwart the return of the Colours out of Space to Orkney 
  should be considered successful. Even if they’re unable to 
  prevent the Colours’ return, this doesn’t automatically spell 
  failure—although at this point the stakes have suddenly 
  become very high. See the statistics for the Colours out of 
  Space on page 153 of the Call of Cthulhu core book and the 
  pregenerated statistics in the box below; for inexperienced 
  investigators, the Keeper might determine that one 
  Colour has returned to Skara Brae; for more experienced 
  characters, two or three Colours may be appropriate. 
  At this point the scenario will switch from focusing on 
  investigation and prevention to one of resistance and 
  attack—with the future of the entire of Orkney at stake 
  as the Colours feed off the life-force of the island and its 
  inhabitants!  Keepers who don’t wish to run an action- 
  and combat-oriented game of this nature should end the 
  scenario with the investigators’ failure to prevent the 
  Colours’ return.
  If the star seed has been sent back into space or destroyed 
  outright, Dr McNamara will make a quick recovery and be 
  anxious to hear how the investigators saved him and the whole 
  of Orkney from disaster; investigators should be rewarded 
  with 2d6 Sanity points and McNamara’s heartfelt thanks. 
  He will be happy to have survived and have photographs of 
  the shard for his research. If the characters do not use the 
  Guardian ritual, but still manage to defeat the Colours Out of 
  Space, the Keeper should reward them accordingly.
  Investigators failing to deal with the star seed and the 
  Colours Out of Space but still surviving the scenario 
  (probably by fleeing the impending disaster) will be haunted 
  by nightmares of Skara Brae, the black shard, and the alien 
  imaginings of the Colours Out of Space. These unfortunates 
  will also lose an additional 2D6 Sanity for failing to stop 
  the horror on Orkney, and for their role in the annihilation 
  of the island’s population. Orkney will be rendered lifeless, 
  with only desiccated plant life and dried husks of animals 
  and humans left behind from the Colours’ feasting.
  284
  
  Scenario 6: Star Seed
  The Colours Out of Space, Greater Independent Race 
  Char. 
  One 
  Two 
  Three
  STR 
  08 
  07 
  07
  CON 
  N/A 
  N/A 
  N/A
  SIZ  
  11 
  12 
  10
  INT 
  16 
  14 
  15
  POW 
  11* 
  12* 
  10*
  DEX 
  23 
  19 
  22
  HP  
  N/A 
  N/A 
  N/A
  Move:  
   
  12 / 20    pouring / flying
  Damage Bonus:  n/a
  Skills: 
   
   None
  Weapons:  
  Disintegrate 100%, damage 
  physical disintegration
  Feed 85%, damage 1D6 + 
  characteristic loss (see page 153 
  of the core rulebook)
  Grasp 85%, no damage
  Mental Attack 100%, damage 1D6 
  magic points + 1D6 Sanity points
  Armour:   
  None; invulnerable to physical 
  attacks; affected by strong magnetic 
  ﬁelds, which can imprison them, or  
  magic
  Spells:  
   
  None
  Number appearing: One for every 2 investigators
  Sanity Loss:  
  0 / 1D4 SAN to see a Colour; 
  1 / 1D8 to see a Feed victim
  (* base amount that increases as the Colour feeds)
  285
  -Appendix I: Plot Map for ‘Star Seed’-
  Location
  Personas
  Relationships
  Motivation
  Clues
  Skara Brae, Orkney
  Dr John McNamara, 
  archaeologist
  Known to at least one of 
  the investigators
  Pure academic fervour; 
  believes he is on to 
  something big
  McNamara’s dig journal
  The black shard
  Neolithic pictograms
  Skaill Home Farm
  McNamara’s Lodge
  Arthur and Margaret 
  Moodie, farmers
  Sheltering McNamara and 
  investigators
  The Moodies are looking 
  to supplement their 
  meagre income as farmers
  Talking to the Moodies
  Brecht’s African journal
  Merriman Croft
  Mrs Anne ‘Old Lady’ 
  Merriman, hedgewitch; 
  Miss Fiona Hestwall, 
  ‘maid’
  Merriman mentors 
  Hestwall; Hestwall serves 
  Merriman
  Benevolence; both 
  Merriman and Hestwall 
  are only interested in 
  helping others
  Talking to Merriman
  Talking to Hestwall
  The ritual
  Ring of Brodgar
  Destroying the shard
  
  Shadows Over Scotland
  Index
  286
  A
  Aberdeen 
  94
  Aberdeen Central Library 
  95
  Abertarff House 
  103
  Arthur’s Seat 
  54
  B
  Baird, John Logie 
  27
  Barrie, James Matthew 
  27
  Bishop Warlock 
  73
  Bishop’s Palace 
  124
  (The) Black Book 
  150
  Boom and Bowsprit Public House 
  129
  Bowes-Lyon, Lady Elizabeth 
  27
  Bronze Age Scotland 
  15
  Buchan, John 
  27
  C
  Calton Hill 
  55
  Castle Hotel 
  126
  Climate  
  36, 83, 113
  Clydeside Shipyards 
  64
  Conan Doyle, Arthur 
  27
  Culture and People 
  32, 79, 109
  (The) Curious Case of Countess Sutherland 
  20
  Currency in 1920s Scotland 
  9
  D
  Dark Delvings: Mining and the Mythos 
  78
  Death and Horror Incorporated 
  137
   
  Appendix I: Plot Map 
  165
   
  Arriving in Glasgow 
  143
   
  Conclusion 
  164
   
  Introduction 
  137
   
  Involving the Investigators 
  141
   
  Keeper’s Information 
  138
   
  Locations 
  145
   
   
  Arkwright House 
  145
   
   
  Clydeside Docks 
  148
   
   
  Cullen’s Quarantined Laboratory 
  154
   
   
  Glasgow Cathedral 
  148
   
   
  Glasgow Central Police Ofﬁce 
  151
   
   
  (The) Glasgow Herald 
  152
   
   
  (The) Glasgow Royal Inﬁrmary 
  152
   
   
  His Majesty’s Duke Street Prison 
  157
   
   
  (The) Necropolis 
  159
   
  Plot Twist: Captured by Garachar 
  163
  (The)Declaration of Arbroath 
  19
  Deep Ones 
  72
  E
  Earl’s Palace 
  125
  Early 20th-century Scotland 
  21
  Edinburgh 
  53
  Edinburgh Castle 
  56
  (The) Edinburgh Vaults 
  56
  (The) Edinburgh Vaults in History 
  57
  F
  First Millennium Scotland 
  17
  (The) Fish Market and Portree High School 
  130
  (The) Fishing Line Public House 
  100
  Fleming, Alexander 
  28
  Flora and Fauna 
  33, 81, 111
  (The) Forbidden Isle 
  255
   
  Appendix I: Plot Map 
  270
   
  Arriving on Rum 
  258
   
  Conclusion 
  269
   
  Introduction 
  255
   
  Involving the Investigators 
  257
   
  Keeper’s Information 
  255
   
  Locations 
  260
   
   
  Bullough House 
  260
   
   
  Bullough Mausoleum 
  264
   
   
  Gardens and Aviary 
  265
   
   
  (The) Henge 
  266
   
   
  (The) Lair 
  268
   
   
  (The) Mystery 
  269
   
   
  (The) Village of Harris 
  269
   
   
  Stables 
  266
   
  New Spell: Commune with the Dark Stars 
  261
   
  Special Abilities and Effects 
  267
   
  (The) Steamer to Rum 
  258
   
  (A) Twist in the Tale 
  269
  Fort William 
  98
  Fort William Barracks 
  101
  G
  GBI Power Station 
  101
  Geography 
  30, 76, 107
  Getting around the Highlands 
  78
  Getting around the Islands 
  109
  Getting around the Lowlands 
  32
  Glasgow  
  62
  Glasgow’s Caledonian Central and
   
      Queen Street Railway Stations 
  66
  Glasgow Cathedral 
  65, 148
  (The) Glasgow District Subway 
  65
  Ghouls  
  51, 68
  Greyfriars Kirkyard 
  57
  H
  (The) Hand of Abyzou 
  166
   
  Appendix I: Plot Map 
  196
   
  Conclusion 
  195
   
  Introduction 
  166
   
  Involving the Investigators 
  174
   
  Keeper’s Information 
  167
   
  Part One: The Streets of Edinburgh 
  177
   
   
  Edinburgh Philaletheian Society 
  178
   
   
  (The) Edinburgh Police 
  180
   
   
  (The) Edinburgh Public Library 
  180
   
   
  Old Town Smiddy and Gilmerton Cove 
  181
   
   
  Royal Edinburgh Asylum for the Insane 177
   
   
  (The) Scotsman Newspaper 
  183
   
   
  (The) University of Edinburgh 
  183
   
  Part Three: In the Serpent Halls 
  189
   
   
  (The) Lair of the Sleepers 
  192
   
   
  Serpent People Encampment 
  191
   
  Part Two: In the Vaults 
  184
   
   
  Hand of Abyzou Base of Operations 
  185
   
  Hazards in the Vaults 
  185
  Heart and Crown Pub 
  101
  Heed the Kraken’s Call 
  226
   
  Appendix I: Plot Map 
  253
   
  Conclusion 
  252
   
  Introduction 
  226
   
  Involving the Investigators 
  232
   
  Keeper’s Information 
  226
   
  Locations 
  233
   
   
  Fort Augustus Monastery 
  240
   
   
  (The) Castle Inn 
  237
   
   
  Inverness Courier 
  233
   
   
  Inverness Docks 
  233
   
   
  Inverness Police Station 
  234
   
   
  Inverness Public Library 
  237
   
   
  Neptune’s Staircase (Caledonian Canal) 242
   
   
  (The) Shores of Loch Ness 
  244
   
   
  (The) Station Hotel 
  238
   
   
  (The) Steamer ‘Gondolier’ 
  243
   
   
  Town Shop 
  243
   
   
  Town Square 
  245
   
   
  Urquhart Castle Ruins 
  248
   
   
  Urquhart Hall 
  246
   
  Sequencing the Action 
  231
  (The) Hell-Fire Club 
  61
  (The) Highlands 
  75
  Highland Weather Averages 
  83, 113
  His Majesty’s Duke Street Prison 
  66, 157
  I
  Inverness 
  102
  Inverness Castle 
  104
  Inverness Cathedral 
  104
  Iron Age Scotland 
  16
  (The) Islands 
  106
  K
  K.W. Muir Conveyance 
  131
  (A) Keeper’s History of Scotland 
  13
  Kilgariff’s Highland Tour Company 
  105
  Kirkwall  
  123
  -Index-
  
  Scenario 6: Star Seed
  Index
  287
  L
  Learning Gaelic 
  110
  Liddell, Eric Henry 
  28
  (The) Lingo: The Talk of 1920s Scotland 
  10
  (The) Loch Ness Monster 
  77
  (The) Lowlands 
  30
  Lowland Weather Averages 
  36
  M
  MacDonald, Ramsay 
  28
  MacKintosh, Charles Rennie 
  28
  Market Street and Aberdeen Port 
  96
  (The) Massacre at Glencoe 
  19
  Mi-Go Electric Gun 
  88
  Michael Scot’s Library 
  50
  Mitchell Library 
  66
  Mort Ghlinne Comhann 
  19
  (The) Mysterious Disappearance of the Ninth 
  16
  Mythos Cults in Scotland’s Highlands 
  80
  Mythos Cults on Scotland’s Islands 
  110
  Mythos Cults in Scotland’s Lowlands 
  33
  (The) Mythos in Scotland’s Highlands 
  84
  (The) Mythos in Scotland’s Islands 
  114
  (The) Mythos in Scotland’s Lowlands 
  37
  Mythos Threat: Alexander ‘Sawney’ Bean 
  37
  Mythos Threat: Deep Ones 
  48
  Mythos Threat: Ghouls 
  51
  Mythos Threat: Mi-Go, the Fungi from Yuggoth 
  84
  Mythos Threat: ‘Old Maggie’ 
  44
  Mythos Threat: Røgryndr the Unnumbered 
  114
  Mythos Threat: ‘Salty Bob’ 
  117
  Mythos Threat: Serpent People 
  43
  Mythos Threat: The Blue Men of the Minch 
  120
  Mythos Threat: The Floating Horror of Glen Affric 91
  Mythos Threat: The Library of Michael Scot 
  49
  Mythos Threat: The Thane of Cawdor 
  89
  (A) Mythos Timeline 
  22
  N
  Necropolis 
  67, 159
  Necropolis Glasguensis 
  67
  New Corinthian Hotel 
  133
  Notable Figures of 1920s Scotland 
  27
  O
  Old Course and Golf Links 
  72
  P
  Palace of Holyroodhouse or Holyrood Palace 
  58
  Places and People of Note in Aberdeen 
  95
  Places and People of Note in Edinburgh 
  54
  Places and People of Note in Fort William 
  100
  Places and People of Note in Glasgow 
  64
  Places and People of Note in Inverness 
  103
  Places and People of Note in Kirkwall 
  124
  Places and People of Note in Portree 
  129
  Places and People of Note in St Andrews 
  72
  Places and People of Note in Stornoway 
  133
  (A) Population under Siege 
  79
  Portree  
  128
  Prehistory 
  13
  Princes Street 
  58
  Princes Street Gardens 
  59
  Princes Street Station 
  59
  Provost Skene’s House 
  97
  R
  Reformation and Revolution in Scotland 
  19
  River Clyde 
  68
  Roman Scotland 
  16
  Royal Hotel 
  131
  Royal Mile 
  59
  S
  Salisbury Crags 
  60
  Sawney’s Worshippers 
  40
  Scenarios 
  136
  Scotland in the 1920s 
  7
  Scotland’s Industrial Revolution 
  20
  Serpent People Guards 
  55
  Serpent People Jet Gun 
  192
  Serpent People Scientists and Mages 
  194
  Spell: Blood’s Succour 
  38
  St Andrews 
  70
  St Andrews Castle 
  72
  St Andrews Cathedral and St Rule’s Tower 
  72
  St Andrews University 
  74
  St Giles Cathedral 
  60
  St Magnus Cathedral 
  126
  Star Seed 
  271
   
  Appendix I: Plot Map 
  285
   
  Conclusion 
  284
   
  Countdown to Disaster 
  276
   
  Introduction 
  271
   
  Involving the Investigators 
  275
   
  Keeper’s Information 
  272
   
  Locations 
  276
   
   
  (The) Dig Site 
  280
   
   
  (The) Dreamlands 
  278
   
   
  McNamara’s Lodge 
  283
   
   
  McNamara’s Tent 
  280
   
   
  Merriman Croft 
  276
   
   
  (The) Ring of Brodgar 
  283
   
   
  (The) Shard Chamber 
  281
   
   
  Skaill Home Farm 
  282
   
   
  Skara Brae 
  279
   
  New Spell: The Sending 
  277
  Stone Age Scotland 
  14
  Stone Rings and Standing Stones 
  14
  Stornoway 
  131
  (The) Stornoway Observer 
  134
  Stornoway Town Library 
  135
  T
  (The) Tears of St Mungo 
  65
  Temperance Hotels, Inns, and Bars 
  63
  (The) Thing in the Clyde 
  68
  U
  Uisge Beatha (“The Water of Life”) 
  197
   
  Actions and Consequences 
  202
   
  Appendix I: Plot Map 
  225
   
  Conclusion 
  224
   
  Diversions 
  204
   
   
  Andrews, Connor 
  204
   
   
  Calder, Duncan 
  205
   
   
  Gillie, Collin 
  206
   
   
  Irvine, Hugh 
  206
   
  Drinking the Tainted Whisky 
  220
   
  Introduction 
  197
   
  Keeper’s Information 
  198
   
  Locations 
  207
   
   
  Aberdeen 
  207
   
   
  Cairness 
  207
   
   
  Crimonmogate 
  207
   
   
  Glencorrie Castle 
  212
   
   
  Gowanhill 
  208
   
   
  Loch of Strathbeg 
  208
   
   
  (The) Order of Hydra 
  216
   
   
  Ruins of St Combs Kirk 
  216
   
   
  (The) Sigil & Sign Pub 
  218
   
   
  St Combs 
  215
   
   
  St Combs Bank 
  222
   
   
  St Combs Fishery 
  222
   
   
  St Combs Post Ofﬁce 
  223
   
   
  Strathkiln 
  212
   
   
  (The) Temple of Cthulhu 
  214
   
   
  Ur-Y’hlinai 
  224
   
  Tracking Anger in St Combs 
  203
  (A) Uniﬁed Scotland 
  18
  (The) University of Aberdeen 
  97
  University of Edinburgh 
  61, 183
  (The) University of Glasgow 
  69
  W
  Waverley Station 
  61
  West Highland Museum 
  101
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Cthulhu 1920s/Cthulhu Britannica (CoC 7e) (Cubicle 7)/CoC - 1920s - Cthulhu Britannica - Shadows over Scotland.pdf