Call of Cthulhu - New Tales of The Miskatonic Valley (2E)
Call of Cthulhu - New Tales of The Miskatonic Valley (2E)
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Edited by
keith “doc” herber, chitin proctor,
kevin a. ross, lisa padol & gary sumpter
Layout & House Style
Design by
badger mcinnes
Illustrations and
Scenic Views by
henriette boldt, mihai bila,
dean engelhardt,
& jason c. eckhardt
Cartography by
jon gibbons & stephanie mcalea
www.stygianfox.com
Table of Contents
The Thing on My Doorstep
by Tom Lynch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
WASTED YOUTH
by Christopher Smith Adair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
A Tale of Dunwich
SPIRIT OF INDUSTRY
by Oscar Rios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
A Tale of Foxfield
PROOF OF LIFE
by Keith Herber . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
A Tale of Innsmouth
A MOTHER’S LOVE
by Seth Skorkowsky. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
8
THE REELING
MIDNIGHT
It’s the late 1920s and the Jazz Age has fi-
nally reached provincial Arkham. Swing
music, prohibition liquor, gambling,
dance, and a “live for today” attitude have
at night, apparently wandering the streets for hours before
returning home in the early morning hours. Zoltan’s de-
mands for explanations fell on deaf ears.
Ariadne’s increasingly erratic behavior troubles Uncle
had far-reaching effects in the community. Zoltan, but he’s determined to finish the scam. In just a
Spearheading the movement is Countess Ariadne Var- few more days his benefactors will supply him with over
ga, a displaced Hungarian noblewoman whose family was $35,000 in cash, and he and Ariadne will skip town.
ousted from their ancestral home in the tumult following
the Great War. Fashionable, tasteful in an Old World way,
the flamboyant young woman’s soirees have brought to- Zoltan Varga, a.k.a.
gether people from several different social strata, including
some of Arkham’s oldest, monied, families, a professor or
Devon McCoy
two from Miskatonic University, and a Bohemian crowd Raised on the south side of Boston, Devon grew up on the
of artists, musicians, and poets. In some circles, these tough streets, but early on realized he could make more
parties—and rumors about what goes on at them—are a money using his head instead of his fists. On the road at
major topic of conversation. Many would like to attend, if the age of seventeen, McCoy worked with a mentor, a card
only out of curiosity, but invitations are not easy to come sharp known to his few friends as “Harry the Hat” and
by, meted out to only a select few. to hundreds of others under a dozen different aliases. By
Just last week, events from one of the Varga parties were the time Harry was gunned down in the back room of a
recounted in the Advertiser’s weekly society column, writ- Cleveland bar, Devon had already learned everything Harry
ten by part-time journalist and Society Editor Madeline could ever teach him.
Manchester. But unlike his mentor, a brash, often foul-mouthed
alcoholic, Devon was possessed of charm and a pleasant
smile. He soon learned to use it to his own end, his skill
Keeper Information
And publicity is the last thing Ariadne, or her Uncle Zol-
tan Varga, need. Neither Hungarian nor related, this pair
of con artists have set up an elaborate scheme to fleece a
couple of Arkham’s more well-to-do residents, then blow
town. Over the past three months, the pieces have all fallen
into place. Posing as displaced Hungarian nobility, the pair
rented a run-down but serviceable mansion at 863 Halsey
Street, in a poorer part of town. Soon after, Zoltan Varga,
aka Devon McCoy, fifty-five years old, made contact with
his pigeons, a couple of older Arkham residents whom he’d
already softened up with extensive correspondence. He be-
gan hosting parties at the rented house, inviting an older,
somewhat distinguished crowd for evenings of brandy and
Bridge.
But Ariadne became bored, and soon began inviting
her own guests, much to her older partner’s displeasure.
He complained, but she would not desist, even once,
during a heated argument, threatening to blow their cover.
In recent weeks she’s more than once left the house late
9
TWO TALES OF ARKHAM
with cards serving as a means to an end, rather than
the grab and dash gambling hustles his teacher lived
and died for.
McCoy looks on his current Arkham scam as the
high point of his career. Once completed, he intends
to pack up, and with Ariadne, head for Mexico with
enough money to support the two of them comfort-
ably for many years to come.
But Ariadne’s behavior is increasingly worrisome.
He fears she is cracking under the strain of the
long-running scam; the pressure is too great. After
all, she’s young and relatively inexperienced. It was
less than a year ago he met her in Boston, scamming
drinks at hotel bars. A shade short of beautiful, she
nevertheless had a disarming way about her, a dev-
il-take-the-hindmost attitude he admired. Though
nearly twice her age, he fell in love with her anyway.
10
THE REELING MIDNIGHT
premature gray hairs she’d recently found in the mirror and given a few hours, can track one down, either through per-
plucked, her unwaking self roamed the world of dreams sonal contacts or by paying someone on the street to track
looking for answers, finally finding them at the feet of one down. In truth, Ariadne’s been far too liberal with her
Atlach-Nacha, the spider-god of time. Making an unholy invitations, and they’re not nearly as difficult to find as the
pact with the god-thing, Ariadne’s subconscious now pe- Gadabout would have it.
riodically overwhelms her, resulting in nighttime activities Investigators may wish to speak with Madeline Man-
even her lover and mentor doesn’t guess. chester, but no such person can be found in the city direc-
tory. It’s actually a pen name used by whoever is writing
Investigator
the Advertiser’s Gadabout column these days. Currently, the
column’s handled by a middle-aged woman named Callie
Information
Smith. If they somehow locate Callie, they quickly learn she
has no information of value.
The Party
The most direct method to involve the investigators is via
the Wilcox family. The Wilcoxes, whose money is in timber,
are concerned their son, young Eugene, the sole male heir
to the family fortune, has been attending scandalous parties
As described in the newspaper story, on Friday party nights
over in East Town. Middle-aged Edwin and Grace Wilcox
the stretch of Halsey street between East Derby and What-
worry their son has fallen in with an unsavory crowd, and
eley Streets is near filled with parked cars. The brightly lit
that would surely hurt the family reputation.
mansion is easy to spot, even from a distance.
The investigators will meet with the Wilcoxes at the
Investigators reach the front walk just in time to find
couple’s recently built country mansion, south of Arkham,
society columnist “Madeline Manchester” in a heated argu-
about a mile from the city limits. Invited to sit down and
ment with a maid who blocks Madeline’s path through the
share tea, the investigators are told the story of the Count-
front door. “Do you know who you’re talking to?” Madeline
ess.
asks, her voice growing shrill. The maid, probably in her
“She’s nothing but a gold digger,” claims Grace. “She’s
sixties, answers in unintelligible grunts, shooing away the
after our money.”
journalist with her hands. “So be it,” Madeline says, throw-
“We don’t trust these people,” Edwin says, only a bit
ing in the towel. “We’ll see how you people like next week’s
more tactful. “They may well be European nobility, but
column!” With that, she turns and storms off, brushing by
friends have told me they’re looking for financing so they
the investigators, who will have to move to get out of her
can return to Hungary and sue for their properties in the
way.
courts. I think they’re trying to use Eugene to get to me.”
With their invitation in hand, the investigators can gain
More than anything he fears blackmail if Eugene somehow
entry, though the maid, still angry, eyes them suspiciously
gets involved in a scandal.
before waving them inside.
Grace pipes up, “I found this in Eugene’s dresser the
The mansion is abuzz with guests, mostly middle-aged
other day,” she says, and hands the investigators an engraved
and younger. There seem to be several dozen people in
invitation. “The party is tonight,” Grace explains. “I took
attendance. Four or five young men and women, students
the invitation to keep Eugene home, but he just laughed at
recruited from Miskatonic U, serve guests drinks and food.
me.” Eugene has been to quite a few of these parties and, as
Piano music and singing pour out of the room on the in-
a regular, will have no problem getting in, invitation or not.
vestigators’ right.
The Wilcoxes are willing to pay any reasonable fees as-
A gentleman standing in the foyer, drink in hand, has
sociated with investigating the Hungarians, and for spying
been watching the proceedings, obviously amused. Once
on their son.
the investigators have been cleared through by the maid, he
If the Keeper chooses, Grace may show the investigators
approaches the group, hand extended.
a mention of these parties in last week’s Advertiser society
“Alfred Bates,” he introduces himself. “Welcome to the
column. In any event, the party is this evening, leaving in-
party. I’ll apologize for the help,” he smiles. He explains
vestigators barely enough time to get back to Arkham and
the maid is a Varga family retainer from the old country.
change clothes before the festivities begin.
Named Frida, she is mute and understands only Hungarian.
He apologizes for the old woman’s brusque attitude. “She
The Newspaper Story does, however, keep out the riff-raff,” he laughs. “But I must
go mingle now,” he explains, then moves off to the sitting
The Keeper can provide the investigators with the Reeling room on the right, where someone is playing the piano.
Midnight Papers #1 as he or she chooses. A few short para- Frida is actually Beatrice “Betty” Harper, a former
graphs in the weekly society column, it provides only a bit madam of a Boston brothel now down on her luck. Hired
of additional information. by McCoy to help with the scam by posing as the couple’s
They will need an invitation to get into the party. If the maid, it proved impossible to teach her even the simplest
Wilcoxes have not provided one, resourceful investigators,
11
TWO TALES OF ARKHAM
Hungarian words and phrases, so McCoy dubbed her a From the foyer, investigators see a good-sized crowd in
“mute that understands no English.” So far, she’s pulled it the sitting room to the right, where the piano is situated,
off fairly well. She’s in for 15% of the game, but McCoy will and a smaller, quieter gathering in the parlor on the left.
cheat her, at least a little bit, and she knows it.
The Keeper should encourage the investigators to split
The Foyer break into solo renditions of tunes like Jellyroll Morton’s
“Sidewalk Blues” or Louie Armstrong’s “Heebie Jeebies.”
This spacious entry hall features a flagstone floor, well- If a male investigator, APP 55 or better, joins in the
scrubbed but cracked through in numerous places. A grand makeshift choir, he draws the attention of Glenda Barr,
staircase reaches up to the second floor, lighted by a large a single woman in her early thirties. A widow, Glenda is
electric chandelier hung from above. A closer inspection lonely. Bright and attractive, she will try to latch on to the
shows the staircase recently suffered a slap-dash white paint investigator, hoping to pair up for at least the evening,
job, dabbed over the older, peeling paint. The red-carpeted tagging along wherever her chosen escort goes. She will not
runner shows considerable wear. brush off easily, and to rid himself of her the investigator
12
THE REELING MIDNIGHT
will have to be very direct, enough to actually hurt her male guest upstairs to her bedroom, near the end of the
feelings and make her tear up. On the other hand, a clever evening. These two gentlemen both hope to be Ariadne’s
investigator can spend the evening with her, using her as next consort, and are waiting, not too subtly, within earshot
cover. She proves a pleasant and personable companion. of the staircase where Ariadne usually appears.
Glenda works in the women’s hat department at Glea- “She’s a free love advocate,” smiles the handsome Port-
son’s Department store on Church Street. Ariadne was a man, sipping from his drink. “If you know what I mean,” he
regular shopper, and last week gave Glenda an invitation. adds, with a leer.
This is her second party at the house. She doesn’t know Appley’s already three sheets to the wind, but coherent
Ariadne very well and has no reason question her claim to and witty, as is his usual. As a host to regular Saturday
Hungarian nobility. night parties at his own mansion, he can’t help but make
On the other side of the room stands a makeshift bar comparisons. “I’d certainly suggest they expand their
with a surprising amount of liquor—more than a dozen offerings of spirits,” he says, adding, “though this certainly
bottles of Scotch, Canadian whiskey, and gin. There is no does the trick.” Known to his friends as “Mr. Toad,” Appley
bartender; guests are invited to serve themselves. has a habit of driving off in cars belonging to friends and
The liquor is another bone of contention between Zol- acquaintances, then leaving them parked wherever he feels
tan and Ariadne. In the beginning, a bottle or two of good like it.
brandy was all that was required for an evening’s entertain- Other than a fondness for liquor, the two men have little
ment, but Ariadne’s friends wanted something harder. in common, and are barely more than acquaintances, and
Not only has the expense pinched the purse strings, but that only because of their regular attendance at Ariadne’s
it’s also led to louder, more boisterous behavior, the kind of parties.
scene Zoltan would prefer not to host.
The Library
Although most guests visit the bar at some time or
another during the night, two of the more serious drinkers
are almost always here. Stewart Portman, forty-three, an A group of older men are gathered around the billiard table,
independently wealthy dilettante with strong connections discussing politics. A Know roll identifies one of them as
in Arkham due to his family name and family money. He Professor Francis Morgan of the Archaeology department.
collects art and fine books, much of it of an “exotic” nature. Morgan and his companions are talking about the likeli-
His companion is Bartholemew Appley, thirty-six, another hood of the current Miskatonic University President taking
independently wealthy young man who singlehandedly over the post of town mayor—the rumblings have been go-
raises alcoholism to a near art form. ing on for some time now. All these men agree the Countess
In recent weeks Ariadne has taken to inviting a selected is a delightful woman, though secretly most doubt Ariadne
and her uncle are any kind of displaced nobles. They, of
course, have no idea that the two are planning to scam a
couple of Arkhamites out of their money.
Professor Morgan seems a bit distracted. An investiga-
tor may notice he occasionally scans the room, as though
Meet Ariadne keeping an eye out for someone, or something.
Varga
Near the fireplace stand a pair of gentlemen: Edwin
Tillinghast, owner of a rare book store in town, and An-
dreas ver Hoven, who owns the local art gallery.
“Dahlings,” Ariadne says upon meeting anyone the first time. Both men refer to Zoltan Varga as a man of impeccable
“I’m so pleased you could attend.” She extends her right hand taste. Varga has tickled Tillinghast’s interest with stories
to any male investigator so they can kiss it. of the vast library his grandfather collected and which, as
Ariadne is as charming and entertaining as they say, and far as Varga knows, is still intact, though in the hands of
an attentive hostess, making sure investigators know where the “interlopers and thieves.” Ver Hoven, for his part, has
the food and drink is. She will chit-chat with them, and even
loaned Varga a few of his less valuable paintings to help
recount her and her uncle’s harrowing escape from Hungary
at the end of the war. “I was but a girl of eighteen,” she says. decorate the mansion.
If investigators press her on the issue, she smiles and A few feet away, three younger men, smoking cigars,
makes an excuse to leave the conversation. In any event she are talking professional sports, specifically baseball. Two of
won’t chat long, as there are many other guests to be greeted. them are ardent Boston Red Sox fans, the other a “traitor”
Any investigator making a Know roll has to question why who roots for the long-standing rival New York Yankees.
Ariadne extended her right hand. It should have been her left, Any investigator who stops to listen to the argument is
as etiquette dictates. quickly invited into the conversation and asked for their
opinion.
The Red Sox took the World Series in 1912, 1915, 1916,
and 1918, but have come up dry the last decade. At the
13
TWO TALES OF ARKHAM
same time, the Yankees took the title in 1923 and 1927. oldest of the three women has slept with the dashing Zoltan
“You see,” says Stan, the Yankees fan, “the Yankees are just once or twice, but will never tell anyone about it.
plain the better team. Admit it.” His pal, John, chides back, The young man standing alone in the corner seemingly
“You’ll see,” he tells him, “1928 is going to be our year.” (The lost in his drink is an aspiring writer named Dalton Ab-
Yankees eventually win the season.) The third man, Peter, bott. He’s been courting Ariadne’s favor, offering to write
is silent, staring into his drink. “The Sox threw it away,” he her story of escape and eventual exile from her home in
finally says. “They should have never sold Ruth.” “Too late Hungary. She’s been stringing him along for several weeks
now,” laughs Stan. “They’re cursed,” Peter finally says, still but has yet to give him the $200 advance he’s requested and
staring into his drink. “I curse them right now. They won’t been promised. Without the money, Dalton faces having to
win a Series again this century. The curse of the Bambino!” go back to work in his father’s taxidermy shop.
then shoots his drink down and ceremoniously throws the Tonight he intends to make the pitch straight to Zoltan,
empty glass into the fireplace, smashing the tumbler to intending to convince him the book he has planned can do
pieces. (As it turns out, the Sox don’t win again until 2004.) a lot to promote the Vargas’ effort to regain their Hungari-
an properties. “It’s a guaranteed best seller,” he claims, “but
The Parlor
I need to get started on the research.” Zoltan will string him
along for the time being, but of course, the project never
Away from the noise of the sitting room, the parlor hosts a gets off the ground. Dalton will likely end up with a career
more sedate gathering. In one corner stand a pair of cou- in taxidermy.
ples in their early thirties, in close conversation, the women
laughing at one of the men’s jokes. In the other corner of the
room, three women, probably in their late forties or early The Dining Room
fifties, sit at a card table chatting, the fourth seat empty. A Music pours out of this room, not nearly as loud as the
lean young man stands alone in another corner, drinking piano, but loud enough. Back in the corner, a young man
from a glass tumbler. stands next to an electric phonograph, changing records
Through the open doors, investigators can see the every two or three minutes, introducing the tunes as he
dining room beyond with a buffet spread on a large table goes. He’s a 1920s deejay. Two couples are dancing, some-
and several couples dancing the Charleston to music from what hindered by the large dining table spread with food.
a record player.
The two couples chatting in the corner prove friendly
enough. Apparently, they’re here just to find out what goes
on at these parties. “Open bar,” says one of the men, hoist-
ing his drink and smiling. The two men, Aaron Hardwick,
and Matthew Douglas, are partners in an Arkham cartage Meet Zoltan
firm. Their wives are named Louise and Donna. They know
little about the Vargas, other than they “are Hungarian, and
had to flee the country for some reason.” They are more in-
Varga
terested in discussing labor unions. “Some teamsters were Zoltan Varga is an engaging older man who greets his guests
with a click of his heels and a short bow. He rhapsodizes on
up here from Boston last week,” they complain. “Trying to
how wonderful a country America is, and how he can’t imag-
organize our drivers. We told the drivers if we catch them ine he would find so many friends willing to accept him and
talking to organizers, they’re fired.” The two smile and clink his niece into their social circles and good graces. “If,” he says,
their glasses together. They’ll win their battle against the “my niece and I should fail to recover our home in Hungary,
union, but within six months they’ll be out of business then we would certainly settle here in Arkham.” He describes
when local bootlegger Danny O’Bannion’s Lucky Clover the town as “lovely.”
Cartage makes them an offer they can’t refuse. He keeps the conversation off himself as much as possible
At the card table, the three ladies anxiously watch the and attempts to subtly learn the names and professions of the
doorways. Zoltan Varga had promised to play Bridge with investigators. “And what do you do for a living, sir?” he always
asks when meeting someone for the first time.
them, but he has yet to make an appearance. One of the
If an investigator is foolish enough to try to get informa-
women describes Varga as, “simply the most charming tion out of Varga, he feeds them a line and mentally puts a
man in Arkham.” Another adding, “It’s terribly exciting to check mark next to this person. He will not trust them.
be exiled.” Any Arkham resident who makes a Know roll Varga (Devon McCoy) is nearly impervious to Psycholo-
recognizes one of the women as Janet Larkin, the Arkham gy rolls, and totally unaffected by Charm, Fast Talk, or Per-
City Clerk, and may wonder what she’s doing here. suade. The only thing gained from a successful Psychology
All the women have been promised invitations to Var- roll is the sense that Varga is sizing up the investigator, and
ga’s country estate in Hungary, once he has regained his slyly manipulating the conversation to his own end.
family’s stolen property (he has spoken of the estate at great
length to each of these ladies on separate occasions). The
14
THE REELING MIDNIGHT
The Kitchen
The first investigator through the door is accidentally
kicked in the shins by a young woman doing the Charles-
ton. She whirls around and apologizes profusely, but if Here the help prepares more food for the buffet, under the
none of the investigators are male with an APP 14 or better, guttural direction of Frida, the maid. Dottie Harris is one
she pays them little attention. Named Ana Washburne, she of the kitchen help, a student recruited from the university.
is an acquaintance of Ariadne who considers herself a poet. She helps prepare and serve food to guests. Watching her
She thinks Ariadne and her parties are “simply divine.” work, it’s easy to see she’s upset about something.
The table holds a large spread of food, mostly cold cuts While investigators are in the kitchen, the door to the
and breads. There is a large pot of “authentic Hungarian basement swings open and a young man appears, his eyes
goulash” prepared by Frida, the maid. red and puffy looking. Dottie Harris rolls her eyes skyward
The young man at the phonograph is named Bobby as sweet smelling smoke wafts up from below. Introducing
Hamlin and is the owner of the expensive phonograph, himself as Gordon Checkley, he asks investigators, “Would
and the similarly expensive records. Proud of the machine, you like to get hopped up?” and shows them a small pa-
which actually belongs to his family, he’ll boast to inves- per bag containing a dried green herb. If an investigator
tigators “it has almost three watts of power.” It’s certainly accepts, Checkley leads them downstairs to the basement,
louder than any hand-cranked phonograph investigators where his friend Eugene Wilcox waits. The two men light
have ever heard. up a joint, then offer it to the investigator. See boxed text to
Bobby’s an electronics nut and fascinated by stories he’s determine the effects partaking investigators might suffer.
read about a new device called a television. “They’re for Young Wilcox is already quite high from the marijuana,
sale now,” he says. “I just have to talk Dad into buying one,” and an empty liquor glass is spotted nearby. Perhaps his
he grins. He’s seriously considering forsaking his father’s parents’ fears are not wholly unfounded.
banking business to head off to New York and try to get a Happy to make small talk, Wilcox sours if an investiga-
job in radio “doing something,” he says. tor says anything disparaging about the Vargas. “You sound
like my parents,” he slurs. “You know what I’d do if I found
out they were lying to me?” he asks. “I’d have to shoot them,
I would,” he says, not waiting for an answer, then pulls out
of his coat pocket a small, nickel-plated Derringer which
he waves around carelessly. “Bang!” he says, then laughs,
15
TWO TALES OF ARKHAM
putting the gun back inside his jacket. Checkley laughs as for communicating with the dead, and charges $20 per
well and passes the joint. session, whether successful or not. He is more than happy
Wilcox remains in the basement with his smoking bud- to make small talk with the new arrival and even gives
dy until a gong sounds later in the evening, announcing the them a card. Before the two young women get restless and
beginning of the “Invocation of Bacchus.” If an investigator head back into the house, while Wvinch tells a story about
socializes with Wilcox, they realize the young man is infat- falling out of a tree when just a young boy, and injuring
uated with the Countess. his head. “Ever since,” he says, “I’ve been able to speak with
the dead.” Anyone making a Psychology roll on Wvinch
realizes the man apparently believes what he’s saying.
He will not extrapolate on the conversation he was hav-
ing with the young women if investigators are rude enough
Reefer Madness to ask. As for the Countess, he lifts his glass in a toast. “To
her, and all like her,” he says, then downs his drink. He then
excuses himself, explaining it’s time to refresh his glass.
Marijuana is classified as a psychoactive drug. It heightens
awareness and users become more sensitive to detail (+10%
to Spot Hidden and Listen).
The drug also alters a user’s perception of time; an hour
The Two Young Women
may feel like two or three. Physical effects include reddened If the investigators manage to catch up with the two young
eyes, slurred speech, and physical clumsiness. For additional, ladies that were speaking with Wvinch, they’ll find the pair
specific effects, each player whose character is smoking the more willing to talk. “It was so weird!” blonde Lorraine
drug must roll 1D6. says. “Like in a movie,” adds Laura, her friend.
1-2: Starts laughing and finds it difficult to stop. The girls explain how Ariadne had hosted a séance
3: Feels anxious and uneasy, and wants to leave the party party a couple weeks ago, with Wvinch. “There were only
right away and get some fresh air. six of us,” says Laura. “We sat in a circle around the dining
4: Starts to chatter away on almost any subject that comes room table,” Lorraine chimes in.
up, then loses his train of thought. It was a great lark, they say, until near the end, when Ari-
adne asked Gerrhardt to try and contact her dead mother
5-6: Hit with a sudden, inexplicable desire to eat food,
then heads upstairs to the dining room.
back in Hungary. “Everything was going fine,” Laura says,
“but then Gerrhardt starting growling, and making awful
noises.” “Like he was choking on something,” Lorraine says.
Then Ariadne began screaming, and fell out of her
chair, trying to get under the table, horrified by something.
Wvinch himself tried to stand up, then vomited before
falling to his knees.
The Conservatory “Zoltan was really angry,” Lorraine explains. “He was
yelling at Gerrhardt.”
This room is built off the back of the house and features a
Both recovered in a manner of minutes, but it spelled
glass-windowed wall and overhead. An older man stands
the end of the evening, and everybody went home early.
out here, lecturing to two young women who seem en-
“Too bad,” Lorraine says. “I was next, and I wanted to talk
tranced by his presence. Gerrhardt Wvinch is a professional
to my dead Uncle Rudolph and ask him where he hid the
psychic and medium, and a friend of Ariadne.
million dollars.” She elbows her friend in the ribs, laughing.
Wvinch is talking to the women about a séance he hosted
Giggling, the two women head off.
the other evening with them and Ariadne. If an investigator
Without realizing what he was doing, Wvinch some-
approaches the trio he hears the man say, in a thick German
how reached out and made fleeting contact with Ariadne’s
accent, “...believe there’s nothing to fear. Sometimes things
happen we don’t expect,” then cuts it short when he realizes
there is a stranger in their midst. “But we’ll try another
evening. I’m sure we’ll have more success.”
Thirty-three years old, Wvinch was born in Germany.
At a young age, he suffered a serious head injury and now
claims he can communicate with the dead. His long hair
is silvery-white, and he keeps it combed straight back. He
usually dresses in black.
“Good evening,” he says, extending his hand. “Ger-
rhardt Wvinch, professional spiritualist, at your service,” he
introduces himself, bowing slightly.
Wvinch is no charlatan. He does display an actual talent
16
THE REELING MIDNIGHT
“dream mother” Atlach-Nacha. As horrifying as it was she believes are her adoring followers. She raises her wine
Wvinch has dismissed the event as an anomaly. He has but glass and calls out in a clear voice, “To Bacchus, patron of
little knowledge of the Cthulhu Mythos, and no particular wine and revelry!”
understanding. The crowd responds resoundingly, “To Bacchus!” and
all drink.
The Upstairs
“To love, to life, to youth everlasting! To Immortality!”
“May our bell never toll!” roars the response, and everyone
If the investigators wander upstairs before the toast, there takes another drink.
is a 25% chance they interrupt an amorous encounter Ariadne glows at her audience then descends the
between a couple of guests in the unoccupied bedroom. steps to take the hand of a young man waiting near the
Otherwise, the room is unoccupied and mainly unused. stairs—none other than Eugene Wilcox, the young man
Large watermarks on the ceiling and one wall testify to the investigators have been hired to watch over. The two chat
room’s leaky roof. briefly, then Ariadne places her arm in his, and they walk
Nothing of interest is found in Zoltan Varga’s room. In up the stairs.
the maid’s bedroom, investigators find a romance magazine Standing nearby, Stewart Portman and Bartholomew
lying on the nightstand. It’s in English. Appley, fret and mumble, jealous they were not picked.
Ariadne’s decorated her room to be as sumptuous and Appley says good night, then turns and heads out the front
exotic as possible, complete with a lighted vanity, a sitting door. If the investigators follow him, they see him wander
area, and a four-poster bed hung with heavy brocade from car to car, finally choose one, then, after some trouble
curtains. Generic paintings—barely more than calendar getting it started, roar off in Stewart Portman’s new Lincoln
art—adorn the walls, and cheap knick-knacks are arranged town car.
on shelves and tabletops. A stack of movie magazines fills
the seat of a chair.
When Good Times
Go Bad
The “Invocation of The party resumes as people return to their conversations,
Bacchus” and maybe make another trip to the bar. Ten minutes later
there is a loud bang and a crash from upstairs. A gunshot.
A plate is dropped, shattering to pieces on the floor;
At a time chosen by the Keeper, a gong sounds from some-
where in the foyer. Conversations sputter and die, and most conversations halt in mid-sentence. Zoltan Varga bolts up
of the guests head for the front of the house. Standing on the stairs to the second floor, the source of the gunshot.
the stairs, Countess Ariadne Varga smiles down on those At the top of the stairs, Zoltan rushes to the closed door
of Ariadne’s bedroom. He tries to push it open, but oddly,
it springs back on him.
At the far end of the upstairs hallway, a man struggles
with a latched window, desperately trying to get it open. It
Faux Pas
is Stewart Portman.
17
TWO TALES OF ARKHAM
pulled the trigger. She was so startled, she says, that she lost
Ariadne’s Boudoir her grip and fell, remembering nothing else until she woke
up on the ground, her uncle by her side.
Zoltan Varga continues to try to force his way into Ariadne’s
bedroom, but the door is too much for him. With a little
help from an investigator or two, the door finally bursts
open, snapping loose several narrow strands of an odd, The Police Arrive
sticky white rope-like substance that had been stretched The police arrive about ten minutes after the shooting.
over the doorway. Arkham police detective Ray Stuckey, accompanied by a
Young Eugene Wilcox lies on the floor, his shattered uniformed officer, gets out of the car, only to be accosted
head surrounded by a pool of blood soaking into the by an angry Stewart Portman, (provided he is not being
Oriental rug. His Derringer lies next to the body, emptied. detained by the investigators). Portman, arrogant as ever,
There are powder burns around the young man’s mouth is angered about his missing car and demands the detective
and a gaping exit wound in the top of his head. Sanity loss do something about it.
is 0/1D4 points. The bedroom window stands wide open. “Do you want me to waste time finding your car while
Zoltan looks up. “Where’s Ariadne?” and bolts to the there’s a dead body up in that house?” Stuckey asks sarcas-
open window. tically. “Let’s say we keep the death toll at just one tonight,
Ariadne lies on the ground below, curled up in the dark. pal,” and shoves Portman aside.
She doesn’t move. Zoltan rushes downstairs and out the Inside, Stuckey makes a quick examination of the scene,
front door. concluding that, as Ariadne has described, it was suicide.
If investigators want to take a sample of the odd spi- “Had he been drinking?” the detective asks. “Not that I
derweb material, now is the time. Made partially of dream know of,” answers Zoltan.
stuff, the web only survives in our atmosphere for about A hearse shortly arrives, and the body is taken away.
ten minutes before completely evaporating. Any specimen Stuckey leaves to notify Wilcox’s parents, and Zoltan takes
taken needs to be kept in an airtight container or, again, it the opportunity to usher any remaining investigators out.
will quickly evaporate, leaving no trace of its presence. “My niece needs her rest. I’m sure you understand.”
Ariadne in Shock
Ariadne is regaining consciousness by the time Zoltan
The Next Day
The Wilcoxes mourn the loss of their son Eugene. His
reaches her side. Her dress is torn in several places, but the
shrubbery broke her fall and she doesn’t seem to be suffer- sudden death is a near-mortal blow to the father. While
ing from any serious injuries; in fact, she shows very few he suspected something was amiss, he did not anticipate
scrapes and scratches. anything like this and blames the Vargas. Now sure the pair
Back inside, Zoltan seats her in a chair in the library and are up to no good, he insists the investigators remain on
gets her a glass of brandy. Word of the death upstairs has the job, even though it can do Eugene no good. He will, of
already spread through the party and most of the guests are course, continue to pay for their services.
taking the opportunity to leave. “The police have been no- Grace, the matriarch, is not surprised by anything the
tified,” Zoltan says. “Please, if you’re not directly involved, investigators find (except any evidence of the supernatural,
I’d suggest you take this opportunity to leave.” which she dismisses out of hand). She knew Ariadne was a
He directs Frida to lock away the liquor, then turns his “bad egg” from the beginning.
attention back to Ariadne.
The house quickly empties out, but the investigators
may choose to linger. Zoltan will again invite them to leave, Basic Library Research
in stronger terms this time around. If the investigators Investigators may choose to do a little research on Hungar-
introduce themselves as agents of the Wilcox family—the ian family names, nobility, the aftermath of the Great War,
parents of the young man lying dead upstairs—Zoltan etc. Successful Library Use rolls reveal the following:
relents. “Then I’m sure the police will want to speak with
you, as well,” he grumbles.
TT Varga Name: Although Varga is a familiar Hungar-
ian name, there is no record of a Varga of royal or
Gerrhardt Wvinch walks by, looking more pale than
noble lineage.
usual. “And you,” Zoltan shouts at the spiritualist. “You
stay away from her, you and your magic mumbo-jumbo.” TT Displaced Nobility: Similarly, though there was
Wvinch slinks out of the house. some disruption following the Great War, there is
Ariadne, still regaining her senses, keeps mumbling no historical record of political purges, or of refu-
how Wilcox pulled out a gun and threatened her with it. gee nobles forced to flee the country.
She says she opened the window and was threatening to
jump when he suddenly put the gun in his own mouth and
18
THE REELING MIDNIGHT
19
TWO TALES OF ARKHAM
restaurant. They get back home a little after 3 p.m. and stay
Manton & Manton in the house for the rest of the day.
Realtors Monday
A check of town records shows the house on Halsey As every weekday, the older man arises early, leaving his
Street is managed by Manton & Manton, their office on house at 8:00 a.m., and heads to a local diner two blocks
the Northside, on the second floor of the Tower Building. away, where he eats the same breakfast every morning:
The company’s manager, Terry Manton, is reluctant to French toast with bacon on the side, and coffee.
talk about his clients, or their tenants, saying only that the He then returns home Monday and is not seen outside
Halsey Street tenant has been renting for four months, and the house the rest of the day.
the rent is paid on time, every month. “In cash,” he winks.
Tuesday
Arkham Police Other than breakfast, Zoltan spends most of the day in his
house, emerging at 5:00 p.m. and getting into a taxi he’s
The police have nothing on the Vargas, save a single noise called. The taxi lets him off at an address across town, a
complaint filed against them six weeks ago. According to the large home in the upscale Uptown neighborhood. He
officer, the Vargas apologized to the neighbor immediately, spends most of the evening in the house, leaving shortly
even offering him a small amount of money—$20—for his after 10 p.m. to take a taxi back to the Halsey Street house.
inconvenience. There have been no further complaints. With a little digging, investigators can learn the house
belongs to Sylvia Addison, sixty-five years old, a widow for
Analyzing the Webbing ten years, and heir to a considerable fortune. What they
won’t learn is that Zoltan visits the widow once a week for
If the investigators thought to take a sample of the sticky dinner, and “entertainment.” She has already contributed a
strands they found clinging to the back of Ariadne’s bed- few small sums of money toward the legal fund he’s estab-
room door, a Natural World roll reveals it to be very much lished, but in a few short days, he expects her to deliver a
like a spider’s web, though much larger, of course. lump sum of slightly more than $10,000.
If they attempt chemical analysis, three successful
Science (Chemistry) rolls seem to back up the hypothesis, Wednesday
though some of the material’s constituents remain un- Wednesday evening Zoltan plays Bridge with a few well-
identified. If they submit it to a laboratory or other skilled heeled gentlemen in the Uptown neighborhood. His host
chemist, they will get much the same result. In either case, is one of the marks he’s been teasing since before he came
the material barely survives the few minutes required to to Arkham. Once again traveling by taxi, he arrives at his
run the simple tests before it completely evaporates. host’s home around 7:30 in the evening, bearing a covered
basket with a bottle of brandy in it—a gift for his host.
Tailing Zoltan Zoltan has used the Bridge night to meet and make
friends with a number of monied people in Arkham. Los-
ing as often as he wins, he uses the opportunity to work on
Investigators may want to tail Zoltan, to find out what he’s
up to. But the old con-man is wary. The job is best left to possible marks. So far, he’s scored with two of them.
a single investigator, especially one who’s not had a face-
to-face meeting with the uncle, and even better if different Thursday
investigators run the tail day to day. The Keeper may allow After breakfast this morning, Zoltan unexpectedly heads
investigators to use Disguise, though it may be tested at straight to the train station and boards a coach for Boston.
some point. An investigator may follow if he or she wishes.
Once in Boston, Zoltan heads for a nearby park and
Saturday there meets a man sitting on a bench. The man holds a large
Both Zoltan and Ariadne stay inside all day, apparently manila envelope.
cleaning up after last night’s party. Frida emerges from the Remaining at a reasonable distance, an investigator
house about 1 p.m. to dump a bundle of bloody sheets in making a Listen roll hears Zoltan say, “I’ve brought the
the trash can. money...” “...you have the negatives?” “...are you sure these
are all of them?” Although the conversation is cryptic,
Sunday Zoltan’s complete lack of Hungarian accent is impossible
to miss. If the investigator then makes a Listen roll with a
Sunday morning both Zoltan and Ariadne, dressed for the bonus die when the stranger is talking, he hears him call
occasion, leave the house at 10 a.m. and take a cab to catch Zoltan “Devon” or “Devon McCoy.”
the late morning mass at St. Stanislaus Catholic Church, The stranger hands Zoltan the manila envelope and
on the Southside. After church, they have lunch at a nearby Zoltan hands the man a business-sized envelope, obviously
20
THE REELING MIDNIGHT
stuffed with something. The stranger makes to shake hands The investigator may do his best with Charm, Fast Talk,
with Zoltan, but the older man brushes him off, stands up, and Persuade, but there’s no way Partland will expose his
turns his back, and walks away from him. business dealings with the man in the park, nor will he tell
Zoltan’s path takes him right near the investigator, and the investigator about the back room full of pornograph-
he will give the investigator a sharp look. Whether or not ic—and felonious—photos. The investigator will have to
he recognizes the investigator depends on whether they’ve resort to an Intimidate check with violence, or bribery.
actually met, the quality of the disguise, etc. In any event, A good beating or $50 will get the name of Devon Mc-
Zoltan suspects the investigator is following him and if the Coy out of Partland. “He’s a con-man,” Partland says. It will
investigator persists, Zoltan confronts them. His Hungarian take an extra good beating or at least $100 to get him to ad-
accent in full swing, he berates the investigator and prom- mit he was shaking the old man down. “His girlfriend had
ises he’ll be attending no more parties at the Varga House. me do some magazine photos of her a few years ago. Now,
And he means it. This investigator will not be admitted. she’s decided she wants them back, I guess.” If asked what
If the investigator somehow manages to avoid Zoltan’s kind of magazine, Partland answers, “Special magazines.
suspicion, they can follow him to a local, somewhat upscale You know the kind, magazines for gentlemen.” He can tell
restaurant where Zoltan enjoys a late lunch before heading investigators the woman’s name is Ariadne Madden.
back to the train station and Arkham. Once home, he will
burn the envelope, and its contents, in the fireplace. Friday
After breakfast, Zoltan heads back to the house, and spends
A Sleazy Photographer the entire day there, preparing for the evening’s party.
More Boston
If the investigator follows the stranger, he’ll be led to a
small photographer’s studio. The owner, Hal Partland,
Information
forty years old, unlocks the front door and steps inside,
flipping the “Open For Business” sign around as he goes.
Hal Partland has $2000 in his pocket and a back room
full of illegal pornography stuffed into filing cabinets. But If an investigator takes the time and has the right connec-
he’ll assume the investigator who follows him in is a legit- tions, he or she might learn more about Devon McCoy. An
imate client. all-day search in the morgue of the Boston Globe, coupled
with a successful Library Use roll, turns up the name in
a 1922 story about a Ponzi scheme broken up by Boston
detectives. A man named Devon McCoy was convicted of
aiding and abetting and sentenced to a year in prison. If
the investigator has, or can forge a connection with the
Boston Police Department, they can learn the same thing,
though the police add that McCoy has had a few arrests
over the years that didn’t make the papers. They have only a
few complaints about, and no arrests for, a woman named
Ariadne Madden. Last known addresses for the pair are a
couple of years old and considered useless. However, the
address last given by Ariadne is that of her childhood home
in Boston’s South End.
21
TWO TALES OF ARKHAM
fresh grave, where she kneels
Tailing Ariadne down, makes a sign of the
cross, then places one of the
Ariadne sleeps later than Zoltan, rarely get- bundles of flowers near the
ting out of the house before 10 a.m.—after headstone. Back on her feet,
she’s had Frida make her breakfast. She is she stands with head bowed
less wary than Zoltan, making following her for a few minutes, as if saying
an easier proposition. Regardless, as with some silent prayer, then takes
Zoltan, investigators might want to alternate her leave. A few minutes
who tails her from day to day. later, some hundred yards
away, she locates a second
Saturday grave where she repeats the
Both Zoltan and Ariadne stay inside all day, process. Again, the grave ap-
apparently cleaning up after last night’s pears fairly recent. Finishing
party. Frida emerges from the house about her visits, she returns to the
1 p.m. and puts a bundle of bloody sheets in cemetery’s front gates, calls a
the trash can. cab from a nearby store, and
returns home for the day.
Sunday If the investigator checks
Sunday, Ariadne attends St. Stanislaus the headstones of two graves
Church in the company of Zoltan. After she visited they read: Brad-
lunch on the Southside, the pair return ford Taylor, nineteen years
home around 3 p.m. and spend the rest of old, with a date of death two
the day at home. weeks ago, and Roger Hudson,
twenty-three years old, his
Monday date of death approximately
four weeks ago.
Monday is shopping day. Ariadne’s first stop
is the Woolworth’s store on Church Street,
Wednesday
in the Merchant District. She whiles away an
hour or two, picking up one or two knick- Ariadne gets her hair and
knacks for her bedroom, then treats herself
The Reelin g Midni ght Papers #3 nails done at Miss Jenny’s
to lunch at the soda counter—an egg salad sandwich with Beauty Parlor in the Merchant
potato chips, and a lemon Coke. District. A four-hour process, she rounds off the afternoon
She’ll spend the afternoon prowling the shops in the with a couple of hours shopping before heading home.
Merchant District, making a small purchase here and there,
gabbing with the shop owners in her thick Hungarian
accent. She’s well known to most of the merchants and, Thursday
while rarely spending any large amount of money, she at Ariadne stays home all day, while Frida leaves to do the
least makes regular, if small, purchases. She makes sure to shopping for tomorrow night’s party. Two gentleman visi-
pick up recent copies of Boxoffice and Photoplay magazines, tors make calls at the house, arriving on foot after parking
both monthly periodicals catering to film fans. their cars a block or two away. The first arrives just before
She heads back to the house around 4 p.m. and spends noon and spends about an hour at the house. The second
the evening at home with her Uncle Zoltan. man arrives around 1:30. Investigators will not see him
leave. Frida returns home around 3:30 p.m.
Tuesday That evening, Ariadne and Zoltan together build a fire
Ariadne stays in the house past noon, emerging about 12:30 in the fireplace.
to take a cab to the French Hill district, where she has the
cab wait for her while she visits Almen’s Flower Shop. A few Friday
minutes later she comes out carrying two wrapped bundles of Home all day, likely preparing for the evening’s festivities.
flowers and gets back in the cab.
They continue to the Southside where the cab finally lets
her off at the entrance to Christchurch Cemetery. The gates The Two Graves
are open and she proceeds into the cemetery on foot. Investigators will have little trouble matching up the names
Several people are visiting the cemetery today, and Ariadne with some recent events. A little research at the Advertiser
will pay no particular attention to another stranger in the area. turns up two recent stories. See The Reeling Midnight
An investigator following her finds her stopping at a fairly Papers #s 2 and 3.
22
THE REELING MIDNIGHT
roll viewing the previous photographs, this person is sure
The Arkham Police he spots evidence of similar wounds on Taylor’s throat.
Both cases have been assigned to Detective Stuckey, whom
investigators may have already met. Stuckey is brief, almost
hostile toward investigators. “Both cases are closed. Acci- The Victim’s Families
dents. Talk to the medical examiner if you want.” He insists Tracking down the families of the victims should not prove
the cases are not connected in any way. As per his usual, difficult. Both men are listed in the city directory, both
Stuckey smells strongly of alcohol. residing at their parents’ homes.
23
TWO TALES OF ARKHAM
Gerrhardt Wvinch
If the investigators arrange a séance with Wvinch, he sets the
Stewart Portman
time for the session at 8 pm, to be held in either an investigator’s Assuming they learned his name, Portman is easy to track
home or a rented hotel room. Wvinch arrives promptly at 7:55, down through the Arkham City Directory. He will not talk
on foot, carrying a large candle in a paper bag. He darkens the on the phone, and if visited at his sprawling home at 299 W.
room, closing the shades or curtains, then instructs everyone to Pickman Street, is abusive. “You have no business with me.
sit around a table. He lights the candle, sets it in the middle of If you do not desist, I will have my attorney contact you.”
the table, then sits down. He asks the group to join hands.
Portman is innocent of any wrongdoing last Friday
“Let your minds relax,” Wvinch says. “Let your energy flow
to me.” He closes his eyes. “Where are you? Where is the one night, but his arrogance precludes explaining himself to
that reached out to me before? strangers.
Nothing happens. His Lincoln town car, recovered the day after the party,
“I beseech you,” Wvinch pleads, raising his voice. “Where sits in his driveway, a large dent in the front fender. Port-
is the one?” man plans to sue Appley for damages.
The candle gutters, as though in a breeze, yet the room has
not even the hint of a draft.
“You are here?” Wvinch asks, eyes still closed. Professor Francis
Morgan
The odor of something burnt fills the room. One of the walls
suddenly, and inexplicably, creaks.
Wvinch opens his eyes. “Come to me now!” he demands.
Professor Morgan, fearing for his reputation around the
Investigators holding Wvinch’s hands feel him tighten up,
squeezing their hands almost to the point of pain. There are
university, is hesitant to talk with strangers. He declines
more creaks in the walls. Then, with an unexpected bang, the meeting with investigators in his office, saying he is too
wooden table top suddenly splits wide open, toppling the can- busy. If the investigators can make a Persuade roll, he
dle, plunging the room into semi-darkness. agrees to meet them for a few minutes at a nearby diner.
“I am the mother!” Wvinch screams out, his voice barely Asked about the altercation with Dottie Harris, he
human. He bolts upright from the table, his eyes glowing an explains she is a disgruntled student who failed his class.
unearthly red. Two long fangs sprout from his mouth, reaching “I tried to help the girl as much as I could,” he says. “She,
almost to his chin. Investigators lose 1/1D3 Sanity points. unfortunately, simply does not have the aptitude.”
“Begone intruders! Atlach-Nacha reigns here!” he screams.
Under no circumstances does he reveal his affair with
With that, Wvinch twists his head around at an unnatural angle
and sinks the long fangs into his own shoulder. He then turns
the student; it would cost him his job.
and collapses on the floor writhing violently, foaming at the
mouth.
Lights back on, the investigators find Wvinch is now quiet, Gerrhardt Wvinch
but unresponsive. In a catatonic state, he needs treatment and Wvinch lives in a modest apartment in the Terrace Building
should be taken to the hospital. Wvinch is eventually transferred at 611 Gedney Street in Arkham’s Northside neighborhood.
to Arkham Sanitarium where, after 2D8 weeks of treatment he
He will agree to meet with investigators, should they con-
will be deemed cured, then released.
Investigators who make a Cthulhu Mythos roll recognize tact him, but only at a local restaurant, not his home.
Atlach-Nacha as a spider-goddess once revered by the ancient If asked about the séance he conducted at the Varga
Hyperboreans. She is said to dwell at the center of the universe house, he admits the evening did not go well. “I’m not
where she weaves the webs of time itself. Hyperborean priests always in control of my powers,” he confides. “Often I meet
and wizards often contacted her through dreams. spirits I’m not seeking. In the Countess’s case, I’m not sure
Otherwise, investigators might learn this information re- what I came across.” If an investigator makes a Psychology
searching any appropriate Mythos tomes they may have in their roll, they realize Wvinch seems almost fearful.
possession. At the Miskatonic University Library, investigators Gerrhardt tells the truth. In fact, he has lately come to
might locate a book of speculative myth titled Tales of Mythic Hy-
actually doubt his abilities. In Germany, as a young boy, the
perborea. One of the stories tells of a young woman who, afraid
of losing her youth and beauty, strikes a deal with Atlach-Nacha, visions and spirits came to him unbidden, often asking for
who promises the young girl eternal life and youthfulness in help. Young Gerrhardt helped local police on several cases,
exchange for the young girl bearing the spider-goddess’ children. one time actually tracking down a man who had murdered
Not surprisingly, the story has an unhappy ending. two young girls. Since coming to America five years ago,
and no longer employed in his father’s shoe shop, he turned
to his powers in order to earn a living.
24
THE REELING MIDNIGHT
At first, he experienced a measure of success, by his suicide. Others wish to avoid the place because of a growing
own account achieving the desired contact at least once sense of potential public scandal.
out of every four sessions, and most of his clients would, Zoltan wanted to cancel the affair. He and Ariadne have
sooner or later, be satisfied. But as time went on, and the train tickets out of Arkham early tomorrow afternoon, and,
money became increasingly important, his abilities seemed given the suicide last week, he sees no need to draw further
to wane. Soon, he was forced to faking contacts, prodding attention to themselves. But Ariadne insisted. If it was go-
clients with questions he could follow up on, and make ing to be her last night in town, then certainly she should
his act sound believable. He even resorted to a couple of host one more affair. Her “friends and admirers” would be
mechanical contraptions to create sounds in his apartment, disappointed if she didn’t. Zoltan finally relented.
and “embellish” the atmosphere. Prior to the events of the Eric Luttgart is here again, at the piano in the sitting
ill-fated séance at the Varga house two weeks ago, Gerrhardt room, but the music is mostly subdued. He plays a pop
had not made a successful contact in over a year and feared tune, but few, if any, join in. He resorts to a Chopin noc-
his powers had left him for good. Now, although fearful turne. Arrogant as ever, Stewart Portman has chosen to
of the spirit that possessed him that night, he is almost attend and hangs near the bar.
anxious to attempt it again, hoping it signals a return of The library is nearly empty, occupied by a single couple,
his abilities. and no one in the conservatory beyond.
Gerrhardt agrees to a séance with the investigators but A few people mingle in the parlor, conversing quietly.
insists it be conducted at an investigator residence. He does The card table sits unoccupied.
not wish these inquisitive strangers in his home, where they The raucous group in the dining room is much the
might discover his ruse. At the very least, Wvinch will insist same as last week and seems unmoved. The young man
they rent a hotel room for the evening. has again brought his phonograph, and the dancers are as
energetic as ever.
25
TWO TALES OF ARKHAM
Zoltan and
Ariadne
The host and hostess roam about the house,
occasionally stopping to chat with guests.
Ariadne is bright, and loud, perhaps even
more outgoing than usual. Zoltan, by con-
trast, is subdued, even sullen. He seems to be
keeping an eye on Ariadne who, for her part,
seems to be avoiding the older gentleman
however possible. She finds reasons to leave
the room anytime Zoltan shows up.
A Confrontation
Eventually, Zoltan catches up with Ariadne
in the sitting room. Cornering her, he leans
over, clutching her arm, whispering some-
thing in her ear. He looks angry.
Ariadne listens, her eyes growing wider,
then she lashes out: “I’ve heard enough,” she
says. “Leave me alone!” She pulls away from
him and stalks out of the room, brushing past
Portman, turning into the foyer, and heading
up the stairs. Zoltan follows, close behind
her. “Wait!” he shouts, but she ignores him.
As Zoltan heads up the stairs, Ariadne’s
bedroom door slams shut. Frida, drawn by
the commotion also shows up in the foyer,
looking concerned. She stands on the bot-
tom step and, should any guest try to follow
the pair upstairs, she will attempt to block
their path, gesturing mutely.
Zoltan enters Ariadne’s bedroom, slam-
ming the door behind him. Even downstairs
their shouts and accusations are plainly
heard. There is some kind of commotion,
then a sudden strangled scream—a man’s
scream.
Frida glances up the stairs, concerned,
and if no investigators make the first move,
hustles up the steps and heads for Ariadne’s
bedroom. A moment later there’s a scream
and Frida comes running down the stairs,
shrieking at the top of her lungs. “My God!
She killed him! She’ll kill all of us!” then
plunges through the crowd, out the front
door, and disappears into the night. Frida
eventually finds her way back to Boston and
is never seen in Arkham again.
26
THE REELING MIDNIGHT
Completely unhinged, Ariadne runs through the house,
Ariadne’s Boudoir randomly attacking the screaming guests, circling her
way back to the front staircase, avoiding the investigators’
The room is a shambles. Zoltan lies sprawled on the floor,
grasping his throat. He is terribly shriveled, his dead, gray gunfire as best she can, trying to make her way to the attic
skin peeling off in great flakes. Ariadne’s wardrobe hangs entrance on the second floor.
open, revealing a dried, shriveled corpse propped up inside.
Ariadne is nowhere to be seen, but the window once again
hangs open. Sanity loss is 1/1D6. Trapped
Zoltan is dying. As the investigators approach, he lifts If the investigators do not bring Ariadne down, she even-
his head on his shriveled neck and gasps “Ariadne…” His tually finds her way to the staircase and the second floor,
eyes roll back in his head, and he vomits up a disgusting possibly picking up and throwing another guest at her pur-
mixture of blood and liquefied internal organs, causing suers. Once on the second floor, she heads down the hall
an additional 1/1D2 Sanity point loss. Zoltan, aka Devon where, near Zoltan’s bedroom door, there is an overhead
McCoy, is dead. entrance to the house’s attic. She knocks aside the small
Whatever investigator staked out Ariadne last Thursday board that covers the opening, then attempts to scramble
(if any) recognizes the desiccated corpse in the wardrobe up through it. But her spider form is too large for the open-
as the man who visited the house that afternoon, but was ing, and she cannot force her way through. Deranged as she
never seen to leave. is, she will keep trying, even as investigators appear and fill
Any investigator who pokes his head out the window her full of lead. “My babies!” she cries. “My babies...”
sees nothing on the ground below. If this investigator is Once killed, Ariadne drops to the floor, falling on her
extra careful, and looks up before looking down, he or she back with her eight legs curling up above her, like any
has a chance to avoid an attack from above. A successful other dead spider. Then she begins to change, transform-
Dodge roll allows the investigator to duck back inside be- ing quickly back into the young woman she was, riddled
fore Ariadne launches the attack. through and through by bullets.
If the investigator looks down, or fails a Dodge roll,
Ariadne strikes with two of her legs, each capable of caus-
ing 2D6 points of damage. If both strikes are successful, The Attic Nursery
Ariadne has hooked her victim and drags the unfortunate Investigators hear a faint scrabbling noise coming from
investigator out the window and up onto the roof, where the attic above them. Anyone making a Listen roll swears
she attacks with two more legs and attempts a bite, before they hear children’s voices.
leaving the investigator, either dead or unconscious, where The attic entrance is a good eight feet off the floor.
they lay. Investigators witnessing the victim dragged out the Entry requires a ladder, or at least a chair. Investigators
window by the two giant spider legs lose 1/1D2 points of can, of course, boost one of their number up. Panning
Sanity. a light around, the investigator sees dozens of dried
Investigators hear a brief struggle on the roof, then carcasses scattered on the dusty floor—rats, mice, even
something large and heavy scrabbling across the top of the squirrels.
house then down a side wall. Seconds later, there is a loud There is a rustling noise in a dark corner, and a child’s
crash downstairs and screams. voice asks, “Mommy? Is that you, Mommy?”
Cowering in the corner, crawling over top of one
Ariadne Mad another, are more than two dozen of Ariadne’s unholy
offspring, oversized spiders with the faces of humans.
Downstairs, Ariadne has crashed back into the house The abdomens of smallest specimens are fist-sized, while
through the front door, scattering the guests, many of the largest nearly the size of a basketball. Witnesses lose
whom were attempting to leave after the ruckus upstairs. 1/1D4 points of Sanity. On closer look, investigators rec-
More spider than woman, she scrabbles over the hard floors ognize some of the spiders’ faces: the larger children bear
on eight wildly waving legs. Her face is not her own, but a striking resemblance to Zoltan Varga; the smaller ones
that of some unholy arachnid with five glowing red eyes look like Eugene Wilcox. They all have their mother’s red
and sharp mandibles dripping with poison. eyes. Witnesses lose another 0/1D2 Sanity points.
She heads into the dining room and grabs Stewart If investigators approach the clutch of spider-things,
Portman in her clutches, holding him off the floor, over her the creatures cower in the corner. If attacked, the larger
head. “You’ve wanted to be this close to me for weeks,” she specimens swarm over the investigators—1D4+6 of SIZ
says. “Now you have me!” She nuzzles Portman’s ear. He 25 spawn, and 1D4+6 of spawn SIZ 30. The younger,
cries out, then faints. If the investigators approach or at- smaller ones flee and cower in corners, crying, “Mom-
tack, Ariadne hurls Portman at them, then scurries off into mmmyyyyyyyyyy!”
the library, heading for the kitchen “Children!” she cries. The spawns’ strength is clearly in numbers. The best
“I’m coming for you!” course of action is fire since this frightens the creatures,
27
TWO TALES OF ARKHAM
who flee from it. For setting the house on fire while ARIADNE VARGA, Nightmare Victim
listening to child-like cries for “Mommy” costs the in- STR 45 CON 55 SIZ 50 INT 55 POW 50
vestigators 2/1D4 Sanity points. DEX 65 APP 80 EDU 45 SAN 44 HP 10
DB: none. Build: 0 Move: 8 MP: 10
Rewards and
ATTACKS
Fighting (Brawl) 25%, damage 1D3 + db
Repercussions
Dodge 32% (16/6)
Skills: Charm 65%, Charm Socks Off Guest 85%, Charm Pants
Off Male Guest 99%, Disguise 15%, Fast Talk 75%, Language
If investigators remain on the scene, they will doubtless (English) 65%, Language (Hungarian) 6%, Listen 25%, Per-
have to deal with Detective Stuckey who again shows up suade 65%, Psychology 65%, Spot Hidden 55%.
Age: 28
just in time to close the barn door. This time, however, he
is clearly at a loss, with a house possibly on fire and a body
count of at least three, and quite possibly more. This is a AVATAR OF ATLACH-NACHA, Formerly Ariadne
perfect moment for the investigators to offer their version STR 125 CON 150 SIZ 70 INT 100 POW 100
of what happened and hopefully escape prosecution. If DEX 150 HP 22
they manage to get themselves off the hook, award them DB: +1D6 Build: 2 Move: 15 MP: 20
1D6 Sanity points. ATTACKS
If they managed to kill the Avatar of Atlach-Nacha, Fighting (Bite) 70% (35/14), damage 1D6. A successful bite pen-
award them another 1D6+2 Sanity points. If they manage etrates any armor and injects a paralyzing venom, requiring
to kill all the Spawn of Atlach-Nacha, award them 1D3 San- an Extreme CON check to negate the paralytic effect as well
ity points. If they manage to do all of this and can still keep as halve the damage.
the name of Wilcox out of the local papers, award them an Fighting (Strike) 70%, damage 1D6 + db. (6 attacks if standing, 2
additional 1D2 points and the sincere gratitude of a well- if crawling, or 8 when pouncing on a victim.)
placed family in Arkham. Ensnare in Webbing 60% (30/15), tangles victims in webbing of
STR 100.
Monsters
Skills: Jump 50%, Sleight of Hand 80%, Stealth 75%.
Spells: Contact Atlach-Nacha, Summon/Bind Leng Spider
Sanity Loss: 1D3/1D6+3
28
WASTED
YOUTH
Keeper Information The greatest of these gods was Zhothaqquah, the furry bat-
toad said to live somewhere underground. The arch-priest
of Zhothaqquah’s cult, a wizard named Ouriv Zalothos, was
The 20th century is a time of great change for much of the
United States. Industry continues its societal revolution, and an ancient man, fast nearing the end of his life. Desperate to
workers from near and far are needed to keep it running. live on, the aged priest hit upon a plan.
Its products promise to make life easier. The rural existence Sacrificing some of the temple’s guardians, the formless
that characterized most of human history is slowly but surely spawn of Zalothos’ god, the priest was able to distill an
shifting to one more urban and more crowded. These chang- essence of their plastic forms that would house and protect
es are not without troubles, of course. Bring great numbers his spirit even as his mortal body died and decayed. As his
of people together in a constricted environment, many from time of death neared, Zalothos transferred his spirit to the
different cultures, and is it any wonder that frictions arise? black substance, and his acolytes hid it away in an under-
And it is not just the “other” that gives rise to anxiety. The ground chamber beneath the temple.
nature of family life itself is shaken by the modern era as But the process was not complete. For the next several
older generations try to cope with a new world. But what of years the priests of Zhothaqquah were required to perform
the young? They are at a crossroads as well, and while their certain rites and rituals—including the blood sacrifice of
developing minds perhaps comprehend less than their elders, Hyperborean children—before Zalothos could rise again.
the effects of these changes on them may have even greater Unfortunately, before the rituals could be completed,
consequences. the once thriving colony suddenly collapsed. The Hyper-
Even a sleepy college town like Arkham is not immune to boreans dispersed across the wilds, leaving their temples to
these strains. In recent weeks, there’s been an increase in ju- fall to ruin, and leaving the spirit of Zalothos still trapped
venile delinquency, particularly among grade school children. in the tarry ooze hidden in a temple basement.
But this time the cause can be traced to the darksome history But Zalothos’ will was strong, and the priest would not
of the Miskatonic River Valley, for whatever small comfort be denied. Though it took centuries, Zalothos slowly oozed
that brings. his way up through the ruins, eventually finding his way to
The Coreys are one family trying to adapt to the modern the surface.
age. Formerly farmers of Dunwich, the Coreys sold their farm
and moved lock, stock, and barrel to a new home in Arkham,
which they imagined would provide a better, and more mod- Zalothos in Dunwich
ern, environment for their young son and only child, Elijah. Less than a year later, an adventurous farm boy named
But Elijah’s found adapting to city life difficult. His Elijay Corey chanced upon the near immobile puddle of
attempts to make friends with neighborhood children have goo. Scooping up the black mess into a Mason jar he always
met with failure, and his schoolmates view him as a “country carried with him, the boy unwittingly took the undead
rube.” A loner by nature, Elijah used to spend much of his wizard home.
29
TWO TALES OF ARKHAM
beginning with some of Elijah’s classmates and neighbors.
But the plan failed when the infected children ran amok,
destroying property—and in some cases even themselves.
Zalothos has a new plan. The boy will lace the food of his
fellow Boy Scouts while out on a camping trip in the coun-
try. Coupled with the proper chant, this second attempt
will prove successful. Zalothos will then have Elijah lead
the boys cross-country, back to the location of the ruined
temple, and there perform the sacrifices and rituals neces-
sary for his rebirth.
Investigator
Information
Give the players the Wasted Youth Papers #’s 1, 2, and 3,
Wasted Youth Papers #1 Arkham Advertiser articles that have appeared in the paper
over the last month.
Before long the priest reached out to Elijah, whispering If any of the investigators are journalists, or interested
things in a voice only Elijah could hear, tempting him with in psychiatry or sociology, the series of stories may provide
promises. A few months ago, shortly after the family moved enough incentive for them to begin investigations. If the in-
to Arkham, Zalothos managed to trick Elijah into ingesting vestigators have past connections with the Arkham police,
a small piece of the black substance. It was then Zalothos’ government, or even the morgue, they may be called in to
malevolent spirit began exerting real control over the boy, a consult on the situation.
control that grows greater each and every day. The parents of one of the afflicted children might have
Needing more rituals and child sacrifices to complete some connection to the investigators, or possibly they
the process that would have Zalothos reborn into a new, are a friend of a friend. They might offer money to the
and more powerful form, the priest has lately compelled investigators for their assistance in getting to the bottom
Elijah to introduce the substance into other children’s food, of it (especially if they’re professional investigators of some
30
WASTED YOUTH
kind). Sarah Reid is a good choice for the Keeper, since she town on a camping trip with the Boy Scouts, ushering in
is the one child in Arkham still infected. the second part of the scenario, a trek across the Massachu-
Investigators could also become aware of the problem setts wilderness and a likely showdown east of Dunwich.
when they suffer mischief themselves. Perhaps they witness
The Arkham
one of the incidents related in newspapers. Sarah Reid could
get out of her house and do something annoying—such as
Advertiser
vandalizing a vehicle—or worse to an investigator, kicking
off the scenario.
Investigations
Three stories have appeared in the paper over the past
month, two written by lead reporter Roberta Henry, the
other—the second story—written by part-time stringer
in Arkham
Floyd Tobey. Unless investigators have some history with
Roberta, she brushes them off, telling them she has no oth-
er information. A Psychology roll reveals she likely knows
Investigators following up on the newspaper stories more, but isn’t sharing. She’s still angry she was out of town
may want to visit the Arkham Police, the reporters at the when the second story broke, and what should have been
Arkham Advertiser, Arkham Sanitarium, and the morgue. hers got covered by reporter Tobey.
The Keeper should adjust the descriptions of these loca- Floyd Tobey’s another kettle of fish. In his mid-thirties,
tions to reflect any past experiences investigators may have short, a little plump, and going bald, Floyd proves amiable
had with these institutions, good or bad. and ready to talk. Too bad he doesn’t really know anything,
Following that, descriptions of the families involved in as investigators may suspect after listening to him for a
the recent burst of juvenile crime are provided. Due to the few minutes. Tobey does, however, offer up one piece of
broad nature of this investigation it is difficult to predict intriguing rumor. According to his sources, the Arkham
any group of investigators’ exact course of action, requir- Medical Examiner did find some unidentifiable foreign
ing the Keeper to make judgment calls regarding when or substance in the body of Lou Marino, the boy who died
where the investigators find a key clue. of a heart attack on the street. Though gullible, Tobey is
A successful investigation leads the investigators to the fastidious about his journalistic ethics, and doesn’t reveal
home of Elijah Corey, where they discover the boy is out of the Marino address.
31
TWO TALES OF ARKHAM
The Morgue
a few minutes to look them over.
If the investigators leave without seeing the reports
and return another time, Dr. Sprague is at the morgue.
Arkham’s morgue is in the basement of St. Mary’s Hospital
Unless the investigators are good friends, or can Charm or
on West Street. Although both of the deceased boys are long
Persuade him successfully, he refuses to share the reports.
buried, the autopsy reports are filed here.
He will, however, confide he found an odd substance in the
Arkham’s Medical Examiner, Dr. Ephraim Sprague,
stomachs of both boys. If some sort of illicit drug, it’s like
will not be available on the investigators’ first visit, and
nothing he’s aware of. “A tarry black goo,” he says. Unfortu-
the morgue attendant, Robert Dent, will not give them
nately, he’s disposed of both samples.
permission to see the autopsy reports. Dent knows his job
and proves impervious to Charm, Fast Talk, Intimidate,
32
WASTED YOUTH
33
TWO TALES OF ARKHAM
try to talk to the orderlies while the two men are on the
The Autopsy Reports job, they refuse, out of fear of losing their jobs, unless an
interview has been authorized by one of the doctors. But
If the investigators get a look at the autopsy reports they
quickly notice two similarities. Both boys had a foreign either of them can be met outside the sanitarium where the
substance in their stomachs, a tarry black goo, both sam- friendly offer of a bite to eat or a tug from a hip flask gets
ples weighing less than four grams. Little or no food was them talking. Otherwise a successful Charm, Fast Talk, or
found in either boy’s stomach. Both boys showed evidence Persuade roll is required.
of brain disease—a significant destruction of actual brain
cells.
Neither the mysterious goo or the exact nature of the Billy’s Admittance
brain disease is identified, and both are designated “un- Either the doctor or the orderlies can reiterate what ap-
known.” peared in the newspaper story, while adding a little detail.
Although not noted in the reports, Dr. Sprague is con- While the orderlies restrained Billy, Dr. Harcourt attempted
cerned there may be some sort of communicable disease to administer an oral sedative—sodium bromide—to calm
involved, though he has no idea what it might be. him down. The first dose of sedative had little or no effect.
Harcourt decided to treat with another sedative, potassium
bromide, but Billy became even more agitated, convulsing
Arkham Sanitarium and straining, almost breaking free of the orderlies’ grasp.
Finally, Jim squeezed Billy’s nostrils together to force him
The investigators may go to the sanitarium hoping to learn to open his mouth.
more about Billy Washburne’s condition. Anyone with The second dose had a nearly immediate effect, and
doctor’s credentials or on official business for the police or Billy threw up a black vomit. His eyes then rolled back, and
the government can speak with Dr. Harcourt easily enough. he fell unconscious. If asked, either the doctor or orderlies
Otherwise, a successful Credit Rating roll is needed for can tell investigators that vomiting is not an uncommon
investigators to meet with him. response to sedatives, especially in high doses. Making a
The orderlies are more accessible. Two of them, Jim Medicine or Science (Pharmacy) roll provides investiga-
Bartlett and Tommy Slocum, helped admit Billy. Trudy tors the same information.
Houghton, the young nurse who works at the reception If asked about the vomit, Jim and Tommy say they
desk, is talkative and readily gives the names of these two mopped it up.
orderlies, and what their hours are. If the investigators
The Patient
Billy is still convalescing in a ward, having regained
consciousness the day after he was brought in and
sedated. He’s still weak, and suffers from partial
amnesia. The doctors are keeping him under ob-
servation, both for his general health and to try to
determine his state of mind. So far his behavioral
problems seem gone. He doesn’t remember the
last few days and has no idea why he would have
vandalized anything.
Investigators will only be allowed to see the
patient if they are doctors themselves, or have the
authorization of Billy’s family or the police.
Billy is still groggy but able to answer questions.
He maintains he has no memory of anything since
two days before the incident. A Psychology roll
verifies he is being genuine; he can tell investigators
very little.
If asked about Elijah Corey, Billy looks confused
and then asks, “why do you want to know about
that hick?” He says Elijah’s a new kid at school from
out in the country. “He talks funny and doesn’t
have any friends.” Billy sees no connection between
Elijah and what has happened to him.
Wasted Youth Papers #3
34
WASTED YOUTH
About Lou Marino
Eben S. Draper Lou Marino also attended Draper until he graduated. Der-
Elementary School
by won’t initially recall the Marino boy, since Lou didn’t
leave much of an impression on anyone. But if pressed,
Derby can check the records and vaguely recall the student,
Both Washburne and the late Dooley boy are, or were,
but little else.
enrolled at this public school. Located in the French Hill
district, the school teaches children grades 1-8. The student
body is primarily from the French Hill and Rivertown
About Sarah Reid
areas, working- and middle-class neighborhoods. Classes If they ask Derby about Sarah Reid, Derby is hesitant to say
have recently let out for summer vacation, but many of the anything about her, unless the investigators are on official
administration staff members are still working. business or it’s clear her parents have authorized disclosure.
Investigators can try to meet with Principal Elliot Otherwise, another Charm or Persuade is required to get
Derby, but unless they’re here on official business, a Credit him to open up. He’s perplexed why such a good girl and
Rating roll or a plausible story accompanied by a Persuade student would suddenly start skipping school. She seems
roll is required. He is not allowed to give out student’s ad- suddenly antisocial. Derby isn’t aware of any connection
dresses, and will refuse any request for such information if between her and Elijah, though they are both in the same
not convinced the need is dire. seventh-grade class.
The principal is very conscious that if his school is
connected (and tacitly implicated) with the recent rash New Students
of delinquent and deadly behavior, his reputation, as well Investigators may also ask about any students who joined
as the school’s, will suffer. A large, imposing man, Derby the school recently, particularly someone from the country.
talks a lot about the school’s sterling record and the orderly Derby provides them the same information about Elijah
discipline he demands. The children who attend Draper are Corey outlined above.
mostly well-behaved and bright, he says. “They’ll grow up
Talking to
to be contributing members of society.”
35
TWO TALES OF ARKHAM
The Village cured him of his condition. Kindly Keepers can call for INT
rolls. However, the use of the sedative is not necessary for
Meeting the
power to avoid being treated, and one or more adults will be
required to hold them down.
As soon as the potassium enters the bloodstream the
Families
If the investigators fail to obtain the addresses of the boys
child convulses, vomits up the black formless spawn matter,
then falls unconscious. The matter steams and bubbles, and
investigators making a Spot Hidden roll will swear up and
down they saw it twitch.
involved in the crimes, most can be tracked down via the The child wakes up the next day, weak and with no
Arkham City Directory. All the families involved, save the memory of anything beginning a day or two before they were
Coreys, who moved here just recently, are listed in the infected. Children who have hosted the spawn matter for a
week or longer fall comatose for several days and suffer some
book. Unfortunately, these surnames are common, each
measure of brain damage.
sharing their name with 1D6+1 other families, none of
them with any connection to recent events or the families
involved. A lot of footwork, a lot of knocking on doors,
and then questioning often wary strangers will finally
narrow it down for them.
The family members are worried about Billy’s health
Billy Washburne’s
and at a loss to explain recent events. Billy’s always been a
well-behaved boy with a good disposition, but the parents
Family
say he didn’t seem himself the last week or so before the
incident—he was sullen and unresponsive. At dinner, he
would just trail his fork through his food, hardly eating a
Billy’s family lives at 620 E. Church Street, in a well-kept bite. When asked if something was troubling him, he told
two-story house on French Hill. Billy’s father, Gerald, an his mother “to mind her own business.” The family is un-
office clerk, brings home just enough money to afford one aware of any other trouble in his life, or anyone who might
of the better houses in this neighborhood. Billy’s mother, be connected.
Alice, maintains the home with the help of Billy and his
older sister, Lisa.
36
WASTED YOUTH
it takes a Charm, Fast Talk, or Persuade roll to get him to
Joey Dooley’s open up, unless the investigators are here in some official
capacity. Patrick is still in shock over his son’s death, speak-
Family ing of the boy in the present tense much of the time.
Asked about his son’s behavior, he says, “The boy’s
Joey was raised by his widower father, Patrick, in a small always had a bit of a mouth on him and I’ve had to take the
house at 149 E College Street, in French Hill. Patrick Dooley belt to him now and then, but he’s been sassing more than
is a large man who works on the docks. Wary of strangers, usual lately. Then he steals some candy from down the cor-
37
TWO TALES OF ARKHAM
ner store. And then he does this thing with the car.” Patrick are very worried though, in light of recent events. They’re
shakes his head. “You know, I thought things were looking concerned she may have fallen in with a bad crowd.
up there for a bit, but now all this.” If asked for more details Her parents are keeping a close eye on her now that
about Joey’s interest in girls, he says that he’d heard that school is out. They say she mopes around and hardly eats.
Joey had been seen in the company of Sarah Reid, a pretty The only times they allow her to leave their sight is if she is
girl from the Eben S. Draper school. in the company of another, trusted, adult.
If asked, Patrick says that Joey hasn’t seemed to have Speaking to Sarah while she is infected proves fruitless
much of an appetite lately. since she won’t cooperate in any genuine manner. She
proves evasive from the start, then becomes rude and in-
Lou Marino’s
sulting, then finally turns nonresponsive. A Psychology roll
reveals there is something deeply wrong with her, as though
Family
she’s devoid of any human empathy.
If Sarah is forced to take potassium, she vomits up the
foreign matter inside her, a few grams of the black, plastic
Lou’s parents, Cristofero and Maria, along with Lou’s five- substance. Sarah has carried the substance longer than the
year-old sister Annie, and his father’s mother, Antonella other children and has suffered some brain damage. As
(who speaks no English), live in a house at 508 S. Peabody soon as she vomits up the black goo, she falls into a coma
Ave. near W. Pickman Street, also in the French Hill district. that lasts eight days. She unfortunately suffers from severe
The home is old but kept up. Chris owns a small general problems with her short-term memory the rest of her life.
store with a lunch counter on the Lower Southside.
The family is still upset over Lou’s death. While the fam-
ily is polite to strangers who call on them, they don’t feel up
to discussing the particulars of Lou’s death. His family does
Sarah’s Diary
If the investigators ask to look around Sarah’s room, the
not see any connection between their son’s death and any
Reids oblige, though they insist on accompanying the in-
of the other incidents in town. Asked about Lou in general,
vestigators. The bedroom seems typical for a girl Sarah’s
they speak of him in very favorable terms. He was a good
age. The only thing of interest is the young girl’s diary. After
kid. He didn’t have a lot of friends, but he had no enemies.
some hesitation, her parents will let the investigators read
He kept to himself a lot.
it. The diary is mostly tedious, but there are some entries
If asked about Elijah and the Coreys, the Marinos say
near the end that are pertinent. Give the players Wasted
they live next door and are good neighbors. They have done
Youth Papers #4.
a good job of cleaning up the abandoned house, which im-
proved the neighborhood. They know Elijah came around
a couple of times to talk to Lou when the Coreys first
moved in, but since Lou was a few years older and the two
didn’t have much in common, they didn’t develop much of Elijah Corey’s
a friendship.
Family
Sarah Reid’s Family
The Corey home is a medium-sized one-story house locat-
ed at 510 S. Peabody Ave., right next door to the Marino
house. The father, Frank, works as a night watchman for a
Sarah lives with her parents, Wallace and Marion, in a small
warehouse in Rivertown, leaving for work at 5:30 p.m. and
home at 208 S. Powder Mill Street. Sarah is an only child.
returning at 6:30 a.m., every day save Sunday.
Her father is employed at Arkham Printing.
Belinda—and Frank, if he’s around—are both ap-
Investigators find Wallace and Marion eager to talk with
proachable. They are concerned about Elijah. They moved
anyone who can offer hope for their daughter. They speak
to town only a few months ago, and their son has had a
in glowing terms of how she used to behave: polite, socia-
hard time fitting in. They’re aware of the recent troubles
ble, got good grades, and never needed discipline. That’s
and worry Elijah might get mixed up in it.
all changed the last few days. They recently found out she
The couple is still adjusting to their new life but seem
skipped class a week before the school session ended, and
determined to make it work. Investigators making Psychol-
then she refused to tell them where she’d been. A couple
ogy rolls sense a profound feeling of loss in the Coreys, as
days later, Marion asked her daughter if she’d seen her pearl
well as anxiety about the future. It is possible they miss
earrings. Sarah said she didn’t know where they were, but
Dunwich more than they admit, to each other or even to
then Marion found them later in Sarah’s drawer, rolled up
themselves.
in a pair of socks. Confronted, Sarah claimed not to know
anything about how they came to be there. Sarah continues
to be rude and dishonest. The parents have never experi-
enced anything like this and don’t know what to do. They
38
WASTED YOUTH
Sarah Cuts Loose and said, “You won’t be able to do that to me much longer.”
If Belinda is alone, she’ll confide Frank turned a bit pale at
that. If Frank is there, a Psychology roll reveals something
As long as Sarah Reid’s infected, her desire to cause mayhem
about the experience disturbed him. If pressed, Frank says,
increases with time. While under her parents’ watchful eyes,
she keeps it mostly in check, cunningly realizing that she
“it was as if he was someone else altogether—like looking
needs to regain their trust. The Keeper can have Sarah run into the eyes of a wild animal.”
amok at any point in the scenario, adding some extra excite- The Coreys can show them Elijah’s bedroom, if asked.
ment. Ideally, this happens while investigators are surveilling The room’s a bit messy, containing the boy’s various nature
her, but they can also find out about it after the fact. The collections: insects, interesting rocks, some bird bones, a
Keeper should tailor Sarah’s actions to fit the situation. There dried toad, etc., as well as Elijah’s drawings. One drawing
are some ideas, below, to use as inspiration. shows a thin figure dressed in robes, tiny stars dancing
If Sarah is asked about Elijah, or knows that the inves- above his head. Surrounding the figure are small black
tigators have read her diary, she regards the investigators as
blobs of various shapes and sizes. Another drawing shows a
a threat. The Keeper could have her sneak out of her house
and hunt down the investigators. She is cunning and realizes
fat, furry frog with long, bat-like ears. The squatting figure
that she is not a strong combatant, especially against a group appears asleep. Investigators making a Cthulhu Mythos
of adults. Keepers can plan Sarah’s actions to suit their indi- roll realize the picture is of Tsathoggua, and the blobs in
vidual games, but an ambush in an investigator’s home late the other drawing might be his formless spawn.
at night is one way to do it (possibly with the investigator’s
own weapon). This encounter should be more disturbing than
lethal (though it could be the latter if things go horribly awry). The Boy Scouts
Being attacked by a little girl with murder in her eye costs
0/1D2 Sanity. Go Camping
Investigators who watch the Reids’ house may be dis- Elijah is on a nearly week-long camping trip that began a
turbed to see Sarah staring out her window in the middle of day before investigators became involved in this scenario.
the night, possibly right at them. However, she is not neces-
His parents can tell investigators the scouts are camping
sarily aware of their presence. Instead, she is looking out at the
world in eager anticipation of freedom. near the Winthrop farm, about eight miles west of Arkham,
The Keeper can choose to have Sarah’s mother drop her off north of the Miskatonic River. If the Keeper judges the in-
to play with a neighbor, Jill Lang. Under the distracted super- vestigators have convinced the Coreys their son is in danger,
vision of Jill’s mother, Miranda, Sarah gets a hold of a kitchen a roll is not required. Otherwise, a successful Charm, Fast
knife and murders the Langs. (It costs 1/1D6 Sanity points to Talk, or Persuade roll must be made. If Frank is present, he
see the mutilations a child has committed upon them.) Then insists on accompanying the investigators.
she walks out the front door, clutching the knife folded inside There are other ways investigators might learn the loca-
her sweater. If the investigators follow her and fail a Stealth tion of the campsite. The Rotary Club provides support for
roll, she tosses the knife when she gets the chance, perhaps
the Boy Scouts in Arkham, both financial and organization-
while leaning over a bridge railing across the Miskatonic River.
She screams for help if confronted by the investigators. The al. If investigators simply ask where local scouts go for their
investigators must make a successful Persuade or Fast Talk outdoor activities or camping trips, they are told about the
roll to calm passersby, and Sarah slips away if she gets the campsite at the Winthrop farm. The scout leader’s name is
chance. If she gets away or she doesn’t know she’s being Dudley Robinson.
followed, she comes across a mother pushing a baby stroller
along the river bank. After she pushes the stroller into the river,
a successful Swim roll rescues the baby. On a failed pushed or
fumbled roll, the investigator still rescues the infant but takes
1D6 damage from gulping down river water.
40
WASTED YOUTH
The Winthrop Farm benefit from the program. The BSA’s stated purpose at its
incorporation was “to teach patriotism, courage, self reliance,
and kindred values.”
As investigators approach the farm, dark clouds gather
With the migration of families from farms to cities during
overhead, signaling a summer thunderstorm on its way. No
the early part of the 20th century, there were concerns among
matter the time of day, the investigators’ approach is signaled some people that young men were no longer learning patrio-
by the barking of a dog. tism and individualism. The YMCA was an early promoter of
The farm’s owner, George Winthrop, is out working by reforms for young men with a focus on social welfare and pro-
his barn when the investigators pull up, his Labrador retriev- grams of mental, physical, social, and religious development.
er, Chief, at his side, the source of the barking. Winthrop Edgar M. Robinson and Lee F. Hanmer became interest-
doesn’t get a lot of visitors, but he’s friendly to his unexpected ed in the BSA movement and convinced Boyce to turn the
company, especially if the hour is not too late. Chief ignores program over to the YMCA for development in April, 1910.
Winthrop’s commands to be quiet and continues to bark Robinson enlisted Seton, Beard and other prominent leaders
in the early youth movements. In January, 1911, Robinson
until at least some of the investigators have offered a hand to
turned the movement over to James E. West who became
be thoroughly licked. the first Chief Scout Executive, and scouting began to expand
George introduces himself and asks the investigators across the U.S.
their business. If the investigators impress upon him the
urgency of the situation, he proves cooperative. But George’s
simple exterior hides a sharp mind. His high Psychology skill
identifies liars easily (Fast Talk rolls are at Extreme difficul-
ty), and, if the investigators misrepresent themselves, they’ll the boys had ingested, turned them into loyal followers of
waste precious time trying to dig themselves out of the hole the possessed Elijah.
with George. The farmer will eventually relent—his high Elijah and his new followers waited until Scoutmaster
Psychology can also identify someone sincerely apologet- Robinson had gone to his tent for a few minutes, and then
ic—and offer to walk the investigators over to the campsite. quietly slipped away. When the scout leader discovered
the boys missing, he went looking for them. To his great
misfortune, he found them.
The Campsite The boys are heading for the buried temple of Tsathog-
gua, nearly fifteen miles away. Once they reach the temple
The site is in a clearing about half a mile northwest of the
farmhouse, near the woods. Comprisng five tents and a site, Elijah plans to sacrifice his fellow scouts, one by one,
fire ring, the campsite is uninhabited. “Maybe they’re off until the process of his terrible rebirth is accomplished. He
on a hike,” George suggests. But anyone examining the needs a minimum of six sacrifices to reach this end.
camp quickly determines the camp was quit in a hurry.
If daytime, there is still a small fire burning in the ring of
stones and dirty cooking utensils left in a pile, waiting to be Forming a Rescue Party
washed. If late at night, the fire is all but burned out, and It is obvious from the campsite that something has gone
the tents are suspiciously empty. wrong. While investigators may balk, some suggesting
a return to Arkham where the police can be notified (the
Winthrops are miles from phone service), George Winthrop
What Happened in Camp insists they form a search party to go looking for the missing
scouts and Scoutmaster Dudley. If the Coreys are present,
Elijah prepared the scouts’ last meal and laced their food
with the remaining bits of black ooze. Then, even before Frank is also anxious to look for the boys.
cleanup, Elijah insisted on leading the group in what he If the investigators refuse to begin the search, George
claimed was an American Indian chant he had learned as and Chief, possibly accompanied by Elijah’s father, head out
a boy in Dunwich. without them. At best, the investigators can convince George
The chant, of course, was nothing of the sort. It was and Frank to take a few minutes to prepare for the hike.
actually a Hyperborean spell that, combined with the ooze It’s quite likely the investigators are unprepared for an
41
TWO TALES OF ARKHAM
extended hike through the wilderness. Unless they have original position, and then pick up the correct trail from there.
specifically stated otherwise, their clothes are likely typical (These Track rolls may not be pushed.)
wear for the times—hats, ties, and suits or suit coats for Although this guarantees the party eventually catches up
men, dresses and stockings for the ladies. But their car may with Elijah and the scouts, failed rolls cost them time, and this
contain a few things to help them. lost time is reflected in how the climax plays out.
Summer thunderstorms are common this time of year The Keeper should assume the scouts have a thirty-minute
so it’s reasonable to allow them an umbrella or two stashed lead on the investigators. Every time investigators fail a Track
in the car, possibly even a pair of galoshes in the trunk. roll and waste time following the wrong path, the Keeper
They might have a weapon or two in the vehicle, which should add another fifteen minutes to the Boy Scouts’ lead. It
they’ll almost certainly want to bring with them. takes Elijah thirty minutes to properly perform each sacrifice,
George takes this opportunity to retrieve his shotgun so the more time the investigators waste while lost, the more
from the house and, if dark or nearly so, grab a couple Boy Scouts will die.
kerosene lanterns. At the Keeper’s discretion, he might also If the investigators convince George to go back to their
be able to provide a weapon or two for the investigators. vehicle before beginning the pursuit, the Keeper should assess
them a fifteen-minute penalty. If they spent an inordinate
amount of time arguing with Winthrop, the Keeper should
Following
consider assessing them another time penalty.
42
WASTED YOUTH
The Trail
visit and play with him, and senses the urgency of George
and the rest of the investigators. He is loyal almost to a
fault, and selflessly risks his own life in any confrontation
of Terror
the investigators might encounter.
Campsite
but loses time.
The Trail of Terror is divided into a number of way-
points that pose a variety of problems for the investigators.
A fairly obvious path leads from the Boy Scouts’ campsite At the conclusion of each of these waypoint scenes the
into the woods. Chief, alerted to urgency of the situation, investigators may be called upon to make another Track
stands and barks in that direction, and is nearly impossible
to ignore. There are numerous Boy Scout tracks on the
path, but if an investigator takes time to look, he spots a set
of adult footprints among the rest. Judging from the stride,
it’s obvious the man was running.
Following the path, the investigators find the pine
and cedars growing thicker as they plunge deeper into the Trekking the
wood. Light barely reaches the forest floor. Footsteps are
cushioned by the thick layer of fallen needles. Wilderness
Investigators unfamiliar with the local wildlife might The Keeper should emphasize the difficulty of traversing
ask George what to expect. He tells them there are no this near wild terrain. Thick undergrowth provides plenty of
wolves, or any cats bigger than bobcats or lynxes, but black opportunities for investigators to get caught up in burrs and
bears might be encountered. Copperheads and timber brambles that catch in clothing, skin, and hair. Rocks work
rattlesnakes, while uncommon, are also a potential danger. their way into footwear as well.
Even before the rain, the river valley is a moist envi-
ronment, and investigators will be crossing a lot of streams
Dead Dudley and working their way around ponds, which means muddy
patches, sometimes near bogs. Once the rain starts, the party
A quarter-mile into the woods, the investigators find the stands to get drenched whenever crossing open land.
body of Scoutmaster Dudley, covered in blood, slumped Investigators have lots of opportunities to encounter
up against a mossy rock. The top of his head is caved in. poison ivy, poison oak, and poison sumac, all endemic to the
Flies and ants crawl and buzz around him. Next to him is region. Exposure to these plants requires a Hard CON roll.
a jagged stone the size of a grapefruit, covered in a sticky Failure causes an allergic reaction, and the rash that develops
is irritating and distracting. It usually takes a day for the rash
mixture of blood, brains, and skull fragments.
to appear, so it probably has no effect on the scenario, but
Seeing the murdered Scoutmaster costs 1/1D4+1 Keepers may want to plague investigators with it afterwards,
Sanity points. Be sure to roll for any NPCs present. Bouts even requiring a penalty die on some rolls.
of madness will be of the short-term variety, though long The Keeper may also choose to menace the characters
enough the Keeper should consider assessing another with spiders, including the black widow (its venom is a mild
fifteen-minute penalty. poison; see entry on the Sample Poisons table, Call of
Close investigation of the corpse finds numerous lacer- Cthulhu Keeper Rulebook, page 129). Less venomous spiders
ations and stab wounds on the arms and torso. If an inves- are unlikely to cause real damage, but the bites can still be
tigator makes a First Aid, Medicine, or Science (Forensics) annoying.
All this moisture can lead to illness, as well, attacking
roll, he or she concludes the cuts were made with a small
immune systems and requiring a CON roll. The Keeper might
blade, like a pocket knife. The body is still warm. require Luck rolls to avoid sneezing while hiding or sneaking,
Shocked by the death of the scout leader, George and or while doing something that requires concentration or fine
Frank will nonetheless want to press forward. Despite what motor skills.
investigators may suspect, George and Frank find it impos- Basically, the Keeper should draw occasional attention
sible to believe the scouts could be responsible for such a to the inhospitable environment. While it’s unlikely to have
heinous act. They speculate on any number of possibilities, a direct effect on the outcome, the Keeper might factor the
some quite farfetched, such as a bear attack. inappropriate clothing of the investigators into the timing of
The path continues on the other side of the clearing. the chase, along with all of the other obstacles. The scouts are
fairly well prepared for their own journey, after all.
If the investigators have not yet visited their vehicle
and the farmhouse for equipment, George and Frank both
agree now is the time. The Keeper should charge them
another fifteen minutes lost time, however.
43
TWO TALES OF ARKHAM
roll to pick up the trail. The results of a failed Track roll are Another half-mile and they come upon a small em-
described in the first entry after each waypoint scene that bankment with a set of train tracks running north and
requires a roll (i.e., 2a., 3a., and 6a.). south. About this time the investigators hear a crack of
No Track roll is required to find and follow the well- thunder and the skies open up. Rain pours down on the
worn path leading away from scene of the scoutmaster’s party.
murder, deeper into the woods. On the other side of the tracks, the investigators plunge
back into the woods. They will need to make another
1. A Highway
Track roll.
44
WASTED YOUTH
cessful Climb roll, or the investigator is sent slipping and
4. Another Road sliding back down to the shoulder of the road. No damage
is incurred, but the mud just adds to the misery most of
Three quarters of an hour later, and roughly two and a half
miles, the investigators emerge from the woods, finding the party is probably already suffering. Those who gain the
themselves standing before another dirt road. Twenty feet top find success has its own disadvantages—the Boy Scouts
of clear space stands between them and the road. On the have set a snare for their pursuers.
other side is a high, steep embankment, a sign of the hills If Chief is with the group, he tries to tip them off.
and deep valleys beyond. Having learned from his last encounter with a trap, he’s
From their vantage point the investigators can see a late onto it. Standing near the top of the embankment, he barks
model Chevrolet, parked halfway onto the far shoulder. If furiously, refusing to move forward. Investigators can make
nighttime, the car’s headlights are on. of this what they will.
Two people lie on the pavement, near the parked car. If If Chief is not there, or his instincts are ignored, the first
dark, a Spot Hidden roll is required to see anything more person to reach the top accidentally grabs hold of a trip-
than a couple dark objects. wire, releasing a heavy log the scouts left suspended from
Approaching closer, the party finds two people lying the overhead tree branches. The log falls flat on the very
dead on the pavement, a man and a young boy. The boy edge of the embankment, and then bounces and rolls its
is crumpled up in an awkward position in front of the car, way down to the highway. Persons on the embankment are
obviously a scout—and obviously dead. The middle-aged in the bouncing log’s path if they fail their Luck rolls. Those
man lies at the side of the car on his stomach, a crude spear in the path can choose either Jump or Dodge to avoid it,
protruding from his back. Blood from the man’s numerous with those failing suffering 1D3 points of damage. The
wounds form a dark pool around the corpse. Sanity loss is person who triggered the trap does not have time to Dodge
1/1D3 points. or Jump and suffers an automatic 1D6 points of damage.
The dead boy is one of the scouts, accidentally killed If the investigators pay attention to Chief, and specif-
when, attempting to keep up with his fellows, he dodged ically state they are searching for a trap, anyone carefully
right into the speeding car’s path. A large dent in the front reaching over the embankment will find the trip wire. But
left fender of the car is evidence to the fact. The driver, who if they fail a subsequent DEX roll, they accidentally set it off
got out of his car to help, was set upon by the rest of the anyway, suffering the same consequences described above.
scouts, who killed him with knives and crude spears. Once the trap is discovered, it is fairly easy to trigger safely,
Both corpses are still warm. or investigators can simply move down the road a few yards
It requires no Track roll to spot evidence that a group and climb the embankment there.
of people have recently climbed the steep, muddy embank- From here, the trail moves into deep woods of beech
ment on the far side of the road. and oak, climbing steep hills, and following low-lying glens.
After fifteen minutes of hiking, the investigators need to
make another Track roll.
5. Climbing the
Embankment 6. Death on the Trail
Climbing the slippery embankment on the other side of 6a: If investigators lose the path, they wander south, even-
the road proves a challenge, and the deadly scouts have tually finding themselves in a low-lying rocky area. While
done as much as they can to make it worse. wandering in this area for fifteen minutes, trying to pick up
The steady rain has soaked the earthen embankment, the trail again, the investigators must make a group Luck
turning it into a mudslide. Reaching the top requires a suc- roll. On a failure, they disturb a fat timber rattler, which
strikes without warning. Rattlesnake venom is a strong
poison (see the entry on the Sample Poisons table,
Call of Cthulhu Keeper Rulebook, p. 129).
45
TWO TALES OF ARKHAM
Here, in the middle of the path, mounted on a
stick rammed into the dirt, is the decapitated head
of a Boy Scout—eyes open, tongue lolling from its
mouth. Nearby lies the body, rolled into the scrub
at the side of the trail, barely hidden from view.
Sanity loss is 1/1D6.
The unfortunate scout fell ill on the trail, likely
a result of the ooze Elijah slipped into his food.
Vomiting up the noxious substance, the scout
was suddenly freed of Elijah’s control and tried to
run. But the other scouts surrounded and killed
him, and then mutilated his body and mounted
his head on a stick. The scouts hope the horrible
display will put pursuers off their trail, at least for
a little while.
Elijah made good use of the scout’s death,
turning it into a sacrifice used to call in some su-
pernatural help investigators soon meet.
No Track roll is required to reach the next
waypoint.
7. Foxfield Road
A two-lane dirt highway, reinforced by corduroy
timbers, leads north to the town of Foxfield, and
south across the Miskatonic River to the Aylesbury
Pike. North of the Tewksbury fork and south of
most of Foxfield’s farms, the road is little trafficked.
The other side of the road plunges the investi-
gators back into deep woods
46
WASTED YOUTH
The Hilltop
Elijah continues casting spells on his loyal followers,
sending them against his attackers, though he requires
three rounds of rest between castings.
Ritual
If Elijah is caught alone or runs out of minions, or if the
investigators are steadily advancing against him, he makes
his final desperate move and casts the spell of rebirth on
The first sign of the scouts the investigators get is when, a himself, despite the fact he is still short of the sacrifices
mile later, between an opening in the trees, they spot the required.
boys atop a domed hill about a quarter mile away. If night- With a quick ritual of the hands and the shout of a pow-
time, the scouts’ handmade torches illuminate the scene. er word, “Zarriqua-kal,” Elijah begins transforming before
The distance is great, and, unless the investigators have the investigators’ eyes.
binoculars, details are difficult to make out. The Keeper Elijah suddenly doubles over, retching on the ground.
should customize the scene depending on how much time His back swells, bursting his shirt, revealing a glistening
the investigators lost and, subsequently, how many sacrific- black hump that grows bigger every second, even as it
es have already occurred. sprouts flopping human appendages that flail blindly. A
The scouts are standing in a circle on the hill, with two face appears in the black hump. It grins, and then grows
boys in the center of the circle, one of them kneeling while into a head, while its long legs find the ground beneath
the other stands behind him. If the investigators have man- it. It rears up on the long, newly grown, and spindly legs,
aged to reach this spot without suffering any time penalties, lifting what’s left of the shrivelling Elijah off the ground,
they have arrived just in time to see the last few seconds leaving the barely conscious boy dangling from its side, like
of the first sacrifice. Depending on time lost pursuing the a long-dead conjoined twin. Zalothos wades into the in-
scouts, one or more scouts may already lie dead on the vestigators, attacking with his two claws, a tentacle, and his
hilltop. bite. Each round, the remnants of Elijah can either attack
As they watch, the boy standing behind the kneeling once by clawing at an investigator or cast Swell Mind, using
boy plunges a knife into the back of his victim’s neck, fol- Zalothos’ POW and magic points.
lowed by the encircling scouts falling upon him with spears
The Potassium
and jackknifes. In a moment he is dead. Witnesses suffer a
1/1D4 Sanity loss.
Bromide
The actual number of scouts depends on how close the
party has stayed on the trail. Each sacrificial ritual requires
thirty minutes. Likely there is more than one victim lying
dead on the hilltop by the time investigators arrive. It is possible for the investigators to incapacitate the scouts
before some, or any of them, are transformed into horrors.
The scouts will react as described earlier, vomiting up the
Disrupting the Ceremony black substance and soon recovering, although remember-
ing nothing of events since the last time they ate. Elijah’s a
Investigators will certainly want to bring these activities to
different story.
an end. If they hesitate, George and Frank insist they push
If Elijah is given potassium, he convulses violently, his
forward.
eyes roll back in his head, and he forcibly vomits up a nearly
If reasonably quiet about it, the investigators can ap-
brain-sized mass of the black matter, directed at the nearest
proach the foot of the domed hill without detection, leav-
person’s face. It receives a bonus die for this first attack, but
ing them about fifty yards away from the boys. The hill is
it can be avoided it with a Dodge roll at any level of suc-
curiously barren and there is no way they can get any closer
cess (fighting back is not an option). It costs 1/1D6 Sanity
without being instantly spotted.
points to see the formless matter.
If Elijah and the scouts spot the investigators, they
If it lands on the person’s face, it spasmodically thrusts
move into a defensive position, the scouts lining up in front
a portion of its substance into the person’s throat, attempt-
of Elijah, home-made spears and Boy Scout jackknives at
ing to suffocate him or her. The victim must make a Hard
the ready. Investigators may attempt to negotiate, but Elijah
CON roll each round or begin to asphyxiate. Anyone,
will have none of it, insisting the investigators leave the
including the victim, can try to wrench the black matter
area. If the party starts moving forward, Elijah takes action.
off the victim’s face with a Fighting maneuver. If the ooze
Mumbling and crooning in a strange language, he
lands on the ground first, it launches itself at a victim the
casts a spell upon one of the boys that unleashes the ooze
following round (which can be avoided with a successful
within him. As investigators watch, the chosen boy begins
Dodge roll). If the attack succeeds, the victim must make
to twitch and shudder, then his skin suddenly darkens, the
Hard CON rolls as above.
features fade from his face, and he becomes one with the
After five rounds, or after killing a victim, the spawn
ooze, turning into a black, plastic form that rushes down
matter shudders, dies, and then liquefies. There is nothing,
the hillside toward the investigators.
unfortunately, that can be done for Elijah.
47
TWO TALES OF ARKHAM
Rewards and
BELINDA COREY, worried mother
STR 50 CON 70 SIZ 55 INT 55 POW 60
DEX 55 APP 70 EDU 45 SAN 60 HP 12
Repercussions
DB: none. Build: 0 Move: 8
ATTACKS
None above base.
Hopefully the investigators can rescue some of the boys and
Skills: First Aid 35%, Natural World 30%.
get them back to civilization. If the investigators haven’t Age: 30
realized the efficacy of potassium in the treatment of the
infected children, it is possible the doctors eventually real- GEORGE WINTHROP, farmer
ize it. But it will be too late for Sarah Reid by the time the
STR 65 CON 60 SIZ 75 INT 60 POW 65
doctors make that connection, because the spawn will have
DEX 55 APP 55 EDU 60 SAN 65 HP 13
completely devoured her brain by then. The scouts suffer DB: +1D4 Build: 1 Move: 6
some brain damage, but they will recover.
If any of the children are killed or seriously injured by ATTACKS
the investigators, there will very likely be legal consequenc- Fighting (Brawl) 30% (12/5), damage 1D3 + db, or hunting knife
es, unless the investigators have covered up their actions 1D4+2 + db
quite well or can somehow convince authorities of the need Firearms (Rifle/Shotgun) 40% (20/8), damage 4D6/2D6/1D6,
for such actions. or 1D10+6 with slugs (He usually has a shell loaded in one
The investigators gain 2D6 Sanity points for stopping barrel, and a slug in the other)
the ritual. They also gain 2 Sanity points for each child they Skills: Listen 35%, Natural World 40%, Navigate 25%, Psychology
save. If the people of Arkham are aware the investigators 90%, Spot Hidden 30%, Stealth 20%, Track 20%.
were instrumental in saving the children (and other po- Age: 42
tential victims), the investigators gain 1D6 to their Credit
Rating skills as well. CHIEF, faithful companion
STR 45 CON 65 SIZ 30 INT 15 POW 35
NPCs And
DEX 70 HP 9
DB: -1 Build: -1 Move: 12
ATTACKS
TIMBER RATTLER
SARAH REID, infected 12-year-old
STR 20 CON 35 SIZ 10 INT N/A POW 20
STR 30 CON 40 SIZ 35 INT 55 POW 45 DEX 55 HP 4
DEX 70 APP 75 EDU 35 SAN 35 HP 7 DB: -2 Build: -2 Move: 8
DB: -1 Build: -1 Move: 8
ATTACKS
ATTACKS
Fighting (Bite) 40% (20/8), damage 1D2 + db + poison (2D10
Fighting (Brawl) 35% (17/7), damage 1D3 + db, or kitchen knife damage, Extreme CON check to only take half damage).
(1D4+2 + db).
Sanity Loss: 0/1D2
Dodge 50% (25/10)
Frenzied Grappler: Sarah is considered to be Build 0 when initiat- HYPERBOREAN NIGHTMARE
ing or reacting to grappling maneuvers. STR 70 CON 70 SIZ 40 INT 30 POW 50
Skills: Fast Talk 30%, Stealth 50%. DEX 75 HP 11
Age: 12 DB: none. Build: 0 Move: 4/12 flying MP: 10
ATTACKS
FRANK COREY, worried father
Fighting (Enfold and Choke) 50% (25/10), damage 1D3 + 1D10
STR 75 CON 65 SIZ 70 INT 65 POW 55 point POW drain beginning on the second round.
DEX 65 APP 65 EDU 60 SAN 55 HP 13
DB: +1D4 Build: 1 Move: 8 Enfold and Choke (mvr): If the nightmare succeeds in an attack, it
enfolds itself around its target’s head, and the victim is forced
ATTACKS to the ground. On the following round, the nightmare forces
Fighting (Brawl) 45% (22/9), damage 1D3 + db its long, rasping tongue down the victim’s throat, causing 1D3
damage and draining 1D10 POW each round. The nightmare
Dodge: 32% (16/6)
is nearly impossible to pry loose, and anyone attacking it
Skills: Listen 30%, Natural World 35%, Navigate 20%, Spot endangers the struggling victim. On a killing blow with any
Hidden 30%.
Age: 33
48
WASTED YOUTH
weapon more substantial than a knife, any excess damage ZALOTHOS REBORN
passes through to the victim. STR 100 CON 100 SIZ 90 INT 145 POW 130
Armor: 2 points of tough hide. DEX 90 HP 19
Skills: Stealth 90%. DB: +1D6 Build: 2 Move: 7 MP: 26
Sanity Loss: 1/1D6
ATTACKS
FIVE VICIOUS SCOUTS Fighting (Bite) 40% (20/8), damage 1D6 + db
#1 #2 #3 #4 #5 Fighting (Clawing Arms) 90% (45/18). damage 1D6 + db (2
STR 45 40 45 40 40 attacks)
CON 55 50 60 45 65 Fighting (Elijah’s Scratching Claws) 45% (22/9), damage 1D3
SIZ 45 35 40 40 40
Fighting (Tentacle) 60% (30/12), damage 1D6 + db
INT 50 55 65 60 40
POW 40 50 60 65 45 Dodge 45% (22/9)
DEX 45 60 50 70 75 Armor: Zalothos’ new form absorbs 1D3 points of damage. He
EDU 45 40 35 30 40 is also immune to the greater damage of an Extreme success
SAN 30 40 50 55 35 against him (i.e., non-impaling weapons don’t automatically
HP 10 8 10 8 10 do maximum damage; impaling weapons roll for damage as
DB: none -1 none -1 -1 normal and don’t do extra damage).
Build: 0 -1 0 -1 -1 Spells: Cause/Cure Blindness, Contact Tsathoggua, Gate, Swell
Move: 8 9 9 8 8 Mind.
ATTACKS Sanity Loss: 1D3/1D10
Fighting 45% (22/9), damage 1D3 + db, or pocket knife 1D4 + db
THE THING FROM INSIDE ELIJAH’S HEAD
Fighting (Spear) 45% (22/9), damage 1D6+1 + db
STR 80 CON 70 SIZ 5 INT 40 POW 50
Dodge: 45% (22/9) DEX 100 HP 7
Frenzied Grappler: The scouts are considered to be one Build DB: none. Build: 0 Move: 12
higher when initiating or reacting to grappling maneuvers
ATTACKS
(i.e., Build 0 for #2, #4, and #5, and Build 1 for #1 and #3).
Fighting (Fling Itself at Someone’s Face) 45% (22/9), damage per
Skills: Stealth 50%.
“Asphyxiation and drowning,” pp. 411 of the Call of Cthulhu
Keeper’s Rulebook.
ELIJAH COREY, lost boy
Armor: The thing is immune to all physical damage but is vul-
STR 40 CON 55 SIZ 40 INT 70 POW 55 nerable to magic.
DEX 75 APP 65 EDU 35 SAN 0 HP 9
Sanity Loss: 1/1D6
DB: -1 Build: -1 Move: 8 MP: 11
ATTACKS
Fighting (Brawl) 45% (22/9), damage 1D3 + db, or pocket knife
1D4 + db
Fighting (Spear) 40% (20/8), damage 1D6+1 + db
A New Spell:
Swell Mind
Dodge 45% (22/9)
Frenzied Grappler: Elijah is considered to be Build 0 when
initiating or reacting to grappling maneuvers.
Skills: Stealth 50%. This spell requires only a round of casting time and is accom-
Spells: Swell Mind. plished with a short chant and the expenditure of 10 magic
Age: 12 points. For the spell to take effect, the caster must succeed in
an opposed POW roll with the victim. It takes effect the same
THE HYBRID SPAWN round of the casting, bringing the victim to his or her knees as
the victim’s brain begins to swell, pressing against the inside
STR 45 CON 70 SIZ 60 INT 40 POW 50 of the skull. This causes 1D3 points of damage every round
DEX 90 HP 13 until the caster is killed or otherwise disabled. Meanwhile, the
DB: none. Build: 0 Move: 12 victim is incapacitated.
ATTACKS If the victim is reduced to 0 hit points, the brain has
Fighting (Bite) 40% (20/8), damage 1D6 + db swollen past limits and breaks through the skull, emerging
through the cracked skull as a whitish mass that spills on the
Fighting (Tentacle) 60% (30/12), damage 1D6 + db ground as the victim dies.past limits and breaks through the
Fighting (Whip) 90% (45/18), damage 1D6 + db skull, emerging through the cracked skull as a whitish mass
Armor: Plastic form provides 1D2 points of protection against that spills on the ground as the victim dies.
any weapon.
Skills: none above base.
Sanity Loss: 1/1D6
49
TWO TALES OF ARKHAM
50
52
SPIRIT OF INDUSTRY
SPIRIT OF
INDUSTRY
53
A TALE OF DUNWICH
The final danger is the mill which, in fact, is truly of one of the investigators and concerned relatives want
haunted. Over a century ago, while still under construc- someone to look after him. Should the investigators show
tion, mill supervisor Avern Whateley botched a spell while up and offer to help Floyd, he happily agrees—as long as
attempting to fuse a benevolent spirit into the four great investigators pay their own expenses, of course.
saw blades. This ritual was supposed to give the mill a
Floyd Tobey
“friendly soul” and ensure prosperity for the new venture.
Unfortunately, the spirit turned out a malevolent one,
with a thirst for human life and blood. This spirit was Now in his early thirties, Tobey comes armed with a small
responsible for killing a trio of boys who broke into the camera on a collapsible tripod, a portable typewriter,
mill just before it officially opened, and for the nightmares a trusty pad and pen, a reliable flashlight, warm winter
that plagued workers for the few years the mill remained clothing, and a good pair of boots. Big on details, Floyd has
open and running. Investigators may discover ways to drive carefully planned this trip to the last detail.
this evil force from the sawmill and Dunwich, but doing so He’s a pleasant man, barely passable at his job, but
proves perilous. likable. A little too short, a little too pudgy, starting to lose
his hair, what Tobey lacks in journalism skills he makes up
Investigator
for with enthusiasm. A skeptic through and through, when
faced with proof of the paranormal he may go to pieces.
Information
He drives a well-maintained 1922 Ford Model T that,
while chilly due to lack of a heater, will handle itself admi-
rably on the sometimes slick highway that is the Aylesbury
There are numerous ways investigators might become
Pike in winter. Tobey’s a very careful driver.
involved. They could be well known paranormal investi-
And he’s more than happy to have company along for
gators, hired by the Advertiser to accompany Floyd Tobey
the ride, suggesting the investigators might be willing to pay
and assist him on the story. Or investigators could be sent
for the gas. He has room for three passengers, or a cramped
by Dr. Elliot Mills, a professor of history at Miskatonic
four, but warns investigators that he intends to transport
University, with the mission of persuading his once favored
some of the locals around during his visit. Parties larger
student, Harold Bishop, to return to Arkham and finish
than three may have to acquire an extra vehicle and instead
his degree. They may even have read a teaser blurb in the
follow Tobey out the Pike. The reporter is scheduled to
Advertiser, hinting at an upcoming article about a haunted
meet with Herman Blake at Osborn’s General Store—the
mill in Dunwich Township and decide to make the trip out
town’s only commercial establishment, at noon, tomorrow
of sheer curiosity. Maybe reporter Floyd Tobey is a cousin
(or a day or two from now, at the Keeper’s discretion).
54
SPIRIT OF INDUSTRY
Part One:
can conduct a thorough investigation. Tomorrow, Tobey
plans to visit Harold Bishop and talk to him about the
history of the sawmill. Later that day, he plans to tour the
Arriving in
property first hand, and maybe even spend some of the
night there. Tobey hopes that with these three interviews,
Dunwich
and his first-hand experience in the Dunwich sawmill, he’ll
have more than enough material to write his article.
Investigators who have brought their own transpor-
tation may want to do some investigating on their own,
Leaving Arkham early in the morning, Tobey and the inves-
preferring not to keep to Tobey’s inflexible schedule. If
tigators reach Dunwich by 11 a.m., an hour early for their
investigators push Tobey to visit the mill earlier than
scheduled appointment with Herman Blake. A few of the
scheduled, their pleas likely fall on deaf ears—particularly
locals—regular loungers at the store—are gathered around
if Tobey has the only transportation.
the pot belly stove, seated in their usual chairs, or on wood-
Investigators attempting to break into the mill on their
en boxes. Two are engaged in a game of checkers while the
own face possible charges of trespassing and burglary, so
rest make small talk about weather, crops, bank loans, etc.
they need be careful. They may want to simply visit the vil-
They don’t much cotton to strangers, but Tobey approaches
lage, or hike or drive the township roads. The Keeper may
them without introduction, trying to chat them up, asking
allow the investigators to Persuade Tobey to visit the mill
questions about the old mill.
early, deviating from his schedule, with the scene “Tobey
The men prove reticent, and say very little to the re-
Takes a Fall” playing itself out early in the scenario.
porter, telling him only what is commonly known (see
below). One of the loungers, Zebulon Whateley, is a long-
time member of the Believers. As soon as the investigators
leave the store Zebulon goes to inform Mother Bishop of Herman & Nancy
the strangers’ arrival. By 2 p.m. Mother Bishop has assigned
her favorite disciple, Marie Bishop, to offer her “assistance”
to the outsiders.
Blake
Herman Blake arrives at the general store just before noon,
on foot, having walked a mile over hard, frozen ground to
Commonly Known Facts meet Tobey and the investigators. After a round of intro-
ductions, the party loads up into their vehicles and drives
About the Mill back to Herman’s farm.
A rustic home, the farmhouse is neat and clean, and
The sawmill, opened in 1806, is to this day the largest
Nancy makes every effort to make her guests feel at home.
structure in Dunwich. Tragically, shortly before the official
She offers everyone coffee and some homemade apple pie
opening, some local boys broke in during the dead of night.
while building a large fire in the front room fireplace at
No one knows for sure what happened, but the boys’ sav-
the same time. Herman and Nancy are simple but proud
agely mutilated bodies were discovered the next morning.
people who’ve been having a few difficult years with bad
The three had apparently been held down and sawed into
crops and mounting debt. Their clothing is old but their
planks, like timber, crotch to crown. The mill supervisor,
home seems in good repair, cleaned from top to bottom to
Avern Whateley, quickly came under suspicion and several
impress the rare visitors.
days later an angry mob lynched him for the crimes.
Asking about the mill, investigators will again learn only
Regardless, the mill opened on schedule, but workers
the most commonly known facts. The Blakes know little
soon complained about nightmares, then began quitting.
in the way of details, but swear up and down the place is
Within a couple of years the mill, unable to employ a work-
truly haunted. Herman says, “It gives everyone nightmares,
force, closed, never to reopen.
and those boys were sawed into pieces. If any place has got
spooks in it, it’s that one.” Nancy agrees with everything
55
A TALE OF DUNWICH
ing and expenses, would that be enough?” Cash strapped, old Avern was strung up and that was that.”
the couple quickly agrees. At the end of dinner, Floyd Tobey passes Squire Whate-
When the Blakes are later out of earshot, Tobey will ask ley an envelope containing $35, the week’s rent for the mill.
the investigators to kick in their fair share of the expense. Squire Whateley, in turn, gives Tobey a ring of nine keys,
explaining he’s not sure which key opens what, but the col-
A Visitor
lection should unlock everything on the grounds. The old
judge asks the reporter and the investigators not to break
Before long there’s a knock at the door. Opening it, Nancy anything and tells them to be careful when exploring. “That
finds Marie Bishop standing on the frozen stoop. Ushering old place has seen better days, mind you,” and wishes them
her inside, Nancy’s surprised when the visitor hands her a luck. Unless the investigators have made other boarding
large basket filled with milk, bread, some ham, eggs, and arrangements, they’ll return with Tobey to the Blake farm,
butter. “I hope it’s not rude of me to drop by like this,” she where they can turn in for the night. Before they leave the
says, “but I heard we had guests in town, and I so wanted Squire’s home, Marie bids them good night, explaining she
to meet them.” has only a short walk home.
The Blakes introduce Marie as “our local Schoolmarm
and Township Clerk.” Marie is bright, witty, and strangely
modern for a place like Dunwich. She enjoys good con-
versation and meeting outsiders. Marie was educated at
The Believers,
Radcliffe College but came back to Dunwich because “this
is my home.”
a Rural Cult
Marie offers to help Tobey and the investigators any way
she can, telling them she can guide them anywhere they
need to go. She also says, “Some folk may be a bit hesitant to
talk to people they don’t know. I’d be happy to make formal Unlike many cults, the Believers of Dunwich are a self-defined
introductions for you.” Tobey immediately accepts. “That’s group, worshipping no specific deity. Whether as a result of en-
an offer we can’t refuse. Thank you so much, Miss Bishop.” vironment, or the cross-breeding of specific bloodlines—most
notably the Bishop and Whateley clans—a high percentage of
Dunwich residents exhibit signs of extra-natural powers such
Dinner with Squire as telekinesis, mind reading, ESP, and other phenomena.
Having fled Salem during the witchcraft hysteria, drawn
Whateley
to this area by strange dreams, those individuals with signs of
special powers bonded together in a fraternal organization in-
tended to both protect its members and to help develop mem-
Around 6 p.m. Tobey, along with the investigators and bers’ powers. As such, the twenty or so active members run
Marie Bishop, pack up and head back to the village where the moral gamut from white to nearly black, as their individual
they have been invited to have dinner at the home of Squire personalities dictate. Some, like Marie Bishop, are positive
Sawyer Whateley. Living in a large Georgian home—the influences on the community; others harbor old grudges and
finest in Dunwich—this decorated Civil War veteran is also resentments. Only the strict code of the Believers keeps the
the biggest landowner in Dunwich. He is eighty-four years more dark-minded of the cult from acting on their impulses.
old, walks with a limp and a cane (“took a rebel round at The current senior member of the Believers is Charity
“Mother” Bishop. Rumored to be over 120 years old, and
Stanton’s Hope”), but is surprisingly fit for a man his age.
blinded by cataracts, she spends most her time sitting in a
While not a member of the Believers cult, he knows a good rocking chair on the front porch of her ancient home. Mother
deal about them. A leading Dunwich citizen, Squire What- Bishop is a seer and consulted on all but the most trivial of
eley serves as Justice of the Peace. matters concerning the cult.
Upon seeing Marie Bishop with his visitors he says, “Ah Mother Bishop’s protegé is thirty-two-year-old Marie
Marie, I didn’t expect to see you here, but I can’t say I’m Bishop. College educated, charming and inquisitive, Marie
surprised. Come in girl, you’re always welcome at my table.” poses no threat to the investigators and, quite the opposite,
Dinner is hearty and delicious, consisting of roast may prove rather helpful. Marie, under proper conditions, is
duck, stewed vegetables, freshly baked bread, and buttered capable of teleporting herself over sizable distances, up to
several miles, using the ley lines that crisscross Dunwich and
carrot cake for dessert, all prepared by the Squire’s cook
the surrounding area.
and housekeeper, Pastel Harris. Conversation is light, war A good number of Dunwich residents know of this cen-
stories—both Civil and Great War—what’s going on in turies-old organization, but never discuss it with outsiders. A
Arkham, country living versus city life, the weather, and the good many more locals suspect its existence but do not speak
rest. Asked about the mill, the Squire offers the commonly of it out of fear of reprisal.
known facts, adding, “I don’t think my great uncle killed
those boys, to be honest. People just got all riled up, horri-
ble thing what happened. Anyhow, folks wanted to blame
someone, heated tempers and all. Before you know it poor
56
SPIRIT OF INDUSTRY
57
A TALE OF DUNWICH
Part Two:
Settling In
Morning in Dunwich begins with a hearty
breakfast prepared by Nancy Blake and
Marie Bishop—pancakes with maple syr-
up, sausage, and coffee. Investigators might
be surprised to find Marie already there,
even as they arise. If asked, she explains
she caught an early morning ride with a
neighbor coming out this way.
Today, Tobey’s schedule has him vis-
iting local historian Harold Bishop for an
interview, followed by a visit to the mill.
In the meantime, news of the outsiders
has spread across the village and unfortu-
nately reached the ears of Amos Whateley
and Temple Potter.
Being Followed
Beginning this morning, Lem Whateley
starts following Tobey and the investiga-
tors wherever they go. He’s been ordered
by Amos to tail the party, following after
them in a decrepit Model T of far earlier
vintage than Tobey’s. He is to report on
what the investigators are up to. Lem isn’t
very subtle, so it’s likely investigators detect
his efforts. If confronted, the hulking Lem
reacts angrily, denying he’s following any-
one, and tells them threateningly, “I’m just
doing what I’m doing. I suggest you do the
same.” For the moment he won’t take any
aggressive action, but that changes soon
enough.
58
SPIRIT OF INDUSTRY
Tobey stops the car when Marie Bishop points out the
infamous mill. Getting out of the car, he grabs his cam-
era, then sets up to photograph the area. “We’ve got a few
The History of the Mill
Harold Bishop knows the common history of the 1806 mill
minutes,” he explains, proudly. “We’re running ahead of with a few extra details most people are unaware of. These
schedule.” are listed below.
The mill itself is a large wooden structure with a pair
of massive waterwheels jutting out into the Miskatonic TT The boys who died were named David Jenkins, Rob
River. Over a century old, the building seems sturdy, Allen, and Danny Cahill.
though definitely showing signs of its age. Just north of the
mill, a waterfall cascades down from the north fork of the
TT The three boys were all teenagers and well-known
troublemakers.
Miskatonic River, covering the area with a freezing mist
that leaves a thin coating of ice on everything. Footing in TT Avern Whateley was never formally arrested and
the area is tricky at best. Several other mills in the area are instead was lynched by a mob on April 13th, 1806,
mostly in ruins. without the benefit of a trial.
Investigators lingering near the mill must make a POW
check. If they succeed, nothing happens, but anyone miss- TT Avern lived in the supervisor’s house, right across
ing the roll loses a single point of Sanity while suffering a from the mill.
sharp pain in their temples. They also feel an eerie vibration,
experience a loud buzzing in their ears, they are suddenly TT Avern’s wife, Elizabeth Whateley, remarried within
overwhelmed with inexplicable feelings of helplessness and three months of her husband’s death and moved to
dread, all passing within a few seconds. Neither Tobey nor Kingsport, causing quite a scandal.
Marie Bishop are affected. Marie’s high POW leaves her
nearly immune; for game purposes, assume Tobey made
TT The stories about nightmares among the workers
at the mill cannot be verified historically, as it was
his roll.
never documented. However, such tales were wide-
After taking a good look around, and snapping a dozen
ly circulated across the area and have become local
photos, Tobey hurries everyone back to the car and the trip
legend.
to visit Harold Bishop resumes.
TT Avern is said to have used old gold coins to pay
Meet Harold
for things, connecting him to the legend of the
Whateley gold.
59
A TALE OF DUNWICH
floor between stacks of abandoned, aging lumber. There are Any investigator spending time near the blades must
a number of holes in the roof and snow accumulates inside make a POW check, with those passing the check left unaf-
the mill, drifting up in corners. fected. Investigators who fail the POW check are drained of
Investigators searching the mill find little out of the or- a single point of Sanity and experience a sense of menace,
dinary, other than the appearance the mill was abandoned almost paralyzing them with fear. The sensation, and the
hastily. Lumber cut over a century ago is still stacked, ready resulting paralysis, passes quickly, leaving those affected
for delivery. Workman’s tools, mostly rusted, litter the shivering as they break out in a cold sweat under their heavy
workbenches. Tobey and Marie Bishop both take a good winter clothing.
look around, the reporter taking notes and snapping pic- Investigators bold enough to touch the blades must make
tures as he goes. a Hard POW check, or be drained another Sanity point.
At some point, a random investigator searching the Those who fail the check suddenly feel the area vibrating,
mill hears a terrible noise coming from right beside him, and get the impression the blades are somehow hot and
an inhuman and menacing growl that causes him or her to slick. Investigators get a momentary flash of blood splatter-
roll their Sanity or lose 0/1 points. In the end, the source ing over the area. Again, this impression passes quickly and,
of the sound is nothing more than a large, rather startled while disturbing, it cannot be documented or proved.
opossum, hissing noisily at the investigator who has acci-
The Saw Blades crashing through the old wooden guard rail and falling
to the floor below. Tobey ricochets off an old workbench
The one anomaly in the mill is the four long, reciprocating then lands hard on the icy floor. Knocked temporarily
saw blades. Nearly eight feet long, mounted in a box-like unconscious, he suffers a small, bloody wound to the head.
device, the four rip blades were used to slice timbers into Anyone making a successful Medicine roll can assess his
boards. Despite over a century of disuse, the blades are in injuries and discover Tobey’s shoulder dislocated, as well.
nearly perfect condition, without a spot of rust, and still Marie Bishop rushes over, saying, “We need to get him out
sharp to the touch. of here, he needs a doctor.”
60
SPIRIT OF INDUSTRY
Talking to Tobey
Afterwards
Back at the Blake farm, Tobey seems disturbed. If asked what
happened he pauses to think a moment before saying, “I
must have slipped on the ice and taken a bad step.” Anyone
making a Psychology roll knows he’s not only lying but
terribly frightened, as well. If investigators make a Persuade
roll to convince him to talk more about what happened,
he’ll say he “saw something” and felt something shove him
backward over the railing. The something he saw was a boy
standing in the shadows who, turning towards Tobey, was cut
in half, from crotch to crown. Tobey quickly says, “Overactive
imagination, mind playing tricks on me, I’m sure.”
Tobey then shifts gears and admits he won’t continue
the investigation. “I guess I have enough to write the article.
I really intended to have a better look around, but I think
I’ve got enough to write the story.” He asks the investigators
if they could look around the supervisor’s house beside the
mill, take a few pictures for him and then drive him back to
Arkham tomorrow.
This upsets the Blakes, who immediately asks if this
means they won’t get the reward money. Mr. Tobey says,
“That’ll be up to Mr. Gedney, my editor. But I wasn’t able to
conduct a full investigation. While it looked promising, there
is nothing I can prove. I’m sorry but no, I don’t think he’ll
approve paying out the reward.”
At this point Nancy begins to cry, embracing her hus-
band saying, “Oh Herman, what are we going to do now?
We’re going to lose the farm!” Herman quickly hushes her,
holding her close and saying, “Don’t worry Nancy, we’ll be
alright. It’ll work out somehow.” If Herman is questioned
by investigators, he’ll confess the First Bank of Aylesbury is
about to foreclose on their farm, and they need to come up
with $250 fast. If investigators offer to give or loan the Blakes
the money the proud couple refuses saying, “We can’t accept
charity, thank you. We’re working folk. We’ll manage, but
thank you kindly.”
61
A TALE OF DUNWICH
Part Three:
they decide to forego the vehicles and walk.
Lem Whateley doesn’t shadow the investigators this
morning because at the moment he’s helping search the
Mystery of
mill. If investigators fail to notice his absence, Marie
Bishop mentions it, explaining that Lem is likely the
the Mill
culprit and the sort that gives country folk a bad name.
She promises to report this to Squire Whateley as soon as
possible. Keepers should have Lem resume his duties later
today and once again begin tailing the investigators.
In the supervisor’s house are clues about what has gone on
in the mill, and how to possibly put an end to it. Investi-
gators can learn what went wrong with the special ritual
Returning to the
Mill Area
Avern Whateley performed, and perhaps even be led to find
a small stash of the famous Whateley gold. With the right
information, investigators can attempt to rid the mill of Investigators returning to the mill area should make a Spot
the malevolent spirit residing there. However, this task will Hidden roll. If successful they notice fresh horse dung in
be complicated by the actions of Amos and Lem Whateley, the area. Inside, investigators see fresh boot prints on the
along with a trio of degenerate Potter allies. snow-covered floor and evidence the place has been rough-
ly searched—things are knocked over, equipment moved
62
SPIRIT OF INDUSTRY
The Attic
Investigators exploring the attic disturb a family of raccoons
who angrily exit through a hole in the roof. Anyone making
a successful Spot Hidden finds a wooden box filled with pa- he turned small batches of lead into gold. If Marie Bishop
pers and books. One of the books is a small leather-bound is here, she tries to explain this away, saying that maybe a
journal, embossed with the initials “A.W.” on the cover, former owner of the house was a chemist or pharmacist.
which once belonged to the late Avern Whateley. If this book
is located while Marie Bishop is present, she’ll ask to look at
it first and then try to keep it out of the investigators’ hands,
citing matters of privacy, and stating it should be handed The Ambush
over to Squire Whateley. At some point on the third day of the investigation, Amos
If investigators skim through the journal, they find Whateley becomes convinced the outsiders know something
drawings of strange symbols, chemistry notes, sketches of about the hidden Whateley gold. He orders Lem and the Pot-
indescribable creatures, and fragments of spells. More than ters to bring the investigators to him so he can find out what
two-thirds of the book is illegible, the pages long ruined by they’re up to. Soon after, Lem Whateley, along with Jubal and
dripping water. The last few entries are important, detailing Jedediah Potter, attempts to ambush the investigators. They
what Avern Whateley tried to accomplish, and how it went may attempt this in or around the mill, or they may choose
wrong. It also lists his plan to rectify things, written just to waylay the party by blocking a remote section of road with
before he was lynched. See the “Spirit of Industry Papers #1.” their own, decrepit Model T, then jump the investigators
when they get out of their car to help the stranded motorists.
The presence of Marie Bishop is a problem. Even the
The Basement dimwitted Lem recognizes that causing her undue harm will
bring the wrath of the village—and the Believers—down on
Investigators find the basement damp, cold and cluttered. A
successful INT roll reveals the basement is shorter than the his head. The plan is to have Jedediah throw a sack over her
house above by almost twenty feet. Anyone making a Spot head then beat her unconscious while the other two jump
Hidden roll here locates a loose, discolored brick which, the investigators and beat them down. Jedediah joins in the
when pressed, releases the latch of a hidden door. A portion fray anytime after Marie is disabled.
of the brick wall can then be swung open on perfectly bal- If investigators manage to kill, capture or fight off the trio,
anced hinges to reveal the hidden room beyond. Marie Bishop summons Constable Tristram Whateley and
Inside are several dusty, cobweb-covered bookcases tells him what happened. Tristram takes control of the situa-
filled with jars, bottles, and various containers. There’s also tion by either arresting the trio, organizing a search party for
a worktable with mortar and pestle, chemistry tools, and a the fugitives, or arranging for their bodies to be transported
half dozen five-pound lead weights. Hanging on the back back to the village. If any of the attackers are killed, Marie
wall is an astrological chart listing various positions of the testifies the investigators were attacked without warning or
stars, planets, and moon dated 1800–1820. This is Avern provocation, and only acted to defend themselves. The con-
Whateley’s alchemy laboratory where, among other things, stable will accept this and not arrest the investigators. He will
63
A TALE OF DUNWICH
64
SPIRIT OF INDUSTRY
however strongly suggest they leave Dunwich as soon as locating the attackers and prisoners using the Augur spell.
possible, explaining, “These men have kin and I can’t be Keepers can choose whichever option fits best, considering
everywhere at once. Enough blood’s been shed, so you’d best events prior to the investigators’ capture.
get going, understand?”
Should the locals win out, they leave Marie Bishop lying The Constable’s Rescue
where she fell and haul the unconscious investigators to a Constable Tristram Whateley arrives with a posse of
nearby abandoned farmhouse. Waiting here is Temple Potter, armed men just in the nick of time. The constable orders
who, after searching the investigators, binds them securely everyone to come out with their hands up. Temple hands
with rope. Temple questions the bound investigators about Jubal a pistol, telling him to shoot anyone approaching
what they know of the Whateley gold, giving each a severe the house, then tells Jedediah to kill the prisoners before
beating as Lem, Jubal, and Jedediah stand aside, looking on. any of the posse gets inside. Temple Potter and Lem
Temple plans to eventually murder his captives once he’s Whateley then sneak out the back door and escape into
learned all he can from them. He will use a rusty kitchen the hills. The posse moves toward the house, and Jubal
knife he found at the abandoned farm and plans to leave fires a few shots at them, missing terribly. The posse fires
their bodies in the root cellar. Once the situation reaches a back, wounding both of the Potter boys, then rushes the
flashpoint, Keepers are invited to introduce one of the fol- farmhouse. The investigators are saved.
lowing rescue plans. Jubal and Jedediah are captured, and eventually confess
to everything, but deny anyone else was involved. The pair
65
A TALE OF DUNWICH
66
SPIRIT OF INDUSTRY
The Believers’ Rescue
Marie Bishop gathers her own posse and comes to the The Demon of
the Mill
investigators’ rescue herself, arriving in the nick of time
with Zebulon Whateley, Wesley Corey, and Corey’s parents,
George and Emily. These members of the cult all live near
The spirit inhabiting the mill’s blades feeds by draining the
the mill, where the ambush most likely took place. The Be-
mental stability of the sentient creatures around it. Simply
lievers silently storm the house, using a mix of fists, clubs,
put, it devours sanity and spreads madness in return.
and spells to save the investigators. Temple Potter and Lem
Since the murders of the three boys more than a cen-
Whateley manage to rush upstairs then drop outside from
tury ago, the spirit has practiced moderation, implanting
a window and again escape into the woods. Marie Bishop
nightmares in people spending time in the mill and slowly
effects this rescue only if she feels the investigators can
draining their sanity. However, this eventually drove every-
be trusted with the Believer’s secret. If investigators are
one away from the mill, and for over a century the spirit has
planning to banish the evil spirit from the mill, they’ll have
been alone, eager to feed once again. The investigators are
done much to gain her trust.
just what it needs.
After the rescue, Marie talks to the investigators while
Zebulon Whateley tends to their injuries, possibly even
using a healing spell. Marie explains who the Believers are,
that she is a member, and asking them to keep the group’s
The Creature’s Powers
existence a secret. Marie tells them that her people will The entity has six basic abilities it can employ within the
track down and deal with Lem and Temple. She also says if area of the mill, and it may use up to two of these abilities
the investigators are still willing to confront the evil lurking at a time. Some of these powers can be used but a limited
in the mill, she will help them. number of times per day.
Self Motion
Part Four: The enormous mounted blades can animate of their own
accord, no matter what safety locks are engaged, even if the
The Demon of blades are disconnected from the waterwheel via the clutch.
At any moment these blades can spring to life, rocking for-
the Sawmill
ward and slashing any unlucky investigator with the four
great tearing ripsaw blades. Victims might be slashed by the
teeth, or merely crushed by the heavy wooden frame that
If investigators discover the clues left by Avern Whateley, holds the blades. In either event, damage is 1D6+2 points.
they might have some idea how to banish the malignant This power can be employed as often as the entity wishes.
entity within the old sawmill. Otherwise, they might at-
tempt to spend the night, hoping to provoke nightmares Menace
or worse from whatever is haunting the mill. This section The entity can create a feeling of menace and fear, often
deals with the evil spirit bound to the mill blades, how it combined with inexplicable physical sensations such as
can affect its environment and what it does when threat- mysterious vibrations, odd odors, or sudden temperature
ened by investigators. changes. This power extends for up to a hundred yards
around the mill and can be used an unlimited number
67
A TALE OF DUNWICH
Telekinesis tors immediately take 1D6 points of damage regardless of
The spirit can cause objects within the mill to move. These the outcome of the Mechanical Repair check. The entity
manifestations can be simple, like tripping someone down might also employ its Telekinesis or Paralyze powers in
the stairs or pushing a box off a shelf. They can also be conjunction with this attack.
aggressive, like holding someone down on the conveyor Damaging the mounting assembly might be less risky
or shoving a reporter through a railing. Moving objects but requires a great deal of force. Investigators must inflict
weighing less than twenty pounds cost the entity nothing, at least 50 points of damage to the mount using a heavy
and such movements can be performed an unlimited item like a maul or pickaxe. Investigators with explosives
number of times per day. Moving heavier objects can be may have an easier time destroying the saw blade assembly.
performed only five times per day. Those struck by such If all else fails, investigators could set fire to that section of
telekinetic forces typically suffer 1D6 points of damage. the mill. While these last two options will free the blades
The entity can also hurl objects at a victim, which hit from their housing, destroying the entity within, investi-
50% of the time. Actual damage depends on the type of gators may very well cause damage to the entire building
object, a wooden box causing 1D4 points, while a heavy if the fire gets out of hand.
iron tool might cause as much as 1D12 points of damage. If the entity is driven from the saw blades it issues an
Anyone seeing items moving on their own, being hurled ear-piercing cry, heard for miles around, followed by a
at them, or feel themselves being hit by a telekinetic force burst of sparks that fill the air with the odor of ozone.
must make a Sanity roll against a loss 0/1D2 points. Anyone in the mill at this time is blinded and deafened
for fifteen minutes and must make a Sanity check against
Illusion a loss of 1/1D3.
Squire Whateley’s reaction to the damage depends
The entity can create illusions, no larger than SIZ 90, at- on the level of destruction caused by the exorcism. In-
tempting to drain sanity from a victim. The illusions are vestigators carefully dismantling the saw blade mounts
always horrifying, sometimes powerful enough to drive a will not draw the ire of Squire Whateley. If investigators
target temporarily insane. Illusions last about a minute and instead smash the mounting and knock the blades out of
drain 1/1D6 Sanity points from the victim. The spirit can alignment, Squire Whateley demands they pay him $50
employ this ability up to four times a day, using this power for the damage caused. Investigators starting a fire in the
to both feed and protect itself. mill will likely cause significant damage to the structure.
In this case, the Squire will demand full repayment of
Paralyze at least $200, and as much as $2000, depending on the
The entity can cause a victim’s muscles to lock into place, extent of the damage. If the investigators can calm Squire
effectively paralyzing them. To resist this, attack a target Whateley with a lengthy and believable explanation, and a
must make a POW check or be paralyzed for 5D6 minutes. successful Charm, Fast Talk, or Persuade roll, he may let
Affected individuals experience such terror they are re- them off the hook.
quired to make a Sanity roll against a loss of 0/1D2 points.
This, the creature’s most powerful ability, can only be
employed three times per day. Failed attempts to paralyze
a target do not count against this number. The entity used Conclusion
this ability, in conjunction with Telekinesis and Self-Mo- This scenario can end successfully in many ways. The re-
tion, to murder the three boys back in 1806. porter Floyd Tobey writes his story and meets his deadline.
It will be a small article that doesn’t bring Dunwich too
much unwanted attention. In it, he states he was unable to
Destroying the Creature prove the existence of ghosts. His editor, Harvey Gedney,
is satisfied with his efforts but of course, declines to pay
The entity’s one weakness is the focal point of the bond-
ing, the four saw blades. If the blades are removed from the Blakes any reward.
their housing, the enchantment is dispelled and the spirit Unfortunately for Herman and Nancy Blake, failing
residing within destroyed. Of course, the malevolent enti- to procure the $500 reward from the Arkham Advertiser
ty does everything in its power to protect itself. means they stand to lose their farm. The Blakes’ farm can
To destroy the entity, investigators must either phys- be saved in a number of ways. The investigators may have
ically remove the saw blades from the wooden housing, found the hidden gold in the supervisor’s residence and
or significantly damage the entire assembly. Removing the use this to pay off the money owed to The First Bank of
saw blades requires an hour of work and four successful Aylesbury. If the Blakes are given more than the required
Mechanical Repair rolls. These rolls require the investiga- $250, they’ll be able to buy new seed, livestock and fer-
tor to be in close physical contact with the sawmill blades. tilizer to help them get back on their feet. If the farm is
Should the entity employ its Self-Motion ability at that saved, investigators earn the eternal gratitude of Herman
particular moment—almost a certainty—the investiga- and Nancy Blake along with an additional sanity award.
68
SPIRIT OF INDUSTRY
Rewards and
LEM WHATELY
STR 80 CON 85 SIZ 85 INT 45 POW 45
DEX 45 APP 40 EDU 25 SAN 33 HP 17
Repercussions
DB: +1D6 Build: 2 Move: 7 MP: 9
ATTACKS
Fighting (Brawl) 60% (30/12), damage 1D3 + db, or club 1D6 + db
For driving the bound spirit out of the mill, award the
investigators 1D8 Sanity points. If they manage to save the Dodge 55% (27/11)
Blakes from foreclosure, award them another 1D3 Sanity Skills: Climb 45%, Drive Auto 45%, Jump 45%, Listen 65%, Ride
points. 45%, Stealth 55%, Track 45%.
Age: 28
Monsters
DEX 55 APP 35 EDU 20 SAN 28 HP 14
DB: +1D4 Build: 1 Move: 8 MP: 9
ATTACKS
Fighting (Brawl) 60% (30/12), damage 1D3 + db, or club 1D6 + db
FLOYD TOBEY, mediocre reporter
Dodge 50% (25/10)
STR 45 CON 45 SIZ 45 INT 55 POW 50
Skills: Drive Auto 30%, Listen 50%, Stealth 65%.
DEX 45 APP 55 EDU 70 SAN 50 HP 10
Age: 28
DB: none. Build: 0 Move: 8 MP: 10
ATTACKS JEBEDIAH POTTER
Fighting (Brawl) 25% (12/5), 1D3 + db STR 70 CON 65 SIZ 65 INT 40 POW 45
Dodge 22% (11/4) DEX 60 APP 40 EDU 20 SAN 29 HP 13
Skills: Art/Craft (Photography) 50%, Charm 30%, Climb 25%, DB: +1D4 Build: 1 Move: 8 MP: 9
Credit Rating 35%, Drive Auto 55%, Fast Talk 15%, Jump ATTACKS
15%, Library Use 65%, Persuade 25%, Spot Hidden 35%. Fighting (Brawl) 45% (22/9), damage 1D3 + db, or club 1D6 + db
Age: 34
Dodge 55% (27/11)
MARIE BISHOP, Dunwich schoolmarm Skills: Drive Auto 35%, Listen 60%, Stealth 70%.
Age: 24
STR 50 CON 70 SIZ 45 INT 85 POW 100
DEX 65 APP 65 EDU 80 SAN 85 HP 11
DB: none. Build: 0 Move: 9 MP: 25
ATTACKS
Fighting (Brawl) 25% (12/5), damage 1D3 + db
Dodge 32% (16/6)
Skills: Accounting 75%, Cthulhu Mythos 02%, Drive Auto 55%,
History 35%, Language (English) 85%, Law 25%, Library
Use 80%, Occult 65%, Persuade 70%, Ride 65% Science
(Anthropology) 15%, Science (Archaeology) 10%, Science
(Astronomy) 55%.
Spells: Augury, Bind Enemy, Call Horned Man, Dream Vision,
Evil Eye, Warding.
Age: 32
69
PROOF OF LIFE
71
A TALE OF DUNWICH
72
PROOF OF LIFE
PROOF OF
LIFE
Keeper Information
Ike Copley is indeed responsible for the scrawled death
threat left on Barnes’ front door, but Ike never had any real
intent to harm the supervisor. Drunk at the time, and an-
gry over a public humiliation he’d suffered, Copley merely
wanted to scare his rival. The town supervisor’s real prob-
lems lie much deeper, underneath the hills north of town.
The northern hills are home to a small but ancient Mi-
go research station. Hidden behind a waterfall, the Mi-go
lair is linked to the main colony in Vermont by way of a
Gate. Desiring a low profile, the Mi-go have only rarely
disturbed the inhabitants of the region, despite the fact Proof of Life Papers #1
73
A TALE OF FOXFIELD
they’ve been here for centuries. However, when the Mi-go stream. A small farming community, Foxfield joined the
learned of the possible timber lease in their territory, they industrial revolution in 1843 when the Pickering family
felt forced to take action. of Salem bought the old Sutler sawmill on the north side
With Supervisor Barnes leaning toward signing the of the river and replaced it with a large woolen mill. The
lease, the Mi-go six weeks ago abducted his two children mill prospered and many of the local farmers shifted from
from their home and carried them off to their hidden lair in raising crops to breeding sheep, selling the wool to the mill.
the hills, telling Barnes the children would not be harmed if Planned from the outset as an idealized industrial commu-
he blocked passage of the lease. nity, worker housing was built next to the mill, providing
Offering Barnes proof of life, the Mi-go next night de- lodging for the many immigrant workers drawn to the area.
livered two brain canisters, along with the machines needed There was even a small chapel where the workers could cel-
to communicate with the canisters’ occupants. Barnes visits ebrate Catholic mass. With local Yankees hired to supervise
with his two children most every evening, plugging them in the workforce, Foxfield soon found itself home to a mix of
so he can read to them. He is by now quite mad. French Canadians, Belgians, Poles, and Lithuanians. While
Barnes claims he sent the children away to a boarding there was occasional friction between the locals and the
school in Arkham. His sister-in-law, Sarah Brock, who had newcomers, the mill workers mostly kept to the north side
been the family’s housekeeper since the death of Barnes’ of the river in what came to be known as Mill Town, and
wife, Helen, has also moved out, according to Barnes. The the local population, appreciating the economic growth
truth is far more terrible. When Sarah, worried about the provided by the mill, found a reason to tolerate them.
two children, talked of “going to the authorities” the Mi-go With the advent of the Civil War, the mill was expanded
abducted her and carried her back to their lair, where she to fulfill contracts to provide woolen goods for the man-
still remains. In the meantime, Barnes does all he can to ufacture of soldiers’ uniforms. But by the late nineteenth
block the timber lease. century business had slowed, and portions of the mill were
This scenario should be staged in early autumn or late shut down and workers laid off. In 1911, a disastrous fire
spring, during the school year rather than summer. burned the structure beyond repair. Fully insured, the Pick-
ering family chose not to rebuild, moving out of Foxfield
Investigator
and deeding all their properties, including the ruined mill,
to the town.
Information
Without the mill, the local economy all but collapsed.
Most of the immigrant workers moved out, leaving Fox-
field mainly to the Yankee descendants of the farmers who
Investigators may get involved in the mystery in several founded the town. Although still a proud community,
different ways. Henry Barnes may be a friend or family Foxfield has nonetheless begun to deteriorate as small busi-
member of one of the investigators. An old friend of Barnes nesses close and unoccupied buildings go neglected.
might hire a private investigator to look into the death The central town enjoys electricity from the local power
threat Barnes received. Journalist investigators might want company, but neither the southern or northern farms are
to follow up on the story printed in the Arkham Advertiser. electrified. Phone lines are up, connecting most of the farms
See “Proof of Life Papers #1.” with hand-cranked wall phones that require an operator to
make connections.
A History
A few citizens own automobiles or small trucks, but
horse-drawn wagons are still the norm, and in the case of
of Foxfield
the rustic northern roads, all but required.
Foxfield does not have a police force. There is a Town
Constable in residence, but most real law enforcement is
handled by the Massachusetts State Police.
Located approximately twenty-five miles from downtown
Arkham, Foxfield is reached by driving out the Aylesbury
Pike for nearly an hour then turning right on the unpaved
Foxfield Road that runs north and crosses the Miskatonic
Supervisor Henry Barnes
River. Foxfield Road is of the corduroy type, unpaved, and Age thirty-five, Henry Barnes is a Boston native who moved
reinforced by timbers that provide traction and footing to Foxfield twelve years ago, taking over duties as pastor of
even during the rainy season. It also makes for a teeth-jar- the Foxfield Unitarian Church. Married to the former Hel-
ring, bumpy ride. Bear right at the fork (the left fork leads en Brock, the young couple had their first child, a daughter
to Tewksbury) and four miles up the road, travelers arrive named Mary, a few months after they settled in Foxfield. A
in the town of Foxfield. son, Robert, was born three years later.
Founded in 1729, the town proper lies mostly on the The college-educated Barnes proved a good choice for
southern bank of the Fox River, which flows east-southeast Foxfield. He quickly got involved in community matters
before joining the Miskatonic River a few miles down- and, after less than four years in town, was elected to the post
74
PROOF OF LIFE
of Township Supervisor. It was during his first year in office over the timber lease, Ike may have found an opening.
that his wife, Helen, was diagnosed with ovarian cancer. A When the mill was abandoned in 1911, most of the
year later she was dead, leaving Barnes to raise their two southern farmers gave up raising sheep and turned their
young children alone. land back to food crops. The rocky, hilly northern farms
Within weeks of his wife’s death, Helen’s older sister, are less adapted to agriculture and, as a result, the northern
Sarah, moved to Foxfield to help out with the housekeep- farmers have suffered more than their southern counter-
ing, and to look after her young niece and nephew. Settling parts. And some of the timber is on property owned by
into the Barnes household, she, like her sister before her, northern farmers, so they stand to gain even more.
was quickly accepted into the Foxfield community. The farmers north of the river are often referred to
Barnes, as head of Foxfield’s only church, and as Town- as the “Congregates” or “Old Believers.” These are fam-
ship Supervisor, has become a respected figure, especially in ilies who, years ago, broke ties with the original Foxfield
the years following the death of his young wife. Barnes has Congregational Church when the membership voted to
served four consecutive terms as Supervisor and is up for go Unitarian in 1844. Barnes’ liberal Unitarianism is a
re-election in six months. Under normal circumstances, he constant source of irritation to Ike Copley and his strict,
would be a shoo-in, but controversy over the timber lease old-school beliefs. There are long-standing rumors about
has left an opening for his political rival, Ike Copley. the Congregates circulating among the townsfolk, but in
truth, they merely practice the severe, Calvinistic Puritan
religion of their forefathers.
Ike Copley
A conservative by nature, Ike Copley has long stood in
opposition to Barnes, arguing vociferously against many of
his rival’s positions. Copley has twice run for Supervisor
Arriving in Foxfield
The town of Foxfield lies approximately four miles north
against Barnes, losing handily both times. Although the de of the Aylesbury Pike. During the ride up the bumpy,
facto leader of the farmers north of the Fox River, he’s rarely corduroy Foxfield Road, investigators see numerous farms
been able to raise enough opposition to Barnes to overrule located along both sides of the road. Narrow, sandy roads
his decisions. But lately, with the increasingly heated debate branch off, providing access to other farms along the route.
75
A TALE OF FOXFIELD
Mailboxes on posts stand at these intersections. Though Louise’s hired help is a local named Rodney Greene. In
many of the farmhouses are ancient, most are in good his early thirties, Greene is a tragically wounded veteran
repair. The low stone walls lining the road are neat and well of the Great War. Struck in the head by artillery shrapnel,
maintained. battlefield surgeons replaced the missing portions of his
Arriving in Foxfield proper, investigators find a small skull with steel plate and sewed up his shredded scalp as
town of older buildings, some needing a fresh coat of paint, best they could.
but otherwise, most are in good repair. A couple of auto- Rodney will be sweeping the floor, back turned to the
mobiles are parked on the main street, along with a horse door, when investigators arrive. Turning to look at the
and wagon tied up in front of Parker’s General Store (the group of strangers, the sight of Rodney’s misshapen head
buildings on the street still provide hitching posts). and face costs each investigator 0/1 Sanity points. (For
The tall steeple of the brick Gothic Revival Unitarian more about Rodney, see below.)
Church dominates the skyline. If the investigators explore
Parker’s General and his family moved to town to take over the Church and,
sadly, the death of Barnes’ young wife a few years later.
76
PROOF OF LIFE
She is not a big fan of Copley but dismisses the idea that
any death threat he might have made was actually serious. More About
“Ike’s a hothead and capable of a lot of things,” she says.
“But not murder.” Rodney Greene
She witnessed the altercation between the two men the Greene joined the army in 1916, at the age of eighteen,
day before the death threat was found and, while it is true and was shipped overseas less than a year later. Wounded
Copley threw the first punch, which caught Barnes on the in France by an artillery shell, he barely survived. Once a
face, she’ll tell investigators Barnes responded with two handsome man, his head and face are terribly misshapen,
quick punches of his own, leaving Copley on his knees in and rudely scarred by the hurried battlefield surgery he
the dusty street, gasping for breath. suffered. His I.Q. is probably near seventy, and the left side
of his body is partially paralyzed, forcing him to walk with
Town Records a lurching gait. Though a little slow, he clearly remembers
As Town Clerk, Louise has complete access to all the town his former life, including the sweetheart who, after seeing
records, currently stored in a nearby large house known to his injuries, left him for another man and then moved out
most as “the old Pickering House.” This spacious house was of town. Rodney never speaks of this, though Louise might
home to the Pickerings before they built the mansion on tell the investigators the sad story.
the river. Rodney lives with his mother, Ida, in a small house just
The town records are public records, though Louise across the street from the store. Rodney spends most of
proves reluctant to open them to outsiders without sub- his free time at the schoolhouse, where he helps out with
stantial reason. The building is kept locked, and Louise will chores, dusts erasers, and plays kickball with the schoolchil-
have to be present while investigators search the records. dren. He is completely harmless and treated with a special
“And I have to leave Rodney in charge of the store while respect by the townsfolk.
we’re over there,” she complains. If questioned, he proves shy. He has little information to
offer other than he lives around the corner with his mother.
Offices of The Foxfield Courier If asked about his injuries, his smile fades and, without an-
swering, turns back to his sweeping. If Louise is present, she
Louise also has the keys to the closed and shuttered office frantically signals the investigator to avoid such questions,
of the now-defunct Foxfield Courier newspaper. As with but it will likely be too late.
the town records, Louise will insist she be present if inves-
tigators want to check the newspaper files.
The Mailman
On any visit to the General Store, anytime the Keeper
chooses, the investigators may have a chance encounter
with Foxfield’s mailman, Sydney Etzler. A widower in
his mid-sixties, Sydney is an employee of the U.S. Postal
Service. Foxfield mail is delivered to the general store by
truck. Here Etzler sorts the mail, then delivers to the town
and southern farms in a small Ford Model T pickup truck.
In the afternoon he hitches up a horse and wagon at the
Foxfield Farm Implements store and makes his deliveries to
the northern farms.
Any investigator speaking with Sydney will catch a hint
of alcohol on the old man’s breath.
If asked, Syd cautions investigators against trying to
take an automobile up there. “Chances are you’ll get stuck,”
he says. Sydney has the following information:
Supervisor Barnes
Sydney likes Barnes, though he confesses he doesn’t often
attend church these days.
77
A TALE OF FOXFIELD
regular paycheck from the government and consequently
doesn’t worry much about the money the lease would
generate. Foxfield Farm
Ike Copley Implements & Stable
He finds Ike Copley likeable. “Oh, he’s a flinty old s.o.b.,” Run by Richard and Dora Slate, both in their mid-fifties,
he says. “But he’s honest and hard working. All the people Foxfield Implements carries a complete line of tools, plows,
up there are like that. It’s hard to make a living on some of harnesses, seed, fertilizer, etc. While not a thriving business,
that land.” Foxfield’s farming community keeps the enterprise going.
There is a stable behind the store. A horse rents for
The Congregates thirty-five cents a day. For seventy-five cents a day, investi-
gators can obtain a horse and wagon, with seating for four
He says the Congregates are nothing but old-school Con- or more. Investigators wishing to visit the north farms may
gregationalists. “Ike preaches in his barn every Sunday.” opt for horses or wagons when traveling the bad roads in
that area.
Shirley Sutler Richard Slate serves as Foxfield’s Town Constable,
though his duties are few. On the rare occasion Foxfield
Shirley Sutler is a close friend of Louise, and one of the actually needs real law enforcement, the State Police are
three town council members. The two often share lunch called. Richard Slate’s duties are usually limited to lecturing
together at the store’s counter, and she may be encountered a delinquent youngster when some ill-advised prank gets
by investigators during any visit to the store. out of hand.
To date, Shirley has sided with Barnes on the issue of Richard’s wife, Dora, is the Town Coroner. Not medical-
the timber lease but, unbeknownst to most, she is ready to ly trained, her responsibilities are little more than signing
change her vote. If she votes yes, Barnes will be defeated death certificates for townsfolk who die of natural causes or
and the measured passed. Unfortunately, the day after the occasional accident. Anything more serious warrants a
Shirley changes her vote she will be found murdered and phone call to the county medical examiner.
beheaded, her corpse left lying in the streets. Richard sits on the town council and staunchly backs
Barnes on every issue. Despite the business it might bring
Supervisor Barnes his store, he remains opposed to the timber lease, believing
She is a strong supporter of Barnes. Voting against him on it will eventually leave the area barren and devastated.
the timber lease will be the first time she has ever seriously
The Rodney
opposed him.
Greene Home
The Timber Lease
She will not reveal to anyone, even her friend Louise, she
intends to change her vote. Just across the street from Parker’s General Store, a couple
doors down, is the home owned by Ida Greene and her
Ike Copley son, Rodney. Ida is in her early sixties. She smiles a lot, but
Shirley doesn’t much care for Ike Copley, or Ike’s younger her eyes are care-worn; she still grieves over the wounds
brother Zeke, who holds a seat on the town council. her only child suffered at the hands of war and is further
saddened by her son’s broken romance and the fact she’ll
The Congregates probably never see grandchildren.
Shirley is dismissive of the Congregates. “They’re honest Ida is the town’s telephone operator. A small switch-
people,” she says, “but backward.” board stands in her front parlor. An honorable woman,
Ida never listens in on calls and will be offended if anyone
suggests she does.
Others Ida attends church every Sunday, in the company of
Rodney.
Parker’s is a nerve center and gathering place for the town.
Almost everyone in Foxfield shows up here sooner or later.
The Keeper should feel free to introduce characters, includ- Supervisor Barnes
ing both southern and northern farmers, as he or she sees fit. “He’s a good person,” she says, “but a hopelessly stubborn
man,” referring to the timber lease. And she mentions that
he’s “been acting strange lately.” Rodney has told her a cou-
ple of the school kids said Barnes stays up all night, talking
to himself, or reading out loud. The two students, Betty
Ward and Bobby Kirtland, Ida describes as “scalawags,” but
78
PROOF OF LIFE
she believes the stories are probably true. “Also,” she adds, very heavy printing press remains, dusty and covered with
dropping her voice to a whisper, “last week I saw Pastor cobwebs, standing in a back room. The newspaper archives
Barnes leaving his house, and he locked the front door.” No are kept in a smaller third room, in tall wooden cabinets,
one in Foxfield has ever felt the need to lock their doors, but also festooned with webs. Making a quick scan of all the
suddenly Pastor Barnes has adopted the practice, further files, from 1867 through 1922, takes twelve man-hours.
raising Ida’s suspicion. Investigators must state what they are looking for and
make successful Library Use rolls to gain the following
The Timber Lease information:
Ida makes no bones about it, “this town needs the money.”
Pickering Mill and Family
The Old
A successful search uncovers numerous stories about the
Pickering family, including marriages, births, and deaths.
Pickering House
Investigators learn the founder of the mill, Aaron Pickering,
was a savvy investor with an idealistic streak. In the early
days, the mill is held up as a model of modern industry
Currently housing the town records, this Gothic Revival that includes housing and other services for its employees.
two-story brick home was the first residence of the Picker- But when Aaron’s oldest son, Bertrand, takes over the reins
ing family in Foxfield. It was built in 1843, the same year as in 1874, the tone of the stories changes. Wages are cut, and
the mill. The larger “Pickering Mansion” was built several worker injuries are more frequent. Bertrand spends less
years later, with younger generations of the Pickering family money on the town. By the time the third generation takes
continuing to occupy this earlier home. Deeded to Foxfield over, a grandson named James, the mill is often vilified,
after the 1911 fire, the town has long hoped to renovate this even once called a “sweatshop” by the paper’s fiery editor.
building and turn it into an official town hall. But funds do A special edition of the paper in 1911 recounts the great
not allow this, and it currently serves as the storage area for fire that destroyed the mill. Later editions run stories about
town records. The building is locked, and the key held by the debate over to rebuild or not, with a final storytelling
Louise Madsen, the Town Clerk. about James Pickering’s decision to not rebuild and the
A diligent search of the records, at least sixteen man- family leaving town. Later editions hint at, but fall short of
hours, along with a successful Accounting roll, shows that accusing, James Pickering of burning his own property for
over the last few years town expenses have exceeded the the insurance money. Calls are made for an investigation,
budget by almost $2000, and there is no clear indication but it never happens, and the story gradually disappears
of where the extra money came from. If the investigators from the pages of the Courier.
ask Louise about this, she proves evasive, telling them,
“oh, these records are probably not complete.” The records The Congregates
were originally stored in the basement of the house, but a
Several references are made to the Congregates of the
spring rain flooded the cellar two years ago and some of the
northern farms, but nothing damning or even suspicious.
records were destroyed. If the investigators press the issue,
They are sometimes called “the Old Believers.”
Louise turns defensive, and investigators may find gaining
further access to the records difficult.
Strange Occurrences:
These small stories will likely go unnoticed unless investiga-
Offices of the tors specifically state they are looking for them. They are few
and far between. See the “Proof of Life Papers #2 and #3.”
Foxfield Courier
The Foxfield Courier went bankrupt in 1922. A flourishing Follow-ups
local paper published twice weekly during the hey-day of If investigators ask around town, they find most of the
the mill, after the devastating fire the paper simply ran out populace has heard stories of the haunted woods. Some
of advertisers and subscribers. The former owner, Wilson can tell investigators the Indians that originally inhabited
Keyes, relocated to Salem and died a few years later of heart the territory spoke of “voices in the woods.” Few, if any, take
disease at the age of seventy-seven. Locked and shuttered, the stories seriously.
investigators have to go through Louise Madsen to gain Most of the adults in Foxfield know of Whipple’s death.
access to the building and the newspaper files. As with the Most believe it was suicide. A heavy drinker, Whipple
town records, Louise will insist on being present during any seemed to be suffering from dementia, often claiming
search. that from his fire tower vantage point he could see things
Once inside, investigators find the building nearly emp- moving around in the woods. “Things that ain’t natural,” he
ty. The owner sold or gave away all the equipment—desks, would say. Most believe, in his demented state, Whipple ac-
chairs, typewriters—before moving out. Only the large and tually committed suicide by throwing himself over the rail.
79
A TALE OF FOXFIELD
As the story goes, he hit the ground head first, smashing his
head to pieces on an outcropping of rock.
Dora Slate, the town coroner, issued the death certifi- The Foxfield
cate, ruling Whipple’s death an accident. If questioned on
the matter, she may reveal it might have been a suicide, but Unitarian Church
with no proof, and no suicide note, she ruled it an accident, The Unitarian Church, with its towering brick steeple, is
so as not to tarnish the Whipple name. If an investigator hands down the largest, most impressive structure in town.
makes a Persuade roll, Dora opens up more and tells the Built in 1846 and completely financed by Aaron Pickering,
investigators that, as smashed to pulp as Whipple’s head this massive brick Gothic Revival structure was built after the
was, there was surprising little brain matter at the scene. Foxfield congregation voted to change the original Congre-
Sydney Etlzer, the mailman, was Elias Whipple’s drink- gational Church to the modern, far more liberal, Unitarian
ing buddy. Whipple used to tell him stories about the voic- faith. The church seats three hundred parishioners and on
es. He doesn’t think it was a suicide or an accident. “Where Sundays is near filled to capacity.
were his brains?” he asks. “You tell me that, eh?” The church is supported by a trust fund established by
Aaron Pickering. It provides for church maintenance, a small
salary for the pastor, and living quarters for the pastor’s family
in the Pickering Mansion.
Next to the church, on the east side of the building, lies
the cemetery. With hundreds of graves, some dating back to
the eighteenth century, the grounds are dominated by a large,
white marble mausoleum with the name Pickering inscribed
over the door. Buried within are Aaron Pickering and his wife
Anne, along with Bertrand Pickering and wife Emma.
The front door of the church is always unlocked. If the
investigators visit here for the first time—during daylight
hours—Pastor Henry Barnes is present. Working in his office,
he hears the front door open and rises to meet the visitors, a
smile on his face.
Henry Barnes
The thirty-five-year-old Henry Barnes is a sincere, charm-
ing, educated man who greets his guests with a broad smile
and an extended hand. “Welcome, my friends.”
Though driven completely mad by his children’s abduc-
tion, he shows no sign of insanity. He maintains his poise
and dignity and willingly indulges in conversation with the
investigators. Depending on how the investigators become
involved in this story, it is possible he is expecting them.
Whatever the case, he will downplay the conflict between
him and Ike Copley, even going so far as to ignore the death
threat he received. “Ike’s just blowing off steam,” he tells
them, “I am in no fear for my life.” He says he threw the
threatening note away.
Foxfield History
Barnes can relate a general history of the town, with partic-
ular emphasis on the mill, and how its destruction crippled
Foxfield. He can tell the investigators he moved here with
his family twelve years ago.
Ike Copley
“He’s a good man,” Barnes tells them, “he’s just a little too
Proof of Life Papers #3 set in his ways.” If asked about the fight between the two of
them, Barnes smiles wryly and says, “We had a little scuffle.
A disagreement over town policy. It was really nothing.”
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PROOF OF LIFE
The Timber Lease:
If asked, Barnes explains his opposition to the lease. “It is Church Records
God’s country,” he says. “No temple made with hands can Investigators may wish to peruse the church’s records. The
compare,” quoting early American naturalist and Sierra Club parishioner records are kept in a room the other side of
founder John Muir. Any investigator making a Know roll will the building from Barnes’ office. Barnes will likely give
recognize the quote and its source. them access to the records, though he probably inquires
Barnes invites the investigators to tour the north part of what they may be looking for. The church’s private fi-
the township. “You’ll see what I mean,” he says, “I’ve spent nancial accounts are also kept in this room, in a separate,
many an hour on walks through those beautiful woods.” locked, cabinet.
He cautions against the use of an automobile, though. “The
roads are pretty patchy up there.” He recommends they rent a Parishioner Records
horse and wagon from Foxfield Implements. “But plan your This is a record of church members’ marriages, births, and
trip carefully,” he warns, “when the sun goes down it gets deaths. Going through the files thoroughly takes at least
awfully dark. You don’t want to get lost up there at night.” eight man-hours and yields absolutely nothing of interest.
81
A TALE OF FOXFIELD
“He’s kinda strict,” Betty says about her friend’s father. “He
made Mary study the Bible all the time.” An exaggeration,
but with some truth to it. On the other hand, some would The Southern
say Betty and Bobby’s parents could be a little more strict,
as the two seem to have the run of the town and are often Farmers
seen out late at night. Investigators may wish to backtrack on their drive into
town and visit some of the farmers living along Foxfield
Road. Heading south out of town, the farms are frequent,
Schoolmarm right up until one reaches the Miskatonic River and the
Aida Simpson Aylesbury Pike beyond.
The southern farmers have done better than their
Aida has been teaching at the school for almost twenty northern counterparts since the loss of the mill and its rev-
years and remembers a time when all four classrooms enue. Reducing the size of their sheep herds, the southern
were operating and Foxfield taught its own high school farmers were able to convert much of their land, rock-filled
grades. “Now, so many of our students are dropping out as it is, to food crops.
after eighth grade, sometimes sooner,” she laments. “The Most are Unitarians, and backers of Henry Barnes, but
tragic irony,” she explains, “is that with so few jobs here, many express concerns about his stubborn opposition to
most of them eventually move to Bolton looking for un- the timber lease. Family names include Abbott, Parker,
skilled jobs in the mills.” Sawyer, Sutler, and Taggert.
She has taught both Mary and Robert Barnes and
says they were both good students, although Robert
sometimes had trouble staying in his seat. If asked about
the two children being sent away to boarding school, she
knows very little, other than they are now attending the
Brookdale School in Arkham. “It was rather sudden,” she
says. She may note she’s not seen the two children since.
82
PROOF OF LIFE
If the investigators abscond with this item, Barnes soon
Barnes’ Residence discovers it missing and, if there is no evidence pointing to
the investigators, assumes it has been taken by the Mi-go.
Henry Barnes resides in the spacious Classic Revival home He hikes up to the waterfall at the first opportunity and
originally built by Aaron Peabody, and locally known as confronts the Fungi from Yuggoth about the matter. Once
“the Pickering Mansion.” Part of the Unitarian Church the Mi-go realize the key has been stolen they will do ev-
trust fund, it is provided nearly rent-free ($1 per year) to erything possible to track it down. The investigators could
the church’s pastor and his family. be in for a lot of trouble if the Mi-go trace the stolen item
The house is graced by tall columns on a wide front to them.
porch that overlooks the river and the now burned mill.
Furnishings are rather old, and some quite worn. This
furniture probably should have been replaced from the
church’s operating fund, as advised by the trustees, but
The Cellar
Stairs in the kitchen lead down to the stone-walled cellar. A
Barnes chose to spin the money into the town account, to lot of junk is stored down here—old magazines, a wooden
help with the budget. chest—but nothing of interest to the investigation.
Barnes is usually gone most of the morning, attending
to church and town matters and doesn’t return home till
1 p.m., when he prepares himself a lunch of canned soup.
Most days he spends his afternoons reading, then prepares
The Upstairs Bedrooms
himself a simple dinner before retiring early. If Barnes is at Investigators searching the second floor of the house dis-
home when the investigators visit, he invites investigators cover that one upstairs bedroom is securely locked. A suc-
in for tea and sits down to chat with them. If Barnes is cessful Locksmith roll opens the door, or it can be shoul-
not home, the front and back doors are locked, and all the dered in with a Hard STR roll. Inside, the investigators find
windows latched. an empty room, unfurnished save for the tall mahogany
wardrobe standing against the far wall, and a small dining
table with but a single chair facing the cabinet.
A Clue or Two Atop the table is a worn copy of the Bible along with
a thick photo album. Perusing the album, investigators
If the investigators gain an opportunity to search the house, find numerous pictures of Barnes and his family, including
they find little in the way of evidence, save a couple of letters pictures of the two children growing up, at first with their
lying atop Barnes’ desk in his study on the first floor. The mother, Helen, and later, after their mother’s death, with
letters are from a Boston law firm, Quigley & Sons, which their Aunt Sarah.
administers the church’s trust fund. Both letters, one dated The cabinet’s twin doors are closed and crudely fitted
two months ago and another just three days old, inquire with a metal hasp and padlock. It requires a successful Hard
about certain irregularities regarding the church funds and Locksmith roll to open this high-quality lock. Otherwise,
requesting clarification. The tone of the second letter, while investigators will need at least a crowbar to pry open the
still polite, is more pressing than the first. doors, or a screwdriver to remove the hasp. Inside are two
Mi-go canisters housing the brains of Barnes’ abducted
A Mysterious Object children, along with three alien machines used to provide
the disembodied brains with sight, sound, and voice. The
If investigators search through the desk drawers, they machines are currently disconnected, but wiring them up
find, in the lowest drawer on the right, an oddly shaped is self-evident, specifically shaped plugs and sockets guar-
object made of stone. Nearly eleven inches long, the object anteeing a proper hookup.
consists of a five-sided shaft approximately an inch and
half in diameter, with a broader, five-sided “knob” on top,
looking much like a large bolt lacking threads. The stone
is highly polished, black with a hint of green, and flecked
Robert’s Canister
If plugged in, Robert seems healthy, almost happy. He keeps
with streaks of gold. A closer examination reveals the telling people he wants out of wherever he is, but otherwise
shaft is carved with shallow, intricate curves and angles. A he seems stable. Sanity loss for hearing Robert is 1/1D2
successful Science (Geology) roll establishes this stone is points.
of non-terrestrial origin, possibly carved from a piece of
meteor.
This is a Mi-go key that can open the secret rock door
behind the waterfall in the north township. Barnes uses it
Mary’s Canister
to visit the preserved bodies of his two children, currently Mary has completely lost her mind. Once hooked up, she
held hostage in the Mi-go lair. does nothing but scream. Her father never hooks up the
voice machine anymore. Sanity loss is 1/1D4.
83
A TALE OF FOXFIELD
The Covered
Bridge
Once called the Pickering Bridge, this classic
New England covered bridge is now referred
to simply as the Foxfield Bridge, the name it’s
listed under in most historic registries. Built in
the early days of the mill, with Pickering money,
it replaced the earlier simple wooden bridge and
is still sturdy today.
Horse hooves clop pleasantly on the wooden
timbers, echoed back by the peaked wooden
roof, nearly covered in green moss. On the other
side of the bridge, the road turns left and follows
the line of hills to the north, past the ruins of
Mill Town and the Pickering Mill, and to the
northern farms beyond.
Mill Town
Consisting of four large dormitories and several
small single residences, these neglected wooden
structures have fallen to ruin the last few years.
One residence, near the small Catholic chapel, is
mostly intact and still inhabited.
84
PROOF OF LIFE
If she opens up, Rose can tell the investigators that, and killing small animals. He’ll indulge the investigators
over the last six weeks or so, she has seen Barnes leaving with stories of the squirrels and rabbits he’s trapped and
his house late at night, carrying a dimmed lantern with killed. If the investigators put up with this long enough,
him, crossing over the river via the concrete dam before they might hear him talk about the “scuttlers” he some-
disappearing into the wooded hills. It appears suspicious times finds in the woods. He says they jump fast, but you
to Rose because, instead of taking a quick walk to the usually can kill them with a good stick. “They bite, too,” he
covered bridge, then following the road up through Mill says, showing the investigators a small, apparently recent,
Town, Barnes instead chooses to make a shortcut over the wound on his forearm.
concrete dam next to the mill, getting his shoes soaked in
85
A TALE OF FOXFIELD
England winters. The great water wheel, broken off at
the shaft, lies motionless and rotting in the water. The
concrete dam, however, is still intact, water spilling over
Inside the Mill
The interior of the mill is indeed a dangerous place. Rub-
the edge. The dam can be used to cross the river, but the ble-strewn floors are weak, often near collapse. The riskiest
water running over the dam’s slippery top edge requires sections are marked on the map with an “X.” If the weight
an investigator make a DEX roll, or take a tumble. If an these areas can bear is exceeded, investigators fall through
investigator slips, there is a 50% chance they fall into the to the floor below them.
mill pond and suffer no more than a thorough soaking. If the investigators have brought young Peter Chylinski
The water is only chest-deep, and there is little or no along, he can warn them about most—but not all—of the
chance of drowning. If the investigator falls the other way, weak spots.
it is a six-foot drop to the rocky riverbed which at this
time of the year is covered by less than a foot of water.
A successful Jump allows the falling investigator to land
on his feet without suffering injury. Failure results in an
investigator suffering 1D2 points of damage—likely a
Ground Floor
twisted ankle or a sprained wrist. This is the largest part of the mill. The wooden floors are
All the doors of the building are boarded up, and covered in rubble, dust, and animal droppings. Some light
several weathered “No Trespassing” signs are nailed to the filters down through openings in the second floor, but it is
outside walls, hoping to keep children from exploring the fairly dark, and artificial light of some sort is helpful. Two
place and possibly injuring themselves. The boarded doors Xs mark weak spots in the floor (both known to Peter). If
present little obstacle to anyone determined to gain entry. an investigator or investigators stand or walk in these areas,
While a crowbar may be required for the doors located on there is a danger the floor will collapse and dump them
the east and north ends of the building, the boards on the into the partially flooded cellar of the mill. The western X
main double doors on the south side of the building are so can hold up to SIZ 100 before collapse. The eastern X can
weathered they can be pulled loose by hand. hold no more than 70 SIZ points. Falling into the basement
If Peter Chylinski is with the investigators, he can results in 1D3 points of damage as investigators plunge into
show them his “secret entrance” near the north door. A the stone cellar half-filled with three feet of scummy water.
hole in the wall allows any investigator a SIZ 65 or smaller There are two ways to reach the second floor of the
to wriggle through the opening. mill. A badly burned staircase is the most obvious choice.
Wobbly, and missing a couple steps, Peter often uses it and
86
PROOF OF LIFE
deems it safe. However, if more than one person ascends at
a time, there is a danger of a collapse when combined SIZ
points exceed 100. If the stairs collapse with investigators The North Road
on them, they are allowed a Jump roll to lessen injury. If This is the single road that provides passage to the northern
successful, the investigator takes only 1 point of damage. If farms and the woodlands beyond. Deeply rutted, alternate-
they fail the Jump, they suffer 1D3 points of damage. ly sandy or muddy, it is in no way fit for automobiles. If
Opposite the staircase is a permanently mounted investigators insist on using an auto, the Keeper should feel
wooden ladder fastened to the wall but obscured by rubble. free to inflict upon them flat tires, getting stuck in mud
Known to Peter, investigators need to make a Spot Hidden holes, overheating, breaking a suspension component, or
roll to find it on their own. If the rubble is cleared, the anything else that comes to mind. Horseback, or horse-
ladder proves sturdy and the investigators can safely gain drawn wagon, is the way to go in the north end of the
the second floor. township. Travel on foot is also possible, though slower.
The north road heads west past the mill and along the
shore of the mill pond. On the right, no roll is required for
Second Floor the investigators to notice the tall metal fire tower perched
atop a high hill some two miles away. Sunlight glints from
Considerably smaller than the sprawling ground floor, the
second floor presents a similar scene—rubble and fallen its roof, drawing the investigators’ attention. As the road
timbers. Three weak sections of floor are marked with Xs. turns north, still following the line of hills, the tower is lost
Peter knows of the weak spots at the western and center X from view as stands of great hardwood trees border the
but is unaware of the third weak spot near the southeast road. Then the road climbs a gentle incline as the trees thin
corner of the building. The western and center spots can out, giving way to hilly, but open farmland.
hold up to 70 and 60 SIZ points respectively. The third spot
can hold no more than 50 SIZ points before collapsing. In-
vestigators falling through this weak spot suffer 1D6 points The Northern
of damage, plus an additional 1D3 points of damage when
they collapse the floor below them and crash all the way
into the flooded cellar.
Farms
These farms suffered most from the loss of the mill. Set on
A burned staircase leads to the third floor. Capable of high ground, hilly and rock-strewn, the sheep they raised for
holding up to 70 SIZ points before collapse, it is wobbly but the mill once brought them a fine profit. But the land is less
comparatively safe. A collapse will cost climbing investiga- fit for crop farming then the southern flatlands. Trying to
tors 1D3 points of damage, reduced to 1 point if the falling convert these properties to food crops has proved a limited
investigator makes a successful Jump roll. success. Many of these farmers are in deeply in debt to banks
in Bolton and Arkham.
Third Floor The north farmers are sometimes called “Old Believers,”
or “Congregates,” a reference to their descent from those who
This floor once held the offices of the woolen mill. Roofless split from the Foxfield Congregational Church when it con-
and open to the sky and elements, nothing remains of the verted to Unitarianism in the mid-nineteenth century. Many
low interior walls that once divided the space, either burned of the Congregates gather on Sundays at the Copley farm,
away in the fire or decayed by years of exposure to the ele- where Ike preaches fire and brimstone sermons in his barn.
ments. Half the floor is missing, again burned away. Poking All the Old Believers are Copley backers, for both po-
around, investigators may find the half-melted remains of litical and religious reasons. Nearly all them stand a chance
office chairs, adding machines, and typewriters. of directly gaining money from the timber operation. Most
have timbered property, but it is worthless unless the com-
Scuttlers in the Mill pany gains access to the whole of the northern hills.
Any of the northern farmers can direct the investigators
At the Keeper’s discretion, one to three Scuttlers may be to the sandy road leading to the fire tower. All of them
hiding in the ruins, a favorite refuge for the light-fearing know of the death of the former watchman, and some will
creatures. If a Scuttler appears and Peter Chylinski is with comment on the fact that, smashed as Whipple’s head was,
the party, Peter moves quickly to bash it with the heavy stick there didn’t seem to be any remains of his brains.
he always carries, shouting “Aha! Gotcha!” when he crushes Northern farm family names include Clegg, Copley,
the Scuttler into unrecognizable goo. Examining the nasty Pearson, Whipple, and White.
mess left, a Natural World roll indicates the creature is of no
known species. The remains of the creature do not last long,
dissolving into a thick sticky liquid within half an hour,
which then evaporates completely over the next two hours.
87
A TALE OF FOXFIELD
there are two school children hiding up here—Betty Ward
The Ike Copley Farm and Bobby Kirtland, who investigators may have met at the
school. Up to no good, when they heard adults below and
Ike Copley’s farm is the third farm on the left, about a mile then footsteps on the ladder, they hurriedly put their clothes
up the road. In all likelihood, Ike is home when the investi- back on then huddled down, hoping to avoid detection.
gators stop to visit. When an investigator opens the door, Betty lets out a
Ike, in his early sixties, is a flinty old New England farm- shriek. If the investigator opening the door fails a Sanity
er. Rarely smiling, gruff with answers, he is nonetheless a roll, they lose 1 point as they stumble back against the guard
hard-working, God-fearing man. He is the chief political rail. If the investigator makes a DEX roll, he regains his bal-
foe of Pastor Barnes. Ike’s younger brother, Zeke, has a seat ance. If the roll is missed, the investigator begins tumbling
on the three-person Township Council. backward over the rail. If there is another investigator close
Ike admits to nothing regarding the scrawled death at hand, they can try to make a grab for their companion. A
threat. Done in the heat of the moment, he’s regretted this successful DEX roll allows them to grab hold of their friend
ill-thought action ever since. Asked about the physical con- and pull them back to safety. If all rolls fail, the investigator
frontation the two men had on the street, he claims Barnes tumbles over the rail and takes 6D6 points of damage when
threw the first punch. he smashes onto the rock outcropping below. Witnesses to
He doesn’t care much for the investigators. He views the event must roll their Sanity roll or lose 1D2 points.
them as outsiders brought in by Barnes to cause trouble. The two kids are afraid they may get into trouble. If
investigators assure them they won’t tell their parents or the
88
PROOF OF LIFE
89
A TALE OF FOXFIELD
away from town, then carefully makes his way across the many times, I call for discussion of this measure to be
slippery dam to the other side of the river. Past the mill passed over, and an immediate vote of the council taken.
and across the north road he mounts a narrow path that All in favor of—”
leads up through the wooded hills. Once over the first rise “Hold up there,” shouts Zeke Copley, standing up and
and out of sight, he turns up the lantern and proceeds to pounding his fist on the table. “People deserve to be heard
hike past the fire tower, around the hill, and straight for the out on this matter!” And a rumble goes up on the right side
waterfall. of the church as the northern farmers’ nod agreement.
Once at the falls, he makes his way along the muddy Supervisor Barnes gives Zeke the floor. The younger
bank that leads behind the waterfall, then disappears be- Copley then spiels on about how the southern farmers
hind the splashing cascade. He emerges hours later and don’t care if their northern neighbors go bankrupt, and
slips back to his home before anyone in town rises. have their lands seized by “the unholy bankers of Bolton
Behind the falls is a secret entrance to the Mi-go cave. and Arkham.”
Perfectly disguised by the surrounding rock, it can only be When Zeke finally finishes his speech, the vote is held.
opened by inserting a special stone key carried by Barnes Richard Slate backs Barnes, voting once more against sign-
and the Mi-go. ing the lease. The crowd’s eyes turn to Shirley Sutler, who
Following Barnes on his late-night jaunts without being has repeatedly voted against the lease in the past. “It is with
detected is difficult. Investigators cannot carry illumination some regret,” she begins, “that I find I have to change my
without being spotted by Barnes and will have to rely on position. For the good of the township, I vote we sign the
moonlight. A large company of investigators will be spotted lease with Crestfield Lumber.”
regardless of any precautions they take. He is best followed A roar goes up from the crowd, and the northern
by a single investigator, one with a good Stealth skill. farmers are on their feet, cheering. Ike Copley steps out in
the aisle and, shaking his fist at Barnes, says, “There ya go,
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PROOF OF LIFE
the police have already arrived and are keeping onlookers
from getting close enough to see the corpse. Investigators
may use their credentials, Fast Talk, or Persuade to get a The Ike Copley-Thing
closer look. In any event, they may notice that Supervisor While the murder and decapitation of Shirley Sutler will
Barnes is conspicuously absent from the scene. INT rolls delay the town meeting and the vote on the timber lease,
can help, should the investigators fail to notice this on their the Mi-go know that it will buy them only a little time. A
own, or it could be mentioned by an NPC. more drastic plan will be put into play, a final desperate
The Massachusetts State Police may question the in- gambit intended to put the issue to rest once and forever.
vestigators if they were the ones who discovered the body, Ike Copley will be abducted from his farm that evening,
though they will likely be ruled out as suspects. The body just a few hours after the murder of Shirley Sutler. Taken
will be taken to the County Medical Examiner’s office for back to the Mi-go lair, the Fungi perform a radical brain
an autopsy. No immediate arrests will be made. surgery that replaces part of Ike’s brain with a piece of
Mi-go machinery that allows them to program the man’s
behavior. It consists of several spinning brass wheels and a
Follow-up few twinkling lights.
Reported missing by Ike’s wife, Zeke mounts a search
Investigators, perhaps at the urging of Louise Madsen,
Richard Slate, or other townsfolk, may head to the Barnes for his brother, but to no avail. The following evening the
house to see if they can find the Town Supervisor. Reaching Fungi turn the Ike Copley-Thing loose with a can of ker-
the house, they discover both doors locked, and the shades osene and a torch. He begins setting fires in the northern
drawn on all the windows. Repeated knocks at the door woods, attempting to burn down the entire forest, guaran-
elicit no response. teeing the Fungi will not be disturbed. It’s a desperate plan,
Locksmith, or a couple of heavy shoulders can force but the Mi-go are running out of options.
open either the front or back door, giving investigators When the fires start breaking out, the investigators
access to the house. Barnes can be heard somewhere on the may be drafted to find the arsonist behind the fires and
second floor. He seems to be arguing, even pleading with stop them. In that capacity, the investigators eventually
someone, though no responses are heard. come across the lurching, shambling Copley-Thing. All but
Barnes will be found sitting at the table in the now mindless, the Copley-Thing pursues its programmed goals,
unlocked second-floor bedroom, his clothing covered fighting with the investigators only if they attempt to thwart
in blood. A large butcher knife lies on the floor, next to a its mission. Sadly, there is little they can do but put what’s
bloody handsaw. Shirley’s mutilated head is also on the left of the man down. Reaching 0 hit points, Copley goes
floor, near the table, the crown of her head rudely sawn rigid, jerking as though suffering an epileptic attack, then
off. Her brain sits atop the table in a pool of blood. Barnes falls over flat on his back. The body continues to spasm
is begging the brain to tell him why she changed her vote while smoke pours from the alien machinery protruding
while apologizing for what he had to do, “but I had to save from Ike’s head. The machine then destroys itself in a small
Mary and Robert. They’re in terrible danger.” His Sanity is explosion, scattering what’s left of the farmer’s head across
now zero and will remain that way the rest of his life. the ground, and across the investigators’ clothing.
Sanity loss for witnessing this scene is 2/1D6.
At the Keeper’s option, the mahogany wardrobe may be
open, revealing the two brain canisters and the machinery
that drives them. If the investigators have not taken the
Lair of the Mi-go
The Mi-go have operated their small research center in the
carved stone key that opens the Mi-go lair, it is lying on the hills above Foxfield for several centuries, dating back to a
floor, next to Barnes’ chair. time when only Indians roamed this land. They have long
At the Keeper’s option, Barnes may hand himself over maintained a low profile, wishing to avoid detection, a task
to the investigators and go quietly, or he may panic and that became more difficult when the white men came and
attack the investigators, trying to escape. He is unarmed, settled in the area.
and likely easily subdued. He babbles mostly incoherently, The secret entrance to the Mi-go lair is hidden behind
but in doing so provides whatever information the investi- the waterfall in the north end of the township. A cunningly
gators are lacking to complete the scenario—the location contrived secret door in the rocks behind the falls can be
of the waterfall, the use of the stone key, etc. opened with the Mi-go stone key. A Science (Geology) or
Hard Spot Hidden roll locates the outline of the pentago-
nal door and the place where the key needs to be inserted.
Pressing on the stone covering the keyhole causes a small
section of the rock to retract, leaving a five-sided opening
exactly the size of the key. Inserting the key, and following
the subtle twists and turns of the key’s carvings (Extreme
DEX check, or be forced to remove the key and try again),
91
A TALE OF FOXFIELD
92
PROOF OF LIFE
the investigators as soon as he or she sticks their head out
of the tunnel, attacking with her nippers. Her underside is
crawling with Scuttlers, and any successful attack against
The Gate
This complex piece of machinery, a Mi-go Gate, is linked
her results in 1D3 Scuttlers dislodged from her underside. to the main colony in Vermont. Standing atop a stepped
These orphaned young hit the floor and, 50% of the time, podium, the actual Gate consists of the two horn-shaped
go after the investigators with their Jump and Grab attack. crescents that nearly meet at the top. A panel mounted
Others run away. If the lead Mi-go is killed, the other two on the podium is covered with a baffling array of lights,
Fungi retreat, disappearing through the strange looking switches, and dials.
Gate machine that stands nearby, passing between the two An investigator might attempt to use the Gate, but it
crescent horns which arc blue from tip to tip as the Mi-go will be the last thing he or she ever does. Tuned to the
fade, then disappear. physiology of the Mi-go, the Gate is deadly to humans.
Anyone stepping through it, from either direction, is
Entering the Chamber immediately spit out the other side, nothing but a heap
of steaming flesh stripped of skin and hair, and lacking a
Scuttlers are common here, providing a painful nuisance skeleton. Blind, unable to breathe, the unfortunate would-
to investigators exploring the Mi-go complex. The Keeper be Gate user can only twist on the ground for a couple of
should use them as he sees fit. minutes then die. Witnessing this event costs investigators
Once through the tunnel, investigators find themselves 1/1D6 points of Sanity.
in a domed, roughly circular chamber almost a hundred
feet across. The soft purple light illuminating the cave
comes from pentagonal shaped modules, each six inches
across, that dot the ceiling and upper
walls of the domed cavern.
At first glance, investigators see, in
the center of the room, a five-stepped
podium ten feet across. Atop the
podium is an arching pair of cres-
cent-shaped shafts, looking almost like
elephant tusks. An occasional flash of
blue arcs across the two-foot gap that
separates the tips of the crescents. A
Cthulhu Mythos roll identifies this as
some sort of Gate.
On the left, some thirty feet away,
an array of five glass cylinders line the
wall. Ten feet tall, they are illuminated
and filled with some kind of bubbling,
yellowish liquid. Each of the tanks
holds some indiscernible object. A
large metal chest, eight feet long, three
feet wide, and four feet high sits in
front of the tanks. On the other side
of the chamber, investigators see two
more of these chests.
The rear of the cavern is dominated
by a large piece of machinery, nearly
twenty feet high, the source of the deep
throbbing noise. It is decorated with
lights flashing in varying, seemingly
random patterns. The wall to the left
of the machine is marked by a series of
deep niches carved into the wall, each
about two feet high. All are empty,
save one, which holds a Mi-go brain
canister.
93
A TALE OF FOXFIELD
and she’s a pretty hopeless case. If investigators decide on a
The Glass Tanks mercy killing, charge them each 0/1 points of Sanity.
Upon learning of Sarah’s intent to contact the author-
On the far-left wall stand the five pentagonal glass tanks. Near-
ly ten feet tall, including the two-foot high bases, the bubbling ities, the Mi-go kidnapped her, brought her back to this
tanks are three feet in diameter and illuminated from within. place, and have been experimenting on her ever since.
Approaching the tanks, investigators see that each contains
some sort of semi-human form. Investigators lose 0/1 points
of Sanity at the sight and realize that approaching closer may Two More Chests
prove even more disturbing. At ten feet away it is clear the Two more chests, identical to the one described above,
objects in the tanks are semi-human forms, apparently female, stand on the opposite side of the chamber. If the investi-
but grossly misshapen. The specimen in the far-left tank is the gators have managed to open Aunt Sarah’s chest, the same
largest. The smallest specimen, no more than a foot long, is in method applies to these chests. If not, it requires an INT
the tank on the far right. roll to successfully raise the lids, as previously described.
Investigators’ attention will be attracted by movement in These chests contain the bodies of Barnes’ two children,
the left side tank. On closer examination, it’s found to contain Mary and Robert. They lie here, in suspended animation.
the lower portion of a human torso, with three legs, one of They are unharmed, aside from the tops of their heads
the legs substantially larger than the other two. From the thigh being cut off and their brains removed. The neatly cut
of this larger leg protrudes a woman’s head. Sightless, eyes skull caps, complete with scalps, are carefully laid on the
covered by cataracts, the head gapes forward, mouth slowly children’s chests. Sanity loss is 2/1D6+1.
opening and closing. The sight of this causes a Sanity loss of
1/1D4. Anyone who has examined the photo album back in
Barnes’ house recognizes the face on the head as that of the The Brain Canister
missing Sarah Brock, Barnes’ sister-in-law and former house- A single brain canister occupies one of the many niches cut
keeper. Those making this connection lose another 1 point of into the rock wall. Presumably, there were other canisters here,
Sanity, regardless of rolls. but most were taken back to Vermont via the Gate. There is a
The rest of the tanks contain further horrors of the same tag attached to the canister, but the Mi-go written language is
theme. Sanity losses should be greatly reduced, even eliminated indecipherable. If somehow translated it says: “Watcher.”
if investigators examine the rest of the tanks. Tank 2 contains Only when hooked up to the proper machines will the
a normal sized arm from which grows a grossly misshapen resident of the canister be able to identify himself as Elias
human form about half the size of normal, and with a double Whipple, the alcoholic fire watch who fell to his death in 1922.
head joined at the sides. Tank 3 contains a normal foot from
which sprouts an array of slowly waving human arms, like the
limbs of some grotesque starfish. Tank 4 has a human hand
from which grows a complete, fetus-like human, tiny arms
The Machine
This gigantic collection of cylinders and pipes stands at
folded against its chest. The last tank, Tank 5, holds a human the rear of the cave. Nearly twenty feet tall, it emits a deep
ear which is growing a globe of flesh. Close inspection shows thrumming sound that resonates through the chamber. An
the globe of flesh shows signs of developing eyes and a mouth. investigator making an INT roll can surmise it is some sort
of power plant.
The Metal Chest If investigators explore the machine, they find, hidden
behind it, a polished black cylinder that doesn’t appear to
Made of some slick, silvery metal of non-terrestrial origin, be part of the machinery, but instead looks to have been
opening this chest proves difficult, requiring that small, wired up hastily. An INT roll suggests it might be a bomb.
square panels mounted atop the lid be shifted in different Just about the time the bomb is discovered, investiga-
directions until the cover springs open on its hinges, emit- tors hear a thump noise, and the array of lights on the giant
ting a hissing sound while white vapors pour up and out machine changes tempo and begins flashing in a distinct
of the box. It requires a successful INT roll to decipher the pattern wholly unlike the seemingly random flashing seen
combination of moves required. An investigator can push up till now. The timer on the bomb will run for another
the roll, but they risk hurting themselves or the box, at the 1D6+5 minutes, then trigger the bomb which explodes
Keeper’s discretion. with tremendous force, vaporizing the machine, collapsing
Inside the chest is what’s left of Aunt Sarah. Multiple the cavern in on itself, and burying any remaining Mi-go
amputations have taken her right leg, left foot, left arm, evidence under tons of rock and rubble. Any investigators
right hand, and right ear, all currently growing grotesque in the chamber at the time of the explosion will be killed
clones in the nearby tanks. Various vivisections have left and buried. Investigators crawling out the tunnel will be
her missing organs, insane, and mute. Once the lid opens, propelled forward by the blast and spit out the other end,
she begins thrashing around wildly, trying to escape her suffering 2D6 points of damage from burns and broken
metal coffin. Sanity loss is 1/1D6 points. Sarah’s Sanity is 0, bones.
94
PROOF OF LIFE
Attempting to short circuit the bomb by yanking one IKE COPLEY, Old Believer
of the wires results in an immediate explosion. Only an STR 70 CON 75 SIZ 60 INT 55 POW 60
investigator who can make an Extreme Know roll will be DEX 55 APP 55 EDU 50 SAN 60 HP 13
able to disarm the mechanism without disaster. Any failure DB: +1D4 Build: 1 Move: 9 MP: 12
results in an immediate explosion. ATTACKS
Fighting (Brawl) 60% (30/12), damage 1D3 + db
Repercussions
First Aid 50%, Mechanical Repair 55%, Natural World 35%,
Operate Heavy Machinery 35%, Persuade 25%, Psychology
15%, Ride 25%, Track 30%.
Age: 36
As written, this scenario offers little chance for the inves-
tigators to save the two children. Optionally, the Keeper
may want to leave one unarmed Mi-go hiding behind the LOUISE MADSEN, General Store Proprietor and Town
large machine. By use of sign language and threats, the Clerk
investigators might force the Mi-go to put the brains back STR 50 CON 60 SIZ 50 INT 65 POW 55
in the children’s’ bodies. The alien surgical procedure takes DEX 55 APP 50 EDU 50 SAN 55 HP 11
DB: none. Build: 0 Move: 8 MP: 11
less than an hour for each child. The Mi-go, not wishing
to die in an explosion, will reset the timer on the bomb to ATTACKS
allow for the surgeries. It will be up to the investigators to Fighting (Brawl) 35% (17/7), damage 1D3 + db
let the helpful Mi-go escape through the Gate or die at their Dodge: 27% (13/5)
hands. Skills: Accounting 70%, Credit Rating 65%, Library Use 49%,
Discovering and witnessing the destruction of the Persuade 30%, Psychology 20%, Ride 25%.
Mi-go lair is worth a Sanity award of 2D6 points. If the Age: 33
investigators manage to save the two children, award them
an additional 1D6+4 points of Sanity. RODNEY GREENE
As a last resort, investigators may choose to take any or STR 55 CON 45 SIZ 50 INT 35 POW 40
all of the brain canisters, along with the machines, back to DEX 35 APP 20 EDU 40 SAN 40 HP 9
their homes, hoping that somehow, someday, they might DB: none. Build: 0 Move: 8 MP: 5
find a way to save the canisters’ inhabitants.
ATTACKS
NPCs And
Fighting (Brawl) 20% (10/4), damage 1D3 + db
Dodge 17% (8/3)
Skills: Climb 20%, Jump 10%, Natural World 10%.
Monsters
Age: 31
95
A TALE OF FOXFIELD
SHIRLEY SUTLER, Councilwoman Skills: Climb 55%, Fast Talk 10%, Jump 65%, Listen 50%,
STR 55 CON 60 SIZ 45 INT 65 POW 60 Locksmith 10%, Spot Hidden 35%, Stealth 60%, Swim 55%,
DEX 55 APP 60 EDU 60 SAN 60 HP 10 Throw 65%.
DB: none. Build: 0 Move: 9 MP: 12 Age: almost 13
96
PROOF OF LIFE
TYPICAL NORTHERN FARMER MI-GO LEADER
STR 70 CON 75 SIZ 60 INT 55 POW 55 STR 65 CON 65 SIZ 70 INT 80 POW 75
DEX 60 APP 55 EDU 40 SAN 55 HP 13 DEX 75 HP 13
DB: +1D4 Build: 1 Move: 8 MP: 11 DB: +1D4 Build: 1 Move: 7/13 flying MP: 15
ATTACKS ATTACKS
Fighting (Brawl) 45% (22/9), damage 1D3 + db Attacks per round: 2
Dodge 30% (15/5) Fighting attacks: Fungi from Yuggoth may attack in hand-to-
hand combat with its two crab-like claws.
Skills: Credit Rating 10%, First Aid 50%, Mechanical Repair 65%,
Medicine 15%, Natural World 55%, Operate Heavy Machinery Seize (mnvr): Alternatively, they may try to seize the victim (of their
65%, Persuade 30%, Psychology 15%, Ride 35%, Track 40%. build or smaller) and then fly into the sky to drop the victim
from a height or take the victim so high that their lungs burst.
Age: 30s.
Fighting (Nippers x2) 35%, 1D6 + db, or Seize mnvr (as above)
TYPICAL NORTHERN FARM WIFE Dodge 37% (18/7)
STR 55 CON 70 SIZ 50 INT 55 POW 55 Armor: All impaling weapons do minimum damage.
DEX 55 APP 60 EDU 40 SAN 55 HP 12 Sanity Loss: 0/1D6 to see a mi-go.
DB: none. Build: 0 Move: 9 MP: 11
ATTACKS MI-GO #2
Fighting (Brawl) 25% (12/5), damage 1D3 + db STR 55 CON 55 SIZ 60 INT 70 POW 65
DEX 75 HP 11
Dodge 27% (13/5) DB: none. Build: 0 Move: 7/13 flying MP: 13
Skills: Accounting 20%, Craft (Farming) 65%, Credit Rating 10%,
ATTACKS
First Aid 60%, Medicine 10%, Persuade 45%, Psychology
15%, Ride 15%. Attacks per round: 2
Age: 20s. Fighting attacks: Fungi from Yuggoth may attack in hand-to-hand
combat with its two crab-like claws.
THE IKE-COPLEY THING Seize (mnvr): Alternatively, they may try to seize the victim (of their
STR 110 CON 45 SIZ 60 INT 30 POW 30 build or smaller) and then fly into the sky to drop the victim
DEX 45 HP 11 from a height or take the victim so high that their lungs burst.
DB: +1D6 Build: 2 Move: 7 MP: 6 Fighting (Nippers x2) 35%, 1D6 + db, or Seize mnvr (as above)
ATTACKS Dodge 37% (18/7)
Fighting (Brawl) 40% (20/8), damage 1D3 + db, or torch, Armor: All impaling weapons do minimum damage.
1D3+1 + db Sanity Loss: 0/1D6 to see a mi-go.
Sanity Loss: 1D4/1D6+1
MI-GO #3
MI-GO SENTINEL STR 50 CON 60 SIZ 60 INT 65 POW 60
STR 55 CON 55 SIZ 60 INT 70 POW 65 DEX 70 HP 12
DEX 75 HP 11 DB: none. Build: 0 Move: 7/13 flying MP: 12
DB: none. Build: 0 Move: 7/13 flying MP: 13
ATTACKS
ATTACKS Attacks per round: 2
Attacks per round: 2
Fighting attacks: Fungi from Yuggoth may attack in hand-to-hand
Fighting attacks: Fungi from Yuggoth may attack in hand-to- combat with its two crab-like claws.
hand combat with its two crab-like claws.
Seize (mnvr): Alternatively, they may try to seize the victim (of their
Seize (mnvr): Alternatively, they may try to seize the victim (of their build or smaller) and then fly into the sky to drop the victim
build or smaller) and then fly into the sky to drop the victim from a height or take the victim so high that their lungs burst.
from a height or take the victim so high that their lungs burst.
Fighting (Nippers x2) 35%, 1D6 + db, or Seize mnvr (as above)
Fighting (Nippers x2) 35%, 1D6 + db, or Seize mnvr (as above)
Dodge 37% (18/7)
Electric Gun 35%, damage 1D10. Anyone hit by the Electric Gun Armor: All impaling weapons do minimum damage.
must make a CON check or fall unconscious for 1D6 rounds.
Sanity Loss: 0/1D6 to see a mi-go.
If the roll is fumbled, the target suffers cardiac arrest and dies
unless immediate medical aid is received.
Dodge 37% (18/7)
Armor: All impaling weapons do minimum damage.
Skills: Stealth 80%.
Sanity Loss: 0/1D6 to see a mi-go.
97
A TALE OF FOXFIELD
98
PROOF OF LIFE
99
TWO TALES OF KINGSPORT
100
MALICE EVERLASTING
MALICE
EVERLASTING
101
TWO TALES OF KINGSPORT
Part One:
had proved more difficult than Chandler anticipated.
All this changed in 1913 when a young couple named
Pine moved into the house. Instead of molesting the cou-
Elusive Links
ple, Chandler’s spirit chose to lay low, biding its time. Two
years later the wife gave birth to a son named Ronald, and
Chandler saw his chance. The spirit of the warlock now
focused its efforts on the defenseless newborn. It took The key to opening up this case is discovering what the
thirteen years, but eventually Chandler succeeded, and he victims have in common. Other than being natives of King-
took control of the body of young Ronnie Pine. By this sport who can trace their families back to the 1600s there is
time Ronnie’s father was dead—killed in a work accident nothing obviously linking them. The victims are as follows:
when Ronnie was ten, leaving the young boy in the care of
his widowed mother.
Once under full control of the warlock, the pos-
sessed Ronnie Pine imprisoned his mother in the
house, keeping her alive in hopes of converting her to
the worship of Y’golonac or, failing that, offering her
up as a sacrifice. The warlock then broke through the
bricked-up wall and uncovered his hidden temple,
gaining access to his Mythos tomes and magical arti-
facts. Chandler resumed his worship of the malignant
Great Old One and eventually found a suitable vessel
for his master, a local woman named Norma Farr. Then
the possessed Ronnie Pine began to exact his revenge
on the descendants of the fishing boat crew who’d
captured and beat him centuries ago.
Using the Cause Blindness spell, the warlock has
blinded four of his five intended victims and is now
preparing to go after the last one. However, this is
only the first part of his plan. Soon, he will send them
horrifying nightmares and, finally, arrange for their
murders. With each passing day, the warlock grows
ever more confident, and ever more dangerous.
Investigator
Information
Investigators can become involved in this case in
a number of ways. Learning about the case is easy
enough, as the area newspapers have covered each of
the story’s new developments, listing details on each
of the four victims. The authorities may even ask
investigators in law enforcement, detective work, or
the medical profession to look into the matter.
Kingsport
This scenario has investigators visiting many places
around Kingsport. The town is broken up into seven
neighborhoods: Harborside, The Hollow, Central
Hill, Southshore, Downtown, the West Side, and
Hilltown. Addresses listed here also include the name
of the neighborhood.
102
MALICE EVERLASTING
Simon McDonald
Simon, forty-two years old, is married and the father
of two adult girls. He was the first stricken blind on
October 20, while out fishing. Simon’s family lives
at 820 Ship Street, between Barrel and Silver Street,
Harborside. He is currently at home and fed up with
the probing of doctors. He’ll talk to investigators but
only to please his wife, Miriam, who urges him to
cooperate.
Bernard White
Bernard, thirty-five years old, is a carpenter who works
at F.W. Illsley & Sons, the local shipwrights. A childless
widower, he lives alone at 185 High Street, between
Carter and Brush Streets, in The Hollow. Mr. White is
currently confined to Congregational Hospital, where
he is undergoing a series of tests. Bernard went blind
on October 25 while getting dressed for church and is
deeply depressed by his condition. He’ll gladly answer
the investigators’ questions in the hope that someone
can help him regain his sight. As he says, “there ain’t
much use for a blind carpenter.”
John Placard
Eighteen years old, John is a student living at 555 Holt
Street between Green and Hall Streets, Southshore.
He is a freshman at Miskatonic University, planning
to study chemistry. John lost his sight on November
1, while waiting for a bus. He is now home with his
widowed mother, Virginia Placard, and visited often
by Abigail Waite, his high school sweetheart. Placard
is in good spirits, saying his affliction should clear up
Malice Everlasting Papers #2
any time now, and claiming he’s starting to see shadows
and light. Both Virginia and Abigail are in good spirits,
commenting that John is slowly recovering. Investigators
making a successful Psychology roll realize John is lying
Information Gained
Investigators who question all four victims may realize they
about his recovery, probably for the sake of his mother and
have several things in common. Some of this information
Abigail.
is rather obvious, the rest can be obtained by questioning
them and by possibly making a successful Know roll, with
Scott Forrester
a bonus die if investigators are natives of Kingsport. Inves-
Scott, fifty-one years old, is a loan officer for the First Ma- tigators can learn all the victims are male, all of them cur-
rine Bank of Kingsport, and lives nearby on 460 Caldecott rently the last of the family line, and all are descended from
Street, Downtown. He is currently confined to a room in the old Kingsport families that date back to colonial times.
Congregational Hospital. His wife, Martha, spends most of
her time at his side. Forrester was stuck blind during his
lunch hour just a day ago, November 5. The couple has
two married daughters, both living in Arkham, as well as The Paperboy
a son who was killed in the Great War. Mr. Forrester seems The warlock, now in the body of thirteen-year-old Ronnie
more concerned about upsetting his wife than recovering Pine, will be keeping an eye on anyone unduly interested in
from his affliction. Martha Forrester is with him whenever his victims. He has no wish to be discovered and captured a
visiting hours permit, usually reading him the paper, or second time. Ronnie has recently started a part-time job as
chatting while holding his hand. a paperboy for the Kingsport Chronicle. This way he’ll have
access to the latest developments in the case.
He currently uses the name Ollie Mattock, which is how
his employers at the Chronicle know him. He hopes the fake
103
TWO TALES OF KINGSPORT
name will keep people from tracing him back to the home After the warlock learns who the investigators are, he’ll
of Ronnie Pine and the secrets the warlock keeps in the start making their life difficult. He may cast spells against
basement of the house. Traveling home, usually on his bike, them, arrange an accident, or send some of his monstrous
the warlock never takes a direct route. Instead, he takes a minions to deal with them.
roundabout path, trying to identify and shake anyone who
The Paperboy’s
might be following him.
Ronnie spends much of his time outside Congregation-
al Hospital, selling newspapers. He’ll actually be keeping
track of police and doctors involved with his victims. Ron-
Red Herring
nie is friendly and tries to chat with anyone visiting the part Ronnie tells investigators he’s spotted a mysterious man
of the hospital where Scott Forrester and Bernard White at the hospital who’s shown up every time a new victim
are being cared for. Once he discovers the investigators are arrived. He describes the man as wearing a thick overcoat,
looking into the case, he’ll attempt to befriend them. boots and a “Greek fishermen’s hat.” Ronnie also claims the
The warlock tries to pry information out of the inves- man walked with a limp and pulled the hat down over his
tigators. He’ll take out a pen and pad, saying, “I want to eyes whenever police walked past him. Ronnie shows the
be a newspaper reporter when I grow up.” Ollie also tells investigators a small Kodak Brownie camera, saying, “next
them, “I’ve been following this case myself, looking out for time I see him, I’ll try to get a picture.”
suspicious characters creeping around the hospital.” If the None of this is true. Ronnie’s description is generic
investigators take the bait and ask him for details, he tells enough to fit any one of a dozen fishermen in Kingsport,
them the story of “the mysterious sailor” (see below, “The and the style of hat is especially popular with the town’s
Paperboy’s Red Herring”). The paperboy tells investigators, Portuguese fishermen. As the scenario progresses the pa-
“Maybe if I can help you solve this, the Chronicle will make perboy may tell investigators he’s spotted “the mysterious
me a reporter!? sailor” elsewhere in Kingsport, especially if something
violent, unusual, or supernatural has occurred there.
104
MALICE EVERLASTING
105
TWO TALES OF KINGSPORT
Kingsport Public
surgeon and longtime resident of Kingsport. Outwardly he
claims these cases seem to be some sort of stroke that has
Library
damaged the optic nerve, but he doesn’t really believe it. To
other physicians, he confides he has no idea what caused
the condition, but he has ruled out poisoning, trauma, and
infection. Dr. Harris is currently treating Scott Forrester The elderly librarian Letitia Comstock oversees this small,
and Bernard White, running further tests trying to discover rather unremarkable facility. A severe woman, she proves
the cause of their blindness. helpful if needed. Investigators may attempt a Library Use
roll here to research possible links between the four afflict-
Part Two:
ed men. A successful check yields the information, found in
a book called Kingsport—A Century by the Sea, written in
1888. This is a history of Kingsport, chronicling the years
A Window into
1639-1739. See “The Malice Papers #3.”
the Past
As the investigation moves from interviews with victims
A Possible Attack at
the Library
and officials, to delving into books and historical records, Ronnie Pine recently visited the Kingsport Public Library
things become increasingly dangerous. Matthew Chandler where he tried to find and destroy any references to events
has been caught and killed once, now he’ll do whatever concerning the witch hysteria of the 1690s. Unfortunately,
necessary to keep that from happening again. As investiga- before he could locate the book Kingsport—A Century by
tors start digging into the past, the warlock moves to block the Sea, the librarian chased him out of the building. Miss
them every step of the way, often with murderous intent. Comstock caused quite a scene, accusing the paperboy
of trying to steal books. Since then the warlock has been
Talbot Hall
Talbot Hall is the location of the City Clerk’s office where
deeds, birth and death certificates, permits, and other doc-
uments are stored. Wanda Drake, age forty, is the City Clerk
and manages the office. She’s an amateur antiquarian with
106
MALICE EVERLASTING
a curious streak who’ll eagerly help investigators locate Side, which can be learned with another successful Library
some of the older records they require. Use roll, or a Hard Know roll for any investigator actually a
Investigators may research three matters here, pro- resident of Kingsport.
vided they’ve discovered “The Malice Papers #3.” Each of
the following pieces of information requires a successful The Warlock’s Home
Library Use roll. If Wanda Drake is actively assisting, the Locate the original site of Matthew Chandler’s home, cur-
investigators may add a bonus die to this roll. The three rently 112 Parson Street in Hilltown.
lines of research are: The location of the warlock’s home is the hardest to
find, requiring a Library Use check with a penalty die,
Victims’ Bloodlines though this is easily countered with Mrs. Drake’s assistance
Verify if the four afflicted men are descendants of the fish- lending a bonus die. These records show where the house
ermen who captured and then testified against Matthew once stood and the disposition of the property since that
Chandler. time. These facts are contained in a number of documents;
The bloodlines of the four victims can be determined a summary of the information is listed in “The Malice
by a search of city birth certificates. The four blind men— Papers #4.”
Simon McDonald, Bernard White, John Placard, and Scott Investigators who are residents of Kingsport realize,
Forrester—are direct descendants of men involved in the with a successful Know roll, that this is the infamous Funt
trial of Matthew Chandler. This also reveals that each of House. It’s one of those landmarks locals whisper about
these men is the last living male heir of their families. and warn their children to stay away from. Long rumored
to be haunted, nothing strange has happened there in over
The Appleton Bloodline a hundred years. Investigators not native to Kingsport but
Discover if the fifth crew member, David Appleton, has any working with Mrs. Drake learn about the house’s dark
descendants. reputation from her.
These records also reveal David Appleton does have a
living descendant in Kingsport, a Wallace Appleton, age
37. His current address is 204 Harper Street, on the West
A Fatal Fire
tors from obtaining possibly valuable information.
If the creatures succeed in their mission, they leave the
building and head for a nearby storm drain. Here they hide
Ronnie Pine waits for the investigators to enter the attic,
until retrieved by Ronnie Pine or are discovered by inves-
then moves to get rid of both them and the documents in
tigators. A trail of blood, leading from the victims to the
a single stroke. He quickly sets fire to a pile of raked leaves
drain, is discovered with a successful Track roll. This trail
in a nearby yard and uses this to summon a Fire Vampire.
fades quickly due to street and foot traffic, and is ruined by
When it arrives, Ronnie points to the Historical Society
11 am the next day. If investigators discover the Children
Museum and orders it to “set fire to the second floor of the
of Y’golonac lurking in the drain, the creatures emerge and
building and kill anyone trying to exit the attic.” It happily
fight until destroyed.
obeys, trapping the researching investigators inside the
burning building.
108
109
MALICE EVERLASTING
110
MALICE EVERLASTING
Part Three:
the investigators’ exit, attacking one of them each round.
Investigators can rush past it, hoping to survive its attacks,
or they can use a second-floor window to leap from the
The Final
building, suffering 1D6 points of damage. Or they may
attempt to defeat the flaming adversary.
The Fire’s Aftermath the paperboy’s roll of film and identify the “mysterious
sailor” dwelling in the old Derby warehouse in Dockside;
Investigators who escape the burning building will be met they can track down, question, and possibly warn the fifth
by various Kingsport authorities. They’ll be questioned intended victim, Wallace Appleton; visit the notorious Funt
by the Chief of the Kingsport Fire Department, Nolan House, built atop the foundation of Matthew Chandler’s
“Smoke” Paxson, as well as the local chief of police, Tristram destroyed home. Each path could well prove deadly.
Crane. These men will want to know how the fire started,
The Paperboy’s
though they suspect the forgetful old curator Aaron Hart is
the cause. If investigators can concoct a story that fits their
Camera
predisposition, they are satisfied.
Anyone speaking to the authorities about “living balls
of fire” or “undying wizards” might be detained, charged
or even committed for psychiatric evaluation. If Mr. Hart If investigators develop the film, they receive nine photo-
or anyone else has died in the fire, the authorities treat it graphs of a man matching the description the paperboy
much more seriously. If no one was seriously injured, Chief gave them. In this series of photos, the sailor appears to be
Paxson will rule it “an unfortunate accident” and drop the wandering Harborside, eventually entering a dilapidated,
matter saying, “these things do happen.” abandoned warehouse. The man in the photo is actually
Investigators who are injured are taken to Congre- a simple wino who was given the coat and hat he wears—
gational Hospital, bringing them back into contact with along with a bottle of wine—by the warlock’s accomplice,
the friendly local paperboy, Ollie Mattock. The disguised Norma Farr.
wizard will try to “help” investigators any way he can, Any investigator making a Know roll realizes a roll of
sneaking items into their room or aiding their escape from film of this type typically can make twelve exposures. If the
the hospital against doctor’s orders. In return, he’ll want to clerk is questioned, he blushes and lowers his voice. “I can’t
know “what they’ve learned so far.” print those pictures,” he says. “The boss will fire me.” If
questioned about the negatives, he is chagrined and hands
them over to the investigators.
Further Red Herrings These three negatives show portions of a woman’s body,
dressed in undergarments. The woman’s face isn’t shown
The undead wizard Chandler takes this opportunity to but it is obvious she is rather large. It can be surmised from
feed investigators a bit more disinformation. He’ll give the photos the woman took the pictures herself, attempting
the investigators a roll of film from his Kodak Brownie, to display herself for the viewer. Mathew Chandler had no
explaining it has a picture of the mysterious sailor on it. idea these photographs were on the film. Norma Farr, not
He explains he again spotted the man over in Harborside, knowing the camera would be given away, took these of
going into the old Derby warehouse. “I haven’t had time to herself as a gift to her “new friend.” If she learns the camera
get the film developed yet.” was given away, she’ll keep silent about these special photos,
not wishing to displease Ronnie.
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TWO TALES OF KINGSPORT
and talk to Melvin Wade. Once this happens, they emerge
Dockside Hunt from hiding and try to kill everyone in the building. The
creatures fight until all their victims are dead, or the last of
Investigators searching Dockside for the mysterious sailor their squirming numbers fall. Should any of the creatures
won’t experience a lot of trouble finding him. The location survive, they’ll make for the nearest storm drain and wait
of the old Derby warehouse is well known to most of the to be picked up, much like they did in the attack on Talbot
locals, who can quickly direct investigators to the building. Hall. The warehouse is infested with the creatures, with
Area residents also recognize the man in the photos, if eight hidden on each of building’s two floors. The four
investigators show them. They say they’ve seen him around hoboes on the first floor will be killed first, their screams
the area from time to time but don’t know who he is or echoing through the vast open space of the warehouse.
where he lives. “Just one of those hoboes who lives down by
the old warehouses,” they all say.
While the old warehouses closest to the water have
been converted to apartments, those further inland have Wallace Appleton
not. These are mostly abandoned, padlocked two- and Mr. Appleton is a handsome twenty-nine-year-old bache-
three-story buildings. It is a rundown area, with plenty of lor. A lawyer, and heir to a considerable fortune, he lives on
garbage, rats, and a fair number of vagrants. The Derby Kingsport’s West Side, at 204 Harper Street. The Appleton
warehouse is typically chained shut, but a back door has family is not only one of Kingsport’s oldest families, but
been forced open. Inside live four homeless men, presently they are also among the wealthiest. Wallace is friendly and
gathered around a trashcan filled with burning rubbish. personable, comfortable dealing with anyone regardless
While dirty and rough, these men are not looking for of their social standing. Getting past his butler, Charles,
any trouble. Unless pushed into defending themselves they is another matter. Charles is the only person to ever open
take no hostile action toward the investigators. If shown the door at the Appleton residence. No one without an
the photo of the man the investigators are looking for, they appointment is admitted in to see “Master Appleton” un-
immediately recognize him. However, they deny knowing less they make a successful Fast Talk, Persuade, or Credit
the man, as they do not wish to turn in one of their own in Rating roll. If all attempts fail, investigators raising their
case the man is in trouble. If bribed with money, food, or voice will be heard by Appleton, who comes to the door,
alcohol, and assured by investigators they mean the person sorts the problem out, then dismisses Charles and invites
no harm, the men direct investigators to his whereabouts, the investigators inside. He apologizes for Charles, who
saying, “Melvin’s upstairs, sleeping one off in one of the he describes as an old family retainer. “Charles is a bit
offices, you can’t miss him.” over-protective at times,” he explains. He invites them to
his study, offers them chairs, and tells Charles to prepare
tea.
Melvin Wade, Red Herring Appleton has studied his family’s history and is aware
his ancestor David Appleton was involved in the witch hys-
The “mysterious sailor” can easily be found upstairs. He’s
asleep and hungover, having finished off a bottle of wine teria of 1692. He’ll speak proudly about the “witch hunter”
given him by Norma Farr. The man’s name is Melvin Wade, in the family with a tone of amusement and skepticism.
a homeless unemployed sailor and alcoholic. He is filthy, To him, it is little more than a charming anecdote. Wallace
smells bad, and is obviously in poor health. Melvin has Appleton also mentions he possesses some his ancestor’s
no information to offer about mysterious fires, monsters, belongings including “an old medallion and David’s hand-
warlocks, murders, or anything else concerning the inves- written Bible.”
tigation. He isn’t even aware of the highly publicized cases If investigators ask to see the Bible and the medallion
of blindness. Investigators making a successful Psychol- they’ll need to make a successful Charm, Fast Talk, or Per-
ogy roll realize he’s telling the truth. Unfortunately, once suade roll to gain access to the items. If investigators have
questioned by investigators he’ll have served the warlock’s already explained the link between the men afflicted with
purpose—as bait. The trap will be sprung and everyone in blindness, namely the witch trial of Matthew Chandler, this
the warehouse will suddenly find themselves fighting for roll is made with a Bonus die. If investigators can convince
their lives. him to loan them the items, Appleton agrees, stipulating
that it should be for one week only. “I don’t pretend they
hold much value outside my family, but they are dear to
Silencing the Red Herring me,” he explains.
At this moment, while investigators are still chatting
Norma Farr and Matthew Chandler have transported a with him, Wallace is suddenly struck blind. Aware of the
carload of Children of Y’golonac to the Derby warehouse. other cases of sudden blindness in Kingsport, Appleton
The creatures are commanded to hide inside the building. does his best to stay calm, though he obviously strains to
Most are lurking under garbage, inside boxes and cabinets, do so. Butler Charles becomes very upset, accusing the
behind crates and desks, waiting for someone to discover investigators of somehow causing his master’s affliction.
112
MALICE EVERLASTING
Unless investigators calm Charles down with a successful Damietta against a man possessed by a Shan. They use the
Fast Talk or Persuade roll, he summons the authorities, artifact to project its power in a 15-foot radius, instantly
claiming the investigators have “somehow poisoned his draining the investigator of 12 MP. This then forces the
master, Wallace Appleton.” There is, of course, no evidence Shan into an opposed POW roll.
of anyone poisoning anyone, but investigators may find
themselves once again being questioned by Chief of Police The Bible of David Appleton
Tristram Crane. This very old, handwritten bible ends in several dozen pag-
Once investigators manage to quiet things down, es of journal entries. These entries detail the efforts made
Appleton, ever in control of his emotions, calmly asks the by David Appleton to uncover and destroy some of the
investigators to drive him to the hospital. Before leaving, cults infesting Kingsport between 1677-1709. It mentions
Appleton orders Charles the butler to provide the investi- the Great Old Ones Tulzscha, Oorn & Y’golonac as well as
gators with the Bible, and the amulet. the mental parasites known as Shan.
113
TWO TALES OF KINGSPORT
her faculties and join him in worship, the warlock sneaked
into Arkham Sanitarium looking for a strait-jacket and
some restraints. To his surprise, Chandler stumbled across Enter Norma Farr
an ally and someone who could eventually serve as a vessel It was at Arkham Sanitarium that Chandler met and be-
for his master. friended a heavy-set woman some twelve years his senior.
Norma Farr, a nurse who works in the dementia ward at
the sanitarium, proved an easy recruit for the cunning
warlock, and she quickly fell under his spell. Soon, she was
Malice Everlasting Papers #5
114
MALICE EVERLASTING
helping him in every way, from gathering information, to
obtaining restraints and drugs for his prisoner, and follow-
ing his every command. The lonely woman, desperately
Talking to Ronnie Pine
If Norma Farr is not home, investigators may encounter
desiring acceptance, found it in the oddly intelligent and Ronnie Pine himself. The warlock may or may not answer
knowledgeable young boy who always seemed able to tell the door if investigators call at the house. If he answers
her what she most wanted to hear. Her physical size—six the door, he attempts to disguise himself, so as not to be
feet tall and close to three hundred pounds—is what really recognized as Ollie Matlock, the paperboy the investiga-
caught the warlock’s attention. tors know. He’ll speak only briefly with investigators and
Mathew Chandler recognized her as a perfect vessel won’t willingly allow them into the house. If asked about
for his master, Y’golonac. Additionally, she would be his his mother, he’ll tell investigators she’s very sick, unable to
insurance policy. If anything happens to him, she’s been receive visitors or come to the door.
instructed to place his wax coated severed hand near one The Keeper should note that Chandler’s high Psychol-
of the near-catatonic men housed in her ward. These indi- ogy score makes the warlock a very skilled liar. However,
viduals would be easy to possess if Chandler was somehow investigators by now may realize that Ollie, the friendly
driven out of the body of the young boy. Secretly, Norma paperboy, may not be such a friend at all. Investigators may
hopes this happens sooner rather than later, as she’s anxious recognize Ronnie Pine and Ollie Mattock as one and the
for her newfound friend to inhabit a more mature body. same, should the warlock’s Disguise roll fail.
With Norma firmly at his side, and insurance plans in If the warlock catches anyone breaking into his home,
place to guard against failure, Chandler is ready for the he’ll call the police or possibly fire on the intruders with his
next phase of his revenge—driving his victims mad, then revolver, justified to the authorities by the fact that he was
unleashing his monstrous minions against them. simply defending his home.
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TWO TALES OF KINGSPORT
The Bathroom old clothesline tied to some pipes. Beyond the rug, to the
This room has been freshly cleaned and has seen much re- left, is a downward sloping twelve-foot long passageway that
cent use. A search of the room reveals a number of feminine leads to a natural cavern below the house. The rug muffles
items: cosmetics, lotions, etc., along with a large woman’s sound between the temple and the rest of the house.
girdle and undergarments, freshly washed and hung to dry
over the shower curtain rod.
The Temple of
The Master Bedroom
The bed is neatly made. On the nightstand is a vase filled
with fresh flowers. There is a hand-cranked Victrola with
Y’golonac
Occupying a large underground cavern beneath the house,
a record still on the turntable, “Love Sends a Little Gift of the temple of Y’golonac is divided into three sections. The
Roses” by Carl Fenton & His Orchestra. In the dresser, half first contains an array of torture instruments and restraint
the clothing appears to belong to a young man, likely in his devices, some mounted to tables. Chains are mortared
teen years, while the remaining clothing is that of an older, into the walls and floor while a large table covered with
rather large woman. Under the bed is a medical bag with iron spikes, pliers, and hammers occupies the center of the
standard first aid supplies, and a woman’s suitcase. The last room. Julia Pine is often kept prisoner here, gagged and
item of interest is a small seamstress’ dummy with the early strapped to a chair. If freed, she sits motionless, indefinitely
makings of a set of purple and black robes draped over it. insane and suffering from catatonia.
The garment is obviously for a rather short and slender
figure.
The Guest
Room
This room contains
a bed fitted with
leather restraints, a
night table cluttered
with bottles of pills,
a glass, and a half-
full pitcher of water.
If investigators look
under the bed, they
find nothing other
than a bedpan.
The Keeper has the
option to have the
bound and insane
Julia Pine restrained
here. If she isn’t here,
she’ll be downstairs
in the temple, likely
being read to by
Matthew Chandler.
The Basement
This cluttered base-
ment has a walkway
cleared through the
boxes, aged furni-
ture, and sacks of old
clothing. This path
leads to a heavy Per-
sian rug that’s been
hung against the
wall, held up with an
116
MALICE EVERLASTING
The middle of the room has a large open space where back into the mummified hand currently held by Norma
the floor slopes down dramatically in bowl-like fashion. Farr (see below, “The Plan”). This can be accomplished in a
The floor is coated with a thick, foul-smelling oil. This is couple different ways.
where Y’golonac appears when summoned by the hidden
spell triggered by reading the twelfth volume of The Reve- Kill Ronnie Pine
lations of Gla’aki. A small bookcase holds the complete set If the physical body of Ronnie Pine is killed, the warlock’s
of The Revelations. spirit is immediately ejected and forced back into the hand.
The rear section of the temple contains an altar, deco- This is the worst of the two methods, as it costs the life of
rated with a very old, six-foot wax statue of Y’golonac. At an innocent teenage boy, an unwilling victim of Matthew
its feet is an offering bowl, freshly stained with blood. Next Chandler’s possession. Investigators will likely have to ex-
to the statue is a closed barrel containing the remains of plain to authorities their role in the death of Ronnie Pine.
a half-dozen recently sacrificed cats and dogs. Sanity loss
is 0/1. Investigators making a successful Spot Hidden roll Use the Amulet of Damietta
find something interesting while examining the statue. The
This powerful artifact has the power to drive the spirit
mouth of the left hand is hollowed out, and damaged, as
of Matthew Chandler out of Ronnie Pine’s body. If the
though something has been removed. This is where Mat-
investigators are successful, the warlock’s spirit returns to
thew Chandler’s missing hand was hidden (see below, “The
the mummified hand and is unable to re-possess the boy
Plan”).
for ten days. Once freed of the warlock’s influence Ronnie
A large, oiled leather sack lies on the floor, obviously
instantly collapses, slipping into a deep coma from which
containing several objects. Anyone approaching the sack
he awakens a week later, unharmed, without any memory
notices things stirring within. Slowly these creatures begin
of anything that has occurred over the past few weeks.
climbing out of the sack, twittering in child-like voices,
their fat bodies slapping on the floor as they tumble forth.
The Plan
the sack until someone wisely ties it shut. Burning, cutting
or otherwise ruining the sack easily destroys this priceless
artifact of evil. The sack requires weekly sacrifices of at least Should Mathew Chandler be forced back into the mummi-
SIZ 50 points, required to retain its power. The sack only fied hand, protecting it becomes Norma Farr’s top priority.
functions for a worshipper of Y’golonac. At the first sign of trouble she’ll try to get as far away from
the warlock as possible and hole up aboard her vessel, the
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TWO TALES OF KINGSPORT
Defeating Y’golonac
Rewards and
While a truly fearsome and terrifying opponent, a well-
armed and prepared group of investigators has a fighting
chance of defeating him. While 75 hit points are a lot,
Y’golonac’s lack of armor is definitely in the investigators’
favor. Investigators can also take the initiative as the Great
Old One charges down the deserted wharf towards them.
Repercussions
For each Child of Y’golonac destroyed award the inves-
The wharf is sufficiently deserted that combat should
be complete before local authorities arrive. If Y’golonac tigators 1 point of Sanity, with a maximum of 5. If the
defeats the investigators, Norma resumes control of her investigators managed to save the elderly curator, Aaron
body and escapes to Arkham with Chandler’s hand still Hart, from the museum fire, give them 1 point of Sanity.
in her possession. If the party is victorious, the Great Old For saving Julia Pine and getting her into a hospital, award
One falls, transforming back into the body of Norma Farr them 1D3 points. Driving out Matthew Chandler and sav-
within moments. Either way, the aged wharf is in near ruins ing Ronnie Pine brings an award of 1D10 points. Killing
by the end of combat. Ronnie Pine costs them -1D10 points. Defeating Y’golonac
Investigators, should they win the battle, can recover brings an award of 1D10 points. If the investigators man-
the mummified hand of Matthew Chandler. The hand is aged to destroy Chandler’s mummified hand containing his
currently on board the Silver Seahorse, below deck, inside spirit, sight is returned to all Chandler’s victims, bringing
Norma Farr’s medical bag. Any investigators searching an award of 1D6 points.
there, or making a Spot Hidden roll, quickly locate the gris-
ly object. The investigators should still have enough time to
make a hasty retreat before authorities arrive. If not, they
had best be prepared to deliver a really convincing story
to the police. With Norma Farr’s dead body lying nearby,
it may take investigators more than a few Fast Talk rolls to
escape arrest.
118
MALICE EVERLASTING
NPCs And
THE CHILDREN OF Y’GOLONAC (16)
STR 35 CON 55 SIZ 25 INT 55 POW 35
DEX 50 HP 8
Monsters
DB: N/A Build: -2 Move: 5 MP: 7
ATTACKS
Fighting (Bite) 30% (15/6), damage 1D2
119
TWO TALES OF KINGSPORT
120
THE NIGHT WAR
able to use this adventure directly on the A few weeks later Hodgson was killed in an artillery
heels of “Malice Everlasting” since it be- shelling near Ypres, Belgium. This scenario was inspired by
gins with an investigator requiring a hos- Hodgson’s works and is dedicated to his memory.
pital stay in Kingsport. The adventure can
Keeper Information
be run with any number of investigators
of any occupation or experience level, as
most of the action takes place in a series of
very violent dreams. The Keeper may need Willson McKenna was eighteen years old when he volun-
to alter the numbers and skills levels of teered to join the American Expeditionary Force to help the
the scenario’s opposition for particularly armies of Europe fight the Hun in early 1918. He could not
small or large numbers of investigators. have imagined the horror he would face there, in the endless
Note also that with some alteration this rain, the ever-present mud, the lakes of blood, the constant
scenario might be used in a modern day shelling, the sudden death, the senseless destruction—
campaign, with Willson McKenna becoming living not just minute-to-minute but second-to-second.
a veteran of the Vietnam war, and the mud- Private McKenna saw more death in his first week than a
dy trenches of Europe becoming the muddy doctor back home might see in a lifetime. One dark night
jungles and rice paddies of Southeast Asia. McKenna and a handful of other soldiers were assigned
to raid enemy forces in nearby trenches. Unlike his more
seasoned companions, McKenna was sorely unprepared for
Author’s Note such brutal close quarters combat, but he had angered his
commanding lieutenant with some triviality and this was
his penance.
The noted fantasist William Hope Hodgson was one of
H.P. Lovecraft’s favorite authors, and in many ways, his They killed with shotgun and club, knife and grenade,
books The House on the Borderland and The Night Land bayonet and fist. McKenna saw only the mud and blood and
prefigured the type of cosmic horror for which Lovecraft mangled bodies. As the blood dripping warriors returned
would become famous. Hodgson volunteered for service to their own lines, sniper fire took their first casualty of
during the Great War, and despite being seriously wounded the night. On they crept through the barbed wire and shell
and discharged, he recovered and rejoined the army on the holes. Then machine-gun fire took down half their number,
front lines. In 1918 he wrote to his sister: and as McKenna and the other two survivors crawled away
on their bellies the shelling began. The shells burst right in
“The sun was pretty low as I came back, and far off across their midst, and in a panic, McKenna leaped to his feet and
that desolation, here and there they showed—just formless, began to run. The next shell threw him into a shell crater,
squarish, cornerless masses erected by man against the infer- where he lay dazed but unharmed for hours. Regaining his
nal Storm that sweeps forever, night and day, day and night, senses, he laid there, too terrified to move, all the next day.
across that most atrocious Plain of Destruction. My God! talk Finally, in the dark of night, an Allied patrol found him, still
about a Lost World—talk about the end of the world; talk paralyzed with terror. They carried him back to his trench,
about The Night Land—it is all here, not more than two hun- where he learned that he alone had survived the raiding
dred odd miles from where you sit infinitely remote. And the party.
infinite, monstrous, dreadful pathos of the things one sees— And then Willson McKenna did what any sane person
the great shell-hole with over thirty crosses sticking in it; some would do having gone through what he had: he broke
just up out of the water—and the dead below submerged...If I down. The close shell bursts had physically affected his
121
TWO TALES OF KINGSPORT
mind, yes, but what he had seen had
done its damage as well. The young man
was sent to a field hospital to recover, but
the war ended while McKenna was still
recuperating. Willson McKenna was sent
home, disgraced by his breakdown.
At home in Arkham, McKenna still
suffered, physically and mentally. He had
frequent headaches which affected his
ability to concentrate, and the medica-
tion he took for it left him dull-witted
and tired. But the dreams were far worse.
In the dreams, his damaged brain am-
plified the horrors of war—monstrous
creatures now haunted the eternal
darkness of the trenches. And in those
dreams, Willson McKenna abandoned
his companions to their deaths, and their
pitiful cries echoed across the terrible
battlefield to where he lay, paralyzed, in
the shelter of the crater.
McKenna’s mother thought he just
needed a good rest and suggested the
lovely atmosphere of the nearby seaside
town of Kingsport might do wonders for
Willson’s condition. Instead, the dream
enhancing atmosphere of Kingsport
made the dreams far worse, plunging
Willson McKenna into a coma, where he
is trapped on the battlefield of his night-
mares. Taken to the Congregational Hos-
pital on Central Hill, McKenna lies dying
in his dreams. To make matters worse,
everyone who comes into contact with
him in Kingsport shares his nightmares,
to one extent or another. Now hospital
personnel sleep restlessly, with vague
memories of dreams of a distant war.
And an investigator hospitalized in
Kingsport shares a room with a young
man whose dreams threaten to drive
them all mad.
Investigator
Information
One of the investigators has been hospi-
talized in the city of Kingsport. This may
be the result of a previous adventure in
the Keeper’s campaign; otherwise, the in-
vestigator is taken to the Congregational
Hospital as a result of some accident,
or perhaps food poisoning from a local
restaurant. The affected investigator ends
up sharing a room with another patient,
122
THE NIGHT WAR
a coma victim. The hospitalized investigator has been vis- Dream Three
ited by his companions so that they too are affected by the You awaken in a pitch black room, just as a massive ex-
dreams caused by the comatose Willson McKenna. plosion rocks the ground and peppers you with dirt and
In order to throw the investigators off-guard, this sce- dust from above. A rectangular opening reveals dim night
nario begins in media res, as they suddenly find themselves light ahead, apparently the only exit. As you grope toward
plunged into a terrible darkness-drenched landscape of the doorway, you see a rifle propped just inside the door.
war, destruction, and death. While the investigators may A second titanic blast sends you stumbling out of the dark
quickly guess they are dreaming, only after they have awak- chamber, which collapses behind you. The rifle clutched
ened should they be told that one of their number has been in your hand, you find yourself on your knees in several
hospitalized and that the others have visited him or her. inches of mud at the bottom of a trench….
The Keeper should determine which investigators, if
any, fought in the Great War. Any who are veterans retain Dream Four
their rank in the dream, and in addition, they suffer only
half of the rolled Sanity losses for non-supernatural events You are fumbling down a dark corridor, bumping into un-
(e.g. gory deaths, horrible injuries, body parts, etc.). The seen turn after unseen turn, like a rat in some pitch-black
Keeper also needs to keep track of each investigator’s Sani- maze. Finally, you see a dim light ahead. As you charge
ty loss, as when the dream ends the overall totals are halved toward it there is a massive explosion somewhere ahead of
since it’s just a dream. you and a man stumbles out of a black doorway and falls to
his knees in the trench almost at your feet. It is your fellow
investigator, clad in a mud-caked greatcoat and steel helmet
Dream Beginnings and burdened with heavy boots, an ammo belt, a backpack
filled with various supplies, a canteen, a gas mask, and an
M1917 .30-06 rifle with bayonet attached. The coat and
Dream One helmet provide 1 point of armor, which is lost if the coat
You are in pitch darkness. Fumbling about, you find walls is discarded. Any investigator who served as an officer also
that are slimy and wet, and almost within arm’s reach from has a .45 revolver holstered on his belt.
each other. The floor is sucking mud, and you feel yourself The night sky overhead is dark and gray, with thin wisps
sinking if you stop moving. Somewhere behind you, some- of lighter ash-gray clouds—but not a sliver of moon nor
thing big moves with a disturbing sucking sound along the even a single star. Investigator-veterans don’t recognize this
muddy passage. As you flee your unseen pursuer, a massive place from their war-time service. From above, outside the
explosion sends you stumbling forward…. trench, comes intermittent rifle fire, the chatter of machine
guns, and the distant thump of mortar explosions.
Dream Two The investigators have only a few moments to observe
Some massive concussion has jarred you out of bed. The their surroundings before they are ushered into a trench
room is pitch black, and the ground feels like soft, wet crowded with dozens of dirty men, their eyes haunted. A
earth. A doorway is barely visible in the dim light, and handful of officers pace the trench behind them, whistles
somewhere beyond it is a confused babble of voices. As at the ready, revolvers in hand ready to shoot anyone who
you creep toward the door, a man bolts past, barely visible, doesn’t make the charge. The investigators are pressed
but clad in a helmet from the Great War, and carrying a toward the ladders along with the other men; anyone who
bayoneted rifle. As you reach the door, a second man slogs refuses is threatened with execution, and perhaps even
through the mud. “Get your gear!” he cries. “We’re going shot on the spot. Other soldiers tug at the reluctant men’s
over the top in five!” He grabs you by the arm, and he and sleeves, “You’ve at least got a fighting chance out there,
others behind him carry you along in the rush…. friend. Buck up.” Moments later the thick air is sliced by
countless shrill whistles, and men clamber up the ladders in
a roaring charge. Once more, the officers threaten laggards
123
TWO TALES OF KINGSPORT
with their revolvers and then they too climb up into the of the scenario, where the modifiers come more into play.
teeth of death. Once the investigators have reached cover on the bat-
The battleground above is a chaos of mud, barbed tlefield, they are free to go where they like. All around them
wire, shell craters, gunfire, and shouting men. As the first men have died, and are still dying, some of the wounded
wave of attackers reaches the surface the sky overhead is screaming from nearby, in No Man’s Land. Any separated
streaked with arcs of pale flame as flares are launched to investigators may be found by their fellows as they crawl
expose the men racing across the devastated landscape, like through the muddy, bloody chaos. Gunfire. Explosions.
cockroaches across a kitchen floor. Men fall like wheat be- Smoke. Flares across the sky.
fore the scythe, some screaming, some limbless or headless,
4: A wounded man crawls up to you, grabs you around the legs A) yank yourself free, requiring a Hard DEX roll. Failure
and croaks, “help...me...” then vomits blood on you and dies. indicates you remain trapped and must roll Luck next round
Lose 0/1D2 Sanity. or roll again on this table with a +2 modifier, or:
5: A mortar explodes close enough to send you to your knees. B) wriggle out of the snared coat, abandoning it, and its
Another soldier stops to help you up, but a bullet rips through armor value. Make a Luck roll next round, or roll again on
him, splattering you with his blood as he falls atop you. Lose this table with a +1 modifier, or:
1/1D4 Sanity and begin next round from prone position.
C) spend 3 rounds cutting yourself free with wire cutters (if
6: A legless soldier lies screaming in your path. Lose 1/1D3 Sanity. you have them). Make a Luck roll each round or roll on this
table again, without modifiers.
7: A severed head rolls to a stop at your feet, its open eyes staring
up at you. Lose 1/1D4 Sanity. 13+: A stray shot grazes you, inflicting 1D6 points of damage.
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THE NIGHT WAR
the fields of The Night War. For now, the Keeper is free to perhaps even moments after the investigators leave.
use the following Atmospheric Events as he sees fit. Note The Keeper should feel free to introduce areas crossed
that these situations should occur throughout the three with mazes of barbed wire which the investigators must
dreams of The Night War, along with some additional, either bypass or carefully navigate. See entry #12 on the
different ones each night. As such, the Keeper need not and “Random Movement Event Table” above for possible wire
should not use all of these incidents during a single dream. related hazards.
In addition to these events, the Keeper may wish to have The investigators should occasionally come across
the investigators occasionally roll Luck to avoid having to empty trenches or bunkers where they can find temporary
roll on the “Random Movement Event Table” as they enter shelter and catch their breath, bandage their wounds, or
zones of enemy fire. plan their movements. If an investigator decides to explore
The investigators may also encounter other human sol- the eerie, cramped, muddy passages and underground
diers as they cross the battlefield. These meetings are largely chambers, he or she should attempt a Luck roll. Note that
left to the Keeper to create as desired, but no more than they may need light sources to explore deeper, darker areas.
1D6+1 or so soldiers should be encountered. They may aid If the roll is less than 1/5 the character’s POW, he or she
the investigators caught in a dire situation or vice versa. has found one of the asterisked items from the list below,
They behave as if the unnatural horrors of The Night War subject to his needs and Keeper’s discretion. If the Luck roll
were commonplace, and they fear them as much as they succeeds but is greater than 1/5 the character’s POW, the
fear mortal foes. The Keeper may also wish to introduce investigator finds one of the non-asterisked items or some
an encounter with normal German soldiers. The Germans other useful trinket—matches, oil lantern, bayonet, etc. If
treat investigators and horrors alike as enemies. the roll fails, those in the area are attacked by one of the fol-
Note the enemy lines change constantly throughout lowing, chosen by the Keeper: 1D6 Skull Soldiers, 1D6 Gas
the dreams of The Night War, and the investigators may Mask Men, a Trench Crawler, the Ghost Gas, or an artillery
find themselves fleeing in the opposite direction from one shelling. These events are described in the “Encounters”
area of enemy fire into another fire zone. As the landscape section, below (the Trench-Crawler is in the similar section
changes, previously visited locations may vanish altogether, of “Night Three”).
125
TWO TALES OF KINGSPORT
Possible Foraged Items TT 5. As the investigators wade through a muddy area,
a Listen roll reveals a muffled grunt. Below them,
TT *M1917 Rifle & 3D10 rounds
half buried in the mud, are numerous corpses,
TT *Very pistol (flare gun) & 2D6 flare rounds groaning as the living tread over them. Witnessing
TT Steel Helmet this costs 0/1D3 Sanity points. The dead are mind-
less and offer no assistance.
TT Greatcoat
TT Bandages TT 6. Within a large crater left by an artillery shell are
a dozen makeshift crosses, some half submerged in
TT Gas Mask the deep pool at its center.
TT Trench Club
TT *Grenades (1D4+1) TT 7. An investigator stumbles over something in the
mud—a fallen cross. The party realizes they are in
TT *.45 Revolver & 3D10 rounds the midst of hundreds of crosses carpeting a make-
TT Periscope shift cemetery. If the Keeper desires, the dead may
begin to whisper and moan, as in the corpse field
TT Wire Cutters above, calling for a loss of 1/1D3 Sanity points.
TT Trench Knife
TT 8. With a Listen roll, an investigator hears a scuffle
TT *Browning Automatic Rifle & 1D3+1 full nearby. Peering over a crater rim, investigators
magazines see a clearing ahead, filled with wriggling shapes.
TT *Mortar & 1D6+1 rounds Approaching closer, or making a Spot Hidden, or
illuminating the spot with a flare, they see dozens
of severed limbs and body parts and maimed bod-
126
THE NIGHT WAR
4: A dead or dying man on the battlefield suddenly grabs the 10. The affected investigator looks around and sees all of his
investigator by the ankle or arm and says...something. It may companions lying dead around him, perhaps slain by the monsters
be a warning, a curse, something related to another case, or a that caused this insanity. No amount of shaking will awaken the
total non sequitur. Only the affected investigator hears this fallen—they are dead. The investigator may be jarred from this
cryptic utterance. effect if he attempts to kill himself, or after he wanders away from
his “dead” friends. Again, this is a hallucination that affects the
insane investigator only.
zone, calling for 1D4 Luck rolls, each failure requiring a roll distance, back toward the enemy lines. If an investigator
on the “Random Movement Event Table.” Reaching cover, made a Hard success on the Spot Hidden roll, that inves-
they are safe from the massive explosion of an artillery shell tigator has seen a different light, a dim white one on a rise
which obliterates the few allied forces nearby. Two allied behind them, in the opposite direction.
soldiers bearing a stretcher fall into the investigators’ cover. If the investigators carry the wounded man toward the
One’s head has been sheared off by the blast, the other is yellow light, call for at least one more series of 1D4 Luck
left strangely unmarked. Both are dead, and the sight calls rolls, each failure calling for a roll on the “Random Move-
for a loss of 0/1D3 Sanity. The figure on the stretcher rolls ment Event Table.” After they have traveled some distance
over into the mud, moans, sees the investigators and croaks, in this direction, the man on the stretcher wakes up. “What
“medical tent...the light...take me...to the light….” The man are you...doing?” he asks. If told they’re heading toward
lapses into unconsciousness and, examining him, the inves- the light the man gazes in horror toward the yellow light.
tigators find he is wounded in the shoulder and belly. “No!?” he cries. “Not that light! The Gas Men are there! No!
If necessary, allow the investigators an INT roll to re- The white light! Take me...to the white light!” He passes out
alize the medical tent the man talks about is illuminated. again. If the investigators have had it easy thus far, call for
Spot Hidden rolls make out a dim yellowish light in the another 1D4 Luck rolls to avoid rolling on the “Random
127
TWO TALES OF KINGSPORT
Movement Event Table”; otherwise, let them reach the
white light without serious incident.
As they near the white litten area, any investigator who Encounters
lives in Kingsport, or who has spent more than a few days Most of the following encounters reflect the twisted memo-
there, and who can make an INT roll, sees the hospital tent ries and dark fears conjured by McKenna’s damaged brain.
is on a rise that for some reason calls to mind the Con- Note that not all these creatures need be met during the
gregational Hospital atop Central Hill in that city in the investigators’ first nightmare tour of The Night War. Two
mists. As they approach the almost circus-sized tent, the additional nightmares lie ahead, so there should be no
investigators hear screams and groans coming from within. hurry to get all these horrors into play right away.
Outside, a rail-thin man clad in a bloody apron puts down
his cigarette and waves the investigators and their wounded
charge inside. Skull Soldiers
Inside are dozens of cots containing men, or parts of Among the most commonly encountered combatants
men, all drenched in blood, many with missing limbs, some on the fields of The Night War, Skull Soldiers are undead
holding their guts in with both hands, others with shattered soldiers clad in the uniforms of the U.S., Britain, France,
skulls showing splattered brains, some with faces punched Germany, or others. Regardless of the uniform they wear,
in by great chunks of shrapnel. Anyone entering the hospi- the Skull Soldiers consider all living soldiers their enemies,
tal tent loses 1/2D3 points of Sanity for seeing this mass of and attack on sight. The Skulls may be freshly dead, skeletal,
shredded humanity. A handful of weary men with blood- or anything in between, with missing limbs and numerous
stained clothes and bloodstained hands move among the wounds not uncommon, and most have skulls for heads.
moaning, screaming wounded, administering morphine They are completely silent, never breathing, speaking, or
injections with one hand and—almost to a man—holding crying out even when wounded. If a skull soldier makes a
cigarettes in their mouths or free hands. In a far corner, Hard INT roll it may fire with its rifle; otherwise, it charges
masked men in aprons work with scalpel and saw, eliciting to the attack with its bayonet.
screams from the men they try to save. In a corner, an agi-
tated man barks into a field telephone, “What? Well, you tell
West to go the Devil!” and slams down the receiver.
Two aproned men take the wounded man from the
Gas Mask Men
The Gas Mask Men are similar to the Skull Soldiers in that
investigators, and another motions them to a corner where they are common, and relatively weak enemies. They too
coffee and sandwiches await. There, more bloodstained may be found wearing any uniform, but they also wear
men stand smoking in grim silence. A Spot Hidden roll the old-style flannel, or the newer small box respirator gas
spots several containers of ether within arm’s reach of the masks, giving them a frightening appearance: snouted,
smoking doctors. Warned about their danger, the men goggle-eyed, and implacable. The Gas Mask Men serve the
smile wearily. “If the ether doesn’t get us, it’s just as likely Ghost Gas, for whom they procure the bodies of freshly
a stray shell will. One way or the other, we’ll be out of this killed soldiers, which they then burn in great bonfires to
hellhole,” responds one, then they return to their smoking. feed the gas. The investigators may encounter the Gas Mask
They can be engaged in further conversation but have Men on the battlefield, bearing stretchers laden with their
little pertinent to tell the investigators. Asked about the prey, and mistake them for their fellow men—to their sub-
Gas Mask Men, the medics tell them the Gas Mask Men sequent horror when the Masks turn to attack them. Like
are the mask-wearing fellows who collect bodies—living the Skulls, a Mask may fire its rifle if it makes a Hard INT
and dead—and use them to create more of their own—or roll. Otherwise it lunges with its bayonet.
maybe worse, though no one knows for sure. Asked about
the supernatural elements encountered, the doctors merely
say, “Some of ‘em go home when they get killed out there.
Some go to Heaven, some to Hell. But some...some don’t.
Crater Things
Crater Things live beneath the mud and water at the center
Some stay here to keep fighting. And so it’ll be till the last
of random shell craters and are usually found one at a time.
of us is dead.”
They appear as human soldiers lying wounded and help-
Wounded investigators can get treated here, gaining
less, half submerged in the water and mud. In reality, their
1D6 points at the hands of the well-practiced medics. If
lower extremities end in two thick tentacles which they
the investigators linger too long though, the Keeper should
use to anchor themselves in the muck while they pull their
have shells begin dropping, falling progressively nearer the
prey below the surface and consume them. They attack by
tent. Unless the investigators take the hint and flee, they are
luring their target within arms’ reach then grabbing them
caught in a titanic blast when a shell does finally explode
and trying to drag them beneath the surface, constricting
next to the tent, igniting the ether and creating a fiery ex-
their prey under the mud and water.
plosion. Anyone still inside the tent suffers 6D6 points of
damage; anyone who barely escaped still takes 2D6 damage.
128
THE NIGHT WAR
Fighting (Brawl) 35% (17/7), damage 1D3 + db, or bayonet (1D8+2 + db) Attacks per round: 2
Firearms (Rifles/Shotguns) 35% (17/7), damage 2D6+4. (.30-06) Fighting (Brawl) 45% (22/9), damage 1D4 + db.
Armor: 1 point of heavy clothing. Entangle (mnvr) If a Crater Thing hits with both grapple attacks, it drags
Skills: Listen 35%, Spot Hidden 35%. the victim into the grasp of one of its leg-tentacles, which does 1D8
Sanity Loss: 0/1D3 constriction damage each round thereafter, unless the victim breaks
loose of its grasp by overcoming it with an opposed STR check.
GAS MASK MEN, Evil Combatants Armor: 2 points of rubbery hide.
Skills: Appear Human 65%.
Roll #1 #2 #3 #4 #5 #6 #7 #8 #9 #10
Sanity Loss: 1/1D4
STR 3D6 55 40 50 75 55 50 45 35 65 60
CON 3D6 25 55 70 60 45 50 60 40 35 60
SIZ 2D6+6 75 70 60 70 65 55 80 70 70 65
INT 3D6 55 45 40 60 65 60 75 40 45 50
POW 3D6 55 50 35 55 60 25 80 50 45 45
DEX 3D6 50 45 55 70 50 55 50 40 70 60
HP 10 12 13 13 11 10 14 11 10 12
DB +1D4 none none +1D4 none none +1D4 none +1D4 +1D4
Build 1 0 0 1 0 0 1 0 1 1
Move 7 7 7 8 7 8 7 7 8 7
ATTACKS
Fighting (Brawl) 45% (17/7), damage 1D3 + db, or bayonet (1D8+2 + db)
Firearms (Rifles/Shotguns) 30% (17/7), damage 2D6+4. (.30-06)
Armor: 1 point of heavy clothing.
Skills: Listen 30%, Spot Hidden 30%.
Sanity Loss: 0/1D4
129
TWO TALES OF KINGSPORT
x20 yards from the investigators. The shelling lasts for 1D6 the earth around you collapses into the sinkhole,
rounds, and each round the shells fall twenty yards closer and you find yourself deeper and deeper within the
than the last barrage, perhaps pounding right past them pit. Something falls past—an undead soldier with
across the battlefield. Investigators who throw themselves flesh like a mummy’s. It grabs you as it falls, pulling
into a crater or trench are protected enough to give them a you away from the post and plunging the two of
Luck roll each round to avoid damage, though they may be you into the darkness below….
showered with earth or even partially buried by the explo-
sions. Failing the Luck roll, the investigator takes 1 hit point TT 3. Curse your luck—you’ve caught your leg on
of damage for every 5 points rolled above his Luck number. barbed wire. The earth falls away behind you, then
A fumbled roll means the shell lands right on top of him, beneath you. You find yourself dangling upside
killing him instantly. If the Keeper wishes, the investigators down in the deepening pit. Struggling to look up,
may find a trench deep enough to fully protect them from you see the top of the pit now impossibly far above
the bombardment. Anyone caught without cover takes full you. Then, just as you drop into ultimate darkness,
damage from the exploding shell: 10D6 within two yards, you see something else falling into the pit, some-
9D6 within four yards, 8D6 within six yards, and so on. thing manlike, but too big to be a man. The last
thing you hear is your own scream....
The Nightmare Ends TT 4. You see a solid rock spur ahead, if you can only
reach it. You hear muddy earth collapsing noisily
behind you, then you reach the rock and turn to
The Keeper should allow the investigators to explore part
of the blasted landscape of The Night War, experiencing look back. Hundreds and hundreds of yards across,
several different minor encounters and at least two or three the muddy sinkhole is devouring the entire battle-
combat encounters before the nightmare finally comes to a field. You see shapes—some like men, some not—
merciful end. fall into the growing abyss. Wire and barricade and
The end of the nightmare begins with an artillery bom- trench and ruin and crater, all vanish into its maw.
bardment some ways off, at a safe distance from the inves- Then it reaches your rocky perch and you stand
tigators. For several minutes the shells whistle downward looking into the black pit below. Somewhere across
and detonate in the mud. The last such shell lands nearby, the vast crater comes the sound of a thousand
causing a violent earth tremor that throws the investigators screaming men and, silhouetted in the distance, a
to the muddy ground and continues rumbling even as the huge manlike shape struggling in the mud before it
shells stop falling. Regaining their footing, the investigators too falls endlessly into the dark maw of the crater.
see the mud bubbling and heaving in the crater left by the Even as you watch it disappear, your rocky perch
shell. Suddenly the mud in the center of the crater drops, tips and then you too are falling, falling, falling....
then collapses into a massive sinkhole, threatening to en-
Day Two:
gulf the investigators. As they flee, the ground behind them
continues to collapse into the yawning pit. Each investiga-
tor must roll D100. The Keeper then reads the following
information to the investigators, beginning with whoever
rolled the highest and continuing down the list in order of
the highest to lowest rolls. The Keeper may have to impro-
Awakening
The next morning, after the investigators awake from their
vise or alter an existing passage if there are more than four
investigators left at this point. nightmares, they must make an INT roll to remember
their dream in its entirety. Those failing have only vague
TT 1. Turning away from the crater to run, you slip memories of certain portions of the dream, forgetting
and fall, skidding down the sloping side directly
details and particular incidents. The Keeper should now
toward the gaping sinkhole. The earth falls away at
halve each investigator’s total Sanity loss and apply it to
your feet as you try to scramble back toward the
the characters as they convince themselves the terrors of
crater rim. If another investigator has stopped to
the night were merely a very bad, very realistic dream. Note
help, you grab his hand just as the ground collapses
that since this nightmare lasted several hours of game time,
beneath you. Unfortunately, you have doomed the
an investigator losing 20% of his starting Sanity total does
two of you, as your weight pulls your despairing
not go indefinitely insane as a result of the ordeal.
friend into the abyss with you….
130
THE NIGHT WAR
Recollections of
Day One
The Keeper should now outline the events
leading up to last night’s terrible dreams of
The Night War—specifically the events of
Day One. They now learn that on the previ-
ous day one of their fellow investigators was
stricken with a sudden injury or illness while
visiting the seaside city of Kingsport. The
other investigators then visited this person in
Kingsport’s Congregational Hospital. While
they were visiting their hospitalized friend,
an investigator making a successful Listen
or Medicine roll learned, in passing, that the
patient in the neighboring bed is in a coma.
Also, anyone making an Extreme POW check
(or the lowest such roll, if none succeed),
recalls hearing a random hospital employee
complaining of poor sleep due to nightmares
he had the night before.
As a change of pace, the Keeper may wish
to keep the hospitalized investigator confined
to his bed during the entirety of this inves-
tigation, especially if he or she is seriously
wounded or ill. Also, it should take the inves-
tigators more than a single day to interview
all the individuals in Arkham and Kingsport
who have knowledge of Willson McKenna
and his wartime experiences.
Kingsport and
the Hospital
Presumably, the investigators are concerned
enough to seek out the cause of the vivid war-
time nightmare, especially when they realize
they have all shared the same dream. At the
Congregational Hospital, if the hospitalized
investigator has bothered to ask the nurse
about his roommate, he’s been told his name
is Willson McKenna, age 28. McKenna is from
Arkham and had been visiting Kingsport
when he collapsed and fell into a coma two
days ago. He hasn’t awakened and his con-
dition is worsening. A Charm, Fast Talk, or
Persuade roll made while interviewing the
nurse reveals that the attending physician, Dr. berg, none of the hospital employees know that McKenna
Neuberg, says McKenna’s condition is “very grave indeed.” served in the Great War.
Asked about any nightmares she’s lately had, the nurse If the hospitalized investigator makes a Luck roll, Will-
says she hasn’t had any she remembers but mentions she’s son McKenna’s mother, Janice, comes to see her son. If they
slept badly the past couple nights. Her friend who works in succeeded on a Hard Luck check, Willson’s father Evert will
housekeeping has slept badly, as well. Other than Dr. Neu- come along, too. See the “Arkham Investigations” section
for information the parents can pass along.
131
TWO TALES OF KINGSPORT
If they wish, the investigators may inquire with other came back from the war. A shell went off too close to him,
hospital employees as to any nightmares they may have the doctors said, damaging his brain. Hospitalized, Willson
had. There is a 50% chance the person asked is offended missed the last few months of the war and has been on
and refuses to answer the question; a 20% chance the expensive medication ever since. Evert got Willson a part-
person hasn’t had any bad dreams they can remember; a time job at Gleason’s, but his illness prevents him from
15% chance they’ve slept poorly; and a 15% chance they working too much. Most of the time he spends sitting in his
vaguely remember strange dreams of darkness and war and room, staring into space. It doesn’t take a Psychology roll
death. Even outside the hospital, they see people nodding to see the elder McKenna is sorely disappointed in his son,
off or overhear complaints about lack of sleep. If asked, and maybe always has been. Any investigator who saw the
these people reveal they too slept poorly or had terrible silhouette of the mountain in The Night War and likened
dreams. This discovery costs the investigators 0/1D3 points it to a brooding man may make a Hard INT roll which, if
of Sanity when they realize how widespread the nightmare successful, allows the investigator to realize Evert McKenna
epidemic may be. resembles the looming mountain. If the elder McKenna is
Young Dr. John Neuberg can be found in the hospital chastised for dismissing his troubled son, he throws the
60% of the time, otherwise, he is seeing to his private prac- investigators out and tells them not to come back.
tice in his Back Street office. He won’t discuss the details of Janice McKenna is a small, plump, profoundly sad
McKenna’s condition unless he knows and trusts the inves- woman in her early 60s. She loves her son dearly and blames
tigators. Otherwise, all he will say is McKenna has been in herself for his current plight. She had thought if Willson
a coma for two days, during which time he has weakened stayed a few days in the pretty seaside town it might clear
physically, and that his prospects are not good. If Neuberg his head and cheer him up. Instead, she worries she might
trusts the investigators, he reveals McKenna suffered a have killed him. She tries to visit Willson when she can get
severe neurasthenic shock to his brain from an artillery away, but Evert is reluctant to see the boy.
shelling in the Great War. McKenna’s regular physician, If Mrs. McKenna is asked, she allows the investigators to
Dr. Horton Wilson of Arkham, prescribed medication for see her son’s room, in the cramped attic above. With more
frequent headaches and loss of balance. Dr. Neuberg says, than two people in it, the tiny room is crowded, and there
“he might have a few days, or he could go in a few hours. is little to see: a bed, a dresser, a doorless wardrobe with a
There isn’t much we can do but hope he pulls out of it couple of suits and dress shoes, and a few old history books.
himself. Then again, as much as he’s suffered, maybe he’s “Willson used to love to read, but he can’t concentrate any-
better off just fading out like this. No pain, just die while more, and it gives him such headaches...” Mrs. McKenna
asleep.” Dr. Neuberg can give the investigators the address comments.
of McKenna’s parents in Arkham, and, if they have gained There are no physical clues here, but an investigator
his confidence, a letter of introduction to Dr. Wilson, as looking out the window sees a willow tree in the backyard,
well. a sight which means nothing now but may eventually aid in
finding McKenna on the blasted plains of The Night War
Arkham
later on.
If the McKennas are asked about the specifics of their
Investigations
son’s service in the Great War, and how he received his
injuries, they can tell what little they know. Willson’s regi-
ment, the 23rd Massachusetts Volunteers, was stationed in
Willson McKenna was born and raised in Arkham, where the north of France in 1918. Willson had been there only
he still resides. Investigators will likely travel up to Arkham a few months when he was sent out on a raid one night.
in order to research McKenna. When the raiders didn’t return, they were given up for lost.
The next night a friendly patrol found Willson lying in a
The McKenna Family crater, cold and wet and dazed. They carried him back to
their lines, where he was sent back to an aid post, which in
Evert and Janice McKenna live with their son in a narrow turn sent him to a shock ward where he stayed for several
two-story house in a lower-middle-class neighborhood on months until the war ended. When he came home, he still
North Sentinel Street, south of the Miskatonic River on had headaches, dizziness and an inability to concentrate,
the east side of the city. Evert manages the clothing depart- as well as a severe aversion to loud noises. All he would say
ment of Gleason’s Department Store while Janice works at about the fighting that night was that everyone else died
Keenan’s Laundry on East College Street, not far from their and he couldn’t understand how he had lived when they
house in Rivertown. Both are found at their places of em- were all so much more experienced and brave than him.
ployment during the day, and at home only in the evenings. The McKennas remember the names of only a couple of
Evert McKenna is a tall, balding man in his early 60s, Willson’s platoon mates: August Kirke, and Alan “Tol” Tol-
with a somewhat sour disposition that turns even less bert, both of Arkham.
pleasant when discussing his son, Willson. Evert says Will-
son was never a strong person, and even weaker when he
132
THE NIGHT WAR
133
TWO TALES OF KINGSPORT
a couple months later. I
wish I could have seen
how brave he was when
they hauled him back
to the field hospital mi-
nus a leg and a half. At
least Suydam was lucky
enough to cash out
rather than hanging on
like that poor kid.”
If asked, Tolbert
can give some specifics
about the area where
McKenna was found
and can draw a map
similar to the one
drawn by Lieutenant
Kirke (see “The Night
War Papers #2”).
“Tol” remembers
the names provided by
others, but says they
won’t find Linche at
the address the inves-
tigators have, “’Cause
that house ain’t there
no more. Tore it down
years ago. He’s at the
Borden Arms these
days.” The Borden
Arms is an Arkham
boarding house located at 488 W. High Lane. The Night War Papers #2
134
THE NIGHT WAR
kid. He was really done in. Asked if he’s dreamt of the war ther direct or lead the investigators toward the approximate
recently, Linche replies, “only every goddamn night for the area the missing patrol was last seen headed.
past ten years.” Keeper’s Note: If Private Linche is killed during this
Shown the battlefield maps drawn by his fellow soldiers, dream, he dies in real life too, the victim of a heart attack
Linche says Tolbert’s seems more accurate, but he doesn’t brought on by alcoholism and the terrific stress of this
know much from maps. If he has been drinking, Linche is nightmare. In such an event, each investigator loses 0/1D3
in tears by the end of his interview with the investigators, Sanity points for possibly hastening the man’s death.
a circumstance which costs them 0/1 point of Sanity for
Events and
reminding the man of the worst time of his life.
Continues
tale of the investigators’ travel across the battlefield during
this second nightmare. A few new encounters are described
below, along with some variations on elements from the
first dream. And as before, the Keeper is urged to occasion-
Again, due to having come within close proximity to
ally have the investigators cross fire zones, each requiring
Willson McKenna in the dream-rich city of Kingsport, the
1D4+1 Luck rolls, with each failure calling for a roll on
investigators again dream of The Night War, regardless
the “Random Movement Event Table.” The Keeper should
of where they spend their night. Even investigators slain
also introduce other soldiers and allow foraging for gear as
during Night One are dragged back into this second dream.
outlined in Night One.
If they try to avoid sleep by drinking coffee, or taking
The investigators may have the rough maps of where
amphetamines or other drugs, the Keeper is urged to have
Willson McKenna was found, but identifying the land-
them crash hard the following night, perhaps making
marks on these maps is difficult, due to the fluid nature
their final nightmares far more potent and deadly than
of The Night War’s battlefield. They may need to seek help
they would have been normally. This is left to the Keeper
locating these landmarks from others in the dream or use
to judge as he sees fit. The Keeper should again keep track
another method to find the missing young soldier. Again,
of each investigator’s Sanity losses, as these totals are to be
these sources of information and methods of finding McK-
halved once the dream ends.
enna are discussed below.
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TWO TALES OF KINGSPORT
The investigators can also fire back, but they only hit
The Stretcher Bearers the sniper on an impaling roll, and then only for normal
damage. If the sniper is killed, it’s up to the Keeper whether
At some point in their voyage across the dark, blasted
landscape, the investigators come across a group of 1D6+1 he wants the rifleman to be a regular Skull Soldier, or per-
stretcher bearers gathering up the bodies of the fallen. haps an enemy from the investigators’ past, living or dead.
As the investigators approach, a Hard Spot Hidden</h> If the latter, the Keeper may wish to have him or her utter
recognizes the stretcher bearers as Gas Mask Men. The some witty or cryptic comment on their previous encoun-
investigators can attack or avoid the scavenging menaces if ters before he or she dies, smiling grimly.
they are spotted ahead of time, otherwise the silent masked
horrors drop their carrion and attack.
The Silent Marchers
Like Night One, the investigators at some point meet a
The Brooding Mountain group of soldiers silently marching toward enemy lines,
their numbers at the same reduced level the investigators
Investigators who realized the dark shape of the mountain
looming over the battlefield resembled a man, and who witnessed in the previous dream. As before, the soldiers ig-
subsequently recognized that figure as McKenna’s grim nore the investigators at first pass. Later during this dream,
father, may wonder at the mountain’s significance in the they will again be seen trudging across the battlefield, again
dream. A Psychology or Hard INT roll theorizes that reduced, battered, and weary. If an investigator approaches
perhaps, like McKenna’s father, the mountain is “looking them and asks about Willson McKenna, the figures march
down on” Willson, and that he perhaps can be located by silently on. All but one. This one wearily turns and points,
following the mountain-father’s gaze. Estimating where wordlessly, into the distance; then he rejoins his endlessly
the mountain is “gazing” requires an Extreme success on marching comrades.
an INT check, which each investigator may attempt only
once per night.
Gas!
The most feared weapon of the Great War was mustard gas,
The Sentinels which didn’t kill immediately, but could take days or weeks
to slowly, agonizingly destroy its victims. Even those who
As the investigators cross a wasteland of shell craters, corps-
es, barbed wire and barricades, a Spot Hidden roll notes survived could be left permanently crippled by its effects.
the heads and rifles of several entrenched Skull Soldiers. Now, as the investigators cross the darkness of The Night
They are facing into the No Man’s Land the investigators War, several gas shells fall nearby. Allow each investigator
are crossing. If more than one successful roll is made, the a Spot Hidden roll to note the pale yellow smoke or fog
investigators see the heads and rifles of countless Gas Mask emanating from these fresh shell craters.
Men facing toward No Man’s Land from the opposite side An investigator who was in the war recognizes the dread
of the field. This dilemma costs the investigators 1/1D4 gas drifting toward them. If there are no veterans among
Sanity. As they throw themselves flat in anticipation of the the investigators, an INT roll is allowed. Anyone who recog-
barrage to follow, they note that neither side has moved an nizes the weapon and its horrible effects loses 1/1D3 Sanity
inch. They continue to stand, mute and unmoving, as the points. If they try to outrun the gas, an investigator needs
investigators crawl out of the potentially lethal crossfire. At to succeed at a Hard STR, CON, or DEX check (whichever
no time does either side ever move. is highest) or suffer the effects of the gas. Anyone donning
a gas mask must roll DEX to put it on correctly, otherwise
he or she only gets half the normal protection provided
Sniper! by the mask. War veterans automatically put the mask on
correctly and may help one other person do so before the
A shot cuts through the eerie silence of the investigators’ gas reaches them. When the gas reaches the investigators, its
trek across The Night War. This first shot is at a random acid tongues burn each of the investigators for 1D4 points
investigator or accompanying soldier and does normal of damage, calling for a further Sanity loss of 1/1D4 points.
damage. If an investigator makes a Luck roll he is able to Those in masks suffer no further damage, but the burning
find cover from the sniper. If unable to find cover, another is painful enough—reduce their DEX by 1D6x5 points for
shot is fired two rounds later. the remainder of this dream.
Investigators making Hard Spot Hidden rolls spot the Anyone caught without their mask must make an
muzzle flash of the sniper’s rifle and may try to flank him. Extreme CON check. Those who don’t succeed suffer the
Failing this, each investigator needs a Stealth roll to slip full effects of the mustard gas—3D6+3 points of damage,
away from the murderous rifleman, any failed Stealth roll applied at a rate of 2 hit points per hour, for the remainder
may bring another shot from the sniper, who can fire once of the dream; and all skill checks require Hard successes
every two rounds. (also for the remainder of this dream), as the gas burns
136
THE NIGHT WAR
their eyes, lungs, skin, and makes breathing sheer agony. If
investigators succeeded at their Extreme CON check, they
only take half the damage, applied at a rate of 2 hit points
The Morrigan
In an incident similar to one described in Night One, the
per hour, and do not suffer any penalties to their skills. investigators come upon an area scattered with corpses,
some on the ground, some hanging in the wire. Scattered
about on different corpses sit three glaring
ravens. As investigators pass, they hear voices
behind them. When they turn back to look,
they see the ravens have grown much larger,
and are now nearly the size of large dogs.
“What do you want?” croaks one of the birds.
Investigators lose 0/1D2 points of Sanity hear-
ing the bird speak. The ravens say their names
are Morrigan, Nema, and Macha, known to-
gether as the Morrigan. A Folklore or halved
Occult roll identifies these names as those of
a trio of Celtic war goddesses known for their
bloodthirsty ways.
If the Morrigan are asked about Willson
McKenna, they croak among themselves for
a few moments, then one says, “I don’t know
where he is, but I could find him for you—if
you make it worth my while.” Asked what
she wants in exchange, the other ravens mo-
mentarily squabble, but finally the speaker
says, “I’d like to be able to see into your world
again. I’d like an eye. One of yours would do
nicely.” The investigators can do as they wish,
but if one agrees, the raven has him or her lie
down on their back so the croaking goddess
can messily scratch out the eye with her sharp
talons. The raven then plucks out one of her
own eyes, devours it, and clumsily pokes the
investigator’s eye into its grisly empty socket.
Witnesses lose 1/1D3 Sanity for seeing this.
The actual victim suffers 1D6 Hit Points of
damage and loses 1/1D4 Sanity points. The
raven, deal made, then flies off, wheeling into
the dark night. The other ravens continue to
dine, occasionally croaking in what sounds
very much like laughter.
1D3 hours (and perhaps as many en-
counters) later, the raven returns. She gives
the investigators precise directions to where
McKenna lies, cold and paralyzed with fear,
in a shallow crater close to the enemy lines.
“Good luck,” cackles the Morrigan. “You’ll
need it. And thanks for the peeper.” With that,
all three ravens soar off into the night, croak-
ing uproariously.
An investigator who surrenders his eye has
all sight related skills halved during this and all
subsequent dreams, whether in this scenario
or in other dream-related adventures, for the
rest of their career. In addition, if the investi-
gator fails a POW roll, he or she may also lose
137
TWO TALES OF KINGSPORT
sight in the missing eye in the waking world, temporarily the lowest roll nearly reaches an old shell crater before he
or permanently, as the Keeper desires. The Keeper might or she is hurled forward by the blast and smashed to the
also wish to have the maimed investigator suffer mysterious ground. As they lie dying in the muddy crater, vision dark-
visions caused by the Morrigan’s use of his eye—fodder for ening, they see a youthful figure cowering next to them.
further adventures in this world and others.
As the investigators approach the area where they believe TT An investigator visiting the hospital gets a glimpse
McKenna might be found, allow them to spot one or more of a passing doctor, clad in a horrifically blood-
of the landmarks indicated by their maps or mentioned by stained apron and mask.
other witnesses—a blasted forest, two stone spires like the
Devil’s Teeth. And in the distance, a Spot Hidden roll picks TT An investigator briefly glimpses a uniformed,
out the unlikely shape of a willow tree standing alone amidst rifle-toting soldier walking within a group of pass-
this shattered landscape. An INT roll made by anyone who ersby on the street.
saw the willow tree outside Willson McKenna’s window in
Arkham recognizes that very same tree, here, amid all the TT The investigator hears the staccato report of ma-
madness. Surely McKenna can’t be far away. chine gun fire and imagines bullets ricocheting off
Unfortunately, even as they slog toward what must be the side of the nearest building, sending splinters
their final goal, McKenna’s self-destructive subconscious of wood flying. Passersby may be alarmed by the
surges forth and, just as the night before, the sky is sudden- investigator’s frantic ducking and covering.
ly cut by the sound of distant explosions, a whistling in the
TT A flare arcs into the clear sky above.
air, and the approaching concussions of artillery shells. Let
them run for cover, let them run for McKenna. Have each TT Out of the corner of his eye, an investigator sees
roll D100, and then let them all die in the shelling, begin- something huge and man-like pass behind a nearby
ning with the highest roll first. The investigator who makes multi-story building.
138
THE NIGHT WAR
TT Crossing a street, an investigator sees several bloody,
bullet-riddled bodies littering the pavement, or
lying scattered in a nearby park. The Dream Begins
The final dream begins exactly like the previous night,
TT Dead soldiers are seen everywhere, standing on investigators finding themselves again crouched in a dark,
street corners, in the hospital cafeteria, beside a muddy trench, kitted out with their Great War gear and
parked car, in the window of a house, etc. If Private weapons. Tonight, the sky is black, starless, yet cloudless,
Linche died during the dream, he might be one of with infrequent flashes of lightning along the horizon.
the soldiers seen, at a cost of an additional 0/1D3 This time the investigators find themselves alone in the
Sanity points. trench. Climbing out and making their way across the ru-
ined landscape, they see very few normal soldiers and only a
few other enemies or groups of enemies. If the investigators
McKenna’s Condition somehow managed to avoid last night’s dream, they may
meet the young Private Linche described in the previous
On the morning of the hospitalized investigator’s third day
night’s dream. As before, if Linche dies in this nightmare,
of recuperation, he awakens from his terrible nightmare to
he dies in real life as well, causing each investigator to lose
find Drs. Wilson and Neuberg quietly discussing the case
0/1D3 Sanity points in the waking world when they learn
of the patient in the neighboring bed. Both doctors look
of the veteran’s death.
grim, and a Listen roll allows an investigator to hear Wilson
Now the investigators probably have a goal in mind—
whisper McKenna probably has no more than a couple days
find and rescue, or possibly kill Willson McKenna. They
to live, if that. As before, the doctors won’t discuss details of
should have maps showing his approximate position on the
Willson McKenna’s condition without having some reason
battlefield, and may even have almost reached him before
to trust the investigators. If asked, Dr. Neuberg has had
they were annihilated at the end of the last nightmare.
no nightmares but admits to sleeping poorly. Dr. Wilson,
however, has had nightmares, though he can’t recall what
they were.
Events and
Other Investigations Encounters
The investigators probably haven’t yet interviewed all of As with previous dreams, the Keeper should use some of
McKenna’s fellow soldiers or other interested parties and the “Encounters” and “Atmospheric Events” described
may continue their inquiries along these lines during Day in Night One and Night Two, applied as the investigators
Three. As with the previous night, they may try to stave off cross The Night War, along with a few new encounters
sleep with countless cups of coffee or drugs, but regardless, as described below. Also, allow foraging in trenches and
anyone who had the first nightmare is again sucked into among the dead. Again, if all of the investigators somehow
tonight’s dream, the final assault of The Night War. avoided the previous night’s dream of The Night War, the
Keeper should introduce events from Night Two over the
Night Three:
course of this dream, as desired or required—possibly The
Medical Tent and The Colossus of Corpses. The Keeper
should also have the investigators occasionally forced to
The Night cross fire zones, calling for Luck rolls to avoid rolling on
the “Random Movement Event Table” from Night One.
War Ends
Another terrifying gas shelling shouldn’t be out of the
question either.
139
TWO TALES OF KINGSPORT
of rounds has swatted, stomped, or kicked half of them to
The Trench Crawler death. The Ghost Gas then drifts into the midst and the
Masks rally and begin to regroup. The Ghost Gas swarms
This encounter occurs as the investigators make their way
through an abandoned trench littered with corpses, sup- about the Colossus’s legs, drawing out the life forces of its
plies, and debris. Near a collapsed portion of the trench, an corpse components, weakening the Colossus, even as the
investigator hears a grunt, and there, partially buried in the giant golem sears the screaming Ghost Gas with its burning
mud, lies a wounded Allied soldier, his hand reaching out searchlight eyes. But it’s a battle the Colossus cannot win,
imploringly, his face streaked with mud and blood. If an in- even though it may damage and weaken the Ghost Gas
vestigator approaches and tries to pull him out, the soldier during the battle. The immaterial Gas monster and its
grabs the investigator with both hands then rears up out masked servants eventually bring it down, and as the dying
of the mud. The soldier is, in fact, a ghastly, caterpillar-like Colossus stumbles about, limp human forms fall from its
conglomeration of human torsos with multiple shoulders bulk, scattering themselves across the field, most dead and
and arms, pelvises with numerous legs, all surmounted mangled.
by a human head. The abomination is nearly twenty-five The investigators can either ignore this conflict, watch it
feet long, a clumsy carnivore eager to capture more prey to from a distance, or try to intercede. An INT roll might guess
devour and add parts to its grisly body. that they can even the odds a bit by taking the Colossus’s
side at first, then later destroying it once the Ghost Gas and
its servants are felled. If the Colossus goes down, an INT
The Silent Marchers roll notes its searchlight eyes are still lit, and the Ghost Gas
is warily avoiding them.
Once again, the investigators see the same weary troop If the investigators can reach the searchlight eyes of
of soldiers making their way across the battlefield. Only a the fallen Colossus, they can use them as weapons against
handful of battered men remain, silent and haunted as they the Ghost Gas, and its servants. Each searchlight requires a
trudge off into the darkness, ignoring the investigators. STR of 60 to maneuver and aim, with the chance of hitting
Later, as the investigators near the area where they be- the target equal to a Hard DEX check of the investigator
lieve Willson McKenna is to be found, they see the last of aiming the device. Each successful searchlight attack causes
the silent marchers, a lone figure stumbling toward them 1D8 points of damage per round. The Ghost Gas can also
out of the gloom. He is alone, helmetless and weaponless, be attacked with flare guns or fire (the Masks have a big
and he staggers to within a few yards of the investigators fire burning already). The Ghost Gas and its servants won’t
before collapsing. The expression on his dead face almost bother to pursue the attackers should they flee, preferring
seems to be...relief. to burn and feed on the many corpses scattered about them.
140
THE NIGHT WAR
the whine of machine gun fire. To reach cover, each investi- know who they were. We were...we were...coming back...a
gator must make 1D4 Luck rolls, each failure indicating an sniper blew off Kenny’s head. I mean, one minute he was
unmodified roll on the “Random Movement Event Table.” there, and then he didn’t have a head. We got into the wire
Once they reach cover, a Hard Listen roll identifies the and the machine guns got Michael and Keith. We started
sound of sobbing coming from somewhere nearby. A sec- crawling then...and then the bombs started dropping, clos-
ond Hard Listen roll is necessary to figure out the direction er and closer. Oh my God! Closer and closer! God! I started
of the sobbing. Following the sound over open territory, running, I just left Gerry and Stephen and Francis and I just
another 1D4 Luck rolls are needed to avoid rolling on the ran! Oh God, they’re still out there! Oh Jesus! I hear them
“Random Movement Event Table.” calling for me sometimes….”
Allow each investigator a Hard Spot Hidden roll to spot The investigators must decide how to deal with the
the youth crouched and shivering in a nearby shell crater. hysterical and terrified McKenna. He doesn’t want to move
The investigators can rush to his side, but only after rolling and doesn’t think he’s capable, though he doesn’t seem to
a single Luck roll to avoid an unmodified roll on the “Ran- be injured. The investigators may decide the most prudent
dom Movement Event Table.” and perhaps merciful course is to put the young man out
Willson McKenna, shivering and crying in the muddy of his misery here in the lonely wastes. This is done easily
bottom of a deep crater, appears much younger and health- enough with a bullet to the head, though McKenna’s terri-
ier than the older, wasted figure who lies dying in a hospital fied screams for help or mercy automatically cost the inves-
bed an ocean, a decade, and a nightmare away from this tigators 1D6 points of Sanity. This ends the nightmare, and
terrible place. McKenna is unhurt, but too terrified to the investigators awaken the next morning.
move, though he fears for the lives of his companions. And If the investigators try to take McKenna to safety, the
looming above the crater where he lies, the black anthropo- battlefield—triggered by McKenna’s subconscious—bris-
morphic silhouette of the mountain glares disapprovingly tles with gunfire and mortar shells until they decide this
down on the young man. Anyone who looks up and sees is too dangerous a tactic. Each round they must roll Luck
that foreboding figure loses 0/1 point of Sanity. to avoid rolling on the “Random Movement Event Table.”
“We were on patrol. A trench raid. God, they killed so McKenna also rolls, and if he is killed the dream abruptly
many of those men, just beat them to death, shot them in ends. See “Dawn,” below.
the face, stabbed them in the guts with a bayonet, oh my On the other hand, a Hard Psychology roll guesses
Jesus. They stripped the insignia off their uniforms, had to McKenna needs to find the men from his patrol; otherwise
141
TWO TALES OF KINGSPORT
Day Three:
he’s afraid to leave the shelter of the crater. The investigators
must help the unarmed McKenna to his feet and half carry
him wherever they plan to go. As soon as they leave the
Possible
shelter of the crater—for whatever reason—the battlefield
comes alive with gunfire and mortar fire which continues
Endings
for the remainder of the nightmare. All around the inves-
tigators the battlefield is awash in the chaos of combat as
dozens of Allied soldiers charge and fire and seek cover and
die. They are totally oblivious to the investigators.
The investigators awake with the dawn. As before, the
If they want to try and find McKenna’s lost companions,
Keeper should halve all Sanity losses accrued during this
they might try calling out and listening for replies. Unfor-
nightmare, and any investigator failing an INT roll has only
tunately, McKenna’s companions are all dead, and only he
foggy and incomplete memories of his nightmare.
hears their ghostly replies over the raging battle. McKenna
If McKenna died in the dream, he has died in the real
can lead the investigators toward his fallen comrades, but
world as well. On the other hand, if the dreaming McKenna
each such passage requires 1D4 Luck rolls to avoid rolling
was made to realize his friends were dead through no fault
on the “Random Movement Event Table” with a +1 modi-
of his own, the Keeper is left with two options: McKenna
fier. As long as they are seeking his companions, McKenna
either comes to grips with his guilt and survives in the real
doesn’t need to make these rolls, as his guilty subconscious
world, or he accepts his guilt and dies anyway. The exact
is already at war with itself.
outcome is left for the Keeper to decide. And regardless of
Reaching cover beside one of McKenna’s fellow trench
the outcome, McKenna doesn’t recognize the investigators
raiders, the investigators find a corpse, either shattered to
at all.
pieces by an artillery shell, shot full of holes by machine
gun fire, or otherwise mangled by the machines of war.
Sanity loss is 0/1D3 points. As McKenna comes face to face
with his companion the dead thing stirs and speaks to the Rewards and
Repercussions
suffering young soldier. “Go home, McKenna,” says the first
victim found. “There was nothing you could do. Nothing
you can do. We’re dead, and it wasn’t your fault.”
If the Keeper thinks the investigators have had too easy If McKenna dies without accepting the deaths of his fellow
a time of it so far, McKenna may not accept the release his soldiers, the investigators lose 0/1D3 Sanity for their inabil-
first dead companion offers. Calling out again, only McK- ity to help the young man face his guilty conscience. If the
enna hears one of his dead fellow raiders responding to his investigators help McKenna learn he wasn’t responsible for
cries. As they hurry to reach the fallen man, call for another the deaths of the other trench raiders, each of them should
1D3 Luck rolls to avoid rolling on the “Random Movement be rewarded with 2D8 points of Sanity. If McKenna died in
Events Table” with a +1 modifier. Again, the dead thing spite of their efforts, the reward should be only 1D8 points.
stirs (no Sanity loss this time) and attempts to release Part of this reward comes with the understanding that they
the guilt-ridden Willson McKenna from his nightmares. have saved Kingsporters and perhaps others from the plague
“You’re not to blame for us dying, son. Go. Live. This place of McKenna’s nightmares.
is for the dead, and you’re not welcome here. Go home.” The investigators may have decided McKenna’s wartime
McKenna’s search for his fallen comrades can go on nightmares and their deleterious effect on others required
as long as the Keeper desires, with the young man and the drastic action. If they slew him on the nightmare battlefield,
investigators scurrying from cover to cover to find and or perhaps in his hospital bed in the waking world in an
question the dead, each of whom implores McKenna to effort to save the populace, this mercy killing costs each
give up the dead and try to live. of them 1D6 Sanity. If they killed him in his hospital bed
If and when the Keeper decides to end the scenario— and failed to sufficiently hide their crime they may also be
surely no more than a couple interviews with dead soldiers charged with the young man’s murder, calling for a loss of at
should be necessary—the battlefield suddenly falls strange- least 1D6 Credit Rating points, or considerably more if they
ly silent. The gunfire stops. The mortar shells stop falling. are actually found guilty.
As McKenna and the investigators lie cowering under cover, Assuming McKenna survives and has overcome the guilt
the sky lightens in the east. Unaided, McKenna rises to his which caused the terrible nightmares afflicting him and
feet as dawn crawls across the blasted landscape. He steps anyone who came in contact with him in the dream-rich
into the spreading light. city of Kingsport, he resumes his life in Arkham. Now freed
“My God,” he mutters. “It’s over. The war is over.” from his subconscious fears, the young man is able to live
out his life in relative normalcy.
Investigators who successfully used their skills, combat
and otherwise, during their dreamtime experiences may roll
142
THE NIGHT WAR
for skill increases, but only 1D6 points may be gained per SNIPER, Long Distance Slayer
skill. In addition, all surviving investigators may roll for a STR 45 CON 65 SIZ 70 INT 25 POW 60
normal increase in their Dreaming skill, even if they don’t DEX 55 APP 30 HP 13
have a starting percentage in that skill. DB: none. Build: 0 Move: 7 MP: 13
If the investigators slew any of the nightmare creatures ATTACKS
encountered in The Night War, they should also receive a Fighting (Brawl) 30% (15/6), damage 1D3 + db, or bayonet
Sanity reward equal to half what is lost for encountering a (1D8+2 + db)
creature of that type, rounded up. For example, if they killed
Firearms (Rifle/Shotgun) 40% (20/8), damage 2D6+4 (.30-06
a Skull Soldier, they should receive a reward of 1D2 points.
Rifle)
Killing the Colossus of Corpses they should net 1D4 points
of Sanity. Only one such reward should be gained no matter Dodge: 27% (13/5)
how many of those monsters are killed. Armor: 1 point of heavy clothing.
After the third night of nightmares caused by Willson Skills: Spot Hidden 45%.
McKenna’s dreams, the waking world returns to normal. No
more do Kingsport’s residents—or the investigators—have THE COLOSSUS OF CORPSES, Walking Death
nightmares of the Great War. Nor do the investigators suffer STR 530 CON 450 SIZ 500 INT 60 POW 65
any more flashbacks of the war during their daytime activi- DEX 40 HP 95
ties. One way or another, The Night War has come to an end. DB: +12D6 Build: 13 Move: 12 MP: 13
ATTACKS
NPCs And
Fighting (Brawl) 35% (17/7), damage 1D6 + db, or swat (1D8 + db)
Armor: 2 points of tough skin.
Skills: Listen 30%, Spot Hidden 45%.
Monsters
Sanity Loss: 1/1D8
Note: Because of its huge size, all attacks made against the
Colossus are granted a Bonus die.
143
TWO TALES OF KINGSPORT
144
A MOTHER’S LOVE
A MOTHER’S
LOVE
Investigator
es where they don’t belong. The only thing
more dangerous than the power of an El-
Information
der God or the rage of a scorned lover is a
mother protecting her child.
The robbery in Ipswich will bring the investigators to
Keeper Information shadowed Innsmouth. The most logical reason for their
involvement it that they are with law enforcement, deter-
mined to take Sisk and his gang dead or alive. Agents of the
Ten years ago, Tobias “Frog” Sisk left his hometown of Inns-
mouth to go fight in the Great War and never returned. He BOI and Massachusetts State Police would work with the
moved to Chicago in 1919 and fell into a life of crime. By Innsmouth Constabulary to capture these criminals before
1924 he’d formed a gang, terrorizing banks around Ohio. they hurt anyone or manage to escape the tightening net.
But as Sisk aged, his Innsmouth blood awoke. His hair This is the most ideal role for the investigators. It is strongly
thinned and his already prominent lips widened, earning encouraged that at least one investigator is with the BOI.
him the nickname “Frog.” Unable to resist the urge to return Alternatively, the investigators might be private de-
to Innsmouth, Sisk took his gang on the road. Crossing the tectives, such as Pinkertons, who have been hired by one
state line gave the Bureau of Investigation (BOI) the excuse or more of the Frog Gang’s victims. They could also be
they needed to join the hunt. Bounty Hunters seeking the reward on these fugitives. Or
Yesterday, the Frog Gang hit the Cooperative Bank of the investigators could be reporters, hoping to be the first to
Ipswich, making off with $6,000. A deputy fired several break the story of the gang’s capture and get a photograph
shots at the fleeing Dodge but failed to stop it. They were of the notorious criminals’ arrest. If the investigators are
last seen taking the narrow road to Innsmouth. with any of these alternate roles, it will require significant
The deputy’s shots struck Abe Duncan and damaged roleplaying when interacting with law enforcement and to
the engine. The car died a mile outside of Innsmouth. The keep the investigators at the forefront of the investigation.
robbers pushed it into the saltmarsh and hid it off the road,
Background
proceeding on foot. Duncan died a half mile later.
Sisk led his remaining gang to an abandoned warehouse
he used to play in when he was young. They intend to hide
out for a few days, then steal a car or boat to escape. Little Eighty years ago, the coastal town of Innsmouth was taken
does his gang realize, Sisk has no intention of leaving. over by the Esoteric Order of Dagon, a cult of Deep Ones
Today is April 6, 1927. However, if a Keeper prefers a wishing to breed with humans. Resisters were killed in
different date, the events should unfold prior to July of one terrible night, leaving only the faithful and those too
1927, when Robert Olmstead visited it in Lovecraft’s tale. frightened to resist. Neighboring towns believed it was
Author’s Note: It is strongly recommended that Keepers be a plague that wiped out half the population. Ever since
familiar with the short story “The Shadow Over Innsmouth.” then, the once thriving community has degenerated into
Much of the information provided throughout this scenario a shadow of its former glory. The official census reported
assumes a basic knowledge of this well-known setting. To re- a population of 556, though the shy residents and numer-
peat all of the wonderful details about the town would require ous abandoned building give it an impression of being
far more word-space than this scenario allows. half that. Residents develop the “Innsmouth Look,” a
147
A TALE OF INNSMOUTH
term referring to the narrow heads, scabby, blue-gray skin, and those secret rendezvous. In his dreams, she told him
bulging eyes, early baldness, shriveled ears, and wrinkled to return home, and like any good son, he followed his
neck skin that seems to worsen as they age. Neighboring mother’s command.
communities shun Innsmouth and its inhabitants. It ap-
Creating Atmosphere
pears in no local maps or guidebooks. No one speaks of it
outside of hateful whispers. The residents of Innsmouth
are happy with that.
One resident, Tobias Sisk, hated Innsmouth and Innsmouth is a town with many secrets that has descended
yearned to escape it. As children, twenty years ago, Tobias into decay. This should never be forgotten during the entire
and his best friends, Grace Deckert and Thomas Haines, course of the adventure. Roofs sag atop crumbling, worm-eat-
played along Innsmouth’s decrepit streets. One day they en buildings. A cracked bell tolls every hour, the hands of its
broke into an abandoned warehouse and discovered a tower clock missing. Keepers should regularly mention these
hidden grotto beneath. They rang a strange bell suspend- details to create a mounting sense of dread and unease the
ed above a pool. Eventually, several Deep Ones swam up longer the investigators stay in town.
to investigate, including Tobias’s mother, Mary Sisk. She Most of the residents are Deep One Hybrids and exhibit
scolded her son for playing with things he could not yet the Innsmouth look. The townsfolk are suspicious of these
understand but also told him that if he ever needed her, to outsiders and lawmen who have invaded their sanctuary
ring the bell four times and she would swim to the grotto. and will do little to hide their contempt. Conversations will
Tobias called her several more times over the years, abruptly silence as the investigators enter a room or turn a
coming alone, and by lamplight he talked with his moth- street corner. Many locals will avert their eyes from the inves-
er, sharing the joys and frustrations of childhood. He tigators, while others will stare at them with open curiosity.
expressed his unhappiness in Innsmouth, but she assured Neither should feel particularly welcoming. Interactions with
him he would learn to love it. She gave him a gold bracelet most of the locals will be short, the residents answering most
and told him that while he could not use it yet, one day questions nonverbally with nods, shrugs, even the occasional
it would protect him. Mary told him to keep it secret, so grunt. Locals will feel more comfortable if the investigators
Tobias hid it inside the cave. are in the company of Constable Birch.
As the hybrid blood in Tobias’s body recently awoke, There are few cars in Innsmouth and a noticeable lack of
beginning his metamorphosis, he dreamt of his mother dogs or cats. Any bloodhounds or other dogs brought in to
assist with the manhunt will become agitated within a half-
148
A MOTHER’S LOVE
mile of the town, whimpering, crying, and unable to perform. ing the East India Marine Merchants Bank and the Marsh
This unusual behavior should be noted by any of their han- Refinery, and patrolling the docks and outer roads, leaving
dlers who don’t understand what is affecting their dogs. the investigation to the players’ investigators. There are six
Most of the buildings are vacant and left to decay, their state police officers at their disposal.
paint peeling and weeds growing from neglected window Local police in Ipswich, Essex, and Rowley have set
boxes. Many of the abandoned homes and warehouses checkpoints at the roads to Innsmouth outside of their
are boarded up. Several of these house residents who towns, as well as along the abandoned railway track. Malone
have advanced in their transformation so far that they are is confident they have the Frog Gang trapped long enough
kept from the public eye. Others contain horrors such as for the agents to find them.
shoggoths or the deformed hybrid monstrosities with
The Bureau of
returned fire with a Thompson submachine gun, forcing
Deputy Kinsella to dive for cover. The sedan was last seen
Investigation
racing east along the road to Innsmouth.
The BOI will be leading the investigation. Because of the Locating the Abandoned
manhunt’s size, they will use the state and local police to
aid them. Their objective is to capture Sisk and his gang Car and Duncan
alive and to recover the stolen money. If nothing else, the The car is hidden in the saltmarsh reeds thirty feet off of
Frog Gang’s crime spree will end in Innsmouth one way or the elevated road between Ipswich and Innsmouth. Inves-
another. tigators making a successful Spot Hidden along the road
If the investigators are not BOI agents, the federal in- will notice it. If they fail to find it, they will be notified of
vestigation will be led by Agent Jack Malone. Due to the its discovery within two hours of first reaching Innsmouth.
limited telephone system in Innsmouth, Malone will set up The front wheels of the black sedan are completely
his command center in an Ipswich hotel. The truth is that sunken in mud and it will require a truck to pull it out. The
he finds the Gilman House hotel unsettling and will use the rear window is broken. Four bullet holes mar the exterior.
excuse and his power to stay elsewhere. Blood, broken glass, and several .45 caliber shells litter the
If the investigators are BOI agents, then Malone will inside. The area stinks of spilled gasoline, marsh rot, and a
assign them the task of stopping the gang but will remain strange fishy odor. Any bloodhounds will become restless
in the Boston office, requesting daily telephone reports. when they encounter the fishy stink.
Because Innsmouth is the most likely place that the outlaws Investigators making a Regular Spot Hidden or Track
are hiding, he will order them to stay in the Gilman House roll will notice footprint, including several large, webbed
so that they may be available to deal with the culprits at a prints around the car (Deep Ones). If they make a Hard
moment’s notice. If the investigators don’t think to do so, Track roll, they will find the older footprints of the culprits
he will tell them to assign the limited State Police to guard- leading off into the marsh toward town.
149
A TALE OF INNSMOUTH
150
A MOTHER’S LOVE
Following the trail, or a Spot Hidden check to notice try very hard to earn the investigators’ trust, pretending to
the circling buzzards, the investigators will discover Abe share small confidences with them. He carries a sawed-off
Duncan’s body. His bloated corpse is partially submerged shotgun beneath his coat. If the investigators are not with
and has been picked at by animals. Blood stains a poorly any law enforcement, Birch will follow them under the
bandaged gunshot wound in his left side. A successful guise of keeping them out of trouble since there are dan-
Medicine roll will verify that this was done by a .38 and is gerous criminals on the loose.
the cause of his death (the shot fired by Deputy Kinsella).
151
A TALE OF INNSMOUTH
tied with moldy mooring lines. A fishy stench dominates
The Esoteric Order the area. A shattered lighthouse stands at the end of a
weathered stone breakwater that protects the harbor from
of Dagon the Atlantic.
Sand from the Manuxet has choked most of the harbor,
Based in the former Masonic Temple, a black sign above leaving it only seven or eight feet deep in most places. A few
the pediment reads, “Esoteric Order of Dagon,” in faded fishing boats navigate the narrow channels. Most people
gold letters. The heavy door is locked and off-limits to encountered in this area are shuffling Deep One Hybrids
non-worshipers. Outsiders caught inside the sacred temple that reside in the fisherman shacks along the shore.
will likely never leave. Fearing the Frog Gang might try to steal a boat to es-
The Order is ruled by Robert Marsh, great-grandson cape, Senior Agent Jack Malone will assign two State Police
of Captain Obed Marsh, the Order’s founder. Robert is an officers to patrol the area.
advanced hybrid and hides his deformities beneath volu-
minous blue-green robes. He will not willingly meet with
the investigators and gives his followers orders to say that
he is unavailable. The Gilman
Pushy investigators demanding entry will be met with
one of the lesser priests who will ask them to leave unless House Hotel
they have a warrant. There are always 1D6 lesser priests in Located on New Town Square, Innsmouth’s only hotel is
attendance. the five-story Gilman House. Rooms are $2 a night and no
meals are provided. Guests are advised to visit the Inns-
mouth Café (also on the square). The rooms are simple,
The Marsh Refining dusty, have poor and often missing deadbolts. Each has a
single bed, a single window, a washbasin, and an old dress-
Company er that might or might not have all of its drawer handles.
Rooms can connect by a single door between them. There
Situated alongside the Manuxet River the Marsh Refinery is one shared bathroom per floor and no fire escapes (a vi-
occupies a blocky brick structure. Once it had produced olation of state safety regulations). State and Federal police
large numbers of gold ingots, but now only one of its will be housed on the fifth floor. Any other guests will be
chimney stacks appears to be operating. The half-dozen placed on the fourth.
part-time workers are all hybrids. The business is owned by The elderly daytime desk manager, George Habbit, is
Barnabas Marsh but the day-to-day operation is managed human, and completely loyal to the Order. He is quiet and
by his grandson, Jacob. feigns partial deafness to avoid answering any questions
Senior BOI Agent Jack Malone fears that the Frog Gang about Innsmouth. Questioning him will require a Hard
might attempt to steal any gold within the refinery and will Charm or Persuade check to get most basic information.
order one State Police officer to guard it at all times. A successful Psychology roll will reveal the old man is less
deaf than he pretends (his hearing is in fact quite good).
152
A MOTHER’S LOVE
(Set to Ring Around the Rosie)
Using the Telephone Look beneath the water
You with find the father
All calls made through Innsmouth’s limited telephone sys-
tem are routed through the switchboard operator, Moira Dagon! Dagon!
Pierce, a 58-year-old hybrid operating out of her house. Iä! Y’ha-nthlei!
Moira listens to strangers’ calls and reports any suspicious
activity to the Order and to Chief Constable Martin. If the children are asked as to the song’s meaning, they
All calls going in or out of Innsmouth must go through will giggle, say something to the effect of, “he’s in the wa-
the switchboard. If Moira suspects that any caller might ter,” then run away. There is no helpful information to be
share information about Innsmouth’s secrets, she will gained, but the encounter should help establish the mood
abruptly terminate the call, apologizing that she is unable for the adventure.
to reconnect them.
Shoggoths’ song
Occurrences A spring thunderstorm rolls in on the first night, starting
at 11:30. Flashes of lightning will momentarily illuminate
in Town the sky, silhouetting the angular roofs and casting harsh
shadows across the streets. During the height of this storm,
Several events may occur while the investigators explore one of the shoggoths hidden in the slums will begin piping
Innsmouth. “Tekeli-li! Tekeli-li!” This call will be answered by another
on the opposite side of town. This will continue for two
Local Children minutes. With the sound of the thunder, rain, and crashing
waves in the harbor, it will require a Listen check to hear
As the investigators are exploring the town, they will (Regular difficulty if outside. Hard difficulty if the inves-
encounter several dirty children playing skip rope in the tigator is inside a building), provoking a Sanity roll (0/1).
streets. The children sing a familiar-sounding nursery song, Because of the storm a nd echoes, the source of the piping
though the words have been changed. will be impossible to pinpoint.
153
A TALE OF INNSMOUTH
A single board is nailed across the rear entrance, but the
Missing Policeman door itself is ajar. Leaves have blown inside and are scattered
across the floor. Rain from the open doorway has rotted the
On the morning of the second day the investigators are in
town, one of the State Policemen is missing. Keepers can wood just inside the back door. Investigators that don’t at-
decide if the officer was scheduled to patrol one of the town tempt to bypass the rotting boards will need to make a Luck
locations or was to have been in the hotel. There is no trace roll. Failure indicates that a board breaks. The investigator
of the officer at all, save any effects left in his hotel room. will need to make a successful DEX check or suffer 1D2
Chief Constable Martin will claim the Frog Gang must be damage as their foot plunges through the soft wood.
at fault. Or if the officer was stationed at the harbor, it’s The house is dark. The power has been disconnected for
possible they fell into the water during the storm and were years. Save for a radio, couch, and utensils that were looted
swept away. “The current is deceptively strong.” (the reason for the broken door) everything inside is as it
In truth, the officer stuck his nose in where it didn’t was when Ezekiel Sisk departed. A successful Spot Hidden
belong and the Esoteric Order of Dagon had him killed. will note that there are no photographs of Mary Sisk on
display (or to be found anywhere).
The creaking stairs will incur a Penalty Die for investi-
Wynne’s Appearance gators wishing to use Stealth skills.
Except for dust and a rat nest in the mattress, Tobias
This scene can occur at any time or location the Keeper Sisk’s room is unchanged since the day he left for war
desires. Teddy Wynne, the gang’s getaway driver, saw some- ten years ago. A successful Spot Hidden roll will discover
thing outside the hideout window and has gone insane. He a picture tucked inside the dresser. Drawn on butcher’s
has stolen $1,200 from the heist loot and has made a break paper when Tobias was nine, the image depicts two crude
for it, desperate to get out of town. Either on foot, or by human figures holding hands, one labeled “Daddy” and the
stealing a car or boat, it makes no difference to him. Wynne other “Me.” Tobias is also holding the hand of a hideous
will be erratic. He will make no sense as he shouts that he frog-headed monster. Much detail was given to its scaly
saw “things” in the water. skin and webbed feet. It is labeled “Mommy.” Investigators
He will be armed with his .38 pistol, but Keepers may making a successful Cthulhu Mythos check will need to
want to have him attack and disarm one of the State Police make a Sanity roll (0/1).
officers prior to encountering the investigators. If investiga- A successful Spot Hidden will also find a rolled paper
tors shoot him down, Wynne will fall, loose money spilling inside an old beer bottle. This is a crude map that leads to
from his jacket and fluttering down around him. “Pirate Hideout.” A successful INT roll can makes it clear
Wynne will shoot at anyone trying to stop him, but that the image of a figure standing atop a square block is
investigators may hide behind cover and
attempt to talk some reason into him. If an
investigator makes a Hard Charm or Per-
suade roll to talk Wynne down and possibly
surrender or give up his friends’ hideout
location, Wynne will say, “Toby is one of ‘em
too,” and take his own life. The manner in
which he does this (self-inflicted gunshot,
charging into a hail of bullets, jumping out
of a window, or biting off his tongue and
bleeding to death) is up to the Keeper. He
will never reveal the hideout’s location.
The Sisk
House
Located at the corner of Hancock Street and
Southwick Street is the crumbling two-story
home where Tobias Sisk was raised. The lock
on the front door is crude, granting a bonus
dice to Locksmith rolls. Otherwise, it can be
broken with a successful STR check.
154
A MOTHER’S LOVE
Grace Deckert
Born and raised in Innsmouth, Grace Deckert works at
the local fish packing houses. While her hybrid blood has
begun transforming her body, Grace is still fairly attractive.
She conceals her thinning, brown hair beneath a hat and
wears large men’s shoes to cover her oversized, webbed feet.
The slight bulge to her fiercely green eyes is softened by
wire-rimmed glasses.
Growing up, she spent all of her time with Tobias Sisk
and Thomas Haines. Many called them the Three Muske-
teers. She fell in love with Sisk and he promised to marry
her when he returned from the war. Instead, Haines was
killed in action, Sisk never returned, and Grace was left
heartbroken and alone. She never married. Instead, Grace
plunged herself deep into the worship of Father Dagon and
Mother Hydra, becoming a well-respected priestess.
155
A TALE OF INNSMOUTH
Her former relationship with Sisk is no secret, though Years of anger about Sisk leaving her, and jealous hatred
locals know better than to talk to her about it. If asked, she toward his reported girlfriend, Pearl Kammire, has finally
will explain that Sisk was her fiancée and that she hadn’t boiled into a rage at the idea Sisk might be using their
even known he was still alive until she heard about his old childhood hideout together. That was where she and
crimes on the radio last year. She has had no contact with Sisk had first kissed. Grace intends on killing Pearl with
him in ten years. A successful Psychology roll will reveal her Breath of the Deep spell and then killing Sisk with her
this to be true and detect the underlying anger she still ceremonial knife for his betrayal.
holds.
The Hideout
If asked of any places she believes Sisk might be hiding,
she will suggest his family home or the abandoned railway
station where they used to go hang out. She won’t think of
the old “Pirate Hideout” where she, Sisk, and Haines used The Frog gang is hiding inside one of the many abandoned
to play when they were children. If investigators bring her brick and stone warehouses near the southern side of the
the map found in the Sisk House she will tell them where it harbor, two blocks from the water. Slatted upper windows
is but will want to come with them under the pretense that give a commanding view of both the water from one side
maybe she can help talk him into surrendering. Her rank and frontal street from the other. Heavy chains with rusted
in the Esoteric Order of Dagon means that any followers padlocks seal the doors. The locks can no longer be opened.
helping the investigators won’t argue with her and will try Sturdy storm shutters cover the large windows. A tarnished
to coax the investigators into letting her join them. Investi- brass plaque on the front lists the former owning family as
gators will have to use Charm, Persuade, or Intimidate to Waite. There are two working entrances to the building.
refuse the offer, but even then, Grace will go to the hideout The first is a grate along the northern side. Hidden behind
using a different path than the investigators. a weedy pile of broken bricks, the grate appears in place but
Alternatively, if the investigators missed discovering the can be easily moved aside. A successful Spot Hidden will
map in the Sisk House, or become stuck in the investiga- reveal footprints near the brick piles, while a successful Track
tion, Keepers could have Grace remember the hideout and will confirm that the prints belong to four individuals leading
tell them about it. to the grate, and one set of prints (Wynne’s) exiting sometime
later.
156
A MOTHER’S LOVE
Investigators entering the warehouse, either by crawling seashells, and other baubles, he found his mother’s bracelet.
through the open grate or by cutting the door chains, will find While it did nothing when he was a child, now that his Deep
themselves in a cluttered maze of debris. Stacked barrels and One blood has awoken, it grants him access to the Wrack spell.
crates form narrow walkways. The center of the warehouse Tobias has decided that if the authorities find the hideout, he
has been mostly cleared out, save for a pair of old horse carts. will use this spell to slay his enemies, destroying the threat he
It smells of dust, old wood, and rat droppings. The only brought to his beloved Innsmouth, and only then would he
light is what little finds its way through the shutter gaps and call his mother. If he hears the alarm or fighting above, Tobias
a single kerosene lantern hanging beside one of the carts, will emerge from the trapdoor set to destroy the attackers.
now serving as the gang’s table. Unless they bring a light or If the fight goes poorly, and Tobias knows it is lost, he will
open the doors or window shutters, investigators will receive return to the grotto and summon Mary Sisk for her help and
a Penalty Die on all Spot Hidden rolls for the first five rounds forgiveness.
until their eyes adjust to the gloom. Desperate to know if her son is safe, Mary Sisk waits in
Roberto Soto has positioned himself along the upper the harbor for the bell’s toll. If she hears it, even once, she
walkway, performing the role of lookout. If he hears or sees will hurriedly swim up the flooded tunnel to see her son. It
the authorities closing in, he will notify Pearl Kammire below. will take her 6 rounds from the ringing of the bell before she
Once it becomes clear that the police intend on entering, he arrives. If the bell is rung, and it is not Tobias, or worse yet,
will fire from the upper slatted window above the front or those seeking to harm him, she will attack with all the fury of
rear entrances. Because the windows are on opposite sides of an angry mother.
the building, it takes one full round for
him to move between them.
If he hears or sees the investigators
once they’re inside, he will hide in the
upper loft and wait for a good moment
to ambush them once they’re in the open.
A Hard Spot Hidden or Regular Listen
check will notice him.
The second entrance is a wide
double-trapdoor. Tobias and his friends
discovered this when they were children
and descended the stone steps into an
underground grotto they named, “Pi-
rates Hideout.” A pool in the back of the
cave leads to a flooded tunnel out to the
harbor.
An eight-foot-long bronze tube bell
hangs from a chain above the pool, the
bottom foot of the bell below the water
surface. The bell, covered in strange
archaic symbols, was erected in the early
days of the Esoteric Order of Dagon’s
plan to smuggle Deep Ones into the
town. It hasn’t been used for this purpose
in over fifty years and has since been
forgotten. Anyone striking the bell will
notify the Deep Ones. For this reason,
Tobias has ordered his gang not to touch
it and has forbidden them entry into the
grotto. None of them could swim the six
hundred feet of pitch-black tunnel to
escape, so there’s no reason they should
be down there.
Tobias has yet to sound the bell to
summon his mother. He’s afraid of what
she’ll say or do because of what he has
done. He dug up the bag of “pirate loot”
he and his friends had buried here so
long ago and among the shiny buttons,
157
A TALE OF INNSMOUTH
What the investigators have witnessed in Innsmouth will
The Remaining determine whether Chief Martin intends to let them live.
While they may have seen many unusual things, as long as the
Frog Gang investigators don’t pry too hard into them, he’ll offer simple
excuses and tell them that the case is closed. If the investiga-
tors witnessed magic, such as Wrack or Breath of the Deep,
Tobias Sisk he might offer explanations referring to the 1846 epidemic
that decimated the population and how the warehouse hasn’t
Tobias’ already weakened sanity cracked with the death of his
long-time friend and war-buddy Abe Duncan. Once breath- been used since those dark days.
ing the Innsmouth air and reclaiming his mother’s gift, he If Mary Sisk makes an appearance, any Innsmouth
lost all grip on his humanity. His shirt and shoes have been residents present will immediately turn their attacks on any
discarded, revealing the scabrous skin beneath. His large feet outsiders that might have seen her. A few well-placed shotgun
are webbed. He carries his pistol tucked into his trousers and blasts will mask any claw wounds on the dead investigators’
the strange bracelet glistens from his right wrist. bodies when they’re turned over to the authorities.
After the
Remember that members of law enforcement, being public
servants, are ineligible to collect any bounty for criminals.
Smoke Clears
Recovering the stolen money earns the investigators 1
SAN point.
Investigators who manage to capture Roberto Soto or
Teddy Wynne alive receive 1 SAN for each of them. If they
The Innsmouth constabulary will not allow Sisk to be cap- capture Pearl Kammire, saving her unborn child, they earn
tured. If need be, Birch will shoot Sisk and claim he saw a gun. 1D3 SAN. However, investigators who kill Pearl Kammire,
Grace Deckert will happily use Breath of the Deep on Tobias while knowing of her pregnancy, lose 1D4 SAN. Capturing
even if he’s unconscious or in custody. Chief Martin will insist Tobias Sisk and bringing him to justice earns them 1D3
that Sisk’s body be turned over to him, and that any autopsy SAN, while killing Tobias Sisk gives them 1D4 SAN.
be performed by the Innsmouth coroner. It will require a Law Killing Mary Sisk earns them each 1D6 SAN.
roll for him to grudgingly allow it out of Innsmouth.
158
A MOTHER’S LOVE
NPCs And
CARNIVOROUS CRUSTACEAN
STR 45 CON 10 SIZ 5 INT N/A POW 35
DEX 50 HP 1
Monsters
DB: none. Build: -2 Move: 4 MP: 7
ATTACKS
Fighting Attacks: These creatures attack through stealth, silently
creeping up on their prey (Spot Hidden to notice their ap-
JACK MALONE, Senior BOI Agent, Hands-Off Supervisor proach), then hooking their claws into their victim’s leg. They
STR 50 CON 65 SIZ 60 INT 75 POW 60 hang on tenaciously with a 45 STR until they are either forc-
DEX 55 APP 50 EDU 70 SAN 52 HP 12 ibly removed or killed. They inflict one point of damage per
DB: none. Build: 0 Move: 6 MP: 12 round. Suffering a surprise attack from one requires a Sanity
roll (1/1D3).
ATTACKS Fighting (Claw) 40% (20/8), damage 1 point
Fighting (Brawl) 60% (30/12), damage 1D3 + db
Dodge 35% (17/7)
Firearms (Handgun) 70% (35/14), damage 1D10. (Colt .38 revolver)
Armor: 2 points.
Dodge 27% (13/5) Skills: Stealth 60% (in water 80%).
Skills: Drive Auto 55%, Fast Talk 55%, First Aid 60%, Law 55%, Sanity Loss: 0/1D2
Persuade 40%, Psychology 60%, Spot Hidden 60%.
Age: 40 ANDREW MARTIN, Chief Constable, Deep One Hybrid
Quotes: “Half the job is solving crimes. The other half is politics.” STR 80 CON 70 SIZ 80 INT 65 POW 70
“You represent the Bureau, and therefore the United States DEX 50 APP 40 EDU 40 SAN 0 HP 15
government.” DB: +1D4 Build: 1 Move: 8 MP: 14
159
A TALE OF INNSMOUTH
ELLIOT ROPES, Brutish Constable, Deep One Hybrid JACOB MARSH, Friendly Refinery Manager, Deep One
STR 85 CON 80 SIZ 80 INT 50 POW 45 Hybrid
DEX 60 APP 30 EDU 35 SAN 0 HP 16 STR 50 CON 65 SIZ 55 INT 65 POW 65
DB: +1D6 Build: 2 Move: 8 MP: 9 DEX 65 APP 45 EDU 60 SAN 0 HP 12
DB: none. Build: 0 Move: 8 MP: 13
ATTACKS
Fighting (Brawl) 85% (42/17), damage 1D3 + db ATTACKS
Fighting (Brawl) 25% (12/5), damage 1D3 + db
Firearms (Handgun) 35% (17/7), damage 1D10. (.38 revolver)
Dodge 32% (16/6)
Dodge 35% (17/7)
Skills: Accounting 65%, Credit Rating 55%, Cthulhu Mythos
Skills: Climb 55%, Law 10%, Listen 30%, Spot Hidden 35%, 30%, Factory Management 55%, Fast Talk 80%, Mechanical
Track 45%. Repair 30%, Persuade 65%, Psychology 55%, Science (Chem-
Age: 26 istry 20%), Science (Geology) 45%, Spot Hidden 45%.
Quotes: “Sisk shoulda’ died in the war. Saved us a heapa’ trouble.” Age: 27
Quotes: “We’ll certainly tell you if we see anything.” “Good luck
DR. ROWLEY MARSH, Rueful Physician, Deep One Hybrid on your hunt.”
STR 40 CON 45 SIZ 65 INT 70 POW 80
DEX 40 APP 40 EDU 90 SAN 0 HP 11 Use these stats for any NPCs as needed.
DB: none. Build: 0 Move: 4 MP: 16
TYPICAL HUMAN RESIDENT
ATTACKS
STR 55 CON 60 SIZ 55 INT 65 POW 50
Fighting (Brawl) 35% (17/7), damage 1D3 + db, or scalpel DEX 65 APP 55 EDU 50 SAN 50 HP 11
1D4 + db DB: none. Build: 0 Move: 8 MP: 10
Dodge 20% (10/4)
ATTACKS
Skills: Credit Rating 65%, Cthulhu Mythos 50%, First Aid 60%,
Fighting (Brawl) 45% (22/9), damage 1D3 + db, some residents
Law 20%, Medicine 50%, Persuade 55%, Psychoanalysis 30%,
may have various weapons such as knives (1D4 + db) or clubs
Psychology 50%, Science (Biology) 25%, Science (Chemistry),
(1D6 + db).
40% Science (Pharmacy) 45%.
Age: 68 Dodge 32% (16/6)
Quotes: “I’ve delivered every baby and signed every certificate of death Skills: Listen 50%, Stealth 46%.
in Innsmouth for forty years. Don’t tell me how to do my job.” Age: varies.
Quotes: “I’ll keep an eye out for anythin’.”
ROBERT MARSH, Devoted High Priest of Dagon, Deep
One Hybrid TYPICAL HYBRID RESIDENT
STR 65 CON 75 SIZ 70 INT 80 POW 110 STR 65 CON 65 SIZ 52 INT 65 POW 50
DEX 65 APP 30 EDU 70 SAN 0 HP 14 DEX 65 APP 55 EDU 50 SAN N/A HP 11
DB: +1D4 Build: 1 Move: 8 MP: 22 DB: none. Build: 0 Move: 8/8 swimming MP: 10
ATTACKS ATTACKS
Fighting (Claws) 50% (25/10), damage 1D3 + db Fighting (Brawl) 45% (22/9), damage 1D3 + db. Hybrids can use
any weapon humans can.
Fighting (Sacrificial Dagger) 70% (35/14) 1D4 + 2 + db
Dodge 32% (16/6)
Firearms (Handgun) 35% (17/7), damage 1D10. (.38 revolver)
Skills: Jump 45%, Listen 50%, Stealth 46%, Swim 60%.
Dodge 40% (20/8) Age: varies.
Skills: Archeology 35%, Cthulhu Mythos 75%, History 55%, Sanity Loss: 0/1D4 to see an advanced and undisguised hybrid.
Jump 50%, Listen 40%, Occult 65%, Science (Anthropology) 1/1D6+1 if encountering a particularly monstrous specimen.
40%, Science (Astronomy) 55%, Science (Biology) 35%, Spot Those are usually locked safely away.
Hidden 50%, Stealth 45%, Swim 85%. Notes: This is a typical hybrid. Hybrid priests have a POW of
Spells: Breath of the Deep, Contact Cthulhu, Contact Deep Ones, 75 and know 1D4 spells. Choose from: Breath of the Deep,
Contact Father Dagon, Contact Mother Hydra. Contact Cthulhu, Contact Deep Ones, Contact Father Dagon,
Age: 46 Contact Mother Hydra, Curse of the Putrid Husk, Shriveling.
Quotes: “Intruders must pay the price.” Hybrid Quotes: “I ain’t seen nuthin’.”
Hybrid Priest Quotes: “You cannot enter the House of Our Lord.”
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A MOTHER’S LOVE
TEDDY WYNNE, Desperate to Escape Town TOBIAS SISK, Deep One Hybrid, Desperately Seeking
STR 80 CON 50 SIZ 85 INT 60 POW 50 Redemption
DEX 60 APP 48 EDU 40 SAN 38* HP 13 STR 65 CON 65 SIZ 70 INT 60 POW 60
DB: +1D6 Build: 2 Move: 7 MP: 10 DEX 60 APP 45 EDU 50 SAN 0 HP 13
*Temporarily insane DB: +1D4 Build: 1 Move: 7 MP: 12
ATTACKS ATTACKS
Fighting (Brawl) 65% (32/13), damage 1D3 + db Fighting (Brawl) 50% (25/10), damage 1D3 + db
Firearms (Handgun) 60% (30/12), damage 1D10. (.38 Colt re- Firearms (Handgun) 65% (32/13), damage 1D10 + 2 (Colt 1911 .45)
volver)
Dodge 40% (20/8)
Firearms (Shotgun) 40% (20/5), damage 4D6/2D6/1D6. (Pump Skills: Drive Auto 45%, Jump 40%, Listen 50%, Spot Hidden
12-gauge, taken from policeman) 55%, Stealth 60%.
Dodge 35% (17/7) Age: 29
Skills: Drive Auto 65%, Intimidate 50%, Jump 45%, Listen 40%, Spells: Wrack
Mechanical Repair 45%, Spot Hidden 40%, Stealth 50%. Sanity Loss: 0/1D4
Age: 31 Quotes: “You’ll never take me from my home.”
Quotes: “I’ve seen ‘em. Devils everywhere!”
PEARL KAMMIRE, Terrified Mother-To-Be
GRACE DECKERT, Scorned Lover Seeking Revenge, STR 55 CON 65 SIZ 45 INT 75 POW 65
DEX 70 APP 55 EDU 50 SAN 45 HP 11
Deep One Hybrid
DB: none. Build: 0 Move: 9 MP: 13
STR 60 CON 55 SIZ 50 INT 60 POW 95
DEX 60 APP 55 EDU 70 SAN 0 HP 10 ATTACKS
DB: none. Build: 0 Move: 9 MP: 19 Fighting (Brawl) 65% (32/13), damage 1D3 + db, or switchblade
ATTACKS 1D4 + db
Fighting (Brawl) 50% (25/10), damage 1D3 + db, or knife 1D4 Firearms (Handgun) 50% (25/10), damage 1D10. (.38 revolver)
+ 2 + db Dodge 35% (17/7)
Dodge 35% (17/7) Skills: Charm 60%, Drive Auto 40%, Intimidate 55%, Jump 30%,
Skills: Jump 45%, Listen 40%, Occult 50%, Science (Astronomy) Listen 50%, Spot Hidden 45%, Stealth 65%.
55%, Spot Hidden 45%, Stealth 60%, Swim 70%. Age: 24
Age: 28 Quotes: “You wouldn’t shoot a pregnant woman.”
Spells: Breath of the Deep
Quotes: “Toby trusts me.” “I’ve spent ten years wishing for him to ROBERTO SOTO, Unwilling to Surrender
be alive. I can’t let him die now.”
STR 60 CON 60 SIZ 55 INT 55 POW 50
DEX 75 APP 70 EDU 50 SAN 30 HP 11
MARY SISK, Worried Mother, Deep One DB: none. Build: 0 Move: 9 MP: 10
STR 65 CON 50 SIZ 80 INT 65 POW 55
ATTACKS
DEX 60 APP 10 EDU N/A SAN 0 HP 13
DB: +1D4 Build: 1 Move: 7/10 swimming MP: 11 Fighting (Brawling) 50% (25/10), damage 1D3 + db
ATTACKS Firearms (Handgun) 60% (30/10), damage 1D10+2 (Colt 1911 .45)
Fighting (claw) 45% (22/9), damage 1D6 + db Firearms (Submachine gun) 45% (22/9), damage 1D10+2
(Thompson SMG)
Dodge 30% (15/6)
Armor: 1 point of scales Dodge 50% (25/10)
Skills: Jump 30%, Listen 50%, Spot Hidden 60%, Stealth 35%. Skills: Drive Auto 45%, Jump 45%, Language (English) 50%,
Age: 9,529 Language (Spanish) 50%, Listen 50%, Pilot Boat 55%, Spot
Sanity Loss: 0/1D6 Hidden 60%, Stealth 50%.
Quotes: “Get away from my son.” “Mommy is here.” Age: 28
Quotes: “You’ll never take me alive!”
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