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Chaosium Digest Volume 16 Number 08

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 · 1 year ago

Chaosium Digest Volume 16, Number 8 
Date: Sunday, October 6, 1996
Number: 3 of 3

Contents:

...In The City of Angels, Part Two (Eamon Honan) CALL OF CTHULHU

--------------------

From: "Eamon Honan" <spire@indigo.ie>
Subject: All is Not Well in the City of Angels, Part Two
System: Call of Cthulhu

[Copyright 1996 Eamon Honan]

[Continued from V16.7]

SEARCHING FOR RIOSCA

The character will probably go after Riosca, because of his
background. The investigators will not know that Riosca is already
dead, since his body will be the last to turn up. However, they will
be able to locate Riosca's father, Kirk.

Kirk is a an actor past his prime, but with a huge cult following in
Hollywood. An obsession with spiritualism has marked the whole family
and in recent years they have become involved in Satanism. The
Satanistic side of the the family is purely business orientated,
taking money from morally Hollywood celebrities in return for
"initiating" into the Church of Satan. Most of the Satanistic ritual
revolves around weekly orgies that take place in the Riosca family
home.

Kirk Riosca

Kirk Riosca is a paunchy, brown touped man in his early sixties. He
usually dresses in long black flowing robes and various Satanistic
paraphernalia. He used the Satanism racket as a way of making money
(on the orgies and assorted "sacred" items that he sells). He also
runs a healthy line in blackmail, mostly derived from photographs of
famous celebrities taken during the weekly orgies.

Role-playing: Act like Bela Lugosia: be evil, laugh melodramatically
and make grand sweeping gestures. You are lord of all you survey. You
were not overly attached to your son and are not remotely sorry that
he is missing or dead. Once threatened, crumble completely and become
as craven and obsequious as possible. You know nothing about you son,
his friends or the occurrence at cabin 4.

Should the investigators investigate the house (Kirk will strongly
object, but will quieten down if threatened either physically or
legally), they will find that the house contains various fake
Satanistic equipment and momentos of Riosca's Hollywood past. There
are a couple of chickens out back (for sacrifices).

MEANWHILE... THE BODIES

There are five people unaccounted for. Eric West has been carried out
to sea and only arrives back at his family home at 5am of Day One. The
other four people that are missing, Sadie, Jane Halstead, David Riosca
and Chuck Dieterling, were all eventually dropped by the Nightgaunts
that were carrying them and are dead. When their bodies are discovered
is a fairly easy way of forcing the pace of the scenario, as well as
being an extremely easy was of eliminating a suspect. Since David
Riosca will be the investigator's prime suspect, his body is to be
discovered last. All the bodies are naked because the Nightgaunts
sliced through their victims clothing to tickle them.

Jane Halstead

Jane should be found during the first day of investigation. She was
discovered in the dumpster that she had been dropped in. Even though
the dumpster was full of garbage, virtually every bone in her body was
broken. She was naked and her body was covered with delicate traceries
of what appear to be scars, but are actually an abrasion of the skin.
Whatever was used (possibilities include a very sharp knife or some
kind of whip) it didn't pierce the skin (the "scars" are actually the
marks of the Nightgaunt's tails on her). San Loss: 1/1d4.

Chuck Dieterling

Chuck was dropped on the roof of a skyscraper and had to be scraped
off with a spatula. They were only able to identify him through the
use of dental records (they only got a partial, most of his teeth were
splintered beyond recognition), though that and the blood type make it
pretty certain that it's Chuck. Max Dieterling will be crushed and
will offer Jack Turner whatever he wants to find Chuck's killer. San
Loss: 1/1d4.

Eric West

They don't actually find Eric, what they do find though is his glasses
covered in his blood (type O+, the Nightgaunt accidentally cut him
with its tail), there is also a smudged fingerprint of his on the
glasses. The glasses are found up a tree in a fire-man's garden in the
St. Monica Mountains. San Loss: 0/1.

Margaret Stevens ("Sadie")

Margaret is found in a warehouse in the LA harbor district (actually
14 miles from the city itself). She crashed through the roof and
landed on a bale of textiles bound for Alaska. Her body is completely
pulped, and virtually unrecognizable. Her hands were above her head
when she hit the roof, which means that forensics can get a definite
finger print. San Loss 1/1d4.

David Riosca

David Riosca was dropped into the sea, and is washed up on the beach
by Los Angeles harbor. While his body has been in the water for
sometime, it is clearly recognizable as him, due to the fact that the
Nightgaunt that dropped him was flying quiet low when he was dropped.
His body bears that same sort of "scars" as Jane Halstead's. San Loss:
0/1.

MEANWHILE... THE SCULPTURES

As the players move forward on their investigations, two strange
sculptures will be left in public places in LA. If the players speak
with homeless people in the areas, and follow up leads on when the
sculpted people were last seen, they will be able to find their way
back to the warehouse where the sculptures were created.

The LA Zoo "Sculpture"
(Discovered: Morning, Day Two)

This was once Molly Landsteiner, a prostitute that Eric solicited on
the evening of Day One.

Molly is wearing sunglasses. Her eyes and nose have been removed and
her face has been covered with plaster. She is nailed to a long pole,
so that she may stand upright. Her breasts have been burned away with
a blowtorch and the middle fingers on each hand have been cut off.
Tinsel wings have also been nailed to her back. San loss: 1/1d8.

The Art Museum "Sculpture"
(Discovered: Morning, Day Three)

This was Randal Horne, a male prostitute from a homosexual escort
agency.

Randal's entire face has been cauterized with a blowtorch, and his
genitals were also removed in like manner. A Long length of tarred
rope has been inserted anally to form a tail. His fingers have been
cut in the usual way and large tissue paper wings have been stapled to
his back. San Loss: 1/1d8.

THE WAREHOUSE

At some point, the players will become aware of the warehouse that
Eric is currently using as his base. It would be most appropriate if
they could track leads back from the nightgaunt sculptures.
Alternatively, if they have contacts out looking for the missing
persons from Cabin 4, they might get word that Eric West was seen in
this area. If all of this fails, note that the warehouse is near
Riosca's home. The investigators might stumble upon it by sheer
chance.

The warehouse is completely empty apart from Eric's and John's finger
prints, several large carving knives, a blowtorch and the other tools.

John is hanging from the ceiling suspended by several wires embedded
in his flesh. He is wearing mirrored aviator sunglasses, underneath
which his eyes hang sown shut. His genitals have been removed with the
blowtorch. His two middle fingers have been cut on both hands and two
large tinsel fairy wings have been stapled to his back. San Loss:
1/1d6.

TO THE MAYOR'S HOUSE

Once the players understand that Eric is in fact the killer, they will
probably either go to the mayor's house to arrest him, or go back to
Dudley and ask what to do. Dudley will tell them to go back and arrest
the bastard.

The Mayor's house is deserted. The lights are off and all the staff
have gone home. The Mayor, Exley and the city council are in the
tunnels beneath the home, engaging in cannibalism and other ghoulish
sport. Eric has come back, unknown to his father, to be with his
beloved Nightgaunts, who were attracted to one they knew was the most
powerful magician.

They investigators will have no trouble getting in. If they can't pick
the locks, they can shoot them off (no one will notice in Los
Angeles). The only light in the house leads down to the cellar, which
is dark and damp. The characters can hear skittering noises and cooed
endearments in English. They will come upon Eric sitting with an oil
lamp, surrounded by his Nightgaunts. He is unarmed, but the
Nightgaunts will put up a fight, though any wounded Nightgaunt will
flee.

Nightgaunts, spawn of evil

STR 11 Grapple 30%
Con 11 Tickle 30%
SIZ 14 Immobilised 1d6+1 rounds.
INT 3
POW 11
DEX 13
HP 13

Move: 6/12 flying
DB: none
Armour: Skin, 2 points.

SAN: 0/1d6

--

Eric West

Str 10 Int 17 Pow 6 Siz 10 Con 12
App 7 San 00

Spells: Summon Nightgaunt

Combat Skills: Fist 45%, Damage 1d4; Kick 55%, Damage 1d6
Other Significant Skills: Hide 67%, Scream and Yell incoherently 99%

Equipment: Elder Sign.

San Loss: 0/1d2 to see this debased mockery of humanity.

San Gain for solving the murders and slaying the gaunts: 1d6+1 per
gaunt killed.

Afterwards, the characters should encounter the mayor and company as
they hear them gnawing and the crack of bones snapping down the
tunnel. The source of Eric West's dark predilictions are thus
revealed.

Of course, the players won't be able to fight that many ghouls (there
are 20-30 present) and the only reason that they see them is so that
they can realize the true horror of their situation. They must flee,
the alternative is death or possibly ghouldom. San Loss: 1/1d6.

APPENDIX 1: A PROBABLE TIMELINE

August 9th, 1954 (Day One)

The first few bodies from Cabin 4 may be found this day, at the GM's
discretion.

12:14am Terror in Cabin 4 at the Bates Motel. Cross slain.
Dieterling, Halstead, Riosca and Sadie carried away,
and later dropped to their deaths. West spirited off,
but protected by Elder Sign. Franklin and Blackwell
watch on in horror.

3am Investigators Turner, Colinkski, Bailey, Beirnstein,
Petersen and Boyd called in to help investigate the
crime. They meet with Detective John Carter, learn the
basics, and perhaps interview insane Blackwell.

~5:00am Eric West returns to family home in secret. Later has
John Martin rent a warehouse.

Morning Investigation of the crime scene.

1:30pm Investigators given lab report.

Afternoon Interview with Chief Exley, DA Cross and Officer
Smith.

Late Evening Eric West solicits Molly Landsteiner and later sculpts
her in his warehouse.

August 10th, 1954 (Day Two)

This is the day that most of the bodies will likely be found, and thus
it will largely be spent hunting down these fruitless leads. It is
likely that Riosca will also be encountered today.

~5:00am Eric West leaves his first nightgaunt sculpture at the
LA zoo.

Morning Nightgaunt sculpture discovered.

Evening Randal Horne Solicited.

August 11th, 1954 (Day Three)

Sometime this day, David Riosca's body should be found, alerting
investigators that Eric West is the only remaining missing person.

? Eric West leaves his second nightgaunt sculpture at
the LA Museum of Art.

Morning Nightgaunt sculpture discovered.

? Investigators discover warehouse.

? Investigators track Eric West down to his home.

APPENDIX 2: THE CHARACTERS

This adventure has been written for Tournament Play. The following
characters are the PCs to be used in the Tournament.

Name: Jack Turner Gender: Male Age:38

Nationality: American
Occupation: Private Investigator

STR:14 DEX:12 INT:17 Idea:85
CON:12 APP:14 POW:15 Luck:75
SIZ:13 SAN:75 EDU:16 Know:80

Damage Bonus: +1d4
Hit Points: 13
Magic Points: 15
Sanity Points: 75

Skills: Accounting 40%, Drive 50%, Fast Talk 80%, Listen 65%, Law 45%,
Library Use 50%, Locksmith 35%, Mechanical Repair 45%, Medicine 70%,
Persuade 75%, Photography 30%, Psychology 80%, Sneak 45%, Spot Hidden 85%

Combat Skills: Dodge 55%, Pistol 40%

Weapons:

.38 snub nose (in office) 40%,
sht/rd 2 damage 1d10 range 15 ammo 6 mal 99

Money: $20 in wallet.

Equipment: 23 rounds for .38 (in office); 1938 Cherry Red Sedan;
P.I.'s License; Fake Police I.D.; Fake Press Card (La Herald Tribune);
Assorted Fake Business cards (electricians, plumbers, lawyers, etc).

Character History:

You were born in 1916 in Chicago, Illinois. Your father was a bank
clerk and your mother worked as a shop assistant. Since they were firm
believers in education, you were put through High School and
eventually Medical School by your parents. You qualified as a doctor,
but it never really seemed to be what you wanted to do. In 1940, you
married Ms. Lynn Hamblin and moved to Los Angeles. In 1942, during a
routine operation, an older, more experienced doctor cracked up and
fluffed an entire operation. After he managed to puncture the bowel of
a patient, the patient died. However the Doctor responsible was too
well respected and chummy with the Mayor to be blamed, so you took the
wrap, were judged negligent, and then were quietly fired. With a young
family (Susan Turner was born 11th May, 1942), you had to do something
else to keep money coming in. Since then, at a friend's suggestion,
you've been working as a Private Investigator. Its mostly seedy
divorce work, but at least it's semi-regular and while you are $2850
in debt at the moment, life ain't that bad.

Character Personality:

You are an eternal optimist, but you are also no idiot. It's just that
things are never really as bad as they appear. Being a private
investigator isn't so bad and you're a pretty good one. Of course, a
PI is only as good as his sources of information, which you as a one
man operation lack. You could probably do much better, but because of
your previous conviction none of the big agencies will touch you and
without a big successful case, that doesn't look like changing anytime
soon. What really angers you though is the fact that your kid will
probably not get the opportunities that you got, because of your
financial trouble. But, you're sure something will come along soon,
probably.

--

Name: Julie Colinski Gender: Female Age: 24

Nationality: American (2nd Gen. Polish)
Occupation: LA Times Reporter

STR:12 DEX:12 INT:16 Idea:80
CON:10 APP:16 POW:8 Luck:40
SIZ:10 SAN:40 EDU:15 Know:75

Damage Bonus: none
Hit Points: 11
Magic Points: 8
Sanity Points: 40

Skills: Credit Rating 65%, Drive 55%, Fast Talk 75%, History 30%,
Library Use 65%, Locksmith 65%, Natural History 35%, Occult 15%, Other
Language (Chinese) 60%, Other Language (Spanish) 60%, Persuade 70%,
Photography 65%, Psychology 65%, Sneak 70%, Spot Hidden 75%

Weapons: None

Money: $160 in purse (mostly bribe money).

Equipment: 1946 Blue Packard; Notebook & Pen; Camera with 2 rolls of
film and two extra flashbulbs; Press Card.

Character History:

You were born in 1930 to a family of Polish immigrants. Your parents
both worked in Hollywood, your Dad as a teamster and you Mom as a set
dresser. You grew up around Hollywood and worked on your days off as a
runner and courier between studios. It was during this time that you
began to accumulate the life-blood of every reporter, contacts. Using
these contacts you made a name for yourself as someone with the inside
story in Hollywood show business, when that was needed. Your scoops
have attracted attention among you bosses, and you are inline for
promotion. Now, you can show you know which way the wind is blowing.

Character Personality:

You are an aggressive and extremely ambitious reporter. Your future
career is all that matters, though you disguise that beneath a sugary
facade. Your career is what's important and you will use anybody to
accomplish your aims.

--

Name: Alice Bailey Gender: Female Age:28

Nationality: American
Occupation: FBI Agent

STR:14 DEX:11 INT:16 Idea:80
CON:13 APP:12 POW:14 Luck:70
SIZ:12 SAN:70 EDU:15 Know:75

Damage Bonus: +1d4
Hit Points: 13
Magic Points: 14
Sanity Points: 70

Skills: Bargain 48%, Climb 32%, Conceal 24%, Disguise 55%, Drive 35%,
Fast Talk 61%, First Aid 51%, Hide 69%, Library Use 44%, Listen 78%,
Locksmith 19%, Other Language (Polish) 33%, Other Language (Spanish)
84%, Persuade 81%, Psychology 63%, Sneak 42%, Spot Hidden 85%

Combat Skills: Dodge 64%, Fist 84%, Head Butt 47%, Kick 66%, Pistol 65%

Weapons:

Fist 84%, Damage 1d4+1d4
Head Butt 47%, Damage 1d4+1d4
Kick 66%, Damage 1d6+1d4
.38 Automatic (in shoulder holster) 65%,
sht/rd 2 damage 1d10 range 20 ammo 6 mal 00

Money: $100 in purse, plus $1000 expense account.

Equipment: 43 rounds for the .38 (Glove compartment of car); 1949
Black Packard; FBI ID; Bullet Proof Vest (8 point armor); Phone
Tapping Equipment; Assorted Bugs and surveillance equipment;
Binoculars (x4 magnification); Handcuffs.

Character History:

You were one of the first female recruits in the FBI, a showpiece to
advertise the Bureau's "enlightened" attitude. Despite getting third
in your class in Quantico, you were assigned to junior secretarial
duties in LA. It wasn't until you discovered the vast opportunities
available here, that you realized the possibilities. You began to
discover "commies" in return for a fee. It's quite a lucrative
business; what you're worried about is that someone may and try and
stop the gravy train.

Character Personality:

You are a ambitious, driven woman, who is out there to show the male
world what she can do. Remember that.

--

Name: Rebecca Beirnstein Gender: Female Age:36

Nationality: Naturalized American
Occupation: Lawyer

STR:8 DEX:14 INT:17 Idea:85
CON:16 APP:15 POW:16 Luck:80
SIZ:7 SAN:80 EDU:17 Know:85

Damage Bonus: -1d4
Hit Points: 11
Magic Points: 16
Sanity Points: 80

Skills: Climb 50%, Credit Rating (when acting under Mr. Hugh's
auspices) 90%, Drive 60%, Fast Talk 65%, First Aid 60%, Law 70%,
Listen 50%, Locksmith 45%, Other Language (English) 65%, Other
Language (French) 45%, Other Language (German) 80%, Other Language
(Russian) 70%, Persuade 80%, Psychology 80%, Spot Hidden 75%

Combat Skills: Dodge 40%, Pistol 60%

Weapons:

.32 Automatic (in purse) 60%,
3 sht/rd 1d8 damage range 15 ammo 8 mal 99

Money: $80 in her purse. Bribe money: $1000 x 5; $100 x 8; $50 x 15;
$20 x 10; $10 x 10. As Mr. Hughes's agent she has virtually unlimited
credit.

Equipment: Letter from Howard Hughes authorizing her to act as his
agent, B&E Tools, Two spare magazines for her .32, Sunglasses.

Character History:

You were born in Germany in 1918 to a family of civil servants as
Elyesa Adelbert. During the economical depression in the 1920s, your
family moved to Leningrad. Growing up there was difficult. Even though
your parents were Communist sympathizers, you were still outsiders in
a country that had no great love of Germany. When you were 18, you
were recruited into the GUGB (the KGB) and were groomed to become a
spy in Germany. After two years of training you, were smuggled into
Cologne where you reported on the arms industry there. When the war
broke out, you were trapped in Germany and continued to act as a GUGB
agent. With the invasion of France, you realized which way the wind
was blowing and began to make your way towards the allied lines.

In June 1944, you were liberated and became the mistress of a American
Colonel. Returning with him to Los Angeles in 1946, you gained US
citizenship, and then divorced him in 1948. You changed your name, so
that you would be mistaken for a Jew and would therefore blend in with
the vast numbers of German Jews who emigrated to the US in the 30s.

By 1951, you had gained your law degree and attached yourself to
Howard Hughes, aviation magnate and multimillionaire. You work for
him, breaking down unions, getting pneumatic starlets on "personal
contracts" which gives them small time movie deals in turn for
nocturnal visits from Mr. Hughes, and waging war on "the red menace"
in Hollywood that obsesses Howard Hughes to the point on paranoia. At
the moment, you're living on the edge. Hughes is expressing an
interest in your past which could prove extremely dangerous. Yesterday
morning, you received a letter from an unknown party containing a
picture of you taken in 1937 at a communist rally. Should Hughes ever
find out about your time as a GUGB spy or your time in Russia, the
brakes in your car might fail, you might be killed by a hit and run
driver or shot "resisting arrest".

Character Personality:

You are a completely ruthless and cold individual, angling for
personal power at all times. You always watch for the angle whenever
you do something. Even though you were in the GUGB, it was never out
of any idealistic feeling or sentiment, it was simply a way of
acquiring power. You have no compunctions about how you acquire power,
be it sleeping your way to the top or quietly eliminating the
opposition. You have no problems with inflicting pain on others and
while you prefer to get other people to do your killing for you, you
have done the deed yourself five times. The photograph that arrived
yesterday is extremely worrying and you know that Hughes would have no
problems having you shot rather then risk the embarrassment of having
a "commie" in his employ. Whoever is responsible must be located and
removed.

--

Name: Buddy Peterson Gender: Male Age:29

Nationality: American
Occupation: Police Sergeant

STR:17 DEX:12 INT:13 Idea:65
CON:14 APP:8 POW:9 Luck:45
SIZ:16 SAN:45 EDU:14 Know:70

Damage Bonus: +1d6
Hit Points: 15
Magic Points: 9
Sanity Points: 45

Skills: Drive 70%, Fast Talk 60%, First Aid 40%, Jump 50%, Law 50%,
Listen 50%, Mech. Repair 60%, Sneak 75%, Spot Hidden 60%

Combat Skills: Fist 80%, Pistol 80%, Shotgun 75%

Weapons:

.357 Magnum (underarm holster under right armpit) 80%,
sht/rd 1 damage 1d8+1d6+1d3 range 20 ammo6 mal 00
.45 Automatic (holster in small of the back) 80%,
sht/rd 1 damage 1d10+2+1d3 range 15 ammo 7 mal 00
.32 Automatic (ankle holster) 80%,
sht/rd 3 damage 1d8+1d3 range 15 ammo 8 mal 99

All bullets are hollow points and coated with garlic.

Money: $1200 in wallet.

Equipment: Bullet proof vest (6 point armor); 2 magazines for the .45
and the .32; 3 speed-loaders for the .357 Magnum; 2 pairs of
handcuffs; LAPD badge.

Character History & Personality:

You're a gun crazy cop, looking down the wrong end of a indictment for
extortion. You've been owned by the Mob (in the shape of Mickey Cohen)
for some time now. You rate is $1000 to beat a guy up and $5000 to
kill him. You also have a little byline in extortion. You better be
nice to Mickey real quick or he may not think you're worth defending
against the cops. Incidentally, you like beating up "niggers"; it's
fun watching them bleed.

--

Name: Wendel Boyd Gender:Male Age:35

Nationality: American
Occupation: LAPD Detective

STR:15 DEX:14 INT:15 Idea:75
CON:8 APP:10 POW:10 Luck:50
SIZ:12 SAN:50 EDU:16 Know:80

Damage Bonus: +1d4
Hit Points: 10
Magic Points: 10
Sanity Points: 50

Skills: Climb 55%, Drive 50%, Fast Talk 70%, Forensics 75%, First Aid
45%, Law 60%, Library Use 55%, Listen 60%, Persuade 65%, Psychology
70%, Spot Hidden 85%

Weapons: Dodge 40%, Pistol 65%, Shotgun 60%

.38 Special (underarm holster) 65%,
sht/rd 2 damage 1d10 range 15 ammo 6 mal 00
Ithaca 12-gauge pump action shotgun (in car) 60%,
sht/rd 1 damage 1d10+6 range 30 ammo 5 mal 00

Money: $800 in wallet.

Equipment: Unmarked police car (1949 purple Chevy); 3 speed loaders
for .38 special; 19 slugs and 12 buckshot rounds for Ithaca (in car's
glove compartment); LAPD badge.

Character History & Personality:

You are a very violent man, facing a possible indictment for throwing
a suspect out of a a fifteenth story window. You routinely take Speed
to ensure your ability to survive on the streets. You must take
several every hour to keep going. Whenever you do this you must tell
the Keeper. The code word for the drugs is "candy"; whenever you are
referring to them use the word Candy instead.

--------------------

The Chaosium Digest is an unofficial electronic 'zine about Chaosium's
games. To submit an article, subscribe or unsubscribe, mail to:
appel@erzo.org.

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