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Chaosium Digest Volume 23 Number 07

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Chaosium Digest Volume 23, Number 7 
Date: Sunday, March 1, 1998
Number: 2 of 4

Contents:

Parasitic Spawn of Tsathoggua (Peter Devlin) CALL OF CTHULHU
The Black Ziggurat, Part Two (Cry.Sys) CALL OF CTHULHU

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

From: pdevlin@scotsys.co.uk
Subject: Parasitic Spawn of Tsathoggua
System: Call of Cthulhu

Parasitic Spawn of Tsathoggua
Copyright (c) 1998 Peter Devlin
pdevlin@scotsys.co.uk

This suggestion is a rather warped addendum to the Formless Spawn
monster type. It was inspired by the Brian Lumley short story "The
Conch Shell". This ritual is an ideal way for a sorcerer to bind a
Spawn and have it available as a bodyguard or manservant. It is most
appropriate for priests of Tsathoggua.

Ingredients:

1 x Formless Spawn of Tsathoggua
1 x Living humanoid host-to-be

Utensils:

1 x Secluded prison cell
1 x Summon/Bind Formless Spawn spell ritual
Assorted sorcerous papraphenalia

Directions:

Bind Formless Spawn into service or make a pact. Imprison humanoid
without liquid nourishment. Wait until humanoid is near the point of
death from thirst. Carefully insert Formless Spawn into cell. Spawn
should flow into humanoid host taking up space occupied by
conventional body fluids. Host should look swollen as if subject to
bad case of water retention.

Notes:

The sorceror must match the SIZ of the Spawn to the SIZ of the
intended receptacle, allowing a little leeway for that bloated
look. The Spawn can now animate the (now doubtless insane) host with
POW vs POW resistance rolls. The Spawn should have motor control over
the host body but does not necessarily have the ability to use the
host's mind, knowledge, and skills. The longer the Spawn is in
residence, the better it will become at animating the host.

The host mind continues to function but must contest with the Spawn in
POW vs POW resistance rolls to do anything during a given turn; this
presumes that the host mind is sane. SAN losses at Keeper's
discretion, although I'd suggest 2d4/2d10 for the invasion, over and
above losses for seeing the Spawn. Probable host mind reponse when
driven insane would be catatonia, allowing the Spawn a free reign.

The host takes damage as normal, although the Spawn will only suffer
from attacks which can affect it. At any time the Spawn may leave its
host, appearing as a black viscous bile ejected from the orifices of
the host body. This will take 1 combat round. The host mind may regain
control at this time although the host body will be in a poor physical
condition. A survivor's mind is probably shattered by the experience.
A given Spawn may choose to later return to the warm and cozy host.

This presumes that the Spawn keeps the host alive by sharing its
"nourishment" with the host. Another variant might involve the Spawn
assuming control of a corpse. New hosts would be required fairly
frequently as corpses decay within 1 week to the point where they
cannot be reliably controlled.

Lastly, I'd caution against allowing this as a universal power
possessed by all Formless Spawn. It is better as a ritual used to
prepare a host. Especially if that host is a PC who was presumed
kidnapped or dead in a previous session.

Cheers :-) --> :-0

Peter Devlin.

pdevlin@scotsys.co.uk

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

From: Hamdula@neosoft.com
Subject: The Black Ziggurat, Part Two
System: Call of Cthulhu

The Black Ziggurat

By Cry.Sys


[continued from V23.6]

PART THREE: DOWN THE MAIDIRA

The next morning, anyone looking over the deck will find the table
over turned and the chairs knocked over (unless they stopped the
bunyip last night when it searched for food). Watery footprints can be
seen on the deck's edge. Call for Spot Hidden rolls as people come up
from under the deck. Looking along the sides of the river, one can see
a small campground where there is little ground cleared away. The
campground, if visited, has three items of note.

The first is the embers of a fire. With a successful Idea roll, one
can find out that from the look of the embers, a pot or other large
cooking instrument was placed on it.

The second is a broken metal pipe with a red spongy substance in it. A
Medicine roll can determine it is marrow.

The third is a pile of loose dirt. If dug up, pieces of a human
skeleton can be found.

If the Captain is asked about the campsite, he'll shrug and suggest
natives. If asked about the skeleton he'll suggest that maybe his
friends were here before him and left the site after a meal. If asked
about the metal, he'll demonstrate how it's inserted into broken
bones, then sucked on to get at the human bone marrow.

Once underway again, John will begin shouting and pointing into the
jungle. The Captain will slow the boat and ask him what he saw. John
is pointing to a large statue out in the jungle. It stands, its lower
body hidden by the brush of the jungle, with its arms raised to the
sky. Red eyes glare out at the river, almost looking like its gaze is
on the ship alone. Should the investigators stop to investigate, they
will find little about the statue. Should they get up to the eyes,
they can pry the rubies loose that are set there. Each is worth quite
a bit of money; keepers, you decide exactly how much.

Once it begins to get dark, call for Listen rolls. It's not a sound
they are looking for, but the silence. All the sounds of the jungle
have died completely. Another Listen roll and the investigators can
hear the sound of flapping. Soon it's gone, and the noise of the
jungle floats on the air again. (Keeper's Note: If you are wondering
what this is, it's the Hunting Horror looking for food.)

Finally, the Mary Kay reaches the mouth of the Canuma River. Here,
after a quick dinner of soup, the NPCs go to bed. Everyone is
exhausted. Should anyone stay on the deck, call for Listen rolls.
Again, the sound of flapping. After that, call for a Spot Hidden roll
and let them catch a full glimpse of the Hunting Horror as it flies
overhead, a jaguar in it's claws. Blood falls on the boat, and before
anyone can react, the Horror is gone. (San Loss: 0/1D10 to see a
Hunting Horror.)

PART FOUR: THE CANUMA RIVER AND THE NAKI

In the morning the deck will be splashed with blood, and everyone will
seem very unnerved by this. Allow a Psychology roll to show that Rivin
seem to be faking his distress, while John and the Captain seem
scared. John will suggest turning back, Rivin will insist on pressing
on, and the Captain will suggest they find the Naki who are waiting
down the Canuma River for him. In the end, Captain will win the
arguement, and he'll start the boat downstream. If the investigators
try to stop him, he'll ignore them. If threatened or attacked, John
will protect the Captain, to the death if required. Should the
investigators actually come to blows over this, Rivin will slip away
and sabotage the boat as he planned to later down the river (If the
investigators don't come to blows, Rivin will sabotage the boat
further on in the campaign).

Soon, a trail of smoke can be seen through the edge of the jungle.
The Captain stops the boat, and says those are the Naki. He will jump
into the shallow water and wade up on to the shore, with or without
the investigators. John goes with him, and Rivin stays on the boat.
Should the investigators stay behind, Rivin will sit with them and
tell them the most disgusting stories of his personal injuries while
hunting. This is an attempt to get them to follow the Captain, so that
he can do a little evil in the cabins below, but he could still do
this with investigators on the ship, faking going to sleep (the evil
he plans is the snake, which appears at the end of this Part).

Following the Captain, the investigators will come to a small
encampment full of natives. They sit around a boiling pot. Once they
see him, they call the Captain over to sit with them, as well as the
investigators. The Captain talk with the Naki, and anyone with "Other
Language: Naki" will understand greetings and normal conversation.
After some chatting, the Naki pass around soup. The Capt takes one
bowl and eats, saying to the investigators that the Naki are great
cooks. Should any investigators take the soup, have them make CON x3
rolls. If they fail, they get a stomach ache and lose 1D3 CON for 24
hours. Should the investigators ask what is in the soup, the Captain
says "Enemies of the Naki, of course."

After eating, the conversation grows darker, as the Naki ask if the
Captain is planning to go on farther downstream to the Acari River. He
informs them of their mission and the Naki grow silent. The oldest
Naki, an elder no doubt, from the scars and tattoo marks covering
almost all his body, warns the Capt and investigators with the tale
below. If the investigators fail their language rolls to understand
the conversations, the Capt will translate.

"You whiteskins should stay away from Acari River," the Elder warns.
"No good can come of those places. Past the second statue and your
warnings run out. I remember the tale of when my uncle went there,
many years ago. He told me that his hunting party came across another
tribe, and was going to harvest them for the soup. So, silently they
moved into ambush positions, while watching the other tribe's
rituals. Just before they planned to attack, the other tribe called up
a flying demon from the skies. It swooped down and attacked the
hunting party in the bushes, sensing their presence. My uncle and the
survivors ran, but the flying demon chased on. Quickly they stopped
and used Naki tribal magic to scare the flying demon away!"

At this point, the Elder offers to teach the ritual to "scare away
flying demons". Only those that succeeded the Other Language: Naki
roll can learn the spell, since the Capt refuses to translate "this
mumbo jumbo foolishness!" The Elder teaches the spell: Curse of
Darkness (see the Call of Cthulhu rulebook).

As everyone wraps up the party, the Elder insists the investigators
and the Captain rethink their plan to enter the Acari River. He will
also notify them at this time that a number of Naki warriors have
disappeared during the night.

Once back at the boat, the investigators might be scared and try to
turn back (shame on them!) or may want to continue. If they want to
continue, let them. If they try and turn back, the Captain will scoff
at them and say they shouldn't belive the Naki's tales of monsters.
Again he will try and steer the boat downstream. If attacked or
threatened, John will fight to the death if required. If this happens,
Rivin will sabotage the boat, just like before. Should Rivin somehow
be stopped, have the Hunting Horror fly by and pick up investigators
by night as they retreat, steering the boat back upstream. This will
be hard because the investigators will have to secure John, Capt, and
Rivin, else they will try and stop them.

Let night fall at about this time, and everyone retire. Make a roll
for each investigator. The one with the highest roll gets a Listen
roll as he enters his cabin. Hidden here by Rivin is a python. It will
attack the unlucky investigator.

PART FIVE: THE ACARI RIVER AND SABOTAGE

The Captain sails on, and the Mary Kay comes to the mouth of the Acari
River. Here, there is a second statue. This one has its hands above
it, as if summoning all it's strength into one place.

Heading into the mouth of the river, after a few minutes, the engine
abruptly dies. The Captain goes into a cursing fit, and heads down
into the engine room with John to try and fix the machine. Rivin can
be found in his room below. (Keeper's Note: Rivin has removed a
important piece of machinery in the engine and has it hidden in his
stateroom. He acts like he was asleep, even in his evening wear.) The
Captain and John come out, looking angry. The Captain orders everyone
onto the deck. Here he explains that someone has tampered with the
engine, and removed a piece of equipment that would eventually cause a
breakdown. He looks suspicious of everyone.

Call for dice rolls; the investigator with the highest roll suffers
the Captain's wrath. He accuses the investigator of taking the
machinery at Manaus or sooner and threatens to abandon him or her if
they don't hand over the part. Fast Talk or Persuade by anyone can
make the Capt realize he's lashing out without evidence, and he
apologizes. He says that the boat is stuck, and suggests everyone get
there most vital things together to travel back upstream to the Naki
encampment to get a lift back to Manaus. "The expedition is over." he
says grimly.

Let the investigators gather up their things, only those that they can
carry, and get off the ship. Traveling upstream along the shore, call
for Listen rolls. All those that fail don't get to act for the first
combat round, as the Danku ambush the investigators. All the Danku
will be using bow-darts, so don't worry about them killing the
investigators. If the party can whup all 10 Danku's asses, have the
Hunting Horror swoop in to help the Danku out, but this probably won't
be a problem. Eventually, all the investigators will end up
asleep. They will awaken in the Danku village.

PART SIX: DANKU VILLAGE AND THE ESCAPE

Once drugged the investigators will be taken to the Danku village and
locked up in the wooden cage. Also here in the cage are the captured
Naki warriors. By the time night comes, the investigators will awaken
to a strange ritual taking place in between them and the docks. Rivin
is with them, as well as an ancient looking figure, leading the
ritual.

The ritual consists of the warriors of the tribe celebrating the
capture of the investigators. They dance around a huge bonfire (Rivin
dances with them) and the leader (whose name is over heard - Vakish)
leads a menacing chant. From the cage a Naki warriors is taken, sliced
open, and his heart eaten by Vakish. One guard is watching the cage,
which is just outside the light of the fire, and he is slowly falling
asleep. Let the investigators do Spot Hidden rolls. Success means that
they found a weak part in the cage, and can slip out.

A note on the pit: the pit in the center of the village belongs to the
Hunting Horror, summoned up by Vakish. The Horor is responsible for
protecting the village. If the investigators fall in or get in the pit
for some reason, there is a fall. The impact causes 1d6 hit point
loss. Jump rolls are allowed unless thrown in. There is a 70% chance
the Horror is in here, willing to get a meal. If he's not, allow the
investigators a Spot Hidden roll to see a tunnel at the bottom. The
tunnels are described in Part Seven.

If the investigators slip out and go for the docks: have them stopped
by the warriors with blowguns. If the investigator's battle turns in
their favor, let the Horror fly in and pluck them up.

If the investigators wait: make a roll for each investigator the next
morning. The investigator with the highest roll is taken from the
cage, boiled alive, and eaten. San cost 1/1d4.

If the investigators slip out and head for the paths on the other side
of the village: make a roll. There is a 30% chance that the Horror
will hear them pass and will alert the warriors. Make another
roll. There is a 35% chance that the sleepy guard will notice them and
alert the warriors. Let them run onto the paths, and be chased if the
warriors were alerted. Just when the warriors close in, or the
investigators get close to the Ziggurat, let the ground separate
beneath them and a taloned hand pull all them down. "Do not be
sssssssscared." A voice says.

Hopefully, you can somehow get them onto the paths, where they will be
abducted by Nooka. The campaign can still be defeated in other ways
then with Nooka's help. Hopefully they'll take the Naki warriors with
them, which will aid their battle.

Part Seven: An Unlikely Ally

Nooka the Serpant Man is the creature that pulls the investigators
underground. He quietly asks the investigators to remain silent while
he closes the roof of the tunnel he is in. He lights a torch and
quickly leads the investigators along the tunnel. "You must stop the
Danku," He explains, "They plan to summon a Outer God by the name of
Naaganaaga. With his enterance to this planet he will cause much
suffering, as well as the destruction of these rainforests." He will
show the investigators a tunnel that leads to the clearing that holds
the Black Ziggurat. He will offer to teach them the spell of Dismiss
Naaganaaga, and supply the components. He will not want to carry on a
conversation, only telling the investigator that they must stop
Naaganaaga and the Danku.

If attacked he will fight back, but will insist they stop and help him
for their own sake. He might use the spell Enthrall Victim if only one
investigator or two are attacking while others stand back. If his life
is in danger Nooka will run away, dissapearing off down the tunnels.

When in the tunnels alone, the investigators have a 20% chance of
finding the tunnel to the Ziggurat, a 44% chance of finding a tunnel
to the paths, and a 10% chance of finding a tunnel into the Horror's
Pit.

The Pit is described above in part Six.

PART EIGHT: THE BLACK ZIGGURAT

The ritual to call up Naaganaaga can happen whenever the Keeper
decides is appropriate. The warriors go to the Ziggurat, surrounding
it, while Rivin and Vakish stand on the top and begin the ritual. It
consists of a huge fire and a number of sacrifices thrown into it,
while chanting. Rivin throws prisoners in, and Vakish chants. If the
investigators escaped, the Danku can capture more Naki with the help
of the Hunting Horror. If they didn't escape, they are here as the
sacrifices. Allow STR vs STR rolls against the ropes the investigators
are tied up with will allow escape. The ropes are STR 14.

The first person to be sacrificed is the person with the highest
percentage roll. Don't forget to roll for the other 4 Naki prisoners.

If the investigators kill Rivin: There are back up warriors to toss
sacrifices in.

If the investigators escape and free all the prisoners: The ritual
will be delayed and start again tomorrow with sacrifices from other
tribes.

If the investigators kill Vakish: He is the only one who knows the
Call Naaganaaga spell, so the investigators succeed.

If the investigators kill all the Danku: No Danku, no Naaganaaga.

If the investigators use the Curse of Darkness spell on Naaganaaga:
This is dangerous because if the investigators go insane from seeing
Naaganaaga, the spell probably won't get cast.

If the investigators fail: Naaganaaga causes a atomic blast,
destroying the Danku and the surrounding area. Magical fires from his
blast wipe out the Amazon's rainforest in a few months.

If the investigators stop Naaganaaga: Award 1d10 sanity points.

There are probably many other ways the investigators will cook up that
would stop Naaganaaga. It's your option to if these succeed or not.

A search of the village after the investigators succeed will reveal
the missing piece of machinery in a small Danku hut. Sometime during
the night on the boat or shore, John will go insane, attack someone
randomly, and disappear into the forest. Once back at home, Captain
Horner will become drunk and be found in his Manaus hotel room, after
he slits his wrists. The world exists for another day.

AUTHOR'S WORDS

This campaign can use a little work, and I hope that you will add much
more to it. I suggest you go see some films like _Anaconda_, _At Play
in the Fields of the Lord_, and _Emerald Forest_, which show the
Amazon rainforest and the natives that live there. I didn't really
research the tribes that much, just used some ideas that came to me. I
hope you enjoy this campaign as much as I enjoyed writing it.

STATS

CAPTAIN JACK HORNER, Drunken Steam Boat Driver

STR 11 CON 10 SIZ 16 INT 13 POW 14
DEX 7 APP 7 EDU 17 SAN 70 HP 13

DB: +1d4.

Weapons: Fist 60%, damage 1d3+1d4
Fish Gutter 40%, damage 1d6

MR. FRANKLIN RIVIN, Servant of Naaganaaga and Big Game Hunter

STR 11 CON 7 SIZ 13 INT 17 POW 13
DEX 12 APP 7 EDU 16 SAN 0 HP 9

DB: +0.

Weapons: Fist 70%, damage 1d3
Elephant Gun 50%, damage 3d6+4

Rivin was introduced into the cult of Naaganaaga and the Danku on his
last journey into the Amazon. The expedition he organized was a
attempt to get sacrifices for the ritual to call Naaganaaga.

JOHN, the Horny First Mate

STR 11 CON 11 SIZ 17 INT 9 POW 13
DEX 12 APP 10 EDU 10 SAN 65 HP 14

DB: +1d4.

Weapons: Fist 60%, damage 1d3+1d4
Club 40%, damage 1d8+1d4

AMAZON NATIVES

A bunch of Natives (Use stats over and over if you like. Can be used for
Naki and Danku.)

STR CON SIZ DEX POW HP
#1 18 07 15 07 10 11
#2 09 13 14 14 04 14
#3 16 10 11 15 12 11
#4 11 08 16 08 10 12
#5 17 11 15 08 07 13
#6 10 15 15 12 17 15
#7 07 16 15 11 14 13
#8 10 09 13 07 11 11
#9 09 13 17 07 06 15
#10 16 06 09 13 12 08


Weapons: Fist 50%, damage 1d3+DB
Blowdart (only on Danku) 40%, poison (Con x2 roll or fall asleep)
Club 40%, damage 1d6+DB

VAKISH, Nasty Flesh Eating Priest of Naaganaaga

STR 12 CON 11 SIZ 16 INT 16 POW 20
DEX 10 APP 10 SAN 0 HP 14

DB: +1d4.

Weapons: Fist 50%, damage 1d3+1d4
Large Sacrifice Knife 60%, damage 1d6+1d4

THE HUNTING HORROR, Eater of Jaguars

STR 27 CON 16 SIZ 47 INT 14 POW 22
DEX 7 HP 32

DB: +0.

Use stats for combat from rulebook.

NAAGANAAGA, Scorcher of Worlds and all around Bad Dude

STR 32 CON 99 SIZ 102 INT 20 POW 48
DEX 4 HP 101

DB: +7d6.

Weapons, Sit on Investigator 60%, damage 7d6
Flame Burst 40%, Damage 1d6 per turn untill flames put out.

NOOKA, the Serpent Ally Underground

STR 6 CON 12 SIZ 11 INT 19 POW 14
DEX 11 HP 12

DB: +0.

Use Serpent People stats in rulebook.

Spells: Contact Yig, Curse of Darkness, Dust of Suleiman, Entrall
Victim, Hands of Columbra, Voorish Sign.


THE PYTHON IN THE STATEROOM

STR 18 CON 11 SIZ 14 POW 13
DEX 10 HP 13

DB: +1d4.

Weapons: Crush 40% Damage: 1d6+1d4

THE HUNGRY BUNYIP

STR 47 CON 25 SIZ 48 INT 18 POW 39
DEX 18 HP 38

DB: +2d6.

Use stats from rulebook.

--

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