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Chaosium Digest Volume 32 Number 04
Chaosium Digest Volume 32, Number 4
Date: Saturday July 15, 2000
Number: 2 of 2
The Whippoorwill House, Chapter Two, cont.
The Tees estuary. For so many it's a forgotten corner of England, a nowhere
valley empty of worth and brimming with cultural apathy. Before I arrived at
Whippoorwill House I was engaged in a lengthy pilgrimage to Glasgow, in the past
a winner of the title 'European City of Culture'. Glasgow of course has its
dark, festering aspect as any city, and its heroin syndicate has made the city
foremost in the country. Its only significant contender for that dubious honour
is Middlesbrough, the principle town of the Tees estuary but the merest fraction
of the size of Glasgow, without the redeeming features of
that city. Middlesbrough is a town of emptiness, mindless stagnation and decay.
It has long lost its purpose and now wallows in its own filth and corpulence. Of
course, it has a fragment of prosperity but this is only a superficial veneer
over the town's rotten, black heart. Its unforgiving, dilapidated streets breed
a particularly loathsome strain of social excrescence, and time is crumbling
away it's last vestige of attractiveness. They are everywhere, the gaunt and
soulless, corpselike shells of the living dead. In tracksuits they haunt the
benefit offices, eyes bulging and faces pale and unhealthy with the scars of
deprivation. The fishlike eyes of some seem to reflect more than the ravages of
chemical dependency. I had heard tales of rumoured colonies of...."things" off
the coast of Hartlepool, a mere few miles up the beach, and I seemed to see the
taint of the oceans unwholesome denizens in the faces of many aimlessly walking
the streets of Middlesbrough. I have never entered its darker, litter strewn
back streets and I am dubious as to what I would find; mere urban decay or
something infinitely more loathsome and inhuman?
This seems particularly prevalent around the edges of the river, and if my
suspicions became apparent, what abhorrent aberrations would have slithered
forth from the pollution-plagued Tees as it passed through the dead town of
Middlesbrough? In such an environment I am not surprised to find a place like
Whippoorwill House, not at all. The events there are horrific and imprinted
indelibly on my scarred memories, but they seem only a fragment of a greater
darkness that clings to the Tees Estuary like a malignant plague. What lurks in
the dark shadows of the disgusting, tenebrous back alleys of those
darkened industrial towns? To what gruesome depths had humanity sunk to in this
ravaged place, breeding misanthropy and hate? No, I am not surprised to find a
place like Whippoorwill House here. Not at all.
And in Whippoorwill House, on that night when all my preconceptions of the
limits of terror died an agonizing death I went to Swindell's aid, truly
beginning the cycle of abhorrent events that were to climax in the scarring of
the sanity of I and my companion, leaving us incarcerated in a mental
institution for much of the subsequent months, nearly irrevocable damage done to
our nearly destroyed bodies. I ran to Swindell's aid, and I still can't think of
an adequate explanation why.
I entered the darkened dinning room and registered a breathing that filled me
with terror I cannot describe, a terror that paralyzed me so thoroughly that I
was denied even the ability to lose control of my bladder. The stench of rotten
flesh, feces and something akin to a hospital disinfectant where beyond
overwhelming, I felt my nose begin to bleed as my nasal lining was dissolved. It
was at that point that I was allowed by my brain to register the form that was
dangling from the far corner of the ceiling.
To spare me dissolving on the spot my consciousness allowed me to visualize the
obscenity as something like a shriveled old hag. Disgustingly, the thing began
lowering and gliding toward me, and the reality sunk in. I believe at that point
I may have screamed. In actuality whatever it was, was using the skin of a
relatively young woman to cover itself, but its mis-shapeness caused the morbid
garment to appear far older. It was hanging via a cluster of ropy brown root
like appendages that sprouted from the base of the spine.
I could also unhappily see that they where spreading slowly across the ceiling.
It was no more than five feet away and I was paralyzed and totally hypnotized by
the undulating skin-coat. The lolling head quivered and jerked as excitedly
twitching, gossamer threads began to probe out wards from the facial orifi.
Sparing no indignity, they sickeningly began to reach from other places as well.
It was inches from me, the threads questing insidiously toward my mouth and
nostrils, and I barely restraint vomit again as they coldly and slowly parted my
lips with a strange gentleness. My mind retracted from my body trying to hide in
coma, and then lightning-quick something else moved, I was vaguely aware of a
click, a dull thud and spattering, and the thing slumped, dead. Flooding back
into my body, I realized that I had some how pushed my gun into its mid section
and relived it of its entrails.
The thing lay twitching, its tendrils peeling with a sickening sound from the
ceiling. Looking around intently I realized that the ceiling was sporting a
rather large hole and something was scrawled into the table beneath which lay
Swindell. Groggily he got to his feet and I saw that his head had evidently been
beaten soundly. I had seen more than enough and without taking further note of
our environment we left the room shutting the door behind us. Involuntary tears
were coursing rivulets of wetness down my dust-smeared cheeks, and Swindell was
in no better condition.
As we crossed the darkened hall another time we came as close as a human can to
scampering, rats trying to abandon a sinking ship but trapped in the black
bowels, unable to escape. In an unnatural turn of events I was hesitatingly
supporting Swindell with one arm and attempting to proficiently wield firearms
with the other, an activity which I was less than efficient in. He occasionally
mumbled inanities and I wondered if any permanent damage had been caused. I was
not feeling especially warmer towards him, but then a live and accurate bullet
shield is better than a dead, cumbersome one.
I nervously glanced at a high, remote window above the door admitting thin,
inadequate beams of weak moonlight. The night was still comparatively young and
the clouds seemed even thicker and more ominous, from what I could distinguish
and deduce in through the window and the miniscule section of sky that I could
see without. I was reminded that we had no especial obligation to explore this
house from top to bottom, but an excited compulsion was driving me on. I no
longer hovered on the edge of seeking the highly dubious safety of the outside.
Swindell stumbled, and I unconsciously shifted my weight to compensate, leaning
my hand momentarily against the back wall. It felt curiously warm and pinpricks
of cold sensation tingled across my flesh in a momentary dance. I also felt a
vibration-something I couldn't wholly substantiate-reverberating through the
eighteenth century brickwork. I was a throbbing, insistent but distant pulsing
as of powerful machinery thundering deep underground. Then the sensation passed
and Swindell appeared to regain his senses enough to stand without my aid,
walking with a slightly jerky gait that betrayed nervousness. Irritated, I
hustled him into the doorway of the one room that we hadn't investigated. I had
private hopes of alcohol that desperately needed satiating, and perhaps some
fragments of fresh comestibles; I had been living off service station tat for a
little too long for my tastes, and my stomach was constantly voicing its
complaints with a noise akin to heavy artillery. A growing atmosphere of dread
and apprehension was beginning to seep into me, and I was becoming increasingly
susceptible to the palpably macabre atmosphere that this evil house seemingly
exuded from between its very molecules. Shuddering visibly and uttering a weary
flash of profanity I ushered Swindell through the doorway, and weapon raised in
dark anticipation, crossed the threshold.
It turned out to be a rather urbane kitchen, how thoroughly dull. Spaghetti
boiled upon a stove and the smell of pastry wafted on in the air. As I inspected
and ravished several items of food Swindell uttered his god forsaken phrase,
and, following his gaze my eyes found the source of this upset. A door, leading
to the basement if the time-ravaged label was to be believed. What had demanded
the actual utterance of the oath was the all to familiar symbol etched in bronze
upon its blank, implacable face. Strange impressions of sounds vibrated through
the door and the feeling that I would need to cross its threshold soon swept
upon me. Feeling resigned and, realizing that there was nowhere else on this
floor to reluctantly explore I wearily turned to the door at right angles to the
basement. As my palm touched the handle undulating, throbbing vibrations issued
up my arm. I tried to fool myself that these where emanating from an ancient
generator or forgotten car engine but deep inside I knew otherwise. The
vibrations felt guttural and in some indefinable way purposeful and guided. The
door opened.... a machine gun blast of electro-mechanical cacophony issue forth
from the room. I was drowning in a flood of raw, militant, malignant machinery.
I swiveled my eyes to behold its source of origin.
--------------------------
SOLOMON BITES THE WORM
An Adventure for Call of Cthulhu
INTRODUCTION
This adventure is set in present day England, but it can be easily adapted to
any rural setting. It takes place on a humid, oppressive day in summer. The
adventure is based around the spell Unspeakable Promise and its terrible
consequences. Although the scenario includes a creature from Ye Book of
Monstres II, ownership of this book is not necessary for play, though it is
helpful. It is fairly easy for investigators to pull through with minimum
casualties and sanity loss. The lethality can be significantly decreased by
making the stats for the Unspeakable Possessor lower. The scenario is fairly
linear and should be fairly easy for new Keepers to keep under control. At
least one of the investigators should be acquainted with Lynn Jones, either from
an old friendship or previous investigation. It is useful, but not vital for at
least one investigator to be proficient in Latin.
PLAYERS INFORMATION
The investigators are called by Mrs. Lynn Jones to investigate the disappearance
of her husband, Solomon Jones. If the investigators are connected with the
police or some other investigative body (such as Delta Green), they are sent as
representatives of that force. Otherwise, Lynn calls the investigators before
the police, as she has more faith in them.
Solomon disappeared from Mainwarings, his Somerset country estate two days ago.
He was last seen by Lynn in his study, where he spent most of his days. Solomon
was an archeologist from Wales and had written several critically acclaimed
books on archeology and history as well as fiction based on Celtic Myths.
KEEPERS INFORMATION
Nineteen years ago, Solomon discovered an old tome whilst excavating the remains
of a 9th Century monastery. The tome, Liber Carcosa, described a being called
Hastur and gave details of an incantation that could be used to strike a bargain
with this infernal being. The spell was, of course, Unspeakable Promise.
Solomon, then unsuccessful and impoverished, cast the spell and bargained his
soul in return for success in his writing career. Sure enough, Solomons next
book, The Ballad of Gwythen was a huge success. Solomon used his new wealth to
accumulate archeological artifacts and old books, including The King in Yellow.
As the years wore on, Solomon became increasingly worried about the other side
of the bargain that he had made. He finally managed to acquire a Nigerian
artifact called the Mgomvi-acha, which he believed could be used to reverse the
spells effects.
This was all for naught, however, because two days ago, whilst working in his
study on the acha, Solomon was transformed into a humanoid horror entirely under
the control of Hastur. He fled his former home into the estates woods. Hastur
has now commanded Solomon to collect the Mgomvi-acha and deliver it to cultist
s in Taunton.
ARRIVAL AT MAINWARINGS
When the investigators arrive at Mainwarings at mid-day, Lynn greets them, along
with her small dog, Quint. On a successful LUCK roll Quint takes a shine the
lucky character and follows him around. Otherwise, characters must ask in order
for Quint to accompany them. Quint is useful, as described later.
The investigators are also introduced to a surly Ivan Hunter, the estates
gardener and the only other person on the estate other than the chipper
housemaid. A successful PSYCHOLOGY roll will reveal that Ivan is opposed to the
investigators presence. Mainwarings itself is a gloomy Victorian building of
dark red brick, with extensive gardens and grounds, including a wood to the
north-east of the house where Solomon is hiding.
Lynn will then take the investigators to Solomons study, where he was last
seen. The window is open, perhaps wide enough for a man to get through, but Lynn
will say that this was normal practice for Solomon. If Quint is with the
investigators he begins barking in a most distraught manner and refuses to go
near Solomons chair.
The desk is covered in papers and other objects, including the Mgomvi-acha, and
the notes accompanying it. The desk draws are locked, but a successful
LOCKSMITH roll or a roll on the resistance table pitting the investigators STR
against the locks CON of 10 will open them to reveal, among other more mundane
items, a copy of The King in Yellow, complete with sanity-blasting Yellow Sign.
Rules for The King are given in the Cthulhu rulebook.
A thorough search of the study will reveal the Liber Carcosa on a successful
SPOT HIDDEN roll, hidden high up on the rear bookshelf. The book is in Latin,
and as well as describing Hastur and his kin in Hali, gives the spell
Unspeakable Promise (Daemonic Bargain). It takes 5 weeks to study and
comprehend, as well as a successful LATIN roll. Cthulhu Mythos +5 percentiles,
(1/1D6) sanity loss. To get the gist (i.e. it is about Hastur and contains what
looks like a Mythos spell called Daemonic Bargain takes 1D6 hours and a
successful LATIN roll.
THE MGOMVI-ACHA AND ASSOCIATED NOTES
The acha is a small (about 7 inches high) hardwood statue of a crouching man
shaping what looks like a bowl out of a collage of human faces. A successful
ARCHEOLOGY or KNOW roll will reveal it to be in the style of the Benin Empire.
The underside of the statuette is covered with unusual sigils. Another
successful ARCHAEOLOGY roll will reveal them to be in no known language. The
people of Benin had no written language, which should spook the investigator who
initially identified the statuette.
In fact, the sigils are in the language of the people that built Gharne. A
successful CTHULHU MYTHOS roll will confirm this and another CM roll will reveal
them to be the steps to an incantation to increase ones magical ability. If
the incantation is pronounced (successful CM roll and sacrifice of 3 magic
points and 1d4 sanity points) the acha will be activated and become warm to the
touch. A successful LISTEN roll will reveal a quiet chanting noise coming from
the statuette. The next spell that the caster casts whilst touching the acha
will cost half as many magic points (rounded down) as normal for the caster and
the spell will automatically succeed if there would otherwise be a chance of
failure (such as with summon/bind spells). The acha can be activated only once
and it crumbles after being used to power a spell.
Solomons notes read as follows:
Statuette definitely west African- Benin? Cannot be sure
Sigils in language
unknown NO BENINESE WRITTEN LANGUAGE!!!! Possibility of
forgery
Sigils-incantation?
cannot translate, must study LC
.LC no help-
maybe it is nothing to do with Bargain
. Day of Reckoning draws near, the
incantation must work!!!!
.. no help, nothing happened, probably forgery
. I
await my side of the Bargain
..
LETS SPLIT UP, GANG!
The investigator will probably want to investigate the rest of the estate.
Pertinent locations are described below:
WOODS: If Quint is with them, he will pick up and follow Solomons trail on a
successful LUCK roll. Otherwise, a successful LUCK roll is required to find
signs of a large animal, possibly a man, and a successful TRACKING roll is
required to follow the trail.
The trail leads to a clearing, where a campfire has been left from the night
before. Quint will go crazy in the clearing, barking at the smell of Solomon
lingering from the night before. Solomon is no longer there.
IVANS SHED: If they search whilst Ivan is there, he will answer questions in a
surly manner, revealing little. A successful PSYCHOLOGY roll will reveal that
he is telling the truth if he says he doesnt know what has happened to Solomon
or if he says that he did not kill Solomon.
If they search whilst Ivan is out, a successful SPOT HIDDEN roll will reveal
several hidden photographs of Lynne, some apparently having been taken through
the window whilst she was in the shower or otherwise wearing little or nothing.
A successful PHOTOGRAPHY roll will reveal that some of the pics are up to three
years old.
The shed also contains an axe and a chainsaw, which may come in handy later (see
SLIGHT RETURN below!
GARDENS: Outside the study window, Quint will shy away as if in disgust, as
this is where Solomon escaped following his transformation.
The Keeper should feel free to fill the rest of the estate as he sees fit, with
maybe a few red herrings dotted about.
CAST OF CHARACTERS
Lynn Jones, Age 44
STR 10 CON 13 SIZ 11 INT 15 POW 16 DEX 11 APP 17 EDU 10 SAN 80 HP12
No damage bonus, combat stats at basic, no weapons
Listen: 60% First Aid: 45% Natural History: 60% Spot Hidden: 55%
A well-preserved, attractive woman in her early forties. Lynn is fairly smart
and sports an upper-class accent, but is minimally educated. She also has a
marked lack of curiosity and knows nothing of Solomons work.
Ivan Hunter, Age 50
STR 13 CON 15 SIZ 12 INT 12 POW 12 DEX 13 APP 10 EDU 11 SAN 60 HP 14
Damage bonus +1D4, combat stats are normal
Accounting 40%, Natural History 65%, Horticulture 70%, (Lecherous) Photography
40%, Fast Talk 40% Spot Hidden 60%
Weapons: Wood axe, 20%, 1D8+1D4+2 damage
The manors sullen, introverted gardener. Ivan has long lusted after Lynn, but
furtive photographs are his only expression of this. Whilst he had no great
love of Solomon, whom he occasionally refers to as the old devil and was
jealous of the writer, he could never have killed him. He is a red herring,
intended to arouse suspicion in the investigators.
The Thing that was Solomon, Age 46
STR 22 CON 26 SIZ 21 INT 15 POW 35 DEX 14 Move 8 HP 24
Damage Bonus: +2D6
Weapons: Touch 85% Damage 1D10 per round as the creature thrusts its fingers
inside the victims body and drains body fluids. Drained hit points are added
to Solomons STR and SIZ, divided equally.
Armour: 5 points of blubber and scales
Skills: Climb 65%, Sneak 40%, Hide 30%
Sanity loss: (1/1D6) to see; (2/1D8) for Lynn to see what has become of her
husband.
Solomon has become an Unspeakable Possessor, which are described in Chaosiums
Ye Book of Monstres II. The instant death attack has been omitted in the case
of Solomon.
Solomon is now an enormous bloated humanoid horror, with rubbery, boneless arms
ending in hands with octopoid fingers. His skin is gray-green and warty and his
hair stands out in wiry bristles at various locations around his ghastly form.
His face is a bloated parody of his former self, but still recognizable to those
who knew him. He emits an overpowering odor of stale grease, which vanishes
quickly. It is, however, disturbing to Quint. He is capable only of growls and
moans instead of speech.
SLIGHT RETURN
What follows assumes that the investigators stay the night at Mainwarings,
instead of giving up or jumping to false conclusions that day. Lynn is eager
for them to stay, providing a delicious dinner and ample bedrooms, as she is
justifiably scared.
At 8:30, as the investigators are seated in the dining room, finishing their
main course, Margaret, the housemaid, runs in crying and screaming. With Lynns
help, she calms down enough to lead them outside. There, the investigators
find the corpse of Ivan on the benighted lawn, drained of all body fluid. This
prompts a (0/1D4) SAN roll. Quint, if he is present, will go wild with distress
at the scene of the killing. Solomon has snuck back into the gardens and killed
Ivan in order to gain size lost with the rising of the sun (see Ye Book of
Monsters II for further details.) He fled back to the woods soon after, but
will return at 11:00 to break into the study and steal the Mgomvi-acha. There
are clear signs of a struggle, and investigators succeeding both a SPOT HIDDEN
and TRACKING roll will be able to track Solomon back to the woods and confront
him. Otherwise, anyone patrolling the manor within a fair distance of the study
at 11:00 will hear Solomon break in and can confront him there. Anyone in bed
or the other side of the manor must make a LUCK or LISTEN roll at The Keepers
discretion to here him entering. Solomon will fight to the death if cornered-
he will NEVER leave the Mgomvi-acha.
ATMOSPHERE
The Keeper should describe how dark and oppressive Mainwarings is. The house is
full of antiques, including sinister Polynesian masks, ghoulish Asian statues
and even some human skulls from Alaska, along with stuffed animals, often
exhibiting very poor taxidermy. The less well-ventilated areas, of which there
are many, smell strongly of mothballs. Think of a gloomy Victorian museum and
youre not far off.
WRAPPING IT UP
The adventure should end with either the investigators killing Solomon or
Solomon escaping with the Mgomvi-acha. Alternatives include the investigators
arresting Ivan or running away screaming.
Further adventures can be built on this. If Solomon gets away much fun can be
had tracking him down. If the Mgomvi-acha falls into the hands of the Hastur
cult all hell could break loose. Lynn could be driven insane by the sight of
what her husband has become, which could provide links to adventures involving
mental asylums. The Mgomvi-acha was not the only curious artifact in
Mainwarings-who knows what secrets could be hiding in its dark corridors?
Have fun!
---------------------------
A Damsel in Distress
While returning from the Pentecost tournament the following event occurs to your
players. A peasant runs out in front of the player's troupe begging them for
their help as a wicked Knight has kidnapped his daughter, Sir Edrake the Dark.
Sir Edrake has 4500 Glory got by the most despicable means. Have your players
make recognize rolls to see what they know of Sir Edrake. Should any of them be
successful in this roll, then there is no deed too dreadful for Sir Edrake to
have committed. As this has occurred on Sir Edrake's land and these are his
serfs then it would be difficult to bring charges. However, will your players
let this villain get away with his dastardly deeds (if they will then you'd best
find another adventure for them. As this one is not suitable) or will they find
a way to bring justice and put everything as it should be.
"It was just at midday ma Lord, he, (spits) that is Sir Edrake came riding with
his band of ruffians into the village (presumably the sorry collection of hovels
that now surrounds the players) and he grabbed Elena (sobs) and rode off with
her. Striking poor Rob down as he passed". Poor Rob, Elena's older and very
protective brother, is in a sorry condition as he has been struck in the head
with a mailed boot. He is however, being properly cared for and is likely to
recover as he is a healthy young man.
The players must now decide on their course of action. Several courses of action
are open to them. They could have Sir Edrake charged for his crimes, which will,
no doubt, be considerably greater by the time the law gets involved. One of the
knights could challenge Sir Edrake. This is likely to result in only a shallow
victory for if the prize of victory is the Elena's freedom then Sir Edrake will
order her murder if he is defeated and he will also make the condition of the
serfs even more miserable. He will in no circumstance fight to the death. The
best course of action is to mount a rescue mission.
Rescue Options
The knights could ask for hospitality from Sir Edrake and hope to make their
escape with Elena during the night However, this will bring them within the
clutches of the evil Sir Edrake who will hope to murder them in the night and
therefore profit from their confiscated goods.
The player knights could attempt to break into the keep of Sir Edrake and rescue
Elena. This is perhaps the best option available. They will however have to be
quick if Elena's honour is to remain intact. Yes, Elena (App 28) is still a
Virgin even at the age of 17 as she is secretly betrothed to Sir Cardel a Knight
of the Fey. However, he will not arrive on the scene until midnight. So until
that time it is up to the player knights to solve the problem.
The player knights will arrive at the Keep of Sir Edrake in the early evening.
They see a small square two story keep of excellent construction. The only
method of entry short of siege engines is to scramble across the ditch and begin
the ascent of the keep wall. This is almost impossible without ropes and is
extremely difficult in armour. The villagers are able to provide enough stout
rope to make the ascent. This accomplished the Player knight(s) will find they
are standing on a flat roof with a stout trapdoor (strength 20 resistance). If
the trapdoor is smashed in, it will arouse the attention of Sir Edrake and his
men who will come to investigate.
Once the trapdoor is open, if it has not been heard, then the player knights
will hear a drunken party being held below. They will hear a loud voice declare
that he is going to bed (loud roaring and applause) and in the morning that his
birthday present will be theirs. (Louder roaring and applause) The storyteller
should ensure that it is now approaching midnight. A search of the upper level
will reveal a few storerooms a stair leading down and a master bedroom with
Elena chained by the ankle to the heavy bed. Once the chain is broken the player
knight's may escape with Elena. Perhaps followed by Sir Edrake and his men if
they make to much noise. With the exception of Sir Edrake these are just drunken
louts and should not be a problem. I suggest about four or five of Sir Edrake's
men per knight
Midnight: Sir Cardel arrives. (use standard fairy knight statistics.) Sir Cardel
should arrive to reward the players for saving Elena. These rewards should be
anything, which is suitable to your campaign. However I suggest that he invite
the player Knights to his wedding as well as giving them his fairy horse. Sir
Cardel can also be used to save the players should for some reason it has all
gone horribly pear shaped or to punish them if they are less than kind to Elena
--