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Chaosium Digest Volume 33 Number 01

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 · 1 year ago

Chaosium Digest Volume 33, Number 1 
Date: Tuesday, January 30, 2001
Number: 2 of 3

ZOMBIE REMORTIFICATION (pt. 2)
by Mervyn Boyd - jack@ktana.freeserve.co.uk

The Fever.
When prompted to talk more of the fever Cockcroft relates his findings: From
all observations, the disease causes victims to have a high temperature at
first. Then from there, as the disease progresses, other symptoms include:
listlessness, loss of appetite, loss of skin colour, retarding reflexes,
loss of memory and finally death. From the outset victims die within two
weeks to one month of contracting the disease. Unbeknownst to all - these
symptoms are due to Nakumba's zombiefication spell (more later). If the
players offer to help in clearing the matter up Cockcroft will be over the
moon. Information on how the player can help can be found later in this
scenario. It's ironic that their steadfast refusal of a post-mortem is the
only thing keeping their dear "departed" ones alive.

Any towns-person is a might hesitant to talk about the Fever, since several
families have had a loss to it over that last six months. They say, with
scorn in their voice, that the best person to talk to would be Dr.
Cockcroft. The reason for their contempt having been given earlier.

Who's the grieving man?
The distraught man seen earlier is Frank Galloway, brother to Stewart
Galloway the most recent victim to succumb to the Fever. More information is
given later.

Squire Bedford.
Born and bred in Uffington, Warren Bedford is also the Squire of the town,
which means he has to look after the well-being of everyone in his stead. He
is well known to all, and has attained an air of aloofness. He is seldom
seen and intervenes little in the affairs of the town, only doing so when
directly called upon; preferring to leave the townspeople and local
constabulary to sort things out.

He lives in his manse up on the hill with his Negro manservant, whom he
brought back from holiday. Bedford was left the manse, an old disused tin
mine, a farm and several large unpaid bills when his father died when he
(Warren) was in foreign parts (Haiti) with his wife, who died there having
succumbed to a tropical disease. Being absolutely besotted with his wife,
Bedford felt as though he could not live without her. He learnt of a man
accused of murder and voodoo practices and rescued him on the condition that
he bring her back to life. Explaining that he could not do that, Nakumba
stated that he could bring her back as an undead reincarnation at best.
Unsatisfied, Bedford was about to send him back to the authorities to stand
trial when Nakumba suggested that he could, if given enough time, accomplish
the task of giving her a second lease of life - "It would be as though she
had never died". When Bedford came back about a year ago he shut himself and
his manservant away and wouldn't see anybody. Then, suddenly a few months
ago he started spending money like water. Quick to put his new found skills
to work Bedford ordered Nakumba to create a zombie workforce to work his
mine. At this time, however, Bedford is away on business. No one knows
where.

In order to secure his workforce Bedford visits the intended victim; he
chats for a while during which he pulls out his box of "snuff" and takes a
large pinch. As he's about to snort he "sneezes" blowing the dust all over
the subject, for which he's very apologetic. He then hypnotizes the subject
momentarily then cuts a lock of hair. The zombification spell is then later
cast...

The Horsemen
All that is known of the horsemen is that they are close friends of Bedford
and keep to themselves, staying in a lodge close to Bedford's manse, so no
one knows much about them. Like Bedford, they seldom come into town and when
they do they usually cause trouble for which they are never apologetic.
Bedford always sees to it that they are never reprimanded by the
constabulary, preferring to mete out his own brand of justice - whatever
that is! They have the greatest contempt of personal land boundaries and are
often seen on hunts carving up the ground with their horses and hounds, or
blasting away at old furniture and stuff with their shotguns. It is
suspected, that they also serve as spies keeping Bedford informed of the
will of the people.

Although only one or two horsemen have an active roll in the scenario, the
rest serve no particular function. However, the keeper can bring them into
play if the players seem to be harassing the townspeople and causing them
unnecessary grief. They may also be forced into play if the players break
into their lodge or try to destroy Bedford's mining operation. Whenever, and
however they are brought into play it is advised that the keeper play them
in a manner that reflects their mood; which is generally suspicious, rowdy,
extremely arrogant and belligerent. Use the horsemen in as many and varied
events as you want. These are a few of the things they can get up to:

· Watch the characters from afar, studying their every move, seeing what
they're up to.
· Break in to the residence of the characters - wherever they may be - to
search their belongings. The home may mysteriously burn down one night.
· Write threats and other messages and send them to the characters.
· Lure the characters to a false meeting where they gang up on the
characters in the hopes of killing them. The precise arrangements of this
ambush is left to the keeper to make up, but it should be underhanded and in
the favour of the horsemen.

If one or more of the horsemen are successfully captured for questioning,
they will retain a resolute and defiant stance. They would rather die than
betray Bedford - no matter the pain and torture inflicted upon them. They,
in fact, begin to chant and prey to relieve the pain and prepare for death.
Death is welcome for their failure in being captured. They are not worthy of
life. If they are at any time left alone, they will try to escape their
bonds and confinement, secure a weapon and exact revenge.

Getting Involved.
These are the most likely avenues the players will explore:

Looking Into The Other Deaths
If the investigators are in any way interested in looking into the other
deaths, Cockcroft will retrieve any useful information that he has. Perusing
the morgue reports and other paperwork the investigators will no doubt try
and find a common link between all the deceased. Although no autopsy was
performed on the victims there was, however, a cursory inspection of the
cadavers and reports of the findings made - which Cockcroft complains about
again. There are no common links for the characters to find in the death
certificates, nor if they ask questions such as "what did they do for a
living" or "did they all visit the same place before the Fever set in" etc.
Everyone appeared to live a normal comfortable life. Although of no real
importance, Cockcroft can also dig out Rita's death certificate as well if
requested, but again, there is nothing for the investigators to learn from
it.

Visiting The Bereaved Families
The families of the dead have nothing to say to the players. Most resent
their intrusion on private matters and just close the door in their faces
with a rude verbalization. Others will decline with some polite excuse
before closing the door; but some will invite the characters in briefly and
answer their questions. Those who do speak to the characters answer their
questions to the best of their ability and it is obvious that all have a
common complaint running through them. Their opinion of Dr. Cockcroft is
waning due to his lack in ability to cure the fever or give a reason for it.

The distraught man seen earlier is called Frank Galloway and he will not
want to talk to the investigators should they decide to pay him a visit. The
investigators have only one chance to PERSUADE Frank to open up briefly,
otherwise he becomes aggressive and slams the door shut. It will be obvious
that Frank is very drunk indeed and still hurting deeply from earlier. There
is nothing that Frank can say to shed any light on their investigation
before complaining vigorously about the Squires men and their lack of
respect for the dead.

Talking To The Police
The police station is a simple affair. The door opens into the main office
with a few table and chairs and filing cabinets. There is only one other
door - that probably leads to the holding cells. Chained to the rear wall
behind the main desk are two 20 bore double-barreled shotguns. If the
investigators approach the police in the hope of finding other information
about the fever deaths they will soon be disappointed as the police are not
much help. They are at a loss also as to what is happening. Michaelson will
say that since no apparent crimes are being committed there is nothing for
them to investigate. Matters concerning the fever should be taken up with
Dr. Cockcroft. Michaelson also has a passing interest in why the
Investigators are looking into the deaths since it is obvious that they are
out of towners, but if they do not cause trouble or upset the locals he will
not impede their investigation, hoping that they can shed some light on the
subject since his boy, William, was one of the first to die of the disease.
Anybody who suspects the police are concealing information may have
PSYCHOLOGY roll to learn that Michaelson and Constable Edwin Tanner are
indeed baffled by it all.

Michaelson also makes mention that this is a difficult and trying time for
everyone in Uffington, what with the rash of deaths caused by the Fever, and
the murder of a local lass in recent weeks. It all mounts and gets to people
who want answers that aren't there. It's very frustrating. Pressing to find
out more about the murder, Michaelson will consider their request
momentarily, and if he takes a liking to the characters, he continues: "Sad
case that was. Officially it's still open, I never caught the suspect,
though I believe it's got to be somebody in town, but no one seems to know
anything. My investigation revealed nothing. Anyway, at first she was
reported missing by her family, then a week passed when her naked body was
found in a shallow grave in the woods some distance from here by one of the
locals (Mrs. Tabatha Wayward) while out walking her dogs. One of them
started to act excitedly and dig in the one spot. By the time Mrs. Wayward
got there the dog had uncovered an arm. She immediately notified Constable
Tanner and Dr. Cockcroft. An extensive search of the surrounding area was
conducted and enquiries made, but nothing came of it. It was the most
terrible thing I've seen in all my years as a policeman. Her body was sliced
open down her belly and several internal organs were missing. Who would do
such a thing? At the end Squire Bedford stepped in and urged me to bring his
investigation to an end in an effort to spare Rita's family further
discomfort. With that and with absolutely nothing to go on the case was
simply closed, unfortunately with no satisfactory results.

If the characters personally read though the relating crime reports they
come across a document which states what Rita was wearing at the time of her
disappearance. One item of import is that she wore a silver crucifix with
the inscription "In God I trust". Those who saw, or took, the crucifix from
Bedford's mansion are allowed an IDEA roll to remember it. Could it be the
same one? Of course it is. Rita's family won't like the intrusion, should
the players start nosing about. Her mother breaks down and her father gets
angry and threatens violence.

Bedford's Manse
Sooner or later the players may well want to visit Bedford. His mansion can
be found on the outskirts of town tucked neatly into the hills overlooking a
grand lake. The manse is an impressive two story building with mock Tudor
fronting that was obviously built with a lot of money. Some of it appears as
though it was recently completed. Surrounding the building are well kept
lawns and a forest of trees, which partially obscures a single storey lodge
in which Bedford's aides live. Also, at the rear of the manse a large dog
enclosure holding several dozen hounds and a stable housing a dozen horses
can be found. Disturbing the hounds in any way will set them off on a
barking frenzy, which may draw the attention of one or more of Bedford's
goons who come investigating the disturbance. When not actively out on a
hunt or otherwise causing trouble, Bedford's aides generally lounge around
here, drinking, playing cards, or whatever. If, somehow they players are
able to break in and search the place, they are able to find: several copies
of a book entitled "Invocations to Shub-Niggurath", several sets of
ceremonial robes and clay masks, and assorted occult paraphernalia.

· Invocations to Shub-Niggurath
The small pocket-sized book (4"x5½"x1¼") contains 1250 pages that extol
Shub-Niggurath - the Black goat of the woods with a thousand young - in all
her divine greatness. The book is broken into three parts, each dealing with
a particular subject. The book ends with over 300 pages of prayers and
psalms. There is no author, nor place of publishment attributed to the book;
although it does seem to be professionally bound and printed and has some
kind of identifying mark - a line art depiction of a three-headed goat. (The
goat icon symbolizes the Mark of Shub-Niggurath.) The book is written in
English and takes 100/INTx2 hours to read , which causes 1/1d4 sanity loss,
and +3 mythos gain. There are no spells included.

In front of Bedford's manse the characters see an impressive, eight-foot
tall dark marble sculpture, ringed by a dry leaf-filled fountain. The
carving portrays a gargoyle of some sort. Humanoid in appearance, it
resembles an emaciated corpse. It stands on large powerful legs that
resemble that of a Satyr. Large bat like wings protrude from its back. Its
rough hide taught against its skeletal structure. Its inhuman face; it's
head covered in small ivory spikes. Its hands are human-like and terminate
in a lethal array of long iron-like talons.

All doors and windows to Bedford's manse are firmly locked and knocking on
the door and waiting gains no response. Lurking somewhere within the manse
is Nakumba - an extremely tall (6'8"), powerfully built bald Negro; Bedford'

s assistant and tutor in the Black Arts of Haitian occult lore - Voodoo. It
is for the Keeper to decide where Nakumba is at this moment and what he is
doing: sleeping, meditating, sacrificing black cockerels, or whatever.
Breaking in can easily be done by forcing one of the ground level windows of
the building. Whenever they break in they run the risk of disturbing Nakumba

who will investigate. Nakumba is smart and won't directly confront such
overwhelming opposition. He'll use stealth and strategy to his advantage and
may even try to gain reinforcements from Bedford's goons.

Nakumba, Powerful "Red Sect" Papaloi
STR CON SIZ INT POW DEX MOVE HITS
17 16 20 18 17 14 8 18

WEAPON ATTK % DAMAGE Skills: Chemistry 90%, Cthulhu Mythos 50%,
Fist 80 1d3+1d6 English 65%, Haitian 100%, Medicine 50%,
Spear 70 1d8+1d6 Occult 80%, Voodoo 100%
Knife 50 1d4+2+1d6

SPELLS: Call Power of Nyambe, Command Ghost, Contact Loa, Create Bad Corpse
Dust, Create Zombi, Curse of the Stone, Dominate, Empower Stone of Nyambe,
Enchant Doll, Enchant Ju-Ju, Enchant Wanga, Grey Binding, Journey to the
Other Side, Mesmerise, Pipes of Madness, Power Drain, Shrivelling,
Soul-trap, Voorish Sign, Wrack

The manor itself is lit by candle and oil lamp mostly and is largely
unheated as well - save for the massive fireplace in the living room, which
is overlooked by the balcony upstairs and is decorated with oak paneled
walls lined with swords, armour, guns, heads of successful hunts, stuffed
animals, etc.. Only rooms of any import have been described. The rest of the
manor has been left to the keeper to fill in with the exception of
mentioning its sturdy walls and solid iron bound doors.

Study
The door to the study is locked, but Nakumba has a key. Once open the
investigators see that it decorated with a plush crimson carpet and a grand
oak table and padded chair. A telephone sits on the table amongst other
stuff. The faint aroma of incense can be smelled by those succeeding a POWx2
check after some time has been spent in the room. Those succeeding the roll
by half roll finds the smell to be much stronger in one corner of the room,
possibly even originating from behind a wall paneling!? The study also
doubles as a small library which contains hundreds of books on all subjects
which lines the walls. Perusing the library the characters see that part of
the collection - fifteen books in all - deal with magic, with such titles
as: Magic Made Easy, Magic For Beginners, Advanced Magic, and True Secrets
of Magic (detailed below), etc.. Fourteen of these books explain how to saw
women in half, conjure rabbits from top hats, make assistants disappear from
one box and reappear in another, and other assorted tricks the characters
have seen done a thousand times before. Experienced cultist bashers may
suspect that a book or two of real spells will be hidden here as is
customary in many cultist households, however, without a name to go by all
the books will remain innocuously anonymous. Even those familiar with mythos
tomes won't find anything; there are no books with titles like Nameless
Cults, Necronomicon, or Azathoth and Other Horrors, laying around. Unless
the investigators read every individual book there is no reason that they
will "simply find" the book with the actual spells.

· True Secrets of Magic
This book has a two tone brown cover with the books title imprinted on its
surface with an accompanying picture of a magician with his arms
outstretched levitating his female assistant. Behind the magician is an
upturned top hat with a splayed out deck of cards emerging from its insides.
Beneath the picture is the author's name; Darius Bane. The book appears to
have a slight discolouration to it through age and possible water damage.
The book is written in English and is credited as being a reworking of an
old manuscript belonging to a 16th century Italian magician called Giovanni
de Bogni. It takes 100/INTx1 hours to read and understand its 320 pages of
context which explains several spells and gives instructions on how to make
certain magical "artifacts". Upon reading the book, the reader loses 0/1d2
sanity and gains no mythos. Contained within its pages are a number of
spells that can be learnt be the player providing an INTx1 roll is
succeeded: Create Gate Box, Conjure Creature, Call Power of Nyambe, Create
Mist of Reley, Enchant Brazier, Levitate.

Conjure Creature
This spell allows the character to magically conjure a small creature from a
hat, pocket, or even from thin air in true magician style. The spell is
instantaneous for small creatures such as rabbits, fish, mice etc, but for
large creatures such as lions, tigers and bears (oh my) - not mythos
creatures - the spell takes longer - 1 round per two size points - and costs
more, though you can't whip a tiger out from your back pocket, or pull one
from somebody's ear for that matter. For large creatures you need a cape,
box or something - anything to obscure the viewers vision as the spell is
cast. The creature produced is normal in every way for a member of its
species. A fish will gape and flap about when out of water and can be eaten
if desired. A tiger will be wild and will probably attack somebody at
random including the caster. The spell initially costs 2 magic points to
cast plus 1 additional magic point for each size point of creature conjured.
A size 1 fish costs 3 magic points for example, while an ordinary size 4 dog
could cost 6 mp. Sanity loss is left to the individual keeper.

Continuing their rummage, the Investigators need to succeed a SPOT HIDDEN
roll to find in one drawer - a letter (Player Handout 2), title deeds to the
house and a tin mine, and £100. In another drawer three wooden coffins
measuring 10" long with ornate tin designs contain diminutive clay figures
can be found. Inside a cupboard the investigators can find a clay mask and a
red robe. Both these items have strange occult-looking symbols stained into
them. Searching the walls for a secret panel can be met with success on a
successful SPOT HIDDEN roll. It opens into a room with a flight of stone
steps leading down to a large rough-hewn cavern. Light sources are required.
It contains a voodoo shrine. A mixture of noxious fumes assault the noses of
the investigators when the door is opened. There are bowls of incense,
candles, parts of sacrificed fowl, four ceremonial tom-tom drums and 15
loose-leaf papyrus pages written in French-based Haitian Creole. Arranged
on shelves are 25 (or more) coffins, each with clay figures inside - each
one an effigy to a zombie who works Bedford's mine. Looking at the effigies
the players see that each figure has a lock of hair embedded in it. During
their search of the study they receive a SPOT HIDDEN roll to take note of a
small silver crucifix on a chain that innocently lies in a crystal ashtray.
Perhaps it's because it seems out of place there that they see it. Its
apparent importance has been mentioned. The keeper may wish to include a
partial translation of the papyrus pages for the benefit of the players.

· The Papyrus Pages
The fifteen loose-leaf papyrus pages are hand written in French-based
Haitian Creole, though anyone who can understand French can get by after a
fashion. Anyone who spends time reading the pages see that the pages concern
themselves with complex procedures for creating zombies. To read and
understand everything takes 3d6x10 minutes, after which 1/1d4 sanity points
is lost, +5 Occult is gained as well as +1 mythos. Anyone succeeding an
INTx2 roll can learn its spells by heart, although anyone can just follow
the precise instructions to produce the same desired effect without learning
the spells. The pages outline two distinct ways in which to create a zombie.

Ritual / Procedure 1.
A ritual liquid must be poured over a corpse that has sufficient flesh to
allow mobility. A brain of sufficient mass and composition must also be
present. The corpse is then left to mature for one week after which the
caster intones a 30 minute ceremony, finishing with a 'kiss' in which he
breaths part of himself into the corpse. This gives rise to an ordinary
undead (George A. Romero type) zombie that at times can be uncontrollable.
The caster then can command the zombie to do his bidding. If the caster dies
the zombie becomes totally uncontrollable and will run amuck in a near
berserk frenzy - well as near as a berserk frenzy as a zombie can get. The
only draw back to this zombie is that it continues to rot as normal until
it disintegrates. The cost of this spell is 10 magic points and 1d6 sanity
points.

Ritual / Procedure 2.
This zombification spell does away with the need of a corpse, but a subject
must still be available. This incantation requires the use of a small effigy
in which a lock of hair, finger nail, or blood of the subject must be
embedded. The rite cast upon the effigy lasts one hour and costs 10 magic
points and 1d4 sanity. In conjunction with this the subject must also inhale
or otherwise consume a paralyzing powder made partly from blowfish innards
and alkaloids. The subject is then affected by a malady which lasts up to 30
days, during which time certain changes occur, those being: a fever, then
listlessness, loss of appetite, loss of skin colour, retarding reflexes,
loss of memory and finally a condition that can be easily mistaken for
death. Bodily functions such as heart rate, respiration, etc. are so weak
the victim appears dead, even to a detailed medical examination. The victim
is in fact in a deep meditative trance. All that is then required is to dig
the body up and 'awaken' it with a verbal command. The zombie is then ready
to do the casters bidding. Although far superior to the other type of zombie
this creation must feed from time to time, or it will suffer and eventually
die from starvation. This type of zombie may retain some of the thoughts,
memories and feelings it had before the spell was cast, however it will
still be mostly mindless. This is a zombie in a more truer sense. To release
the zombie from its zombified state the spell must be intoned backwards upon
the zombie or the effigy which must then also be cleansed in some way. The
reversal process costs 5 magic point to cast. The victim then gradually
returns to a normal healthy condition over the course of a few weeks of rest
and recuperation.

An Upstairs Bedroom / Shrine
All bedrooms are unlocked except for this one (and Nakumba's), and Bedford
has the only key. Not even Nakumba is allowed in here without Bedford's
express permission. Forcing the door is easily done for the determined
player. The room beyond is disturbing to say the least. Laid out on the bed,
dressed in an off white wedding dress is an emaciated, blonde haired corpse
that has been preserved - Bedford's beloved wife Eleanor. She appears to be
38-43 years old. Viewing this costs 0/1 sanity on a failed roll. Eleanor's
pickled brain can be found in a jar next to her bed. The jar is covered with
a velvet cloth. Lifting the covering causes 1/1d3 sanity loss. Depending on
how depraved the keeper wishes Bedford to be there may be a pipe inserted
into Eleanor's vaginal passage, which should cause additional sanity loss.
1d8 sounds good and anyone developing an insanity should be rewarded with
Necrophobia.or Necrophilia (serves them right, they shouldn't be looking
there - should they?). At each of the four corners of the bed, there is a
lit incense burner, from which a subtle fragrant and relaxing aroma pervades
the room, bringing with it the desire to sleep. The rest of the room has
been turn into a shrine. Dozens of photographic and painted pictures (by
Bedford's hand) adorn the walls. It appears Eleanor was a most beautiful
woman when she was alive. Most of the pictures are of Eleanor when she was
alive, but there are some of her in her death-state. Hanging in a cupboard
is a full wardrobe of clothes for when she finally awakes from her slumber.
Beside the bed is a dresser upon which her jewellery, makeup, and other
grooming accoutrements can be found. A large scrap book can also be found
there. Reading the book takes 100/INT /3 hours to read and it portrays the
innermost thoughts, desires, and feelings of a deeply psychologically
tormented person. The book contains pressed wild flowers, sketches and a
selection of love letters, poems and sonnets written by Bedford mourning his
loss and declaring his undying love for her, and that someday she shall
awake. At first the poems are normal; prose that would tear your heart out
and reduce the most hardened of men to tears, but it gets progressively
darker, twisted and obsessed with death and resurrection. In the corner of
the room is baby's cot which is surrounded by assorted toys.

Nakumba's Room
Sparsely decorated, the room contains an unmade bed and footlocker. The
acrid smell of Voodoo practice is astounding and various Voodoo imagery and
symbology has been daubed all over the walls. The footlocker contains the
little equipment Nakumba personally owns, mostly it is voodoo orientated
with powders, infusions, salves, and other ritualistic things such as:

A stoppered bottle of a red chalk-like powder
This is a very powerful drug which Nakumba snorts to induce visions and
insights of the mythos. A pinch of the powder is all that is required to get
an intoxicating high in which sends the users mind into a swirling dream of
visions. This high lasts roughly fifteen minutes during which the user
experiences the lighter side of the mythos. Stuff like his surroundings melt
in to a vivid multicoloured kaleidoscope, a land where cute talking bunny
rabbits wear smoking jackets and cats have giant grins, and such like. Maybe
the character's mind ends up in the dreamlands. A level teaspoon of the
stuff causes the user to go into a delirium for 1d6 hours during which the
user convulses as though suffering from an epileptic fit during which he
suffers 1d6-1 damage and loses 1d20 sanity points. During this ecstasy the
user's mind wanders through time and the universe viewing random
horrifically weird landscapes and creatures of the mythos. Also, as the user
experiences this mind-warping phantasmagoric rush he may attract the
unwanted attention of a Hound of Tindalos. A LUCK roll is required to avoid
its attention. There are roughly 28 pinches left in the bottle.

A flask of grey powder similar to snuff:
Made of ground up fish innards and alkaloids, this powder is used in turning
people into zombies. Ingestion of a small amount (a pinch) creates a
tingling sensation and in the mouth or nostrils and a slight feeling of
lethargy on a failed CONx5 check. Unless somebody also happens to cite the
zombification spell at this time nothing untoward happens. There are
roughly 12 pinches left in the flask.

A notebook & Pencil
This 12 page jumble which is written in French-Creole is a working of
Nakumba's in which he is attempting to work out a way in which to bring
Eleanor back to life. Most of it is unworkable and gibberish and has been
scored through. In fact, he is no where near the correct process.

Several small jars
These contain various chemicals such as copper, iron, sodium, potassium,
chlorine, magnesium and arsenic. Nothing scary or out of the ordinary.
Another bottle contains graveyard dirt.

A couple of dead shriveled rats and snakes
These are either components to ritual processes or Nakumba has been
experimenting on bringing them back to life.

An ornately carved wooden box
The box contains an owl bone piccolo type whistle (NATURAL HISTORY check to
identify the type of bone), an ivory whistle, a set of tarot cards, a pouch
of chicken bones and some bamboo splints. The tarot cards and chicken bones
are both used for divination purposes. The piccolo and whistle are both
something special, the piccolo is played when casting the Pipes of Madness
spell, and the ivory whistle grants the user +30% in summoning a Byakhee.
A fist sized rock.
The smooth, polished rock is stained reddy-brown and has three broad bands
etched around its circumference. A successful Mythos roll can identify it as
an Empowered Stone of Nyambe. The receptacle stores up to 30 magic points
which the stone's wielder can draw from to supplement in magical rites.
Currently, the rock has 10+2d10 mp stored upon a successful LUCK roll, 3d8-3
otherwise.









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