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Chaosium Digest Volume 36 Number 06

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 · 1 year ago

Chaosium Digest Volume 36, Number 06 
Date: Tuesday, June 18, 2002
Number: 1 of 1

Contents:

* Loch Ness (CTHULHU)
by Tim Wiseman

Editor's Note:

This issue we've got a nice, single session Call of Cthulhu adventure set on
the shore of Loch Ness. It can easily be converted into Cthulhu Live for
LARP play. Also, a reminder that June 30 th is the deadline for submissions
to be considered for this quarter's Chaosium contest. This is also the last
submission I currently have, so you budding writers should get to it.

Enjoy!

ANNOUNCEMENTS

* I am proud to announce the imminent publication of Gloranthan Classics
Volume III - The Cult Compendium. Printing is under way and I am scheduled
to receive delivery of the finished books in June.

In light of this, I am now accepting advance orders of the book. Before I
get into the logistics on how to do that, let me tell you a bit more about
the book.

Gloranthan Classics Volume III - The Cult Compendium
----------------------------------------------------
352 pages, hardcover (with dust jacket) and softcover. In general, it is
very similar in layout to the first two volumes. The book contains over 40
cults, including all of the cults found in Cults of Prax, Cults of Terror
and Trollpak. To round out the book's I have also added in Gloranthan cults
from White Wolf
and Different Worlds magazines. Associated background articles from Wyrms
Footnotes and similar sources give you a complete breakdown on how rune
magic, spirit magic, elementals, and runes operate within the game world. To
wrap up the book I've added all of the designer's notes, some of which have
never been published before. A vastly improved index makes this material
accessible all in one book. The topics are vividly detailed with the
addition of over 50 new pieces of art, bringing the total over 110 snapshots
into cult life (and death). Lastly, it's also worth mentioning that I've
added genealogies for the various pantheons along with an updated cult
compatibility chart surpassing even the one found in the Runequest
Companion. In the end, it is a book that can provide untold hours of
Gloranthan reading and gaming fun.

What version of the rules does it use ?
Just for absolute clarity, the original material has not been updated for
the Hero Wars or Heroquest games published by Issaries Inc. The material is
as originally presented, albeit with a new layout and extra art. If multiple
versions of a cult were published, the last official version is used. Almost
all of this material was written for the second edition of the rules.

So how can you order it, and why do so now ?
To help get sales going (and pay the printer), I'm offering a pre-release
discount price of 50 US Dollars for the hardcover and 35 US Dollars for the
soft cover. As of June 21st, the normal retail price of 60 US Dollars (65
Euros) for the hardcover and 45 US Dollars (50 Euros) for the soft cover
will be resumed. As before, these prices include surface mail postage to
anywhere in the world.

Discount: US UK EU (order postmarked before June 21)
Hardcover 50 35 55
Softcover 35 25 40

Regular : US UK EU (order postmarked after June 21)
Hardcover 60 43 65
Softcover 45 32 50

Note, even the regular retail prices for this book make it a better deal
than either Pavis & Big Rubble, or Griffin Mountain. I've got a better deal
on the printing costs by using an American printer and I'm passing them
directly on to you.

Payment Methods:
Paypal email: RJMeints@cs.com
Credit Card Payments in Euros: visit www.tradetalk.de

Please make checks or Money Orders payable to R. Meints.

Mail UK Pound Payments to:
------------------------------------------
Rick & Karen Meints
37 Greenfields Road
Horsham
RH12 4JL
UK

Mail US Dollar Payments to:
------------------------------------------
Rick & Karen Meints
306 Village Green Blvd. #101
Ann Arbor, MI 48105
USA

Any questions, please email me at RJMeints@aol.com

Thanks for helping me set Glorantha back 25 years!
(PS: Nick Brooke came up with the awesome slogan)

Rick Meints

* From Chaosium
At the printer:

The Creature Companion #2375 $21.95 ISBN 1-56882-133-6
Our Manual of Mythos Monsters is expected to release in June/July.
http://www.chaosium.com/cthulhu/rpg/2375.shtml

H.P. Lovecraft's Dreamlands (Hardcover)
#2394, $34.95 ISBN 1-56882-157-3
We'll be releasing a hardcover edition of our Dreamlands Sourcebook in
June/July.
http://www.chaosium.com/cthulhu/rpg/2394.shtml

For Call of Cthulhu Fiction:

Encyclopedia Cthulhiana (reprint)
#6022 $16.95 ISBN 1-56882-119-0
Our reprints have been delayed in favor of newer books. Expected SUMMER
http://www.chaosium.com/cthulhu/fiction/6022.shtml

Disciples of Cthulhu II
#6033 $13.95 ISBN 1-56882-143-3
February Release.
This Book should be sent to the printer soon. Summer release.
http://www.chaosium.com/cthulhu/fiction/6033.shtml

The Necronomicon 2nd edition
#6034 $19.95 ISBN 1-56882-162-X
Summer Release
http://www.chaosium.com/cthulhu/fiction/6034.shtml

Other Nations
A Cthulhu Mythos Novel
#6025 $13.95 ISBN 1-56882-128-X
Summer Release
http://www.chaosium.com/cthulhu/fiction/6025.shtml

The White People & Other Tales
The Best Weird Tales of Arthur Machen Vol. 2
#6035 $14.95 ISBN 1-56882-147-6
Summer Release
http://www.chaosium.com/cthulhu/fiction/6035.shtml

For Call of Cthulhu

Miskatonic University
a 1920's Sourcebook for Call of Cthulhu (BRP)
by Sam Johnson and Friends
A Manuscript is now in house, and we hope to release this book in August.
#2389 $39.95 ISBN 1-56882-140-9
http://www.chaosium.com/cthulhu/rpg/2389.shtml

Pulp Cthulhu: Reckless adventures in the 1930's ( dual stat d20 & BRP)
A new setting for Call of Cthulhu & Call of Cthulhu D20.
8800 $29.95 256 pages ISBN 1-56882-159-X Expected July
http://www.chaosium.com/cthulhu/d20cthulhu/8800.shtml

d20 Cthulhu GM Screen
#8801 $19.95 ISBN 1-56882-159-X
June release
http://www.chaosium.com/cthulhu/d20cthulhu/8801.shtml

Secrets of Japan
Modern Day Exploration of the Land of the Rising Sun
#2392 $27.95 ISBN 1-56882-156-5
by Michael Dziesinski
A manuscript is in house, and we hope to release the book this Fall.
http://www.chaosium.com/cthulhu/rpg/2392.shtml

For Stormbringer & Dragonlords of Melnibone

Cults of Law & Chaos
A New Dragon Lords of Melniboné D20 sourcebook.
This book is currently being written by Gareth Michael Skarka.
Release Date Unknown.
2020 $23.95 192 pages ISBN 1-56882-158-1
http://www.chaosium.com/woec/2020.shtml

Arkham Horror
Classic Game of Lovecraftian Monster Hunting
#1051 $59.95 ISBN 1-56882-163-8
Expected Fall 2002
http://www.chaosium.com/arkham_horror

------------------------

Loch Ness (CTHULHU)
by Tim Wiseman

A Scenario written for non-Gamers

This is a single-session scenario I ran for some non-gamer friends during a
long weekend in a rental cottage on the shores of Loch Ness. I decided to
write it to match the location and run it as a cross between Live Action and
standard RPG. Each of the six players was given a single page character
summary as follows - and thereafter, as you will see the scenario pretty
much plays itself.

After the character descriptions I cover in brief how our game unfolded and
how my friends reacted to the experience.

The year is 1929, Scotland, the setting a small hotel on the north shore.
The monster is soon to be much celebrated, (with the completion of a new
road along the water), but for now just a very local legend.


Robert McEwan

Your name is George MacNab; you are 33 years old. You are a convict serving
a long sentence in the prison at Inverness for armed robbery.

Early this morning a vehicle taking you to hospital in Fort William skidded
from the road and crashed. You think the driver and guard were dead, you
took the guard's revolver. As you started to stumble away from the scene a
single person appeared, perhaps to help - when he saw the gun and the
prison uniform he tried to run so unfortunately you had to shoot him. You
took his clothes and found some books and letters on him. He is, or was,
Robert McEwan, from Edinburgh; he seems very fond of birds and flowers and
stuff because most of the books are on such things. You discover a map and a
letter from a Mrs. McLeod at a local hotel, he is expected there tonight. It
's close. You put him in your clothes and take everything of his. You find
another shirt, but unfortunately his coat has the 2 bullet holes in the
back. Still, you'll be Robert McEwan - it should give you some time.

The snow's getting heavier as you follow the map. You need to get out of
this because you're weak right now. That's the reason you were being taken
to the hospital, that bastard Cloone slashed you and left a bad cut in your
stomach; even now you think it's bleeding again. But you're a survivor - you
'll not get caught again; anyway this time it would be the hangman.

After more than an hour, just when you think you can't go on there it is,
right on the shore of Loch Ness. No cars are outside, good. You shoulder
McEwan's pack and walk to the door. It should be easy if you stick to your
story. Rest up a few days evading the law, let the injury heal a bit and
then head south. The door opens and you smile winningly, your hand on the
gun in your pocket.

Strength 16 Hit points: 15
Quickness 11
Intelligence 13
Size 15
Appearance 9
Education 7

Weapon: .38 revolver 35% damage 2d6 (3 shots remaining)
Fist/Punch 60% damage d6
Skills: Climb 40%, Dodge 30%, Electrical Repair 66%, First Aid 30%, Hide
30%, Listen 40%, Sneak 36%, Spot Hidden 40%, Swim 30%, Throw 35% (Note all
your 'physical' skills are at half chance because of your wound.)

Goals: Pass yourself off as McEwan, gain the confidence of those here.
Avoid capture at any cost.
Rest and gain strength.


Irene McLeod

Your name is Mrs. Irene McLeod, you are 30 years old. You are a landlady of
a small and remote hotel on the shores of Loch Ness. You don't have other
income apart from the guests, so even though business outside the summer is
poor, you stay open year round.

You are married to William who helps you in the hotel. Or should help - he
is actually out by the loch or in his boat. what does he do out there, even
at night? He will claim he's fishing but you've watched him and he just sits
in the boat. He's so distant now, you still love him, but he hardly touches
you. You worry about him, it's never been right since his episode two years
ago. He didn't talk for a month and would barely eat. Dr. Gregg in Fort
William says he's seen it before, something like shell shock. And sometimes,
even though he looks different since the episode, his skin is dry and bad,
his eyes constantly staring, you still see the old William.

Well you need his help tonight because you have an unusual number of guests.
There is a party from the University at Inverness, you expect them to stay
for 4 days; you're not sure what they'll be doing here. It'll probably some
nonsense about the Monster. Oh and there's also a Mr. Robert McEwan
expected. You're looking forward to his arrival as you have swapped several
letters and the two of you have a shared interest in birds. You love the
countryside and the flowers and wildlife around, your father was a
gamekeeper. Mr. McEwan's on a birdwatching trip while on a winter holiday
from a Law Firm in Edinburgh. He sounds like a charming young man; you
should be able to share some nice conversations, you like to talk to guests
and learn all about them.

If you're asked about the Monster of course, you will say you've seen it
(good for business of course) but the truth is there is something out there.
You are not a nervous or impressionable person, but sometimes you here a
splashing late at night, surely much too loud for a fish or an otter. Other
noises too, you've heard a screeching out on the loch that does not seem to
be any bird of animal call and several times a panting right outside the
house. And just once as you came up behind William you caught sight of
something way out on the Loch in the moonlight, you would swear it was the
head and shoulders of a man-sized figure gazing at the house - and William
was just standing there returning the gaze!

Note: The Portclare Hotel has no phone. You do have one of those new radios,
but it is not working for some reason, it was never right. William was
unable to fix it.

Strength 12 Hit points: 11
Quickness 15
Intelligence 13
Size 10
Appearance 14
Education 10

Weapon: Poker 24%, d6+3
Skills: Dodge 60%, First Aid 45%, Hide 40%, Identify Flora and Fauna 35%,
Listen 60%, Psychology 35%, Sneak 46%, Spot Hidden 53%, Swim 60%, Throw 24%,
Tracking 55%

Goals: Look after all your guests.
Speak to Mr. McEwan about birds.
Care for William.
Get your radio fixed.

William McLeod

Your name is Mr. William McLeod, you are 38 years old. You are landlord of a
small, isolated hotel on the shores of Loch Ness. It used to be your mother'
s. You don't have other income apart from the guests, so even though
business outside the summer is poor, you stay open year round. You are
married to Irene who helps you in the hotel.

Right now you are out on the Loch in your rowing boat. You promised to be
back an hour or so ago, so Irene is probably worried. It's snowing quite
hard, so you start to row in. you think she said that there are quite a few
guests expected tonight. Of course, your mind is usually on other things,
much more important things than the Hotel and even Irene. You retain an
unfocussed affection for Irene and wonder what will become of her.

Two years ago, you were fishing from your rowboat out on Loch Ness when you
saw it. Not the Monster no. What you thought was a swimmer about a hundred
yards off, it looked like a man, but it moved through the water like no man
could. Something was very wrong, you were scared at first but somehow you
sensed it meant you no harm. It moved effortlessly towards the boat - its
torso upright in the water like a figurehead. It was sized like a large man,
and had huge yellow eyes, greyish skin, arms, and, as it got closer. gills!
It looked back for a minute and then it disappeared under the water without
a sound. You thought you imagined it. But two months later you saw one
again. This time you were on the shore. It cleared the water and it walked
right up to you and somehow you knew it was centuries old. And it touched
your mind and told you of its rich history: of its cities teeming with
strange creatures and of its gods. There are few of them now but they were
here before man. And it spoke of Father Dagon and Mother Hydra.

And you remembered from childhood the things your mother said when they let
you visit her that one time in the Asylum. "He sank his lovely claws into me
Billy! You'll join them Billy! You'll join them! You'll be your new self
Billy!"

You thought you had gone mad. You didn't talk for a month and hardly ate and
wanted to die. But now things are different better. Sometimes you hear them
calling you from the water. Sometimes you see them a way off. Your skin is
changing now. Your eyes can see better in the darkness, and the flesh is
spanning the gaps in your fingers almost up to the first knuckle. You keep
you hair long to hide the gills that are growing. Very soon you'll join your
true family. You sense it could be any night now.

Note: The Portclare Hotel has no phone. You do have a radio, but it is not
working.

Strength 17 Hit points: 16
Quickness 9
Intelligence 8
Size 15
Appearance 7
Education 7

Weapon: Fist/Punch 55% damage d6
Skills: Boating 75%, Dodge 20%, Electrical Repair 26%, First Aid 20%, Hide
25%, Listen 70%, Mechanical Repair 30%, Sneak 36%, Spot Hidden 45%, Swim
84%, Throw 40%.
Spells: Contact Family: You have learnt to sometimes call your family to
you. To do so you need to be silent for one minute, concentrating, eyes
open, standing and staring toward the Loch. The spell is most likely to
succeed if you are out on the Loch itself.

Goals: Join your family.
Protect your family from others.
Hide the existence of your family from others.
Protect Irene, but only if this doesn't risk your family.

Professor James Hewitt

You are the senior professor in the Biology Department at Inverness
University. You are 50 years old and a professionally ambitious man. You
feel you have been at Inverness too long, you are desperate to publish a
paper that will garner the attention of Edinburgh, or, dare you hope it,
even Oxford or Cambridge.

To this end, you are leading a field trip to Loch Ness to do preliminary
research on a theory that you hold. You feel that the rumours and sightings
surrounding Loch Ness have a basis in truth. But the truth is not a great
prehistoric water beast or some such. No, in delving through the far corners
of the restricted stacks of the University Library this summer you came
across several contemporaneous accounts of a group, or cult, that settled on
the north shore of Inverness, a little west of Fort Augutus in the 18th
century. These individuals claimed to commune with an aquatic race of
humanoids that dwelt in the loch, and that had lived there since before man
walked the earth. The rich details in the diaries kept by some of these men
defied their creation by such as they - for they were simple men. They
talked of great cities, of Atlantis and a place called Y'Ha-Nthlei. They
talked of Gods called Dagon, Hydra and Cthulhu, and they talked of
interbreeding between these "Deep Ones" and us on nights of the full moon,
for these creatures are few and need humans to maintain or grow their
numbers! And when "the stars are right" these Gods will take back the world.
You see these things in your dreams now. Could it be? If these creatures
have been on earth for a million years, then would they still be there?!
You have one of these books with you now; it is hand-written and entitled
"The Testimony of Dagon". You don't know exactly what you're looking for but
you need to see the area for yourself. You have booked yourself and your
students into a small hotel just east of Inverness, a building mentioned in
the book. A Mr. and Mrs. McLeod now run it. You will speak to the McLeods
and then perhaps the locals in Fort William.

You are very sensitive to the fact that you could be held open to ridicule,
(in fact you believe some of your colleagues already hold you as eccentric)
so have brought only two of your graduate students, Fiona McHugh and
Charlotte Vance. You have told them simply that you are gathering rock,
plant and water samples to help explain the ecosystem of this huge body of
water. They must not know of your real theory until it can be proved!

Lastly, you are extremely sensitive for a man of science; apart from your
work, your other love is poetry, particularly Shakespeare, Marlowe, Milton
and Donne. You have your book of Shakespeare's sonnets with you and are
given to reading out loud from them. Miss McHugh listens with respect (even
enjoyment) which is gratifying, but you suspect Miss Vance is given to
ridiculing this practice behind your back.

You are driving a car, and the snow has become so heavy that several times
the vehicle has lost traction. It is dark. Miss McHugh, who has the map,
tells you to look for the next left (Miss Vance is in the back, asleep you
think). Ah yes, there it is a small sign for Pontclare Hotel. You turn up
the small road, the headlights illuminating only a small patch in front of
the car, the trees pressing in on you.. yes, as you planned, it is a full
moon.

Strength 10 Hit points: 11
Quickness 7
Intelligence 17
Size 12
Appearance 13
Education 21
Weapon: Cane 25%, damage d6+2
Skills: Art (Shakespeare's Sonnets) 60%, Biology 72%, Dodge 14%, Drive
Automobile 40%, First Aid 50%, Geology 20%, Identify Flora and Fauna 35%,
Listen 30%, Medicine 28%, Spot Hidden 21%, Swim 20%, Throw 20%.

Goals: Get the McLeods to talk of local legends and lore, have they seen
anything odd?
Get a look at the Loch by the light of the full moon.
In the event of a discovery, get evidence (Miss McHugh has a camera)
Read two sonnets (very dramatically) to everyone for their enjoyment.

Fiona McHugh

You are a graduate student in the Biology Department at Inverness
University. You are 25 years old and an ambitious young woman - one of the
few women (along with your friend Charlotte) at the university.

You and Charlotte (or "Charlie" as she likes to be called) are accompanying
the Head of Department, Professor James Hewitt on a field trip. You are
traveling to Loch Ness to gather rock, plant and water samples to help
explain the ecosystem of this huge body of water. Or supposedly so, but why
are you traveling in the week before Christmas in this blizzard? Why is
this so important?

Professor Hewitt has some odd academic methods in fact. He spends huge
effort looking at old texts instead of new research, and you think some
other science professors laugh at him behind his back.

Charlie certainly laughs at him behind his back. The professor's most
obvious idiosyncrasy is to quote 17th century poetry. You find the habit
rather sweet. Charlie finds it hilarious. In fact Charlie is not a very
serious student - great fun but not a serious student.

You find your course work quite easy - in fact you have a great talent in
seeing how things work. In your spare time you are very interested in all
the new electrical appliances that are making their way into people's
lives - particularly radios and telephones. At Professor Hewitt's request
you have brought the university camera to photograph anything of interest.

You are mapreading in the car, the Professor is driving and Charlie is
asleep in the back. The snow has become so heavy that several times the
vehicle has lost traction. It is dark. By the map, you tell Professor Hewitt
to look for the next left. Ah yes, there it is a small sign for Pontclare
Hotel. You turn up the small road, the headlights illuminating only a small
patch in front of the car, the trees pressing in on you.. you notice it is a
full moon.

Strength 12 Hit points: 11
Quickness 14
Intelligence 16
Size 9
Appearance 15
Education 17

Weapon: Hat Pin 30% d6+2 (plus impale)
Skills: Art (Shakespeare's Sonnets) 10%, Art (Sketch) 54%, Biology 56%,
Dodge 42%, Electrical Repair 70%, First Aid 35%, Geology 20%, Identify Flora
and Fauna 35%, Language (French) 35%, Language (German) 30%, Listen 30%,
Mechanical Repair 65%, Medicine 20%, Photography 60%, Spot Hidden 60%, Swim
50%, Throw 35%.

Goals: Stay in the Professor's good books - make yourself useful.
Keep Charlie out of trouble.

Charlotte "Charlie" Vance

You are a graduate student in the Biology Department at Inverness
University. You are 26 years old and a fun-loving modern young woman - one
of the few women (along with your friend Fiona) at Inverness.

You and Fiona are accompanying the Head of Department, Professor James
Hewitt on a field trip. You are traveling to Loch Ness to gather rock,
plant and water samples to help explain the ecosystem of this huge body of
water. Or something like that. If truth were told you had to come - you'd
rather be at the end of term parties and dances. Still now you're here you'
re going to make damn sure you have a crack at seeing the monster - have
some fun from this ridiculous jaunt.

Professor Hewitt has some very odd academic methods. He spends huge effort
looking at old texts instead of new research, and you think some other
science professors laugh at him behind his back.

You certainly laugh at him behind his back. The professor's silliest habit
is to quote 17th century poetry. Fiona seems to think this rather sweet. You
find it hilarious. Fiona's prudish but a nice girl and can be great fun when
she relaxes.

You find your course work very boring, but do just enough to get by (and
Fiona helps). Having your freedom is worth the work, and it certainly beats
having to hook up with some young banker or lawyer and settle down. The
longer you can put that off the better.

Anyway, here you are trying to sleep in the back seat of the car in the
freezing cold; the Professor is driving and Fiona is mapreading in the front
seat. The snow has become so heavy that several times the vehicle has lost
traction. It is dark. Fiona tells Professor Hewitt to look for the next
left. You peer out and see a small sign for Pontclare Hotel. The car turns
up the small road, the trees pressing in on you out of the blackness. You
notice it is a full moon.

Strength 11 Hit points: 11
Quickness 15
Intelligence 15
Size 10
Appearance 17
Education 17

Weapon: Kick 45% d6+1
Skills: Art (Dance) 55%, Art (Shakespeare's Sonnets) 12%, Art (Sing) 40%,
Art (Sketch) 24%, Boating 25%, Biology 45%, Dodge 45%, First Aid 32%,
Geology 20%, Identify Flora and Fauna 35%, Language (French) 25%, Listen
30%, Medicine 20%, Spot Hidden 75%, Swim 65%, Throw 46%.

Goals: Spot the Monster, maybe they have a boat at the Hotel? That would
help.
Have sly fun at the professor's expense. Perhaps you should suggest he read
some of his sonnets in front of anyone else at the hotel.

Here's a synopsis in note form of what happened in our game:

Robert McEwan (George McNab) arrives first to be greeted by Irene McLeod.
Professor James Hewitt and his students, Fiona McHugh and Charlotte
"Charlie" Vance drive up ten or so minutes later. William McLeod encounters
a Deep One as he rows back to the hotel - "Tonight!" he hears. William joins
the rest of them. The faulty radio is mentioned and McEwan offers to fix
it - he succeeds (probably not a good idea); it plays classical music softly
in the background. The parties chat as Irene prepares the evening meal.
McEwan's wound begins bleeding again, (exacerbated by his hike), and he
excuses himself to go to his room. He is unable to apply a successful First
Aid on himself and decides to ask for help from Irene, telling her he was
involved in an accident. She helps him but is now worried; she had sight
suspicions already, (McEwan doesn't seem quite the person his letters
indicated), and now this. There are unearthly noises (the Deep Ones) from
the loch, briefly stopping all conversation. Hewitt asks William about local
history, and receives little information, but he presses for a trip out onto
the Loch that night (to take advantage of the Full Moon). Charlie is all for
this of course, and then asks the Professor to narrate a sonnet. He does and
Fiona applauds. The parties go to their rooms before the evening meal. The
music on the radio is interrupted by a news flash that only Irene hears,
telling of an escaped prisoner in the area who is armed and dangerous.
Irene, her worst fears realized, goes to look for William. She finds him
standing alone in front of a window - again she sees a shape beyond him, out
on the Loch, no. several. Does he look different? She gently questions her
husband with no result, then she tells him of her suspicions regarding
McEwan. This conversation only just seems to register with William. The
noises are repeated, closer this time, and anyone who looks out of a window
has the chance to briefly see indistinct shapes moving on the loch in the
moonlight. The party regroups in the sitting room. McEwan picks up certain
signs of watchfulness from the McLeods and fingers his hidden gun. The snow
falls thickly.

Hewitt is persistent about the trip. William finally agrees and suggests
McEwan come too. McEwan (quite paranoid himself now) agrees. Charlie refuses
to be left behind, but Fiona and Irene won't leave the house and argue
against anyone doing so but are overruled. The four of them walk off into
the snow, the professor, with the camera, and the hotelier up ahead. Hewitt
sees William's gills pulsing, and then notices watching figures in the
trees - the humanoids! Bravely he raises his camera. and William steps in
front of the lens, blocking it! Poor Hewitt looks up at the changing
William, perhaps now piecing things together. A Deep One is there; it
silently and horribly kills him as William looks dispassionately on. William
turns to McEwan who has seen some of this, but is confused as to what has
happened. Who is the other figure? He draws his gun and William rushes him -
McEwan fires and misses. The two grapple. William gets the gun away, and
McEwan sees two figures loom up behind William, who steps away. The Deep
Ones kill the convict. Charlie runs to the fallen Professor, she screams as
she sees the corpse and its terrible wounds. Looking up at a noise she
watches the figures that come toward her. She can run, but does not and is
taken in a Deep One's embrace.

Irene and Fiona have seen little of this from the hotel, but at the gunshot
Irene runs out. She sees William and McEwan fighting, and fears the worst.
She is relieved to see her husband gets up, but she sees other figures. Are
they accomplices of McEwan? William comes up to her. What did she see? [I
think he would have killed her if she had seen anything of the Deep Ones but
she hadn't and said so.] He says that he must go; he tells her will always
love her. She replies in kind. She somehow accepts this. Will she see him
again? He looks at her sadly, doesn't answer and then turns and moves slowly
down to the loch, joining three silhouetted figures waiting for him at the
water's edge. They all swim out and disappear beneath the surface.

Blood stains the snow. Irene and Fiona drive off into the blizzard unwilling
to spend a moment longer at this place. The End.

A few points: we played at night, all lights were off, and candles and
torches/flashlights were provided. Everyone got into the spirit very quickly
(my main concern) helped by a couple of extroverts - the player with Irene
was into amateur dramatics, which helped immensely as Irene is a pivotal
character here and can really keep things moving. William's player played it
very monosyllabic, even with Irene. This worked well, not only to make him
somewhat scary, but also as everyone was naturally embarrassed by this
obvious rift between husband and wife. Irene's player herself was
disconcerted by his seeming indifference. McEwan flirted with Irene at every
opportunity (e.g. dressing the wound). This may just have been an amusing
excuse for a player to hit on a player, (he wouldn't admit it) but it worked
well for the story; McEwan needs to be trusted and Irene is lonely. Fiona is
a character you can drop quite easily - she doesn't have much to do in the
way of goals - I gave it to the player I thought would have most trouble
with the game, (English is not her first language). The players as a whole
were keen to physically separate themselves in ones and twos around the
house as their characters did; e.g. when they went to their bedrooms, they
really would. The atmosphere really started to work well as soon as the
noises started, a couple of people did get quite freaked out. I then just
had to run around the house and find people who were already doing a fine
job of scaring themselves and try and scare them a little more. The person
playing Charlie initially failed a sanity roll when she saw the Professor's
body but I told her she could run when she saw the Deep One coming for her.
She didn't - she decided Charlie would just stand there. How good is that
for a first-time player? And we got to see the big farewell love scene
between Irene and William.

It was initially difficult to explain when people could talk in character
and when they should talk out of character. Once that was understood, people
stayed in character almost throughout. The concepts of character vs. player
knowledge, the character skills, and dice were the other bits that needed
some explaining. We wrapped the thing up in 4 hours, which seemed about
right.

One of the funniest reactions I got when we debriefed was that it was
universally thought that Professor Hewitt and Fiona were having an affair.
Looking at my notes again I think they were probably right.

One last note: discussions with my gaming group before attempting this
caused me to add a maid (Jess Nicholl) to the hotel. She would have been my
voice if I'd needed to move things along or try and change the mood but I'm
very glad to say I never needed to mention her after she taken McEwan's
(bullet-holed) coat!

Suggested soundtrack:
Coil - The Angelic Conversation, music from the 1985 film by Derek Jarman.
Any Classical, perhaps Vivaldi?




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to chaos-digest-request@chaosium.com. Chaosium Inc., Call of Cthulhu, and
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are Trademarks of Chaosium Inc. All articles remain copyright their
original authors unless otherwise noted.

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