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Chaosium Digest Volume 32 Number 12
Chaosium Digest Volume 32, Number 12
Date: Tuesday, January 30, 2001
Number: 1 of 3
Contents:
* The Resurrection Spell: Bringing Back The Dead (CTHULHU)
by James D. Collins - collwood@gte.net
* ZOMBIE REMORTIFICATION (CTHULHU)
by Mervyn Boyd - jack@ktana.freeserve.co.uk
Editor's Note:
A sincere apology to everyone for how long it's taken to get this issue out.
Holiday and end of the year hassles combined with upgrading to a new
computer and my usual inability to remember what day it is all conspired to
produce this delay. Future issues should, hopefully, return to their regular
schedule. We have two excellent Call of Cthulhu articles for you today.
Enjoy!
Announcements
* TENTACLES NEWS POST
Volume 2, Nummer 1, 1. January 2001
~~ S L U R P A g a i n F o l k s ! ~~
The Countdown is running for Tentacles 2001 - the international Hero Wars
and Call of Cthulhu Fest!
The event will take place at Castle Stahleck in Germany from the 1st - 4th
June 2001.
Visit: www.tentacles-convention.de
for information about this wonderful (in)famous convention. You can
register yourself online! I fear we will be booked out soon...
Fabian
--
~Tentacles Convention~
www.Tentacles-Convention.de
~ Tentacles 2001 ~
The Hero Wars and Call of Cthulhu Fest
1st - 4th June 2001
Castle Stahleck, Germany
----------------------
The Resurrection Spell: Bringing Back The Dead
by James D. Collins - collwood@gte.net
So what do you do if one of your investigators uses the Resurrection spell
to bring another investigator back from the dead? Assuming the resurrected
investigator survives with his or her Sanity (for the most part) intact, you
(as the Keeper) have a number of questions to answer. If the Sanity loss is
too great, you still have some options (see below).
The easiest way to deal with the Resurrection spell is not to let your
investigators have access to a copy of the spell. While this is a viable
alternative, I think that you're denying yourself (as the Keeper) one of the
many joys of gamemastering: Knowing the secrets behind your campaign. It's
great fun to stand back and watch as your players discover the world that
you've created. Besides, we've already got one of your investigators
bringing another one back with the spell which assumes they already have a
copy. 8)
It is "an unholy thing to do," this business of raising the dead.
Resurrection is also a "rare, misleadingly named spell" that brings back
"the form and soul of the deceased" or "onlie the liveliest awfullness" if
you don't have the complete corpse. The Resurrection spell doesn't restore
the dead to life, only "the form and soul" are brought to a semblance of
life. I've chosen to define this state as a ghost with an ectoplasmic form
that mimics life. The ectoplasmic form will pass the medical examinations of
the 1920s. The same could be said for the less sophisticated diagnostics of
the 1890s and the more technological capabilities of the present day (that
used to be the 1990s). Of course, we're told that "the processes of
metabolism had become retarded to a degree beyond precedent" in "The Case of
Charles Dexter Ward" so irregularities will be noted to some extent in any
era. Perhaps in a less sophisticated time (such as the 1890s) when the study
of the occult is not ridiculed, these irregularities will be noted more
seriously than in the present. Physical irregularities might be written off
as human error or system glitches in the present day.
The ectoplasmic form mimics life and ectoplasm responds to belief and
thought (at least it does within this frame of reference). In superficial
terms, the resurrected investigator is alive. He (or she) must eat and
sleep, requires air and water, and can be killed. Let's examine the
specifics of this existence, that's where things get interesting.
"The Case of Charles Dexter Ward" speaks of "revolting cases of vampirism"
and "the inordinate amounts of meat and fresh blood" later required by Mr.
Ward's household. Perhaps your resurrected investigator will develop a taste
for raw meat or fresh blood. Or not...
If the resurrected investigator requires sleep, can he (or she) enter the
Dreamlands? That's up to the individual Keeper, but maybe Heaven and Hell
are the Dreamlands of the dead. Think of a horrific twist on "What Dreams
May Come."
The need for air and water are habits of the living. Maybe as the
investigator becomes more comfortable in their resurrected existence, they
forget to breathe or drink. As other investigators notice this disturbing
tendency, Sanity losses might begin (for the resurrected investigator and
the observing investigator).
Death can occur from a variety of methods (your resurrected investigator is
intimately aware of at least one cause of death). Injuries can result from
acid, drowning and suffocation, explosion, falling, fire, and poison (as
well as combat). Drowning and suffocation is addressed with the need for air
(see above), but as the resurrected investigator continues his new existence
perhaps he (or she) will learn to ignore the effects of acid or poison.
Before we explore "onlie the liveliest awfullness" and insanity resulting
from returning from the dead, let me state that how far you take this is up
to your own campaign. If you chose to explore the other sides of horror and
allow superhuman characters (White Wolf Studios comes to mind), you may go
much further than my suggestions. Sanity losses can go up (or down)
depending upon your campaign's needs. If you want the resurrected individual
to be relatively normal, go ahead. If not, here are some really strange
possibilities.
We're told that an incomplete corpse brings forth "onlie the liveliest
awfullness" -- what does that mean exactly? One possibility is that the
resurrected mass is incapable of existence (at least in any playable
manner). Perhaps, this "liveliest awfullness" is an animated corpse (similar
to an intelligent zombie with the Power that it had before it died) that
"literally must be hacked apart before it ceases to act" (although fire
seems to work as well). The munchkin player might enjoy this invulnerability
until he (or she) realizes that the corpse continues to rot (losing points
in Strength, Dexterity, and Appearance as the corruption continues). Sanity
losses will continue as the decay worsens. Maybe this "awfullness" is a
small shoggoth-like form (now that would make an interesting character in
the right campaign...).
Your examples of "liveliest awfullness" might include ghosts, mummies,
skeletons, vampires, werewolves, wraiths, and zombies (of the unintelligent
variety). If you don't want the player to use the resurrected investigator,
you have many options. If you want the player to continue with the
resurrected investigator, a campaign that might include a ghost, mummy,
skeleton, vampire, werewolf, wraith, or zombie (intelligent or unintelligent
variety) would certainly be interesting.
If the resurrected investigator loses too much Sanity to continue play (0
Sanity), then I advocate removing him (or her) from play. If the resurrected
investigator suffers from Indefinite Insanity, then we have other options...
Structure your resurrected investigator's Indefinite Insanity to your
investigator's condition. Since my ectoplasm responds to belief and thought,
Indefinite Insanity will certainly create some interesting situations.
Suppose the resurrected investigator's ectoplasmic form exudes an appalling
odor (perhaps the smell of rotting meat or a musk of sulfur and brimstone).
Perhaps the investigator develops a taste (and need) for raw meat and fresh
blood (maybe the investigator cannot regain magic points without indulging
his appetites). Maybe the investigator cannot enter a house with invitation,
must shy away from crosses (or other religious symbols), or cannot cross
running water. What if the resurrected investigator now frightens animals
(there goes that Riding skill!)? Maybe the ectoplasmic form has no body heat
or doesn't cast a shadow or a reflection. What if the character's body no
longer heals naturally or regains magic points naturally? Maybe the
ectoplasmic form grows a third arm, a demon's tail, or cloven hooves.
Perhaps holy water acts as acid or sunlight burns the ectoplasm.
The bottom line is that this is your campaign. What works in my campaign,
might not fit into your game world. As with any set of rules (or rule
suggestions), take what you want and ignore anything else.
----------------------
ZOMBIE REMORTIFICATION
by Mervyn Boyd - jack@ktana.freeserve.co.uk
178 Dickson Drive, Irvine, Ayrshire, Scotland, KA12 9HB
Foreword
Because I am not a great creative writer there will probably be many entries
that are vague in content and description causing the adventure to appear
disjointed, or be excessively wordy. While provisions has been made for all
places that the investigators are likely to visit, it is up to the keeper to
improvise, and flesh out all other areas - as well as NPC personalities. The
scenario is suitable for any character, however, for ease of their
introduction, it is advised that at least one character be a Senior Medical
Doctor, Surgeon, Biologist, or have a relevant medical skill above 50%.
Failing this prerequisite, the keeper will need to sort out some logical way
of involving the characters.
There is no real time frame involved, thus allowing new players of Call of
Cthulhu time to adapt. If they need month to read a hefty tome to learn a
particular spell, then they can with no problem. However the keeper is
advised to keep the scenario moving along by discouraging the players from
lounging around too long with no action on their part. Non-player characters
have important things to get on with also.
The scenario is intended to be set in the 1920s, but at the keeper's
discretion the year and location may be altered to fit in with something
he/she is more familiar with - maybe his/her own home town - today in the
year 2000. The scenario, it seems, would fit in well as part of an ongoing
campaign. If it is to be used so, then it is up to the individual keeper to
make all the necessary corrections to make the transition from one scenario
to another flow smoothly.
Keeper's Information
The small town of Uffington on the Marsh in Cornwall, England has for the
last six months has been beset with tragedy. On average two people a month
has died from a disease the locals call "The Fever". The local General
Practitioner (GP) is at a loss and cannot find the cause for it. Desperate,
he contacts an old friend and mentor to come and help him solve the mystery.
The investigators arrive and are soon embroiled in the unholy activities of
the local Squire and his zombie horde.
Player Introduction
The investigators start play in London on the morning of Friday, March
12,1920. Any suitable character receives a letter (player handout 1) from
Dr. Timothy Cockcroft, an old friend and colleague who is requiring his
assistance on a baffling case in the small township of Uffington on the
Marsh. This friend hasn't been seen in almost ten tears. Having read the
letter the player will no doubt want to know more about this friend of his
and then make travel arrangements.
Dr. Timothy Cockcroft (What the player knows)
This should be modified accordingly. Timothy was an old student, and friend
of the character (if applicable). They became friends at University after
Timothy proved to the character that he had an amazing aptitude for the
subject of Anatomy and Surgery. Otherwise, he's just an old friend from
college or university. They bunked in the same dorm, attended the same
classes, had the same interests, vied for the attentions of the same girl,
but both lost out in the end to some other guy. It was inevitable that they
would become friends. Either way, after graduation they went their separate
ways and just lost contact with each other. That was almost ten years ago.
Uffington On The Marsh
Aside from the spate of deaths attributed to the Fever, Uffington has been
rocked by the murder of Rita Kerr. Several weeks ago Rita discovered an
awful scene. She found out that the local mine is not abandoned as is
generally thought, but is being worked by a team of zombies (made from
those who have "died" from the Fever) that Bedford has had created.
Unfortunately, Rita was caught snooping around by one of Bedford's lackeys
and detained. She threatened to go to the police and tell, but Bedford
couldn't take that chance. His attempts at silencing her failed, and fearing
that his plans might be exposed Bedford decided upon using her in one of his
rituals. Her body was later buried in a shallow grave, which was
subsequently discovered. Sergeant Michaelson investigated her death but came
up empty handed.
Uffington is small with all the bare necessities although there are no
libraries or newspaper printer. It has a couple of churches, a few stores, a
pub, a school, a courthouse and a small cop shop with two police in
residence - a Sergeant and a Constable. The last census revealed the town
had roughly 705 citizens. The town also has a tin mine which is located two
kilometres to the north across the moors. (The mine will not be known to the
investigators until they learn more of the squire.) The village is inhabited
by simple country folk who are riddled with superstitions and are dominated
by the Squire who is responsible for the well being of everyone and who acts
as coroner and magistrate, judge and jury. Uffington's main economy is by
way of farming grain or livestock.
Travelling to Uffington is completed in two stages. First the train ride out
to Cornwall, then a cab ride out to Uffington itself. Alternately, the
characters can drive out there themselves. Clouds are beginning to build and
darken by the time the investigators arrive at the outskirts of Uffington
whenever that may be. They see a funeral procession which solemnly winds its
way through the town beginning to cross a bridge on its way to the nearby
church. Unable to pass the characters are forced to stop. Leading the
precession, right before the coffin is a deeply saddened man who's mourning
for the loss of his brother. Just then, five red tunic-clad horsemen and
several dozen hounds gallop over the bridge jostling the pall bearers who
drop the coffin over the bridge down an embankment where it lands on the
rocks below with a splintering crack. The lid springs open to reveal a
pallid male corpse. (A sanity roll is required with a loss of 0/1. No loss
is had for those with medical experience or have seen plenty of bodies.) The
horsemen do not stop and gallop off. The mourning man rushes to the bridge's
side and stares down in complete horror, disbelief and anger. Some people
jump down to close the coffin, retrieve it and carry it to the church for
later burial. Others shout abuse and shake their fists at the fleeing
horsemen. Somebody else approaches the man to comfort him but is shrugged
off as the angry man storms off clenching his fists in anger. A LISTEN roll
should be made to overhear someone say to his friend: "What a bloody
disgrace. No respect for the dead. We'll have to see the Squire about this."
Attempting to ask a local anything requires a successful POWx3 roll to get
an answer, otherwise the local gives the character the cold shoulder and
walks hurriedly away after giving a blunt and stunted excuse. After several
frustrating attempts at gaining information and following people around the
investigators find themselves just outside the Three Crows Inn. Perhaps it's
time for a drink.
The Three Crows Inn
The first time the characters enter the pub, everyone stops talking and
silently watch the investigators before being distracted, as are the
characters, by a thump as a short and scrawny sneering-looking bald man
drops his bucket and begins to mop the floor, his overly protuberant eyes
wash over everyone in the Inn. The denizens then resume their chatter albeit
more hushed now. The fat, balding inn keeper leans on the counter, wiping a
mug and says: "You must excuse them, we don't get many visitors in these
'ere parts. Anything I can 'elp you with?" Chances are the characters will
concern themselves with a few questions such as: "Do you know where a Dr.
Cockcroft lives?", and "What was all that about out side just now.?" Any
answers given will continue to be stilted and uncertain, and phrased in such
a way as to form a question as the local begins to get more suspicious.
Information to these question can be found later.and how much the players
learn is for the keeper to decide, though some information will never be
learnt.
Later, when the investigators return here - or when/where ever it is
convenient, they will come across Dr. Cockcroft having an argument with
several other locals, one of whom is the saddened man they saw when they
first arrived. They catch the tail end of the argument: "You are not cutting
up may brother or anyone else for that matter and that is final!", to which
Cockcroft feebly replies "But.!" The saddened man then interrupts, raising
his hand in absolute disapproval, shouting "Enough! I don't want to hear
it." before storming away with his friends. Chasing after him to ask
question him only serves to anger him even more at which he takes a swing at
the offending character. Before things get too out of hand he friends haul
him away.
Dr. Timothy Cockcroft
Finding Cockcroft's home and practice is easily done. Anybody will point out
his home/practice with some disdain. His home appears to be an extension of
his practice, with old out-of-date scientific books and journals (some of
which are in Latin), racks of test tubes, and bottled chemicals, mentholated
spirit Bunsen burners and assorted experiments on the go. When Cockcroft
first sees his old friend, his face brightens up and he rushes over for a
good vigorous handshake, while thanking the character for coming and
welcoming the other unknown characters. Once the small talk is out the way,
business talk will ensue. Cockcroft invites them home, and offers them tea,
coffee or something stronger if they prefer. His two cats - Tinky and
Cloudy - begin to investigate the strangers. Anyway, back to the business at
hand, Cockcroft explains his problem, reiterating the recent deaths (not
Rita's). He wants to perform a post-mortem as that may shed light on their
deaths and the Fever, but through the insistence of the people Squire
Bedford has disallowed him to carry out such an act. He finds this
lamentable and very restrictive. Normally, he respects their wishes in this
matter, but due to the spate of deaths he feels it is necessary. He's tried
to put his case forward time and time again for the necessity of a post
mortem, but because the people of Uffington are very superstitious and
insular they are rather ignorant about modern medicine and practices. They
simply do not want their kin folk cut up. It's time to join the rest of the
world. Also, blood tests prove negative.
Cockcroft also informs the investigators that there are three other people
in town suffering from the Fever, though they are in varying degrees of
sickness. He's asked the families to carefully watch the patients and inform
him of any change in their state, for example, if they appear to be getting
better, or develop symptoms outward of those already noted in the other 20
or so cases. The players can look into these cases if they so desire,
however there is nothing that they can do to help.
Dr. Timothy Cockcroft, 33
STR CON SIZ INT POW DEX MOVE HITS
9 9 13 16 12 12 8 11
WEAPON ATTK % DAMAGE Skills: Chemistry 70%, Credit Rating 25%,
Fist 50 1d3 Biology 70%,, First Aid 80%, Medicine 75%,
Psychoanalysis 37%, Psychology 40%,
Latin 90%
Cockcroft is one of the few "normal" people the players will meet in this
quaint backwards town - the other being the local constabulary. Cockcroft is
willing to openly talk about whatever the players want touching on the fact
that he is tired and lost in this matter. These are a few things the
players may want to know more about.
Cont.
--
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