Copy Link
Add to Bookmark
Report

Chaosium Digest Volume 34 Number 06

eZine's profile picture
Published in 
Chaosium digest
 · 1 year ago

Chaosium Digest Volume 34, Number 06 
Date: Wednesday, August 1, 2001
Number: 2 of 4

The Deep Ones of Shellbourne (pt. 2)
by Mervyn Boyd - jack@ktana.freeserve.co.uk

Fishleigh House
For the best fish and chips in all of Devon head to Fishleigh House, a
14th-century thatched-roof pub situated right in the middle of Shellbourne.
Fresh fish is delivered daily from the local trawler. Served in small,
medium and large portions, you can expect to find bass, skate, lemon sole,
and whole Dover sole, and the ever-popular cod, haddock and plaice
deep-fried in a light and crispy batter. Crab and other seafood platters are
also available as are sandwiches, ploughman's lunches, and sirloin steak
with pepper sauce. The inn also boasts a friendly atmosphere, an open fire,
antique furniture, original fixtures, and a private well.

Jim Monroe runs Fishleigh House with his wife Victoria, who actually owns
the establishment having inherited it from her father. The building has
always been under Fishleigh control since it was built some 200 years ago.
Rooms can be rented on a nightly basis, if so desired at the cost of 8
shillings with breakfast, lunch, dinner and supper thrown in for a further
15 shillings extra (for a total of £1 and 3 shillings). A pint of beer or
ale costs 6d (6 pence). Jim's a big lad, weighing 250 lbs and standing at
6'2". Despite his size he is a very jovial person, always telling jokes and
spinning yarns (to tourists) of the old days of smuggling. Jim also doubles
as the lighthouse keeper.

The Lighthouse
Located about a quarter mile west from town, the cliff top beacon warns
seafarers of the Devil's Rock Ridge, a series of jutting craggy rocks on
which many a ship has foundered. Perched on the cliffs 300 ft above the sea,
the lighthouse itself is 120 foot high and fully automated. It last saw a
full-time resident some 15 years ago when Randolph Carter was keeper, but he
had to retire due to old age (83 years old) and has since died. The main
tower adjoins a small bungalow, much of which is empty save for the odd bit
of furniture. The door to the lighthouse is always kept locked and the
windows are boarded to keep out the elements. The bottom level of the
lighthouse is largely taken up with a gasoline generator, fuel tank and fuel
containers. Access to the light is by a spiral staircase, that breaks
intermittently at intervening floors. The top floor comprises the light and
glass enclosure, and affords an excellent view of the bay and surrounding
area. Contained within a cabinet is a flare gun, a box of 24 emergency
flares, spare bulbs and toolkit. Hanging from a hook is a large pair of
powerful binoculars. Every night when it begins to get dark, Jim Monroe the
current keeper fires up the generator and then switches it off in the
morning.

Shellbourne Church & War Memorial
The new church of Shellbourne was brought into being on September 7th 1786
after the old one was gutted by fire. The princely sum of its construction
(£500) was raised by way of a Bazaar, and the building work was carried out
by Jones and Daly - both still local names today. There was then, as is
today, a small active congregation, a church committee, a Sunday School and
a weekly church meeting. Senior church members generally undertake the
running and organization in most matters. Sunday worship is at 3.00 pm.

Pastor Irving Shipley is the current minister and has held office for over
40 years. Despite his age, late 60s early 70s, he's still sprightly and is a
keen rambler and naturist. The distinguished gentleman sports a bald pate
with a crescent of pure white hair. He also wears half-moon spectacles. It
is also possible that he may have even christened any local characters
should they be young enough.

Quite recently - within the last few months, the church has had some
renovation work carried out which includes a new roof and spire as well as
general maintenance. The war memorial was erected by the people of
Shellbourne to commemorate those who did not return from the great war. 17
went to fight in France. Only three returned.

Pitch and Putt
Like regular golf only smaller. Much smaller. It's played on a green about
two acres in size. Not to be confused with crazy golf which has the player
trying to hit his ball over ramps, through tunnels, round corners while
avoiding obstacles and barriers. It costs 1/4d (a farthing) for a round of
18 holes.

Library
The library contains a small collection of books. Perhaps as many as 1,000,
the vast majority being reference books, such as: Natural History, Local
History, Travel, Anthropology. A tiny section contains works of fiction,
horror stories, pulp novels and occult references. Extensive reading of any
of the afore mentioned topics will raise the relevant skill by 5% providing
an IDEA check is made. Anyone interested in researching local history and
the occult can do so with a LIBRARY USE check and a R/W ENGLISH check. Local
History has already been briefly outlined elsewhere in this scenario. As for
occult references; the player can find one book Witchcraft in Devon by
Alfred Tuck (Nelson Thomas & Sons Publishing, London, 1911).

The book asserts the belief that witchcraft is not yet dead in Devonshire,
and that it has a long rich tapestry of such credence and is given to all
kinds of weird superstitions, particularly that of "the evil eye". The book
also cites modern cases of witchcraft, of not many years ago. It depicts a
case of a young woman who alleged that she was given a potion outside a
grocers shop by an old gypsy woman, and as a result of either the draught of
which, or the incantation given when she took the bottle, she was getting
thinner every day. Another case tells the story of a woman who was suspected
of being a witch, who was buried, but on several occasions her spectre was
seen wandering the town cursing all who saw her. She was later reburied with
her toes downward and the spectre was never seen again. (Witches are
believed to be able to exercise a malign influence even after death, unless
they be buried with their toes downwards.) Several other cases are detailed
but all in all the book offers nothing in the way of real knowledge, or
spells except for the description of a ring, which when made from three
nails or screws that have been used to fasten a coffin and dug up in a
graveyard, will act as a charm against convulsions and fits of every kind.
Whether this works or not is left to individual belief.

The Caves
These are outlined in detail later in the scenario.

The Standing Stones
These seven large free-standing granite rocks can be found on a hill on the
nearby moor-land. Legend has it that in ancient times seven tribal chiefs
held a secret meeting at that very spot in agreement to unite and overthrow
the local Roman governor, Vespasian. Alerted by a spy, Vespasian sent a
detachment to route them, and in a show of strength and power the roman
commander called upon power of a god who turned the plotters into stone
where they stood. After that, the place became a place of veneration and in
AD 43 an unnamed Roman general and six centurions were sacrificed there in
retribution, and the stones soaked with their blood. The stones and their
occult significance has long since fell into disuse, and serve no bearing in
this scenario.

Timetable & Other Developments
The following timeline is arranged on a day to day basis. They outline what
happens, with expansions given, where necessary - should the players take an
active roll. The framework is by no means complete, so the keeper is free to
throw in, remove, or change events to suit his/her needs.

* Tuesday, 7 September, 1920 and before
The week leading up to today is fraught with anxiety. Three children have
gone missing, the most recent being only yesterday. Inspector Thatcher
conducted an investigation, but made no progress. General suspicion fell on
Lenny, the village idiot, but he protested his innocence which was pretty
much accepted with a large bucket of salt, since nothing was found to
incriminate him. Not everybody was satisfied with this. Inspector Thatcher
stated two other possibilities: 1) The girls wandered off and got lost, and
2) the disappearances may be attributed to a vagrant or gypsies. Both these
theories are only conjecture, and are not readily accepted. These days also
allow tourists to get acquainted with Shellbourne, its layout, its history,
its people, etc..

Start
* Wednesday, 8 September. 1920
The sunny, dry day stretches out like any other of the last week, then
Inspector Thatcher beings news of Lennys' murder. Not everyone is shocked,
some are happy. Suspicions are raised. Who did it? Gossip and theories
begin. Concerns are raised for the missing girls. What if Lenny has hidden
them somewhere without food or water? This gives something the players can
get involved in. Inspector Thatcher and Dr. Curwin conduct an investigation
for the rest of the day. Lenny's home is searched, statements are taken. A
post mortem is performed on Lenny's body, the results of which are made
known later that night or tomorrow.

Play begins around noon in Fishleigh House where the characters are either
trying to enjoy their lunch in peace, or are involved in a heated debate
over the missing children. If it's the former, then they just can't not
overhear what's being said. Jim Monroe (the proprietor) is unsuccessfully
trying to keep the noise down (glancing embarrassed at the investigators if
they are visitors and not locals). The topic of discussion: What to do with
Lenny. Others defend him due to his severe stupidity. "He wouldn't know what
to do. He just doesn't have the brains." argues one man.

Man Two
OK, maybe not, but what's that got to do with it...? The big lummox would
probably only want to play. He just doesn't know is own strength, a man like
that could do a lot of damage. Remember the last time whe...

Man One
(interrupting)
Inspector Thatcher has already spoken to him and searched both his home and
garden, and the farm he works on, and there's nothing. Nothing to link him
to the disappearances.

Man Two
So, what are we supposed to do...sit here and wait for number four? You
know, that ox isn't as half stupid as he makes out to be. I say we go and
speak to him ourselves.

This last remark gains the support of several other patrons. Just then,
Inspector Thatcher steps into the room from outside having heard the last
remark through an open window. "That won't be necessary. Lenny is dead."
This brings a silence to the room, no one utters a word. No one moves, save
for eyes shifting from person to person. "How?" asks a solitary voice.

Inspector Thatcher
Don't know for sure.

Local
Murder... suicide?

Thatcher
That's the strange thing. He was outside with his shotgun, both barrels
empty. There's no obvious clue as to how he died. I'm sure Dr. Curwin will
find the cause, he's up there now. If any of you know something, or know
somebody who might be involved please come see me as soon as possible.

Thatcher then leaves, returning to his office for something or other before
returning to the murder scene - Lenny's house. It takes about 5 minutes to
get there, should the players be interested in tagging along, as several
other patrons indeed are. By the time everyone assembles at Lenny's house
there'll be a crowd of at least 20 people, all talking amongst themselves.
Speculation and conjecture on everyone's lips.

Lenny's bungalow is on the outskirts of town. Built in the 1860's, it has,
by now, seen better days. A dilapidated dry-stone wall surrounds the
building. The gardens, both front and back are overgrown and weed choked. A
small vegetable patch has been carefully looked after however. At the far
end of the back garden is a chicken run that has been busted up pretty
badly. Wood torn away and smashed, chicken wire bent and mangled. Several
loose chickens scratch or peck the dirt, while others lie dead. Viewing the
body causes 0/1 sanity loss for anyone not accustomed to seeing dead bodies.
There they see Dr. Curwin at work; marking Lenny's outline with pegs and
string, taking notes. He wears a frown on his face. (A PSYCHOLOGY check
reveals it to be more of a puzzled grimace.) Lenny lies sprawled on his
front, just outside his backdoor amidst weeds. A patch of wet earth below
his head. A 20 bore double-barreled shotgun held loosely in an outstretched
arm.

Curwin won't be pleased at the assembled crowd and asks Thatcher to get rid
of them for fear that they may destroy valuable evidence. The crowd, on
Thatcher's bidding eventually breaks up only to shuffle back to Fishleigh
House to continue their speculation. The players are free to remain if they
so desire, but Curwin becomes irritable if they get under his feet. Thatcher
won't mind if they keep their distance, but if they are more of a nuisance,
or a hindrance he'll try to get rid of them. If, however, the characters can
convince either Thatcher or Curwin that they can be of some help, then their
assistance will be gladly accepted on the condition that nothing should be
said to the locals until things can be confirmed. "We don't want false
rumours or accusations to start flying."

As Thatcher and Curwin, try to determine what happened, they discuss certain
details, which the characters can easily overhear. Dr. Curwin announces that
Lenny is not more than 9 hours dead. That'd put his death to around 3.00 am,
give or take half an hour. He then draws Thatcher's attention to the wet
patch, stating that it's not a puddle, but fluid draining from Lenny's nose
and mouth. There are no obvious signs (other than the liquid) of how he
died, such as stab wounds, gunshot wounds, or bruising to indicate that he
had been clubbed. He's sure that a post mortem will reveal more.

Thatcher then runs through his idea on how Lenny died: He was awoken by
whatever was happening in the chicken run. He hastily put his trousers on,
but didn't have time to sling his braces over his shoulders. He grabbed his
shotgun and came out in his bare feet after switching on the kitchen light.
He fired - twice. Bang. Bang. And nothing, he obviously scared off what, or
whoever was here. Then he keeled over and died. Why? How?? Once Thatcher and
Curwin are satisfied that the crime scene has been well documented and all
relevant clues noted, Curwin, then has the body removed to the morgue for
later examination. Thatcher remains to conduct a search of the area,
including Lenny's home.

As the players conduct their own investigation, while being careful to avoid
destroying evidence, they discover:
* (MEDICINE check) Characters of a medical background, or who would know,
concurs with Dr. Curwin's estimation that Lenny has been dead about 9 hours.

* (SPOT HIDDEN check) A cursory check of the body shows no sign that Lenny
was shot, stabbed or otherwise assaulted. There are marks and abrasions, but
these are simply minor scrapes that occurred as Lenny stumbled and fell.
They are certainly not bad enough to cause serious injury.

* (TRACK check) A mere success uncovers no tracks or spoors to follow,
however an impale uncovers single partial impression of what appears to be a
clawed print in the dirt, but nothing can be learnt from it.

* (KNOW roll) Tasting the water discovers it to be salt water. Only
applicable if the water is actively tasted.

* (SPOT HIDDEN check) A spatter of blood on a broken wooden joist. Due to
the elapsed time, it's nothing more than a brown stain, with a couple of
congealed blobs. Careful lab tests and a successful BIOLOGY or CHEMISTRY
check proves the blood to be neither human, chicken, dog, fox or anything
for that matter. In facts it appears to be from something else entirely...

* (SPOT HIDDEN check) 1d3 large scales are found on the ground close to the
chicken run. They measure three quarters of an inch in height and a half
inch wide. No other scales can be found and there are no dead fish in the
trash can, or indeed anywhere close by. Comparative testing and a NATURAL
HISTORY check are inconclusive as to what they belong to. A big fish
perhaps, or snake? Not even the local fisher men can positively identify
them for sure. Those familiar with Deep Ones may recognise the scales for
what they are.

* (SPOT HIDDEN check) If the characters search the house they find that the
kitchen light is still on. Aside from that they take note that the house is
quite untidy, and grimy. Lenny slept on a simple mattress on the floor.
Searching the home thoroughly takes several hours. There is no cellar, but
there is an attic. Nothing out of the ordinary can be found. No diaries. No
weird dusty tombs. What they do find is junk mostly. Certainly nothing to
incriminate Lenny in the abduction of the little girls.

* Thursday, 9 September. 1920
Inspector Thatcher and Dr. Curwin continue their investigation, following
leads that go nowhere. No one comes forward with any information. Curwin
completes his post mortem. Lenny died as a result of acute sea water
asphyxiation - drowning. His lungs had ruptured from the pressure. He
drained nearly 2 pints of pure sea water from his lungs. This puzzles them.
They return to Lenny's home for a more detailed examination. There they find
blood samples and scales - unless the players have previously taken these.
There is definitely nothing more that can lead to the missing girls. Around
noon, Inspector Thatcher discloses the assumption that he's working on about
how Lenny died, but not the cause, he withholds the fact that Lenny
apparently drowned. He then again asks the public to come forward if they
know anything, even if it's nothing more than when they saw Lenny last. No
further progress is made. The players are free to do what they want.

Note:
Thatcher's assumption is quite correct. Lenny was in deed awoken at around
3.00 am with something breaking into his chicken coup. He quickly pulled on
his trousers, grabbed his shotgun and went to chase off, or kill what he
thought would be a fox... Entering the kitchen he switched on the light
before venturing outside. He wasn't prepared for what he saw. Three Deep
Ones. He drew down and fired, injuring one of them. In retreat, and in
retaliation one of them cast the spell Breath of the Deep, in which a
victims lungs fill with sea water, resulting in death by drowning.

* Friday, 10 September. 1920
Another commotion unsettles the town. Jim Monroe's body is found. Dead. At
the lighthouse. His body has been removed to the morgue. Inspector Thatcher
investigates. There he finds a set of bloody webbed footprints leading from
the body to the water's edge. They are photographed. Post mortem results
conclude Jim died of several deep stab wounds to the torso, probably made by
a spear or some kind, as well as having his neck crushed. Only his
distraught wife can give any leads, and they soon turn out to dead ends. The
killer, whoever, or whatever he/she/it is got away again. Inspector Thatcher
remains tight-lipped about the murder, proclaiming that at the moment there
is no evidence as to who the assailant was. Perhaps Jim disturbed an
intruder; perhaps it may even have been the alleged vagrant who has been
blamed for the abduction of the three girls. The webbed footprints are not
revealed to the public and Jim's wife is told not to mention them - to
anybody.

Lenny is buried today. A few people attend the service. Other than this the
day passes uneventfully until 7 pm when the church holds it's weekly bingo
night. It costs 2d (two pence) to join. The prize of four shillings is up
for grabs. That night, around 3.00 am a storm brews.

Investigating further
This information can be easily learnt from Thatcher, but if the characters
wish to talk to Victoria in her current condition, they'll need a successful
PERSUADE roll, though if they are sympathetic and show compassion she'll
talk without a roll. From statements, this is what can be learnt. Jim was
alerted by his wife that the light had gone out, just before they were to go
to bed around midnight. He went out to tend to the problem and she didn't
wait up because he could be out there for just for a minute to change a
bulb, or longer if the mechanics had failed as had happened before. She woke
the next morning and saw that he still wasn't home decided to take him some
hot coffee and something to eat. That's when she found him, laying there in
a pool of his own blood, next to the generator. She dropped the thermos
flask, screamed then ran to inform Thatcher. A PSYCHOLOGY roll allows
characters to detect, that although what she says is the truth, there's
something she's keeping back (the footprints). Something which she'll deny
of course. Continuing to pester her causes her to break into tears and
accuse the character of being heartless, before slapping somebody.

After hearing of this the players will probably visit the lighthouse. There
is a 35% chance that either Thatcher or Curwin is there. In the main tower
on the ground floor (generator room) there is a chalk outline of Jim, a pool
of blood and a trail of bloody footprints. Something with webbed feet
walked through Jim's blood. The trail leads outside, then down to the waters
edge then disappears...This causes 0/1 sanity loss. Those familiar with Deep
Ones may recognise the prints.

* Saturday, 11 September. 1920
Today concerns grow about three missing fishermen. They are well past due.
Inspector Thatcher and Dr. Curwin are at a loss on how to proceed in their
investigation and take time to review what they have. Various people come
forward stating they have seen the vagrant or somebody suspicious (are the
players up to some midnight shenanigans?). These sightings are mostly
centered around night or just before dawn. Thatcher decides to call all able
bodied people to join an extensive search. Later in the day the missing
fishing boat is seen drifting in the bay. No sign of life. Maybe later that
night a survivor struggles home.

Fishermen missing
The fishing boat generally goes out at 11 pm and returns at 5 am. Their boat
isn't in the harbour, and no one is home. Later in the day, about 6 pm their
boat is seen drifting on the tide. A rescue party is sent - which may
include some or all of the players. As the boat approaches the fishing
trawler, voices are raised which gains no reply. Somebody speculates whether
they were washed overboard with last night's storm. Closer still, and
evidence of a struggle becomes visible. Boarding the stricken vessel they
find conclusive signs of a struggle.

Utensils strewn everywhere, broken windows, cracked and splintered wood.
Evidence of a small fire in the wheel-house. Nobody on board, just a
lingering rank smell. A feted, repulsive stench. A SPOT HIDDEN check enables
a keen eyed investigator (or NPC) to find, in the galley, a severed hand
laying amidst a pool of blood. Large; green; scaly; and webbed. (Anyone who
has tangled with Deep Ones before may recognise it as such.) It causes 0/1d3
sanity loss, unless characters are familiar with Deep Ones. A meat cleaver
is deeply embedded into the wooden floor next to the hand - obviously the
implement of amputation.

I've seen him
Reports come in from various sources, each saying: "I saw the vagrant, a
shabby man from the distance. I saw him." These accounts, however, often
conflict with each other, especially when a description is given.
Descriptions range from: short, tall, thin, stocky, hunch-backed, one-eyed,
a hook where his hand should be....and so on.

In light of these sightings Inspector Thatcher calls on all able-bodied
volunteers so that a search of the surrounding area can be established.
Areas to include the shoreline, and the surrounding countryside including
farms, woods, fields, thickets, shacks, abandoned buildings, automobiles,
vacant houses and barns. These random searches enable the keeper to throw in
a few wild goose chases that could lead somewhere - or nowhere. This would
be a good way to get rid of a day or two in the blink of an eye. One
possible way to shunt the scenario along would be for Inspector Thatcher to
instruct the players to search the bluffs... which would in turn lead to a
search of the caves, and what dwells therein.

* Sunday, 12 September. 1920
The searches continue. Nothing in particular happens today, except for
church (and what may spin off from it). There's no need to impress the fact
that players have to attend church. Not every one in town attends. If a sole
fishing survivor is to be included, he awakes today and tells his story.

(continued)



--
To unsubscribe from the chaos-digest ML, send an "unsubscribe" command
to chaos-digest-request@chaosium.com. Chaosium Inc., Call of Cthulhu, and
Nephilim are Registered Trademarks of Chaosium Inc. Elric! and Pendragon
are Trademarks of Chaosium Inc. All articles remain copyright their
original authors unless otherwise noted.

← previous
next →
loading
sending ...
New to Neperos ? Sign Up for free
download Neperos App from Google Play
install Neperos as PWA

Let's discover also

Recent Articles

Recent Comments

Neperos cookies
This website uses cookies to store your preferences and improve the service. Cookies authorization will allow me and / or my partners to process personal data such as browsing behaviour.

By pressing OK you agree to the Terms of Service and acknowledge the Privacy Policy

By pressing REJECT you will be able to continue to use Neperos (like read articles or write comments) but some important cookies will not be set. This may affect certain features and functions of the platform.
OK
REJECT