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Chaosium Digest Volume 34 Number 11
Chaosium Digest Volume 34, Number 11
Date: Tuesday, September 25, 2001
Number: 2 of 4
Contents
* The Ascension of Hastorang (CTHULHU) - pt. 2
by Mervyn Boyd - jack@ktana.freeserve.co.uk
The Institute Of Higher Learning
The institute is to be found ten miles out of town on a secluded hill away
from prying eyes. It is a majestic two story building built in a Romanesque
fashion. Several cars are parked in the gravel car park. Its lawns are
perfect in every way as is the flower gardens, ponds, and statues. For most
of the day the double front doors are open allowing curious investigators
easy access. Just inside the door there is a marble plinth with a thick
signing book with names, dates and times scrawled in its pages. Unwelcome or
unannounced visitors will be approached early on by a senior member and
asked if they require any help at all. If the investigator says that he has
been invited to join and shows the letter, the senior member allows the
character to look around and talk to people to get a better feel for the
place, however they won't be allowed to view the main library. Unwarranted
persistence and aggravation will be met with dismay and forces the
investigator's membership to be revoked. Turning up at the allotted time and
date the investigator will be met with a smiling butler and will be shown
into a waiting room where several other people wait (five NPCs plus other
early investigators) who either chat, wait silently, or smoke. One or two of
the NPCs can be from other ethnic backgrounds (Negro, Hispanic, Oriental,
etc. - No discrimination here). Laid out on tables is a selection of
sandwiches and refreshments, (tea, coffee, lemonade, etc., no alcohol ). The
introduction will not begin until it is apparent that no one else is coming.
At 8.30 Greyson comes in, introduces himself, extends his welcome, and
begins...
Greyson's Speech
Over the past two centuries, researchers have found bones and artifacts
that shows people like ourselves existed on earth millions of years ago. But
the scientific establishment has suppressed, ignored, or forgotten these
remarkable facts. Why? Because they contradict dominant views of human
origins and antiquity. Evolutionary prejudices, held deeply by powerful
groups of scientists, have filtered this knowledge to such an extent that
this knowledge, whether the filtering was intentional or not, has left us
with a radically incomplete set of facts for building our ideas about human
origins.
We at this institution have come to accept that this picture of history and
prehistory is largely incorrect and our overall aim is to call for a change
in today's arbitrarily rigid mindset; to challenge, to rethink our
understanding of human origins, identity, and ultimately - our destiny. We
do this by literary excavation of a vast store of hidden knowledge that adds
a new dimensions to our understanding of the history of our species. Take,
for example Heinrich Schliemann, in 1870 he went on to discover the
legendary city of Troy - a city many experts said didn't exist outside
Homer's Iliad. This journey of exploration takes us across continents to key
archaeological sites - some long forgotten, some the centre of ongoing
research. Along the way, we encounter many famous and infamous pioneers of
prehistoric research, all with secrets to share. This is where you come in;
with your interest in your particular fields you can help to unlock our
past. With that I would like now to take you on a tour of this
establishment. (Ladies) Gentlemen, please follow me. As Mortimer takes them
on the tour he continues: "The institution comprises three types of member.
Full - those who are direct members and help to keep the institute going by
donating money, time and resources. Consulting - paid people on the outside
who do additional work for us, and; Associates - unpaid people who assist
the institute from time to time from the outside. At the moment we have
30-odd members at this institute plus another 100 or so in and around
California. We also have links to other organizations such as the National
Geographic Society, the Smithsonian Institute, the US Library of Congress to
name but a few."
The Tour
See map for layout. During the tour the players are prompted to ask
questions and look around, but they should not disturb fellow members. As
they are taken from room to room they see Weatherspoon who waves over with a
grin on his face - the friend who put their name forward for invitation. As
the tour progresses Greyson shows them around the ground floor but doesn't
take them to the second floor merely stating that accounting and
administration goes on up there, and hence isn't all that interesting.
Wherever they go the PCs see scholars reading, transcribing, cataloguing and
performing other tasks. They are then taken into the main basement library.
Mortimer continues: "Our reference library is quite modest, comprising a
comprehensive collection of over 5,000 maps and atlases, 1,350 reference
books, and a further 13,000 assorted scrolls and manuscripts. Many of which
deal with humanity and the natural sciences, religion, philosophy, history,
travel and exploration, alchemy, anthropology and much, much more. A few of
the documents are quite rare, authenticated to be almost 500 years old in
some cases. These delicate specimens are restricted and kept safe in a
special room. Many of the manuscripts are still untranscribed from their
original ancient Greek, Latin, Hebrew and what have you".
All in all the introduction and tour lasts around 1 hour after which they
are led back into the waiting room where refreshments have been replenished.
Greyson then says that he hopes that they enjoyed the tour and that they
will join, but they are free to leave if they don't want to join. He will
then break the bad news to them saying that each member is required to
donate $1,000 per year to the institute to help contribute to its upkeep and
to the acquisition of manuscripts and to the occasional funded expedition.
He will then leave the room for 10-15 minutes allowing everyone time enough
to make up their minds. Two of the NPCs decide that they cannot make any
commitments at this time and bow out, leaving three others and the
investigators to join. Acceptance requires them to fill out a general
contract of terms and agreements; legal formalities that basically say that
while they are a member they will not cause trouble, borrow books without
prior consent, etc..
The Institute
Entrance Hall
The floor is made from speckled marble and the walls have oak paneling.
There is space for members to hang their coats up. A sign in ledger is also
present.
Waiting Room
Small room with standard type chairs where new members are introduced and
other meetings takes place.
Kitchen
White walls, Red and white floor tiles. Plenty of snacks and beverages (no
alcohol) available. Butlers are on call.
Common Room
Entering the common room requires investigators to walk down two steps. The
large room serves as an informal meeting place where members can speak
freely without upsetting other members. Again the walls are paneled. Upon
the walls hang large portraits of the founding fathers, see below (Mortimer
points this out). The floor is lacquered pine and furnished with throw rugs
and over-stuffed easy chairs and small round coffee tables. A selection of
daily newspapers and magazines can also be found. Contained within a couple
of glass display cases are a few trinkets and other archaeological
artifacts.
Lecture Hall
This large rectangular room is carpeted and has duo-toned painted walls -
rather Spartan to what the investigators have seen already. Facing the
podium at the far end are several rows of basic chairs. A slide and film
projector can also be seen.
Offices
Typical run of the mill offices that deal with day-to-day administration.
There is nothing of consequence for the investigators to find here. However
in the upstairs landing there is a door that leads out on to the roof of the
lecture hall that serves as a balcony.
Library
The basement library is kept cool and resembles the London natural history
museum to some extent. The area is lit with a subdued light source which
prevents further damage to the ancient papers. Its collection of antiquities
are divided into books, maps and drawings housed in bookcases along the
walls, antiques and other artifacts which are kept in several more large
glass-topped display cases. Several reading desks and chairs for researching
are at hand.
The Mutual Friend
The friend is called Thomas Weatherspoon and each character has known him
for a good number of years. Although each character knows Thomas the
characters themselves have never met each other before. Thomas is a 43 year
old Englishman who has a keen interest in Persian anthropology, archaeology
and history, which he teaches part-time at one of the local colleges. He has
been part of the institute for the last five years having been introduced
when the institute approached him to undertake a work proposal. The keeper
can use Thomas as much or as little as he/she feels.
Joining the Institute
Upon becoming a full member one can expect to enjoy a number of benefits:
* Direct access to a great number of research periodicals on site during
open hours of 9am and 10pm.
* Direct access to out of state universities and libraries even after
closing time, providing the proprietor is also an affiliate of the
institute.
* Access to experience, knowledge, and guidance from other members. The
institute can provide chemical analysis, archaeology, transcription of
foreign languages etc...
* Help with the organization of expeditions.
* Opportunities to gain degrees, post graduate qualifications and doctorates
* Accelerated skill increase by obtaining one to one tuition and attending
lectures.
Those wishing to take advantage of the last benefit should allocate how much
time (outside normal working hours) he/she allocates to study. During this
time they can either improve existing skills or learn new ones by studying
alone or by attending one of the frequent lectures that are on offer.
Learning new skills
Learning new skills can only be done if the investigator does not already
know that skill. I.e. It starts at base chance. Learning new skills can only
be done with a tutor or attending a lecture. An IDEA roll should be made
after the seminar. Success raises the skill by 1d10 points. From now on this
skill can only be improved upon.
Improving skills
Improving old skills can be done by self tutelage, or by again attending
lectures. Improving skills requires a successful INTx2 check after each week
of study (or 40 hours). Success raises the skill by 1d3-1 points.
These are the skills that can be improved:
These are the skills that can be improved:
Anthropology Archaeology Art Astronomy Biology Chemistry
Geology History Law Library Use * Medicine
Natural History Occult Other Languages Pharmacy Physics
Psychoanalysis *Players cannot practice combat skills.
* - Automatic skill check.
Lectures & Discussions
During the course of this adventure there are a series of lectures that are
on offer. Any PC may give a lecture as long has he/she has a relevant topic
of at least 85%. A successful lecture given by a PC raises his/her Credit
Rating by 1d6; 1d10 on an impale.
SUBJECT: Map of Piri Ri'es
Alleged 16th century map drawn by Turkish Admiral Piri Ri'es allegedly
plotting Antarctica without its ice covering. How is this possible since its
been covered with ice for the last 12,000 years or so.
ORATOR: Reverend Terrance Fanthorpe
START / DURATION: 28 Sept.. 7.30pm 45 mins.
OUTCOME: Fanthorpe professes that the map is mistaken for what it really
is. He discounts the possibility that the map is a fake and also that it
shows Antarctica without ice. His conclusions suggest that the land mass at
the bottom is merely South America. The map maker simply ran out of paper on
which to draw so he simply turned the entire map on its side and continued
drawing.
SUBJECT: The Voynich Manuscript
Manuscript discovered in an Italian Castle by Wilfrid Voynich in 1912. It
is written in an unknown script and is believed to date back to 14th
century. What does it all mean?
ORATOR: Dr. Guy Williams
START / DURATION: 3 Oct. 7.30pm 45 mins.
OUTCOME: Williams, has recently returned from Yale University (where the
manuscript is kept) after studying the manuscript. All in all his lecture is
not very impressive, dwelling mainly on ifs and maybes. With a slide show.
SUBJECT: Pre-History of Man
They say modern mankind is no more than 100,000 years old, however certain
pieces of evidence state that he is much, much older.
ORATOR: Dr. Susan Lawless
START / DURATION: 9 Oct. 8.15pm 115 mins.
OUTCOME: Overly long, overly tedious for those without a true calling for
the subject, but well presented. Lawless presents photos, bones, flint tools
as evidence stating modern man is more like several million years old. -
Additional Skill Check: Anthropology, Geology.
SUBJECT: The Stone disks of Bayan Kara-Ula
In 1937, a Chinese archaeologist discovered several dozen graves in a
remote mountainous area bordering China and Tibet. In these graves were
small skeletons, all of them were no more than 4 feet tall and had long
spindly limbs and over-sized heads. Along with them were 716 stone disks
that resembled gramophone records. Radiating from the centre of each disk to
the edge were tracks of an unknown writing style. They were dated as being
12,000 years old. Who wrote them? Who do the graves belong to?
ORATOR: Barney Templeton
START / DURATION: 15 Oct. 7.00pm 90 mins.
OUTCOME: Templeton relates the history and brings forward an update. He
continues by saying that the following information has only recently been
allowed to be published by the Beijing Academy of Sciences in which
Professor Tsum Um Nui reports to have translated the stone disks. He says
the disks relate a story of a group of beings - called the Dropa - who
crashed their spaceship 12,000 years ago and were unable to fix it and so
were stranded on earth. They were forced into hiding because the native
horsemen constantly attacked them. This interpretation has discredited Tsum
Um Nui and made him a laughing stock. This causes much amusement to those in
the lecture also.
Researching the Institute's Origin
As players spend time at the institute they may wish to research the
Institutes history to find out more about how and why it came into being and
who the founding members were since this was never explained. Greyson, or
any other member can fill in the details if the need arises.
The institute began its ascent in 1903 when a group of successful
entrepreneurs, businessmen, theologians and scientists, who through normal
day to day contact shared knowledge and experiences, discovered many
similarities and anomalies in their respected fields. As they discussed
matters it became clear that things did not sit quite right, supposedly once
solid facts were seen to be flawed and distorted. Hidden truths and possible
meanings began to emerge.They invited others like them to join their
discussion group, and the institute gradually grew into what it is today.
During their investigation the players may also learn that two of the
original founding members still alive. One lives in Oregon and the other in
Los Angles. If players are interested as to how and when the other founding
members died they find no relevant documentation at hand, however if the
players have the ability to obtain official paperwork they can find that
four of them died in a fatal car accident.
The Founding Members
Michael Perry III, Banker
Peter MacReady, Theologist / Ontologist
Gordon P. Wade, Anthropological Historian
Daniel Lyons, Anthropologist, - Still alive - living in Oregon
Denis Frazer, Businessman
David D. Davis, Priest, - Still alive - living in LA.
Through diligent and extensive research the players can find a number of
secrets. Secrets that were not meant to be found. This requires a LIBRARY
USE roll. If the roll is impaled a character stumbles across a box of old
papers and manuscripts and while looking through it they find a few pages
probably torn from a diary. The brown and yellowed pages look as though they
have suffered from fire and water damage at some point. Approximately 65%
of the text has been obliterated. Nothing of consequence can be discerned
due to the extent of the damage, but there is just enough context to make
the investigators a little more curious and inquisitive (Player Handout 2).
Also contained in the box of papers are a set of crumpled and badly damaged
blueprints - the original schematics of the institute. Looking them over
requires an ARCHITECTURAL check of some kind - possibly even an IDEA check
will suffice to spot that a certain portion of the basement has been
structurally reinforced.
The Secret History Of The Institute
The institutes beginning is as it is explained in the official history,
however as the founding members delved deeper they discovered more and soon
they learnt of the mythos and its influence. They became involved in many
strange investigations and as such, killed their fair share of cultists and
reaped the rewards of successful adventures; spells, strange books -
however, before the Institute was founded one of the founding members (Denis
Frazer) went crazy with the desire for more power and brought forth a
Formless Spawn - for what reason only he knows. The others realizing what he
had done managed to successfully battle the Spawn and entrap it within a
series of caves (by way of a spell), however the battle was not easily won.
Only two members survived.
The two survivors then built the Institute on top of the cave to seal the
Spawn there, until such a time when it can be sent back to where it came
from. To prevent the Spawn from breaking free and causing much destruction
it must be placated by a spell (see below) every week.
The Institute was then founded to catalogue all that could be known about
the mythos, but this true nature is kept secret from those who later join
because if anybody were to learn of the mythos; they could also be easily
corrupted and influenced. For that reason only a few members are well versed
in the occult and the mythos, including certain magics. Mortimer Greyson is
one of them. At the same time they are correspondingly aware of the danger
that the knowledge represents. This knowledge is kept secret and only used
with considerable moderation, caution and reserve.
Optional
If the players forgo any historical research into the Institute and who the
founding fathers were, Weatherspoon could approach the players at some point
and say that he's been doing exactly that and he needs their help in
something. He for some reason wants to dig up the cellar of the institute at
10.30pm one night as he has reason to believe there is a secret room or
series of caves below it - as borne out by a USGS survey map. If the players
ask Weatherspoon to hold off digging up the cellar floor and go and ask
Greyson about the tunnels he will act astounded at the idea of secret
tunnels, as though he is learning of it the first time. (Greyson knows all
about the tunnels and what is in them - after all he is the nephew of
founding member David D. Davis.) He'll ask the players for time to dwell on
the subject to see what he can turn up. After delaying the players for a day
or three he'll finally deny them the opportunity to dig the floor up - his
reason being that there were indeed tunnels below the institute but they
were filled in during the late 40s, early 50s.
(Investigators may detect that he is lying with a specifically asked for a
PSYCHOLOGY roll.) If he is shown the diary remnants he will ask if he may
take them away for further study. They will be subsequently destroyed (quite
by accident of course) and if asked to elaborate what they may mean he will
shrug his shoulders saying: "Who knows".
Going To See David D. Davis
Davis is living with his son and family in Garden Grove, LA. Getting his
home address is easily done. They will need to succeed a PERSUADE roll to
gain access because he's old, frail and ...well, senile. If they mention
that they are from the institute and wish merely to pay their respects they
receive a bonus +20. The players are led into the back yard where Davis sits
in his wheelchair under a sun shade. He wears an oxygen breath mask. Davis
will not really acknowledge the presence of the investigators and as a
result there is nothing to find here unless the players harass him on the
fact they have discovered the secret history of the institute and that they
are suspicions of some existing caverns. Any mention of this or indeed the
Spawn excites Davis to such a point he becomes deeply troubled, inhaling
deeply, pausing only to say, with pointed finger: "Stay away from there.
Nothing but death awaits." He will then terminate the meeting and calls his
son by pushing a buzzer. Due to his failing health there is a 50% chance of
him having a massive heart attack and die on the spot when given such a
shock as that. Even if the players mention that they have successfully
destroyed Formless Spawn the overwhelming elation will kill Davis. Sanity
loss occurs for this with a loss of 1/1d4.
While at the Davis' household it will be natural for them to have a glance
at the interior decor, any family pictures that are up, etc. As the players
pass through the house they may receive a SPOT HIDDEN roll to see a photo
portraying a family shoot. One of the seven faces is Mortimer Greyson who
wears a Naval uniform. An IDEA roll is required to make the positive
identification however.
Going To See Daniel Lyons
By the time the players arrive at Lyon's home they see an ambulance
outside. A crowd of onlookers has gathered. Sadly Daniel has just suffered a
massive stroke and will die in a few hours time. Nothing of any import can
be learnt here. His family members will not allow the characters to rifle
through his belongings in search of a clue. The death of Lyons will be
mentioned by Greyson later, and in tribute asks all members to pay their
respects. Lyon's death is natural, and there's no mystery to solve.
Digging The Cellar
It will be quite easy for the players to wait until no one is at the
institute. The cellar floor, fortunately, is paved with flagstones so
removing them and replacing them will not be too much of a problem. A
display case will however need to be moved to get at the right spot as
marked on the schematics. Before any chiseling or levering occurs, a SPOT
HIDDEN check allows observant characters to see that these same stones are
loose and can be lifted without too much noise or mess. A total of nine
flagstones must be removed, and on the underside of each flagstone is part
of an engraving, that, when in place completes a larger picture. The picture
is a large five-pointed star with a flaming eye at its centre. A mythos roll
determines it to be an Elder Sign of some kind (unless the character knows
the relevant spell). Beneath the flag stones are several dozen sand bags and
support boards that sit atop a trapdoor. Opening the trapdoor the
investigators find a 25 foot ladder descending into the darkness. All this
should immediately strike the characters as odd. Did someone remember to
bring a light source? It appears that whatever is down there is still in
use. Then an insidious odour begins to exude from the darkness. Vaguely
reptilian, musky and nauseating. Those brave enough to delve deeper enter
into the gloomy interior of a series of tunnels and caverns. They soon come
across a large (size 33) pooled expanse of inky oily iridescent blackness.
This is a Formless Spawn which, for the moment, is under the influence of a
placating spell. Disturbing the spawn in any way dispels the charm and it
wakes proving itself to be neither liquid nor solid - but a frightful
gelatinous mass. It's not in the best of moods. Anyone witnessing the spawn
revealing its true self suffers 1/1d10 sanity loss. After a round or two
regaining his senses it attempts to grab a character or two with pseudopods
as it races for freedom. While recovering from the lingering effects of the
tranquility spell all attack chances begin at 10%, and are raised in
multiples of 10 each round to full chance as effect wears off.
Formless Spawn
STR CON SIZ INT POW DEX MOVE HITS
18 11 22 13 11 19 12 17
WEAPON ATTK % DAMAGE Armour: Immune to all physical weapons, even
Tentacle* 60 1d6 magical ones, and wounds made immediately
Whip** 90 2d6 snap shut. Spells may have some effect, as
Bludgeon*** 20 2d6 may fire, cold, chemicals, or other forces.
Envelop 30 special
Spells: Roll less than 24% to know 1d2 spells
* May strike 1d3 targets in one round. May also seek to grapple than do
damage. Range of up to 13 yards.
** May strike one target in the round. May seek to grapple rather than do
damage. Range of up to 13 yards
*** Directed attack against one target only.
Special: Directed attack against one target only per round, who is instantly
swallowed. The Spawn can only swallow its SIZ in food. Target thereafter
takes 1 damage from constriction, which progressively increases by 1 point
each round (on the second round he takes 2 damage, three on the third,
etc..) While swallowed the victim may take no action whatsoever, except
holding his breath to avoid drowning. While digesting a victim, a Spawn
cannot move location without disgorging its victim, although it can fight
on.
Fortunately for the players tonight is the time when Mortimer has to renew
the placating spell and he turns up to discover the players' predicament. He
arrives with another six men - all of whom comprise the senior members.
Mortimer carries a flute and his friends each wield an 18 inch (in diameter)
silver Elder Sign. Mortimer shouts to the players to get behind him and then
begins to frantically play. The other men move in closer, chanting, and
holding their Elder Sign before them. The Spawn for the moment is held back.
The players are free to run, stay or drool inanely. For effect, the keeper
can have somebody lose his concentration so that the Spawn seizes its chance
to kill him. It lifts him with two pseudopods and tears him in twain across
his midriff. 1/1d8 sanity loss for seeing this. Mortimer shouts to any
lingering player that they must hold the Elder Sign aloft: "Use it as if it
were a cross against a Vampire!" He begins to play again - casting his spell
(see later). Do it again if you want.
The Spawn will be held at bay as long as the player brandishes the Sign and
expends 1 magic point per round. If the player does not want to spend MP
he may instead choose to roll his/her POWx5 to hold the Spawn back with pure
faith. Failure of the roll results in the player's faith and concentration
being momentarily lost allowing the Spawn to act, most probably to attack
the one with the Sign. Fortunately for everyone concerned Mortimer succeeds
placating the Spawn in the first 10 minutes - however long that is in combat
rounds.
SPELL
TRANQUIL SERENITY
They say music can soothe the savage beast. Any instrument with dulcet
tones must be played (to a piece of music supposedly stolen from the court
of Azathoth) as a version of the Vach-Viraj Incantation (a chant used to
keep Nyogtha at bay and to a lesser extent Cyaegha, Cthonians and Formless
Spawn) is intoned for a minimum of 10 minutes before the spell begins to
take effect and any monster can be affected. The spell costs 10 magic
points. The target of the spell is consumed by a wave of euphoria and
attains a peaceful relaxed manner - almost a peaceful sleep of sorts. For
every 10 minutes the flute is played the caster has his POWx1% cumulative
chance of placating the creature in question. If the Vach-Viraj incantation
is also recited the chance of success is doubled. A maximum chance of 99% is
all that is possible. Success placates the monster for the casters POWx10
hours before the spell is required to be re-cast. The affected creature may
not attack, move, cast spells or do anything. Failure of the spell results
in the monster frenziedly attacking only the caster until he/she is dead
before moving on to anyone else who is present. If the target is attacked
while under the influence of the spell, the spell is broken and the creature
can act as normal.
If the Spawn is once again placated, totally dispelled, banished or even
killed, Mortimer and his friends will at first be severely angry at the
players for what they did, however he does understand as it was only a
matter of time before the secret was learnt. Fortunately he came before too
much trouble was caused. Any deaths that occur will be cleared up and a
cover up put into place. Mortimer will then discuss matters with the other
senior members, before coming to the decision to swear the characters to
absolute secrecy about what just happened. Later, should Mortimer also
believe they are ready for the job, he'll invite them with the unenviable
task in helping to placate the Spawn every week from now on - should it be
still here. If they agree they'll be taught to play the flute, the music and
the Vach-Viraj incantation of the Tranquility spell. They will also be
taught how to create their own Elder Sign. They'll also be told of the
secret history of the Institute and it's main purpose. The characters will
then be given psychological treatment should it be required for as long as
it takes for them to recover. Keepers should determine this for him/herself.
Point of note
As all this is going on, Greyson and the other senior members have taken an
interest in Fire Mountain and what's going on there. For some reason or
another they believe, like the players, that something's afoot. They've done
assorted research and are aware of Fire Mountain's history (see later).
They've learnt as much as they can about the Brotherhood. They've calculated
planetary alignments, but none seem to be prominent - so, for the time being
they are waiting and watching closely for some kind of sign. Perhaps they
are mistaken and nothing is going to happen.
Either way, the players find themselves getting involved in the same
"investigation", Investigation is a loose concept here and means "whatever
the players get up to". Even though there's something or other to look into,
there is no reason why they should - until, that is, the harassment of a
player. For the most part they'll be reacting to stuff and asking questions
and not learning much. Eventually, they'll come to the conclusion, as have
Greyson and the senior members, that something's happening at Fire
Mountain - but what?!?!. Whatever they think will never be more than
supposition, until it's too late. Can the Turks really be here to summon a
god!? If that is the case - how do we stop them. Perhaps the players and
Greyson can brainstorm and work some kind of plan out.
For that reason, the rest of the scenario is open ended. It comprises
information on assorted stuff that the players may learn and what exactly
happens on October 20. However the remainder of the time is played out is
down to the players and the keeper.
(continued)
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