TEXT: By Many Diverse
  & Scaly Hands
  A Resource Pack for
  The Things We Leave Behind
  THE
  MARK
  OF
  EVIL
  
  2
  Hudson & Brand
  Safe House Series #1
  A ready made and secure home base for Cthulhu 
  by Gaslight™ investigators detailing the offices of 
  Hudson & Brand, consulting detectives into the 
  bizarre and obscure. 
  Left in a will, these offices provide a starting point 
  for all Gaslight investigations and include a small 
  library, staff, gun cabinet, and stores. Maps and 
  play-aids are provided.
  Also included is the adventure ‘The Curious Case 
  of Bare-Knuckle Bill’ wherein a bare knuckle pu-
  gilist is missing after a prize fight and the Investi-
  gators find themselves in a race against time.
  Robert Grayston with Stephanie McAlea
  December 2016
  COMING SOON
  Brotherhood of the Tapestry
  Safe House Series #2
  Brotherhood of the Tapestry is a sourcebook for 
  Cthulhu Dark Ages™. In these pages you’ll find 
  a detailed description of a 10th-century English 
  monastery and its estates to serve as a base for 
  your investigators. You’ll also find the records 
  of the monastery’s cases, including the quest to 
  uncover the alien secrets behind the mysterious 
  tapestry that was its greatest weapon – and its 
  downfall. The resources in this book can be used 
  simply to provide a base for a group of investiga-
  tors to explore Mythos threats in their area.
  Also included is the adventure ‘Let Him Lie in 
  Foulness’ in which dead secrets will not lie.
  James Holloway with Stephanie McAlea
  July 2017
  
  3
  Introduction & Overview
  PAGE 6 
  ‘Ladybug, Ladybug’
  What Is Known On Arrival, The Plagues of Egypt Reference Card, Regina Balfour, Skimming the Book of the Passover 
  Angel, George Lewiston’s Goodbye Note, The Encoded Message in the Book of the Passover Angel, Agent Lucy Bates, 
  Reverend Balfour, Lindsay Peale, NPC Stats, Suicidal Passover Angel Cultists, Suicidal Passover Angel Cultists Record 
  Track, CCTV Still, Thunder on the Turnpike, Otis ‘OG’ Grey, SWAT Stats, The Arrival of the Passover Angel, Passover 
  Angel Stats, Keeper’s Map of Lindsay’s Trail, Player’s Map of Lindsay’s Trail, Keeper’s Map of Lindsay’s Motel, Player’s 
  Map of the Balfour Home, Player’s Map of Lindsay’s Motel, Keeper’s Map of the Balfour Compound.
  PAGE 24  
   
   
   
   
  ‘Forget Me Not’
  Motel Key, Who Does What?, Player’s Map of Clio, Keeper’s Map of Clio, Saginaw News, June 19th, 1990#1, Flint 
  Journal, November 5th, 1979#2, Detroit Free Press, March 13th, 1965#3, Clio Messenger, April 20th, 2011#4,  List 
  from Lyn’s Room  #6, Sample Audio File #5, Keeper’s Map of the Cooper House, Player’s Map of the Cooper House, 
  Bob O’Donnell’s Story #7, Image of the Cooper House, Vanessa Volker, Volker’s Stats, Combined Map of Volker’s Home 
  and Business, Image of the overturned Van, Image of Eihort’s Dread Bargain.
  PAGE 38  
   
   
   
   
   ‘Roots’
  Karen, Deputy Alex Steel, Althena ‘Althie’ Roney, Player’s Map of the Geverlon Area, Keeper’s Map of the Geverlon 
  Area, Ezekiah Smith, Player’s Map of the Campsite, Keeper’s Map of the Campsite, Player’s Map of Geverlon Town-
  ship, Keeper’s Map of Geverlon Township, Joy, Father Alberry, Markus the Wild One, Sarah the Wild Woman, Wild 
  Ones Stats, Alex Steel Stats, Sheriff Mabel Reynolds, Father Allberry Stats, The Haunted Tree Image, Sarah Stats, 
  Karen Stats.
  PAGE 49  
   
   
   
   
  ‘Hell In Texas’
  Pastor Ted, A nervous Steve Ellis, Screed Written on the Wall of the Angerstein House #3. Leland Chronicle website 
  October 20th #1, A Reddit Thread Casting Doubt On Kelly’s Death #2, Koehler’s phone images, The Angerstein House, 
  Daniel Weaver, Plan of the Angerstein House, Mitch Landrom Stats, Pastor Ted Weaver Stats, Daniel Weaver Stats, 
  Kevin Cho Stats, Bradley Koehler Stats, The Injured Lloigor Stats.
  PAGE 57   
   
   
   
   
  ‘The Night Season’
  Bobby Horn’s disciplinary record, Coroner’s Report on Bobby Horn’s death, Synopsis of Cornoner’s Report, ‘Exotic’ 
  Knife, Bobby’s Suicide ‘Note’, City in the Clouds logo (1963), City in the Clouds logo (1984), Synopsis of the City in 
  the Clouds TV Show, Bobby Horn, Pamela Ivory, Matt Walter, Photograph of the 1980 Science Fiction Convention, 
  CONTENTS
  
  4
  Detailed Explanation of the Photograph’s Elements, Shelly Ivory, Kassidy Fitzpatrick, The ‘Nightmare Creature’ and 
  Stats, Moonbeast Stats, Zoogs Stats, City Guard Stats, Gates Michelle Ivory Stats, Pamela Ivory Stats, Matt Walter 
  Stats, Map of Anchorage, Map of the Floating City, Queen Gates, The Cloisters of the Palace, Photo of the Show’s Cast, 
  The Sweeping View Over the Palace as the Investigators Come Into Land. 
  PAGE 73  
    
   
   
  ‘Intimate Encounters’
  Photo of a dead Miranda Tinoco showing thin limbs and strange holes in the floor, Miranda Tinoco (sans wig), Sum-
  merset Grove Industrial Park advert with sketched out plan, Tinoco’s murder scene, Dark Matter entity image and 
  Stats, Robert Hoff, Scott Parker, Jeremy Dugard Stats, Information about the Victims.
  PAGE 79  
    
   
   
  Ephemera
  Blank Coroner’s Report
  For use in any Investigations using death records.
  Handwritten List
  A list of unusual objects once owned by a Mr. Omuru and now collated for some purpose. The List reads:“Mr. Omuru’s Keep-
  sakes, The contents of MrOmuru's study at 116, Providence Road. Care should be taken when handling. 1. Tennis ball attached 
  to a nylon string. 2. Half melted 1963 Kodak camera. 3. 13 x100 round boxes of 9mm ammunition. 4. 9000 rounds of loose 7.62 
  ammunition 5. Platinum plated AK-47. 6. 5xBeretta 92f 9mm pistols. 7. Map of unknown town in an unknown language with 
  'dead', 'mostly dead', and 'Unliving' on it written in English. 8. Geiger Counter with a smiley face painted on it. 9. A lit candle in 
  a strange candlestick that won't be put out. 10. A very old picture of mount Fuji. 11. A police light from the 80s for the roof of a 
  private car. 12. A moth-eaten old book  in French called 'Culte des Ghoules'. 13. A badly stuffed dog. 14. A solid  ball of electrical 
  wiring. 15. Half-eaten apple. Still fresh after 12 years. 16. 6 antique Bakerlite radios fused together, side by side. 17.  A small 
  ornate wooden box. Empty. 18. one small and (here the list ends abruptly)
  Witness Statement Form
  To record what witnesses or victims saw, either to keep a record, or to dissuade the witness from making further statements by 
  making them believe the matter is being dealt with.
  Psychiatric Admittence Form
  A document enabling Invetigators in the medical field to get those friends who have succumbed to madness the help they need. 
  Or to hide away those who cannot be disposed of by other means.
  The Mt. Rainier Mystery
  A map showing radioactive hotspots around Mt.Rainier in Washington State. They show an alarming pattern of distribution 
  and, along with other strange events, have brought a small party of Government agents and ‘independent contractors’ (such as 
  the Investigators) to the area.
  Doom/Destiny Cards
  A collection of images to be printed out (and preferably laminated) and handed out to players with surviving Investigators at the 
  end of one-off sessions or convention games (1 per player). They give a little closure to their personal story their character took 
  part in. Get your players to pick them blind and read them out.
  Moral Character Checklist
  A form useable in any RPG, it gives the player a stronger idea of where their PC lies on the spectrum of motivation and moral 
  code. Simply fill out the second part of the checklist and keep underneath your character sheet for guidance.
  Character Eqipment Checklist
  Aform for placing your hard won/bought valuables about your person or at home. Need to see where you’ve placed that ‘50 Desert 
  Eagle? No problem! Suitable for all RPGs, simply print out the blank part of the form and fill in. Then just keep it under your 
  character sheet for easy reference.
  
  5
  All images in this document remain the property of the respective 
  artists. ©Stygian Fox 2016. Permission is granted for personal 
  & publicity/review purposes. 
  The people below pulled out all the stops, pay them a visit.
  Artists & Writers: Stephanie McAlea, Simon Brake, 
  and Jeffrey Moeller of Stygian Fox Publishing, 
  Badger McInnes of Squamous Studios 
  http://www.squamousstudios.com/, 
  Dean Engelhardt of Cthulhu Reborn 
  https://cthulhureborn.wordpress.com/, 
  Rick Hershey of Empty Room Studios 
  http://empty-room-studios.deviantart.com/,
  Scott Dorward of Cubicle7 & Blasphemous Tomes 
  http://blasphemoustomes.com/category/podcast/
  Oscar Rios of Golden Goblin Games 
  http://www.goldengoblinpress.com/
  Brian M. Sammons, author and dark master of the wordy-arts 
  http://www.freewebs.com/brian_sammons/
  Davide Como, artist and evocative conjurer or imagery. 
  The Mark of Evil is a collection of ephemera aimed 
  at assisting Keepers in collating and organising all 
  the play aids from the main book and all the images 
  therein. It will enable Keepers to print off necessary 
  parts for their coming sessions without having to edit 
  a page from  the PDF of ‘The Things We Leave Behind’ 
  or bend the pages of their book.
  Alongside this are a collection of oddities such as 
  forms, images, and play aids that have no connection 
  to any scenarios in the book but an enterprising Keep-
  er may be able to craft their own scenarios from the 
  varied and perculiar items.
  The list contains maps, lists, and forms to intrigue your 
  players with. They are presented here in colour where 
  possible, something we were unable to do in the main 
  book, and on their own seperate pages for the most 
  part.
  The play aids will be listed by scenario so they are easi-
  er to print and keep track of. If you feel more comfort-
  able presenting these images on a tablet, then please 
  do. We’re all about saving the planet here at Stygian 
  Fox (the more to feast on when  Great Cthulhu rises or 
  Ghroth arrives).
  The NPC cards will have head images on the front and 
  rear so both you and your players can have a visual 
  reference of the NPC.
  There are also, as mentioned, some non-TTWLB items 
  for your perusal. We’ve included some of our ‘Doom/
  Destiny’ cards that we use at conventions and also for 
  one-off adventures. Want to know what happen to your 
  pre-generated character after they survived the adven-
  ture? Then reach out and choose one of the Doom/
  Destiny cards... 
  It’s also a good way of encouraging a new Keeper not 
  to ‘TPK’ a party because they’re fun to use. Remember 
  though, sometimes in Call of Cthulhu™, those that die 
  are the lucky ones.
  The maps will be presented in colour. They 
  are originally in colour for the book but are 
  then converted and contrast-adjusted for the 
  greyscale versions in the book. If you’d like a 
  300dpi TIFF version for your own personal 
  use then please contact Stephanie McAlea 
  via her Patreon account and state which 
  map you’d like (maximum of 3 please) with 
  TTWLB in the message title. You can down-
  load the maps and blow them up at a local 
  printers for your games. If you’re going to 
  print them at home I highly recommend you 
  print individual pages as some of the images 
  on the pages could be ink heavy. 
   
  You can contact Stephanie here: 
  https://www.patreon.com/stephaniemcalea?-
  ty=h
  If you’d like to comment on this booklet or 
  TTWLB then please join our facebook page 
  here: https://www.facebook.com/StygianFox-
  Publishing/?fref=ts 
   
  We’d like to hear from you!
  INTRODUCTION AND OVERVIEW
  
  6
  LADYBUG, LADYBUG...
  Ladybug, Ladybug, 
  Investigator Handout #1
  —What Is Known On Arrival
  •	
  Regina	Balfour,	a	five-year	old	Caucasian	fe-
  male, was abducted at 6:30 P.M. earlier today while 
  in the company of her mother, Sarah.  The abduction 
  occurred in a “big box” retail store while Regina was 
  sitting in a shopping cart.  Her mother was standing 
  three feet away with her back turned.
  •	
  The	abduction	was	caught	on	video.		The	tape	
  shows a large, older Caucasian man in a baseball hat 
  and sunglasses walk brazenly up to the cart, Taser the 
  mother with a hidden stun gun, grab the girl out of 
  the cart, and walk quickly for the exit.  He momen-
  tarily leaves camera range, then comes back carrying 
  the girl in an effort to retrieve a backpack that had 
  been sitting next to Regina in the shopping cart.  The 
  backpack is shaped like a stuffed animal ladybug.  Re-
  gina’s mother, Sarah Balfour, manages to rouse her-
  self enough to grab onto the ladybug backpack, and a 
  brief tug-of-war ensues.  The abductor kicks Sarah in 
  the face, but lets the backpack go as a bystander tries 
  to intervene.  He then flees out of camera range with 
  Regina; a security guard runs through the frame ten 
  seconds later in pursuit.
  •	
  A	 second	 security	 camera	 at	 the	 exit	 of	 the	
  store shows more.  The abductor knocks over a uni-
  formed greeter with Regina obviously struggling and 
  screaming.  He throws Regina into the back seat of 
  a waiting car, a late model tan Ford Taurus, which 
  speeds off.  The abductor then pulls out a handgun 
  and marches back into the store, shooting the greeter 
  in the kneecap as he goes.
  •	
  The	 abductor	 can	 be	 seen	 on	 several	 differ-
  ent video feeds thereafter.  He wanders through the 
  store, gun in hand, toppling displays, brandishing his 
  firearm at customers, and generally causing a panic.  
  Shoppers stampede toward the exit.  After about thir-
  ty minutes, a SWAT team arrives and heavily armed 
  policemen wearing body armor appear in camera 
  range.  When he sees them, the abductor promptly 
  shoots himself in the head.  SAN loss 0/1.
  •	
  The	Balfours	(father’s	name:		John)	are	frantic	
  and at the local police station.  They deny knowing the 
  abductor.
  •	
  The	Balfours	are	on	an	F.B.I.	radicals/domestic	
  terrorist watch list.  They are the leaders of a fringe 
  religious movement known as the Church of the Pass-
  over Angel.  They run a website that is highly critical 
  of the U.S. government, calling it the “head of the false 
  serpent.”  They advocate the government’s (non-vio-
  lent) overthrow and replacement with a fundamen-
  talist state “following only God’s law and that of his 
  herald, the Passover Angel.”  
  •	
  The	Balfours	have	been	suspected	for	years	of	
  possessing and stockpiling illegal firearms, up to and 
  including machine guns and bombs, but repeated Bu-
  reau of Alcohol, Tobacco and Firearms (A.T.F.) inves-
  tigations have turned up nothing.  The Church’s web-
  site openly comments on this “ongoing persecution”, 
  saying that “when the time is right, God and his Pass-
  over Angel will smite the wicked in Washington as 
  he did Egypt, with boils and blood, frogs and locusts, 
  lice and flies, pestilence and darkness, and when the 
  persecution of the Faithful persists, with the deaths of 
  their firstborn.”
  •	
  The	abductor	had	dyed	his	hair,	was	wearing	
  a fake moustache, had recently obscured his finger-
  prints with acid, and was carrying no identification.  
  However, by chance, his picture was promptly
  recognized when posted on the news by officials 
  with A.T.F.  His name was George Lewiston, and he 
  was a retired A.T.F. investigator with experience on 
  suspected domestic terror groups.   However, he had 
  no (known) prior connections to any investigation of 
  the Church of the Passover Angel.
  
  7
  There are ten in all, culminating in (according to the 
  Torah) God himself walking the world and killing the first-
  born of the non-believers.  
  They are, in order:
  1. 
  Water, which turned to blood and killed all fish  
   
  and other aquatic life (Exodus 7:14–25)
  2. 
  Frogs (Exodus 8:1–8:15)
  3. 
  Lice (Exodus 8:16–19)
  4. 
  Flies (Exodus 8:20–30)
  5. 
  Disease on livestock (Exodus 9:1–7)
  6. 
  Unhealable boils (Exodus 9:8–12)
  7. 
  Hail and thunder (Exodus 9:13–35)
  8. 
  Locusts (Exodus 10:1–20)
  9. 
  Darkness (Exodus 10:21–29)
  10. 
  Death of the first-born of all Egyptian humans  
   
  and animals.  (Exodus 11, Exodus 12).
  The Plagues of Egypt Reference Card
  Regina Balfour
  Regina Balfour
  Keeper’s
  Side
  Player’s
  Side
  Fold here
  Fold here
  Fold here
  Fold here
  Keeper’s
  Side
  Player’s
  Side
  Fold here
  Fold here
  Fold here
  Glue or Tape Here
  The following NPC stand-portraits are intended as an 
  aide-memoire for the players and aren’t designed to 
  stand in for gaming miniatures.
  
  8
  Ladybug, Ladybug, Investigator Handout #2
  —Skimming the Book of the Passover Angel
  This is a cheap paperback printed by a vanity press, about 200 pages in length.  It is comprised of 
  four chapters.  The first two are word for word reprints of the King James versions of the books of 
  Genesis and Exodus, although a clause from Exodus 11:6, about how the outcry of woe from the 
  death of the firstborn will not ever be repeated, is omitted.
  The third chapter is called the Kenyan Revelations, and is authored by the Reverend John Balfour. 
  This too is short, and talks about his youth mission in interior Kenya.  He is vague about where in 
  Kenya that he went, but it was clearly somewhere in the remote interior.  He talks about encoun-
  tering a “wise prophet of the Lord” there.  She posited that the Apocalypse of John was false and 
  unreliable, and that it was more likely the end of the world would be visited by God upon man in 
  some way that was consistent with both history and the laws of science.  She then explained that 
  the Ten Plagues of Egypt were a far more likely way that God would purge the wicked:  they are all 
  natural disasters that could follow from a volcanic cataclysm and ensuing distortion of weather pat-
  terns, and God had purged the world of wickedness in this way before.  The “wise prophet” openly 
  challenges the interpretation of Exodus 11:6 that the plagues of Egypt were a one-time event, and 
  promises that when the time comes, the Lord through his Passover Angel will purge the wicked in 
  the same way. Balfour even cites some scientific papers on this topic, including The Plagues of Egypt: 
  Archaeology, History, and Science Look at the Bible, by Siro Igino Trevisanato : Georgia Press LLC, 
  2005; and Marr J.S., Malloy C.D., An epidemiologic analysis of the ten plagues of Egypt. Caduceus, 
  (Springfield), Ill., 1996 Spring; 12(1):7–24.
  The fourth chapter is a set of bizarre drawings, set forth as an Appendix to the Kenyan Revelations. 
  There are star charts, Enochian occult drawings, incomprehensible diagrams depicting thaumatur-
  gical triangles, magic circles, and complicated mathematical formulae, all without any sort of prose 
  explanation.
  
  9
  Ladybug, Ladybug, Investigator Handout #4 —George Lewiston’s Goodbye Note
  
  10
  Ladybug, Ladybug, Investigator Handout #3
  —The Encoded Message in the Book of the Passover Angel
  
  11
  Agent Lucy Bates
  Agent Lucy Bates
  Reverend Balfour
  Reverend Balfour
  Lindsay Peale
  Lindsay Peale
  Fold here
  Keeper’s
  Side
  Player’s
  Side
  Fold here
  Fold here
  Glue or Tape Here
  
  12
  Lucy Bates, F.B.I. 
  Agent, Missing and Exploited 
  Children’s Task Force
  Nationality:  American
  STR 55       DEX 60 
  INT 80  
  CON 70     APP 55 
  POW 70
  SIZ  60       EDU 70   SAN 62 
  Luck 70      Hits: 13   Age: 49
  Build-0
  Damage Bonus: +0. 
  Education:  Bachelor’s Degree, 
  Psychology, University of Virgin-
  ia; F.B.I. training.
  Skills:  Computer Use 40%, Drive 
  Auto 55%, First Aid 55%, Sc:Fo-
  rensics 25%, Law 55%, Persuade 
  40%, Psychology 66%, Spot Hid-
  den 50%.
  Attacks:  Colt Delta Elite Auto 
  70%, 1d10+1, 7 shots, 
  15 yards base range, malfunction 
  98-00.
  Defenses:  None above base; may 
  wear bulletproof vest if anticipat-
  ing gunplay.
  Quotes:  “Get out of my crime 
  scene!”  “Stop interfering with my 
  investigation!”  “The only thing 
  that matters is getting that little 
  girl back to her mom and dad!”
  Lindsay Peale
  Desperate woman
  Nationality:  American
  STR 55  
  DEX 90 
  INT 65  
  CON 70 
  APP 65 
  POW 65
  SIZ 60   
  EDU 70   
  SAN 45 
  Luck 65   
  Hits: 13 
  Age: 29
  Build-0
  Damage Bonus: +0.
  Education:  Bachelor’s Degree, 
  Psychology, Ohio State Univer-
  sity; Master’s of Social Work, 
  Cleveland State University.
  Skills:  Computer Use 30%; 
  Drive Auto 35%; First Aid 45%; 
  Law 45%; Listen 50%; Other 
  Language (Spanish) 40%; Per-
  suade 40%; Sc: Pharmacy 35%; 
  Psychology 56%; Psychoanaly-
  sis 25%; Spot Hidden 50%.
  Attacks:  Winchester 12 gauge 
  M50 Shotgun, 95%, 1/round, 
  magazine capacity 5, 50 yards 
  base range, 4d6/2d6/1d6.  Has 
  about 100 rounds of reloads 
  and an identical backup fire-
  arm.
  Defenses:  None above base.
  Spells:  Mark the Doorposts 
  (variant Elder Sign)
  Quotes:  (Frantically, and in 
  tears):  “Don’t make me hurt 
  anyone!”  “I haven’t missed at 
  this range since I was 12!”  “You 
  need to worry about her psycho 
  parents, not me!”  “I’ve SEEN 
  the fucking Passover Angel, it’s 
  REAL”!
  Rev. John Balfour
  Genocidal Priest
  Nationality:  American.
  STR 70        DEX 65 
  INT 75 
  CON 75       APP 75 
  POW 80
  SIZ 70         EDU 70 SAN 00 
  Luck 90       Hits: 15 
  Age: 33.
  Build-0
  Damage Bonus:  +1d4
  Education:  College-level Seminary 
  Education.
  Skills:  Accounting 45%; Credit 
  Rating 65%; Cthulhu Mythos 05%; 
  Drive Automobile 35%; History 
  45%; Library Use 65%; Listen 50%; 
  Occult 55%; Art/Craft (Sing) 50%; 
  Persuade 60%; Psychology 60%; 
  Spot Hidden 50%; Stealth 50%.
  Languages:  English 90%, Latin 25%, 
  Aklo 05%, Swahili 35%.
  Attacks:  None above base.
  Spells:  Entreat the Passover Angel 
  (Contact Nyarlathotep, Passover 
  Angel form); Mark the Doorposts 
  (Elder Sign); Prepare the Way for 
  the Passover Angel (Call Nyarlatho-
  tep, Black Wind form).
  Indefinite Insanities:  Genocidal 
  Maniac.
  
  13
  Suicidal Passover Angel Cult-
  ists (x10)
  Nationality:  American.
  STR 70  
  DEX 65 
  INT 50  
  CON 75 
  APP 50 
  POW 55
  SIZ   70 
  EDU 50 
  SAN 00 
  Luck 55 
  Hits: 15 
  Age: variable.
  Damage Bonus:  +1d4.
  Education:  variable.
  Pertinent Skills:  Drive Auto-
  mobile 35%; Listen 50%; Spot 
  Hidden 50%; Stealth 50%.
  Attacks:  Non-metallic Zip Gun 
  (2x each), 50%, 1d6+1, 1 shot, 
  malfunction 95-00, base range 
  10 yards.
  Combat Knife, 50%, 1d4+2+db.
  Molotov Cocktail (1x each), 
  50%, 1 round to light before 
  throwing, 2d6 +ignite on a 
  successful Luck roll; range 30 
  yards.  Burning does 1d6 dam-
  age in each successive round; 
  target may attempt a Luck or 
  First Aid roll each round to 
  stop the burning; malfunction 
  95-00.
  Suicide Vest, automatic (con-
  nected to handheld dead man’s 
  switch), 1 round to arm dead 
  man’s switch, explosion cen-
  tered on cultist, 4d6 explosion, 
  base radius 3 yards.  [cont..]
  (All targets within base range 
  take 4d6 within 3 yards, 3d6 
  within 3-6 yards, etc.).  Dodg-
  ing behind available cover (in-
  cluding another person) halves 
  the damage.
  Car Bomb, automatic, 1 round 
  of cell phone dialing to activate 
  (each can set off all six cars), 
  explosion centered on car in 
  question, 6d6 explosion, base 
  radius 3 yards.
  Spells:  Entreat the Passover 
  Angel (Contact Nyarlathotep, 
  Passover Angel form); Mark 
  the Doorposts (Elder Sign); 
  Prepare the Way for the Pass-
  over Angel (Call Nyarlathotep, 
  Black Wind form).
  Suicidal Passover Angel Cultists Record Track
  1. HP________ Weapon_________________ Dead?____ 
  2. HP________ Weapon_________________ Dead?____
  3. HP________ Weapon_________________ Dead?____
  4. HP________ Weapon_________________ Dead?____
  5. HP________ Weapon_________________ Dead?____ 
  6. HP________ Weapon_________________ Dead?____ 
  7. HP________ Weapon_________________ Dead?____
  8. HP________ Weapon_________________ Dead?____
  9. HP________ Weapon_________________ Dead?____ 
  10. HP________ Weapon_________________ Dead?____
    14 
   
        Zip Gun 50%, 1d6+1
    15 
   
        Zip Gun 50%, 1d6+1
    13 
   
        Zip Gun 50%, 1d6+1
    13 
   
        Knife 50%, 1d4+2
    9 
   
        Knife 50%, 1d4+2
    12 
   
        Knife 50%, 1d4+2
    17 
   
        Knife 50%, 1d4+2
    8 
   
        Molotov 50%, 2d6
    11 
   
        Zip Gun 50%, 1d6+1
    13 
   
        Knife 50%, 1d4+2
  
  14
  CCTV of the scene of the abduction. George Lewiston (left) and Mrs. Balfour (right) struggle for the 
  ladybug backpack in the aisle of a SaveMore store.
  An omen of the Passover Angel hidden in the storm clouds over the turnpike.
  
  15
  Officer Otis “O.G.” Grey
  Officer Otis “O.G.” Grey
  SWAT at the Balfour Compound or the Motel
  “O.G.” Grey. 
  HP________ Weapon_________________ Dead?____ 
  2. HP________ Weapon_________________ Dead?____
  3. HP________ Weapon_________________ Dead?____
  4. HP________ Weapon_________________ Dead?____
  5. HP________ Weapon_________________ Dead?____ 
  6. HP________ Weapon_________________ Dead?____ 
  7. HP________ Weapon_________________ Dead?____
  8. HP________ Weapon_________________ Dead?____
  9. HP________ Weapon_________________ Dead?____ 
  10. HP________ Weapon_________________ Dead?____
  14 
   
        Rifle 55%, 2d6+4
  12 
   
        Rifle 65%, 2d6+4
  11 
   
        SMG 65%, 1d10
  12 
   
        SMG 55%, 1d10
  13 
   
        SMG 57%, 1d10
  10 
   
        Shotgun 65%, 2d6
  9 
   
        Pistol 65%, 1d10
  11 
   
        Pistol 75%, 1d10
  11 
   
        Pistol 45%, 1d10
  11 
   
        Pistol 50%, 1d8
  
  16
  The chaos and the ecstasy of the Passover Angel’s arrival.
  The Passover Angel
  STR 95  
  DEX 115 
  INT 100 
  CON 110 
  POW 108 
  SIZ 18  
  Hits  19
  Damage Bonus:  +1d6.
  Move:  10/20 flying.
  Pertinent Skills:  Any desired by the Keeper at 99%.
  Attacks:  Grasp, 95%, damage 1d6 +db, STR vs. STR opposed roll check to escape.  (Or, 
  if you are feeling very Biblical, a successful Martial Arts check).
  Armor:  None, but non-enchanted physical attacks cannot harm the Passover Angel. 
  The Passover Angel is barred by and recoils from the Elder Sign, and can be harmed by 
  magic or enchanted weapons.  It is vulnerable to Dismissals of Nyarlathotep or other 
  magic affecting Nyarlathotep specifically as well.
  Spells:  Any desired by the Keeper, but can summon up a Hunting Horror of average 
  statistics at will, in conditions of darkness, to do its bidding.
  SAN Loss:  1/1d10 to see the Passover Angel.  If the Passover Angel is killed, the Black 
  Wind is loosed.
  
  17
  A trail map of
  Eastern Ohio. 
  This map is 
  suitable for the 
  Keeper only.
  Keeper’s Notes
  
  18
  A trail map of
  Eastern Ohio. 
  This map is 
  suitable for the 
  Players.
  Player’s Notes
  
  19
  Keeper’s Map of Lindsay’s Motel
  
  20
  A map of the 
  Balfour Compound 
  and it’s local area. 
  This map is 
  suitable for players.
  Player’s Notes
  
  21
  Player’s Map of Lindsay’s Motel
  
  22
  Note: 
  The key is dif-
  ferent on both 
  maps.
  A map of the Bal-
  four Compound 
  and it’s local area. 
  This map is 
  suitable for 
  the Keeper
  only.
  Keeper’s Notes
  
  23
  AVAILABLE NOW AT
  http://www.drivethrurpg.com/browse/pub/2834/Stygian-Fox
  
  24
  FORGET ME NOT
  THE COACH
  & LANTERN
  MOTEL, 
  12705 W. VIENNA ST,
  CLIO, MI
  3
  A Motel key for room 3 at the Coach & 
  Lantern in Clio. 
  The other keys number the same amount of 
  players in your group but miss out the key 
  for Lynn Cartwright. For example, they may 
  run 3, 4, 6, 7, 8, and 9 if you have 6 players. 
  (room 5 taken by the late TV producer).
  
  25
  A map of Clio, Michi-
  gan. This map is 
  suitable for players.
  A map of Clio, Michi-
  gan. This map is 
  suitable for players.
  Player’s Notes
  
  26
  Keeper’s Notes
  A map of Clio, Michi-
  gan. This map is 
  suitable for Keeper’s.
  
  27
  Saginaw News, June 19th, 1990 #1
  Flint Journal, November 5th, 1979 #2
  
  28
  Detroit Free Press, March 13th, 1965 #3
  
  29
  Clio Messenger, April 20th, 2011#4
  List from Lyn’s Room  #6
  
  30
  Sample Audio File #5
  
  31
  Keeper’s Map of the Cooper House
  Player’s Map of the Cooper 
  House
  
  32
  Player’s Notes
  Player’s Map of the 
  Cooper House
  
  33
  “When I was about twelve, my buddy Dale 
  Lafleur and I snuck into the Cooper house on a 
  dare. We didn’t see ghosts or anything like that, 
  but we found this dead cat. It was an old tabby 
  we found in a corner of the kitchen, all big and 
  bloated. I assumed it was just bloated with gas-
  es like roadkill, and being a stupid kid, 
  I poked it with a stick. Well that damn thing 
  just…erupted. It bust and pouring out of it 
  were these hideous, white, spider-like things. 
  Dozens of them. I had never seen anything like 
  them before or since. They weren’t spiders, 
  kind of slugs with legs. I know that don’t make 
  any sense. Anyway, they must have somehow 
  crawled up inside the cat and were eating it 
  from the inside out, because there wasn’t much 
  left of that poor, old tabby when they came 
  tearing out. 
  Dale and I ran out of that house screaming and 
  we refused to tell anyone about it. A few years 
  later he moved away, so I don’t know if he still 
  thinks about it or not, but I have never forgot-
  ten.”
  Vanessa Volker
  Vanessa Volker
  Fold here
  Keeper’s
  Side
  Player’s
  Side
  Fold here
  Fold here
  Glue or Tape Here
  Bob O’Donnell’s Story #7
  The Cooper House
  
  34
  Vanessa Volker, Chosen of Eihort
  Nationality:  American
  STR 100 
  DEX 60 
  INT 65  
  CON 110 
  APP 70 
  POW 105
  SIZ  45   
  EDU 95 
  SAN 00 
  Luck 105 
  Hits: 16   
  Age: 73 (looks 30ish)
  Damage Bonus:  +1D4
  Weapons:  9mm Automatic 35%, damage 1D10, 15 yards, 2/round, 6 shots, malfunction 00.
  Brood Swarm 100%, damage suffocation + sanity loss (see below)
  Armor: See below
  Skills: Computer Use 60%, Credit Rating 55%; Cthulhu Mythos 39%, Dodge 40%, Fast Talk 65%, Latin 85%, Listen 
  50%, Occult 70%, Persuade 55%, Stealth 50%  
  Spells: Balk Brood, Contact Eihort, Contact Ghoul, Create Zombie, Grasp of Cthulhu, Implant Fear, Shriveling, 
  Steal Life, Stop Heart, Summon/Bind Byakhee, Summon/Bind Dark Young 
  Sanity Loss: 0/1D6 SAN for seeing a Brood swarm; 1/1D8 for being a victim of a Brood swarm attack. Upon her 
  death, all the Brood inside of Vanessa come spilling out of her; seeing that costs 1/1D6 SAN. 
  Vanessa’s Special Abilities:
  Bolstered Stats: due to the rejuvenating energy pumped into her by the Lord of the Labyrinth every few weeks or 
  months, plus the myriad psychically-endowed Brood reinforcing her, Vanessa is preternaturally strong, healthy, 
  and spiritually powerful. 
  Brood Swarm:  once a week, Vanessa can vomit out a large number of semi-mature Brood. Usually the Brood of 
  Eihort just skitter away to the darkest places available when they burst forth, but due to the special connection 
  between the Chosen and the Brood inside them, this squirming, writhing horde of white spider-like things are 
  under her control. This Brood swarm has 10 Hit Points, but ignores singular attacks like gunshots, melee weapons, 
  stomping feet, and the like. Only attacks that deal damage over an area will harm the swarm, such as fire, explo-
  sions, jugs of acid, electrifying the floor that they are crawling over, driving a steamroller over them, etc. The tiny 
  spider-things cannot really attack per se, but if a victim was immobilized or unconscious, then the Brood could 
  gnaw the person to the bone in time, doing 1 Hit Point of damage per 1d10 minutes. 
  Vanessa will instead use this flood of awfulness to suffocate a single target. Seeing this mass of tiny horrors costs 
  0/1D6 SAN, but the one targeted by this attack will lose much more, as the Brood clamor up their body and try to 
  crawl down their nose and throat. This causes 1/1D8 San loss for the awful invasion, and Keepers should consult 
  the drowning/suffocation rules in the Call of Cthulhu rulebook. Only destroying the Brood swarm completely will 
  stop this attack; jumping into water or rolling on the ground will have no effect, as there are just too many creatures 
  to crush and they do not need to breathe. Area affecting attacks which are effective against the Brood swarm, like 
  fire and acid, will also deal damage to the one being suffocated by the tiny terrors. Luckily the swarm moves slowly, 
  only at a MOV of 4, or about half as fast as the typical person. So Vanessa will only use this attack on unsuspecting 
  targets or in small, tight places where escape is difficult.        
  A Chosen of Eihort is very hardy. This is because the Brood inside continue to multiply as they grow, then becomes 
  de-aged, and then grow and multiply again. In this endless process, the Brood will consume bones, muscle, and 
  even organs inside their host to make room for their ever increasing numbers. The innate magical and parasitical 
  nature of the Brood allows them to effectively mimic the organs and other internal bits they consume, so that their 
  vessel can continue to live as they mature inside them. This makes the Chosen very resistant to damage, as attacks 
  against them have less vital things to destroy. Because of this, Vanessa takes only 1 point of damage per attack, 
  impaling or not, and is immune to drowning, poisons, and gas. Fire, explosions, or other damage that could harm 
  her all over do normal damage, but Vanessa regenerates 2 Hit Points per round, as the Brood inside her has become 
  so accustomed to their vessel and will repair damage to their host.   
  
  35
  Combined Map of Volker’s Home and Business. For the Keeper Only.
  
  36
  The Overturned Van
  Eihort’s Dread Bargain
  
  37
  AVAILABLE NOW AT
  http://www.drivethrurpg.com/browse/pub/2834/Stygian-Fox
  
  38
  ROOTS
  Karen
  Karen
  Deputy Alex Steel
  Deputy Alex Steel
  Althena ‘Althie’ Roney
  Althena ‘Althie’ Roney
  Fold here
  Keeper’s
  Side
  Player’s
  Side
  Fold here
  Fold here
  Glue or Tape Here
  
  39
  Player’s Map of the 
  Geverlon Area
  Player’s Notes
  
  40
  Ezekiah Smith
  Ezekiah Smith
  Keeper’s Map of the Geverlon Area
  
  41
  Player’s Map of the 
  Campsite
  Player’s Notes
  
  42
  Keeper’s Map of the Campsite
  Keeper’s Notes
  
  43
  Player’s Map of Geverlon Township
  Player’s Notes
  Notable NPCs
  
  44
  Keeper’s Map of Geverlon Township
  Keeper’s Notes
  
  45
  Joy
  Joy
  Father Alberry
  Father Alberry
  Markus of the Wild Ones
  Markus of the Wild Ones
  Fold here
  Keeper’s
  Side
  Player’s
  Side
  Fold here
  Fold here
  Glue or Tape Here
  
  46
  Sarah, Wild Woman
  Sarah, Wild Woman
  Wild Ones, Lots of Yang, No Yin
  Nationality:  American
  STR 80  
  DEX 60 
  INT 50  
  CON 80 
  APP N/A 
  POW 55 
  SIZ  65   
  EDU 50 
  SAN 60 
   
  Luck 55 
  Hits: 15   
  Age: variable
  Move:  9 (slightly faster than human).
  Damage Bonus:  +1d4.
  Build: 0
  Education:  None worth mentioning.
  Skills:   Stealth 90%, Natural World 75%, Spot Hidden 60%, Listen 60%,  
   
  Track 60%.
  Attacks:  Unarmed: Punch 50%, 1d3 +db, Bite, 30%, 1d4, Grapple:  60%.
  Melee: Improvised Weapon 30%, 1d6 +db.
  Defenses:  2 points of tough hide and fur.  Are able to see in the dark.
  SAN loss:  1/1d6 for combination of satyr-like mutations and extreme, 
  frothing, anti-social behavior.
  Wild Ones Record Track
  1. Markus HP_____ Weapon_____________________ Dead?_______ 
  2. Sarah HP_______ Weapon_____________________ Dead?_______ 
  3. HP____________ Weapon_____________________ Dead?_______ 
  4. HP____________ Weapon_____________________ Dead?_______ 
  5. HP____________ Weapon_____________________ Dead?_______ 
  6. HP____________ Weapon_____________________ Dead?_______ 
  7. HP____________ Weapon_____________________ Dead?_______ 
  8. HP____________ Weapon_____________________ Dead?_______ 
  9. HP____________ Weapon_____________________ Dead?_______
  10. HP____________ Weapon____________________ Dead?_______
  11. HP____________ Weapon____________________ Dead?_______ 
  12. HP____________ Weapon____________________ Dead?_______ 
  13. HP____________ Weapon____________________ Dead?_______ 
  14. HP____________ Weapon____________________ Dead?_______ 
  15. HP____________ Weapon____________________ Dead?_______ 
  
  47
  Deputy Alex Steel
  Nationality:  American
  STR 80  
  DEX 65 
  INT 60
  CON 80 
  APP 65 
  POW 60
  SIZ  80   
  EDU 60   
  SAN 00 
   
  Luck 60   
  Hits: 16   
  Age: 32
  Damage Bonus: +1d4.
  Build: 1
  Education:  High School; Police Academy.
  Skills:  Computer Use 30%, Dodge 50%, Drive 
  Auto 45%, First Aid 55%, Sc:Forensics 25%, 
  Stealth 50%, Law 25%, Persuade 40%, Psycholo-
  gy 36%, Spot Hidden 50%, Track 50%.
  Attacks:  Colt Delta Elite Auto 50%, 1d10+1, 7 
  shots, 15 yards base range, malfunction 98-00.
  Shotgun 50%, 12 gauge pump, 4d6/2d6/1d6, 1/
  round, 5 shots, range 10/20/50 yards, malfunc-
  tion 00.
  Unarmed: Punch 50%, damage 1d3 +db.
  Unarmed: Grapple 50%, damage special.
  Defenses:  None above base; may wear bullet-
  proof vest if anticipating gunplay.
  Quotes:  “Don’t worry, I know these woods 
  like the back of my hand.  We’ll find your Can-
  dy--sorry, Karen—if she’s out there.”  “I told you 
  that you should have left this to legitimate au-
  thorities of this town, but you just wouldn’t lis-
  ten, would you (cocks shotgun)?”
  Sheriff Mabel Reynolds
  Nationality:  American
  STR 65  
  DEX 60 
  INT 65
  CON 70 
  APP 55 
  POW 65
  SIZ  65   
  EDU 60   
  SAN 00 
   
  Luck 65   
  Hits: 14   
  Age: 42
  Damage Bonus: +1d4.
  Build: 0
  Education:  High School, Police Training.
  Skills:  Accounting 38%, Computer Use 35%, 
  Drive Auto 55%, First Aid 55%, Sc:Forensics 25%, 
  Law 35%, Persuade 40%, Psychology 46%, 
  Spot Hidden 50%.
  Attacks:  Colt Delta Elite Auto 52%, 1d10+1, 7 
  shots, 15 yards base range, malfunction 98-00.
  Defenses:  None above base; may wear bulletproof 
  vest if anticipating gunplay.
  Quotes: 
   
  “Ma’am, 
  I 
  ASSURE 
  you 
  that 
  EVERYTHING that can be done, is being done to 
  find your daughter.  But we do not even know that 
  she is in our jurisdiction.  I promise, we’ll conduct 
  a sweep of the woods as soon as she is reported 
  missing.”
  “Father” Allberry
  Nationality:  American?
  STR 55  
  DEX 60 
  INT 80  
  CON 70 
  APP 45 
  POW 90
  SIZ 60   
  EDU 70   
  SAN 00 
  Luck 80   
  Hits: 13   
  Age: ?? (seems 50ish)
  Damage Bonus: +0.
  Build: 0
  Education:  Obscured in ambiguity.
  Skills:  Be Affably Evil 90%, Credit Rating in Geverlon  90%, Persuade 55%, Psychology 55%.
  Attacks:  Hasn’t hit anyone in years.
  Defenses:  If anticipating trouble, may have cast Flesh Ward.
  Spells:  Call Shub-Niggurath; Summon/Bind Dark Young of Shub-Niggurath; 
  Contact Nyarlathotep (Black Man form); Flesh Ward; Shrivelling; Elder Sign; others in the Keeper’s discretion.
  SAN loss:  None under normal circumstances; if seen naked and satyr-like, 0/1d4.
  
  48
  Sarah, Wild Woman
  Nationality:  American
  STR 70  
  DEX 70 
  INT 70  
  CON 90 
  APP  N/A 
  POW 90  
  SIZ  65   
  EDU 50 
  SAN 00 
  Luck 90 
  Hits: 16   
  Age:  indeterminable
  Move:  9 (slightly faster than baseline human).
  Damage Bonus:  +1d4.
  Education:  None worth mentioning.
  Skills:  Hide 90%, Stealth 75%, Spot Hidden 60%, 
  Listen 60%, Track 60%.
  Attacks:  Unarmed: Punch 50%, 1d3 +db.
  Unarmed: Bite, 30%, 1d4.
  Unarmed: Grapple:  60%.
  Melee: Ritual Sacrificial Knife, 65%, 1d6 +db.
  Defenses:  Two points of general toughness and altered 
  physiology.  Is able to see in the dark.
  Spells  Call Shub-Niggurath; Summon/Bind Dark 
  Young of Shub-Niggurath.
  SAN loss:  0/1d4 for combination of inhuman 
  mutations and extreme, bloodthirsty behavior
  Karen, On Her Way To Being A Wild Woman
  Nationality:  American
  STR 55  
  DEX 60 
  INT 60  
  CON 70 
  APP 60 
  POW 60
  SIZ 60   
  EDU 60  
  SAN 20 
   
  Luck 70   
  Hits: 13   
  Age: 18
  Damage Bonus: +0.
  Build: 0
  Education:  High School Student.
  Skills:  Computer Use 40%, Drive Auto 25%, 
  Fast Talk 35%, Spot Hidden 50%, 
  Stranger Danger 0%.
  Attacks:  None above base.
  Defenses:  None above base.
  The Haunted Tree
  
  49
  HELL IN TEXAS
  Pastor Ted
  Pastor Ted
  A nervous Steve Ellis
  
  50
  Screed Written on the Wall of the Angerstein House #3
  Leland Chronicle website October 20th #1
  
  51
  A Reddit Thread Casting Doubt On Kelly’s Death #2
  
  52
  Daniel Weaver
  Daniel Weaver
  Koehler’s phone images (including mysterious figure)
  The Angerstein House
  
  53
  Plan of the Angerstein House
  
  54
  Mitch Landrom
  Bereaved Father, Fighting the Urge to Drink
  Nationality:  American
  STR 65  
  DEX 45 
  INT 65  
  CON 40 
  APP 50 
  POW 40
  SIZ 80   
  EDU 45   
  SAN 35 
   
  Luck 40   
  Hits: 15 
  Age: 53
  Damage Bonus: +1d4.
  Education:  Trade School.
  Skills:  Mechanical Repair 60%.
  Attacks:  Winchester 12 gauge M50 Shotgun, 
  40%, 1/round, magazine capacity 5, 50 yards base 
  range, 4d6/2d6/1d6.
  Defenses:  None above base.
  Personal Description:  Mitch is a large, powerful-
  ly built white man, with shaggy grey hair and an 
  unkempt beard.  He wears a flannel shirt, jeans 
  and work boots.  His face bears the burst blood 
  vessels of a heavy drinker, and his eyes are haunt-
  ed.
  Traits: Given to angry outbursts, threatening 
  body language and frequent profanity.
  Pastor Ted Weaver, Desperate Man of God
  Nationality:  American
  STR 40  
  DEX 55 
  INT 70
  CON 50 
  APP 75 
  POW 70
  SIZ 60   
  EDU 65  
  SAN 67 
   
  Luck 70   
  Hits: 11 
  Age: 56
  Damage Bonus: +0.
  Education:  B.A., Religion, Oral Roberts University. 
  Skills:  Persuade 60%, Psychology 40%, Religion 60%.
  Attacks:  None above base.
  Defenses:  None above base.
  Personal Description:  A tall, slender white man with piercing blue eyes and wavy grey hair.  He wears 
  a dark, sober suit with a white shirt and light-blue tie.  While outwardly cheerful, Weaver’s distress is 
  evident in the lines on his face and the way he slouches when he thinks no one is looking. 
  Traits:  Uses his charm to build trust.  Unconsciously wrings his hands as a nervous habit.
  Chief Daniel Weaver, Loyal Little Brother.
  Nationality:  American
  STR 40  
  DEX 55 
  INT 70
  CON 50 
  APP 65 
  POW 70
  SIZ 60   
  EDU 65   
  SAN 67 
   
  Luck 70   
  Hits: 11 
  Age: 53
  Damage Bonus: +0.
  Education:  B.A., Criminal Justice, Texas Christian 
  University.
  Skills:   Intimidate 70%, Listen 35%, 
   
  Psychology 40%, Spot Hidden 50%.
  Attacks:  Colt Delta Elite Auto 50%, 1d10+1, 7 
  shots, 15 yards base range, malfunction 98-00.
  Defenses:  None above base; may wear bulletproof 
  vest if anticipating gunplay.
  Personal Description:  Chief Weaver has similar-
  ly striking eyes to his brother, but is shorter and 
  stouter in stature.  His habitual look is one of sus-
  picion.  He chews tobacco, and spits unapologeti-
  cally when outdoors.
  Traits:  Believes that people are lying to him until 
  proven otherwise.
  
  55
  Kevin Cho, Pretend Spree Killer and 
  Thrall of Ancient Evil.
  Nationality:  American
  STR 35  
  DEX 75 
  INT 75  
  CON 60 
  APP 60 
  POW 50
  SIZ 45   
  EDU 65   
  SAN 42 
  Luck 50   
  Hits: 11 
  Age: 15
  Damage Bonus: +0.
  Education:  High School Student
  Skills:   Listen 40%, Spot Hidden 40%, 
   
  Stealth 40%.
  Attacks:  9mm Automatic 45%, damage 
  1D10, 15 yards base range, 2/round, 6 shots, 
  malfunction 00.
  Defenses:  None above base.
  Personal Description:  Gangly and slight, 
  with short, spiky black hair.  Often slouches, 
  as if trying to make himself smaller.
  Traits: Talks to himself when he thinks no 
  one is around.  He is actually talking to the 
  lloigor, sharing plans.
  Indefinite Insanity:  Puppet of the lloigor, 
  manifesting as fantasy realization in the 
  school shooting room.
  Bradley Koehler, Protestor and Thrall of 
  Ancient Evil
  Nationality:  American
  STR 60  
  DEX 75 
  INT 60  
  CON 60 
  APP 60 
  POW 35
  SIZ 65   
  EDU 70   
  SAN 22 
   
  Luck 70   
  Hits: 12 
  Age: 28
  Damage Bonus: +0.
  Edu.:  B.A., Sociology, Uni. of Texas-Austin.
  Skills:   Intimidate 70%, Listen 35%, 
   
  Psychology 40%, Spot Hidden 50%, 
   
  Art (Photography) 40%, Throw 40%.
  Attacks:  9mm Automatic 40%, damage 1D10, 15 
  yards base range, 2/round, 6 shots, malfunction 
  00.
  Defenses:  None above base.
  Personal Description:  A young, sandy-haired 
  white man in a polo shirt and expensive slacks. 
  His eyes look vacant, with dark shadows under-
  neath, and his speech is slow and slurred.  He 
  smells like he hasn’t bathed in days.
  Traits:  Quick to challenge injustice when he sees 
  it.
  Indefinite Insanity:  Puppet of the lloigor, mani-
  festing as maniacal obsession with the hell house.
  The Injured Lloigor, 
  Isolated, Unpredictable and Hungry
  Even from the alien perspective of the lloigor, it is insane, acting on instinct and in survival mode.  It 
  differs greatly from the lloigor in the Call of Cthulhu rulebook. The lloigor’s priority is to recover its strength. 
  As there are no other lloigor to help it, it has learned to harvest energy in new ways: through the physical 
  and mental suffering of humans, especially from death.  The lloigor is adept at driving people to murder or 
  suicide.  Luckily, its weakened state means that the lloigor can only feed on people in the house or within a 
  quarter mile of it. The Lloigor has intruded into the thoughts of the church volunteers.  Playing on their 
  fears, it has presented itself as Satan.  Many are in denial, although everyone is frightened. 
  Should the lloigor manage to manifest physically, use the following stats.
  STR 99  
  CON 100  
  SIZ 200 
   
  INT 100 
  POW 70 
  DEX 100
  Hits:  30 
  DB:   +4D6 
  Move:  7/3 through stone as immaterial 
  Magic Points:  14
  
  56
  (Lloigor continued)
  Attacks: 1 per round (2 while in reptilian form), damage 1d6 +db.  Assumes a physical manifestation, of course.
  Special Abilities:  Given the number of people upon whom the lloigor can feed, it would be too fiddly to keep 
  track of magic points.  For minor powers, the expenditure of magic points will be more than matched by those 
  the lloigor harvests from the distress of its victims.  The more extreme abilities are powered by specific events.
  Power Prerequisites (Use this list to determine which of its powers the lloigor can manifest at any given 
  time).
  Telekinetic effects (e.g. nudging, tripping and pushing people) People present in the house or grounds.
  Psychic attacks The victim must be injured by the lloigor first.
  Manifesting spectral form 
  Once per day, or following a death in the house or on the grounds.
  Vortex attack Five or more people dying on the grounds within an hour (e.g. from the school shooting or 
  arson attack).
  Taking physical form Twenty or more people dying in the hours or on the grounds at once (e.g. from the 
  vortex attack).
  Once the lloigor has manifested a physical form, it is free to leave the house in search of others of its kind.
  Telekinetic Effects:  The lloigor can push, pull or trip people in the house and grounds, or move power tools 
  or sharp objects to create accidents.  These attacks use opposed rolls against the target’s STR (for brute-force 
  attacks) or DEX (when tripping the target on the stairs or trying to push them off a stepladder) using a STR 
  of 80 and a DEX of 70.  While the lloigor can do this at will, it avoids attacking targets too often, as that would 
  risk scaring its food away.  Each investigator should be targeted once, with subsequent attacks only if they act 
  against the lloigor’s interests or put themselves at risk of a fatal accident (such as climbing on the roof).  Being 
  attacked in this way provokes a SAN roll (0/1D4).
  Psychic Attacks:  Once a person has been attacked by the lloigor, it is able to get inside its victims mind.  On a 
  successful opposed POW roll, it will learn about the person’s fears and weaknesses.  Anyone so targeted loses 
  1D3 SAN points per visit to the house; the lloigor feeds upon this distress.  Victims sense this influence as 
  moving shadows, voiceless whispers and an atmosphere of impending doom.  Most volunteers have rational-
  ized this as the effect of constant reminders about Satan and Hell.
  Reptilian Manifestation:  Until healed, the Lloigor’s is unable to manifest a physical form. It can project the 
  spectral form of reptilian shape, appearing as a huge serpent with glowing red eyes, but cannot interact with 
  the material world. If it kills 20 or more people within the space of a day, it will be able to heal itself and escape 
  its prison under the house.
  Vortex Attack:  Enabled if the lloigor manages to kill five or more people within an hour.  This most fearsome 
  weapon is a type of implosion sounding like the roll of distant thunder.  Everything in the house and for 20 
  yards around it is torn to pieces and the ground collapses in a huge sinkhole.  Everyone within the circle loses 
  1D100 hit points.  Alert investigators may notice the tell-tale effects of swirling lines appearing in the air and 
  a half-unheard throbbing noise penetrating their bodies.  If this attack kills at least 20 people, the lloigor will 
  take physical form and flee through the woods.
  Spells:  Cloud Memory, Dominate, Flesh Ward, Mental Suggestion.
  Armor: 8-point reptilian hide. In the immaterial state it cannot be harmed by any physical weapons, magical 
  or not.
  Sanity Loss: 0/1D8 as reptile; when invisible—no Sanity loss.  Mind contact costs 1/1D4 Sanity points.
   
  
  57
  THE NIGHT SEASON
  Bobby Horn’s disciplinary record
  
  58
  Alaska Department of Social Health
  Office of the State Medical Examiner
  612, E 15th Ave., Anchorage, AK 99500 Phone: (907) 338-2991 Fax: (907) 338-2992
  Release of Public Data AK Statute 14.83 Subd 2
  Deceased:  
  _________________________________ 
  DOB: __________ DOD: _________
  Address:  
  __________________________________________________________________
  City:   
  _______________________ State: ______________ Zip: __________ Sex: _____
  Age: 
   
  _______ Name of Spouse: _____________________________________________
  Marital Status 
  Occupation: 
  ___________________________ Business:  ______________________________
  Citizenship: 
  ___________________________ Race: 
  ______________________________
  Military? 
  _____________ Decedent’s Place of Birth: 
  ______________________________
  Father’s Name: ___________________________  Mother’s Name: _________________________
  Birth Name: 
  ___________________________  Type of Disposition: ______________________
  Burial Place: __________________________________________________________________
  Funeral Home:________________________________ Funeral Director: ___________________
  Place of Death:________________________________ Death at work? _____________________
  Injury?  
  __________________________________________________________________
  How Injury Occured: ____________________________________________________________
  Height: ____________ Weight: ___________ Eyes: __________ Hair: ________ Build: ________
  Autopsy Performed? __________ Manner: 
  Cause:  a) ___________________________________________________________________
   
  b) ___________________________________________________________________
   
  c) ___________________________________________________________________
  ____________________________
  Robert Horn  
                     01/23/80      02/01/97
  2513 W. 39th St.
   Anchorage  
   
   
  AK 
   
   
  99503  
    Male
  18 
   
   
   
  n/a
  Never
  Married
  Divorced Widowed
  Married
  Separated
  Natural
  Accident Homicide
  Suicide Undetermined
  X
  X
  Student 
   
   
   
   
  n/a
  American 
   
   
   
   
  Caucasian
  No 
   
   
   
   
   
  Anchorage, AK
  Jonathan Horn 
   
   
   
   
  Margeret Horn nee Jones
  Same  
   
   
   
   
   
   
  Burial
  Memorial Cemetery, 535 E 9th Ave, Anchorage, AK 99501
  Last Rest Society of Alaska  
   
   
  Kevin J. Lange
  Residence  
   
   
   
   
   
  No
  Severe penetrative wound to the stomach and abdomen
  Self-inflicted utilising exotic knife
  72 inches  
   
  180  
  blue  
    Blonde     Athletic  
  Yes
  Exsanguination
  Signed by Medical examiner's Office
  S. LeToux, MD, Medical Examiner
  S. LeToux
  Coroner’s Report on Bobby Horn’s death
  
  59
  The Night Season, Investigator Handout #1, 
  A Synopsis of the Coroner’s Report Into Robert Horn’s Suicide.
  The coroner’s report includes both an autopsy as well as copies of the police report and interview notes.  In 
  Anchorage, Alaska, the coroner is a State of Alaska employee (see nearby for Coroner’s report form). 
  Robert Horn was found in his bedroom at his home at 2513 W. 39th St. in Anchorage.  His door was locked 
  from the inside, and his parents broke it down when he failed to get up in the morning for school.  The only 
  window was locked from the inside as well.
  Robert had been stabbed in the stomach by an odd, artistic looking blade, and bled out.  Initially puzzled 
  by the blade, the police approached the matter as a potential homicide.  However, the angle of the stab, lack 
  of fingerprints or other trace evidence, and locked nature of the room led to a conclusion of suicide before 
  long.  The coroner concluded that the angle of the wound was consistent with stabbing oneself while in a 
  seated position.
  The nature of the knife eluded the coroner, although a picture of it is in the file.  His parents and the police 
  were unable to identify it or where it might have come from, as were others who were interviewed.  Since it 
  was obviously a suicide based on the forensics, this line of inquiry was not pursued further.
  Interviews were conducted with his parents, John and Maggie Horn; his recent ex-girlfriend, Brittany Long; 
  and his school’s assistant principal, Phillip Zentkowski.  They all reported versions of the same thing:  Robert 
  was a comparatively normal 18 year old boy; an average to below average student; who played football on 
  the varsity squad; and showed no prior signs of mental illness until shortly before his death.  He was a jock 
  whose hobbies included loud music, partying, cars, sports and girls.  
  Robert had gotten into some minor disciplinary scrapes at school for pranks or bullying, but never any seri-
  ous criminal trouble.  He showed no signs of depression until the weekend two weeks before his suicide, at 
  which point, he suddenly became seriously depressed.  He complained about not being able to sleep, became 
  withdrawn, and suddenly ended his relationship with Ms. Long without explanation.  He was absent from 
  school, whereabouts unknown, for the entire week preceding his suicide, and the assistant principal had set 
  a parent/teacher conference for the morning on which he was found.
  A bizarre, rambling, crudely drawn suicide note, done in ballpoint pen and spattered with blood, was found 
  near the body.
  Bobby’s ‘Exotic’ Knife
  
  60
  Bobby’s Suicide ‘Note’
  City in the Clouds logo (1963)
  City in the Clouds logo (1984)
  
  61
  The Night Season, Investigator Handout #4
  Background and Synopsis of The City in the Clouds
  The City in the Clouds was a Mexican-produced, English language science fiction television program.  It 
  was filmed in 1977 and aired in limited syndication in the U.S. in 1978.  Only one season, consisting of 16 
  episodes, was produced.  The series had a very low budget, and production values on a par with especially 
  cheap episodes of the original Star Trek or Lost in Space.
  The series was a joint project between sixteen independent science fiction authors, each of whom wrote 
  an episode in round robin format.  It blended episodic television with ongoing plot themes, along with a 
  strong dose of telenovella style, bodice-ripping, soap opera romance stories.  It aired occasionally in syn-
  dication up through the late 1990s, but has not aired in the U.S. since.  
  It has never been commercially available, due to the inability of the sixteen authors to agree on its release. 
  Bootleg recordings are available on the black market, but efforts to post it on file-sharing sites have been 
  the subject of vigorous take down actions.
  Plot-wise, the show was centered on (and rarely left, due to budget concerns) the eponymous City in the 
  Clouds.  The City was a port of call and trading post, set above a forest moon that was off limits to off-
  worlders.  Several different cultures came together in the City, engaged in skullduggery, fought duels, and 
  romanced one another.  The City was overseen by the Queen in the Clouds, played by a voluptuous former 
  centerfold model.  
  The Queen dressed provocatively, and was wooed by alliance-seeking members of all the factions and 
  humanoid races that frequented the City.  The Queen, however, was in love with the dashing and athletic 
  Horatio, the captain of her Cloud Guards.   Theirs was a furtive, politically impossible, star-crossed ro-
  mance, and Horatio gives his life for his Queen in the last episode. 
  The Cloud Guards fought with swords (indeed, bladed weapons were carried by just about everyone, and 
  swordfights were a frequent occurrence on the show), and wore medieval green livery.  A running joke 
  throughout the series concerned the ineptness and short lifespan of any Cloud Guard who was more than 
  anything than an extra in the background.
  The alien races trading and inveigling at the City included the warlike, honor bound Zeplark (looking 
  like Vikings in leopard print loincloths); the vaguely reptilian, sneaky, mercantile Slithliks; the dwarfish 
  Lipputs (played by little people) and the inscrutable, pallid, genderless Gauntts, who are slowly laying the 
  groundwork for an invasion and conquest of the City.  Zeplarks are quick to commit to suicide with long, 
  nasty artistic knives if their honor is stained, and in several episodes the Queen must talk one down off 
  the proverbial ledge over a misunderstanding.
  Notwithstanding all of this, the series has a cult following online, and is now viewed as being ahead of its 
  time.
  There is nothing to be gained by running down the writers, actors or producers of the show.
  
  62
  Bobby Horn
  Bobby Horn
  Pamela Ivory
  Pamela Ivory
  Matt Walter
  Matt Walter
  
  63
  Photograph of the 1980 Science Fiction Convention 
  “me and the guys, Columbus, 6/12/1980”
  The Night Season, Investigator Handout #5
  A Framed Photograph on Pamela Ivory’s Wall
  This is a color photograph of a much younger and actually rather attractive version of Pamela, ap-
  parently in a hotel room.  She is dressed in a blue Star Trek (original series) mini skirt costume, and 
  is wearing a blond beehive wig (essentially, in costume as Yeoman Rand).  She is accompanied by a 
  pack of male characters from a variety of science fiction television shows and movies, all pre-1980, 
  in full costume (including makeup).  Pamela looks drunk and is the only female in the picture. 
  The picture is most noteworthy for something that she is taking a full out, two handed drink from:  
  a faceted, red colored glass (?) jug, decorated with a wide variety of fantastic creatures:  unicorns, 
  griffins, dragons and other less recognizable creatures.
  The photograph is quite striking, even haunting; there is something oddly alluring about Pamela. 
  Pamela is at the center of the picture.
  
  64
  Shelly Ivory
  Shelly Ivory
  Nightmare Creature From The 
  Closet
  STR  N/A  CON  N/A  SIZ  N/A 
  INT  60  POW  70  DEX  N/A (acts 
  on 70)  
  HP  14  Move:  N/A (can reach an-
  ywhere in Shelly’s room, or those 
  within line of sight of her open bed-
  room door).
  Attacks:  
  Tendril, must win a POW vs. POW 
  check to “hit”, 1d8+3 damage.
  Grapple, must win a POW vs. POW 
  check to “hit”, victim is hauled into 
  Shelly’s closet (thereby forcibly, 
  physically transitioning into the 
  Dreamlands).
  Armor:  4 points of non-terrene 
  composition.  Regenerates 4 points/
  round.
  SAN Loss:  1/1d6.
  Kassidy Fitzpatrick
  Kassidy Fitzpatrick
  
  65
  Jailer Moonbeast  
  Eyeless, Tentacled, Toadlike, Loathsome and Slippery
  STR  85  CON  65  SIZ  100  INT  80  POW  70  DEX  70 HP  17  Move:  7
  Damage Bonus: +1d6
  Attacks:  Spear 50%, 1d10+1+db, can impale
  Armor:  Firearms do minimum possible damage.
  SAN Loss:  0/1d8.
  Zoogs--Curious, Carnivorous, Numerous 
  and Quite Unsettled
  STR 20  
  CON 35  
  SIZ 10   
  INT 65   
  POW 55  
  DEX  10  
  HP  05
  Move:  8
  Damage Bonus: -1d6
  Build: -2
  Attacks:  Bite 30%, damage 1d4+db.
   
     Dart 20%, damage 1d6+1/2 db.
  Armor:  None
  Skills:  Climb 60%, Dodge 50%, Dream Lore 75%, Hide 70%, Stealth 70%, Track 50%.
  SAN Loss:  0/1d3.
  City Security Guard
  STR 70  
  CON 70 
   SIZ 70  
  INT 65  
  POW 65 
  DEX 70 
  HP 14
  Damage Bonus: +1d4
  Attacks:  Punch 50%, 1d3 +db.
   
     Martial Arts, 50%.
   
    Futuristic Ray Gun, 50%, damage variable (4d6 stun or 3d6+2), 1/round.  Stun setting  
   
    requires successful CON check vs. damage rolled on the resistance table, or the victim is  
   
    knocked unconscious for 2d10 minutes; range is 30 yards.
   
    Sword, 50%, 1d8 +db, can impale.
  Armor:  4 points of advanced protective fibers.
  Skills:   Dodge 50%, Hide 50%, Listen 50%, Sneak 50%, Spot Hidden 50%, Track 50%, 
   
  Get Fooled By Rudimentary Ruse Despite Nominal Intelligence Level 90%, 
   
  Charge Recklessly Around Corner Into Lethal Opposing Fire Despite Nominal 
   
  Intelligence Level 50%.
  
  66
  Gates Michelle Ivory, 
  Victim of Irresponsibility and Queen of the City
  Nationality:  American
  STR 50   
  DEX 50 
  INT 35/90* 
  CON 60 
  APP 60/90* 
  POW 125
  SIZ 40   
  EDU 30   
  SAN 00 
  Luck 99   
  Hits: 10  
  Age: 30
  *Dreamlands statistics are higher.
  Damage Penalty: -1d4.
  Education:  Poor performance in high school; not fully functional in society, except for genre television 
   
          trivia and in the Dreamlands, where she is, respectively, an expert and disturbingly cogent.
  Skills:   Computer Use 10%, Cthulhu Mythos 05%, Dream Lore 50%, Dreaming 100%, Listen 45%, 
   
  Occult 30%, Own Language (English) 30%, Other Language (Any Science Fiction Television Alien  
   
  Language) 30%, Persuade 40%, Spot Hidden 40%, Genre Television 99%.
  Attacks:  None above base.
  Defenses:  When asleep in the waking world, or at any time when in the Dreamlands, Shelly can warp reality, 
  acting as though she had a DEX equal to her POW (25), and her daydreams manifest and act immediately. 
  Thus, a summoned villainous alien appears and acts, or sci-fi TV calamity happens, at DEX rank 25, and 
  the investigators had best have caught her by surprise (almost impossible when she is asleep in the waking 
  world). 
  When awake in the waking world, she reacts and summons up her daydreams to defend her on her DEX 
  rank of 10.  She is much more vulnerable, as a result, when awake in the waking world.
  Spells:  None in the waking world, but within the boundaries of her ability to focus, she is able to (within 
  limits) bend reality, in a way shaped by her current obsessions.  For example, if she begins to desire revenge 
  against someone for a slight, they might find themselves under attack by a sci-fi genre assassin.  Or her toy 
  ray-gun might suddenly work.
  Shelly can also, with a POW vs. POW check, force someone’s soul to enter the Dreamlands and remain 
  there until she releases them, or until she is killed in either the waking or dreaming world.  Such persons are 
  plagued by waking dreams of what goes on in the Dreamlands, and cannot fall asleep (since they, in a sense, 
  already are asleep).  
  Such persons lose 1d6 SAN per day, with suggested insanities including suicidal despair or babbling catato-
  nia.  Special rules apply when Shelly is asleep; people encountering her then might end up physically transi-
  tioned into the Dreamlands.
  In the Dreamlands, Shelly knows Dreamlands magic in the Keeper’s discretion.
  Indefinite Insanities:  Monomania (obsessed with genre television).
  
  67
  Pamela Ivory, Barfly and Retired Cult Groupie
  Nationality:  American
  STR 50  
  DEX 60 
  INT 50  
  CON 50 
  APP45  
  POW 50
  SIZ  50   
  EDU 55   
  SAN 20 
  Luck 50   
  Hits: 10   
  Age: 48
  Damage Bonus: +0.
  Education:  G.E.D.
  Skills:  Computer Use 30%, Cthulhu Mythos 05%, Drive Auto 35%, Fast Talk 35%, Geek Culture 50%, 
   
  Library Use 40%, Listen 45%, Occult 30%, Own Language (English) 60%, Persuade 40%, 
   
  Psychology 35%, Spot Hidden 60%.
  Attacks:  None above base.
  Defenses:  None.
  Indefinite Insanities:  Substance Abuse Disorder (Alcoholism).
  Matt Walter, Comic Book Store Manager and Geek
  Nationality:  American
  STR 65   
  DEX 45 
  INT 65  
  CON 55 
  APP 50   
  POW 55
  SIZ 65   
  EDU 65 
  SAN 55 
  Luck 55 
  Hits: 12   
  Age: 41
  Damage Bonus: +1d4.
  Education:  High School, some undergraduate college.
  Skills:   Accounting 40%, Credit Rating 40%, Computer Use 50%, Drive Auto 45%, Geek Culture 70%, 
   
  History 40%, Library Use 60%, Listen 35%, Occult 30%, Own Language (English) 80%, Persuade 40%,  
   
  Photography 30%, Psychology 35%, Spot Hidden 55%.
  Attacks:  None above base.
  Defenses:  None.
   
  
  68
  Map of Anchorage
  
  69
  Map of the Floating City
  
  70
  Queen Gates
  The Cloisters of the Palace
  
  71
  Photo of the Show’s Cast
  
  72
  The Sweeping View Over the Palace as the Investigators Come Into Land. 
  
  73
  INTIMATE ENCOUNTERS
  Miranda Tinoco (without wig)
  Miranda Tinoco (without wig)
  Photo of a dead Miranda Tinoco showing thin limbs and strange 
  holes in the floor
  
  74
  Summerset Grove Industrial Park advert (circa 1986) with sketched out plan
  
  75
  Tinoco’s murder scene
  
  76
  THE DARK MATTER ENTITY
  STR 90 CON 70 SIZ 100 INT 165 POW 100* DEX 30 HP 100* Damage bonus: none Build: 1 Move: 8
  ATTACKS
   
  Fighting (Brawling) 50% (25/10), 1D3 +db 
   
  Energy Tendril 50% (25/10), damage 1D4 points of SIZ, 2 attacks per round. 
   
  Engulf 50% (25/10), damage 2D6 Points of SIZ, once every other round. Victims drained to zero SIZ  
   
  die from shock, and are incapacitated upon losing ½ their SIZ. 
   
  Paralysis and Body Switch 75% (37/15) costs the entity 5 magic points per round, for a total of 15   
   
  magic points over the 3 rounds it takes to switch bodies. Once a successful hit is achieved, the victim is  
   
  frozen until the Entity breaks off the attack to focus on someone else.
  Defenses: This creature is unlike any living being in our dimension. It has no true physical form, being an 
  entity comprised of pure Dark Matter. Being in our dimension causes it to slowly disintegrate, unless it uses a 
  physical human body as a form of protective suit. This only allows the entity to exist in this dimension
  for a few days before it must switch forms, as its nature quickly destroys whatever body it inhabits. Outward-
  ly, the body appears quite normal, but under the skin, body tissues quickly become cancerous. Once combat 
  begins, the entity sheds its human skin, and appears as a living mass of crackling black energy. Being outside
  of a body causes the creature to lose 1 hit point per round.
  Skills: Stealth 70%, Engineering 100%, Dodge 50% (25/10)
  SAN Loss: 1/1D10
  
  77
  Robert Hoff
  Robert Hoff
  Scott Parker
  Scott Parker
  JEREMY DUGARD, 
  “Shoulda Stood In Bed”
  Nationality: American
  Age: 66
  Education: Bachelor’s Degree in 
  Engineering, plus many years of
  experience.
  STR 50 CON 50 SIZ 70 INT 60 
  POW 50
  DEX 50 APP 45 EDU 75 SAN 50 
  HP 12
  Damage bonus: none.
  Build: 1
  Move: 6 (he’s old, short, heavy and 
  slow)
  Attacks
  None above base.
  Defenses: none
  Skills: Accounting 25%, Computer 
  Use 30%, Drive Auto 35%, Electrical 
  Repair 50%, Sc: Engineering 50%, 
  Library Use 40%, Listen 45%, 
  Mechanical Repair 50%, 
  Own Language (English) 75%, 
  Persuade 40%, Sc: Physics 20%, 
  Serial Monogamy 50%, 
  Spot Hidden 60%.
  
  78
  
  79
  Office of the State Medical Examiner
  Release of Public Data AK Statute 14.83 Subd 2
  Deceased:  
  _________________________________ 
  DOB: __________ DOD: _________
  Address:  
  __________________________________________________________________
  City:   
  _______________________ State: ______________ Zip: __________ Sex: _____
  Age: 
   
  _______ Name of Spouse: _____________________________________________
  Marital Status 
  Occupation: 
  ___________________________ Business:  ______________________________
  Citizenship: 
  ___________________________ Race: 
  ______________________________
  Military? 
  _____________ Decedent’s Place of Birth: 
  ______________________________
  Father’s Name: ___________________________  Mother’s Name: _________________________
  Birth Name: 
  ___________________________  Type of Disposition: ______________________
  Burial Place: __________________________________________________________________
  Funeral Home:________________________________ Funeral Director: ___________________
  Place of Death:________________________________ Death at work? _____________________
  Injury?  
  __________________________________________________________________
  How Injury Occured: ____________________________________________________________
  Height: ____________ Weight: ___________ Eyes: __________ Hair: ________ Build: ________
  Autopsy Performed? __________ Manner: 
  Cause:  a) ___________________________________________________________________
   
  b) ___________________________________________________________________
   
  c) ___________________________________________________________________
  ____________________________
  Never
  Married
  Divorced Widowed
  Married
  Separated
  Natural
  Accident Homicide
  Suicide Undetermined
  EPHEMERA
  Blank Coroner’s Report
  
  80
  Mr. Omoru’s  Keepsakes
  The contents of 
  MrOmuru's 
  study 
  at 
  116, Providence Road
  Care  
  should be 
  taken 
  when 
  handling.
  1. 
  Tennis 
  ball 
   attached 
  to 
  a 
  nylon 
  string.
  2. 
  Half 
  melted 1963 Kodak 
  camera.
  3. 
  13 x100 
  round 
  boxes 
  of 
  9mm ammunition.
  4. 
  9000  
  rounds of 
  loose 
  7.62 ammunition
  5. 
  Platinumplated AK-47.
  6. 
  5xBeretta 92f 
  9mm pistols.
  7. 
  Map  
  of 
  unknown town  in 
  an 
  unknown language 
   
   
  with 
  'dead', 'mostly dead', and 
  'Unliving' on 
  it 
   
   
  written in 
  English.
  8. 
  Geiger 
  Counter witha 
  smiley 
  face 
  painted on 
  it.
  9. 
  A 
  lit candle 
  in 
  a 
  strange candlestick that 
   
   
  won't 
  be 
  put out.
  10. 
  A 
  very old picture of 
  mount 
  Fuji.
  11. 
  A 
  police 
  light 
  from 
  the80s 
  for the roof 
  of 
   
  a 
  private 
  car.
  12. 
  A moth-eaten old book 
  inFrench called 
  'Culte 
  des  
   
  Ghoules'.
  13. 
  A 
  badly 
  stuffed 
  dog.
  14. 
  A 
  solid 
  ball 
  of 
  electrical 
  wiring.
  15. 
  Half-eaten 
  apple. 
  Still 
  fresh 
  after 
  12 
  years.
  16. 
  6 
  antigue Bakerlite 
  radios 
  fused 
  together, side 
   
  by 
  side.
  17. 
  A small ornate 
  wooden box. Empty.
  18. 
  one small 
  and
  Handwritten List
  A list of unusual objects once owned by a Mr. Omuru and now collated for some purpose.
  
  81
  Witness Statement Form
  
  82
  PUBLIC HEALTH DEPARTMENT “BLUE PAPER”:
  APPLICATION FOR EMERGENCY INVOLUNTARY ADMISSION TO A PSYCHIATRIC HOSPITAL
  1. Application.
  I hereby apply for emergency admission of ___________________________________, _______, ____________
  to ________________________________ under 34-B M.R.S.A. § 3863. I believe that the proposed patient has a
  mental illness because______________________________________________________, and as a result poses a  
  likelihood of serious harm because_____________________________________________.
  __________ _______________________ _________________________ _________________________
  Name and address of proposed patient’s guardian, spouse, parent, adult child, next of kin, or friend:
  ___________________________________________________________________________________________
  2. Certifying Examination. I hereby certify that:
  (i) I am a licensed ________ and that I examined ____________________________________ today.
  (ii) My opinion is that the proposed patient has a mental illness, exhibiting the following symptoms:
  _______________________________________________________________________________________
  (iii) My opinion is that the proposed patient’s recent actions and behaviors (not symptoms), described below, show 
  that the proposed patient’s illness poses a likelihood of serious harm under paragraph A, B or C.
  * ____________________________________________________________________________________
  A. Describe threats of or attempts at suicide or serious self-inflicted harm
  * ____________________________________________________________________________________
  B. Describe recent homicidal or violent behavior or recent conduct placing others in reasonable fear of seri-
  ous physical harm
  * ____________________________________________________________________________________
  C. Describe recent behavior and how it shows inability to avoid risk or protect self from severe physical or 
  mental harm
  (iv) I have confirmed that adequate community resources are unavailable for care and treatment of the pro-
  posed patient’s mental illness.
  (v) I believe that the least restrictive form of transportation for the proposed patient’s clinical needs is
  ________________________________. Ambulance or other (please specify)_________________________ 
  ______________________________ ________________________________________________________
  3. Judicial Review and Endorsement.
  I find this application and certificate to be regular and in accordance with law. The proposed patient may be
  admitted to _____________________________. If the proposed patient is not currently at that hospital,
  __________________________________is authorized to take the proposed patient into custody.
  Person authorized to take proposed patient into custody the proposed patient to that hospital.
  ________ ________ _____________________ ______________________ ______________________
  Proposed patient’s FULL printed name (first, middle, last) gender     date of birth
  Psychiatric hospital
  Grounds for belief about likely harm, including nature of harm
  Date  
   
  Applicant’s printed name  
   
  Applicant’s signature  
   
  Applicant’s capacity
  MD/DO/PhD/PA/NP/RN,CS  
   
   
   
  Proposed patient
  Date  
   
  Time  
   
  Examiner’s printed name  
   
   
   
  Examiner’s signature
        Date              Time               Judicial officer’s printed name       
   
   
  Judicial officer’s signature 
  (District, Probate or Superior Court Judge or Justice; Justice of the Peace)
  MH-100 Revised September 12, 2014
  1 of 2
  Psychiatric Admittence Form
  
  83
  INSTRUCTIONS
  Generally
  A. The application cannot be altered after it has been signed by an examiner or judicial officer.
  B. A psychiatric hospital is any hospital that is equipped to provide inpatient care and treatment for people 
  with mental illness.
  C. The psychiatric hospital named in the application may decline to admit the person, in which event the 
  transporting agency must return the proposed patient from the hospital.
  D. The application expires 3 days after the patient’s admission to the hospital, except that if the third day is a 
  weekend or holiday, the application expires on the next business day following the weekend or holiday.
  Section 1
  A. Any health officer, law enforcement officer or other person may fill out section 1.
  B. The applicant should provide name and address of the proposed patient’s guardian, spouse, parent, adult, 
  next of kin, or (if none of those exists) friend so that the hospital can fulfill its obligation to notify that per-
  son.
  Section 2
  A. The certifying examination must take place no more than two days before the person is admitted to the 
  hospital.
  B. The certifying examiner must describe both symptoms of mental illness and actions or behaviors creat-
  ing a likelihood of serious harm. The three boxes in subsection (iii) pertain to the three statutory bases for 
  the finding of likelihood of serious harm. The certifying examiner must check at least one box and provide 
  the narrative information about actions or behaviors to support the opinion that the person’s mental illness 
  creates a likelihood of harm.
  C. The grounds for the opinion about illness and harm may be based on personal observation or on history 
  and information from other sources considered reliable by the examiner.
  D. If patient does not require transportation, subsection (v) may be noted as N/A.
  Section 3
  A. Between 11:00 p.m. and 7:00 a.m., a proposed patient may be transported to the psychiatric hospital 
  designated in section 3 and held for evaluation and treatment pending judicial endorsement if the endorse-
  ment is obtained as soon as possible outside those hours.
  B. The applicant must fill in the name of the transporter and the destination hospital before seeking judicial 
  endorsement.
  MH-100 Revised September 12, 2014
  2 of 2
  Psychiatric Admittence Form
  
  84
  Anomolous
   radioactive 
  readings
  Huge 
  Glowing
  Insects
  Spotted
  Govt
  Trailers
  FBI?
  CIA?
  USGS reports 
  tremors 
  in 
  the 
  region
  
  85
  The Mt. Rainier Mystery
  Doom/Destiny Cards
  A collection of images to be printed out (and preferably laminated) and handed out to players 
  with surviving Investigators at the end of one-off sessions or convention games (1 per player). 
  
  86
  CCC
  Gentleman
  Player
  Spendthrift
  Absolver
  Witness
  Modest Man
  Sophisticate
  Abstinent
  Pragmatist
  Staunch Ally
  Hero
  Bounder
  Idler
  Miser
  Avenger
  Liar
  Braggart
  Base-Fellow
  Drunkard
  Fool
  Paranoic
  Coward
  Utter Terrible  Dangerous 
     Fair      Gracious  Complete
  
  87
  
  88
  Adventure
  Rations
  Hermitage
  Unknown
  Security
  Riches
  Family
  Status
  Acolyte
  Master
  
  89
  Daily Goal
  Scenario
  Campaign
  Lifetime
  Sacrificial
  
  90
  
  91
  C
  Gentleman
  Player
  Spendthrift
  Absolver
  Witness
  Modest Man
  Sophisticate
  Abstinent
  Pragmatist
  Staunch Ally
  Hero
  Bounder
  Idler
  Miser
  Avenger
  Liar
  Braggart
  Base-Fellow
  Drunkard
  Fool
  Paranoic
  Coward
  Utter Terrible  Dangerous 
     Fair      Gracious  Complete
  Cooperation
  Modest Means
  Self Interest
  Follower
  Conflict
  Wealth
  Fellowship
  Power
  Ignorance
  Insular
  Knowledge
  Culture
  Adventure
  Rations
  Hermitage
  Unknown
  Security
  Riches
  Family
  Status
  Acolyte
  Master
  
  92
  Daily Goal
  Scenario
  Campaign
  Lifetime
  Sacrificial
  
  93
  Kit & Equipment Checklist
  In the heat of battle it’s handy to know where your vital kit is, where that C4 was hidden, or how easy it is 
  to draw that longsword. This handy reference tool and it’s pages will detail where your much needed items 
  are. Primarily focused around games that don’t detail the small items, it is also useful so you can keep 
  track of weight, encumberance, and any ammunition.
  The second in a series of character aids aimed at rounding out the information for your PC, the end pages 
  to this document will suit a variety of games and as such will use vague terms as ‘ammunition’ rather than 
  ‘arrows’, ‘M14 clip’, or ‘Remaining laser charge’. Similarly, while ‘On Person’ is reasonably obvious, ‘Vehicle’ 
  could relate to your characters horse and saddlebags, trunk or boot of his car, or hold of his Scout Ship. ‘At 
  Home’ is a similar catch-all term to mean castle, condo, galleon, or star liner state room.
  The heat of battle is a time when you really need to know what you can reach out and grab at a moment’s 
  notice. Maybe you’re ambushed by a band of Orcs in Mirkwood or sitting down to eat at a mall food court 
  when Dr Sinestro shows up. Rather than having to explain where something is, an item that is ‘At Hand’ is 
  something that takes no time to ready and is available to use instantly.  It’s ok to leave any of the following 
  boxes empty if you want your hands free for any purpose, but remember they are there so you don’t have 
  to decide on the spot.
  Step One: At Hand
  CAVEAT: All the pockets, hold alls, and other items are at the whim of TWO defining forces in your 
  role-playing session. The first is Common Sense. No amount of pleading that something is on your sheet 
  will make it legit if it won’t fit. A 12lb Victorian artillery piece is not going to fit in the pocket of your fa-
  tigues no matter how much you want it too. The second is Rule Zero. Rule Zero simply states that whatev-
  er the GM says, goes. If he doesn’t think your ‘44 Magnum can fight in that back pocket of your jeans then 
  it can’t. The GM is the arbiter of your game world and can determine what is feasable and what is not. 
  Don’t worry though, just show him your sheet and if it’s reasonable (and he’s a good GM) he’ll work with 
  you.
  At Rest
  Adventuring
  In Combat
  Left Hand
  Right Hand
  Left Hand
  Right Hand
  Left Hand
  Right Hand
  
  94
  ‘At Rest’ means the kind of item your player-characters would carry in their hands if they were in a market 
  or a quayside. A time when they are (apparently) under no threat whatsoever. Many players will simply 
  leave these boxes empty. They are included for those players who like to present an affectation such as 
  flipping a coin, bouncing a small ball, drinking a 32oz Coke, or twirling a set of keys.
  ‘Adventuring’ means the kind of items you would hold when things are a little tense. Maybe you are 
  heading down the steps in an old mansion in search of a cult, or you are heading into a dungeon with a 
  fearsome reputation, or stepping into a bar on a dry planet in a port known for being a hive of scum and 
  villainy. This can be a weapon in your main hand, and a light source such as a torch or flashlight, or a 
  motion tracker in your off-hand.
  ‘In Combat’ details the items you carry when in a full on fight. Unless you’re a magic user, superpowered 
  hero,  or a telepath, these are likely to be a weapon. Its possible of course to have both boxes filled in with 
  the same weapon if it’s a long arm like a pike or plasma rifle. Otherwise, it could be a combination of 
  sword or axe and shield, 9mm auto and LED flashlight, crucifix and vial of holy water, or a long sword and 
  an off-hand dagger.
  These are those vital items that aren’t in your hands initially but can be transfered there in a short time 
  period (a few seconds, a round, a turn, or whatever your game uses as a short measure of time). They need 
  not be weapons but could be a notebook, a police badge, a wallet, or a coin purse. Common sense is need-
  ed here to properly place items in their proper recpticle. Keep in mind the bulk of an object. Each pocket 
  may be able to carry a small number of items (such as a wallet and mobile phone).
  Step Two: On Person
  Jacket or 
  Cloak
  Trews or 
  Trousers
  In Boots
  Upper Left Side
  Upper Right Side
  Front Left Pocket
  Front Right Pocket
  Left Side
  Right Side
  Jacket or 
  Cloak
  Lower Left Side
  Lower Right Side
  Other Pockets
  Trews or 
  Trousers
  Rear Left Pocket
  Rear Right Pocket
  
  95
  Most of the entries in this step are quite obvious. A ‘Jacket or Cloak’ is usually able to hold more items 
  than, say, a pair of trousers. One of these ‘pockets’ in the jacket may not be a pocket at at all but a gun 
  holster, or maybe it’s a secret pocket designed to hold valuables not readily found. 
  The pockets of a pair of ‘Trousers or Trews’ (they’re medieval equivalent) tend to hold small items such as 
  a pocket watch, keys, small change, or a wallet and I.D. but they can also hold caltrops or a switchblade. 
  Bear in mind that most medieval trews and their equivalent didn’t have pockets but it’s possible your GM 
  may allow them, or substitute them for a bag like a money belt or a Kilt’s Sporran.
  The items usually kept ‘In Boots’ are things that normal society would frown upon if seen in clear view. 
  They may be drugs, stiletto blades, a small back-up body pistol, or smuggled nano tech. Besides the illicit 
  reasons for carrying things in your boots the usual item is still money when the wearer is entering  shady 
  part of town.
  ‘Other Pockets’ is for those unusual hidey-holes that people create in order to smuggle or as part of their 
  inventive nature. It could be under their hood or helm, keeping a gun in their belt, or something flat in the 
  lining of their jacket.
  Some things are just too bulky or awkward to carry on your person. Wearing 10 shirts is a dumb way to 
  carry shirts. For items like these you need pouches, hold-alls, and suitcases. Don’t forget, you will need a 
  way of transporting these bags.
  Step Three: Hand Luggage
  Handbag or 
  Satchel
  Suitcase or Chest
  Kit Bag or Large 
  Sack
  Weapon Crate or 
  Armoire
  Quiver or Back 
  Scabbard
  
  96
  These modes of transport more properly carry small holdables within bigger ones akin to Russian dolls 
  (with the exception of Saddlebags). It’s easy to see why weapons crates fit on trucks and suitcases can fit in 
  the trunk of a car. While it is quite possible to carry these items on your own or with another it should be 
  obvious that you can’t fight while doing so and going for any sort of distance will cause pain, discomfort 
  and maybe physical damage. Obviously, not all of these will be applicable to your character or setting.
  Step Four: Luggage Space Within Transports
  Entries in this section depend on how you carry those larger items or those multiple items when your 
  character is travelling a long distance. For many, a satchel or kit bag is sufficient but others may require 
  more portage, especially if they are on a long quest, trans-European 1920’s train holiday, or are moving 
  home.
  ‘Handbag or Satchel’ is for those small items that can’t be carried on your person or a clumsy and bulky 
  enough that carrying them by hand becomes awkward. Maps, journals, lunch, laptop, a blown glass vial to 
  catch souls, or a spare set of underwear when things get hairy. 
  ‘Quiver or Back Scabbard’ is for those items carried in a bag or pouch directly on the top of your back. 
  Arrows, crossbow bolts, or an RPG is a good fit for here and the ammunition chart later on can help keep 
  track of the number of these you have left. In terms of actual weaponry then swords, a crossbow, a bow, 
  an assault rifle, or long rifle such as Barrett 82A1, Type 81 Storm Gun, or a Squad Support Plasma Gun 
  would fit here. Weapons here, unlike depicted in the movies, take a moment to prepare. Any firearm you 
  can easily grab off your back and fire immediately has a risk of going off while you scramble through 
  hedgerows.
  ‘Kitbag or Large Sack’ is for those items that you don’t need right away. A clean shirt or three, soap, tooth-
  brush, phone charger, tinder box, zero-G meds, mechanics tools, ABC suit, or a tent and bed roll.
  ‘Suitcase or Chest’ is for items that either require more packing, more protection, or more security. In 
  such holdables you can place small or folded weaponry, jewels and coin, scrolls, a fragile vase, documents, 
  or a larger number of mundane objects. 
  ‘Weapon Crate or Armoire’ is a much larger item and usually takes two people (or perhaps one very 
  agreeable Troll) to carry. While these objects are specifically designed for carrying weapons (and a few of 
  them at that) they can be utilised for carrying almost anything at a push, up to the size of a body (or at 
  least an undissected one).
  Companion
  
  97
  Large Personal 
  Vehicle
  Small Personal 
  Vehicle
  Large Craft
  Pack or Riding
  Animal
  It is quite feasible that all your previous items, including yourself, can fit into the spaces held by transports 
  and vehicles.
  ‘Companion’ means your faithful dog with small pouches strapped to him for carrying war time messages 
  or a small amount of tools. It could also be your manservant, a programmed robot or android, or another 
  NPC companion. Regardless of what your companion is, they’ll have a few items that you can easily get 
  hold of when needed.
  ‘Pack or riding Animal’ signifies horses, mules, tauntauns, tamed t-rex, or any other animal utilised for 
  carrying large bags of cargo. The containers will usually be saddlebags or lashed to the animal. Your GM 
  can advise on what items are allowed and common sense is the phrase to live by. Try and transport a 12lb 
  cannon by mules and you’ll discover how stubborn mules can be.
  ‘Small Personal Vehicle’ means everything from motor/hover bike, grav harness, car, wooden cart, or 
  small boat. Some of these, like the bikes for example, will hold items in lots of small compartments and 
  some will have a seperate area such as a trunk to hold luggage.
  Cabin or Fore Space
  Rear Cargo or Trunk
  Cabin or Fore Space
  Rear Cargo or Trunk
  Cabin or Bridge
  Cargo Bay
  
  98
  ‘Large Personal Vehicle’ means vehicles like trucks, a 50ft boat, or a starship shuttle.  It’s a step up from 
  a small car or cart and while it may only see a slight increase in size in comparison, it’s usually a vast 
  increase in carrying capacity. At the lower end this vehicle might be an Allied truck or tank on the Nor-
  mandy front and at the other end could be a small starfaring vessel fulfilling scout duties in the depths of 
  space. They can be used for transporting people, or for trading goods over long distances.
  ‘Large Craft’ are of a different order entirely. If your character is lucky enough to own a sea going mil-
  lionaires yacht, a cargo starship, a hovercraft, or a small warship then this is where you list it’s contents. 
  Chances are you’ll have a personal cabin to stow your gear but this entry is for listing things that the vessel 
  can carry, such as personnel, or those interesting anti-shipping missiles you just happen to ‘aquire’.
  These places are you normally keep yourself. While cabins and large craft (such as canal boats) are treated 
  in the previous step and are technically your home, this entry is more for your regular bricks and mortar 
  dwelling. Depending on the era it can be a hovel, a cave, an apartment overlooking Hong Kong, and office, 
  or a cabin on a starbase. Your home that doesn’t move is the best way to look at it. At this step it’s less 
  about filling everything in and more about just listing what is most important to you.
  Step Five: Home & Hearth
  Home
  Workplace or 
  Office
  Hideout or 
  Retreat
  
  99
  ‘Home’ is the place where you feel safest. That could be your keep, your con-apt, or your country mansion. 
  It is a place where the vast majority of the things you own will be stored. It will probably have many rooms 
  and places that things can be hidden or stored. Good GMs know that this is where you’ll keep your valu-
  ables and where they are safe. It’s rare for GMs to place such items in harms way. After all, if your home is 
  no longer safe, why have one at all? The very best of adventurers have a refuge where they can feel safe and 
  gather themselves in readiness for the next storm. This box has been compartmentalised into rooms but 
  need not be used in such a way.
   
  ‘Workplace or Office’ is the place you spend your working day. It is a place that is still moderately safe 
  from intrusion. Police HQs are not stormed five times a week and any castle or outpost that faces weekly 
  onslaught will either have been destroyed or will have become your home. Guards that patrol a fort undr 
  constant attack from Orcs will not be allowed to go adventuring. This place will contain your immediate 
  belongings and will enable you to do your daily work. For an interstellar bounty hunter that might be a 
  small base in an asteroid that has cells, comms, weapons locker, and a ship bay. For a mage that could be 
  his spell room, for a pharmacist that could be his lab, and for a bard that could be the nearest tavern.
  ‘Hideout or Retreat’ is a place that is not common knowledge to many of your character’s aquaintances. It 
  could be a place to bolt to if the Militia come a-calling, an FBI safe house, or a local cave once blessed by 
  the fertility goddess. It can hold less than the other two places as it is often seen as utilitarian but it could 
  equally be a basement game room at your office, a city centre apartment for when you work late, or your 
  own room overlooking the waterfall at the ‘The Last Homely House West of the Mountains’.
  Rounding off the sections is an ammunition counter. The boxes are deliberately left empty as there is a 
  variety of ammo that can fill this space and compartmentalising or illustrating them would be futile. They 
  are to be filled in with the full ammo initially and scored down when it’s used.
  Not all of the following sections will apply to your character but remember, you need  to be properly 
  equipped when you step out onto the road to adventure..
  
  100
  The Ultimate Equipment Sheet
  Right Hand
  Left Hand
  Jacket or Cloak
  In Boots
  Upper Left Side
  Front Left Pocket
  Front Right Pocket
  Left Side
  Right Side
  Upper Right Side
  Other Pockets
  Jacket or Cloak
  Lower Right Side
  Jacket or Cloak
  Jacket or Cloak
  Lower Left Side
  Trews or Trousers
  Trews or Trousers
  Rear Left Pocket
  Rear Right Pocket
  Trews or Trousers
  Trews or Trousers
  Handbag or Satchel
  Kit Bag or Large Sack
  Quiver or Back Scabbard
  
  101
  Suitcase or Chest
  Weapon Crate or Armoire
  Companion
  Large Personal Vehicle
  Small Personal Vehicle
  Large Craft
  Pack or Riding Animal
  Cabin or Fore Space
  Rear Cargo or Trunk
  Cabin or Fore Space
  Rear Cargo or Trunk
  Cabin or Bridge
  Cargo Bay
  Home
  
  102
  Primary Small Weapon  
   
   
  (Knives, hatchets, short swords, tasers, throwing stars, etc)
    Name  
   
   
  Type 
   
  Skill 
   
    Damage 
    Ammo
  Hideout or Retreat 
  Workplace or Office
  Primary Long Arm 
   
   
   
  (Swords, Dane axes, rifles, pole arms, Bows, staffs, RPGs etc)
    Name  
   
   
  Type 
   
  Skill 
   
    Damage 
    Ammo
  Secondary Weapon 
   
   
   
  (of any type)
    Name  
   
   
  Type 
   
  Skill 
   
    Damage 
    Ammo
  
  103
  AVAILABLE NOW AT
  http://www.drivethrurpg.com/browse/pub/2834/Stygian-Fox
  
  104
  A Resource Pack for
  The Things We Leave Behind
  
SOURCE: textdata/thevault/Call of Cthulhu/Cthulhu 1920s/Call of Cthulhu - The Things We Leave Behind - Ressource Pack - The Mark of Evil.pdf