Call of Cthulhu - Dwellers in Shadow
Call of Cthulhu - Dwellers in Shadow
Call of Cthulhu - Dwellers in Shadow
Here are
six dirlers and
dire scenarios from
manlJ of the most well
known authors for the
Call of Cthulhu role plaiJiniJ
iJame . As with all Triad products, a
rlarietlJ of time frames and settiniJs are
proided so that the Keeper can alwalJS find
somethiniJ to fit his or her campail}n, includiniJ
aniJthiniJ from a one·nil}hter to an extended case
for multi·session plalJ. With an assortment of lesser
known and completeiiJ unknown creatures combined with
xtensirle handouts, IJOU hold in IJOUr hands the opportunitiJ for
hours of touriniJ the realms of H.P. Lorlecraft. Good luck to all!!
t
An .Shadow
An Abundant Assortment of Abominations by Eley,
Johnson, Kingrea, Pauwels, Ross, and Szymanski
Triad Entertainments
PO Box 90
Lockport, NY 14095
Welcome o11ce more to T riab' s little
sl1op of 'horrors: we 'hope liO~ lilte it
l1ere i11 t'he s'habows~ a11b will wa11t
to remai11 for a stra115e eo11 or so.
Here asai11 is a u11ique selectio11 of
11astli 11otio11s from t'he mi11bs of
some of t'he most prolific of Call of
Ct'hul'hu aut'hors~ spa1111i115 a wibe
ra115e of time periobs a11b locales
besi511eb to fit i11to a111i campai511.
The Dare • • • • • • • • • • 39
The house is old, deserted, and presumably haunted; no place for a bunch
of kids to be poking around in, and that is its greatest temptation. But the
welcome they receive is not the one they expect.
Whispers of of Mind • • • • • • • • 49
A sinister hive mind plots to consume humanity, but who is assisting it and
who is resisting it? And can they be identified before more lives are lost?
Skinwalker • • • • • • • • • • 59
The desert holds its secrets well; the sandstone walls stand grimly silent,
and that which walks amongst them walks in a skin not its own.
~dout Section • • • • • • • • • 91
Watcher8y 11ark
ln fhe€ley
Bayou'
Decades, then centuries passed, until the wizard Gaston LaRue
and his band of minions ventured into the area of the lake after
having laboriously traced the artifact's horrid history. LaRue
As most experienced investigators probably know, notoriety knew of the Chott Rhuul's power and fickleness, but still greatly
isn't an easy thing to live with. Even in such a secretive desired it. The artifact's guardians proved too much for his
business as thwarting the evil forces of the Mythos, an followers, and one was even killed by the leech-thing, adding
investigator's reputation is bound to grow; between rescued yet another horrid soldier to the ranks of the creature's army of
townsfolk, nosey reporters, and escaped villains, it seems undeath. Even the villain's foul sacrifices have done nothing to
inevitable that someone somewhere will one day contact them to placate the Chott Rhuul, and LaRue was nearlY at his wit's end.
request their rather unique services. Such proves to be the case Until...
in the following scenario. As discussed in the Introduction, LaRue and his followers
This scenario is recommended for a medium-size group of came upon knowledge of the investigators, and proceeded to
moderately experienced investigators with some Mythos invent a plot to pull them into the situation by devious means,
knowledge. If the investigators are not that well known, the so as not to draw attention to themselves and their heinous
Keeper may choose to have the villains of the piece learn of goals. This was achieved through an unwitting dupe named
them through a series of scrying spells. In any case, the Jean-Claude DuMoss, an old treasure hunter who lived near the
investigators are contacted by mail at one of their private cursed lake.
residences; exactly who receives the letter can be determined LaRue had a letter typed, proportedly from DuMoss, asking
randomly by dice roll. for the investigators' assistance in the matter of certain strange
events transpiring on and around his property.
DuMoss, of course, knew nothing of the investigators, and
was in fact murdered by LaRue's men shortly after the fake
letter was sent, for in point of fact, he was growing altogether
In the latter part of the 17th century, a Spanish galleon too suspicious of the goings-on in the bayou.
attacked and enslaved a group of native islanders in the West It is LaRue's intention to use the investigators to obtain the
Indies, stealing their treasure and burning their village. Among Chott Rhuul, after which they will become suddenly superfluous
the stolen booty was a powerful Mythos artifact, the Chott to the cunning ringleader's plans. There is more than one kind
Rhuul, which had been the object of the villagers' worship. of danger awaiting the party as they enter into the still, dark
As the ship neared the North American coast, a great storm reaches of the deep bayou, a place of mystery and nightmare ...
diverted the craft into the Gulf of Mexico. Sighting the mouth
of a small but negotiable waterway, the captain sailed up the
Louisiana River to escape the hurricane's fury. After a number lf(t~ODUCtlOf(
of twists and turns which took the ship out of the main channel, ~~~ad rQ ft ~aodQmlv .)~l~ct~d lmt~>ti9atQd
the vessel emerged into a stagnant lake, where the captain
decided to wait out the storm before continuing on to their
destination in Florida. An otherwise dull afternoon is interrupted by the arrival of the
The natives in the hold had received their sacred artifact from postman, who brings with him a rather interesting letter
a tribe of the Deep Ones, whom they held in equal reverence, requesting your assistance in the matter of certain strange
and they had no intention of giving up their treasure. As the occurrences, certain "horrible things" which have been seen but
ship lay at anchor, they began a chant to awaken the Chott cannot be explained. Mr. DuMoss seems sincere in his request,
Rhuul so that it might summon assistance for them. in that he has enclosed the sum of $500. 00 along with a map to
The object responded, but not in the manner anticipated. The his home outside Halbert, Louisiana.
Chott Rhuul summoned a hideous abomination from out of the You consider the map and the money. Well, you've begun
trackless e anses of the bayou, a monstrous, leech-like thing investigations on far less than this letter, and if nothing comes
attacked and crippled the vessel, slaying all aboard, of it, there is always the prospect of a holiday in New Orleans
including the natives, who were of no more use to the cursed to look forward to ...
object. But even more blasphemous was what occurred next.
The artifact enslaved the beast and animated the dead to serve KEEPER'S NOTE: Give the chosen player DuMoss' letter
as guardians of its watery lair. (see Handout Section)
-1-
near Sirs,
LOCAL MAN VANISHES
I have. reCntly heard of your exploits involving c.ertain Hilbert police are
strange goings-on and oCCult happenings, and I am hoping investigating the possible
to enlist your servU:es in a matter of bizar~ import. .disappearance of a local man, Mr.
Jean-Claude DuMoss, 79, of Old
Dock Road. DuMoss, a treasure
very recently, I have been witness to un e. xplaine..d hunter and amateur geologist,:~as
sightings on my property, and I suspect a supernatural pronounced missing yesterday afte
Cause. I am normally not a superstitiouS' man, but the.. the Postmaster, Mr. Richard Sw in
things I have seen haveChanged my whole-outlook. discovered that Mr. DuMoss' mail
Such herr ible things •.• had not been opened for several
days.
Later investigation by
I do hope you will come quickly to my ~sidence near Sheriff Buton revealed that the
Halbert, as I now fee.l that I am in danger. I have... rear door of the residence was
enclosed somefunds to help your trip and I promiseyou mo~ ajar, and several windows in the
on arrival for your hElp. back of the house had been broken.
Sheriff Buton stated that no
signs of a struggle were present
at the scene, but some rummaging
Since&.l.y, around the house might have taken
place. Sheriff Buton made a point
that the reclusive DuMoss was
eccentric, and might possibly have
left town before his house was
looted.
The Sheriff also stated that
Jean~aude DuMoss he will continue his investigation
Rt. 2 Old DoCk Road of the case until a satisfactory
HaltJE'rt, LA answer is found.
fh~ jtandout>
THE LEGEND OF DEADWATER LAKE
:;~ J Fvnd d. rP'INih1 wJ£ ~. fm1
~·t ~ wiut d u ~ ~- 'TfiJk ~·~
According to many old timers, a
horrible monster lurks in the scummy depths of
~ ~ tAai F
F WJJ<JJj INYm tk,
the lake, devouring wanderers and delinquent Fa·~ F ?WWv ~ rf ~ vnoof t~ ~
boys fishing on the shore. The monster is said to d.
be guarding a treasure of great value somewhere
near or in the lake.
This terrible creature is also rumored to J9anrvrv difFJi & ~· ~. WMV {- F fvMw wfwi
have been attracted to the lake when, centuries
past, something fell from the sky and plunged
rm'~ ~ r·
};~, d'~ rJrrw), Uf~
into the lake. afkv ail~~· fm1 ~~ d ~ fk
On moonless nights, the thing is said to
leave the water and crawl into the outskirts of
4
pa;J tk, ~- Jt~ & ri akwl, fm1 ~
town, devouring any foolish late-night traveler
OJy ftJ1 rwi a1 wfJ!
who doesn't have the good sense to be safely in
the comfort of his own home. J'm ~ ~·~ ~ iJn,
foom wb ~·t ~ '/1'W,
It is said that a cross will drive the thing
away, screaming back into its lair. This is not rr
& cwi ~ a1 ail. )JJ & u;a)J,_ cwi thm, r
known to be true, for none have ever returned to J fvMw ~ =no rrod· cvr.d ~ 't fn
7lA} (J}{m
-2-
bayou their own. Spanish moss hangs in menacing fronds from
tall cyprus trees, and a chorus of bullfrogs echoes through the
Halbert is a very small bayou town of roughly 150 residents swamplands, day and night.
situated 10 miles from the Gulf of Mexico, and about 30 miles Halbert is situated slightly below seal level, and is surrounded
south of New Orleans. The town boasts a sheriff, a food by a low earthen levee which is hardly noticeable but which
market/hardware store, a single pump gas station, and the nonetheless holds back the waters of the swamp. Even so, the
dilapidated homes of the townsfolk. The Halbert Herald, the land is rather boggy, and the weathered, ill-kept homes of the
town's single-sheet newspaper, is printed at the town's records residents are constructed on solid wooden pilings or columns of
office, located next to the sheriffs office. crumbling cinder blocks.
Historically, the town grew from a cyprus logging camp
which was established in the area in the 1870's. The Halbert
Lumber Company remained in operation for nearly a decade
before relocating to the western part of the state, but the town's Upon arrival in town, the investigators will very soon learn of
name remained behind. The remains of the lumber warehouse DuMoss' disappearance. If they should inquire after the fellow,
can still be seen in a wooded clearing south of town, but the old they will be directed to "read the paper."
sawmill itself was lost in a fire in 1910. That morning's Halbert Herald contains a brief article
Before the coming of the white man, various Native American covering the "disappearance" of DuMoss (see the Handout
tribes, most predominantly the Seminoles, thrived in this and Section).
many other deep bayou regions of the state. Should any The only place to stay in town is the Bayou Belle, a
investigators research this area, they will find it dotted with ramshackle bed and breakfast frequented by fishermen down
innumerable native names for various rivers, streams, lakes, and from New Orleans on the weekends. The food is good, the
other such landmarks. rooms are clean and, most importantly, the proprietor, Cleofus
Curiously, the natives abandoned the area around Halbert Brule, is one of the few openly friendly souls in the entire town.
centuries ago, near the time of the arrival of the Santa Christina, He will be happy to direct the investigators to the missing man's
but they seem to have left a part of themselves behind. Several home, or any other location in town.
old-timers of Halbert who worked in the swamps extracting pine However, Cleofus is acutely aware of LaRue's power in
sap for turpentine whisper of glowing spirits seen gliding Halbert, and has been warned of the consequences of thwarting
through the misty bayou on the darkest nights. LaRue's plans, whatever they may be. Should the investigators
The town lacks many of the modem conveniences of the fmd themselves at an impasse in the case, the Keeper may allow
1920's, including a phone system and indoor plumbing. A few Cleofus' conscience to get the better of him, so that he will drop
residents own automobiles, but most roads are dirt or mud, a clue or two.
except for Main and Broad streets "downtown," which are worn On a successful Listen -10% roll while in Halbert, the
cobblestone. Investigators seeking a library will have to return investigators may overhear snippets of gossip before their
to New Orleans for such an intellectual luxury. presence is noted. These include the following:
The people of Halbert are typically illiterate, superstitious, and • A comment is made that Halbert would not be the same town
surly to strangers. Any investigator with a high Credit Rating, if it were not for the efforts of Mayor LaRue and his good
fancy clothing, or a new car will risk being openly ridiculed out friend, the Sheriff.
of small town jealousy. •The swamp is surely an evil place, especially around the
When the investigators first arrive, they will immediately DuMoss residence. No doubt the old man was killed by
notice the general dislike the residents harbor for strangers. "something horrible."
Asking most townsfolk any questions at this point will prove a •Sheriff Buton is a good man, despite "them city folk" who
fruitless exercise which might end up in a fistfight. investigated him awhile back because a few out-of-towners
The population is fairly equally divided amongst blacks, under his arrest had turned up missing - escaped is more like it.
southern whites, and Cajuns. The common language is French, •DuMoss actually found some pirate treasure on his property,
followed by a heavily accented English, and it may prove and was spotted by a townsfolk's cousin at a New Orleans train
difficult understanding what is being said unless a successful station. (This is of course a false rumor.)
Listen roll is made if and when the Keeper requires it.
The main occupation in Halbert is fishing, and there is an
abundance of seafood and bayou delicacies available in town,
fresh every day.
On Saturdays, townsfolk frequently congregate near the town The police "station" is a simple two-room structure with a
square, w ere a small local band plays church hymns, blues, single jail cell, most frequently occupied by drunks sleeping it
jazz, Cajun tunes. There is fresh food and dancing, off. Situated downtown next to the Records Office, the station
seshoe playing, and a little moonshine passed around - is one of the relatively newer buildings in town. Locked in an
Sheriff Buton tends to look the other way in this instance. This oak cabinet (STR 20, and only Buton has the key) on the back
is the one occasion when outsiders will be tolerated, though any wall are the following weapons: three .38 revolvers, one .45
attempts to ask questions will be ignored. automatic, two .30-06 rifles, and one pump-action 12-gauge
Greeting the investigators in Halbert will be the damp, shotgun. Each weapon is accompanied by one box of shells,
subtropical heat and pestiferous mosquitoes that have made the kept in a drawer built into the cabinet.
-3-
While at the station, investigators who make a Spot Hidden strange things in the area of Deadwater Lake. He will mention
roll will notice a pile of papers sitting next to an old typewriter. briefly the legend concerning the bayou (see Handout Section),
The typed pages all have the letters "e" and "c" handwritten, as but maintains that he can offer little more on the subject.
those keys on the machine have broken off. The letter to the If investigators mention anything concerning the Mythos or the
investigators which was supposedly written by DuMoss was in supernatural, Buton will smile and wink knowingly. Ignorant
fact typed on this machine by Sheriff Buton at the direction of superstition, he will assure them affably.
Mayor LaRue.
The station is run by Sheriff Axil Buton and his deputy,
Barney Fluter. Like the rest of the town, they appear to be
calm, laid back, a little slow on the uptake, and naturally
suspicious of strangers. Most of this is a very good act.
Buton is a large, bearish man in his mid-fifties, with short-
cropped greying hair, a thick neck, and the beginnings of a
healthy pot belly. Buton will be extremely polite to the
investigators, flashing his sparkling white teeth as he speaks in
a jovial manner with a thick southern drawl. He will happily
answer any questions the investigators may have, and offer his
department's assistance if and when it is needed.
If asked about Jean-Claude DuMoss, Buton will comment that
he was a private man who wasn't seen in town very often. If
told about or shown the letter, Buton first acts surprised, but
then he states that others in the past have supposedly witnessed
-4-
been instructed to assist them in their investigation, short of
Deputy 13arney r~uter actually telling them what they are looking for. The Keeper
STR 10 CON 12 SIZ 11 HP 11 should bear this in mind as another way of pointing the
POW 12 DEX 08 INT 10 MV 07 investigators in the right direction if they are missing the clues.
APP 09 SAN 10 EDU 12
WEAPON ATTACK% DAMAGE
.45 40% 1D10+2
Bowie Knife 25% 1D4+2 This single-room building next to the Sheriffs station serves
as a storage area for numerous legal and fmancial information
SKILLS necessary for the operation of the town; it is also the office of
Camouflage 25%, Cthulhu Mythos 05%, Dodge 20%,
the Halbert Herald. The Town Clerk is Mr. Thomas Dunn, and
Drive 30%, Hide 20%, Jump 25%, Law 20%, Listen
he is also the editor of the Herald.
20%, Sneak 20%, Spot Hidden 30%, Track 15%
Mr. Dunn is a short, thin man of nervous demeanor, whose
SPELLS buttoned-up shirts show very clear signs of overstarching. As he
Nn speaks in a soft, quivery voice, he absently runs his hand over
his near totally bald pate.
If the investigators are cordial, he will relax a little and gladly
talk about any subject for hours on end. He will be oveijoyed
to show interested investigators the town records, or old prints
of his newsletter if they ask politely. If one of the investigators
is actually a reporter, Mr. Dunn will even volunteer to assist in
any research.
Going through the files and back issues will take roughly three
hours to produce any result. Then, a successful Luck roll will
turn up a legal file containing a statement by Sheriff Buton on
the high incidence of disappearances in his town.
This statement is part of a larger file dealing with an
investigation by New Orleans authorities looking into the matter
of a number of that city's citizens who vanished in the area,
mostly sportsmen out for a weekend of fishing or hunting in the
bayou. The results of the investigation were inconclusive, and
formal charges were never brought down.
Lastly, if the investigators ask Mr. Dunn about Deadwater
Lake, he will paraphrase The Legend, as reproduced in the
Handout Section.
8arn~y f'lut~r
-5-
If and when the investigators retrieve the artifact, LaRue, with and volumes of Louisiana history a tome that will reveal itself
the assistance of Sheriff Buton, will attempt to separate the to be DuMoss' diary.
investigators and murder them or capture them for later Upon reading it, the investigators will notice that Mr.
sacrifice. DuMoss' script is rather unique, and a successful Know roll will
cause them to realize that the script is completely unlike his
supposed signature on his letter and his bogus notes.
The diary is mainly comprised of mundane events and e
chronicling ofDuMoss' treasure hunting efforts along the oast.
In New Orleans, the library has no specific information on the Only the last two entries have any significance to th case at
town of Halbert besides commonplace data. hand.
If the investigators look up any reference to a ship called the The first was written a week earlier, and mentions trespassers
Santa Christina, a successful Library Use roll locates a volume seen on the property at night. DuMoss writes that he assumed
on the slave trade which mentions a Spanish galleon of that they were hunters out for 'possum, and easily shooed them off
name which was lost in the Gulf of Mexico in 1692 during a by firing a shotgun into the air.
hurricane. The second entry is only three days old, and is reproduced in
The book mentions that the ship was supposedly laden with the Handout Section. Under this last entry is a poor sketch of
treasure and island slaves, but no further useful information will what appears to be a ship or galleon, and the phrase "Santa
be forthcoming. Christina?" scrawled in beneath it.
If the investigators attempt to research any references Nothing of further interest can be found in the house. If the
regarding swamp indians or the general Louisiana area, a investigators read the second entry and know the name of
successful Library Use roll will tum up a volume titled Bayou Buton's deputy, they will recognize the name "Fluter" as being
Life: Now and Then, written in 1912. Deputy Barney Fluter.
The book deals with both primitive and contemporary life of
the settlers and their dealings and misadventures in the swamps.
The section concerning native legends will certainly catch the
reader's eye.
In the area south of New Orleans, a small tribe of Atakapa Directly behind DuMoss' house, the already boggy soil
used to anoint their arrows in an stagnant lake somewhere very deteriorates as the area moves into the heart of the bayou.
near the coast. This ritual was only performed once every three Spanish moss hangs from cyprus trees in great sheets, shading
years to bless the weapons. Towards the end of the 17th out most sunlight. The muddy and most often submerged ground
century, the Atakapa arrived at their lake to find a "strange and the tree stumps emerging from it serve as home for snakes,
canoe" beached near the shore. alligators , and a variety of nasty, biting insects. At night, the
While attempting to investigate, they were attacked by a croak of frogs and the incessant chirp of crickets is nearly
"water spirit" and driven out of the water. The Atakapas unbearable. Half a mile into this stagnant morass lies Deadwater
interpreted this as a bad omen and fled the area, never to return. Lake.
From that time on, they performed their rituals at nearby Lake For every hour of exploring the swampy bayou around the
Catahoula. lake, the investigators will have a 20% chance of encountering
some sort of difficulty, as determined by a 1D6 roll:
ou: ~ou.
1-2 A 'gator inspects the party with thoughts of
The home of Jean-Claude DuMoss is located at the end of a lunch (STR 28, POW 10, DEX 8, MV 7,
muddy dirt road approximately four miles outside Halbert. The ARMOR 7, Hit Points 18, Bite 75% for
house is a simple sl.ngle story structure with peeling paint and a ID10+2D6, Tail Slash 60% for 2D6.) If shot
crumbling front porch. The front door stands ajar, and several at, the beast will grudgingly retreat.
windows have been broken out. Inside, most everything appears
undisturbed, except for the fact that a raccoon has taken up 3-4 A randomly selected investigator nearly steps
residence in the kitchen closet. on a frightened Watersnake (STR 5, POW 6,
Searching the bedroom automatically turns up several sheets DEX 24, Armor 4, Hit Points 5, Bite 40% for
of paper with hastily scrawled notes on them. These notes all ID4 + Poison POT 10).
concern strange lights and strange forms seen in the bayou The snake will strike once, and unless
around nearby Deadwater Lake. Also mentioned is some sort of attacked, slithers away into the swamp. A
lost treasure that DuMoss had been searching for. save on the Resistance Table against the
One sheet is a complete version of The Legend (see Handout poison indicates no ill effect, but a failure
Section), set down in the same hand. These notes were planted inflicts an additional 1D4 points of damage.
here by Buton, and were also written by him.
While searching in a small room that served as a study of 5-6 A random investigator slips into a pool of
sorts, the investigators should make a Spot Hidden roll. A quicksand. Note that this incident will not
success will unearth from a moldy collection of geology texts occur if the players announce that they are f
- 6-
probing the ground carefully as they walk. is lost, the victim is helpless as the tentacles pull him or her into
Victims must make a STR vs STR roll on the the thing's maw.
Resistance Table to pull themselves free, or Like its much smaller counterparts, the leech-thing will fasten
next round they will be sustaining Drowning onto the chest of its victim, its teeth tearing through flesh,
damage as per the rule book. For purposes of opening up a wound through which it can draw out the blood of
this roll, the quicksand has a STR of 20. Any its prey. The initial incision will cause 108+3 points of
trapped investigator can, of course, be pulled damage, and the victim will sustain 103 points of blood loss per
free by his or her companions. round until released.
The Watcher's poison will last for 106 hours. To the good,
it is a type of toxin that slows down the body's functions, so the
victim will not immediately bleed to death if released from the
creature's hideous embrace. In fact , anyone attempting a First
This stagnant body of water is two miles long and almost as Aid roll will have a 15% bonus because of this fact.
wide. Surrounded by the desolate swamp, this land-locked lake However, anyone who is killed by the Watcher will be
was at one time connected to the ocean, in particular the nearby transformed into one of the zombie-like creatures which also
Gulf of Mexico. A successful Geology roll will make this fact protect the ancient ship of the damned. Like the Watcher, these
obvious. creatures will be controlled by the Chott Rhuul, and any
The lake' s depth ranges from 10 feet in the shallows to as investigator who falls under its influence will tum on his or her
deep as 85 feet at its center. Catfish and Sheephead swim along companions, attacking them without hesitation - or mercy.
its murky bottom, and an occasional 'gator can also be found The Watcher regenerates one point of damage per round and,
along the shores. since it lives in a lake and is covered with mud, takes no
At night, a thick mist frequently hangs over the cloudy water, damage from fire. Any gunfire which penetrates its thick hide
a phenomenon generated by changing temperatures and the will cause a normal amount of damage and, as previously stated,
presence of various swamp gases. once the creature is down to one third of its hit points, it will be
Thick mud and quicksand line much of its banks, and the unable to remain afloat, and will retreat to the bottom of
scraggly trees hanging over the water are shrouded in thick veils Deadwater Lake to recover.
of moss. The Watcher will attack all those who attempt to cross the
lake, or those who approach the Santa Christina. If the
investigators have reached the ship, the Watcher will pull itself
partially out of the water and attack them in deck areas A and
B (see diagram), but it cannot reach area C.
Living at the bottom of the lake lurks the guardian of the The Watcher knows the difference between trespassers and the
Chott Rhuul. This monstrous bayou demon resembles a gigantic, Santa Christina's zombie crew, so all attacks will be aimed at
bloated leech, its thick, glistening black hide rising bonelessly the living.
to a gaping maw lined with hundreds of serrated teeth that can
shred a human body in seconds.
It is a blind thing, but its other senses compensate, making it
fhe Watcher ln fhe 8ayou
a deadly predator; and only the swiftest of creatures feel secure STR 30 CON 26 SIZ 46 HP 36
enough to remain in its vicinity. POW12 DEX 08 INT04 MV 25/5
The creature possesses three snakelike grasping tentacles
which extend from its underside just below the yawning orifice WEAPON ATTACK% DAMAGE
of its mouth. These tentacles can be used to paralyze prey and Tongues (3) 50% 1D6
draw it inescapably towards those rending, razor-sharp teeth. Bite 40% D8+3
Unless it has not eaten for some time (10% chance) the
Blood Drain Automatic on Successful Bite Attack 1D3
Watcher will not attack anyone who merely skirts the edge of
the lake, but will viciously assault anyone who approaches the ARMOR: 3 Points Rubbery Hide
Santa Christina, fighting on until it loses a third of its hit points.
When this occurs, the creature's hide will have been SPELLS: None
punctured, and it will begin to lose buoyancy. It will begin SANITY: 1D8 I 3
sinking to the bottom of the lake, all but helpless to defend
itself. If not destroyed, the beast will burrow into the muddy
bottom of the lake, where it will gradually regenerate.
The atcher cannot normally pass beyond the boundaries of
the I e, though its great size and grasping tentacles gives it an
e ended reach. It can move up to 25 knots in deep water, but On the northern shore of Deadwater Lake in a hollow cyprus
in the shallows it will be reduced to a Move of 5. trunk dwells the last "living" "remnant of the Santa Christina's
The Watcher attacks with its three grasping tentacles, which crew. Standing well over six feet tall, this imposing, semi-living
will paralyze a victim who cannot win a struggle on the thing has jet-black, iron hard skin which is d~ped in a tattered ,
Resistance Table against a poison of Potency 9. If the struggle peeling white membrane. The thing's jaw is bizarrely widened,
- 7-
The Wa-tcher
-8-
displaying the stained and pitted remnants of its teeth. The taut
skin causes its face to appear skeletal at first glance, with flared
# nostrils, sunken cheeks, and glossy, pupil-less eyes glaring out
from the dark pits of their sockets.
The zombie-thing is Captain Coroza, one-time master of the
Santa Christina. Though forced to serve the Chott Rhuul in
those early years, Coroza's will was strong, strong enough to
eventually resist the power of the artifact and struggle for a
macabre freedom.
By sheer will alone, the Captain partially broke the Chott
Rhuul's hold. Having fled into the swamp, Coroza is now in the
process of transforming into a decaying, hybrid creature only
half aware of its erstwhile humanity.
Coroza is trapped in a semi-intelligent state, and must
concentrate to think clearly for even a few moments. The
artifact still partially influences him, and so he is unable to leave
the vicinity of the lake.
Seeing the Captain will be quite a shock, but unless he is
attacked, the being will only warily observe the group, fleeing
into the swamps at the slightest sign of aggression. If the
investigators act calmly and attempt to communicate with the
entity, it will eventually respond, speaking the words "I man"
in Spanish.
Spanish speaking investigators can converse with the Captain,
though his dialect is ancient and garbled. It will warn the party Captain Coroza
away from the lake, speaking of "The Black Swallower," and
tell of "the power hidden in the hull."
The Captain will go nowhere near Deadwater Lake, and
should the investigators ignore his warnings, he will grow so
agitated that his grip on his humanity will slip, and he will
become once more a gibbering thing that will slink off into the The Spanish slave ship sank in Deadwater Lake in 1692, after
swamp in whatever direction is most directly away from it was forced upriver by a Gulf hurricane. When the natives
Deadwater Lake. aboard used the Chott Rhuul to summon the Watcher, they were
Seeing the Captain calls for a 1D8 SAN loss unless a also slain by the uncaring beast and transformed into guardians.
successful SAN roll is made, in which case the loss is 2 points. The ship was forced aground in the shallow water on the south
If attacked, the Captain-thing retaliates with two claws and a eastern shore of the lake, and settled some three feet into the
bite per round. It's skin is the equivalent of 5 points of armor. muddy bottom. It has long since become completely obscured by
Guns and impaling weapons have only a minimal effect, thick vines and hanging moss, yet even after all these centuries,
inflicting only 1 point of damage, while all other weapons will it is still intact, held together by the power of the artifact.
inflict half their normal damage. The vessel measures 100 feet long by 30 wide, its great mast
standing close to 80 feet tall, rotten sails hanging in tatters. In
the evenings, a combination of swamp gasses and the proper
Captain Coroza, Wa~kin~ Gho5t conditions creates a St. Elmo' s Fire effect, setting the Santa
STR 22 CON 25 SIZ 19 HP 22 Christina afire with a ghostly, flickering light which few have
POW 08 DEX 07 INT 11 MV 07 ever witnessed, for most folk avoid the lake at night.
APP 01 SAN 20 EDU 10 The Santa Christina is truly a ghost ship, with its cracked hull,
slime-coated deck, and barnacle-encrusted sides. Its name is still
WEAPON ATTACK% DAMAGE barely discernable at the bow, near the ship's dragon
Claw 45% 2D6 figurehead. Because of poor lighting and the dense coverage of
Bite 65% 1D10 vegetation, investigators will only spot the ship if they are
DAMAGE BONUS + 104 within 50 yards of it and make a successful Spot Hidden roll.
SKILLS The ship rests approximately 15 feet offshore in six feet of
Ca ouflage 60%, Climb 70%, Dodge 15%, Hide water, requiring expldrers to wade out into the stagnant muck
to reach it - if they can! The Keeper should remember that the
%, Jump 20%, Listen 25%, Sneak 60%, Spot Watcher will attack anyone approaching the vessel, or at the
Hidden 50%, Throw 60% very least any living human being who attempts to leave it.
The investigators will also be required to cut their way
SPELLS
through the thick, ropey vines to gain access to the deck itself.
None
Of course once on board, they will be met by the "crew."
-9-
must make a Luck roll. A failed roll indicates the decking has
given way, and a Dodge roll is then required to avoid plunging
Covered with slimey algae and debris, the deck is very slick, through the deck and into the cargo hold.
and in some places rotten completely through. This slimey For this purpose, the guardians are considered to have a POW
coating is quite fire resistant, so any attempt to bum the vessel and DEX of 10 for their Luck and Dodge rolls, as they know
will be met with failure. The decks are littered with tom but the deck far better than any trespassers.
curiously well preserved canvas, broken crates, and various Another section of weak decking, marked on the map by the
other sundry debris which is also unnaturally preserved. circled X, is located between aft cabins A, B, and C. Anyone
Once aboard, the investigators will all receive a faint psychic crossing over it must attempt a Luck roll-20%, failure resulting
hint that something of great value and power is hidden in a plunge 12 feet down into 5 feet of very stagnant, extremely
somewhere aboard the ship. This is a side effect of the Chott malodorous water. (See Cargo Hold.) Damage from the fall is
Rhuul and its unending quest for new slaves. only 1 point, though a CON roll is required by the drenched
The deck is divided into three sections: investigator to prevent his or her stomach from rebelling
violently at the putrid stench that has been stirred up by the fall.
This is the main deck under the mast, and the
easiest access for investigators wishing to board. Rotten ropes c~~€ft l3 ) Investigators entering this area will fmd
stretch up through the encroaching foliage to the crow's nest, themselves on an upraised section of deck at the bow of the
which is still attached near the top of the mast. vessel. It is quite defensible against any attack from the lower
Amidships is located the cargo hold, the hatch tom off and a deck, but should a foe gain access to this section, the defenders
broken ladder descending halfway down into the gloomy will fmd themselves driven back into a very tight comer.
interior. (See Cargo Hold for more information.) It is in this From this section the ship's dragon figurehead is accessible,
area that most of the confrontations aboard the Santa Christina and from here the inscription of the ship's name can easily be
will most likely take place. seen, as though carved into the wood yesterday, rather than
This section of the deck has been greatly weakened over the centuries past.
passing centuries, and has the potential to collapse under a
weight of over 120 pounds. Each round that an investigator or (;t~€ft C ) This large area is ideal for combat should it
guardian stands in this area, a random victim from each group occur. Despite the debris, this area is fairly clear and open for
- 10-
tactical moves. Rotting ropes extend from various points to the vicious attacks to the assault.
top of the main mast. These slimy creatures are electric eels, so the investigators
will be in for a shock when the writhing things emerge from the
body of their host!
The native leader takes one point of damage from club-type
weapons and fire, and only half damage from all other weapons.
( Cft~IJ-4 ft) This cabin contains bones, broken tables, Each eel that is slain is replaced by another of its kin until all
rotten bedding, and six of the blasphemous "crew" controlled by are killed. Damage to the eels does not affect the hit points of
the Chott Rhuul. These abominations are the former crewmen their native host.
of the Santa Christina, half skeletal now, worm-ridden, Seeing this combination of horrors costs 1D10 points of SAN,
wrinkled, and rank with the stench of salty decomposure. or 1D4 on a successful roll. The native chieftain possesses the
The moment the investigators set foot on board, the ship's same stats as his fellow guardians.
guardians will be aware of their presence. They will emerge
from aft cabins A and B to stalk the intruders throughout the
ship, setting up an ambush if possible, or an all out frontal
STR 05 CON 06 SIZ 04 HP 05
attack if it appears the investigators are preparing to leave the
ship. POW02 DEX 10 INT02 MV 10
They will shuffle out onto the deck, attacking with taloned, ATTAC'U"O/~
bony hands and an infectious bite (poison Potency 8), or with
''1114' A Dr\ N
..... .£J.l"1.a.. '-'.1., ~ ..&. ..Lr1'-'..&.... / u DAMA.GE
clubs or ancient, rusted cutlasses. Impaling weapons will cause Bite 40% 1D4
only 1 point of damage, and all projectile weapons will inflict
half normal damage, though an impale will do full damage to Shock 40% 1D3
these blasphemies. What little armor is left them will absorb 2
points of any damage before crumbling into scrap metal. ARMOR: 1 Point Tough Skin
SPELLS: None
fhe Undead Guardian,
STR 15 CON 16 SIZ 11 HP 10 SANITY: 1D10 I 1D4
POW12 DEX 06 INT 09 MV06
( Cft~IJ-4 D) This small cabin in the bow houses the great
WEAPON ATTACK% DAMAGE rusted anchors and chains of the Santa Christina. Should the
Fist 40% 1D6 investigators make a Spot Hidden here, they will see the faint
Bite 40% 1D4 outline of a trap door in the floor.
Embra<;e Automatic on Both Successful Fist Attacks 1D3 Hidden under the door are two rotten sacks containing one
pound of gold and two pounds of silver coins. Also will be
ARMOR: 1 Point Mummified Skin found a jeweled sword of great age valued at $5,000 in the
antiquities market.
SPELLS: None This small treasure trove is all that remains of the Santa
SANITY: 1D4 I 1 Christina's cargo of wealth and plunder. The remainder lies
deep in the muddy bottom of Deadwater Lake, strewn about by
the thrashings of the Watcher.
(Cft~IJ-4 ~) This is a duplicate of Cabin A, but there are
only 4 undead crewmen lurking here. (See stats above.)
( Cft~IJ-4 c) This cabin was the Captain's quarters; it still This large, open area is completely flooded to a depth of 5
houses the Chott Rhuul in a large, deteriorated wooden chest set feet, the hull having finally rotted through near the stem,
against the stemward bulkhead (STR 18 to break open). allowing thick, malodorous mud to ooze in from the lakebed.
Besides various broken and rotting items of furniture, the This chamber once housed supplies, cargo, and slaves, but
chief of the native slaves still stands vigil over his sacred now contains nothing more than rotting crates, broken barrels -
artifact. He is a vaguely human figure, rotting flesh bloated and and a giant nest of writhing, hungry leeches!
leprous, bulging eyes a solid, sickly milky white. While being quite natural and normal, the leeches are quite
The thing's lower jaw is completely gone, and its swollen disgusting by their very nature, and this mass of several hundred
chest c vity seems to convulse spasmodically in grotesque blood-sucking slugs can still inflict a substantial amount of
conto ions that have no readily apparent cause. This convulsing damage to anyone des~ending - or falling - into the hold.
is c sed by the six large eels which have taken up residence in The leeches will hungrily affix themselves to any living tissue
e corpse's rib cage. that comes into their reach, feeding until they become glutted
The tribal guardian will attack with a great rusted sickle once with blood. They will then drop off, to be replaced by another
per round, and if struck a blow to the midsection, at least 2 of of their multitudinous brethren, who will continue the feast until
the eels will erupt from the thing's stomach to add their own the hapless victim is either rescued or completely drained.
- 11-
THE CHOTT RHUUL
The Chott Rhuul is an alien artifact of unknown, but certainly darksome origins, which is fact an outre form of
sentient entity possessing great and evil powers. Certain pages of the R'lyeh Text and the Necronomicon contain vague hints
to the fact that it might have come from sunken R'lyeh itself, while the Pnakotic Manuscripts allege that it is in reali
another manifestation of Yog-Sothoth. In any case, all texts agree that the artifact imbues those who know the proper ri Is
special powers in exchange for "the total servitude of body and soul."
The Chott Rhuul is a fickle entity, frequently discarding past servants when more suitable candidate present
themselves, or if it merely requires a century or so of solitude. Each time it comes into the hands of Mankind, it emits a
subliminal telepathic message to the first person to approach it, promising the fulfillment of every desire in exchange for a
lifetime's guardianship. This chosen individual will become unconsciously aware of the artefact's general abilities, but will
never know of its dangerous lack of gratitude until it is too late.
If the chosen guardian refuses this offer, the artefact will seek another, who is less strong of will. If the offer is
accepted, the Chott Rhuul will begin a daily ritual of draining 1 CON point (reflected in blood loss) once every three days,
and all the powers it offered will then be granted, the first noticeable effect being the doubling of the guardian's POW when
(s)he is casting spells.
Once per week, the artifact will attempt to seize control over its guardian's mind. If a POW struggle is successful,
the artefact will assume control of the guardian's mind for the next 12 hours. Once released, the victim will be unaware of
the interval spent under the Chott Rhuul's control, but since these attempts will take place at night, (s)he may never become
aware of them unless revealed by friends - or an arresting officer!
For every 6 months of guardianship, there will be a 15% chance that the artefact will grow tired of its protector
and summon something up to retrieve it, most likely a Byakhee. If the guardian is present when this unmentionable thing
arrives, he or she will be set upon by the creature, and will receive no protection or assistance from the Chott Rhuul.
The artefact is capable, in a limited way, of its own defense. If threatened, it will call upon its guardian for
protection, sometimes possessing the poor soul if his strength should fail him. The guardian will then be brutally used and
sacrificed in order to ensure the continued safety of his charge, and to give the artefact sufficient time to summon a Byakhee
to remove it to a safer place.
The Chott Rhuul resembles a statuette of a barrel-shaped entity covered with slick, green scales, which stands 2 feet
high and 1 foot wide. Twin sets of spines run up the sides of the thing, and a set of four blue eyes, arranged in a ring, adorn
each flat end. The spines are used for drawing the blood from its servant, and as a protection against those who might seek
its destruction, in that each spine is capable of injecting a poison of Potency 8 into the hands of anyone attempting to lift the
statuette.
The artefact has no stats, being a more or less inanimate object, but it will require 25 points of damage to destroy
it. The stone of which it is made is the equivalent of 6 points of armor, and it can regenerate 3 points per round, taking half
damage from all physical attacks. If reduced to 0 hit points, it will explode into steamy, malodorous lumps of foul, black
gel that will swiftly break down into an equally foul cloud of oily black smoke.
The Chott Rhuul is capable of the following spells: Summon/Bind Byakhee, Contact Deep One, Contact Ghoul,
Contact Sand Dweller, Summon/Bind Dimensional Shambler, Contact Yog-Sothoth, Fist of Yog-Sothoth, Alter Molecular
Structure.
This spell takes the form of a thin silver beam which shoots from the caster to its target. The beam's range in feet
is equal to the caster's POW (in the case of the Chott Rhuul, POW is 25. Those struck by the beam must match their POW
vs the caster's POW on the Resistance Table. A success indicates a mere 1D4 points of damage, but a failure indicates
disaster for the target.
Whatever portion of the target's body is touched by the beam is instantly altered on the molecular level, changing
into either a solid (metal), liquid (water or, if the Keeper is particularly evil, acid), or gas (oxygen, helium, ammonia, etc).
Clearly, if some vital organ is transmuted, the victim will begin suffering ill effects immediately, sustaining 1D6 points of
damage per round until receiving either serious medical treatment, or some form of arcane relief, such as a healing spell.
This spell requires 1 round to cast, with the loss of 1D4 POW points and 1D6 SAN points for any investigator or
NPC who realizes the horrible effects of the spell they have cast.
- 12-
Anyone suffering this fate must make a SAN roll, with a 1D6 occur, he will concoct a list of trumped-up evidence to support
loss for a failed roll. On a successful roll, the loss is still 2 the flimsy theory that the investigators attacked Fluter and his
points, and the victim will sustain 1 hit point of damage per men after they had discovered some kind of treasure, killing
" round for every 10 leeches attached to his/her body. To them for it and spiriting it away. He will even attempt to
determine the number of leeches, roll 2D 10. connect the investigators with the disappearance of Jean-Claude
Investigators who fmd themselves in the hold will discover DuMoss. But without the bodies, there is no case, and the
that it is rather difficult to get out. It will take 1D4 rounds to investigators will be free to leave town.
reach the cargo hold opening by slogging through the thick,
muddy water. From there, they may be pulled to safety by those
still above, or they may make a successful Jump and Climb roll
to pull themselves out. Failure at either roll indicates that the
investigator has fallen back into the depths of the hold, though Not long after the confrontation with the sheriff and his
no damage will be sustained - except for that caused by another psychotic deputy has come to it's conclusion, the investigators
wave of leeches! will receive a hand-delivered letter from the mayor of Halbert
An investigator may choose to wade through a hole in the begging them to meet with him at his mansion that evening for
hull, and hence out into the lake, but there will be a 30% the purpose of "discussing matters of serious consequence." The
chance of encountering a bed of quicksand, and a 10% chance message explains that LaRue has been under threat by his own
of meeting up with the lurking Watcher. police force to back off investigating any loca~ disappearances
and strange goings-on around town.
Now that Buton and his thugs have seemingly vanished, he
fears that his meddling might result in an ambush directed at the
investigators and, possibly himself.
If the investigators are successful in retrieving the Chott Rhuul The message goes on to say LaRue strongly suspects poor Mr.
and in dealing with the Watcher, they will still face betrayal at DuMoss might be a hostage in grave danger, and that LaRue
the hands of Gaston LaRue. suspects where he might be imprisoned.
Deputy Fluter has been keeping an eye on the investigators' If Sheriff Buton, Deputy Fluter, and the remainder of the
progress throughout the entire scenario, and will arrange for an ambush party have indeed survived their encounter with the
ambush as the survivors reach the lake shore. Fluter and his investigators, they will have not survived the wrath of Mayor
fellow cultists are counting on the investigators being injured LaRue, who has dealt with his failed minions in a decidedly
and exhausted from their ordeal, and so will be less cautious. fatal manner, using them to create more of his horrid Screaming
The ambushers will wait approximately 150 feet from the Heads. (More of this later.)
shore, intending to surround the investigators when they pass Any investigator who declines LaRue's invitation without
by. But if the cultists should miss their Sneak roll, the party will knowing for certain the fate of Mr. DuMoss will suffer a 1D4
not be caught entirely off guard. SAN loss from the guilt of abandoning the hapless wretch to his
Unless the party looks strong, Fluter and his men will step out fate.
brazenly, and Fluter will demand the party surrender and Those who decide to meet with LaRue may use the directions
relinquish the artifact. included with the message to locate his plantation house, located
Should the investigators comply, the cultists will attempt to on the higher ground to the north of Halbert.
murder them on the spot, their bodies to be dumped into a
nearby quicksand bog. The same retaliation will occur if the
investigators prove unsuccessful in removing the artifact from
the Santa Christina.
As a last resort, the investigator carrying the Chott Rhuul may LaRue's mansion is a large colonial plantation house typical of
choose to use its power against the cultists, and thus become the the pre-Civil War south. Although still splendid in its
artifact's servant. This decision is left strictly up to that antebellum way, the once clean white paint has faded from its
investigator, though he/she should be made aware of the siding, and the yard is overgrown with skunk cabbage and
consequences (see The Chott Rhuul for more details). assorted weeds beneath the encroaching swaths of Spanish moss.
If the investigators defeat Fluter's group, the bodies can be Tipped over in a scummy pond in front of the mansion is a
dumped into the quicksand, and no evidence will be left against statue of a drowning Madonna, her features turned grotesque by
them. In the days following, an intensive search will be slimy green algae.
conducted for the deputy and his compatriots, but in the end it The manse is surrounded on three sides by a wide porch
will be assumed that the group ran afoul of the Watcher and typical of such structures, while the back sports a cobblestone
now reside at the bottom of Deadwater Lake. patio. Despite the house's imposing facade, it consists of only
At o time will the party refer to Gaston LaRue, and it will two floors.
a ear that Fluter and his cronies are acting on their own. The investigators are met at the front door by LaRue's
either will the attackers give away Sheriff Buton, who will manservant, Theo, who greets them cordially and leads them
strongly suspect the party's involvement. into the dinning room, where he asks them to be seated. Mr.
Buton will not be able to back up his theories unless the body LaRue, he informs them, is upstairs dressing, and will join them
of at least one of the ambushers is discovered. Should this shortly.
- 13-
Theo will next inform his guests that he has prepared a light If the investigators choose to take action, LaRue will unleash
meal and cocktails, which they may sample while they wait. the Screaming Heads and flee the dinning room, leaving Theo
Anyone taking in their surroundings will find the interior of to block the exit with orders to shoot to kill.
the mansion simply and elegantly decorated with antiques which
match the house perfectly. The atmosphere of the room is
congenial, and highly conducive to a relaxed mood. Ga,ton .l.a~ue, Diabolic ~a,termind
After a few brief moments, LaRue will arrive, nattily attired STR 14 CON 12 SIZ 12 HP 12
in a tailored suit, apologizing for his tardiness. Seating himself POW 13 DEX 14 INT 16 MV
at the head of the long mahogany dining table, he requests that APP 16 SAN 03 EDU 17
Theo begin serving the repast. WEAPON ATTACK% DAMAGE
LaRue will appear nervous and distracted, explaining that he
Straight Razor 55% 1D6*
is convinced Sheriff Buton is insane, and has some psychotic
fixation on doing him harm. Despite contrary public opinion, he
Fist 55% 1D3
DAMAGE BONUS + 1D4
offers, the two of them were never close, · and if he'd been a *An impaling attack indicates the target's throat has been
more courageous fellow, LaRue would have relieved the man of slashed. If this occurs, damage is 2D6+3 for each
his office long ago. Now, he only hopes to make amends for his successive round until First Aid is applied.
cowardice.
Anyone making a successful Psychology roll at this point will SKILLS
Archaeology 55%, Astronomy 40%, Botany 20%,
realize that LaRue's story is just a little too pat, and is therefore
Chemistry 20%, Cthulhu Mythos 38%, Debate 40%,
suspect. Anyone who makes a critical Psychology roll will
Fast Talk 50%, History 35%, Law 55%, Occult 80%,
realize LaRue is lying through his teeth, though the Keeper
Oratory 55%, Psychology 45%, Read/Write French
should inform only the player who made this roll of the fact,
ideally by written note.
99o/ol Speak French 99%, Read/Write Latin 40%,
Theo will return from the kitchen with dinner salads and wine
Sneak 40%
for all, including the mayor, who will dig in with gastronomic SPELLS
abandon. Call Hastur, Contact Hastur, Shrivelling, Voorish
Anyone (with the exception of LaRue, of course) who eats so Sign, Screaming Heads
much as one bit of salad or takes a sip of wine must make a
CON vs Poison Potency 13 on the Resistance Table or be
affected by the drug with which the food and drink is laced.
Those affected will become groggy, their limbs growing
numb. They can still function, but at half their normal abilities
and skills; they are, in essence, quite helpless.
At this point, Theo returns bearing a large silver covered
banquet tray, which he sets on the table before the investigators.
Lifting the lid, he reveals the six mummified, shrunken human
heads arranged in a bed of skunk cabbage.
NOTE: If Sheriff Buton and Deputy Fluter survived their
encounter with the investigators, their heads will be among the
six on display here.
Seeing this grisly sight will cost the investigators ID4 SAN,
or 1 point on a successful SAN roll.
This task attended to, Theo will draw a 9mm automatic and
move to block the doorway of the dinning room. LaRue stands,
removes a straight razor, and begins toying with it as he speaks.
"I am a fair man,~ he will explain, "and if you were to co-
operate with me here tonight, we may still part as friends. Give
me the Chott Rhuul, and all is forgiven. Refuse, and you will
join poor Mr. DuMoss in an unmarked quicksand grave. I have
searched for decades for this artifact, and you must believe me
Gaston LaRue
when I tell you that, compared with laying my hands on it at
long last, your lives mean nothing to me. "
If the investigators refuse, LaRue calmly instructs Theo to
shoot a random investigator in the knee. If the investigators
remain adamant, he will order the Screaming Heads to advance; This spell requires the caster to decapitate a fairly fresh corpse
at this point, this is a threat, and the Heads will not yet attack. (no older than 2 weeks). The caster recites an incantation in the
If the investigators still refuse, LaRue will set the Heads upon moonlight while sprinkling a combination of human blood and
each investigator in tum until he gets what he wants or all the graveyard soil on the head. Lastly, the caster must kiss this
investigators are dead. horrid thing on the lips, loosing a point of POW and IDS Sanity
- 14-
in giving it its monstrous life. steel plating sandwiched between. The windows are either
The Screaming Head floats by supernatural levitation, heavily barred or shuttered by plate steel. The investigators may
swooping in on its prey in an attempt to fasten its rotting teeth try chopping their way out, but this will require the proper
on the neck of its prey. On a successful Bite attack, the Head tools; in addition, they will have to inflict 75 points of damage
will continue to hang on, inflicting 104 points of damage per to the doors or 65 points to the walls in order to hack out an
round until destroyed, upon which it will crumble into dust. opening of sufficient size to crawl through. And as will be seen,
Its "scream" is more of a dry, shrieking death rattle, which it time will be of the essence.
emits while attacking. Anyone hearing this nerve-shattering For his part, LaRue will hide himself in a small upstairs
sound must make a SAN roll or suffer the loss of 1D4 points of storage room and await the tide of events. Should the
Sanity, or 1 point on a successful roll. investigators venture upstairs, he will leave his hiding place and
A Screaming Head looks like what it is; a slightly decayed make directly for his escape route (more of this later).
human head, with taut, leathery skin and dark, sunken eye
sockets. While attacking, its jaws will snap like those of an
attacking wolf, and with the same ferocity.
Ground Floor
,j 0,_~
WEAPON ATTACK% DAMAGE
SilthuJ
/(gom :! : :nu -.·.J
Bite 40% 1D4
+ Worry* ~~--~+---~r-J
~~--
"'n a successful Bite attack, the Screaming Head wi U thrash about wildly, inflicting
another ID3 point of damage as it tears off a piece of the victim's flesh and freeing it
for another Bite attack. P arch
!aRut'l
SKILLS
Camouflage 50%, Climb 80%, Dodge 45%,
Drive 5%, Hide 60%, Jump 50%, Listen 60%, Attic Space .. fo___:s_.,_.
Sneak 60%, Spot Hidden 50%, Throw 50%
SPELLS The LaRue Mansion
None
On his way to the upper floor of the mansion, LaRue will Most of the rooms in LaRue's mansion are quite mundane,
pause in the kitchen to demolish the fusebox, throwing the house and so have little to do with the events of this scenario.
into complete darkness. While the investigators are dealing with Therefore, only those rooms which are of importance are
Th~d the Screaming Heads, LaRue will take steps to put his covered in the following paragraphs.
~L'~~ plan into operation.
If and when the investigators deal with the Heads, incapacitate ( GU€5r 8€D~OO~) Strangely enough, this room is
Theo, and gain access to the rest of the mansion, it will become equipped with a fireplace, though it is obviously used for
immediately clear with minor experimentation that they are now decorative purposes. Still, its placement helps keep cool air
trapped inside. circulating through the room during hot, stuffy summer nights,
All outer doors are two layers of solid oak with half inch thick which means that the flue is open to the outside.
- 15-
Anyone of SIZ 12 or less who succeeds in 3 Climb rolls can
escape to the roof of the mansion; two successful rolls will get
them to the fireplace on the second floor. A failed roll results in
either 1D6, 2D6, or 3D6 points of damage, depending on how
high the faller has climbed.
( GUC:Sr 13C:D~OOM) Bears mentioning only because it too If the investigators thwart the plans of Gaston LaRue and his
contains a fireplace such as that in LaRue's room. cohorts, they will be rewarded with 1D10 SAN points, with an
additional ID6 points for retrieving the Chott Rhuul. If the cult
( ift~UC:'S ift13 ) This room is locked (STR 12), and is exposed or wiped out, another I D4 points can be given.
LaRue has the key. The room serves as a study area and However, the Keeper should keep in mind that this might cause
laboratory; on a small table in the center of the room is a tray the investigators some serious legal problems, since they could
of beakers and phials filled with disgusting-looking fluids. be charged with the murders of any cultists slain in the course
With a successful Luck -50% and a successful Spot Hidden of this scenario.
roll, an investigator will be able to locate and identify !D6 items lDlO SAN points will come from destroying the Chott Rhuul,
required to cast the spells the investigators may have in their upon which the Watcher of Deadwater Lake will return to its
possession, as well as those spells of which LaRue himself is nighted home, never to be seen again. There is no reward if the
capable. creature is slain, since it was forced into service by the Chott
LaRue's notebooks lie beside the tray, but are written in a Rhuul just as were its human guardians.
code known only to LaRue. Also found here are two hand- However, destroying the artifact will also release those human
written notes from the R'lyeh Text and the Necronomicon which servants, including Captain Coroza, and for this, reward the
briefly mention the Chott Rhuul. Reading these notes will investigators I D6 Sanity points.
;e~~ a ID4 loss of Sanity. Conversely, if LaRue is successful, the investigators will
A h e writings vagudy hint that the statuette is more than it forfeit lDlO points of SAN -those who survive, that is! They
appears to be. Anyone who reads these notes and makes a must live with the shuddersome knowledge of what they have
successful Idea roll will realize that the Chott Rhuul may in fact unleashed upon the world, and cringe in dire expectation of that
be a living thing - inasmuch as such things can be considered time when the Chott Rhuul's abysmal power exerts itself in the
living. This realization calls for another SAN roll, with a 1D4/l world. The Keeper should consider ways to work a vindictive
loss hanging in the balance. LaRue into future scenarios as a surprise encounter.
- 17-
Confi~uration5 Of fh~ fl~5h
8y J. rod d f\in~r~a
quite old, perhaps three centuries or more. Although he could
easily recognize the monetary value of a manuscript this old, he
was at something of a loss to understand how and why it had
gotten into this desk. It was a problem he puzzled over and
"Configurations of the Flesh" is a Cthulhu Now adventure, theorized about for many days.
set in Key West, Florida, but a minor amount of work will One evening several weeks later, the Gilmores were hosting
make it playable in just about any medium-to large-sized a small dinner party for a few friends. As the evening wore on,
metropolitan area. The scenario is designed for 3-5 conversation turned to the odd manuscript Franklin had found,
investigators of any occupational standing. At least one and he jokingly described the contents of the pages. from what
investigator should possess some Cthulhu Mythos knowledge. he could understand, the pages were indeed only a part of a
Credit Rating is another skill that will be frequently used in the greater whole. They were apparently written by a monk who
course of the scenario. trafficked with the "dark powers." He wrote of formulae and
communion, rituals and sacrifices. The pages even hinted at
holding secrets that would allow the reader to "make contact
with Those beyond and bend them to thy will."
Although still unable to trace the exact orig~ns of the
Society has many names for them: the rich, the powerful, writings, Franklin was convinced that the monk had been on the
"the beautiful people." Each name produces images of fancy verge of being caught at his blasphemous work, and shoved
sports cars, dinner parties, cocktails by the pool, and 6-figure these pages into the back of the desk. Over time they slipped
careers. Rarely does the facade of etiquette and affluence slip through a seam in the wood, coming to rest behind the drawer.
away to reveal the depressed, rotting core underneath. Except The guests were thrilled with Franklin's melodrama. Jokes
in the case of Franklin and Yvonne Gilmore. and laughter swept the room as the assembled diners made light
The Gilmores are a very affluent young couple. Franklin is of the manuscript and its dire contents. Then the challenge was
a commodities broker and Yvonne is a real estate agent, issued by one of the inebriated guests: if it was a "magical"
specializing in expensive homes. They live in an exclusive book, why not cast a spell from it? The room exploded into
neighborhood amidst other couples with similar lifestyles. They laughter, and Franklin went to get the pages. He returned,
have no interest in children; their careers, their social status, snickering and reeling, and drew out the prescribed diagrams
and their acceptance are all much more important than children. and intoned the invocations written--at least those he could
They move in circles of wealth, power, and lies. understand. The group sat around the candle-lit circle, giggling
Several months ago, Franklin purchased an antique desk for under their breath and waiting for "the devil" to appear. They
his study; The desk dated back to 17th century Spain, and didn't have to wait long. The air suddenly chilled, and the
Franklin paid an exorbitant price for it. Both he and his wife haunting echoes of malign flutes could be faintly heard. Then
were thrilled about the old, dark piece of furniture. A few days in the center of the circle, engulfed in a scintillating halo of
later, Franklin made a discovery that would change his life. colors, a form appeared. The summons had been answered.
One of the drawers on the desk became stuck as he was As the people screamed, the alien entity manifested itself.
trying to open it. He worked with the drawer until it finally Madness reigned. Those who didn't pass out were reduced to
opened, revealing a mass of old paper in the recess behind the blubbering, quivering caricatures of themselves, cowering before
drawer which had caused it to stick. It looked like the papers the voyager from the stars. It quickly realized that in the furor,
had been shoved back into the depths of the desk, and had fallen no binding ritual had been performed. The circle that held it
down behind the drawer. Franklin carefully removed the did so no longer--it had been broken by the terror-stricken
papers. guests--and no binding could be done. A Servitor of the Outer
It appeared to be a manuscript of some sort, very old and Gods now roamed unfettered upon the earth.
greatly mangled from its tenure behind the drawer. The Subjugated by the Servitor, Franklin and his wife--along with
·document consisted of 44 pages, some of varying size, and all the dinner party guests--have now become slaves to · the
written in a crimped hybrid of English and Spanish. From the glistening creature. Setting itself up like some obscene Roman
portions he was able to understand, Franklin learned that the emperor, its will is carried out by the yuppies as it dominates
pages were part of a larger collection. They dealt with magical them through fear. The Servitor has also taught several of them ,
theories, properties, invocations and rituals. The pages were a spell which allows flesh to be made malleable, to be twisted
- 18-
and shaped as if it were clay. Over the past few months, the on both sides with vehicles of every make and model.
yuppies have brought several unfortunate victims before their Without any warning, a man suddenly appears from between
"emperor," to manipulate, torture, and destroy, all for its two parked cars and rushes out in front of the investigator's car.
perverse, unending pleasure. The terrified attenders giggle The man is so close to the car when he jumps that the driver
insanely as they re-design the flesh of their victims, saying how does not have a chance to react. Above the squealing of the
they are going to make the poor wretch like themselves--one of brakes can be heard the sickening crunch of metal against meat.
the "beautiful people". And as the creature strengthens its The limp form smashes into the windshield. The body flips
fearful control over them, they quietly and subtly try and over the roof, hits the trunk with a dull thud, and then rolls off
introduce others to its glory. onto the tarmac. All passengers in the car lose llld4 SAN; the
With fairly regular consistency, the group meets and driver loses 2/ld4+ 1.
performs blasphemous rites of body and flesh before the baleful The unfortunate suicide lies face down in an ever-widening
eyes of their lord and master. The creature revels in pain, pool of blood. He is wearing a filthy overcoat and the remnants
anguish, and torture, fed to it by those who form the upper crust of a tailored suit, now scummy and crusted. A crowd begins to
of our society. gather, drunken partiers slobbering up rapidly to bask in the
These events began on May 1. Since that time the club has cold light of this horrible tragedy.
brought six sacrifices before the Servitor. Four of these Whoever turns the poor man over is in for a shock. His face
sacrifices were performed in the Gilmore's home; the remaining is ghastly--a putrescent morass of gouged and weeping flesh.
two have been carried out at a condominium construction site, One eye is clearly missing, the socket covered with a vague
where the Servitor has recently been moved to. substance which resembles greasy skin. The nose is twisted,
and deep tracks mar the face, as if it were waxen and subjected
to just enough heat to make it malleable; then after it had been
shaped and pulled like taffy, it was allowed to cool and
re-solidify. All seeing this lose llld4 SAN.
Investigators close to the man immediately notice that he is
still alive, but just barely. He struggles to speak, and
investigators must get close to him to hear him. He labors to
speak through swollen, deformed lips, but his words come out
garbled. It seems as though something is caught in his mouth
or throat, and he is attempting to speak around it. He gags on
a chunk of bloody phlegm, and then whispers, "Drive wood
wild." A spasm of coughing and gagging overtakes him, and
the two investigators nearest him are spattered with blood. Spot
Hidden rolls made at this time reveal the presence of something
definitely lodged in the man's mouth. Any investigator who
checks the mouth discovers the man's other eyeball, glistening
pulpy white, slick with blood and somehow fused onto the
tongue. SAN loss is llld3.
Tfie Gi[mores
l~Vt.>flGftfOR.>'
. l~fORMftflO~
The scenario begins with the investigators on vacation in
sunny Florida. To date, they have enjoyed many of the local
attractions, and are currently lounging in their rented car,
driving through Key West and looking forward to enjoying the
nightlife.
It is late at night and they are driving through an area of the
~city heavily populated by nightclubs. A delicious, balmy
~esh off the darkened Gulf--carries fragrant smells as
it blows past lazy palm trees, oleanders, and shadowed hibiscus.
Overhead the night sky glimmers with a thousand stars; the
temperature is warm, and the evening is alive with the magic of
the Keys. Revelers glide along the sidewalks, thumping music
and strobing lights echoing from each club. The street is lined
- 19-
By now the police have arrived. Amid calls for an
ambulance and orders for the crowd to move back, two officers aarry ;ic}'4~a, rolic~ D~t~ctiv~
hurriedly approach the investigators. They review the scene, STR 13 CON 15 SIZ 13 HP 14
taking notes and questioning each investigator. After about 20 POW 10 DEX 14 INT 14 1\-IV 07
minutes, police Detective Barry McNeil arrives on the scene. APP 14 SAN 60 EDU 14
Dressed in a baggy shirt, a crooked tie, tan pants, and expensive WEAPON ATTACK% DAMAGE
designer sneakers, he talks with the officers before introducing
himself to the investigators. He is a sandy-haired, middle-aged
.45 Automatic 55% I~ ·
B~
Shotgun 45%
man with a full beard and quick, intense eyes. He questions the DAMAGE BONUS + 104
investigators yet again on the incident, and then excuses himself -----------S~KIL~~L~S------
to confer with the other officers, who have been taking
statements from the crowd. McNeil returns after a few minutes Accounting 35%, Art 25%, Computer Use 35%,
and informs them that several of the bystanders witnessed the Credit Rating 55%, Law 45%, Persuade 48%, Speak
entire incident, and they all confirm the fact that the man Spanish 55%
deliberately leaped into the path of the investigator's car. No
charges will be pressed against the investigators (assuming the
driver wasn't under the influence of alcohol or drugs, wasn't
speeding, driving recklessly, etc.).
Detective McNeil lets slip the fact that this is the seventh Investigators may wish to check their media sources for the
disfigured corpse in the last three months that has been found in six other disfigurement victims. Back issues of the Key West
the area. With a successful Persuade roll, investigators can Citizen can easily be found at the local library with a successful
prompt a little more information out of him. Library Use roll. The byline on each article cites Hal Mangold
He knows that in the last three months, seven corrupted as the reporter. Over the past three months there has been an
bodies have been found in various places around the island. All article for each of the discovered bodies. In addition, a
have been as oddly mutilated as the current victim, but this has seven-paragraph editorial was published about three weeks ago.
been the only one to date who was encountered alive. The The editorial is very common, denouncing the works of serial
victims, four men and three women, have all been homeless killers and stirring up the old argument of capital punishment or
vagrants. They have been found in dumpsters, abandoned rehabilitation. It has nothing inventive to say and even less that
buildings, and floating in the ocean. The forensics and can benefit the investigators. The articles, on the other hand,
pathology people haven't the faintest idea what could have are useful. Salient points of information from each article are
caused wounds of this sort. But they have been able to presented below and in the Handouts Section:
determine that on every body, the victim died from severe
trauma to the internal organs and bodily systems. It would •May 25- The first victim was a female, approximately 40
seem, based on the coroner's evidence and speculation, that years old. The body was not identified. She apparently died
each of the victims died from sheer agony, brought about by the from suffocation, due to the disfiguration of her throat and
disfigurements inflicted upoll. 'their bodies. No fingerprints have trachea. Her body was marred with deep, ugly furrows. She
been found, and they have absolutely no idea who--or what--is was found floating near the shore of the Atlantic Ocean by a
doing this. The most prevalent theory is a professional serial jogger on the morning of May 24. She had been partially
killer, perhaps some demented physician. devoured and picked at by the fish, making identification
Detective McNeil has no problem with telling the impossible. There were no fingerprints or other traceable
investigators this information. He feels they will most likely marks. The body was naked when found.
hear it on the news anyway. A successful Psychology roll, •June 15 -The second body was identified as Mona Adler,
made while the detective talks, shows him to be angry and a 54-year old bag lady who lived near Wild Wood Drive in the
painfully upset. He is angry at himself for not being able to poor section of the city.
stop these atrocities, and upset that these homeless people--who Her death was caused by loss of blood; as approximately
have nothing and harm no one--are being brutally butchered. 48% of her body's blood-carrying vessels were extended outside
He will continue to talk with them until the area has been her body in a grotesque, hair-like fashion . Her body also bore
cleared up and everyone is allowed to leave. Before they "sculpted," messy tracks and gullies, similar to the first victim.
depart, he tells them to come by Police Precinct 2 tomorrow and The body was found beneath a row of bushes in a park on the
give a full, written statement about the incident. east side on June 14. Again, nothing traceable could be found.
Unlike the previous victim, Adler was clothed in the remains of
a dress.
•June 30 -The third body was that of Jefferson Thatcher,
At this point the investigators have three leads they can a homeless 39-year old black man. He was found late in the
follow up on. The first would be researching the previous six evening of June 29 by a city sanitation crew, in a dumpster near
disfigurement incident victims. The second would be to try and South Roosevelt Boulevard and U.S. Highway 1. Cause of
get additional information from the police. And last, they can death was a heart attack, brought on by the apparent "internal
pursue the cryptic last words of the suicide victim, "Drive wood injuries," coupled with a "melted appearance of the skin,"
wild." Each of these is dealt with below. almost identical to the previous victims. He was dressed in the
-20-
filthy, tattered remains of a rather expensive suit. Thatcher was hint that they may be on to something. Hal arranges a meeting
identified by a street friend of his, Willie Giles, who at the Blue Pelican, a bar located on West Fleming Street, at a
remembered seeing Thatcher only a few days before on Wild time that is convenient with the investigators.
Wood Drive. The police feel confident, claiming to have
"uncovered evidence that will speed things up." They are
concentrating their investigations along Wild Wood Drive.
•July 14 - Found on the morning of July 13, the body of
Emilio Ruessa had suffered injuries identical to the other The investigators may decide to check around for more
vtctlms. Cause of death was "severe trauma to the internal information when they go to the police station to give their
organs." The body was found floating in the Salt Pond near the statements. Since Detective McNeil is in charge of the
southern portion of the island, where it had apparently been investigation, he has all the paperwork in his office.
laying for several days. Several human hairs were found Investigators reporting to the station are pointed in the direction
somehow embedded in the flesh of this, and the previous victim. of McNeil's office by the burly desk sergeant.
Large amounts of alcohol were also found in the blood and on The investigators find McNeil's office easily. The door is
the body. The man was clothed, wearing a woman's evening open, but the detective is not present. A successful 112 Spot
gown. Hidden roll allows the investigators to see a file laying on the
The police evidence from the previous victim turned out to detective' s paper-choked desk. It is labeled "Disfigurement
be incorrect and useless. The citizens of Key West have begun Case."
to put more and more pressure on police to catch the If the investigators want to risk taking an unauthorized look
perpetrator. at the file, call for a Luck roll from the investigator with the
•July 27 - The body of the fifth victim was found in an highest POW. A successful roll indicates that McNeil hasn't
alley on the lower western side of Key West. No identification returned yet and can be heard approaching the office when he
has been made. Police believe the body to be that of a does. A failed roll means he arrives, catching the group
middle-aged woman, but they cannot be sure until additional pilfering through the unattended docket. If caught, investigators
tests have been completed. The body was discovered by the are severely reprimanded and warned not to disclose anything
owner of a nearby bar. The body was disfigured beyond they might have read in the file . If something from the file
recognition, in a manner identical to the previous victims. This should be leaked out, the investigators are likely to be arrested.
body was found completely naked. The police believe drugs The stuffed file contains several dozen papers. There are
will be found when the test results come back, although they patrolmen reports, identification statements, departmental
will not comment further on the incident. memos, coroner's reports, sworn statements, and the like.
•August 23- A 41-year old homeless woman, identified as Keepers are encouraged to ask for Luck and Law rolls as the
Jane Markowitz, was found in an abandoned tenement building investigators search. Each successful roll produces one of the
by an ano~ymous individual, near the north-eastern side of the pieces of information listed below. They are listed in order of
city. The injuries she had sustained were responsible for her victim discovery. There are several pieces of data available at
death. She was found wearing red lingerie and had several a glance on each victim. The more important information is
needle marks on her arm. Police believe they are closing in on found near the end of each section. Between 10 and 15
the demented person responsible for this, and the previous photographs are included with each autopsy and police report.
murders. No explanation has been given as to how the murders SAN loss is 0/1d4 for viewing these, as they depict each body
have been committed, or for the unusual conditions of the from numerous angles.
victim's skin. The body was reported in the early morning The following information can be found within McNeil's file,
hours of August 23. and in the Handouts Section :
Another successful Library Use roll allows the investigators • First Victim: body showed signs of physical and sexual
to uncover the follow-up stories. Several can be found. They abuse prior to death; her throat looked as if it had been heated
reveal further evidence that the last two victims had traces of (like wax), reshaped, and allowed to cool; her throat and trachea
cocaine in their bloodstreams; the hairs embedded in the flesh was completely fused; cause of death: suffocation; indications
of victim #4 came from a black-haired Caucasian male, of finger marks on the flesh, but no prints--probably wearing
probably between the ages of 30-45, and coated with chemicals gloves.
common to styling gels or mousses; victim #5 was determined • Second Victim: bizarre condition of blood vessels outside
to be a female after a complete autopsy, but no identification the skin indicate some sort of surgical/medical knowledge;
as made; samples of the victims' disfigured flesh have been again, hand and finger marks, but no prints; autopsy revealed
se to the Center for Disease Control in Atlanta for further severe head trauma--probably from blows to the skull, prior to
testin · the police are no closer to catching the maniac death ; last known residence was approximately four blocks from
responsi , as he seems very adept at covering all the angles; Wild Wood Drive in the west-central section of the city; tests on
the mayor is thinking of creating a special task-force to help the dress remains show unidentifiable slime or mucus-like solution;
police handle the situation. dress appears to have been expensive designer quality.
Investigators wishing to speak with Hal Mangold must make • Third Victim: Cause of death: heart rupture, due to the
a 112 Luck roll to catch him at his desk. If available, he listens "re-shaping" condition of the internal organs; head shows severe
to the investigators and agrees to meet them, especially if they trauma, similar to second victim; friend Willie Giles mentioned
- 21 -
-
Thatcher talking with someone hours before he Those making an EDU X 2 roll know that there are two
disappeared--person was in a fancy sportscar ("slumming?"); streets with that name in Key West. The first, Wild Wood
Giles can't remember make or model; thinks it may have been Drive, is located in the north-eastern section of the city. It is a
silver or grey; victim's suit was of expensive Italian rough district, ravaged by petty gangs, drugs, and poverty.
manufacture and design. Once a prosperous street, it has long since decayed into crimson
• Fourth Victim: Cause of death: evisceration. Skin had alleys, small porno theaters, and ruined tenements. I is also the
been "re-shaped" out of the way, allowing access to abdominal location of Hijos de Ia Noche, "Children of the Night, e of
cavity; All major internal organs had been removed, and have the city's most notorious nightspots.
not been found; hair samples come from black-haired Caucasian The second street bearing that name is Wildwood Drive.
male, 30-45 years of age, with traces of styling gel or mousse is located on the northern side of Key West, just off Palm
on it; blood-alcohol content indicates a large amount of red wine Avenue. An exclusive suburb, it is home to city councilmen,
consumption; gown is very expensive designer quality (no wealthy businessmen, important families, and yuppies. It is a
connection between designer labels on clothing); the gown may swanky, expensive neighborhood for the upper class.
have been used in this instance to try and throw the police off.
• Fifth Victim: Female, probably in her mid-40's;
indications of severe torture and abuse; flesh had been fused
together over genitalia; cocaine found in bloodstream was of a The Gilmore's performed another "orgy" the night before
very high, very expensive grade; it was probably used to entice this scenario begins. Using the poor man they picked up as
and/or subdue the victim; body looked like one great lump of their entertainment, they re-created and twisted him during their
misshapen flesh. obscene rituals. When the night's revelry was over, the body
• Sixth victim: Cause of death: self-inflicted fatal knife was taken and dumped somewhere in the city, far from where
wound to the heart; (forced to commit suicide?); Couldn't live the atrocity took place. That is how the yuppies have been
with "re-shaped" flesh?; pain?; Autopsy revealed high grade handling things. They usually locate a homeless person or a
cocaine in bloodstream, similar to fifth victim, and probably vagrant in the early evening. The most favored area for the
injected by murderer; evidence shows body was strapped/tied Gilmores and their friends to choose someone from is the
down, possibly before administration of the drug; genitalia north-eastern section of Key West, where "one or two homeless
showed evidence of odd slime-like solution (similar to victim people won't be missed." With promises of a clean place to
#2). sleep or a hot meal, they regularly find someone for their
Reports on the slime from the Center for Disease Control in purposes, someone who believes their story of wanting to help
Atlanta, cannot be located in the file. Likewise, the reports those "less fortunate" than themselves. Once they have acquired
haven't been completed yet on the seventh victim. Also among a sacrifice, the victim is beaten into unconsciousness or
the reams of paper is a fold-out map of the city. If opened, it drugged. Then amid the stench of sweating bodies and exotic
is marked with neon orange dots where each body was found . perfumes, they begin their horrific displays of depravity.
No discernible pattern is evident. A question mark has been The seventh victim had much more stamina than the previous
penned-in over a section of Wild Wood Drive, with the words ones. When the yuppies were done, they mistakenly assumed
"Children/Night??" scribbled beside it. the man was dead. In fact, he was only unconscious from pain.
He did not regain consciousness until hours after he had been
dumped. He then began staggering through the back-streets and
Should the investigators bypass the file for whatever reason, alleys, suffering great pain and anguish, his mind almost
most of the information contained therein is common knowledge completely destroyed. When he could no longer endure the
around the station. With successful 112 Persuade rolls or agony, he chose suicide.
possibly hefty bribes, someone is willing to let a few pieces of
information slip away. Keepers will have to determine just how
much a given officer knows, and how much he or she is willing
to tell. The same information is also in the possession of
WilD WOOD D~iV€
reporter Hal Mangold. For more on him, see "Meeting Hal Wild Wood Drive stretches along for several blocks through
Mangold." one of the older sections of the city that has never been
Once they've all given their statements, the investigators are restored. It is a dark, foreboding neighborhood, ripe with crime
free to leave, probably being reminded about "leaking things and poverty.
out" if they were caught rooting through the case file. Much of the city's poor find their way to Wild Wood Drive,
just as their polar opposites--the elite, the rich, the
powerful--find their way to the similarly-named street on the
"D~lVt WOOD WtlD" northern side of the island. The destitute congregate in the
ruined tenements or sub-standard apartments; they lounge in
These were the cryptic last words spoken by the man who doorways and scrounge for food. Drugs, prostitution,
committed suicide before the investigator's eyes. With a gambling ... dozens of man's unlawful vices can be found in
successful INT x 3 roll (if they haven't figured it out yet), the abundance along the street's brooding, cracked sidewalks. A
investigators can realize that the message was spoken small gang of Hispanic youths claim the turf, sometimes spilling '
backwards. It is actually "Wild Wood Drive." blood over the rights to busted concrete and gutted buildings.
-22-
r --
.-
f\~y Wfl5t
Gulf of Mexico Stock
Island
a
\... ~'%
----~ ........
~ ~
'?;,
~ ~
-::
~
~
Atlantic Ocean
0 Blue Pelican
0 Key West Hil}.hscftool
CD First BodlJ @ Fourth BodlJ f) Northshore Health Spa
0 Hiios de Ia Noche
@Second BodlJ @) The Wellinl}.ton Club
@ Fifth BodlJ 0 Corporate l?ent·A·Car
(i) Hospital
@ Third BodlJ @Sixth BodlJ 0 Precinct 2
0 Briarwood Condominiums
\. ~
Adult bookstores, liquor stores, and pawn shops are kept in investigators at the Blue Pelican, a bar and seafood restaurant
business by the locals, and several bars and taverns are best left located on West Fleming Street. The bar, where Hal has
alone. Tucked away between crumbling buildings and huddled secured a small table near the window, is a very nice,
together in vacant lots are the homeless. Their cardboard atmospheric place. It is highly praised in numerous tour books
houses and lean-to's can be found on abandoned parking lots and restaurant guides. Former U.S. President Harry Truman
and in weed-choked lots. dined here on several occasions.
Investigators looking for Willie Giles should make a 1/2
Luck roll for each half hour of their search. Success may mean
they have found the person they're seekirlg, or they've been told
where he was last seen (Keeper's choice). A fumbled roll
indicates the street gang ("Los Demonios") have taken a fancy
to the investigators and give chase. Investigators searching for
Willie on foot--something that will eventually be
required--should make a Navigate roll in order to remember
what alleys they've gone through and how to get back to their
car.
Should the investigators find Willie, he will be of little use
to them. He is huddled up in a cardboard box, blanketed by a
mangy sweater. He reeks of cheap alcohol. All attempts at
communication are met with garbled responses such as "Iemme
'lone, Iemme sleep." If Jefferson Thatcher is mentioned, Willie
begins to weep softly until he slips into unconsciousness.
Perhaps the most obvious landmark on Wild Wood Drive is
the nightclub, Hijos de la Noche. It is located in a small HaL Maf19oCd
warehouse, between a condemned church and an adult video
store. The outside of the two-story warehouse is painted in a When the investigators arrive, the sweet aroma of boiled
mural, depicting a bleak graveyard. Mausoleums and lobster, oysters, and Caribbean-spiced flounder fi~ls the air.
tombstones are realistically painted in wonderful perspective on Depending on the time of the meeting, the bar and restaurant
the building, giving it the image of a giant necropolis. may be packed with customers, or it may be merely cozy, with
Skeletons and zombies stumble among the markers or claw their only a few people here and there. The investigators are shown
way out of damp tombs. The whole mural is artistically refined to the reserved table, which looks out onto the seaside hotels
in style and technique, but the bulging eyes of the painted and the shimmering Gulf of Mexico beyond. If Hal is meeting
specters fill the viewer with an unexplainable sense of the group in the late afternoon or early evening, the
discomfort. A single metal door is the only entrance. When investigators are in for one of the sights for which Key West is
the club opens at 10:00 PM, two heavy Latino bouncers stand so well noted: the gorgeous sunset. During the sunsets, the sky
near the door, scrutinizing customers and collecting the cover is painted in cotton-candy pinks, yellows, golds, and oranges,
charge. all of which intermix to form an awe-inspiring sight.
Inside, tables are arranged around the warehouse floor, Hal arrives 15 + ld12 minutes late. He is a young, energetic
providing ample dance space. The bar caters to the Latino writer, recently graduated from Radford University in Virginia.
crowds, and investigators visiting here notice a proliferation of He is tall and gangly, with long brown hair worn jaw-length and
swarthy Cubans, seductive young women, greasy drug dealers, framing his face, or pulled back in a pony tail. He dresses in
and locals with little or no hope for the future. The walls are comfortable jeans, a black T -shirt, and carries a backpack,
painted in varying shades of grey, which seems to eat what little decorated with dozens of safety pins. Hal possesses a warm
light there is coming from green-shaded lamps and candles. personality, a keen intellect, and an instinctive drive for
Salsa music blares from the speakers and thick smoke hazes journalism. He seems anxious and wired, and is very apologetic
everything. A stage covers the far end of the building. A metal for being late.
set of stairs lead up to a partial second floor containing an Hal obviously knows everything the investigators found in
office, several private rooms, and the DJ booth. Evil-looking the newspapers, plus he has a few theories that he isn't allowed
bouncers guard the stairs, threatening anyone who tries to pass. to print. He also knows all of the information found in
Investigators are likely to feel very uncomfortable and out of Detective McNeil's file (see the section entitled "Police
place, and the Keeper should strive to make this a tangible Information"). He doesn't believe in the "serial killer" idea
feeling. Unless the Keeper has chosen otherwise, the being perpetuated by his editor and the police; he is more
investigators find nothing to help them solve their mystery in the inclined to believe it is a cult of some sort. Or if cult is too
club. harsh of a word, then perhaps a collection of disturbed
individuals, trying to further some obscure end. He thinks
several members of the medical community are involved as
well, but obviously isn't allowed to print that. And he hasn't
completely ruled out a government or military presence,
The wiry reporter has arranged a meeting with the although this is his least favorite theory. If asked, he lazily
- 24-
admits that his theories have no solid basis, but he is damned fight. Should the investigators decide to go into the club in
sure it isn't a single serial killer. He is trying to make some search of Hal, they are eyed hatefully and subjected to obscene
, connection with the Wild Wood Drive location, since it seems verbal harassment as they approach the door. Lewd comments
to be prevalent in most of the murders. He tells the characters and gestures are made, and the investigator with the highest
how dangerous that area is, punctuating it by showing them Luck should roll to avoid a potentially nasty situation.
three small, minor bullet wounds along his left arm. He does Once inside, a single Luck roll should be attempted by the
not hesitate to tell them how lucky he was to get away from Los investigator with the lowest score. If successful, the characters
Demonios alive. can find an empty table, large enough for all of them. Failed
The information he has from the police files comes from his rolls indicate all tables are taken. Keepers may ask for Spot
contact at the police department. He will not, under any Hidden rolls, perhaps with -lO% or -20% modifiers, as the
circumstances, reveal the name of his source. The keeper is investigators search for Hal. However, no matter how good an
encouraged to let Hal share his information with the investigator rolls, the journalist is nowhere to be seen. In fact,
investigators (especially if they present profession licenses or he is not even in the club. Characters wishing to move around,
other respectable credentials), along with his theories. This searching for him, should make DEX X 4 rolls to avoid
allows the investigators the chance to gather any information bumping into anyone. Fights are common here, and it takes
they may have missed at the police station. very little to provoke the customers.
Hal rummages around in his backpack, removes a
micro-cassette re.corder, and places it on the table. With the
investigator's permission, he turns it on and questions them
r Jt Q\;n(;ric ..Latino
about the suicide incident for another article. Hal is a serious, STR 15 CON 12 SIZ 14 HP 13
ethical journalist. If any investigators wants his or her name POW 10 DEX 13 INT 13 MV07
kept out of the paper, Hal will do so, without question. He APP 14 SAN 55 EDU 12
talks with the investigators for a short time, discussing the WEAPON ATTACK% DAMAGE
disfigurement case, his theories, and their ideas. If the .45 Automatic 45% 1010+2
investigators express an interest in assisting him, or in pursing Shotgun 45% By Type
their leads further, a Psychology roll shows Hal to be worried Fist/Punch 50% 1D3
about their well-being, but happy nonetheless to have allies. He Kick 45% 1D6
continues to talk until he realizes that he is late for a deadline or
another appointment, and hastily makes an apologetic exit.
Head Butt 20% 1D4
Grapple 48% Special
DAMAGE BONUS +1D4
SKILLS
Climb 50%, Conceal 30%, Dodge 55%, Fast Talk
This section should be run after the investigators have met 35%, Hide 40%, Jump 35%, Listen 40%, Locksmith
Hal Mangold and had a chance to evaluate their information up 25%, Persuade 35%, Sneak 35%, Spot Hidden 35%,
to this point. It is designed to provide some action for the Throw 30%
characters, and to present the ultimate catalyst for their
investigation of the wealthy neighborhood on the island's north After about 15 minutes, a successful Spot Hidden roll shows
shore. Hal entering the club. He looks quite disheveled, his hair
Around 11:30 PM (after the investigator's meeting with hanging loosely down his face and his clothes rumpled. He
Hal), one of the group receives a telephone call from the quickly tells the group that he lost Giles twice, and hasn't been
reporter. He is out of breath and gasping for air. He hurriedly able to find him after the second time. He suggests leaving the
tells the investigator that he received a tip-off about Willie club, explaining to them as they go that he got an anonymous tip
Giles, the friend of third victim Jefferson Thatcher. He is now where Giles could be found tonight. He came down to follow
on Wild Wood Drive, trying to locate Giles. With a hollow up on it. Outside, he answers any questions the investigators
yelp, he tells the investigator that he has just spotted Giles and may have before excusing himself to make a telephone call. He
he's got to go after him. Before hanging up he asks the tells them he needs to get in touch with his editor and police
investigators to meet him at Hijos de Ia Noche in 30 minutes. department contact about this. Handing his backpack to one of
He doesn't wait for an answer as he sprints off down the street the investigators to hold, Hal crosses the street to a telephone
after his quarry. booth.
Investigators who do not go to meet Hal read about the Keepers may opt, at this point, to give the investigators a
following incident below in the morning paper and suffer a Listen roll to hear the sound of squealing tires nearby. This
l/ld4 SAN loss. role is optional, due to the fact that investigators have probably
If the investigators do go to the club, they see no sign of him heard numerous squealing tires since coming onto Wild Wood
ou · e:--They do see about a dozen Caucasians and Latinos Drive. With or without the role, as Hal enters the phone booth,
standing around, relaxing on the hoods of polished white a car comes screaming down the street, headlights off.
Cadillacs, smoking cigarettes. If they wait outside the club for Investigators possessing DEXs of 14 or higher may be given one
longer than lO minutes, five burly men detach themselves from action. Remember that Hal is across the street from them.
the loungers and move toward the investigators, intent on a The car purposefully drives up onto the curb toward the
- 25-
-
phone booth and turns on its headlights. It accelerates and Investigators researching her at the library or city hall should
plows into the booth, spraying bits of glass and steel into the make Library Use rolls. All information pertaining to her
air. Hal's body is shattered as it is flung away from the career, her platforms, support causes, etc. can be found with
speeding car. Viewing this costs 1/ld6 SAN. The car then one roll. There is nothing untoward about her career or her
careens off the curb, tearing off down the street. Investigators frnancial backings. It is all legal and accounted for. The only
suffering less than 4 points of SAN loss may make Spot Hidden piece of information about her that should concern the
rolls. A successful roll allows the investigator to notice the investigators is that she is a member in good stand~
license plate of the car and a small sticker on the bumper which Wellington Club and the Northshore Health Spa, both of which
reads "Corporate Rent-A-Car." are located in the upper-class neighborhood of Key West.
In the event that the investigators go with Hal to the phone If the investigators try to cross-reference her political career
booth, they each receive a Spot Hidden roll to see the car with any relevant articles by Hal Mangold, another Library Use
approaching. Successful rolls may be allowed one action. roll must be made. If successful, the investigators may frnd a
Investigators may leap out of the way (automatic if the Spot handful of articles written by Hal about Mrs. Mitchell. None
Hidden was made; DEX x 4 rolls are required for those who of them are forceful, antagonistic, or suggestive. They are all
failed) or try to pull Hal from the booth. Characters wishing to good pieces, reflecting in an unbiased manner a particular
get him out of the booth must make a DEX x 5 roll to get the political statement or stand, a press conference, or something
doors open, followed by a roll on the resistance table similar.
(investigator's STR vs. Hal's SIZ of 15). If either roll fails,
Hal remains in the booth. An investigator failing at an attempt
to save Hal must make a Dodge roll to get out of the way and
avoid the speeding car. Characters hit by the car suffer 3d8
points of damage. Unless rescued, Hal is dead, his phone call The followers of the Servitor have started to become
never answered. concerned that their frequent abductions and rituals are bringing
too much attention down on their heads. They fear discovery
-26-
answered by police in ld6+5 minutes. The investigators will should make an appointment with Dr. Neil Caine, who heads
have to be extremely careful in how they carry out their the New Member Committee. Receiving an appointment with
examination of the area. Dr. Caine requires a successful Persuade roll and a successful
When the group decides to begin its investigations, the most Credit Rating roll.
opportune method of doing so would be to try becoming part of Dr. Neil Caine is in his early 40's, with thick brown hair
this society. For some investigators this may be inconsequential and an incredibly pompous demeanor. He dresses in exquisite
and routine; for others it may be a test of patience and morals. suits, has immaculate nails, and speaks with a snide tone that
The best way for them to go about this would be to try to drips of condescension. He has also been a member of the
become members of the local clubs, or possibly fabricate a story Servitor's court for as long as the Gilmore's have. Caine is a
about purchasing a home in the area. They may even want to thoroughly brutal man, with a bad drug habit and a total
rent a home there for a few weeks. Simply going door-to-door, ambivalence toward anyone he considers poor. The hideous
questioning people about odd occurrences will not work; Neither disfigurations have come, for the most part, from his twisted
will skulking around the streets after dark or peering into mind.
windows. In both cases, the investigators will more than likely Psychology rolls during conversations reveal Dr. Caine to be
end up in the police station, explaining their actions to several an arrogant, presumptuous man who seems to be continually
unimpressed officers. prying for something secret and hidden inside a person. It also
reveals him to be radically insecure, a possible reason for his
- - --
-28-
essential that the investigators begin to feel the undercurrent of attractive females.
deceit, misery, jealousy, and stress that permeates this
community. Figure the investigators prominently in role-playing Franklin & Yvonne Gilmore (S) - Both 36, he a
discussions, introduce them to dozens of people, shower them commodities broker, and she a real estate agent. They are
with exquisite foods; let them start to fit in before moving on. terrified of the Servitor, and are too afraid to seek help. They
have a tasteless view of couples their age who have children,
and they cannot stand attending the club's "charity" events.
Donald & Eleanor Berkley - Donald, 54, 1s the Robert & lillian Pembroke - 43, accountant and 41, art
vice-president of a southern telecommunications firm. He has dealer. Made for each other, both of the Pembrokes are
silver hair, humorous eyes, and occasionally a cynical view of backstabbers. Their friends usually include people who have
the club. His wife, 52, stays at home or visits friends most of something on either of the two. They have two teenage
the time. She is a sweet, open woman. They have two daughters, both of which stay in trouble with the law.
children: Randolph, 26, studying law at Yale, and Jennifer, 30.
Jennifer is divorced and works as a corporate manager. She is Edward & Adelaide Ryan - 58 and 56, respectively.
a member of The Wellington Club. Edward, a stock broker, spends much of his time in New York
on Wall Street, performing his financial magic. Adelaide visits
Dr. Neil Caine (S) - 38; a hateful, antagomshc person, with friends, takes long walks, and assists at the Key West
Caine cannot tolerate poverty. He has extremely condescending Historical Preservation Society. Of their three children, two of
views of those who do. He also suffers from a bad drug habit. them (Katherine, 33, and Phillip, 30) belong to the club.
He serves the "emperor" willingly (not out of abject fear) and
fanatically. Margaret Southall - 72 years old. Margaret, a widowed
heiress, is an old-fashioned, hilarious, elderly lady with dozens
Kenneth & Helen Carlisle (S) - 35 and 34, respectively. of stories about club members (most of which are embarrassing
Both are materialistic and stuck-up. They share dim views of or humiliating to the subjects). That's why she loves telling
anyone not in their tax bracket. He is an astronautics engineer, them! She is a wonderful woman, who enjoys talking with
and she is a fashion designer/model. Wild rumors, most of intelligent people.
them true, circulate about their sexual preferences and infidelity.
Vincent Wyler - 73, is a grim harpy. With never a kind
William & Doris Clarke - "Bill," 41, is an affectionate, word, he preys upon others in the club. His stubbornness and
happy man. He is the owner of three large jewelry stores in the thriftiness is legendary. As a criminal court justice, Wyler has
Keys. His humor and jovial approach to life often puts him on broken many a strong man.
the gossiping-end of other club members. Bill couldn't care
less. Doris occupies her time at the club, golf course, or in Listed below are four events, useful for involving the
town with friends. She is a tiny lady, always with a smile and investigators in role-playing situations at the respective clubs.
a kind word. They have one child, Blake, age 12. They can also be used to show the heavy separation that lies
between the rich and the poor. The Keeper may present these
Reece Fairbanks (S) - 32. He is a suave, well-cultured, events in any order.
well::travelled jackass and seller of expensive sportscars. He
believes everyone should share his opinions, since they're
always the right ones. A self-made lover, Reece is quite ( 1: th~ Yatch Party)
attractive (APP 16). He is not so much scared of the Servitor
as he is inquisitive about "what's next." He speaks three The yacht party is a glamorous affair, hosted by Reece
languages fluently, and is not afraid to spend money on Fairbanks onboard his 45-foot yacht. People in expensive
- 29-
-
designer suits and evening gowns parade around, mingling, accepting campaign contributions. When the plate gets to the
drinking, laughing, and playing. Buffet tables are spread out investigators, the smallest denomination present is a $50 bill.
with obscene amounts of fresh seafood, crackers, champagnes,
and wines. As the sun sets, the yacht is piloted out of the (...__4_:_C_u_H_ur_~_ ____,)
marina and into the Gulf.
The party is a chance for the investigators to meet some of The investigators are invited to go with several members to
the other club members. Luck rolls gain them access to small a theater in Key West or Miami, to see the opening of~
groups of revellers without appearing to :·crash" the gatherings. play or opera. Tickets are $110 per person, and the event is
Credit Rating rolls may be needed to cover up a gaff, spread formal. The investigators travel in a limousine, snacking on
one's name around, or simply act pompous and important. vegetable trays, crackers, and caviar; washing it down with
Throw the excesses of this society into the investigator's expensive liquors.
faces: the money, the prestige, the disdain, the jealousy. Upon arrival, as the club members step out of their cars, two
Investigators with APPs over 14 receive plenty of flirtatious small boys approach through the crowd. They are poor and
attention. If the investigator's APP is over 16, flirtation is ratty, their faces smeared with dirt. They move toward a group
dropped and sheer bluntness replaces it. Proposition them, talk of club members exiting their limousines and smile simply. The
about them, seduce them ... drag them through the dirt of the rich lead boy painfully asks for some money--anything--to help his
and famous. family eat tonight. His companion glan~s up from his bare
feet, nods, and looks back down, ashamed.
The club members scowl at the children. "Oh my God, get
( 2: fh~ Go~f Gam~) away from here you filthy urchins. Go away! Begging is SO
disgraceful!" The member sidesteps the children with an air of
DEX x 2 rolls and Luck rolls should be called for every 3 haughty disdain. The children, looking ashamed and humiliated,
holes shot. Critical success on the DEX roll indicates a run off down the street. Keepers should have this happen within
hole-in-one (and at least one extra Credit Rating point). Final sight of the investigators, but just out of their reach.
scoring is up to the keeper to determine, based on the rolls the Other ideas to promote role-playing include:
players made.
While playing, conversations revolve around politics, society,
banks, children, the cost of education, foreign markets, taxes, • Involving the investigators in conversations about art,
and so on. At least one of the other golfers should complain music, dance, or theater. Investigators must make Art and
vehemently about tax increases on the rich to help out the poor. Persuade rolls in order to avoid appearing ignorant or wrong.
Someone else agrees, adding "Why should we have to suffer •Subject them to parties--cocktail parties, "happy hour"
just because they won't get a job?" Another remarks, "They're gatherings, dinner parties, and so on. Allow each investigator
the ones who choose to live like that, and we shouldn't have to to make Persuade and Credit Rating rolls to help them mingle,
spend our hard-earned money to look out for them." enter conversations, and fit in.
•Investigators may be invited to a shooting range, a polo
game, or some sort of equestrian event. Specific rolls will be
( 3: fh~ rundrai)~r ) dictated by the nature of the outing.
• Allow characters Listen rolls when approaching SJllllll
A fundraising dinner is held for supporters of Valerie groups of club members. What they hear depends on their
Mitchell as she prepares to begin her campaign for a third term Credit Rating: if it is low (less than 35% ), rumors, gossip, and
in office. The dinner is held in the spacious Sunset Room at the derogatory comments are heard in abundance, quickly silencing
clubhouse. Investigator-members are expected to attend. The when the investigator approaches. If the skill is 40% or above,
dinner costs $300 a plate, and is a feast fit for a king. The the comments are positive and expectant. The comments also
meal consists of imported Russian caviar, champagne from reflect on how well the investigator has fit in since joining.
France, Maine lobster, pheasant under glass, exotic fruits, •Investigators attending the Northshore Health Spa may
hand-prepared vegetable dishes, breads, and desserts. Alcoholic make STR x 2, DEX x 4, CON x 3, and Swim rolls whenever
beverages are of course available at a manned bar. working out. If the investigators work out but do not go to the
Valerie Mitchell gives a 25-minute speech after the dinner is lounge afterward, they are the subject of much talk, none of ·
over, re-stating her platform, her promises, and her goals. One which is good.
of her prime points is over a new city referendum that would
erect more low-income housing for the poor and homeless. It
is an idea that Valerie Mitchell opposes, stating that they--and
many others in the keys--would suffer because of crime,
pollution, drugs, and declining property values. She rallies the After the investigators are either successful in their charade
majority of those present with a feverish admonition that she or woefully bombing out, Keepers may begin to drop clues
will stand against the referendum, for the security and decency through the conversations of the members. Again, this should
that everyone present has worked hard to obtain. After the be done in a careful, well-paced manner. There are three
speech, she moves among the mingling crowd, shaking hands important clues which can be heard, and each is dealt with as
and talking. Latino menservants also move among the crowd described in the following paragraphs. "
-30-
hasn't found a company to take over. Successful Know rolls
can tell that there are probably quite a few construction firms in
Investigators succeeding with Listen rolls hear snappy, trite the area who would love to get a contract like the Brierwood
remarks being made by a group of women. They are terribly Condominiums. If the investigators ask, they are told that
upset about another party that the Gilmores are hosting this Yvonne is the owner of Silver Ponds Realty. A quick check in
Saturday night. They have been having private parties for a the telephone book also reveals this.
select few friends--the Carlisles, the Pembrokes, Reece If the investigators wish to pursue this clue, a phone call
Fairbanks--for the past three or four months. The women all placed to Silver Ponds Realty gets Odonna Givens, the
agree that the Gilmores are running the risk of damaging their receptionist. The investigator with the lowest POW should
status with their friends and with the community. It is readily attempt a 1/2 Luck roll in order to see if Yvonne is available.
obvious that none of these women have been invited, which is Failing this, a successful Persuade roll gets Odonna to reveal
the reason for their venomous gossip. They do not seem overly that Yvonne did indeed halt the construction, citing poor
concerned with the Gilmore's social standing, but only with not workmanship and faulty materials as her reasons. Usher
being invited. Construction was released from their contract on July 22. No
If any of the investigators approach the ladies, they must first other bids have come in from interested firms. Beyond this, she
make a Credit Rating roll, followed by a Persuade roll. Failure can tell the investigators little else.
of either roll results in the ladies quickly changing the subject. Should they contact Usher Construction, they end up
If the rolls are successful, the ladies continue by saying that the speaking with Paul Cararas, a designer with the firm. Usher
Gilmores began having these "private" soirees about three or handles jobs ranging from complex shopping malls to children's
four months ago. The couple also dismissed their housekeeper playgrounds, and bas a sound reputation.
about the same time, citing poor work habits and an inability to Mr. Cararas explains that Mrs. Gilmore inspected the
follow instructions. None of the ladies know anything about the condominium site on July 20, then terminated the contract two
housekeeper. They do find it odd that the Gilmores haven't days later. Her reasoning was that Usher Construction was not
found someone to replace her yet. using the materials they specified in their contract bid. She is
claiming breach of contract, to which Mr. Cararas only laughs.
( the De ~ivery ruck ) r He tells the investigators that the bid stated Usher would use
a specific brand of concrete block. The blocks being used were
A successful Listen roll allows eavesdropping investigators of that brand, but listed under a different name and supplier.
to hear a group of men talking about a delivery truck recently He compares it to going to the store and purchasing "Aspirin A"
seen at the Gilmore's house. An unnamed observer was or "Aspirin B." Both are exactly the same medicinally, they
returning from a business flight in the early hours of the just have different names and manufacturers.
morning when be passed the Gilmore bouse. A delivery truck He believes Mrs. Gilmore bas received a late bid that was
was parked in the driveway. Franklin told several friends that cheaper than Usher's, and wants to employ the other firm. This
he was rell'\odelling his wine cellar and was using the truck to is her way of trying to have the current contract rendered
carry off the old wine racks. He wanted to get the cellar invalid, so that she may arrange a deal with the other company.
completed before his next party. This was about a month or so It's the only reason he can think of for such a crazy stunt. In
ago. his professional opinion, Mrs. Gilmore does not possess the
The men continue, noting that the drive-by observer necessary knowledge of construction to make a judgement of
mentioned a car--resembling Dr. Caine's--was parked in the this nature. He also indicates that Usher's legal representatives
driveway alongside the truck. Dr. Caine is a frequent guest of are currently preparing a strong counter-suit against Mrs.
the Gilmores. Another man speaks up. A mutual friend who Gilmore and Silver Ponds Realty.
has recently been snubbed by the Gilmores saw the couple Investigators succeeding with a Law roll realize how flimsy
driving home with a third person in the back seat. The person and unsubstantiated her claims are, and that she would have
appeared to be black. almost no chance of winning if the case went to court.
( 8rlarwood Condominium>)
This should be the last clue that the investigators receive. It Eventually the trail should lead to the Gilmores, and by
is important that the characters investigate the Gilmore's house extension, their home. They live on Wildwood Drive in a new
before going to the condominium site. and very modem house. It sits approximately 40 yards back
Investigators are likely to overhear that Yvonne Gilmore has from the street in an exquisite landscaped yard. The entire
recently ordered construction stopped on the Brierwood property is surrounded.by an eight-foot high brick wall with an
Co~niums, on Canalizar Drive on Stock Island. iron gate allowing access up the driveway. The gate is
Supposedly the construction firm was utilizing substandard electronically operated, and a successful Electronics roll is
materials and Yvonne halted the work because of this. She is required to bypass the circuitry and open the gate.
now accepting bids from interested firms to replace the During the day, both Franklin and Yvonne are away from
now-released Usher Construction. the house, busy with their respective jobs. Access is still
Yvonne terminated the work around the end of July, but still difficult, however, due to neighbors, police patrols, and broad
- 31 -
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5.
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fJ'u/1 fiJath
7. 4.
• ~II 1. 3.
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e
8.
9.
12.
'elof>et 11.
f¥cdl .____,
10.
fiJat/,
13. 14.
- 32-
daylight. At night, the Gilmores are at home unless engaged in counter, above which are a row of cabinets. A small snack
meetings, a party, or some other event. It wouldn't be too table and four chairs occupy one side of the kitchen. The
difficult for investigators asking around the clubs to find out appliances and cabinets rest on the other side.
when and where the Gilmores are going to be on a given night. While searching, a successful Spot Hidden notices a glossy
Entering the property may be done through the main gate or by note board attached to the refrigerator. Amid dry-erase notes
scaling the wall, which requires a Climb roll and a Jump roll. for meetings and telephone calls is the following:
Penalties for noise, amount of light, and so on are left to the "Saturday--Brierwood. Wine (us), entertainment (Reece)"
Keeper. This is the next flesh-orgy, and Reece Fairbanks is scheduled to
The grounds consist of the house, a double garage, and a provide the Emperor's entertainment.
swimming pool with cabana. The cabana is made up of four 6) Pantry: the stairs to the cellar can be found within. A
rooms (a central room, two changing rooms, and a bath) and Spot Hidden roll reveals a peculiar discoloration on the steps
holds swim wear, a stereo, linens, and other mundane items and (identical to the one in the hallway). A disagreeable smell,
furnishings. On a redwood deck beside the pool is a large similar to sour milk, becomes stronger as the investigators
jacuzzi. descend into the cellar.
The garage is locked, but may be opened with a successful 7) Guest bedroom: holds a double bed, dresser, nightstand,
Locksmith roll. An Electronics roll is required to open the and closet. Everything is well-kept and unremarkable.
double doors on the front. Inside, the garage holds tools,
gardening implements a.nd normal household itero..s, A
successful Spot Hidden roll reveals two drops of dried blood
( .$€<!0/'D r.Luul\ )
amid the oil spots on the floor. A Know roll shows that these 8) Study: this is Franklin's room. It contains a TV set,
spots are located about where the back doors of a parked car VCR, his antique desk, a recliner, and a bookcase. Window
would be. curtains are drawn and mini-blinds are tightly closed. The room
The house itself is protected at both doors with an electronic smells of cigarettes and sweat.
key-pad security system. An Electronics roll is needed to The bookcase is filled with Franklin's career-related books.
bypass the system or shut it down. On the inside, the house is The desk is very old, successful History rolls dating it from
tastefully decorated with the most expensive furnishings and mid-17th century Spain. It is an elegant, refinished writing
trappings. Expensive, original paintings hang on the walls; desk, with intricate scrollwork along its top. Three large
stunning exotic plants accentuate each room; everything is of the drawers run down one side. A personal computer sits on top,
best quality, highest price, and disgustingly flaunted. accessible with a Computer Use roll. If the discs nearby are
checked, they contain normal household and business programs.
(.___G_~o_u_l"_D_fl_o_o_~_..) All but one of the drawers are unlocked. They each hold
common office supplies, stationary, and the like. The middle
1) Entry foyer: the foyer sports a large cathedral ceiling and drawer shows several small nicks in the otherwise unblemished
oversized front windows to give the impression of light and wood. A successful Idea roll notes that the drawer may have
space. A 112 Spot Hidden roll and a Luck roll reveals a been forced open at some point. If this drawer is completely
minutely discolored patch of carpeting, from the sliding doors removed from the desk, a thumb nail-sized piece of one
of the den to the kitchen. If closely inspected, the stain appears manuscript page can be found.
to have been vigorously cleaned several times, although faint A successful Locksmith roll is required to open the locked
traces still remain. This is where the servitor slithered when the drawer. Inside can be found a fireproof box--likewise
Gilmores moved it to the basement. locked--two unlabeled videocassettes, and a collection of
2) Sunken living room: contains several pieces of pristine yellowed papers, stored in a plastic bag. The fireproof box
furniture, numerous electronic entertainment devices, and a fine holds all the Gilmore's important papers (insurances, deeds,
collection of light jazz and classical music. wills, etc.), $5000 in cash, and two rolls of dimes. If the dime
3) Den: this room is perfectly ordered. Two huge Oriental rolls are handled, the ends of each are hard and coin-filled, but
rugs cover most ofthe floor, upon which rest chairs, bookcases, the centers are soft. Emptying the rolls reveals several dimes
planters, and a television set. All of the furnishings are on each end, and an ounce bag of cocaine in the middle.
expensive, but mundane; so likewise are their contents. The papers are Franklin's old manuscript. There are 44
A successful 112 Spot Hidden roll notices a very faint white pages in all, written in a cramped hybrid of English and
marking on the floor, not completely covered by one of the Spanish. Reading the pages requires a successful Own
rugs. If the floor is exposed, the thinnest remains of a diagram Language (English or Spanish) roll, followed by an Other
can be seen. An Occult roll shows it to be some sort of magical Language (the one remaining) roll. The pages deal specifically
device, probably used for summation or communion. The with the occult. They mention theories about Hell; powers of
markings are so faint that it is impossible to discern anything certain diagrams and formulae; properties of odd chemicals and
e~ their effect on the dead; invocations, and disturbing rituals.
4) Dining room: holds a beautiful table, eight matching They hint at "forces beyond the knowing of Man," and peculiar
chairs, and a comer cabinet, replete with elegant crystal and lines such as "That which pierces the veils and rends asunder
china. reality, strides forth from black gulfs to reclaim its own, as it
5) Kitchen: the kitchen contains every modem cooking and did aeons before Yuggoth died and the Hyades were formed."
time-saving convenience imaginable. The room is split by a Reading all the pages requires ld3 + 1 hours and the loss of ld3
-33-
SAN. Skimming through takes half an hour and costs 1 SAN. numerous tentacles of different lengths. SAN loss is llld4
They add 2 points to the reader's Cthulhu Mythos skill, and (since it is only visible for a second, and is "confmed" to a
contain the spell Summon/Bind Servitor of the Outer Gods (with television screen).
a xl multiplier). If the rest of the tape--and the second--are viewed, apply
It is interesting to note that the summoning portion of the SAN losses as above. Both tapes hold a total of seven such
spell has been underlined. The binding, displaced several parties. The second through fifth segments are held in the wine
pages, is unmarked. Successful Idea rolls show the possibility cellar; the sixth and seventh are in the skeletal framework of a
of something being summoned, but no~ bound. A Cthulhu new building.
Mythos or Occult roll shows the danger of not binding a
summoned entity: it has free reign to do as it wishes, and it th~ )lou)~ - Continu~d
cannot be banished until it is bound.
9) Guest bedroom: identical to #7.
(~___r_h~__
Vi_d_~o_ta~p~~-,__~) 10) Office: used by Yvonne for her business. The room
contains her desk, two chairs, two bookcases, and a personal
Both videocassettes are unmarked and ready to play. Once computer. The discs found with the computer are all
the snow clears from the screen, the investigators can see a business-related and perfectly normal. All other items in here
dimly-lit room, which a Know roll identifies as the Gilmore's are dull and mundane.
den. People move about in the candle light, sipping wine, 11) Guest bedroom: identical to #7 .
giggling, and whispering. Shortly Franklin Gilmore becomes 12) Master bedroom: this room is stunning with its
recognizable as he brings out several razor blades and two queen-sized bed, french doors, separate closets, vanity, and
plastic bags of white powder. Other faces which soon become other expensive furnishings . Designer clothing and fabulous
identifiable include Neil Caine and Helen Carlisle. jewelry can be found in abundance in both closets, drawers, etc.
During all this, investigators who succeed with a 112 Spot
Hidden roll notice an odd, blurry shape in the background. No (~___r_h~__
a_a,_~_m_~n_r____)
details can be made out, but there is something unsettling about
the shape. Over the mellow strains of classical music can 13) Wine cellar: the reek of sour milk emanates from here.
occasionally be heard a mucus-like squelching or popping. There are four wine racks, each loaded with bottles of various
The drug festivities continue for some time, while in the vintages. A successful Mechanical Repair roll notes that these
background, Franklin and Yvonne stand in front of the strange racks appear to be somewhat old, certainly not the new ones
shape, facing it. Something resembling a barbed tentacle Franklin was supposed to have installed.
slithers around Yvonne's back, coming to rest on her buttocks. A Spot Hidden roll reveals the presence of the same odd,
Then the screams are heard. yellowish discoloration as seen upstairs. It is more obvious
Kenneth Carlisle comes into frame, dragging a woman in her here, and concentrated in one comer. A wide trail leads from
early 40's. She is thrown on the floor, where Kenneth, Dr. the stairs to the comer, and the peculiar stench seems to come
Caine, and Franklin begin to savagely kick and beat her. While from the discoloration.
smashing her face into the floor, kicking her ribs, and stomping 14) Laundry room: Nothing of interest is to be found here.
her stomach, the men take turns posing for the camera. They
hoist wine glasses in mock toasts and hideously patronize the
poor woman.
Blood spreads from under her head and livid bruises appear
almost before the eyes of the viewer. During this, they At this point the investigators have enough evidence to take
continually tum to the undefined shape in the back and ask, "My to the police. Unfortunately--unless they acquired the
Emperor, do you approve?" and "For the glory of our videotapes in some other fashion--their evidence was obtained
Emperor!" SAN I9ss for this barbaric scene is I I ld3. illegally. This may be circumvented, however, by an ~
Finally, the woman's body is placed upon a table. The anonymous phone call or by anonymously mailing the tapes to
group walks around the table, reciting an odd, undecipherable the police station.
phrase over and over. Their fingertips never leave her body as In most cases the police need to get a search warrant before
they walk and chant. Then her eyes snap open and she screams barging in on the Gilmores. In all but the most extreme cases,
in sheer agony. The frenzied guests begin to stretch, pull, and the police err on the side of caution. They recognize the
manipulate the woman's flesh, as if it were warm wax! SAN influence and power the people in the area hold, and act
loss for seeing this is llld6. They continue shaping and accordingly. If the investigators phone in an anonymous tip, the
molding her flesh until she writhes--trying to shriek behind police are extremely reluctant to investigate too deeply into the
melded lips--into death. activities of these upstanding, important citizens. This
As this concludes, the squelching shape in the back moves reluctance allows the Gilmores a chance to dispose of any
forward. It is visible for a split second, a Spot Hidden roll evidence, free and clear.
allowing the viewer to see it plainly. It is roughly the height of If the Kkeeper allows the police to act on any investigator
a small pony, but thick, greasy, and flabby. Its neck and head evidence, the Gilmores (along with everyone else clearly
are slug-like, with two voracious mouths and feral yellow eyes, depicted on the tapes) is arrested. Scandal and gossip spread
mounted on thick stalks. From its ponderous base spread through the community like wildfire. Should this happen, each "
-34-
investigator receives 2d4 SAN back as a reward for exposing opens them easily, revealing numerous tools, wheelbarrows,
the flesh cult. Each also receives a ld6 Credit Rating bonus, as troughs, and other construction implements. Stacks of lumber,
the community is grateful that the killings have been stopped. sheetrock, concrete blocks, quick-drying cement, and other
The biggest problem if this climax results is the fact that the building materials line the walls. In addition there are two
servitor is still unbound. Given time, it begins to dominate man-sized cement mixing units and two small, gasoline-powered
others by force or fear, perhaps starting again in a different generators.
location. SAN losses and nightmares are appropriate if the If the investigators have decided to wait until Saturday night
investigators hear or read about a new wave of disfigurement (presumably to catch the group in the act), they recognize
murders. several automobiles in the neighboring vicinity. Otherwise, the
area is deserted except for the permanent residents.
Each of the 16 condominium units is designed exactly the
rrank~in Gamor~, r~rr&f&~d Yuppi~ same. Some are almost completed while others are bare,
STR 12 CON 13 SIZ 12 HP 13 skeletal frameworks . Investigators succeeding with a Spot
POW 12 DEX 11 INT 15 MV 07 Hidden roll notice an inordinate amount of recent footprints,
APP 15 SAN 30 EDU 16 which a Track roll at + 20% will reveal as leading up to the
WEAPON front door of one unit. Approaching, the faint smell of sour
ATTACK% DAMAGE
.38 Automatic 30% 1D10 milk is detected. The front door is not locked, but the
Fist/Punch 54% 1D3 investigators may wish to enter through one of the glassless
DAMAGE BONUS +ID4 window frames. This requires a Climb roll.
SKILLS Once inside, the aroma of bad milk fights the smell of new
Accounting 45%, Computer Use 35%, Credit Rating lumber for superiority. The unit is unfinished, as yet-to-be
55%, Persuade 48%, Speak Spanish 33% completed walls, door frames, and spidery electrical wires
attest. Sawdust and grit coat the naked floorboards .
SPELLS Mechanical Repair rolls notice that many of the support pieces
Contact Servitor, Control Tissue for the upper floor have yet to be fully secured. Investigators
may surmise that there is enough support to allow workers and
equipment up there, but the flooring could not hold a great deal
Y"onn~ Gamor~, r~rr&fi~d Yuppi~ of weight. A Spot Hidden roll also notices several fissures and
STR 10 CON 13 SIZ 10 HP 13 cracks in a few of the supports, indicating an excessive weight
POW 11 DEX 11 INT 16 MV 07 has been placed upon them.
APP 16 SAN 30 EDU 14 The Servitor has been placed upstairs in the rear bedroom.
The partially-completed wall separating the bedrooms has been
WEAPON ATTACK% DAMAGE tom down to create a dusty arena for the flesh-cult's activities .
.38 Automatic 30% 1D10 As the investigators move up the stairs, the pungency of the
SKILLS milk odor grows thicker. At the top of the stairs, monstrous
Accounting 27%, Art 55%, Bargain 30%, Computer slurping, popping noises can be heard and the Servitor can be
Use 35%, Credit Rating 52%, Law 20%, Listen 38%, seen.
Persuade 53%, Speak Spanish 45%, Spot Hidden 35% It looks like a bloated snail without a shell. The body is a
putrid yellow with dark brown globules of slick fat pulsating
SPELLS beneath its translucent skin. The neck and head rise snail-like
Control Tissue from the body, terminating in two drooling mouths with needled
teeth. Wickedly barbed tongues lick out of the mouths, and
from the flattened head grow two thick stalks, upon which rest
unblinking yellow eyes. Its tentacles wave excitedly through the
air and snake themselves around beams and over joists. SAN
The construction site of the condominiums is located on the loss is 1/ldlO.
northern tip of Stock Island, east of Key West. The site is The Servitor quickly recognizes that these are not its
around a natural inlet, populated with small marinas and followers and attacks with lightning quickness, attempting to
summer homes. The closest of these homes is a mile away, destroy any who could compromise its existence. Investigators
with the thick bushes and trees providing ample privacy around snared by the tentacles suffer ld6 + ld6 points of crushing
the construction site. damage, and may attempt to break free on subsequent rounds
A total of sixteen individual framework condominiums, each with a STR vs. STR resistance table roll. The servitor knows
two stories tall, are being constructed. The backs of the condos only too well the fleshly weaknesses of humans, and may smash
face the inlet, separated by a small stretch of red mangrove or throw investigators into the wooden framework for an
trees. The front contains the rudimentary outlines for the additionalld6 points of damage. Although it has powerful spell
parking lot, scrap lumber, and uncountable tire tracks. A metal capabilities, Keepers are encouraged only to use them if the
storage building carrying the Usher Construction logo stands party is extremely strong or armed with magical devices.
nearby. If it is the Saturday night ceremony, the cult members scatter
The storage building is locked. A successful Locksmith roll when combat begins. Some flee, cower in comers, or watch the
-35-
!.
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4)
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j ....0
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Living Room
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Ceili!lg panel--access ~
to unfinished attic II
Legend ~ r----~
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- · - · - Unfini.ohed walls I I
I Bedroom
---
Solid wall
Fini.ohed door
I
frame &door I
Unfmi.ohed ! .L.... / .
i. ,. '>,:··
- door frame
Unllni.ohed
window frame
Fini.ohed window
frame & window
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,lassdoon
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Full Bedroom
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Briaru/ood Condominiums
-36-
entire affair, maniacally excited. None of them, however, enter courage to begin the binding. Any time he became distracted,
the combat unless there is absolutely no other choice. the skill rolls would need to be successful again before he could
continue.
5~r\1Ator of th~ Out~r God> 2. Electrocuting the Servitor: Utilizing one of the generators
STR 19 CON 18 SIZ 21 HP 20 in the storage building, a successful Electrical Repair roll would
POW19 INT22 MV07 allow the generator to be connected to the loose wiring in the
DEX 17
condo. At least two additional rolls would be required to make
WEAPON ATTACK% DAMAGE sure all the connections were correct. If the Servitor is touched
Tentacles 45% 1D6 with a live wire, it suffers ld8 + 1 points of damage. Due to the
(1D8 per round) nature of the electrical current, the Servitor gets only half its
usual number of attacks while being shocked. Investigators
ARMOR: Physical weapons do no damage, but magic
does full damage. 3 point regeneration per must make a resistance table roll (DEX vs. DEX) each round to
round hit the Servitor with a live wire. Due to the number of outlets
available, only two wires could be used against the creature at
SPELLS: Sununon! Bind Fire Vampire, any one time.
Sununon!Bind Nightgaunt, Call/Dismiss The Servitor, if reduced to zero hit points, begins to quiver
Azathoth, Call/Dismiss Yog-Sothoth; and spasm; great splits rupturing along its bulk. A greasy
Dampen Light, Mesmerize, Control Tissue brown fat spurts out, clinging like jelly to everything it hits.
The tentacles flail (held investigators take half-damage from the
SANITY: lDlO I I electricity) and the twin tongues swell and explode. Ghastly
brownish-yellow pus seeps out of the still-unblinking eyes.
Seared fat mingles with the stench of vomit and sour milk as the
great body slumps over, resulting in CON x 2 rolls for all
present to avoid being debilitatingly ill. After several minutes
the servitor's body begins to separate, hundreds of flabby
There are three possible ways by which the investigators may chunks falling off onto the floor. Within 20 minutes the entity
triumph over the Servitor. Keepers are by no means limited to is reduced to blob-like, gelatinous puddles.
these, but are encouraged to devise other plausible methods as
they see fit. 3. Trapping the Servitor in cement: Using the troughs,
cement, and mixing units in the storage shed, the Servitor could
1. Investigators perfonn the binding ritual: If the be imprisoned in cement in the condo's foundation. A
investigators have discovered Franklin's manuscript and realized successful Mechanical Repair roll would allow investigators to
the creature was not bound, they may attempt to perform the know where to destroy the second-floor supports to cause it to
binding ritual. At least one investigator must know or learn the fall. A total of four supports, each requiring 10 points of
Summon/Bind Servitor of the Outer Gods spell. The binding damage, could be broken. The weight of the creature, plus the
must be read aloud in the presence of the creature. It costs 3 debris, would be enough to send it plummeting through the
magic points, ld3 SAN, and takes 1 + ld4 rounds to cast. If ground floor and into the foundation. Readied troughs of
interrupted (attacked, distracted, etc.), the ritual must be started quick-drying cement could then be poured through the hole,
over. burying the Servitor completely.
If successful, the reader may issue one command to the Unfortunately, this solution is only temporary. The Servitor
servitor, which it must obey. The command cannot be anything is still alive, temporarily imprisoned in its concrete grave. Its
self-destructive to the creature, but orders to leave immediately powers, abilities, and tenure in the building's foundations are
would work quite well. To keep the tension alive, Keepers left to individual Keepers and their campaigns.
should roll a few dice and pretend to check something in the
book, or may insinuate that anyone caught in its tentacles may fypical Culti>t
be banished as well. STR 12 CON 13 SIZ 12 HP 13
If the Servitor is ordered to leave, a vortex of prismatic POW 12 DEX 11 INT 15 MV 07
colors begins to spiral around it. Icy winds from the blackness APP 15 SAN 30 EDU 16
of space scream through the barren rooms, tearing at clothes
and hair. The Servitor releases any captured investigators as the WEAPON ATTACK% DAMAGE
spinning vortex shoots out through the roof, leaving behind a Fist/ Punch 45% 1D3
c . wmd the dispersing odor of sour milk. DAMAGE BONUS +1D4
An alternate approach would be to have Franklin perform the
binding, if the investigators have been able to psychoanalyze SKILLS
him. Although the events would unfold as noted above, Accounting 40%, Art 25%, Computer Use 25%,
Franklin would need much reassurance and continued Credit Rating 50%, Listen 20%, Spot Hidden 25%
psychological support. Keepers should require Psychology or
Psychoanalysis rolls, plus Fast Talk rolls, before he has the
SPELLS
Control Tissue
-37-
If the investigators faced the Servitor, bound, and banished
it, each receives 2d6+2 SAN. If they successfully Control ti,,ue - Jt ~ew .Spell
psychoanalyzed Franklin, they receive an additional ld4 SAN. This revolting spell gives the caster and any
If the servitor is destroyed by electrocution, the reward is 2d6 participants the ability to control and manipulate
SAN; if imprisoned in the foundation, ld8 SAN should be flesh.
awarded. Investigators who rescue the potential victim on The spell costs 12 magic points to cast and ld3
Saturday night, each receive an extra ld4 SAN. SAN per participant. After a period of time equal to
If the investigators help Franklin through psychoanalysis, 30 minutes - the caster's POW, the spell is read .
each receives a bonus of ld6 points to their Credit Rating All those partaking of the actual manipulation suffer
scores. They also receive ld4 Credit Rating points for solving an additionalld8 SAN point loss. The spell lasts for
a number of minutes equal to the caster's POW.
the mystery, putting their reputations on the line, and infiltrating
Once this time has elapsed, the flesh returns to .·its
wealthy society. Although the Wildwood Drive community is natural elasticity, forever holding the reshaping it has
stunned, appalled, horrified, and disgusted; they are grateful for undergone.
the services rendered by the investigators. Using this spell on a living being causes
The Gilmores and the rest of the flesh cult may be turned indescribable agony and madness. The victim suffers
over to the police. They will undergo numerous psychological 2d4 points of damage per found and loses ld10+2
tests and evaluations before being sane enough to stand trial. SAN. The flesh may be kneaded, melded, gouged,
These trials will be drawn-out, expensive, and highly scrutinized pulled--whatever the fevered mind of the caster can
affairs which will not soon be forgotten in Key West. conceive. The spell does not affect bone, hair, teeth,
or nails.
If they are not placed in police custody, the flesh cultists will
To date, the spell has never been written down.
quietly slink back to their old lives, eradicating any evidence of It is only learnable through direct tutelage. It is
their connection with the cult and try desperately not to scream included in this scenario for the understanding of the
when they awaken in a cold sweat in the dark of night. keeper, and in the event that one or more
No further disfigured bodies will be discovered, and investigators may become involved in the flesh-cult.
Detective McNeil eventually, though reluctantly, labels the case
"unsolved," and files it away.
-39-
( G~OU~D f -lOO~ )
The Back Entryway is empty save for a few coathooks
This is a normal residential area near the edge of town, and holding motheaten rags and a pair of stiff moldy boots.
is only a couple of blocks from where the investigators live. The Kitchen has several cupboards and drawers containing
Houses are fairly sparse here, with occupied domiciles on either a couple of pots, a number of pans, and assorted utensils. There
side of the Bamaker house, each separated by an empty lot. are also a few moldering cans and boxes of spoiled foodstuffs.
Most of the houses around here are at least a little run down, While going through the food, there is a 40% chan~f
and the Bamaker place is the worst of the lot. encountering some rats. Anyone searching in the ashes and coals
in the bottom of the wood-burning oven will come across a
good-size bone; a successful halved Idea roll will bring to light
the fact that it could be from the forearm of a human child
NOTE: The floorplans of the Bamaker house do not indicate (SAN loss is 1/1D4).
the locations of mundane items and furnishings in the house or The Dining Room is unspectacular: a big heavy round
on the grounds which are not discussed in the following text. wooden table surrounded by 5 wooden chairs, and a small,
Feel free to furnish the house as you please. Note also that all empty china closet.
of the creatures mentioned, as well as Evelyn, are fully The Front Entryway is long, narrow, and lined with many
described with complete stats at the end of this scenario. windows (some broken and boarded over). There are several
potted plants here, many leaning and growing at odd angles and
The Yard: The grass in the yard is over two feet high in even into other pots; it is in fact nearly a jungle in places.
places, and thoroughly overgrown with weeds and wild bushes. Livingroom A is large and roomy, filled with dusty chairs
The driveway was packed earth, and has nearly vanished and couches, all spilling their stuffmg.
beneath a carpet of wild growth, while the sidewalk is composed Livingroom B is smaller, and contains a sofa and a large set
of broken, unlevel brick which is also being slowly consumed of shelves. On these shelves are dozens of miniatures and
by undergrowth. The grounds are largely cut off from the statuettes of cats, foxes, birds, deer, and other animals. There
outside world by a fence on one side and hedges and bushes on is also a stuffed cat here, a large thing with black, glistening
the other three. fur. It will do nothing if toyed with- but it will remember those
The Shed at the back of the yard is listing badly; inside are who disturbed it in any way. .
numerous rusting tools (hammers, saws, screwdrivers, hedge- If someone tries to take the cat with them, it will snarl and
trimming shears, a shovel and pick, a 10 foot length of chain, tum in their grasp, causing 1 hit point of damage to the holder
and other assorted items) cluttering the workbenches. Nothing and a SAN loss of 111D4 for everyone present. The cat will flee
else of note will be found here, though a rat or bat may appear into the deeper recesses of the house to plot its revenge. If the
briefly before harmlessly vacating the structure until the cat is not picked up, it will tum up missing on subsequent visits
intruders have gone. to this room. This is the witch's familiar, Rastis, and it will
The Fish Pond is a concrete pool just behind the house. Its single out those who torment it as its first targets later on in this
waters are dark and smelly and seem unfathomably deep, though scenario.
in fact the pond's depth is a mere 3 feet; warped and sickly
lilies cover most of its surface, and frogs croak and sing with
deep, ominous tones. A vine-shrouded trellis looms about 8 feet
u?_?_€_~_f-L_o_o~___..)
(____
over the pond, a number of vines trailing into the water below. A Landing partway between the Ground and Upper floors
As the kids approach the pond, a Spot Hidden roll will detect a opens onto a small Bathroom. Inside are a big claw-footed tub,
small dark shape fleeing back toward the house; an Idea roll will a medicine cabinet, and a toilet. Anyone rolling their POW or
suggest that the shape was about the size of a cat. less on DIOO while in this room catches a glimpse of something
The Cistern just behind the house is covered by a patch of in the mirror out of the comer of their eye. A second POW X
cracked and crumbling concrete, in the center of which is a 2 1 roll allows a slightly better but very fleeting glimpse of that
foot square wooden cover. Three feet below the cover is the investigator's grandmother, though in a very frightening fashion
surface of a dark and odorous body of stagnant water of (frowning, laughing or smiling evilly). The SAN loss for this
indeterminate depth. (Actually, it's about 12 feet, but the kids sight is 0/l. This is in fact the witch using the house's mirrors
probably will not be able to fmd this out.) Anyone falling in to keep an eye on the kids.
must make Swim rolls each round to avoid Drowning (see Call Bedroom A is very plain, and contains an empty dresser
of Cthulhu Rulebook for details), and MUST be helped out; topped by several more wildly-thriving potted plants. There will
escape is otherwise impossible. be a bat or two in here.
The Front Porch is noteworthy only for the fact that, in the Closet B opens off Bedroom A. It is quite narrow, and there
cramped crawlspace beneath it, there is a trap door which opens may be a rat in here. A very cramped Attic Space (C) off this
into a tunnel sloping down into the area Beneath the Basement. tiny closet is cluttered with wooden chairs, boxes containing
Anyone crawling under the porch will meet a rat or two, and children's clothes, toys, children's books, and so on. Again,
entering the tunnel will draw the attention of others - and even there will be a rat or bat or their unnatural counterparts lurking
a rat-thing or two (40% chance). here (35% chance). '
A Wooden Trap Door can be found above the landing at the
- 40-
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- 41 -
top of the stairs. The kids will have to stand on the bannister to The Workroom at the bottom of the basement steps is stocked
open it. Above is the attic, and a Climb roll is needed to reach with extra storm windows, boxes of useless plumbing supplies,
it; a fumbled roll indicates a fall down to the steps below, doing and assorted junk, plus a large coal-burning furnace.
2D6 damage. There is a full-length mirror here as well, and it Opening the door of the furnace, poking through the inside,
.behaves exactly like as the one in the bathroom (see previous and making a successful Spot Hidden roll will tum up a few
entry) with respect to catching a fleeting glimpse of an scraps of blackened clothing and bones, which an Idea roll will
investigator's evil-visaged grandmother. identify as those of a human child, perhaps more than one (SAN
The Sewing Room is located off tQe landing. Inside are Joss 111D3).
needles, thread, yam, knitting needles, a dress dummy, and a There is also a metal grating which requires a combin~
rusty foot powered sewing machine. A small Closet (D) opens of 25 or better to move; below is a dank, dripping earthen-
off this room, containing an assortment of women's shoes and floored area beneath the basement. Near the grating a small,
a few dresses on hangers. dusty mirror hangs; it too can be used by the witch to spy on
Bedroom E opens off the landing, its only furnishings a large the kids as previously described. There is a 55% chance of a rat
bed and several dressers containing the remnants of men's and being here, or a 35% chance that it is a rat-thing.
women's clothing. A mirror over one dresser acts exactly as
that in the bathroom and the landing. The Coal Room is just off the Work Room, where a wooden-
A Closet (F) opens off the bedroom, and contains some doored chute opens up next to the driveway outside; a successful
articles of men's clothing on hangers and hooks. Climb roll is needed to scale the mound of coal and negotiate
The Attic Space (G) also opens off the bedroom. Inside are the chute. There is a shovel here, and maybe even a rat or two
boxes of old documents, blankets, luggage, books, magazines, (40% chance).
newspapers, and so on. If someone searches through all this
junk and makes a halved Spot Hidden roll, he or she will
discover a battered scrapbook containing numerous newspaper
clippings dating back to the 1860's.
A Read English roll deduces that most of the clippings deal
with cases of missing children in this town. A second Read
English roll comes across an 1885 article concerning the
disappearance of Evelyn Ramaker, a resident of this very house.
Another Read English roll notes that the latest clipping is
dated 1906, and deals with a little girl named Donna Briggs. An
Idea roll allows a kid to remember that the last people to live in
this house were named Briggs. This spooky information costs
1/1D3 SAN to learn. Elsewhere, in one comer of the ceiling is
a small trap door opening into the main attic; it can only be
reached by standing on a box or chair. There will probably be
a rat or bat here, and maybe even a bat-thing (40% chance).
c__ tt_t:___::_Jt_rr_le__)
__:...r
Note that all the basement windows are set high up, meaning
the kids will have to either help each other up or stand on
boxes, chairs, etc. if they wish to crawl out of them.
Roger Revea(ecf
- 42-
The Pantry is located off the Coal Room, and in it are shelves water near the far wall.
of burst jars which once held preserves, jellies, juices, sauces, The area marked (C) on this map is littered with bones
and so iorth. The place smells horribly of rot, and stains of all (human and animal), numerous rats, and an occasional bat. But
kinds mar the shelves, walls and floor. worse yet is the sight awaiting the kids within the alcove at (D) .
Anyone entering and looking around will, with a successful Each investigator viewing the witch must roll their Magic
Spot Hidden, find an intact jar - one of few - hidden back on a Points vs. the witch's on the Resistance Table. If the kids
shelf. Inside are several human eyes floating in a clear pinkish succeed they see the old hag in her own form, a bloated
liquid (SAN loss l/1D4) . There are sure to be 1D6 rats present distortion of the woman depicted in the portrait under the
here. basement stairs.
If a kid fails to resist the witch's influence, take that player
The "Study" is located opposite the Work Room. The only aside if possible, and tell him or her that (s)he sees his/her
furnishings are a mildew-rotted sofa, two equally decayed character's grandmother sitting cross-legged on the floor of this
stuffed chairs, and several floor-to-ceiling bookshelves. All the alcove.
books on the lower shelves have been eaten by rats, or Regardless of whether they see Evelyn Ramaker or their
destroyed by the damp. Several volumes on the upper shelves grandmother, the woman the kids see is filthy, pale, bloated,
are similarly gnawed or damp-damaged. and crawling with horrible creatures of every description: rats,
Anyone inspecting the bookshelves will notice that a large spiders, worms, snakes, and insects of all kinds, her empty eye
rat-thing is sitting atop one large black book high up on a shelf. sockets acrawl with filthy pests. SAN loss is l/1D6 for those
It will not tlee, and will attack if anyone climbs up to retrieve kids seeing the witch, and 1D3/2D4 + I for those who see their
the book. It will not leave the shelf unless attacked with missile grandmothers under such revolting conditions.
weapons, and will defend the book until killed. A successful As the terrified kids watch, the woman, in whatever form ,
Climb roll is required to reach said book. suddenly lurches off her muddy seat and trundles toward them.
Most of the pages are stuck together, and many tlake right Cackling "Come dearie, let me give you a great big hug!" the
out of the binding in large, brittle chunks. A successful Read witch will attempt to scoop up one of the kids and begin to
English roll will glean the information in Handout #1 from one devour him (SAN loss 1D3/1D6).
of the very few readable pages of handwritten text. San loss is If unable to make a capture, she will then attack with spells,
11103.) and order her animal servants to join the fray as well; the cat,
Rastis, if still alive, will also fight with spells if necessary.
The Bedroom is accessed through an open doorway off the In one comer (E) of the witch's lair, the kids may notice a
'Study." A damp-rotted mattress lies on the floor of the odorous steady drip of water. An Idea or Map Making roll will tell them
chamber, and a nightstand, bookshelf, and small dresser have this is corning fro m the cistern outside. A well-placed hit from
also succumbed to the ravages of decay . There is nothing of any a hammer, pick, or similar tool will break open the cistern and
worth to be salvaged from any of these crumbling furnishings. allow it to drain into this room - the resulting foot or so of
A low doorway here opens into a cramped closet space. water probably will not kill any of the creatures, but it will
Behind a couple of ratty women's dresses, this area opens into effectively remove them from the fight. Unfortunately, it will
the area beneath the stairs. There are three rat-things nesting in also slow the kids down as well should they attempt to flee.
the debris they have collected here. Also found here will be a Directly opposite the weak wall section is a narrow tunnel
stained but reasonably intact portrait of a grey-haired, middle- (F) sloping upward . Crawling up it, a kid will come out through
aged woman who, while smiling benignly at the viewer, still the trap door beneath the front porch.
gives the impression of furtive secrecy. This, of course, is
Evelyn Ramaker as she appeared in better days.
The fun begins with the kids meeting in front of the old
Ramaker house. They know the rumors listed along with their
If the kids are able to remove the metal grating in the Work character's description, and have all the equipment listed
Room they will see, in the glow of their flashlights, a muddy therein. Their darer, the obnoxious but persuasive Roger, insists
floor 10 feet below. If they are able to get down there, they will that they proceed, he along with them to make sure they don't
' find themselves in a Small Room (A) with earth walls and floor. go sneaking off. If the others threaten him with violence, he will
An earthen passage leads off from one comer, from which remark that his older, larger brother Ace will come looking for
trickling and faint scurrying sounds can be heard. them if they try anything.
A second opening into the area beneath the basement is via Keeper's Note: To keep the players from guessing Roger's
he-Trap Door (B) from the area beneath the basement steps. A true purpose, copy only enough kid characters to cover the
set of wooden rungs set into the bare earth take the climber number of people in your gaming group, then treat Roger as an
down into one end of a large earthen chamber with dripping "extra" character which you will - most graciously - run as an
walls and puddles of standing water. NPC, stating that there should be a player for each character
This is also the first view of the chamber that someone will provided. This will make Roger appear to be just another
receive by corning down the passage from the grate room. There member of the group, and make it easier for him to avoid
are 2 rat things lurking in this area, in the shallow, stagnant suspicion.
- 43-
Once the kids have been persuaded to go in, describe the
house as follows. Note that Keepers should phrase these
descriptions as if a child the age of the characters were giving
this information:
The yard is wildly overgrown, and the sinister swaying and
rattling of the trees is not exactly reassuring. Only a few of the
windows in the front of the house are broken, while those on the
sides and at the rear appear to be intact_. There are very few
basement windows, but there is a coal chute which could
provide an easy way in to the basement. There is, of course, a
door at the front and rear of the house.
If they wish, the kids can explore the back yard before
attempting to gain access to the house. Do not make this any
more difficult than necessary. The doors are not locked (that
would keep the little dearies out, now wouldn't it, and we do
want them to come in, don't we?), but they are a bit warped and
may require some shoving to get them open far enough to
permit entrance.
Once the kids start looking around and discovering rats and
such, they may want to leave. Again, bring Roger in with a few
taunts and challenges: ''I'm staying, you bunch of sissies. An'
t'morrow, everybody's gonna know what fraidy-cats you are!
Fraidy-cat! Fraidy-cat!" By the end of this scenario, the kids
should be sick and tired of that epithet. Use the phrase every
time the kids think about bugging out.
After about an hour of exploration in the house, Roger
should disappear, preferably while the group is on the upper
floor. From this point on he will be trying to split the group, or
ambush them one at a time.
He will create diversions, close doors, even lead them
outside or make them think they are helping him pull off a
practical joke - whatever it takes to isolate an intended victim.
He will then try to knock them out and drag them down into the
witch's lair, but he will kill them first if necessary.
At some point the Keeper should offer the players some clue
that Roger isn't really Roger. Maybe part of his face slips a bit
or, better yet, he loses a finger, or his arm bends impossibly out
of joint. If the kids manage to kill him/it, they are in for a nasty
surpnse.
If the kids do kill Roger prematurely, or if they decide to
escape the house before the real fun begins, you have two
options.
If you are far enough along in the scenario, you can simply
let them escape, leaving the mystery of the Barnaker house
unsolved. Or, have the witch use her Seal House ability to
magically "escape-proof" the house (doors and windows will not
open, and glass will not shatter). The only way out will then be
the tunnel under the front porch.
By all means, do not assume that every time the text states
there is a creature present in a room that those creatures will all
attack or fight to the death. Most will simply frighten the kids;
some of the unnatural things will fight for a round or two, or
flee when one of their number is killed.
Only charge SAN losses for the first two or three of any
creature encountered. Reward ingenuity: A firecracker is a
simple and safe way to clear a room of rats, and perhaps their
unnatural counterparts as well. Clever uses of food to distract
the critters, or using tactics from comics or monster magazines
could also be used to overcome such obstacles.
Eve[yn Barnaker
- 44-
CREATURE AND CHARACTER STATISTICS lDlO packs per character (but don't get too carried away; these
little beasties are here primarily for atmosphere).
Roger Simmons - snide kid and undead thing In describing the rat packs, attempt to create the illusion that
there are more of them present then there actually are. A child's
STR 10 CON 15 SIZ 9 imagination could transform a pack of 6 rats into a ravening
INT 10 POW 5 DEX 9 horde of at least 20 or 30.
EDU 6 APP 8 SAN 0 Note that any loud noises or sudden movements has a 20%
HP 12 MOVE 8 chance of driving off one or two rats from each pack prior to
any attack.
WEAPON ATTACK% DAMAGE SAN loss is 111D3 , but for the first pack encountered only;
Fist I Punch 55% 1D3 afterward, there is no loss.
Kick 50% 1D6
Grapple 35% Special - see Rulebook
Club 45% 1D8 THE BATS
Butcher Knife 35% 1D6
Again, these are average as per the Rulebook, and their
SKILLS: Climb 60%, Cthulhu Mythos 25%, Dodge 50%, Fast presence is up to the Keeper unless otherwise noted. The only
Talk 40%, Hide 55 %, Jump 45% Listen 35%, Psychology exception is the attic, where there will most definitely be 1D10
20%, Sneak 65%, Spot Hidden 30%, Throw 35% bats per character present. The same holds true for the areas
under the basement.
SAN: 1D3/1D6 when the kids find out what Roger actually is. Note that in most cases, loud noises or sudden movement has
An additional 1D4/1D8 may be lost if Roger is killed, as a 30% chance of scaring off half the bats present should they
hundreds of spiders, worms, and other loathsome things burst attack.
from the hollow shell that was his skin.
THE RAT THINGS
Roger used to be a normal kid, but a few weeks ago he
stayed out late after dark and wandered too close to the old STR 2 CON 7 SIZ
Hamaker house. Mesmerized by the witth's cat-familiar Rastis, INT 9 POW 5 DEX 18
Roger was forced to crawl into the slimy cavern below the HP 14 MOVE: 9
house. There Evelyn Bamaker and her vermin friends carefully DAMAGE BONUS: -1D6
devoured his innards, bones and all. The witch then stuffed the
empty skin full of small and disgusting creatures, and magically WEAPON ATTACK DAMAGE
imbued this horrendous creation with the ability to pass as Bite 35% 1D3
human. TQ.is creature is intended to lure more children back for
the witch to sup on. SKILLS: Dodge 85 %, Hide 85%, Sneak 70%
To all appearances Roger is a normal kid. Once he gets in
the house with his intended victims, he may unconsciously drop ARMOR: None, but -40 % to hit running, -20% when
his guard somewhat: His skin may twitch and sag, or bulge stationary
unnaturally. Soon after the kids enter the house, Roger will slip
away and try to pick them off one at a time, taking them to feed SAN: 1/1D4
the witch. He will try to separate the kids from each other,
preferring to attack a single target if possible, or ambushing a This is a mutant rat that has been magically warped,
party member at the rear. His weapons (knife and club) are possessing human and other non-ratlike features. They may have
hidden in the house, located where he can retrieve them additional limbs, human hands or faces, unnaturally long tails,
unobtrusively. and other similar defects. most are the size of a large normal
Roger will be a fleeting shadow for the kids to deal with. If rat, but some may be as big as a cat (SIZ 2, HP 5). Single
injured but not killed, he may sneak down to the cave below the specimens are not overly brave, but are braver than normal rats.
basement to await the kids' arrival with the witch. If Roger is Groups will be much bolder and much more aggressive.
killed, his skin collapses as bugs and snakes and worms and
other horrible things crawl out of the now useless skin. SAN
loss for such a sight is 1D4/ 1D8. THE BAT THINGS
- 45-
SKILLS: Dodge 95%, Hide 35%, Spot Hidden 50% SPELLS: Grandmother Illusion*, The Black Binding, See
Through Mirrors*, Bind Rat, Bind Bat, Mesmerize, Power
ARMOR: None, but -50% to hit in flight Drain, Wrack, Seal House*
These are similar to the Rat Things in that they are mutant SAN: 1D3/ 2D4+ 1 if she is appearing as a kid's grandmother.
creatures with human or other non-batli~e features. They may 111D6 if appearing as her own pale, bloated, filthy self.
b~
have human heads, faces, or hands, or even long, ratlike tails,
no eyes, one central eye, two tails, etc. They are slightly larger Evelyn Bamaker was once a witch in New England
and bolder than normal bats, and tend to be fearless in groups coming to the Midwest to continue her horrid practices. ~~~:: \
of 3 or more. that time, she has become a pale, eyeless, bloated thing which
looks vaguely like some nightmarish elderly woman.
She feeds on human children, but also rats, bats, worms,
RASTIS - Evelyn's familiar insects, and other such things as might wander into her
underground lair. This unappetizing diet provides her the genetic
STR 2 CON 10 SIZ 1 material required to produce the bat and rat things which inhabit
INT 15 POW 18 DEX 29 the house above.
HP 6 MOVE: 10 Evelyn will use the mirrors in the house to monitor the kids'
DAMAGE BONUS: -1D6 progress, sending her servants out to lure them to her, or to kill
them and bring her their bodies. However, she gains the most
WEAPON ATTACK% DAMAGE enjoyment from simply waiting and letting the kids' own
Bite 35% 1D4 curiosity lead them down into the caves beneath the basement,
Claw 50% 1D3 where she will "have them for supper. "
Rip 40% 2D3 The following spells are unique to Evelyn, she having used
her dark powers to create them over the years. She does,
SKILLS: Climb 70%, Dodge 90%, Hide 85%, Jump 65% however, have them written down in her spell book, which she
Listen 75%, Sneak 90%, Spot Hidden 80% keeps at her side at all times (1D6 SAN to read, 5% Cthulhu
Mythos).
SAN: 0/1D3
SEE THROUGH MIRRORS - The witch uses this power to
Rastis is a big grey-furred, sinister-looking cat with a malign spy on those in the house, and costs 1 Magic Point per use. It
intelligence. It is Evelyn Ramaker's familiar, and what it sees, allows normal vision, but is somewhat like a window, in that
she sees. It knows some magic, and prefers to use its spells those being viewed may catch a glimpse of the caster.
rather than attack physically; it will only resort to the latter if
cornered. SEAL HOUSE - The witch can use this power to make it
Rastis will sneak around, following the kids, casting spells difficult for the children to leave the house. It costs 8 Magic
and meowing in the darkness occasionally to scare them. It will Points to cast, and each kid attempting to escape the house must
continue toying with the kids while driving or luring them down make a Resistance Table roll pitting their POW against a roll of
into the witch's lair. 1D6+6. Ifthe character succeeds he or she can leave normally,
Note Rastis' considerable stealth skills. but if the roll fails they house will not let them go. A door or
window will refuse to open or break, an open door or window
will slam firmly shut, and so forth. Note that this power does
EVEl.. YN BAR!'JAKER - Deathless child-eating witch not affect the trap door beneath the front porch, as technically
it is not part of the house.
STR 9 CON 15 SIZ 9
INT 17 POW 24 DEX 9 THE GRANDMOTHER ILLUSION - This power costs only
EDU 22 APP 2 SAN 0 1 Magic Point, and requires a Magic Point vs Magic Point roll
HP 12 MOVE 6 on the Resistance Table. If the witch wins, the viewer sees his/
her grandmother under the horrible conditions in which Evelyn
actually lives. If the viewer resists, he or she sees no illusion-
WEAPONS: None - she relies on her spells and servants to just the witch as she really appears.
defend her.
ARMOR: None
- 46-
THE DARE CHARACTER INTRODUCTION
Well, You did it. You've managed to sneak out of the house without your parents knowing about it, and now you stand
on a cool late summer night in front of the creepy old Bamaker house. Your friends have all managed to sneak out as well,
and are now waiting to enter the house in which you have been dared to spend the night. Roger, the snotty little butthead who
dared you to do it, is also here -to make sure you guys don't chicken out. The Fink.
It all started earlier today, after the sandlot baseball game. Words were exchanged between your friends and Roger, taunting
as children are wont to do, and it was then he spoke those immortal words: "You guys think you're so tough an' brave. Well
I think you're just a bunch 'fraidy-cats. If you were such hot snot you'd spend the night at the old Bamaker house." At those
words a shudder wormed down your spine, because everybody knows the old Bamaker place is haunted. "In fact," Roger
continued, "I double dare ya to spend the night there. " You and your friends hemmed and hawed, but you all know Roger
had you exactly where he wanted you; you couldn't back down in front of the whole neighborhood, could you? So it was
decided; everyone would sneak out of their rooms and meet here in front of the Bamaker house.
And now, chilled by the breeze rattling the tree limbs overhead and combing through the tall grass of the overgrown front
lawn, that snothead Roger grins nastily and insists on going into the house right away, "Unless you want to be a 'fraidy-cat!"
He's obviously quite serious, and you just know if you back out now he'll squeal to the whole neighborhood. But at least the
little turd's going in with you, so maybe he'll be the one who chickens out and you can aii go home. What eise can you do?
Your personal character introduction on the back of your character sheet lists the stories you've heard about the old
Hamaker house. Your character sheet also lists all the equipment you've brought with you tonight. In addition, you may choose
ONE item from the following list to take with you (circle the one you will take):
Slingshot Monster Magazine Comic Book
Book of Matches Bag of Marbles Wristwatch
Candy Bar Flashlight Baseball Bat
Cross (handheld) Crucifix (necklace) Bible
Finally, you may distribute 100 points among any skills you wish. Note that some skills have modified base percentages
due to the characters' age, while others are not available at all.
Your friends on this night's adventure are:
Kyle Robards: A small, quiet guy who's kind of a bookworm- and he wears glasses to boot! He'd rather be reading than
playin~ ball, and is really wild about dinosaurs, monsters, ghost stories, and stuff like that. He's the smartest kid in class.
Joey Delafano: A mean-looking though guy who's always in trouble at school, and even with the cops sometimes. He
wears a leather jacket and smokes, and has been through the fifth grade twice. He really is a loyal friend, though.
Richie Davis: A big, butterball of a kid who's always being made fun of by you and the rest of the gang. But he's a real
pal, and always has some candy or something else to eat that he'll share with you. His folks are always buying him all these
neat things like BB guns and stuff. All kidding aside, he will probably be a good highschool football player.
Darren Pickett: The local kid baseball star, Darren's a quick, natural athlete. He's a real team player, and an inspiration
to his teammates. If things get down, Darren takes the initiative and either does something himself or talks others into giving
their all for the team. A natural leader, but it always seems he's just got to be leader, nobody else.
Shirley Kent: A quiet girl who hasn't quite decided to be a girl yet. She hangs around with the boys, plays ball, fishes,
and does all that other "boy stuff." Her mother wishes she would be more ladylike, but tomboy Shirely would rather be playing
ball, which she does better than most boys, so she always gets picked first when choosing up teams.
Paul Laughlin: The class clown. He's got a motor mouth, and a sharp wit for a kid his age. He knows all kinds of great
jokes, and loves pulling practical jokes, too. He's always got some kind of gag waiting to be used- a hand-buzzer, joke gum,
'---firecrackers, etc.
Roger Simmons: Not really a friend, just another kid from the neighborhood. Roger is sort of a nasty, unlikable version
of Paul Laughlin. Roger's the guy who's always being picked on, and who always seems to deserve it. He's a whiner, a tattle-
tale, and an all-round brat. Unfortunately, he's got a big brother named Ace who he always runs to for protection. A lot of
kids have picked on Roger, most to regret it later after a visit from Ace.
- 47-
WEAPONS AVAILABLE FOR THE DARE
@ Firecrackers can be thrown individually or in bundles. Damage is a total of each firecracker in the bundle.
- 48-
,
Whi>per> Our Of JYlind
/3 5am John,on rrom a story idea by .Sam johnson and C. r. ;icCarthy
- 49-
fh~ CuH Wizard
The scenario begins on Saturday, October 27th, 1928, at STR 06 CON 09 SIZ 16
11!58 PM in the alleyways of Arkham's riverfront (439 AU), POW 17 DEX 10 INT 16
where, as described previously, one of the investigators has just APP 09 SAN 00 EDU 06
battered in the door to the small hovel where Billy Bob is being
held. Read the following aloud: WEAPON ATTACK%
Knife 40%
"The door flies apart with a loud crash, spilling light into the Fist/Punch 35%
alley. Inside, the hovel consists of a single bare room with
yellowing, cracked plaster peeling from the brick walls. It is SKILLS
devoid of windows, and a single oil lantern on a table by the Cthulhu Mythos 20%, Dodge 40%, Listen 30%,
door provides feeble illumination. Persuade 23%, Spot Hidden 35%, Throw 45%,
Four railroad spikes have been driven into the dilapidated
wooden floor, and tied to them, lying spreadeagled on his back, SPELLS
is the feebly struggling form of Billy Bob Hatfield, clad only in Contact Other
his underwear and socks. Beside Billy Bob stands a tall swarthy
man in black robes and two huge, Asian looking thugs. The
men turn and stop their loud chanting as you make your noisy
entrance. The robed man's fingers are covered with a dark If the wizard or the creature takes more than 5 points of
fluid; you dread to attempt an identification. On the wall physical damage, the contact spell is disrupted. The wizard
opposite the door, colors whirl around a circle of glowing, screams, the creature howls and then reaches out and grabs the
spidery symbols. A strange, alien vista is visible inside the wizard and one of the thugs by their throats and pulls them
circle, with deep purple skies and a silvery landscape,· but what through the gate as the glowing circle rapidly shrinks to nothing.
chills your blood is the huge, misshapen green beast which is There is a flash of light and a sickening crunch as the gate
reaching one of its huge claws in through this hole in the wall closes, leaving a circle of strange lettering on the blank wall
from beyond, its taloned fingers seeking Billy Bob's flesh ... " with a huge splash of blood in the center. On the floor lie the
wizard's left foot and both of the thug's legs, severed neatly at
This weird sight requires a SAN check with a loss of the knees, a grisly sight worth 0/1D4 points of SAN.
1D2/1D8. For Billy Bob, a failed check is automatic. Proceed The newly infected Host will die in four minutes of
immediately to combat. Investigators with firearms go first, and suffocation unless the slime is cleared from his mouth and
then the wizard will draw a knife and attack, while the two nostrils. The stuff is warm to the touch, grayish and
thugs attack with their clubs. translucent, and seems to quiver and move as if alive- clearing
The thing in the wall, a drone of the Other, will freeze, Rice's face costs 0/1 SAN point. The clearing investigator also
howl, and on its DEX of 20 spew a stream of grayish slime has a 10% chance of noticing a small globule of slime slither
from its mouth, striking Dr. Rice full in the face (for another into Rice's ear - or was it just a trick of the light? If the
loss of 0/1 SAN). The stricken Doctor will fall to the floor, investigators try to take a sample of the stuff, it evaporates after
unconscious; Rice is now being infested with the Other's ten minutes. If not selected as the Host, Billy Bob is drugged
consciousness, though neither he nor the investigators should and groggy, but otherwise unhurt.
realize it. Details of his slow transformation can be found in A search of the room will reveal the wizard's knife (strange
the section titled "Curse of the Othermind." looking but otherwise normal), two clubs, a lantern, and a
copper bowl half full of the viscous paint used to write the circle
r~~ CuH fhu~> on the wall. It looks like blood, but if tasted will prove not to
be blood at all. A successful Chemistry roll will identify the
STR 17 CON 16 SIZ 16 HP 16 stuff as mud mixed with water and the pulps of several rare,
POW09 DEX 11 INT 05 MV 07 alkaloid herbs, none of which are native to North America.
APP 08 SAN 00 EDU 04 The bowl itself has an inscription circling it in modern
WEAPON ATTACK% DAMAGE Arabic, which can be translated after one hour of work. If it is
Club 65% 1D6+2 translated, hand out Handout #1 .
Fist/Punch 45% 1D3 An examination of the writing on the wall will show that it
DAMAGE BONUS + 106 is the same as found at the other crime scenes. Allyone with
SKILLS Linguist skill can identify it as a strange, ancient form of
Dodge 35%, Hide 40%, Track 25%, Sneak 30%, Arabic. It will take a half hour and a successful Linguist roll or
Spot Hidden 25% a Read Arabic roll at half skill to make a translation. It says;
SPELLS "Let the Way pave and Void ~plit, and the One of many parts
Summon Drone join us to his Legion. Let the chosen Host walk the world, and ,
find salvation with the stone. "
-50-
The Drone and Minions of the Othermind
this affair, and are likely to detain the investigators all night for
-51-
rhe ~ur~e of the Othermind
The Othermind will subtly insinuate itself into Rice's consciousness, turning him into a tool to achieve its goals, which are
simple: find the Mind Gem, and use it to open the way. It will act cautiously and slowly at first, possessing Rice's body while
his mind is asleep, manipulating his dreams, or floating about like a half-heard whisper. This domination will proceed in three
stages. V
1) The Other will implant messages ,in its Host's mind, telling him that it is the friend of Mankind., that it will help him avp{
adisaster, and that he must trust no one. 2) After the first night, the Other will become a tangible presence in Rice's mind. Rice
will appear distracted and confused, and will begin to assume the Other's goals as his own. 3) When Rice comes into the presence
of the Mind Gem, it will immediately seize control and burst from Rice's body. It will retain the professor's memories, and will
reward the investigators with death. Rice will be dead, body and soul; all that remains is the Other.
-52-
3. An article about the loss of Ward's expedition to the
-53-
Arabic roll at half skill. is currently in Boston on business; inquiring investigators will
7. Jeremy Ward's Journal (Handout #13). deal with his sly henchman, Bobby Sills. Sills will tell the
8. An article concerning Haril Ashaba (Handout #14). investigators that he and his boss "don't know and don't want to
know" anything about the kidnappings, and that the increased
( fh~ ftuthoriti~, ) level of law enforcement activity and threat of Federal
involvement in the case are making things quite uncomfortable
Not the best of ideas. The Keeper should discourage the for the whole operation. Business has been lucrative late~
investigators from going to the police,_perhaps with hint Idea anyway, though. If asked about cults or foreigners, Sill~ill
rolls. tell them to go ask Dan at the speakeasy (104 AU).
The Arkham Police Station (232 AU) will be bustling with At the speakeasy, Dan will naturally be very suspicious. A
activity, even on Sunday, as the detectives scramble for leads on succe-;sful Debate or Fast Talk roll , plus the purchase of some
the murdered students. The bizarre deaths have been kept secret liquor and a sizeable gratuity, will loosen Dan's lips. Dan will
so that the papers can't cause a panic, though chief Nichols relate that business has been very strong in the last month or so,
doubts if the secret can be kept for too much longer. on account of all the foreigners that are in town. A strange,
Upon their arrival, tough, hard boiled chief of detectives mixed lot they are: "Most of 'em don't even speak English, but
Luther Harden will immediately take all of the investigators into they do love their hooch. " Ordinarily he wouldn't let such riff
custody, separate them, question them vigorously, and sit them raff in, but with the police scaring off his usual patrons, Dan's
in a holding cell while he examines their testimony and had to take what he can get.
compares stories. Rice will be treated with respect, but the rest
of the investigators will be in for a rough time. ftrkham Grav~yard
Any investigator not visiting the police will be fetched by
Harden should any investigator name him. Harden will hunt NOTE: Should the investigators not go to the graveyard, the
down discrepancies in their statements and cross-examine them desire to use up time translating, researching, or answering
out of existence. Any talk of sorcerers or monsters will be police queries may well push the scenario into a second day.
dismissed as rubbish. Each day, the investigators will receive a cryptic note from
Other than questioning them, the police can't take any action Ward imploring them to meet him at the graveyard. Just run
against the investigators, but Harden will warn the investigators the encounters from there unchanged. Eveptually, the
that these are serious matters best left to professionals. Any investigators will get to the climax of the scenario.
further interference will force Harden to arrest the lot of them
for Interfering with an Ofticial Investigation. ( ____f4_i~_htf_al_l__)
The investigators will be grilled for nearly a whole day, and
from then on, there is a 60% chance that a randomly selected In order for the investigators to keep their mysterious
investigator will have a policeman follow him wherever he goes. appointment at the Old Arkham Graveyard (712 AU), they will
The tail, if noticed, must be evaded with Drive Auto or Sneak have to violate the curfew. If they travel to the graveyard after
rolls. Should the investigator try anything suspicious, the cop 6PM, there is a 30% chance that they will be spotted by a
will try to take him in. police squad car and have to either evade pursuit with a Drive
Fights with the police should be discouraged; they will only Auto or Sneak roll , or bluff their way out with a Fast Talk roll
end with the arrest of the investigators. (fleeing from the police will preclude the second option).
If the investigators are caught, the authorities will be very
testy, indeed. (See The Authorities.) The police will only hold
the investigators overnight, and the next day a new letter
(Handout #15) will whisk them to The Showdown.
Should they ask, tell the investigators that all of the other If, on the other hand, the investigators go to the cemetery
crime scenes were similar to the place where they rescued Billy early and wait, perhaps hoping to catch the author of their
Bob, and that they a~ready have all the information they can use invitation on his arrival, there is only a iO% chance of being
from them. noticed by the police, reduced to 10% if the investigators
Should the investigators try to follow up on the latest conceal their car.
disappearance, they will find that the police have beat them to With the coming of night, the ominous cemetery becomes
it. Friends and family of the missing girl will not talk to the downright horrifying. No crickets chirp, and the oppressive
investigators, having been instructed not to by the police. If the silence seems almost alive, consuming any sounds made like
investigators push, they will undoubtedly run afoul of the law. some invisible predator. The grey clouds that have haunted the
(See The Authorities.) sky all day grow thicker with the sunset, and before long the
faint ghosts of thunderclaps can be heard. The clouds almost
completely obscure the moon, leaving everything bathed in a
pale half light in which the bare boughs of the trees and thick
The investigators can easily be made aware of the brambles cast moving, claw-like shadows; and the headstones
bootlegging racket run by kingpin Danny O'Bannion, and they glow, lolling about at all angles like the worn down teeth of
might seek out this source of information. O'Bannion runs his some ancient giant. ,
operation through the Lucky Clover Cartage Co. (412 AU), but Shadows and tricks of the light will give faint impressions of
-54-
l
.- _ ~- .-.~~- --·~.. -~ ~- \ ...
r?crtincnt ~
Come on, Detective Harden! Surely
"Until now, this gang has preyed on truth is no worse than rumor,
university students, not natives of however embarrassing to your inept Ward's notice cited "personal,
Aikham, presumably to avoid department it might be. Mayor pressing reasons" for the
drawing undue attention to
themselves, but now they have gone
entirely too far," said Detective
Peabody has made statements in
private that call for the resignation
of both Harden and Chief of Police
\)land out~ cancellation What a loss for the
elite and educated of Arkham!
Luther Harden, head of the ongoing Asa Nichols. Meanwhile, the terror
investigation into the growing still grips Arkham
\ 1 number of missing in Arkham.
:)
'
A MUfni9fit Snack
stealthy movements, the wind in the undergrowth will reinforce They'll get away anyway. The key to the trap is the velvet
them. An hour after dark, however, those investigators cloth.
succeeding in Listen rolls will hear some strange scrabbling and If or when an investigator pulls back the cloth on the
nipping sounds that they can't discount. If they wander off to headstone, they will find a mirror tied to it. Looking in the
investigate, they will find the source; 1D3 ghouls robbing a mirror, investigators will see an eerie, alien landscape swirl into
grave, who will be as startled at the investigator's presence as view and blot out their reflections. Just one look by one
the investigators will be at theirs. The ghouls will flee; this investigator is all it takes, and suddenly the investigators find
encounter should be played up to increase the atmosphere of themselves standing on a flat, endless gunmetal plain under a
horror, not distract the investigators from what is to come. If livid purple sky, in which swim seven orange suns. The plain
combat should occur, these ghouls have average stats as per the is broken all around by gray, crystalline formations which jut up
rule book. at odd angles, growing to monstrous size on the horizon.
Before the group stands a white, tree-like crystal with a mirror
rh_e_rr_ap_)
(__ tied to it. Even investigators who ran off in pursuit find
themselves back with the group, ,lost in the alien surroundings.
Jeremy Ward sent the invitation to the investigators, but he A SAN check is called for, for a cost of l/1D8.
himself will never arrive. The cult, learning of his plans, has In the mirror the investigators can see the Old Arkham
arranged a nasty surprise for the investigators. Graveyard, where six huge, green beasts like the one
Around 8PM, the investigators will notice some lights and encountered in the hovel in the opening sequence of this
voices corning from near the center of the graveyard. If the scenario lope about, a sight worth another SAN roll for a cost
investigators hurry to follow, they may (with a Spot Hidden of 2/1D4+2. Any investigator making an Idea roll will realize
roll) see the cult wizard and two cult tails running away. They that the creatures are exactly mimicking the investigators'
seem to have left a black velvet cloth draped over a particularly movements.
large headstone. If the investigators chase the fleeing cultists, But before they can react to any of this, the investigators
they will stumble upon a startled group of 4 average ghouls - the hear a gurgling hiss from behind them. Turning, they fmd ,
confusion of the encounter should allow the cultists to escape. themselves confronted by a huge creature with a head and a set
-56-
ofjaws far too big for its body, with a glistening, pink hide and succeeds in a Listen roll, they will hear a rhythmic, solitary
talons of what look like steel. Beady, golden eyes peer out voice. Is it chanting? The only thing to do is bust in. When
from under its huge shark grin, and two tentacles slither through the investigators knock the door in or pick the lock, the room's
the air .. Of course, a SAN check is necessary, with a cost of occupant will break of his chant with a surprised shout when the
ID3/ID10. investigators' entrance admits a gust of the storm outside.
The beast immediately attacks. Roll dummy dice rolls, even The apartment is tiny, with the most basic furniture. The
let guns go first and pretend to keep track of hit points, but no investigators' eyes will first be drawn to the room's lone and
matter what the investigators do, they cannot kill the beast. It, haggard occupant,a tall, lean man with disheveled brown hair,
and the entire transdimensionaljaunt, are an illusion. The thing wild blue eyes, and three days growth of beard. His is the face
will horribly slay two investigators a round (More SAN rolls! of a madman, contrasting sharply with his conservative, wealthy
O/ID3). Determine who gets it at random. looking clothes. The man's left arm is bandaged and in a sling.
The key to stopping this is the mirror. If any player thinks This is explorer extrordinaire Jeremy Ward, in bad need of
on his own (no hints!) to break the mirror, the entire horrifying sleep without dreams and a good shave. After several frenzied
illusion is broken, and the Otherplane shatters with a deafening days of preparation without sleep, he's about at his wit's end.
ring. Any investigators not "killed" find themselves back in the The next thing that the investigators notice is on the table in
graveyard, so stunned that all they can do is fall to their knees front of Ward, the source of the room's pale white illumination,
and try to stop the ringing in their ears. Their "dead" the Mind Gem. Investigators are overcome with a sense of
c.ompanions lie unconscious and whole around them. If they all dread while viewing it, and need to make a SAN roll for a loss
'die" they will all awaken in the graveyard, heads buzzing and of 0/1.
aching miserably. Next to the Gem are several books about ancient Arabic
ln either case, a circle of hungry, leering ghouls is closing in inscription - the ones Ward purloined from the Miskatonic
for dinner, ready to finish the helpless investigators off for University Library with use of a Gate spell. Ward grips several
good. SAN loss for this grisly sight is 0/ 1D6. sheets of paper in his trembling right hand.
No matter how hard they try, the stunned investigators Ward jumps back at the investigator's entrance, then shouts
literally cannot lift a fmger. But just as the feasting is about to "Oh, it's you! Good! You shall help me to complete the Ritual
begin, a wizened old Asian man steps out from behind a tree. and open the gate. We haven't much time."
'Okane Beh Fusu! Okawa!" "he shouts in his cracked, aged Now, Ward means the reverse of the Gem's ritual, to open
voice, and he makes several passes in the air with his hands. the gate and throw the Gem back, but depending on their
The ghouls hesitate, then flee. interpretation of the scenario's clues, the investigators may not
Still too stunned to move, the investigators watch the old man pick up on this. They're likely to threaten Ward to get him to
turn toward them, his bone white hair glistening in the ghost of stop, but before a confrontation can begin, the Host's proximity
the moonlight. "Seek out the Host, "he says in a thick accent to the Mind Gem will cause the Other to snap Rice's will and
that betrays his origins as hindu, "Aid the Sentinel. Simpson take over, molding the professor's body to its own image. At
apartmentsJ Walnut and Saltonstal/. Two one five." With that, this point, read the following aloud:
he vanishes into the shadows.
A few moments later, the thunder picks up in earnest, a cool The strange jewel on the table suddenly flares with a bright
breeze blows, and lightning flashes can be seen. light, and Rice stiffens. Sweat pours down the man's brow and
The investigators' paralysis lifts as the first drops of rain fall. his skin turns ashen as he begins to babble incoheremly in a
The old man was, of course, Haril Ashaba. He's here to see voice that is not his own.
that this business with the Other ends one way or the other. "No!! For God's sake, NO!!" cries the wild eyed man as he
Now the pieces are in place, and only the final conflict rushes forward, but without warning huge steel talons erupt
remams ... from Rice's fingertips in a shower of blood and rip the man "s
throat out in an even bigger explosion (SAN check, 011). On the
far wall, colors begin to flow and swirl, forming a large circle.
The Jewel has turned moist, glistening in its own light. Before
your very eyes it begins to pulsate and squirm, the stone made
flesh.
lt"sonly a short jaunt from the cemetery to the Simpson Convulsions wrack Rice's body, and he screams, yet that
Apartments, and the investigators will reach their destination horrible other voice echoing out of his throat continues. The
just as the storm whips into its full fury, brilliant lightning poor man then swells, and in the space of a second bursts in an
lashing the sky and wind howling madly. explosion of blood and bits of steaming flesh that drenches all
of you and the entire room. A hideous beast stands revealed
where once a man stood, its gaping maw roaring and drooling
fh~ ~oom where moments ago was a human countenance. The thing's
baleful, golden eyes, set at the thing's waist, seem to burrow
If the adventure has run well, the players should be uncertain into your very souls as it clicks its huge steel talons together
if Ward is friend or foe, and Rice should be persuading them The deep inhuman voice still raves on from somewhere
towards the latter. In any case, the door to room 215 is locked, beyond its chilling shark grin, and now the gate on the far wall
and there's no response to any knock or call. If an investigator is clearly forming, with what seems to be an infinite horde of
-57-
green, misshapen beasts pressing against it as if against a pane
of glass or a mirror... "
The transformation of the host is a true horror, with a SAN The surest way to defeat It is to grab the Mind Gem and
loss of 1D6/1D10. The investigators now have five rounds to heave it into the gate. The gate will shatter like a mirror, and
stop the Other from securing the gate and forcibly assimilating the countless throats of the Other will howl in defeat and
all life on Earth. It is unlikely that they will be able to kill the outrage, a sound half of Arkham will take to the grave. The /
Host, while it will make mincemeat of t!J.em. Host,, its link with the Otherrnind severed, will die instant~
With a flash of light and a clap of thunder, the gate will
vanish, leaving the investigators alone and dazed with the grisly
J~r~my Ward remains of Dr. Rice and possibly several of their companions.
STR 12 CON 16 SIZ 14 HP 15 Defeating the Otherrnind will earn the investigators 1Dl0+3
POW 13 DEX 12 INT 16 MV 07 points of Sanity. If Jeremy Ward is still alive when the gore
APP 14 SAN 25 EDU 17 settles, award an additional 1D8. If the investigators kill
Jeremy, deduct 1D8 + 3 points for the murder of an innocent.
WEAPON ATTACK% DAMAGE
Knife
Fist/Punch
35%
58%
DAMAGE BONlJS +104
1D4
1D3
· STR 26
fh~ rran>form~d tfo>t
CON 35 SIZ 18 HP 26
SKILLS POW30 DEX 20 INT 50 MV 07
Dodge 55%, First Aid 88%, Hide 35%, Library Use WEAPON ATTACK% DAMAGE
49%, Listen 43%, Read/Write Latin 35%, Sneak Claw (2) 75%* 1D6+2D6
35%, Spot Hidden 35%
Bite 45%** 2D6+2D6
SPELLS *Claws cannot reach the investigators
**Target of a successful attack is knocked out and infected
Create Gate (To Othem1ind)
SANITY: 10 10 1 106
l
,
-59-
reason: to cast blame on someone else in town, and thus draw entire 20 points must be burned off before the creature itself can
attention away from himself. The victim of this monstrous be harmed. With its protection gone, the Skinwalker will take
frame is one Michael Blackmoon, a young Navajo student of lDlO points of damage per round from the flames.
Anthropology, who is trying to establish himself as a Navajo Because of its vulnerability, the Skin walker holds its own
Singer, or shaman (see Michael Blackmoon). preservation as uppermost in importance. It will move under
Two Horses hopes to keep the police off his trail long enough cover of darkness or in the skin of one of its victims to go
for the Skinwalker to establish itself in the area and grow strong unnoticed until its increasing size makes this impossible. · . /
enough to protect him once their unholy alliance becomes known If danger is expected, it will employ all of its protectiye
- which by then, he hopes, it will be too late for the people of spells on itself on the chance that its true nature might be
Three Buttes. discovered. Only if it is cornered will it resort to its offensive
spells. But primarily, it will rely on subterfuge and deceit to
attain its goals.
Once released from its cocoon, the Skinwalker begins to
grow, adding 1 point to its STR and SIZ every 3 days. The
stats previously presented represent the creature's stats on the
day the investigators arrive in Three Buttes.
When the Skinwalker attains a SIZ of 30, it will be ready to
fh~ .>kinwa~k~r reproduce lDlO offspring with 5 points in each attribute, after
which the parent reverts to the to its original stats, beginning the
STR 85 CON 40 SIZ 80 HP 60 process again.
POW28 DEX 20 INT 20 MV 10 The same rate of growth as the parent's also applies to its
offspring. When the offspring reach a SIZ of 30, they in tum
WEAPON ATTACK% DAMAGE will become the parents, and the cycle will begin again.
Fist/Punch 65% 106+106 While the Skinwalker is obviously a monstrous creature, it is
Kick 40% 106+106 also highly intelligent and cunning - a combination which will
Club 30% 106+106 make it doubly dangerous. It is not a summoned creature, so it
Grapple is under no one's control; it has its own motivations !llld agenda,
25% 106+104*
which at the moment consists of surviving to bear offspring.
*1D6 crushing damage, and ID4 suffocation damage per The Skinwalker is also using Charlie Two Horses, gaining
round. If more than 3 points of damage are inflicted on the knowledge from him that will allow both it and its offspring to
creature, it will break off its attack, releasing its victim and survive and thrive in the outside world. Once it has produced
turining on the source of its injwy. its first offspring, the creature will consider Two Horses of no
further use, and kill him, adding his skin to its gruesome
SKILLS
collection.
Camouflage 45%, Climb 35%, Cthulhu Mythos 45%,
Dodge 40%, Hide 30%, Jump 45%, Listen 40%, Sneak After this has happened, the Skinwalker will lead its
30%, Speak English 30%, Throw 30% offspring into Three Buttes and allow them to stalk the
unsuspecting townsfolk, taking their skins to provide human
ARMOR: 20 point skin slime (works only against fire) disguises for the time when they set forth into the world.
- 60-
sustenance. Once the flesh is completely jellied, the creature is
free to inhabit the skin.
, In order to feed, the Skinwalker will literally wallow in the
jellied protoplasm of its victims, absorbing nutrients through its
gelid skin. This rather messy process will always leave traces
of jelly behind at the scene of a killing, but these traces will
remain only for a period of 6 hours before evaporating.
In their spell form, these abilities function in much the same
manner, but with a few minor exceptions.
Liquify Tissue in its spell form costs 1D6 Magic Points and
3 Sanity Points to cast. Also, the caster must win a POW
struggle for the spell to take effect. If the caster loses, the spell
must be recast; if he wins, the victim is doomed.
This spell takes 3 rounds to intone, and in 3 rounds after a
successful POW struggle, it will cause the target's internal
organs, bones and other tissue to break down into a lumpy pink
jelly. This process is unspeakably agonizing, and anyone
witnessing it or hearing the victim's soul-wrenching screams
must make a SAN roll or lose 1D6 points of Sanity; and even
on a successful roll, there is still a 1 point loss.
The jelly resulting from this spell will evaporate in a matter
a few hours, but can be preserved in sealed jars or some other
such airtight container. As previously stated, this jelly is the
primary ingredient of the moisturizer used to preserve the
caster's temporarily vacant skin.
(....___f_~u_id_it_y_ _)
This ability/ spell allows the caster to transform his flesh into
a viscid, pink fluid which still retains full consciousness and Charlie rwo Jior5e5
intelligence. This spell costs 1D6 Magic Points to cast, as well STR 15 CON 14 SIZ 13 HP 14
as 1D8 Sanity Points. If this SAN loss causes Temporary POW 12 DEX 17 INT 12 MV07
Amnesia, the caster will be stuck in this fluid state until he APP 12 SAN 45 EDU 13
recovers and regains full memory.
WEAPON ATTACK% DAMAGE
There are certain advantages to this fluid state, mainly in the
mobility department. The fluid caster may flow under doors, .45 Revolver 65% 1Dl0+2
through narrow pipes or air ducts, or anywhere too small for a
.22 Rifle 60% 1D10+2
human body but through which water might flow.
Bow 55% 1D4
Bowie Knife 50% 1D3+1D4
The fluid form still possesses all five senses, though the Fist/Punch 75% 1D3+1D4
sense of sight is expanded to a complete sphere, allowing the Kick 30% 1D6+1D4
caster to 'see' in all directions at once. This can prove a bit
DAMAGE BONUS +1[)4
unsettling until one gets used to it.
The fluid body does not breath, technically, and thus it can SKILLS
exist in various mediums where a human body could not, such Bargain 45%, Ca.tnoufl~e 50%, Climb 80%, Cthulhu
as water (up to 1 mile deep), toxic gasses, and even in a Mythos 20%, Dodge 40 Yo, Fast Talk 40%, History
25% Sneak 45%, Spot Hidden 30%
vacuum for a period of 1 hour.
Great care and preparation must be taken before this spell is SPELLS
attempted. The caster must find a safe place for the casting, for Contact Servitor, Control Tissue
there his skin will remain until its owner returns to it. If it
should be taken or destroyed while the caster is gone, all chance Two Horses is a man dedicated to the cause of evil, no
of regaining the original identity will be lost. matter what form it takes. Being a Navajo Witch, he is at odds
The body is usually anointed with a special mixture of herbs with the natural harm<rny of the tribe and its land. He can best
and the tissue-jelly of a liquified victim; this moisturizes the skin be described as a tribal sickness, whose infection will have an
and · preserves its suppleness while its owner is elsewhere. effect on everyone else until it is cleansed.
Ideally, the caster mixes a tubfull of this concoction, then Two Horses began his descent into evil some 20 years
immerses himself in it just prior to casting the spell. But at the previously, when he began illegally digging and selling Anasazi
very least, the skin must be anointed , otherwise it will begin to artifacts to black market dealers and certain wealthy locals with
stiffen and decay. a passing interest in archaeology.
- 61 -
In those years, Two Horses has come to know the canyons, Two Horses took the creature back to his place and hid it
passes and arroyos of the back country far better than anyone in there. Over the next few days they improved their
Three Buttes. In fact, he knows the location of several Anasazi communication, the creature learning a few words of Navajo,
ruins which have yet to be discovered by outsiders, and it is to enough to tell Two Horses that it was growing, and would need
these he most often ventures to secure his merchandise. a larger body soon.
However, time and opportunity sometimes force Two Horses Two Horses also had another problem. Anna had been seen
to risk discovery and raid one of the known sites, though never in town, and it was common knowledge that she had gone out/
when a dig is under way. With the Big Reservation as spread to the ruins. If she failed to return, someone was certain )6
out as it is and covered by a relatively small police force, Two come looking. And so, without a qualm or hesitation, Charlie
Horses is pretty much free to come and go as he pleases, Two Horses became a multiple murderer.
although there have been one or two surprises. And one of It started with a couple of hobos who were passing through
those was Anna Price. town. Two Horses offered them a ride, took them where they
The cave of the Skinwalker is located in Many Houses wouldn't be seen and killed them both, skinning their carcasses
Canyon, a side canyon in which several small dwelling places to fashion an obscene coat of skin for his alien guest.
can be found. These ruins are typical of their kind and not very The two human hides combined were sufficient to give the
extensive, so they have been left relatively untouched in favor creature some growing space, and allowed Two Horses the use
of the more extensive sites several miles closer to town. of Anna's skin. Given the knowledge of the Liquify Tissue and
These ruins were chosen by both Anna and Two Horses Fluidity spells, Two Horses preserved his own skin and took
because of this fact, for neither was overly keen to be found over Anna's. In this foolproof disguise he returned to Three
out; Anna because she was conducting an unsanctioned dig Buttes.
which could ruin her reputation, and Two Horses because But the disguise wasn't perfect. For one thing, even though
getting caught would mean a stiff fme and an even stiffer jail he looked like Anna, Two Horses could not duplicate her voice;
sentence. also, there was that bruise on her forehead to explain. And so
Up to this point, things had been running smoothly for Two he put on an act, causing the townsfolk to believe Anna had had
Horses, who subtly worked his witchcraft to scare off the an accident, struck her head and developed amnesia, coupled
tribesfolk, or at least make them wary enough to keep away with the fact that the trauma of the incident had caused her to
from the Many Houses Canyon area without actually drawing lose her voice.
attention to the fact. · "Anna" was treated by Doc Brule, the town General
On one of his visits, Two Horses was poking around through Practitioner, who suggested his patient be taken to the hospital.
an ancient kiva when the ground suddenly gave way beneath But Two Horses refused, making it clear that "Anna" wished to
him, dropping him 10 feet into a small chamber off which rest and recuperate here in town before continuing on her way.
several tunnels extended into an entire chain of rooms and Not being one to interfere in other people's business, Doc Brule
grottos. Having given some thought to getting into the drug prescribed some medication and that was the end of it.
smuggling business, Two Horses began to explore the caves It had been Two Horses' intention to wait 3 days before
with the notion of using it as a warehouse and hideout. making a show of leaving town, but it is on the second day that
It was on one of these explorations that he came upon the the investigators will arrive, and he will be forced to maintain
chamber containing the Skinwalker's cocoon. Realizing that he the charade until he or his ally can deal with them.
had found something of great magical power, he set about
dragging the cocoon to the surface. This process took several
days, much longer than Two Horses had expected.
With one more day to go, Two Horses arrived on the scene,
only to fmd Anna Price in the kiva, gazing down into the
chamber below and the cocoon resting within. Creeping up
behind the woman with shovel in hand, Two Horses was about
to swing when sonte sound alerted Anna to his presence,
whirling around, she confronted the witch, who brought the
shovel down on her forehead, killing her instantly and sending
blood spattering.
Some of that blood landed by chance on the cocoon of the
Skinwalker, and was quickly absorbed, providing the energy
required to raise the creature inside from its hibernation. As
Two Horses looked on, the Skinwalker broke free and rose into
the collapsed kiva.
Aware that Two Horses had been helping it, the creature
flowed into Anna's body, dissolving the flesh and taking
possession of the skin. Being an intelligent being, the
Skinwalker was able to communicate with Two Horses m a
rudimentary fashion, indicating that it required his help. And .,
so the alliance was formed.
"Anna Price"
- 62-
If nothing else, Two Horses is a good actor, and the Keeper However, a successful Listen roll at -10% will draw attention to
should portray "Anna" as the victim of some terrible event that the fact that the investigator's voice is still strangely different.
, caused such a shock that it was driven from her memory, and Since he can in no way duplicate a female voice, Two Horses
struck her dumb as well. This will no doubt lead the will simply kill outright any female investigators, setting the
investigators to believe Anna experienced something out in the deed up to seem like an accident.
canyons that was sinister and unnatural - allow them to continue
thinking that, and wasting their time searching for a threat that NOTE: The Keeper should secretly inform the player of the
is in fact right beside them! unfortunate investigator's fate, and allow him or her to continue
From time to time, Two Horses has been able to slip away on with the scenario - but operating on the other side!
from the TeePee Motel where Anna was staying and return to
his place. During these times he has practiced his newfound There will be a 30% chance each night that Two Horses will
magic, taking for himself the skin of a wolf, which he has slip away from the group and assume the skin of Anna Price to
preserved in an Anasazi clay pot in the manner described in the lure a lone investigator to their death. This would be done in
Liquify spell description. Two Horses keeps this jar in a small the middle of the night, when the entire camp is asleep, and it
root cellar beneath his cabin (see Two Horses' Place). is Two Horses' tum at watch.
Two Horses plans to use the new power given him by the Anna will wake an investigator, sign to him to be silent, and
Skinwalker to his best advantage. He intends to leave the Big lead him out of camp as though she were taking him to see
Reservation, seek out the wealthy and powerful and take their something. Once well enough away from the camp, Two
skins, creating a vast empire that is secretly under the control of Horses will attack, and by the time the rest of the party arrives,
one man. What he will do with all that wealth and influence he the deed will be done.
hasn't quite figured out yet - but it will be something evil and Two Horses will claim that he heard a sound in the night and
on a grand scale, that's for certain! went to investigate, and that was why he wasn't present in
On the evening of the investigators' arrival, "Anna" will camp. So good a liar is he that a Psychology roll at -25% is
disappear, as Two Horses plots to lure the party into the needed to detect the fact that Two Horses is lying.
wilderness and kill them off. He will return to the Motel that Lastly, if things start going bad for Two Horses, he will take
night in the skin of the wolf and seek out a lone investigator. his evil knowledge and flee the reservation, abandoning the
He will confront the investigator, and in perfectly clear Skinwalker to its fate. If the Keeper so desires, this could set
English warn him, "Leave this place, for you are not wanted the stage for a follow-up scenario in which the investigators
bere!" This will call for a Sanity roll on the investigator's part, must pursue the witch into the city.
or the loss on 1 SAN point. Having given its warning, the wolf
will tum and trot off into the night, leaving the party to
speculate.
The next morning, Two Horses will appear in town as
himself, lll\d will attempt to befriend the investigators, offering
local information and tips on camping or hiking in the As previously stated, the first two victims of Two Horses
wilderness. He will even offer to guide the investigators were a pair of hobos whose remains will never be found. The
wherever they wish to go, for a fee that will be more than third is Virgil Nist, who stopped to help Two Horses with his
reasonable. truck, and was killed for his kindness.
He will tell the investigators that Anna has probably On a schedule of once every three days, Two Horses will
wandered back into the wilderness, and may in fact be heading have to kill again, for the Skinwalker's rate of growth is quite
back to Many Houses Canyon, where it is likely her accident rapid. In each case, the victim will be found fully dressed, the
occurred. If that is the case, he will say, then the investigators skin peeled from the flesh, with boots or shoes always on the
will certainly require his services. opposite feet.
Two Horses will have no fear of taking the investigators to
Many Houses Canyon, for he knows that the Skinwalker's
cocoon has been removed. He will encourage the investigators fh~ V6ctim5
to explore the caves, hoping that they will waste enough time
for his alien ally to establish a firm foothold. • Mary Cloud - A teenager who went riding up near the ruins
Two Horses will attempt to lead the investigators to their and went missing. When her horse returned without her, a
doom, either as a group or one at a time. He will most likely search was undertaken - Two Horses will be one of the first to
make the first attempt on Anna's friend, luring the investigator volunteer. Mary's body will be found hanging upside down,
off to some secluded spot where he will attempt to kill the suspended by a length or rope around her ankles to the branch
· vestigator using the Liquify Tissue spell. He will then assume of a tree. Strangers will not be very popular in Three Buttes
the skin of his victim and pose as the investigator to destroy the after this, and the investigators should be made to feel this
group from within. poorly veiled hostility.
If this investigator is a male, Two Horses will attempt to • William Talltree - A middle-aged sheep rancher discovered
mimic his voice as closely as possible, having studied it during in his hogan after he failed to appear for the Blessing Way
the time he has spent with the group. To cover any ceremony which began on the night of his death.
discrepancies, he will claim he is coming down with a cold. • George Evitts - A long-haul trucker who was taking a short-
- 63-
cut through town. He and his truck will be found near the direction, regardless of time of day or weather conditions.
Onyx Canyon Bridge, the load completely undisturbed. George If all of these creatures are not stopped, the world will be in
will be found with a half-empty can of beer in one hand and the terrible danger, and this knowledge will cost the investigators
microphone of his CB in the other, an unlit cigar jammed lDlO Sanity Points. This penalty will be eased to 1D6 points
between his skinless lips. if the investigators are instrumental in bringing an end to the
• Jacob Quinter- An old prospector, whom Two Horses will murderous career of Charlie Two Horses.
prop up in a sitting position on the back of his victim's
packhorse, allowing it to wander into town. Any investigators
in town at the time will not be able to miss this grisly spectacle. /
• Amanda Wolf- A waitress at the Tee Pee Diner adjoining
the motel. It was Amanda's tum to close up the diner, so she
was all alone there, and easy prey for Two Horses, who will
leave her body propped up in one of the booths with a cup of
coffee and a piece of pie set on the table on front of her.
• Richard Bodman - A businessman passing through town on
the way to Phoenix. Two Horses will waylay him between the
Tee Pee Diner and the Motel, drag the body into the motel
room through the open back window, and leave the skinless
corpse in a bathtub full of water. He will smear shaving cream
over the victim's face, placing a razor in his hand.
As Two Horses' murderous rampage continues, it can clearly
be seen that he is swiftly slipping into the realm of madness,
and his crimes begin to take on a gruesome creativity and
macabre humor which can only be the product of a disturbed
mind.
The Keeper should feel free to include additional murders as
required, steadily increasing these morbid artistic touches as
Two Horses sinks deeper and deeper into madness. ~icha~l lackmoon
STR 15 CON 14 SIZ 13 HP 14
POW 15 DEX 17 INT 12 MV 07
APP 12 SAN 75 EDU 15
Two Horses will claim 1D3 v1chms per night after the WEAPON ATTACK% DAMAGE
investigators have arrived in Three Buttes. After skinning .22 Rifle 75% 1D6+2
Richard Bodman at the motel, the killings will all take place in Bowie Knife 80% 1D4+2
DAMAGE BONUS + 104
town, as Two Horses, in his madness becomes ever bolder.
Two Horses' usefulness to the Skinwalker will come to an SKILLS
end 7 days after the investigators' arrival, and it will claim his Anthropology 60%, Archaeology 25%, Bargain 25%,
skin in the manner of its species, if the madman has not already Camouflage 40%, Climb 75%, Dodge 55%, Fast talk 35%
First Aid 35%, Hide 60%, History 35%, Jump 60%,
been captured by the authorities - or killed by the investigators. Libmry Use 65%, Listen 55%, Psychology 45%, Ride
It should be noted that Two Horses will never betray the 70%, Sing 70%, Sneak 80%, Spot Hidden 65%, Throw
Skinwalker to the police. If taken alive, he will claim that, as 55%, Track 85%,
a Navajo Wolf, he was attempting to sow disharmony amongst SPELLS
the tribe, and that the killings were simply an act of pure evil Call Eagle, Call Crow, Call Hawk
for which he alone is to blame. In fact, Two Horses will by
this time have grown so sure of his powers and abilities that it Michael Blackmoon is a full-blooded Navajo Indian who has
will be nearly impossible not to catch him in the act. a deep and abiding interest in the history of his tribe, and an
This circumstance acts as an excellent red herring, causing unwavering commitment to its future. He is the greatesl
the investigators to think that their work in Three Buttes is potential ally the investigators will find in Three Buttes- but the
done. evidence will initially show him to be a despicable villain.
Regardless of the fate of Charlie Two Horses, the Skinwalker After receiving his Master's degree in Anthropology,
will be ready to reproduce when it attains a SIZ of 30. At this Blackmoon returned to the Big Reservation to specialize in
point, the need for secrecy will be past, and the horde of Native American Cultures, particularly the Navajo and Anasazi.
loathsome creatures will descend upon the town in the night, It is Blackmoon's interest in the Anasazi which has drawn him
stalking their human prey and taking possession of their skins. into this monstrous affair and earned him the enmity of Charlie
While some of the creatures will remain in town to feast, Two Horses.
others will set about the task of making it out into the world at Blackmoon makes many trips into Many Ruins Canyon 1o
large. Since they are unfamiliar with Terran technology, the photograph the ruins and make notations concerning their .,
creatures will simply start walking down route 6 in either location and condition; several volumes of these notes and
- 64-
accompanying maps occupy the bookcase at Blackmoon's cabin Sam Crow is a man of the modem world whose soul is
(see Blackmoon's Place). deeply rooted in the Navajo culture. As a youth discontented
, It was on one such trip to the Canyon that Blackmoon came with life on the Big Reservation, Sam set out for Phoenix,
across the collapsed floor of the kiva which opens into the cave Arizona shortly after his eighteenth birthday. In Phoenix, he
system. This discovery was made after Anna's murder, but attended college, intending to get his degree in Law, but after
before Two Horses could remove the Skinwalker's cocoon. a year, he became interested in Law Enforcement, and shortly
Realizing that something unnatural was afoot, Blackmoon thereafter entered the Police Academy.
removed the cocoon himself, hiding it in the storage shed behind Sam proved an excellent cadet, graduating with honors, and
his cabin, to be used as proof when he has built a strong enough serving the next three years on the Phoenix Police Force with
case to take to the authorities. distinction. But in that time, he grew more and more homesick.
Blackmoon suspects Charlie Two Horses on general He missed the people of the reservation, and that feeling of
principles, but he can as yet prove nothing. He tries to keep rightness which came from being part of the tribe, a feeling he
tabs on Two Horses, and to check out each new crime scene could never explain to his non-Indian friends on the force.
withouthimselfbeing seen. Unfortunately, this furtive behavior So when he heard of an opening in the office of the Navajo
only enhances the appearance of his guilt, and his distrust of Tribal Police, Sam jumped at the opportunity, and was fortunate
strangers will make him uncommunicative and eager to avoid enough to be accepted. He is one of a half-dozen officers who
the investigators' questions. patrol the Big Reservation, his normal patrol area being the
If the investigators can gain his trust, Blackmoon will tell Three Buttes area, since this is his home, and he is more or less
them of his discovery of the cocoon, and offer to guide them to related to every Navajo in town.
Many Ruins Canyon to show them where he found it. Bear in Sam is a quiet, introverted man, always polite but firm when
mind, though, that Blackmoon did not explore the cave system, on the job, and in the case of more serious crimes, he is quite
and is familiar only with the chamber directly beneath the kiva. unwilling to stand for any nonsense from the folks involved.
He will also tell the investigators of his suspicions concerning Like most people in a small town, he is wary of strangers, but
Charlie Two Horses. his stay in Phoenix has made him somewhat more tolerant of
In addition, if the players have not yet met Thomas Hawk, outsiders, so he will be likely to listen to any reasonable story
Blackmoon will make the introduction. the investigators might tell him - though he will of course
investigate the facts quite thoroughly.
It is Sam who will be sent to Three Buttes to investigate the
skinning murders when they begin. The bodies of the two
hobos which Two Horses kills first will never be found, so it
will be the killing of the first resident of Three Buttes which
brings Sam to town. This will take place on the day after the
investigators' arrival.
Anyone in town at the time who makes a successful Spot
Hidden roll at + 25% will see Sam's patrol car speeding through
town with lights flashing, but with no siren, heading due east
towards Culver Pass.
Anyone following the patrol car will encounter Sam in the
Pass, his car pulled to the side of the road near a battered old
pickup truck which is half hidden in the gully running beside the
road.
Inside the pickup, Sam has discovered the body of Virgil
Nist, a young Navajo who was well-liked and who had no
enemies. The body has, of course, been skinned, the clothes
replaced on the body, with the boots placed on opposite feet.
Sam will spot this almost immediately, but will say nothing
Deputy Sam Crow about it to anyone but his Lieutenant back at headquarters.
STR 15 CON 14 SIZ 13 HP 14 If the investigators arrive on the scene, Sam will inform them
POW 15 DEX 17 INT 12 MV07 that there has been an accident, and will request their assistance
APP 12 SAN 75 EDU 14 in pulling the pickup from the gulley. He will do his best to
keep the investigators away from the truck, and if they prove
WEAPON ATTACK% DAMAGE insistent, he will inform them that someone was killed in the
.22 Rifle 70% 1D6+2 accident, and he wm~ld appreciate them not going near the
.45 Revolver 55% 1D10+2 truck.
Bowie Knife 45% 1D4+2 A successful Spot Hidden at this point will reveal that there
DAMAGE BONUS +1D4
is something strange about the body; how the investigators
SKILLS handle the situation should be left to the players, but the Keeper
Bargain 25%, Computer Use 10%, Camouflage 50%, Climb should note that if the investigators should try to bully Sam, or
75%, Dodge 50% First Aid 50%,Law 40%, Hide 55%,
Jump 50%, Listen 45%, Psychology 40%, Ride 75%, disregard his request, they will quickly find themselves under
Sneak 60%, Spot Hidden 55%
- 65-
restraint and on their way to a night in jail. The Navajo Tribal Police handle any small crimes which
Sam can prove to be a valuable ally and a useful source of occur on the Big Reservation, but for cases such as murder, the
needed information, but only if he is dealt with in a FBI is called in. And in this case, the FBI is Thomas
straightforward and honest fashion. Should he feel that he is Donnenger.
being used, the investigators could find themselves under Donnenger is the stereotypical FBI agent; uncommunicative,
suspicion for the crimes perpetrated by Two Horses. unwilling to work with other law enforcement agencies, and
Through Sam, the investigators can learn something of the intolerant of civilians interfering in a Bureau investigation. The
Navajo culture and how it relates to ~he murders, and get to investigators will get only one chance to cross Donnenger, upon /
speak with many townsfolk who would normally tell them which he will obtain a court order instructing them to leave
nothing. By cultivating Sam as a friend, the investigators can Three Buttes immediately and not return until the case is solved.
save valuable time, and in so doing, save many lives. If they are caught anywhere near town after this, they will be
One bit of information of great value which Sam possesses arrested and held at the Navajo Tribal Police headquarters 50
is that he grew up with Michael Blackmoon. He knows that miles away.
Blackmoon wishes to be a Singer, and as such could never be Donnenger will interview the investigators concerning the
capable of committing such horrible crimes, even though the "incident" involving Anna Price, and by his questions, it will
evidence points unerringly to him. This will be the first shortly become clear that he suspects Anna may be the killer.
indication the investigators will have that there may be a second, He will in fact proceed with that mistaken assumption until he
unknown party involved in this horrible affair. is given good reason to think otherwise.
There will be a 40% chance that Charlie Two Horses will
kill Donnenger during the agent's interview with "Anna'.
Donnenger will insist on conducting each interview in private,
and on a one-on-one basis, so there will be ample opportunity
for the deed to be done.
If this should be the case, the false Donnenger will
immediately have the investigators arrested, claiming that Anna
has escaped, and that he has reason to believe the investigators
helped her. As previously stated, the prisoner w!ll be held at
the headquarters of the Navajo Tribal Police.
However, in this instance, Two Horses plans to assault the
headquarters with the help of the Skinwalker, killing everyone
inside and skinning them, preserving the skins for future use.
He cannot afford to let the investigators go, even though they
may have only suspicions as to what is taking place in Three
Buttes. Besides, by this time, the witch has gone totally insane,
and to him, this exercise in brutal, horrifying death is an
evening's entertainment.
Since the headquarters building is somewhat isolated, no one
nearby will know of the assault. Two Horses will first cut the
phone lines, then see to destroying the radio. After that, he will
guard the patrol cars and allow the Skinwalker to deal with the
unsuspecting victims inside.
Two Horses will then set fire to the building, to make these
fhoma> Donn~n~~r, r81 multiple deaths appear to be the result of an accident.
STR 15 CON 14 SIZ 13 HP 14
POW 15 DEX 17 INT 14 MV07
APP 12 SAN 75 EDU 15
WEAPON ATTACK% DAMAGE
.45 Revolver Three Buttes is a small Navajo community on the Big
65% 1D10+2 Reservation which straddles old Route 6 as it passes through
Fist/Punch 85% 1D3 Culver Pass on its way to the Onyx Canyon Bridge and Phoenix
Head Butt 55% ID4 several miles beyond. The town's name derives from the fact
Kick 75% ID6 that it is located almost precisely between three high-standing
DAMAGE BONUS +104 buttes: Fox Butte to the southwest, Hopi Butte to the southeast,
and Red Butte to the north. Because of their location, the buttes
shelter the town from winter's fury, and from the direct assault
SKILLS of summer's sun.
Climb 50%, Conceal 30%, Dodge 55%, Fast Talk Culver Pass is a narrow cleft in the surrounding sandstone,
35%, Hide 40%, Jump 35%, Listen 40%, Locksmith in places just barely wide enough to accommodate the narrow ,
25%, Persuade 35%, Sneak 35%, Spot Hidden 35%, two-lane road which follows its contours into town. Its greatest
Throw 30%
- 66-
(topi Butte
D
Orl~n Yopp ' ) G:arag~
D
- 67-
claim to fame is as a shortcut used by truckers traveling from Sanford is an outgoing type, reminiscent of the tall tail-telling
Phoenix to points east, and vice versa. These truckers make it cowpoke of the previous century, and with his beat-up old
a point to stop in Three Buttes, for they know they can get a stetson and worn jeans, he surely looks the part, all the more
fine meal at the Tee Pee Diner, and the motel has an excellent enhanced by his bushy handlebar mustache. Sanford will be
reputation. glad to stretch his legs on the front porch of the post and chew
Most of the town's business is centered around the truck the fat with visitors, and he will prove to be a solid source of
traffic. At the far western edge of town, Orlen Yopp's Garage information concerning what's going on in town and who is
and service station specializes in big rig repairs and diesel fuel.
Orlen also sells regular fuel, kerosene, and propane, but
doing it.
Sanford will give the investigators as much information as the
/
supplies are limited. He also owns a pair of beat-up old pickups Keeper has available on the town and the surrounding
which he will be willing to lease; in fact, one of these vehicles countryside, embellished with tales of bandits and buried
was recently rented by Anna Price. treasure, of artifact thieves - sometimes referred to as Thieves
Orlen will tell the investigators of how Anna simply came of Time - and of the occasional drug runners who use the vast
driving back into town in her rented truck, parking it by the gas wilderness to hide their illegal deliveries.
station and sitting there behind the wheel until Orlen came up to He will also reveal quite a bit of the history of the local
see what was the matter. Anna was of course unresponsive, but ruins, as related in The Ruins section. Sanford has an accurate
"thet nasty-lookin' bruise there on 'er head" made Orlen realize map of the area, which he will bring out and use to clarify his
that the woman had been in some sort of accident, so he took lecture.
her straightaway to Doc Brule's. If the investigators do sit and chat with Sanford, there will be
Orlen has cleaned out the truck since then, but the stuff he a 55% chance that Michael Blackmoon will stop in to pick up
found in the back he is keeping out back behind the garage in a supplies. He will ignore the newcomers and enter the store.
storage shed. If asked with a successful Fast Talk if there was Sanford will leave his guests to take care of him, rejoining them
anything in the truck when Anna returned, Orlen will mention when his customer is done.
some items he is keeping in the shed. "I don' know about that there young fella," Sanford will
He will take them back and show them Anna's camping gear, mutter as Blackmoon pulls away in his black 4 X 4. "He was
her backpack, and a number of clay shards, which a successful a good kid, but since he come back from that there college, I
Archaeology roll will identify as Anasazi pottery over 300 years dunno; things're differn't. But then, that-all's prob'ly just folks
old. If questioned about these shards, Orlen will shrug. talkin'." -
"Lots of places they cudd've come from, up there in them If questioned about this remark, Sanford will reluctantly
canyons to the north. Didn't want to mention it, but you ain't relate that Blackmoon, recently returned from college where he
s'posed to be takin' that stuff outta them ruins without studied Anthropology, had come under a dark cloud. Some say
permission in writtin', which I don't think the little lady has." that he might even be a Wolf, the Navajo term for witch.
Right at the center of town is the Tee Pee Motel and Diner, Through Sanford, the Keeper can also relate information
surrounded by a large dirt parking area for the big rigs. The included in the Navajo Navajo Crash Course . Sanford's Lecture
motel is owned and operated by Jim Tallman and his wife is located on the following page.
Mary, who serves double duty as cook at the diner. Just a short distance up Service Road 3 is Doc Brule's place.
The Navajo couple are friendly enough to their guests, but Doc is in his middle 70's, and is in fact a retired practitioner
the investigators will find it difficult to get either of them into from Phoenix who moved to Three Buttes for the relative peace
an involved conversation. They will tell any who ask that Anna and solitude. He is gruff but good-natured, and always puts his
was a model tenant, was quite friendly, and asked a lot of patients' well-being above all else, which is why he is still
questions about the Anasazi ruins . concerned about Anna Price.
On a successful Fast Talk roll at -15%, Jim Tallman will He will tell the investigators that he felt - and still feels -that
admit that it was he who directed Anna to Many Houses Anna should be taken to a hospital for observation, considering
Canyon, where most of the best cliff dwellings are located. the fact that the blow to her head could easily have given her a
If the investigators visit the Tallmans in the company of concussion. But Anna had adamantly refused to go, and Doc
Deputy Sam Crow, the couple will add that after her return could only give her a dozen pills to help with any pain she
following her accident, Anna seemed to act strangely. They might be experiencing. (These pills can be found in Anna's
will readily admit that this could be the result of her amnesia room, all unused.)
and muteness, but still, they felt a certain "wrongness" about the A Psychology roll on the good doctor will reveal that he is
woman, and haven't been comfortable in her presence ever not telling the whole truth. When pressed, he will admit that,
since. in his estimation, the blow to the head Anna received must have
Directly across from the motel complex is the Rodelle been powerful enough to fracture her skull, but he could find no
Trading Post, owned and operated by Sanford Rodelle, whose such evidence during his examination. All in all, he considers
great grandfather first opened the post back in 1846. Little has Ann extremely lucky to be alive.
changed since the general store-post office first opened its The doctor will also add that Anna became quite agitated
doors. The Navajos trust Sanford, entrusting him with their when he attempted to take a sample of her blood; so much so
pawn when they spend extended periods away from home that he did not take a sample. This is because "Anna's" blood
tending their flocks of sheep, or even just when they need a few would have revealed strange properties, not the least being that
dollars to cover unexpected expenses. it was not Anna's type, and would indicate a male donor.
- 68-
SANFORD'S LECTURE
Folks 'round here are a little put off by what happened to your friend. The Dineh - that's what the
Navajo call themselves -seem t' feel that the orenda, the tribal soul, may have been affected by whatever
happened out there in them ruins. The Dineh, they got a feel for them unseen influences that can affect
their lives, even if it was caused by a belagana, someone not of the tribe.
There's been some talk - though not much of it when I'm around - 'bout a skinwalker workin' his
devilment 'round here. A skinwalker's a Navajo witch, an ornery cuss who's always up to no good,
puttin' curses on folk an' such, an generally poisoning the orenda. Y'know, they say them skinwalkers
can change their shape, become a wolf or rattler or some such. I ain't ever seen it, but I heard me some
stories ...
Anyway, what affects one member of the tribe affects the whole tribe, an' the skin walker purely loves
causin' that kinda trouble. 'Course, there's other causes for illness an' death.
Posession by an evil force, loss of harmony with Nature, breakin' a taboo, that sortta thing. In suchlike
cases, you can consult a Hand Trembler, a shaman who can tell ya what's causin' your sickness, an' then
you go to a Chanter, who can perform just the right ceremonial cure. Word 'round town is your friend
got on the bad side of one of them skinwalkers, an' she's outta harmony- that's why she can't speak nor
remember whatall happened to her.
Maybe a Blessing Way sung for her would do her some good. I seen the ceremony couple of times, an'
it seemed to do some good for the fellas it was sung for- couldn't hurt, I reckon.
That puts me in mind of somethin' else. See, the Dineh have this thing 'bout death. They don't talk
about it, on accounta the consider it evil. An' whatever ya do, don't ever bring up a dead person's name,
'cause that'll call a chindi down on ya.
Now a chindi is a kinda ghost, one that's made of everything that was bad about that particular person
what died, an' none of the good. Speakin' that person's name can call the chindi to inflict you with the
ghost ~ickness, an' ya don't want that. That's why when a Dineh dies in his hogan, a hole is punched in
the roof to let the spirit get itself out, then the place is abandoned along with everything in it, an' no one
ever goes in there again.
When warriors killed an enemy in battle, they had t' purify themselves with sweat baths and a ceremony
called the Enemy Way, which would cure 'em of the "war sickness."
See, there's a whole heap of Chantways that cover just about every aspect of Dineh life. Boys in
training to be warriors learned themselves a few of them chants, ones as'd give 'em power against their
enemies. These chants were learned from an older man who knew a particular "Way." The two, man an'
boy, would head out into enemy country and build themselves a sweat house, where they stayed for four
days while the boy learned the "Way" of Mountain Lion, Snake, or some such powerful being, along with
the secret name of the enemy.
The Dineh are a spiritual folk, an' ya shud keep in mind all I been yammerin' about here when ya talk
to anyone 'round here. An' don't be rushin' the conversation either. Jus' ease on in to what ya really want
to talk about; it's the way things're done in these parts. 'Sides, you city slickers do everythin' just too
damn fast; rush, rush, rush! I ain't seen nothin' like it in all my born days!
Say, I just had me a thought. Don't know if it'll do ya any good, but ya might want t' see ol' Thomas
Hawk. See, he's a Crystal Gazer, a shaman that specializes in answerin' hard questions, findin' what's
lost, tellin' what ails ya- an' even flushin' out skinwalkers. ·
Seems to me your friend is sortta lost, ain't she? Anyway, you want to go out there, I'll be glad to
direct ya.
- 69-
make a successful CON X 3 roll or become nauseatingly ill as
a near solid wave of noxious, putrescent miasma boils out of the
shed amidst the roiling cloud of flies. Anyone thus affected will
remain so - with a 10% loss to all skills - until they leave the
vicinity of the shed.
The windowless shed is quite gloomy, and the investigators
will have to enter it to see the large shape on the floor, covered
over by a large tarp; it is unarguable that this is the source of
the putrid odor. Pulling the tarp back reveals the cocoon, a
D
is clearly otherworldly, and that whatever it once contained was
approximately six feet long and two feet wide.
Charlie Two Horses has been doing some snooping of his
Corral own, and has learned that Blackmoon is in possession of the
cocoon, and he and his alien ally have taken steps to retrieve it.
/ 0
Slora~~ Sh~d
It will be the investigators' fate to witness this retrieval.
The Skinwalker will Summon and Bind a Shantak,
commanding it to fly to Blackmoon's place and take the cocoon.
Since this cabin is so far out in the wilderness, it will not be
necessary that this retrieval be done under cover of darkness,
especially since the need to destroy Blackmoon's evidence is
This is a modest adobe cabin located some distance from the great.
end of a rough trail which dwindles out in the mazelike network The Shantak will fly across the desert to Blackmoon's place,
of Lost Man's Canyon. Near the end of the canyon in which tear down the shed with its powerful claws, with which it will
Blackmoon lives, there is a small spring from which he gets his then pick up the remains of the cocoon and fly off. It will hit
water, this found in a small cave surrounded by a lush growth the shed while the investigators are inside, but i successful
of desert fauna. The nearby cabin is a simple structure boasting Listen roll at -10% will alert them to the presence of flapping
a neat and spartan bedroom and a comfortable, lived-in wings of some considerable size.
kitchen/livingroom with a large fireplace taking up most of the The creature is primarily concerned with the retrieval of the
width of the room. Skinwalker's cocoon, and so will not actively attack the
Flanking the fireplace are two concrete block-and-plank investigators unless they initiate the hostilities. However, any
bookshelves which hold a large number of books on interference with its task will be considered an act of
Anthropology, Native American History, and the Anasazi. One aggression, and treated accordingly.
entire shelf is taken up by dozens of hand-written notebooks, After the situation with the Shantak is resolved, a successful
each pertaining to a different ruin to be found in the Three Idea roll will cause one of the investigators to realize that
Buttes area. Another shelf is stuffed with maps of the ruins, all Blackmoon would not summon this creature to destroy his own
drawn in painstaking detail by Blackmoon himself. property, and that there must be a third party involved in this
A successful Spot Hidden roll on the shelves will locate the affair.
map of Many Ruins Canyon, and a second roll while perusing It will be possible for the investigators to follow the
this map will draw attention to what is clearly a recent addition: retreating Shantak to the place where it was summoned, this
the entrance to the cave system in the kiva. being very near Charlie Two Horses' place. If they are
The ~emainder of the shelfspace is taken up by various prevented from following, a successful Idea roll will alert the
Native American relics, most recent, a few old, and one or two investigators to the direction of the creature's retreat, so that an
that are obviously of great age and importance. They are a examination of a local map might shed some light on i~
strange-looking assortment of carvings and fetishes, and to the destination.
untrained eye they will appear to be evidence of Blackmoon's
involvement with the dark arts, but anyone making a successful
Anthropology roll will recognize them as the sacred symbols of
the .Shantak
the Navajo tribe. STR 85 CON 40 SIZ 80 HP 60
The only true item of interest - and the greatest piece of POW28 DEX 20 INT 20 MVIO
damaging evidence - is hidden in the locked storage shed behind
the cabin. Anyone making either a Listen or Spot Hidden roll WEAPON ATTACK 1Yo DAMAGE
will be made aware of an enormous swarm of flies which has
been attracted to the shed by the smell of the decaying cocoon. Bite 55% 2D6+2
The lock on the shed door is brand new, and will require a
successful Locksmith roll at -10% to defeat. Once the door
swings open, anyone standing within 10 feet of the shed must
ARMOR: 9 point hide
SPELLS: None
J
SANITY: 1D6 I 0
- 70-
The Navajo - A Crash Course
The Navajo were originally of the Apache nation, but over time branched off to become
Dine (Din-ay), "the People," settling in the lands of the abandoned Anasazi cliff dwellings
around New Mexico. They called their land Dine Tah, or "Among the People."
The Navajo lived in small settlements of related family groups, and while they did grow
crops and build simple homes, they were still a semi-nomadic people. Throughout the 18th and
19th centuries, tribal lands included a region situated between four mountain peaks: Colorado's
Hesperus Peak (North), New Mexico's Mt Taylor (South), Arizona's San Francisco Peaks
(West), and back to Colorado to Blanca Peak (East).
During the times when crops needed tending, the traditional Navajo dwelling was the
hogan, or "home place." It is a circular, single room earthen structure whose entrance always
faced East, framed by a pair of vertical poles. Three poles supported the roof, while a fire pit
occupied the center of the living space. Even today, when Navajo build modem-style homes,
it is not uncommon to find a traditional hogan located somewhere nearby.
When the owner of a particular hogan dies, the structure is deserted, with all possessions
and furnishings left behind. In some cases the hogan is destroyed so that the spirits of the dead
will not follow and torment the living.
During the 17th century, the Dine and their closest neighbors, the Pueblo Indians, were
assailed by the Spanish invaders, who burned crops, destroyed villages, murdered men, women,
and children, or sold them into slavery. As a result of the invaders' depredations, the Navajo
took in members of the Pueblo tribe, until over a period of time more than half the Dine could
trace their roots back top the Pueblo culture.
Because of this absorption, the Navajo integrated much of the Pueblo culture, from
w~ving and agricultural techniques to ceremonial sand paintings, rejecting what they felt
conflicted with their long-established beliefs.
Ironically, it was from the invading Spanish that the Navajo acquired horses, cattle, and
other imported livestock, as well as the knowledge to manage them and to build their herds.
While the men owned the horses and cattle, the women owned the sheep, and grew expert at
managing their own herds, shearing them and refining the art of weaving to a point where their
work rivaled that of European craftsmen.
In the late 1860's the US Army, determined to put an end to Indian raiding, rounded up
or hunted down over 9,000 Navajo, marching them hundreds of miles in what came to be known
as "The Long Walk" to Bosque Redondo, 40 square miles of arid wasteland on which they were
expected to make their homes and care for their seriously reduced herds. This was an impossible
expectation, and during the next four years nearly 2,000 people succumbed to the privations of
what was in effect a prison camp.
Realizing the extent of this disaster, the government finally agreed to let the Navajo
return to their native land, or rather a very small portion of it, which became the Navajo Indian
Reservation.
Once again, the Dine learned from other cultures and adapted to new ways. Today, they
are the largest Native American Nation in the country, and they have never lost track of their
heritage, nor strayed from the firm belief that spiritual happiness can only be achieved through
harmony with the world in which we live.
- 71-
DD
D
The Shantak
- 72-
to provide access to a large strongbox. A Spot Hidden will be Thomas will also speak to the investigators about the Navajo
needed to spot this loose board, and a Mechanical Repair will culture, imparting the information contained in "The Navajo -
, open the box, to reveal several stacks of $100 bills valued at An Extremely Brief Crash Course." He will not speak of the
$50,000. This is Two Horses' proceeds from his desecration of murder victims, nor will he be willing to talk about Charlie Two
Indian burial grounds and other nefarious dealings. Horses beyond expressing a dislike of the man.
Two Horses does not keep a horse, so there is no bam. But
there is a large shed some distance behind the cabin where the
Navajo witch stores his tools. This is where the Skinwalker
hides during the hours of daylight. While the creature is not
adversely affected by sunlight, it was judged too dangerous for A dirt service road runs roughly North out of town,
the being to be roaming around in the open on the off chance it switchbacking up the steep sandstone cliffs to a flat tabletop
might be seen. plateau on which stand the three buttes which give the town its
There is no lock on the door, but if strangers attempt to enter name. This road is maintained in relatively good condition as far
the shed during the day, the Skinwalker will simply hold the as a large microwave transmitting tower, which was constructed
door shut from within, requiring a STR vs STR struggle to pull three years previously with the consent of the tribe.
the door open - thus setting the stage for a horrific confrontation Beyond the tower, the road fades into a barely discemable
with the monstrosity. track meandering around the northern base of Red Butte, and
The Skinwalker will attempt to use the ensuing surprise and then along the base of a second plateau which forces the trail to
confusion to make good its escape. Two Horses will of course tum West. After about 20 miles, the trail, now almost
claim ignorance of the creature's presence, claiming that he undetectable except by a trained eye, veers around the second
hadn't been in the shed for several days, and that the monster plateau and curves back to the north.
must have slunk in there one night when it couldn't be seen. For the next 30 miles, the face of the cliff is cut by
There is a 50% chance that Two Horses will be home when numerous canyons and washes cutting deeply into the plateau,
the investigators visit. He will treat them cordially, but will not some for several miles. There is nothing special to mark the
invite them into the cabin unless the visitors request to do so. mouth of Many Ruins Canyon, but a successful Track roll or :1
He will behave as though he had nothing to hide, but if anyone Spot Hidden at 114 by anyone examining the ground here will
expresses an interest in the Anasazi pottery, he will ask that no- call attention to several sets of vehicle tracks leading into and
one touch the pieces, saying that they are quite old and delicate. out of the canyon.
If the Track roll is successful, that investigator will know that
one set of tracks displays the same tire tread as that on the truck
Anna Price had been driving. Other than this, a local guide will
be needed to identify the right canyon.
As stated in Sanford's Lecture, Thomas Hawk is A Crystal
Gazer, one of the most respected elders of the tribe. Though
over 75 years of age, he is a robust and active gentleman who
is at peace with himself and the world around him. Like most
(rtt€ DIG .51t€)
of his people, he is cautious of strangers, especially in light of Anna's dig site is located 10 miles into the canyon, and
Two Horses' killing spree, but if an introduction is made by any again, track marks, aided by a Track roll, will show that her
member of the tribe, he will greet visitors hospitably. vehicle stopped here. There is a small ruin on a wide ledge 100
Any serious conversation with Thomas will begin with a feet up the face of the cliff, and without climbing equipment, 3
discussion of trivial matters, such as the weather, local history, successful Climb rolls will be needed to scale the sandstone
or small town gossip. Eventually, however, Thomas will ease face .
into the subject most on the investigators' minds. His discourse The ledge which houses the ruin is littered with rubble and
will run as such: patches of mesquite which make moving around an awkward
affair. A great deal of brush has grown over the actual
"Many people come to these lands to see the cliff dwellings; structure, and a Spot Hidden roll is needed to locate one of the
every year, more and more. Part of why they come is the entrances, except for the one opening into the Intact Chamber
mystery of these places. No one knows where the Anasazi came (see Map).
from, really, or where they went. Many theories, but no one can While exploring this sandstone dwelling, the investigators
say for sure. should be required to make a DEX X 5 roll to keep from
"In their own legends, they came up out of the ground from loosing their footing on the smooth and slippery rock. There is
another world, like First Man and First Woman, but this was a a 20% chance that s slip here could send an investigator sliding
different place, and who can say what it was like. towards the edge of the cliff and a very nasty, if not fatal fall to
"Your friend was drawn to the ruins by that mystery, but she the canyon floor. Should this be the case, a Luck roll at -25%
was impatient, unwilling to wait. There are secrets that will will be sufficient to save the pluouneting investigator from the
reveal themselves in their own time, secrets which have no liking drop.
for the impatient. Perhaps she found her a11Swer out there in Chambers A, B, and C are in complete ruins and contain
Many Houses Canyon - or perhaps it found her. Be careful that nothing of interest. However, in Chamber C there is a large pile
you do not fall illto the same trap. " of rock and debris which has become the home to several large
- 73-
;lany (tou~e~
<:anyon ftrea
lntact
Chamb~r
rh~ f\iva
- 74-
( Cave .leve~ One )
- 75-
rattlesnakes, who will not think kindly of anyone poking about world of the Skinwalker, but the passing ages have disturbed
their home. portions of the pattern, and the Gate is no longer functional.
Due to its location, this chamber will always remain dry,
even during the flood season. But this is not true of several of
the intervening tunnels, so the investigators run a 20% chance
STR 05 CON 06 SIZ 03 HP 04 of having their way blocked by a subterranean pool.
POW 03 DEX 12 INT 01 MV06 These pools are not very deep, nor are they over large.
Anyone making a successful CON roll can successfully dive
WEAPON ATTACK% . DAMAGE
under the water and swim through to the other side without
Bite 40% 1 Point* sustaining drowning damage, and even on a failed roll, the loss
*The bite of a rattlesnake will deliver a neuro-toxic poison
of POT 3 into the victim, who must make a CON X 2 roll is only 1 point.
to avoid immediately loosing consciousness. A CON X 3 These tunnels are mentioned for use in the event the
roll is required every hour until an antidote is investigators are trapped by a cave in in the kiva, which Two
administered. A missed roll means the loss of 1D6 Hit Horses will most surely cause if he catches the investigators
Points for a period of 1D8 days. snooping about down below. This way, the trapped investigators
ARMOR: None will be able to make their way to freedom - eventually.
SPELLS: None
SANITY: 1I o
The kiva is relatively intact, and much of the roof still If the investigators can stop Two Horses and destroy all the
remains, framing the opening through which the Anasazi Skinwalker larvae, they will receive lDlO Sanity Points, and if
originally entered. Anyone climbing to the top of the ruins will they can destroy the Skinwlker before it reproduces, the reward
see this hole from above, but the condition of the roof is will be lD 12 + 3 Sanity Points. If the Keeper is feeling
obviously poor and will clearly not support the weight of a generous, he can reward the investigators an additional 3 points
person. for each of Two Horses' potential victims they are able to save
The main feature of this chamber is the central pit, its from a grisly death.
smooth, curved lines contrasting with the jagged opening ripped
into the floor. This is the entrance to the cave system.
Anyone descending into the pit will see signs of recent
activity, and a Spot Hidden will draw attention to several spots
of dark red against the rusty sandstone; these are drops of Anna
Price's blood.
A second Spot Hidden here will unearth a slip of paper which
was a page from Anna's journal, which bears the following
words:
"The cave-in appears quite recent, within the last month or
so, and by the looks of things here, I'm not the first one to tind
it. I shined my light down into the chamber below, and there
was something large an smoothe down there. I'm going down
for a look after ....
There the message ends, for it was at this point that Anna
was murdered, as several drops of blood on the paper will attest
to.
- 78-
Miskatonic, his time experiments took on a new and eldritch The Serpent Folk sorcerer quickly began interrogating the
direction. Rhodes, too obsessed with his own ideas and mad human. The means of torture used by the wizard would
speculations, was oblivious to the obvious danger inherent in the surely have driven the physics professor mad, -: had he not
association between the two. The eminent physicist took the already sustained complete mental breakdown. However, the
final step and proved that time travel was possible, though at a insane Rhodes still possessed some knowledge of his journey
great cost. through time. Intrigued by the power of this alien and a student
of time travel himself, Angoor has kept Rhodes alive (barely
( fh~ txp~rim~nt ) alive) in order to uncover all the secrets of his apparent success
at manipulating time. The wizard sent an expedition out to
Professor Rhodes covered the interior of his lab with the retrieve vital elements from the laboratory, but when the
ancient and unwholesome runes he had studied in Arkham. expedition returned they reported to their master that they had
After he painted the archaic symbols he put the finishing touches found no trace of the structure.
on his crowning achievement, the Temporal Distortion The building, in fact, had returned to the present. The
Generator. The Generator, designed solely by Rhodes, was damaged Generator, along with the magical runes, is still
engineered to conduct the flow of time and allow the professor enough to create a temporal distortion. Now the lab shifts
to control the fluctuation. In its most simple explanation, it was between the two times chaotically, alternating positions every
atime machine. It would, along with the necessary runes and day or so. When the investigators arrive at the scene of
incantations, carry the surrounding space, that is to say the Professor Rhodes' experiments, a portion of the building will be
building housing the laboratory, back through time. Rhodes positioned in the primordial past, leaving a curious and
built the Generator to act as a regressive machine, unable to disturbing absence.
travel forward in time from its point of origin. The explanation
for such a decision may deal with Rhodes's own trepidation at
what his Miskatonic research uncovered about man's ultimate
future. In any case, the Temporal Distortion Generator would
theoretically prove Rhodes's assertions about time and man's The first the investigators will hear of the physics professor
ability to control it. With his dream frnally realized, Rhodes will be in a short article in the Arkham Gazette (see Handout
activated the Generator and, as the power began to surge, Section). It is just a brief piece of local interest.
started chanting the words prescribed by some ancient and
unwholesome folio. Arkham Gazette - October 26
The Generator worked! The abandoned building that was Local Professor Leaves
once a slaughter house shimmered and was gone. It had carried
Rhodes back in time much further than he had planned, Classroom For Lab
however. Also, the Generator was damaged by the journey Physics professor Garret Rhodes of
through the .eons and Rhodes found himself trapped in Earth's Miskatonic University is leaving his
primordial past. position as teacher to begin a period
When it became clear to Rhodes that he was trapped, he of research in Chicago. Rhodes has
became hopelessly mad. He quickly made a few disjointed been teaching at MU for over two
decades, and is currently head of the
notes in his journal and then, finding no other option, journeyed Physics department.
out into the primeval landscape. It was not long after his trek
began until some of the terrible beings mentioned in his studies Professor Rhodes is excited about the
found him ... change. He commented: "I will
Professor Rhodes made his way out of the laboratory and definitely miss my students, but I've
found himself on a primordial plane of cooled lava. It seemed been waiting a long time for this
opportunity."
to stretch endlessly in every direction; a harsh and hopeless
landscape. Only one landmark broke the terrible monotony. A
great, dark tower rose from the plane. It appeared as a Miskatonic University is understandably concerned about the
nightmare, twisting like a gigantic serpent into the red sky. lack of communication from Rhodes. All of their attempts at
This sight was to be the final strain on the good professor's reestablishing contact with the professor have come to no avail.
sanity. Rhodes began the long walk to reach the unknown The University has,therefore, decided to send a small group to
structure. the city of Chicago in order to discover the condition of the
As the professor neared the tower, he was attacked by a school's top physics instructor. The investigators will be the
group of Serpent People. Near death, the professor was taken University's first choice for the Chicago group (it may be quite
by the Serpent Folk to the fortress of their master, Phaelis likely that the group has assisted Miskatonic in the past with
Angoor, a powerful sorcerer forced to live away from the bulk such mysterious developments). The school can not offer much
of Serpent Folk society due to his experimentations on his own in the way of money, though its representative will assure the
kind. The exiled Angoor relocated with his small group of investigators that the favor will be remembered and repaid in
followers to what is present day North America, where he could any way possible. The investigators will surely be able to
conduct his vile experiments without interference from the more appreciate being in such a position.
squeamish of his race. Alternatively, the investigators may be students of the physics
- 79-
professor. In this case, they may undertake the investigation on the bouse will tum up very little in the way of clues. In
their own initiative. One other possible connection between Rhodes's study there is a large filing cabinet. In it is a
Rhodes and the group may be explained by one investigator's complete library of Rhodes' published works. Most are
interest in Rhodes' research. This investigator bas found it mundane and a Library Skill roll will be necessary to uncover
necessary to question Rhodes for the purpose of his/her own the more esoteric pieces. There are three papers that the
research in time travel. When the investigator makes inquires investigators will find of special interest. These three papers
as to the instructor's whereabouts, the school will take that have been published in the past year, consecutively, in a little
investigator into their confidence an4 explain the lack of known science journal, The Macomb Physics Digest. If
response from Rhodes. Finding no other solution, the questioned about the "Digest," the other physics professors at
University will offer to pay for travel expenses if the individual Miskatonic will agree that it is a questionable journal at best and
will go to Chicago and make contact with the professor. they will be appalled to find that their colleague wrote for such
If the group agrees to locate the University's lost professor, a distasteful magazine. Reading the magazines in their entirety
the school's representative (probably another physics professor adds a + 03 % to any Occult skill due to the subject matter of the
or a minor member of the administration) will provide what "Digest," which includes essays on witchcraft and American
little information is known. He will also make the investigators Indian burial mounds, for example. Rhodes' three contributions
aware of Rhodes' visit back to Arkham three weeks ago. He to the "Digest" all deal with the possibility of time travel. He
will explain that Rhodes was seen very little, and was spoken to is very adamant about the possibility, declaring often that it is
even less. Rhodes kept to himself and the Physics Department only a matter of time before man can travel through the eons.
didn't even know the professor was coming back until be was Each piece is basically the same. A excerpt from one of these
spotted in the library's special section, seemingly absorbed in articles is provided in the Handouts Section to demonstrate what
research. the three are like.
The library will confirm that Rhodes obtained a pass for the
special collection section, though being such a prominent faculty
member obtaining such a pass was easy and not altogether
uncommon. No special attention was paid Rhodes by the Exce1pt from The Macomb Physics Digest, Vol. I Issue 26
librarian on duty so what books or manuscripts he was studying TIME TRAVEL:
currently remain a mystery.
If other faculty members are questioned by the investigators,
The Manipulation of the Temporal Stream
most will restate what the school's representative said. Rhodes We, as intelligent beings, have the right to control
was seen only briefly and seemed to be in a hurry. He offered our environment. It is only our lack of ability which
no explanation as to why be returned from his sabbatical in halts our progress. However, once we attain this
Chicago. Rhodes' fellow physics instructors will comment on ability we must leap forward and seize the
Rhodes' apparent enthusiasm to conduct some experimentation opportunity ....
and get away from the monotony of the classroom. They will
also make some reference to Rhodes' studies of time and the ... Time travel is possible. Manipulation of the time
possibility of time travel. They will make it clear that, while stream is a simple matter once the calculations are
they respected his theories, most saw his work as a bit fantastic. made and a powerful distortion field is generated. A
He bad no enemies as far as anyone knows. He was quite a catalyst is necessary to open a gate through time; it
likable teacher and kept his classes as interesting as possible. is only the creation of such a distortion that has
Any student questioned will attest to this fact.
proven so elusive to our technology.
Lastly, as far as the equipment Rhodes required, the I believe that I have the key to the solution; I have
University will be very vague. Some extremely rare pieces of discovered a means by which we can generate such
technology were provided, but the exact nature of their purposes a distortion. 1l1e real problem lies in controling that
was known only to Professor Rhodes himself. Should the distortion and confining its effects; without proper
investigators press this point, the University will explain that the control, the phenomenon could theoretically w1ravel
nature of the equipment is a classified matter. the fabric of the temporal stream.
After all sources for information at the University are
depleted, the group may wish to visit the home of Professor
Rhodes. His small house is just outside Arkham. Rhodes is a
bachelor so be lives alone, though a maid visits the household There is nothing else to be discovered in the house. It may
three or four times a week. The house will be locked and be worth while to note, however, that Rhodes' library contains
empty, the maid's services not being required while Rhodes is the complete works of H.G. Wells, Jules Verne, and Rudyard
on sabbatical. The usual Locksmith roll will be required, Kipling.
though a crude party will undoubtedly find a less subtle means After the preliminary investigations in the New England
of entering the house. hamlet of Arkham are complete, the group may be provided
Inside the cottage, everything appears to be in a state of with round trip tickets to the "Windy City". Once there, it~
storage. The furniture is covered with cloth, the decorations explained, the group will be on their own as far as
and paintings have been removed, and the place is currently accommodations. It is not expected that they will stay more
unheated, making the residence very cold. Searching through than a few days, just enough time to check up on the sileol
- 80-
Rhodes. They are given the address of Rhodes's facility, the temperatures of the vacuum causing terrible injury to fragile
abandoned meat packing plant. If they should question the odd human flesh. Should any character become fully emersed in the
, location for a laboratory the University will simply reply that "it void, death will be instantaneous and the corpse will become
was exceptionally cheap." The school will encourage the team lost in the endless corridors of the time/space continuum.
of investigators to leave as soon as possible and to report any It is possible to enter the remaining half of the building,
findings concerning Rhodes immediately, via telegram or though nothing of any value will be discovered in that portion.
telephone. The darkness inside the lab will seem like a wall, cutting the
structure in neatly half.
There are three buildings that comprise the remaining facility
(see Map). These buildings will offer nothing but old, decrepit
machinery and a stronger odor of meat. Sometime during the
The investigators will arrive in Union Station, Chicago on investigation of the first two buildings have a random character
December 2nd. There will be a thin layer of snow on the make a DEX check. Failing the check, the investigator
streets and the wind chill factor is completely in keeping with accidentally triggers an avalanche of rusty machinery (1D6
the city's nickname. Upon arrival, the course of action will be points of damage). A successful roll allows the investigator to
totally up to the group. While they will be able to find jump aside at the last instant. Also, the investigators will have
accommodations easily enough, they may choose to advance the misfortune of uncovering a large nest of rats - big rats.
straight to the facility provided for Professor Rhodes. This These rodents will defend their territory viciously, attacking the
facility lies on the banks of the river, near the lake. It is a nearest investigators with feral fury.
completely industrial area, with factories billowing black smoke There are lDlO rats in this pack. They have a 40% Bite
from their chimneys. The site of Rhodes' lab used to be the attack which will inflict 1D3 points of damage, though thick
McMurphy Meat Packing compound, and a sign at the entrance clothing will negate this damage unless an impaling attack is
still attests to this fact. McMurphy's was shut down by the made. The rats will attack second unless their nests are
Health Department after failing a number of health inspections. threatened, as in the case described above.
The unsavory details of these violations would have the Chicago The search of these buildings will provide nothing in the way
reform community up in arms and the Keeper should feel free of clues and will prove otherwise uneventful. After searching
to improvise should the investigators research the history of the these three buildings the investigators will find the darkness
facility. gone and the missing half of the lab returned.
The plant is now the epitome of industrial waste. The
following should be read to the players once they arrive at
McMurphy's Meat Packing plant:
The grounds of the former meat packing facility are in a The lab building has shifted back to the present day. The
terrible condition. Many of the complex's buildings are now damaged Distortion Generator, along with the ancient runes, has
simply burnt-out husks, while others are practically coated with continued to shift the location of the building, not in space, but
graffiti. The plant is surrounded by a rusty fence that is in time alone. The cost of seeing the remaining section of the
padlocked and a sign on the fence still attests to the fact that laboratory return through the eons is 1D3/0 points of Sanity.
this place was once the McMurphy Meat Packing plant. After The lab is fully materialized and any investigator willing to enter
opening the lock with the key provided by Miskatonic, you are the building is able to. The building will be unlocked, the door
free to enter the snow covered grounds of the plant. Though the slightly ajar.
cold ofDecember is bitter, nothing can hide the stale stench that Professor Rhodes' lab is similar in size and construction to
still drifts through the facility , a memorial to a by-gone era. the other three buildings in the compound (see Map). The
Walking through the plant towards the laboratory of Professor windows are boarded up and a rear door is securely pad-locked.
Rhodes, you hear the dull banging of an open door in the wind. The main feature of the lab is the Temporal Distortion
Arriving at the designated position of the Professor's lab, you Generator, a large brass globe with pipes and wires protruding
are faced with a perplexing and mind-numbing sight. It seems from it. These pipes and wires are then connected to gauges
that halfof the physicist's lab is enveloped in complete darkness. and meters of all sorts; a very mind-boggling array. The globe
The building's walls appear to just stop and then the utter is roughly five feet in circumference. Though it is no longer
blackness begins. There is no plausible explanation for such a connected to any power source, a Listen at half will allow the
phenomenon anywhere to be seen. It is as if half of Rhodes's investigator to hear a low humming sound emanating from the
lab has disappeared, leaving a tangible void in its place. globe. There is a control panel in front of the globe with
switches and buttons, though none are marked. Pressing or
Half of Rhodes's laboratory is currently positioned in Earth's activating any of these has no effect; the Distortion Generator
primeval past. The unstable Time Distortion Generator has only now acts completely on its own.
transported a section of the building now, leaving a temporal Six large symbols have been painted at various points along
void in its place. Seeing this strange occurrence costs the the walls of the building. They are strange, mystic symbols; an
viewers 0/1D4 points of Sanity. The void is a dangerous Occult roll will reveal to the investigator that the symbols are in
phenomenon; any investigator reaching into the darkness of the some way magical, though their exact nature is unknown. Each
void will suffer 1D8 points of cold damage, the freezing rune is about two feet wide and three feet tall.
- 81-
fh~ ..lab and tnviron5
fh\: l.ab
Exit to Catwalk
~
?lanl Compl\:x rh~ .lab 8uadin9
'"$:
~
e
War\:hou:;\:
0De:~k ( r-
:;:·
r-
0
,...n
s· ...
\&>.
~
fcmporal .0
~
Ill
'
Di:~lortion ~
Generator ...
~
- V>
- r
t
As an added attraction for the visit to the meat packing plant, a diabolical Keeper may see the
perverse cunning in populating the complex with a small assortment of prehistoric creatures in
order to give the investigators a proper welcome, as well as to supply a clue as to the generator's
temporal destination. Do not use anything too big and nasty; this is just a suggested option, and
should have no real effect on the outcome of the scenario. Also, there could be a 20% chance that
a minor Mythos creature has also taken the journey to the present. Again, the Keeper should
choose carefully, so that the investigators do not get wiped out before the fun really starts!
- 82-
There is a large desk near the left wall. It is covered with all and examining the lab. At some point during the investigation
sorts of papers -Rhodes' notes. Most are equations and plans ask the group to make Listen checks at half. A successful roll
for the Generator. Looking through the chaotic pile for half an will allow the listener to hear the humming of the Distortion
hour will uncover Rhodes' journal; there has not been a new Generator change pitch slightly upward. Also, a Spot Hidden
entry for two weeks. Rhodes discarded the use of the journal will reveal a faint glow around the painted runes. After this
in his madness, fmding the writing tedious. point any investigator looking outside will be quite astonished to
The last entries of the journal indicate nothing out of the find that the view has entirely changed (1D412D6 San points).
ordinary. There is also a rough sketch of the black tower of The lab has returned to primordial Earth, taking with it any
Phaelis Angoor, made by the mad Rhodes just before he began investigators inside the building. This will be the last journey
towards the unnatural structure. NOTE: A photocopy of "The of Rhodes' Generator; the strain of fluctuation has become too
Citadel" illustration can be used as a handout of Rhodes' sketch great, and another Listen at half makes the investigator aware
of the fortress. of the absence of the humming sound. The group will now be
Unopened letters from the University also rest on top of the apparently trapped in the primeval past, the lab will not travel
desk. Finally, some $500 dollars in cash can be found in the through time again. Any investigator fortunate enough (or
bottom drawer along with Rhodes' identification and contract to unfortunate enough, depending on your point of view) to
lease this building. The professor's desk offers no other clues remain outside the lab will find it gone again. Viewing the
as to his whereabouts. de-materializing structure causes a 104 point Sanity loss. Any
There is a heavy door set in the right wall, leading to what investigator left behind will be saved the terrors of the past and
was once a large freezer. The investigators will have no trouble future, though they will be left in the dark as to the whereabouts
opening the heavy door, as the hinges have been noticeably of Rhodes and their companions.
oiled. In this room the investigators will find a small bed, a
lamp, an ice box, and a small tub of water. This is the
professor's living quarters.
Rhodes spent little time sleeping so these humble
arrangements look unused. Under the bed is a small supply of Once the laboratory ' s final journey is complete, read this
canned foods and some bottled water. Also, a portable stove description of the primeval landscape:
and some pots and pans can be found along with some The surrounding landscape is utterly desolate. The dark
miscellaneous utensils. The walls of this room appear stained plain of cooled lava stretches to the horizon in every direction.
with a dark brown substance, blood from the time of the meat Scanning the plain reveals some giant structure in the distance,
packing plant. A Spot Hidden check is necessary to find the silhouetted against the reddish sky. The structure appears to be
one interesting object in Rhodes' chamber. the subject of the drawing found on Rhodes's desk. It is a
On the room's ceiling is a strange elongated and shiny object, strange and alien building, twisting like some behemoth serpent
about three feet long, with small leg-like protrusions. It will not up into the sky almost 200 feet. Though the great structure
reveal itself to be alive unless an unwitting investigator touches appears clearly, it is quite a long way away.
it. Only then will the group become aware that it is actually a One would probably estimate that reaching the alien edifice
primeval type of insect, an ancient millipede. It arrived here in could take the better part of a day.
Rhodes' room thanks to the Time Distortion Generator. Insects Journeying out into the harsh landscape is a dangerous
tend to make their way into moist places, and this particular one adventure. Angoor has disposed of some of his more
crept inside the lab while it rested in Earth's past. uncontrollable experiments in the wasteland surrounding his
If the millipede is attacked or even touched, it will scurry citadel. It takes nearly a full day of walking to reach the
away as fast as it can and try to climb down the wall. It will Serpent Mage's fortress, and in this'time there is a 60% chance
make for the bed and try to slip itself in between the mattress that the group will encounter one of Angoor's conjurings. In
and the box spring. Investigation of this intended hiding place this particular case, it will be a Shoggoth, that creeping terror.
will uncover another twenty insects all enjoying the warmth. The Shoggoth will remain motionless until the group is nearly
These millipedes, despite their size, are harmless. They are upon it, then it will attack.
relatively easy to destroy if the investigators chose to do so,
their speed being their only viable defensive tactic.
The investigators will probably spend some time searching fhe .Sho~~oth
STR 60 CON 44 SIZ 80 HP 62
POW10 DEX 06 INT 11 MV 10
_ 84 _ The Fortress
l
Up ro n<!xl l<!v<!l (<!xc<!pl lop l<!v<!l)
>MftU. >ru~c:
(ftlso fh<Z .5ozrp<Znlma~<Z S fhron<Z Jitooml
1
r0 lar~C! spire!
C:nrranc<l
(firsr I<Zv<!l only)
- 85-
though any sound they make will echo through the vast tube-like investigator meddle with the alien science there is a cumulative
passages and shafts. While encouraging stealth, it is impossible ( + 10% for each investigator meddling) chance of summoning
for the group to encounter anything outside of the rooms. something with Angoor's equipment. If this unlikely event
Angoor's followers are few, and that few will be found in should occur, consult the following table of the Serpent
fhaelis Angoor's Throne Room, preparing for the Final Wizard's previous conjurings to see what nasty the group
Conjunction, when they will travel through time to conquer a accidentally calls forth from the nether regions:
future Earth. This ceremony will be detailed further in the final
1-30%: Hunting Horror
room encountered. So with all the St;rpent Folk gathered at
31-50%: Shoggoth
their master's side, the wanderings of the investigators will be
51-80%: Dimensional Shambler
over-looked completely.
81-100%: Nightgaunt
Following are the four chambers encountered by the
investigators during their search of the Fortress. Remember: These creatures will attack the group and attempt to flee into
have the group come across these rooms in the order they are the maze of the Fortress should the fight go against them.
given. If something is barring the entrance to a room it will be The more cautious investigator will quickly discern that the
described; otherwise there is no door and the room can be laboratory of the evil sorcerer is a place to be avoided. In any
entered through an open archway. case, the Creeping Odor will dissuade most members of the
group from staying too long in the place.
NOTE: For purposes of combat, the Keeper may use the
(___
rh_e_.ta_b_____..) average stats for these creatures as described in the rulebook.
The Serpent Wizard has long practiced many vile and unholy
experiments. It was for this reason that the mage was cast out
of Serpent Folk society in the south, his experiments exceeding
the limits of even the most staunchest worshiper of Yig. Once Before entering this room the investigators will come to a
Angoor and his retinue moved to their present location, Angoor great door, circular in shape and 10 feet in diameter. It is
began his dark conjurings anew, here in his laboratory. covered with the now-familiar glyphs of the Serpent Folk's
This room is approximately 50 feet in diameter, its ceiling pictogram language. These runes are in every w~y similar to
nearly 20 feet high. The walls, like the majority of the those encountered outside the Obsidian Fortress and in The
Fortress's architecture, is made from obsidian. Laboratory except that the association with Yig, Father of
Filling the room is a stunning amount of machinery. It is Serpents is more prevalent here than in the other chambers.
strange, alien equipment; tubes, spheres, and philes containing Despite its great size, the door can be rolled away quite easily.
liquids of every color of the spectrum fill the chamber. The Whatever strange compound it is composed of is curiously
tubes run from the walls to organ-like structures suspended in lightweight.
mid-air, ten feet above the lab's floor. These structures seem Once inside, the investigators will find themselves in a huge
almost bio-mechanical, giving the overall appearance of domed chamber. Nearly 100 feet high, the chamber is made of
Angoor's lab a surreal similarity to the interior of the human the same obsidian. Covering the dome are hieroglyphics, the
body, the wires and transparent tubes looking like veins, same style as before, only much larger. The Great Old One,
pumping insane liquids from organ to organ. Yig is obviously the predominant subject of these ancient
There is a pungent, oppressive odor present, making a long scrawlings. Translating these glyphs is impossible without
search of the laboratory almost impossible. This olfactory hours of comparison with the other examples of the writing, and
phenomenon is one of Angoor's creations, The Creeping Odor. the investigators probably will not have the luxury of time.
The almost tangible smell will begin to cause damage at a rate The only other remarkable aspect of the Temple is the 50
of 1D4 points per round after the second round. Masking the foot high statue standing in the exact center of the room. This
face with cloth or similar material will be sufficient to cut the statue is a likeness of Yig; such a good likeness, in fact, that it
damage in half (rou,nd up). The source of this uncleanliness is costs the investigators observing it 0/1D4 points of Sanity loss.
impossible to pinpoint exactly, the stench of it being The huge half human-half snake creature is hideous to behold.
all-encompassing. It seems to be carved from the same turquoise material as the
A Spot Hidden will locate a pile of stone tablets at the far tablets found in the Laboratory.
end of this room. Inspection of these tablets reveals a
resemblance to the warning markers outside the Fortress.
Again, they are unreadable, though a Cthulhu Mythos roll
(..___rh_e_G_a_te>_)
makes the inspector aware of Yig's presence in these primeval Eventually the group will stumble across a huge circular
spell books. They are, in fact, Angoor's compilation of spells room. This room, composed of the same obsidian, is nearly
and plans for summonings. They are carved into a strange type 100 feet wide. The ceiling of the room is a great shaft, and the
of rock , turquoise in shade. They are 2 feet by two feet, and red primeval sky can be seen 200 feet above the floor. Starting
are fragile things, broken easily by dropping them to the floor. at approximately 50 feet up or so, other passages seem to open
Ignorance is bliss and the investigators will be unable, up into the shaft; a successful Idea roll will reveal that this is
fortunately for them, to utilize the strange equipment in the probably the very center of the terrible Fortress. The openings
Serpent Mage's lab. Should some foolhardy or curious in the shaft above will occasionally vomit forth noxious smoke
- 86-
that drifts up through the shaft and out into the sky. Some of group without any hesitation. It will follow the investigators
this gas is a glowing green, some is a putrid orange. should they choose to flee, even if it means following them
On the floor of this chamber can be seen more of the ancient through the Gate.
hieroglyphs of the Serpent People. Yig, as always, is a A rampaging Allosaurus loose in the Obsidian Fortress will
prominent figure. Also, a successful Spot Hidden roll allows be an interesting development. It will continue to chase the
the observant investigator to find some new, unfamiliar group, though the passages and doorways in the vast complex
scrawlings. These new pictograms are likenesses of reptilian will quickly become too small for the awesome girth of the
creatures (a Natural History reveals that they are actually very carnivore.
good representations of dinosaurs from a number of different The dinosaur will eventually tind its way back to the Gates,
Ages). though it will be pure chance that decides which Gate the thing
The other noteworthy features of this room are the two will choose to enter.
archways at the opposite end of the chamber. These portals are There is a 25% chance that this ravenous thunder lizard will
approximately 30 feet high and twenty feet wide, and are find its way into the Throne Room at the time of the Final
covered with runes that emanate a bluish glow. Through these Conjunction, thereby complicating things in an interesting way.
two openings can be seen only blackness.
These two archways are actually early time experiments of
Phaelis Angoor. Be created these Gates in his attempt to bring fh~ ftllo>auru>
about what he calls the Final Conjunction, a time when he can, STR 55 CON 55 SIZ 40 HP 45
with his followers, travel across the eons and invade a future POW20 DEX 10 INT 06 MV09
Earth to enslave any intelligent population. Then, after the
conquering of Earth's inhabitants, the Serpent Mage will return WEAPON ATTACK% DAMAGE
to vanquish those of his own kind that formerly opposed and Bite 60% 2010
exiled him. These two Gates are failures of the wizard's
Tail Lash 30% 308
demented dream. Angoor was unable to control where these
time openings went and they actually ended in similarly DAMAGE BONUS +5D6
inhospitable periods in the planet's history.
The investigators can cross the span of the eons via these two SANITY LOSS
Gates, though neither will deliver them anywhere near their own
time. Crossing into the blackness of the portals, the investigator 106 I 102
will end up in one of the time periods detailed below. Should
the cautious toss a stone or similar object into the void of these
archways, it will simply disappear into the shadows. The Gates Other than this encounter with one of the Cretaceous Period's
flow both ways and the archways will be quite visible from the most lethal killers, the Age of Reptiles could be an interesting
other side. , Therefore, they can be crossed back directly to the side trip. The Keeper is encouraged to go into greater detail
Obsidian Fortress. Following are brief descriptions of what the and research some other inhabitants of the period if he or she
investigators will find across these thresholds of time. sees fit, though it is expected that their first taste of the
environment will probably appeal to the investigator's sense of
•Gate the First, The Time of the Reptile: The first Gate is an self-preservation and convince them that staying might prove
unstable Gate, the destination varying almost constantly. This unhealthy at best. The investigators can, however, spend as
variation is, however, not extremely diverse. The Gate will much time as they deem necessary here in the Age of Reptiles,
always deliver to a period early in the Earth's history when though by dawdling too long, they will miss any hope of finding
dinosaurs ruled the planet. An explanation for this particular Professor Rhodes and returning to their own time.
arrival point may have something to do with kindred spirits
shared by the Serpent Folk and the dinosaurs, or possibly the •Gate the Second, The Wasteland: Crossing through the
direct intervention of the Father of Serpents, Yig. In any case, second Gate will propel the investigators far into the future. No
the investigators will find themselves in a great coniferous forest Geology, Natural History, or similar skill will be able to
of giant trees, somewhere in the western United States. A identify the time period. It is actually 3051, and the Earth has
successful Natural History roll at half will attest to this being the undergone some cataclysmic war of apocalyptic proportions, or
Cretaceous Period. perhaps some similarly devastating event more closely related to
If the investigators remain for any period of time, let them the Cthulhu Mythos.
attempt a Listen roll. If successful, they will become aware of The investigators will appear in a desert of irradiated sand,
the sound of distant footfalls, which will convince the group that a wasteland that stretches for miles. In the far distance the
something large is coming their way. shattered ruins of a city can be seen through the haze. Again,
Should curiosity win out over good sense, the group will hear the investigators are free to remain here as long as they like,
(and feel) the footfalls getting nearer and nearer. Soon the though after the third tum, have them begin making checks
source of the terrible clamor will make its appearance. It is an against their Con x 5.
Allosaurus, a huge meat-eating monster that has been attracted If any member of the expedition fails they will begin
to the site by the ultra-high pitch sounds that emanate from the suffering from 1D3 points of damage per round until back
Gate when in use. It is currently hungry and will attack the through the Gate. This damage, while not permanent, derives
- 87-
from the high levels of radiation and chemical weapon residues.
Remaining in this nightmare era for more than five rounds Zomba~ ~utant~
will make the group of investigators target for a group of STR 09 CON 11 SIZ 15 HP13
marauding degenerates, refugees from the war-tom cities.
POW 10 DEX 13 INT 24 MV08
Starving and diseased, this tragic band of six mutant zombies
will attack the investigators, resorting to cannibalism to continue WEAPON ATTACK% DAMAGE
their hopeless existence. Bite 35% lD8*
The mutants are still vaguely recognizable as human beings, Club 45% 1D6
but their behavior will be that of the most savage animal. Some *This bite is infectious, calling for a CON roll on the Resistance Table
terrible warping of their genetic makeup has created a being that against a poison of POT 6. A failed roll results in the loss of 106 Hit
is strikingly similar to the legendary zombie of the Voodoo Points over the next 3 days.
religion, though various radiations have caused blistering, ARMOR: None
peeling skin tissue which makes the creatures even more SANITY: ID6 I 0
SPELLS: None
horrific.
- 89-
itself. Once there, the mutant Generator will explode. Whether which lurk and plot dark schemes.
this self-destruction is caused by a disruption in the ceremony The investigators should wake from the blast and find
or basic faults in the thing's design is inconsequential; all themselves in an extremely strange place (i.e. modem day Los
present will take damage from the blast. Those standing Angeles or Victorian London). They will soon realize that they
extremely near to the device will suffer 3D10 points of damage no longer dwell in the 1920's; their loved ones and their lives
(this will destroy all the Serpent Folk, except the mage himself) are lost in the shadows of time.
while those further away suffer 1D6 points. The concussion
will knock all but the most stalwart investigators unconscious. Note: This option is really recommended for those garners
A CON X 3 check determines if the character remains conscious who desire a little variety in their game. I often fmd that I have
or if they are knocked out for 1D6 turns. a great idea for a Gaslight setting but am currently involved in
a modem day campaign. This alternate conclusion will make a
great transitional piece for those resourceful and imaginative
Keepers. - D.P.
- 90-
,
Jtandout >~ction
Directory
ter r i b 1e.. t h i n g s . . .
s o me f u n d s t o he 1 p y o u r t r i p a n d I p r o m i s e. y o u m o r eon
a r r i a 1 f o r y o u r h e1 p .
s i nc.erQJ. y I
Jean-(laud DuMoss
Rt . 2 0 1 d D oCk R o a d
H a 1 be.r t 1 L A
- 92-
...
----
J'm w~ IJ~':v ~ ilru f.oom wfw dMv't ~ This terrible creature is also rumored to hae been attracted to
the lake when, centuries past, something fell from the sky and
m0 ~ rr cmt ~ a1. a11. JJJ ~ wdJu cw1 ~ plunged into the lake.
ffwm, J fMUWJ- fkr 1YWWY1 M ~, Q/lut fkr On moonless nights, the thing is said to leae the water and
crawl into the outskirts of town, devouring any foolish
wr~m, ' t fn foo- ~ ~ J Cll<Y.v:V fhvrn. JtOJJfU ~ fn late-night traveler who doesn't have the good sense to be safely
in the comfort of his own home.
~ .. . It is said that a cross will drie the thing away, screaming back
into its lair. This is not: known to be true, for none hae ever
returned to boast of its success.
May 25 The first victim was a female, approximately 40 June 15 The second body was identified as Mona
years old. The body was not identified. She apparently Adler, a 54year old bag lady who lived near Wild Wood
Drive in the poor section ofthe city.
died from suffocation, due to the disfiguration of her
throat and trachea. Her body was marred with deep, ugly Her death was caused by loss of blood, as approximately
48% of her body's bloodcarrying vessels were extended
furrows. She was found floating near the shore of the
outside her body in a grotesque, hairlike fashion. Her
Atlantic Ocean by a jogger on the morning of May 24. body also bore "sculpted," messy tracks and gullies,
She had been partially devoured and picked at by the similar to the first victim. The body was found beneath a
fish, making identification impossible. There were no row of bushes in a park on the east side on June 14.
Again, nothing traceable could be found . Unlike the
fingerprints or other traceable marks. The body was
previous victim, Adler was clothed in the remains of a
naked when found. dress.
June 30 The third body was that of Jefferson Thatcher, July 14 Found on the morning of July 13, the body of
a homeless 39year old black man. He was found late in Emilio Ruessa had suffered injuries identical to the other
the evening of June 29 by a city sanitation crew, in a victims. Cause of death was "severe trauma to the
dumpster near South Roosevelt Boulevard and U.S. internal organs." The body was found floating in the Salt
Highway 1. Cause of death was a heart attack, brought Pond near the southern portion of the island, where it had
on by the apparent "internal injuries," coupled with a apparently been laying for several days. Several human
"melted" appearance of the skin," almost identical to the hairs were found somehow embedded in the flesh of this,
previous victims. He was dressed in the filthy, tattered and the previous victim. Large amounts of alcohol were
remains of a rather expensive suit. Thatcher was also found in the blood and on the body. The man was
identified by a street friend of his, Willie Giles, who clothed, wearing a woman's evening gown.
remembered seeing Thatcher only a few days before on The police evidence from the previous victim turned out
Wild Wood Drive. The police feel confident, claiming to to be incorrect and useless. The citizens of Key West
have "uncovered evidence that will speed things up ." have begun to put more and more pressure on police to
They are concentrating their investigations along Wild catch the perpetrator.
Wood Drive.
July 27 The body of the fifth victim was found in an August 23 A 41 year old homeless woman, identified
alley on the lower western side of Key West. No as Jane Markowitz, was found in an abandoned
identification has been made. Police believe the body tenement building by an anonymous individual, near
to be that of a. middleaged woman, but they cannot be the northeastern side of the city. The injuries she had
sure until additional tests have been completed. The sustained were responsible for her death. She was
body was discovered by the owner of a nearby bar. found wearing red lingerie and had several needle
The body was disfigured beyond recognition, in a marks on her arm. Police believe they are closing in
manner identical to the previous victims. This body on the demented person responsible for this, and the
was found completely naked. The police believe drugs previous murders . No explanation has been given as to
will be found when the test results come back, how the murders have been committed, or for the
although they will not comment further on the incident. unusual conditions of the victim's skin. The body was
reported in the early morning hours of August 23 .
- 94-
r - - -- - - - - - - - _ J First Victim ____________________,/Second Victim
Body showed signs of physical and sexual abuse Bizarre condition of blood vessels outside the skin
prior to death ; her throat looked as if it had been indicate some sort of surgical/medical knowledge;
heated (like wax), reshaped, and allowed to cool; again, hand and finger marks, but no prints;
her throat and trachea was completely fused; cause autopsy revealed severe head trauma--probably
of death: suffocation; indications of finger marks from blows to the skull, prior to death; last known
on the flesh, but no prints--probably wearing residence was approximately four blocks from Wild
gloves. Wood Drive in the west-central section of the city;
tests on dress remains show unidentifiable slime or
mucus-like solution; dress appears to have been
expensive designer quality.
- - - - -- - - -- - - -- - - - - ---------
Your personal character introduction on your character sheet lists the stories you've heard about the old Bamaker
house. Your character sheet also lists all the equipment you've brought with you tonight. In addition, you may choose ONE
item from the following list to take with you (circle the one you will take):
Slingshot Monster Magazine Comic Book
Book of Matches Bag of Marbles Wristwatch
Candy Bar Flashlight Baseball Bat
Cross (handheld) Crucifix (necklace) Bible
Finally, you may distribute 100 points among any skills you wish. Note that some skills have modified base
percentages due to the characters' age, while others are not available at all.
Your friends on this night's adventure are:
Kyle Robards: A small, quiet guy who's kind of a bookworm- and he wears glasses to boot! He'd rather be reading
than playing ball, and is really wild about dinosaurs, monsters, ghost stories, and stuff like that. He's the smartest kid in class.
Joey Delafano: A mean-looking though guy who's always in trouble at school, and even with the cops sometimes.
He wears a leather jacket and smokes, and has been through the fifth grade twice. He really is a loyal friend, though.
Richie Davis: A big, butterball of a kid who's always being made fun of by you and the rest of the gang. But he's
a real pal, and always has some candy or something else to eat that he'll share with you. His folks are always buying him all
these neat things like BB guns and stuff. All kidding aside, he will probably be a good highschool football player.
Darren Pickett: The local kid baseball star, Darren's a quick, natural athlete. He's a real team player, and an
inspiration to his teammates. If things get down, Darren takes the initiative and either does something himself or talks others
into giving their all for the team. A natural leader, but it always seems he's just got to be leader, nobody else.
Shirley Kent: A quiet girl who hasn't quite decided to be a girl yet. She hangs around with the boys, plays ball,
fishes, and does all that other "boy stuff." Her mother wishes she would be more ladylike, but tomboy Shirely would rather
be playing ball, which she does better than most boys, so she always gets picked first when choosing up teams.
Paul Laughlin: The class clown. He's got a motor mouth, and a sharp wit for a kid his age. He knows all kinds
of great jokes, and loves pulling practical jokes, too. He's always got some kind of gag waiting to be used - a hand-buzzer,
joke gum, firecrackers, etc.
Roger Simmons: Not really a friend, just another kid from the neighborhood. Roger is sort of a nasty, unlikable
version of Paul Laughlin. Roger's the guy who's always being picked on, and who always seems to deserve it. He's a whiner,
a tattle-tale, and an all-round brat. Unfortunately, he's got a big brother named Ace who he always runs to for protection. A
lot of kids have picked on Roger, most to regret it later after a visit from Ace.
- 96-
I
A long time ago there was an old man and Bargain 05 Listen 38 Sneak 27
woman who lived in the house, and they were really Camouflage 25 Make Maps Spot Hidden 38
10
nasty to kids. They didn't like kids coming into their Climb Swim
57 Mech. Repair 20 25
~ 1 yard, and sometimes if a kid did, he'd disappear and Debate 10 Occult 05 Throw 42
no one ever saw him again. People thought that
Dodge 51 Oratory 10 Track 10
maybe the old couple caught the kids and drowned
Fast Talk 05 Pick Pockets 05
them in that little fish pond behind the house.
First Aid 30 Psychology 18
Hide 38 Read/Write Eng. 41
The house is supposed to be haunted by the
History 20 Ride 05
ghost of an old woman. On some nights you can see
lights in the windows, supposedly the old woman Jump 42 Silng 05
a
carrying lantern through the house. And sometimes
at night you can hear crying in the house, and even
WEAPON ATTACK% DAMAGE
wailing and screaming.
Club 33 1D6
A long time ago there was a family that lived Kick 30 1D6
in the house with their kids. One time when the Slingshot 44 1D4
parents were in town one of the kids fell into the Damage Penalty: -1D4
cistern and drowned. The parents were very sad, and POSSESSIONS
they moved away. Ever since then, the ghost of the
little boy who drowned has haunted the house,
looking for his folks.
You Are
KYLE ROBARDS
fh~ Dar~
Kyle is a small, quiet, studious kid. He wears Character Sheet
glasses, and is known as a bookworm who would
rather read than play ball. He likes dinosaurs, Kyle Robards
monsters, and ghost stories and such, and is always
telling scary stories to the other kids. He is also one STR 07 DEX 13 INT 12 IDEA 60
of the smartest kids in the sixth grade. CON 09 APP 09 POW 11 LUCK 55
SIZ 07 SAN 55 EDU 07 KNOW 35
Here is what you've heard about the Barnaker house:
Magic Points: 11 Hit Points: 8 Sanity: 55
A long time ago there was a mean old hag
who used to live in the house. They said she was a SKILLS
witch and that she used to invite kids into the house,
and then she'd feed them candy and fatten them up Bargain 05 Listen 36 Sneak 36
until finally she would eat them. Camouflage 25 Make Maps 17 Spot Hidden 37
She would roast them alive, eat them, then Climb 53 Mech. Repair 20 Swim 25
\C
QO plant the bones in her garden, and no one ever caught Debate Throw 25
10 Occult 31
her. But finally she died and they buried her out in Dodge 39 Oratory 10 Track 10
the country so she wouldn't bother any of the other Fast Talk 05 Pick Pockets 05 Archaeology 07
dead people in the town cemetery.
First Aid 30 Psychology 28 Library Use 19
Hide 36 Read/Write Eng. 54
A long time ago there was an old man and
History 20 Ride 05
woman who lived in the house, and they were really
Jump 38 Sing 05
nasty to kids. They didn't like kids coming into their
yard, and sometimes if a kid did, he'd disappear and
no one ever saw him again. People thought that
WEAPON ATTACK% DAMAGE
maybe the old couple caught the kids and drowned
them in that little fish pond behind the house. Knife 30 1D4
Fist/Punch 25 1D6
The house is supposed to be haunted by the Damage Penalty: -1D4
ghost of an old woman. On some nights you can see POSSESSIONS
lights in the windows, supposedly the old woman
carrying a lantern through the house. And sometimes
at night you can hear crying in the house, and even
wailing and screaming.
,~h~ Dar~
Character Sheet
Darren Pickett
STR 09 DEX 19 INT 10 IDEA 50
You Are CON 13 APP 13 POW 13 LUCK 65
DARREN PICKETT SIZ 09 SAN 65 EDU 06 KNOW 30
Darren is a fine young athlete, the star of the Magic Points: 13 Hit Points: 11 Sanity: 65
local sandlot baseball games, and well-liked by
everyone in the neighborhood, kids and adults alike. SKILLS
He is a good motivator, always pushing his friends to
do their best, be it in a ball game, footrace, or Bargain 05 Listen 25 Sneak 34
whatever. He sticks up for his friends , but can seem Camouflage 25 Make Maps 10 Spot Hidden 25
a little pushy sometimes. Darren is a team player kind Climb 59 Mech. Repair 20 Swim 25
I,C
I,C of guy, and is more often than not the self-appointed Debate 10 Occult 05 Throw 25
leader. Dodge 76 Oratory 10 Track 10
Fast Talk 05 Pick Pockets 05
First Aid 30 Psychology 05
Here is what you've heard about the Barnaker house: Hide 10 Read/Write Eng. 30
History 20 Ride 05
A long time ago there was a mean old bag Jump 44 Sing 05
who used to live here. They said she was a witch and
that she used to invite kids into her house, feed them
candy to fatten them up, and then she'd roast them WEAPON ATTACK% DAMAGE
and plant their bones in her garden. No one ever Club 63 1D6
caught her, and no one knows whatever became of Kick 30 1D6
her. People think she probably died in the house, and Grapple 25 Special
her ghost is still prowling around the place.
POSSESSIONS
fh~ Dar~
Character Sheet
Joey Delafano
You Are
JOEY DELAFANO STR 08 DEX 16 INT 09 IDEA 45
CON 11 APP 12 POW 12 LUCK 60
Joey is a troublemaker, a leather-jacketed SIZ 09 SAN 60 EDU 05 KNOW 25
tough who's had to repeat the fifth grade due to poor
attendance more than poor grades. He smokes, picks Magic Points: 12 Hit Points: 10 Sanity: 60
fights, and otherwise frightens the local adult
population. He's been in trouble in and out of school,
SKll.LS
and had done some vandalism which the police could
never prove he did. Bargain 05 Listen 25 Sneak 48
He is, however, a loyal friend, and once he Camouflage 25 Make Maps 10 Spot Hidden 37
...... calls you a buddy, you're pals for life. Because of Climb 56 Mech. Repair 29 Swim 25
g this, everyone knows that Joey is on a collision Debate 10 Occult 05 Throw 25
course with Roger Simmons' brother Ace. Dodge 64 Oratory 05 Track 10
Fast Talk 29 Pick Pockets 05
First Aid 30 Psychology 05
Here is what you've heard about the Barnaker house: Hide 53 Read/Write Eng. 25
History 20 Ride 05
A long time ago there was a mean old hag Jump 41 Sing 05
who used to live in the house. They said she was a
witch and that she used to invite kids into the house,
and then she'd feed them candy and fatten them up WEAPON ATTACK% DAMAGE
until finally she would eat them. Fist 70 1D3
She would roast them alive, eat them , then Knife 25 1D4
plant the bones in her garden, and no one ever caught
her. But finally she died and they buried her out in POSSESSIONS
the country so she wouldn't bother any of the other
dead people in the town cemetery.
fh~ Dare
You Are Character Sheet
RICHIE DAVIS
Richie Davis
Richie is an overweight kid who's always
being made fun of by his friends. But he is always STR 10 DEX 10 INT 10 IDEA 50
sharing candy and food and stuff with them, so the CON 12 APP 09 POW 11 LUCK 55
group at the house tonight really like him. Despite his SIZ 12 SAN 55 EDU 06 KNOW 30
weight, he is a reasonably good athlete, and with a
little training will one day be an unstoppable football Magic Points: 11 Hit Points: 12 Sanity: 55
player.
SKILLS
Here is what you've heard about the Barnaker house: Bargain 05 Listen 35 Sneak 20
Camouflage 36 Make Maps 20 Spot Hidden 52
A long time ago a family moved into the Climb
...... 48 Mech. Repair 20 Swim 25
=
...... house, only it was already haunted. The father got
Debate 10 Occult 15 Throw 40
crazier and crazier, and one night his family just
Dodge 20 Oratory 21 Track 17
disappeared. This guy ran a little market, and
Fast Talk 05 Pick Pockets 05
eventually the police got suspicious. They investigated
First Aid 40 Psychology 15
and found out the guy had chopped up his family and
sold the human steaks at his market. They caught the Hide 10 Read/Write Eng. 40
guy and hanged him, but his ghost is supposed to still History 20 Ride 05
haunt th~ house, and that's why no one lives there. Jump 32 Sing 05
Paul Laughlin
STR 07 DEX 14 INT 10 IDEA 50
CON 09 APP 12 POW 12 LUCK 60
You Are SIZ 08 SAN 60 EDU 06 KNOW 30
PAUL LAUGHLIN
Magic Points: 12 Hit Points: 09 Sanity: 60
Paul is the class clown, a practical joker and
all-round smartass. He wears glasses, and is always SKILLS
getting in trouble at school for goofing off or for
playing practical jokes. He's always got some kind of Bargain OS Listen 42 Sneak 36
trick up his sleeve (often literally); a hand buzzer, Camouflage 25 Make Maps 10 Spot Hidden 37
joke gum, a squirting flower, and so forth. His tricks Climb 47 Mech. Repair 29 Swim 25
....
s often get him in trouble with the class bullies, but he
keeps right on with them.
Debate 10 Occult 11 Throw 25
Dodge 42 Oratory 21 Track 10
Fast Talk 33 Pick Pockets OS
Here is what you've heard about the Barnaker house: First Aid 30 Psychology OS
Hide 24 Read/Write Eng. 40
A long time ago there was a mean old bag History 20 Ride OS
who used to live here. They said she was a witch and Jump 32 Sing OS
that she used to invite kids into her house, feed them
candy to fatten them up, and then she'd roast them
and plant their bones in her garden. No one ever WEAPON ATTACK% DAMAGE
caught her, and no one knows whatever became of
Club 33 1D6
her. People think she probably died in the house, and
her ghost is still prowling around the place. POSSESSIONS
----- - -- -- -- - - ----<II
tLVe nLade theyact w£th the :J3~ack
:tvLa-n, who has ma-YJ&faces a-nd
forms, that k~edae a-nd [[je
shaU heclfours hectoria £mag£n£rze.
}hej[es'h if the Lmma-ture £s tAAt
f/ ,_ / r / /
lAin~cn ~s rrt,o sty_L~re,Jor ~t c(J}'ttOvDYLs
fewer if the ta-£nts that age,
e~er£eYLCe, krwvvtedae, a-nd s£n
£mya-rt Lf:poYL £t. It ca-n he consumed
ra-w or cooked, thouah hea-t tends to
re-move some if the sweetestj[a-vors
if £nrwcence a-nd £ncorru_ptLon. Such
r?:'a-sts £YYI:Pa-rt uyon the]ea-ster the
vLtaL£t;:; conta-£ned £nyotent£aL
w£th£n the ch£[d'sj[esh. T r£hute
must hea£ven to that .J3[ack :tvLa-n
hifore each suchjetLst, that he
m_~ht aLso/Ja-£n henef£tfrom £t.
p £s ch£[ifren shal18ou hea-r, a-s
the costjor h£sarea-ta£ .
Handout 1 (The Dare)
- 103-
10/29/28 10/2/28
EXPLORER CANCELS DINNER FOREIGN VISITOR GRACES
Let tl1e (rites? rituals?) be spolte at ARKHAM WITH LECTURE
World renowned explorer and noted
Misl1t, let bloo~ be spille~. TheM archaeologist, Sir Jeremy Ward of
Great Britan, left notice that a Sir Jeremy Ward, well known
sl1all come tl1e (l1ost? arm11? benefit dinner and lecture he was to
give tomorrow night was canceled.
explorer and archaeologist, arrived
in Arkham today, and is expected to
~
THE DREAM
Sleep does not come easily; images of the thing beyond the circle and the old wizard refusing to leave your
mind. Finally, reality drifts away ...... and you are in your home, sitting down in your favorite easy chair to
read a favorite book for the tenth time. The summer sun filters in through the drapes, and you feel a sense
of inner calm and peace. You open the book and begin to read, but the words on the page start to squirm and
twist, molding themselves into strange symbols utterly beyond your comprehension. The sunlight outside turns
a strange, sickly shade of orange, and you hear something... a faint whispering- is it from the next room?
You rise to check, but the room is empty. The whispers can still be heard, just soft enough not to be
understandable. Where are they coming from? You must know- you run from room to room and find them
all empty. Something is very wrong. The whispers grow louder; you race outside into the familiar streets of
your home town, but the scene before you seems somehow alien.
People walk down the streets without smiles, handshakes, or even a friendly greeting. You realize with a start
that there is no speach at all. A blind man drives by in a huge truck full of cattle, unerring in his course. The
whispers now speak to you; you hear "host," "salvation," "sentinel," "destruction," "belonging... oneness."
You see your parents and run to them, asking them what the words mean. They look at you strangely, no
recognition on their faces. At their feet is a nest of ants; as if sped up, they build their hive before your eyes,
transforming the town around you into a warren of bizarre tunnels. With a shock, you realize that the
expression on the faces of your parents is duplicated on every face in the transformed town.
Hands grab you from behind and the whispers become screams as you realize their source is within your
skull. Your physical screams mix with them, a single note lost in a fugue of terror.. .. You tear free of the
people holding you, and you find yourself lost in a strange, organic-looking tunnel made of some plastic,
transluscent substance. You look around and see huge green things, like the one from the hovel.
Moving like insects, they seem to take no notice of you. As you start looking for a way out of here, you
shiver with dread as the whispering begins inside your head again ... "I am the ghost of the world," it says,
"come to tell you ... it is not too late to avert the confounding of ,everything. Seek out the Sentinel, find the
stone and stop the ritual - but you must act quickly!"
Your mind's eye whizzes about like an angery gnat, beyond your control. You seem to be at the edge of a
huge mountain gorge. A river flows at the bottom, glistening silver in the noonday sun. You see a glowing,
multifaceted gemstone, held in the hands of a hindu guru who appears immeasurably old. He is raving in a
language you cannot understand, and a circle of light is forming on a boulder beside him. Suddenly there is
a crack, and a rose of blood flares on the man's frail shoulder. He falls over the edge of the chasm, the gem
slipping from his hand. It too falls, and you marvel at the light shining through the walls of a transluscent
tunnel which it leaves behind. You dive into the tunnel and the light flares to blinding brilliance.
The light transforms into the gemstone. In a flicker, you find yourself standing in a large cavern with the
gemstone resting in the center of the chamber, its light revealing a crowd of people standing around it with
peculiar, blank expressions.
Sudenly they all explode in a shower of blood, leaving behind more of the green-hued beasts. The creatures
fall upon you, and begin tearing you to shreds.
~)
simply never returned. "Parsons any sign of Frank Parsons, co-ed
was known as a quiet lad, not very Lucy Streiber was abducted on her
forthcoming," said Detective Luther way to meet friends at a social
Harden, assigned to the investigation gathering. Streiber, originally from
of Parsons' disappearance. "He's Maine, was studying nursing at
likely on some extended jaunt in the M.U.'s medical center. Detective
country and simply failed to tell Luther Harden has been assigned
anyone." to head the investigation of this
apparent kidnapping as well, but
03~ Vrv
GU AJJwmv f1uu
Harden urged the populace not to
worry overmuch, and asks that
anyone with any information
regarding the disappearance to
would not confirm that the two
events are linked in any way.
~ . Jj~ ai 8 (J 'Joc!
be presumed part of this case,
Handout 5 (Whispers Out Of Mind) when it may not be so," he said.
Harden urges university students to
=
c:l'l 10/27/28 limit their travel about at night,
I I u
M.U. KIDNAPPERS and to travel in groups.
w~ ~ 1rlWrlAf
STRIKE AGAIN The Parsons of Rhode Island have
stood by their promise to offer a
The ranks of the missing swelled to $500 reward for the return of their
3 yesterday when Joseph Banks was son, despite police urgings to the
declared mtssmg by police. contrary.
tiwnr~
Detective Harden, in charge of the
investigation, responded to charges Handout 5 (Whispers Out Of Mind)
that the Arkham police are
delinquent in their duties at
yesterday's emergency council
~0
meeting. "This is a very complex
case, and we are doing the best we
can. To tell you more would give
you details which might help the
AY1iMul
guilty parties." Harden did not rule
out calling in the FBI, but did state
that he would "personally hand the
scum responsible ."
rr----~----------------------------- - -- ~
The Boston Globe 6/19/20 The Boston Globe 11/17/21
In what is something of a trend, another young Jeremy Ward, just back from his expedition to
English nobleman is embarking on a cavalier Egypt, was knighted in recognition of his
expedition into the unknown. Jeremy Ward, recovery of several priceless Egyptian relics
decorated officer in His Majesty's army in the that had been stolen from the Royal Museum
Great War, has collected vast sums and gathered in Cairo. The museum pieces, it seems, were
personnel at his estate in Sussex to embark on an stolen by some sort of secret society blamed
expedition down the Nile. for many kidnappings and murders in the Cairo
area.
Ward is expected to begin with a sightseeing tour,
and then move on to excavate in the Valley of the Ward tracked the group down and brought
Kings. Responding to local criticisms that this was their leader to justice, recovering the stolen
but a wealthy man's diversion, Ward was quoted items in the process. Ward had been staying in
in the Times as saying "This is a completely Cairo as his dig in the Valley of the Kings
legitimate dig. I intend to make a great find, and proceeded without any measurable success,
further our modern understanding of one of the complaining that the climate in the field had
ancient world's greatest empires." been bad for his health. Poor chap! Still, at
least the mediocre venture was worth
Be that as it may, in this reporter's opinion, after something.
Tut, Egypt is a dry vein. Surely, Ward is just
another gentryman who misses the thrill of
combat.
- 107-
1
l
An Excerpt of the Pnalotic Manuscript- Miskatonic University I
AM~ lo... TheM ~i~ Haril Ashaba travel far to the east, be\.fOt\~ TaraM-SaMtilth
which is be\.fOM~ DotMalt. There the wise oMe ~i~ meet hish iM a mouMtaiM
cave a prophet whose Mame was ltMOWM iM Cthaht as Rohm. Haril offere~
uMto the wise oMe two sips of his TlaMth aM~ smoke from his pipe, aM~ Rohm
iM his turM tol~ Ashaba of Oioth maMli tales of Wis~om. He tol~ of the
f'arawalf DMes who ~well iM the pealts be\.fOM~ VM~. theli who tempt the
valleli ~wellers iM voices of cridtets aM~ mesmerize the UMWarlf. theli whose
eMemies are withere~ bli wiMter's col~ at MOOM~a\.f. aM~ theli who talte their
choseM iMto the sulfs be\.fOM~. wiMSiMS throush uMkMowable ablisses, be\.fOM~
all there is, be\.fOM~ Yussoth itself, from wheMce theli came •.•
Rohm tol~ also of the spirits who ~well be\.fOM~. the Philosoper-l{iMSS who
ltMow both all that is past aM~ \.fCt to be. The Great DMes, so that theli misht
see aMt) ltMow the walis of MeM, talte oM the semblaMce of their choseM so that
with the C\.fCS of meM theli misht ltMow the urth. The ChoseM oMe is borMe
awali across the sea of time aM~ space to ~well with Theli who live be\.fOM~.
there to resi~e amoMS their secrets of what is to be.
Rohm hear~ their horrible voices, aM~ from the Great Seers learMe~ all that he
ltMew. Haril Ashaba hear~ all, aM~ those wor~s Rohm spolte trouble~ him, so
that for maMli weelts thereafter he ~reame~ of sreat halls be\.fOM~ the Voi~.
surrouM~e~ bli Theli, Mext to whom his wis~om was but a SMat's portioM.
Haril, trouble~. set out east for VM~.
loMS ~i~ he roam the Voi~. left from his bo~li· Out iM the Voi~ he fouM~ a
straMse place, rule~ bli DMe Who ls MaM\.f. aM~ returMe~ to urth, beariMS a
sreat treasure. The ~reams still came to him; worse, the whispers from the
Voi~ brolte his miM~. Ma~ aM~ acurse~ from De\.fOM~. Ashaba tle~ badt to
VM~. aM~ hi~ from the sisht of MaM.
- 109-
~i .. ~1 \.. ~~ Ei 1; t-= ~ w f.
~ ~(\!/~ G::J6-i~ l
.·:. tt ~~ i t• ... .!:t A~ :u..
*~ ~ ~ ~ (J) s ~ rrfl:t.) ~,
rv= ~ ~ l)~ d~ ~ ~~ fiqp
~ ..n~ r: )8;:r: x~c: ~
-)) -vriV ~ \:., 't :J "1\ {i)-'4L
~d$~~~~~67
~~ ~· ~· SfO
1\.) ~ t. ?- t~~ ~
.f->2· ~~ ~ \:)h t£)(l: ~
- 110-
..<:;>' ~1 ~ ~ .0' ~ b t= ~ CD (.
l"have seen t"he Great One w"ho ~wells in t"he Voi~
. ~'rF~J~t::J(j-:(~t
He commal1~s armies of mal1lf bo~ies tl1rolfgl1 mal1lf spaces
.·:. fL ~* y CJ';f ~ ~ ·12
....................•...... jolfrl1elf .................... talte ........•......... treasl-te
*'\_9 ~ ~ ~ ID ,.3~ ~ ?~
ll1 flftlfre times, from afar will come tl1e VVatcl1er, tl1e VVatcl1er
&»
~(:.)-r-D.?~_.,~~~- Ef·~e
in a l1lfmal1 bo~lf w"hic"h s"hall calll1imself t"he enemlf of tl1e
~ -n~ r:
18..:r: x~c -t
Great Mil1~ an~ will cal-tse great ~isaster.
->> -v~ ~ b~ ') ,, cr:,-\.4)_,
0l1e sl1all also come calle~ tl1e Host, wl1o comes il1 a mal1 1s
~d $if.~ RcX-)::Gj
bo~lf al1~ of all blesse~ l-fl1ion is tl1e Maker
l11-fmal1
't_/1) ~ \fl.). l3. ? 0
bo~lf ................................................ strl-fggle
f\.)
•. ..... 1ewe
=t3 t. ?-- f
1.... •.. .. .............. .. .....
~~ r-1S!J
cl-fres all ills witl1 ritl-fal
f_3?· ~~ ~ 0 ~tv(?:~
VNTRANSLATABL£
I
,_.
,_.
N
I
~~b~~~'
wcu dent m to. Md tk ~·d- ~·
AY
Handout 14 (Whispers Out Of Mind)
111(/(Q
Handout 1 (Skinwalker)
- 114-
-- - -------
Tk fli'Ofe.J'cro!" tulrl (l(t- abuat cfO(I(e- tirte-l"e.J'ttirj 1/1( !"eat~ euitu/. n~~ eJI/'e!"iel(ee eoalrl el(r/ «< a~ /1(?
rloetol"al t~~~ - Md / rft'r/ it all Olf K? IJ().eatiolf/ #ow I
cit/{ MaJ'e.J' lfe-o.JI' Ti!"u 8atte,s; abuat 150
Mde!"~talfr/ ~ow P!"ofu~"" Vel"~~ 11ra~t f~ ~wirj a
(1(/le.J' f~"u(l( ~~ o«~l( rl~. Ifape- /II riJc-1~ ulfel" rl[f all to itir~elf.
alfrl c~i tkM oat.
111(1(0. qot to ~· tC~ ~tttirj late Md llfeerl all tk !"e.ft I
C().l( ~t, L1.
171(1(0.