Call of Cthulhu d20 conversion of Worlds of Cthulhu Issue 2
Transcription
Call of Cthulhu d20 conversion of Worlds of Cthulhu Issue 2
W O R L D S O F C T H U L H U • 2 Call CallofofCthulhu Cthulhu d20d20conversi conversionn of Worlds Issue22 of WorldsofofCthulhu Cthulhu Issue Conversion by Ken Finlayson, based on material originally appearing in Worlds of Cthulhu issue 2. E-mail Ken Finlayson at kaf03@uow.edu.au Release version 1.0 The Call of Cthulhu d20 material presented here is not official, and has not been approved by either Chaosium or Wizards of the Coast. It instead represents suggestions by the author for your personal use with the game. Worlds of Cthulhu is a Call of Cthulhu magazine published by Pegasus Press. For more information, please visit www.worldsofcthulhu.com. The boxed text is designated as Open Game Content. No other part of this document is Open Game Content. To learn more about the Open Game License and the d20 System License, please visit www.wizards.com/d20. Call of Cthulhu® and Chaosium Inc. are the registered trademarks of Chaosium Inc. d20 System is the trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. D&D, Dungeons & Dragons® and Wizards of the Coast are the registered trademarks of Wizards of the Coast, Inc. The use of trademarked terms without permission should not be construed as a challenge to the ownership or trademark status of said trademarks. ‘The Flapper’ conversion based on material copyright © 2005 Tina Wessel. ‘The Good, the Bad, and the Utterly Insane’ conversion based on material copyright © 2005 Frank Heller. ‘The Hunt for Kid Richter’ conversion based on material copyright © 2005 Frank Heller. ‘The Icarus Project’ conversion based on material copyright © 2005 Christoph Maser and Matthias Oden. ‘The Library of Averoigne’ conversion based on material copyright © 2005 Dan Harms, Steven Kaye and Steven Marc Harris. The tome Selections de Livre d’Ivon is based on material in The Complete Masks of Nyarlathotep copyright © 1984, 1989, 1996 Chaosium Inc. The F E B R U A R Y 2005 tomes Black Rites, The Black Tome, Cabala of Saboth, Confessions of the Mad Monk Clithanus, Daemonolorum, Hierón Aigypton, Pnakotica, Praesidia Finium, Rasul al-Albarin, Reflections, Sapientia Maglorum, Song of Yste, Testament of Carnamagos, The Three Codices, Tupsimati, and Tuscan Rituals are based on material in Cthulhu Dark Ages copyright © 2003 Chaosium Inc. ‘The Singer from Dhol’ conversion based on material copyright © 2005 Florian Hardt, Anne Abelein and Adam Crossingham. ‘Super 8’ conversion based on material copyright © 2005 Andreas Melhorn. The avatar of Y’golonac is based on material in the Wizards of the Coast web enhancement “Shantak and Y’golonac” by John D. Rateliff and Bruce R. Cordell; it also draws on BRP material from ‘Love’s Lonely Children’ by Richard Watts, in The Stars Are Right! TABLE OF CONTENTS Some Words on the Conversions PAGE 2 Player’s Section The Flapper The Good, the Bad, and the Utterly Insane 3 3 GM’s Section The Library of Averoigne The Hunt for Kid Richter The Icarus Project The Singer from Dhol Super 8 13 16 18 26 31 1 W O R L D S O F SOME WORDS ON THE CONVERSIONS The process of converting Basic Roleplaying (BRP) Call of Cthulhu material into Call of Cthulhu d20 material is an idiosyncratic one. This author has been guided by the conversion system outlined in the Call of Cthulhu rulebook (and the slightly expanded conversion system in the d20 Call of Cthulhu Gamemaster’s Pack), but he has freely departed from it where he felt it necessary. In particular, this author has made a decision regarding the conversion of the BRP skills Cthulhu Mythos and Navigate which is a little different from the standard method. THE CTHULHU MYTHOS SKILL In the original BRP Call of Cthulhu game, both the Cthulhu Mythos skill and Sanity points were in the range of 0-100. A character’s maximum Sanity was 99 - Cthulhu Mythos. While this rule persists in the Call of Cthulhu d20 game, the highest example DC for a skill check is 30. A character with 9 ranks in Cthulhu Mythos can succeed at a DC 20 task 50% of the time, and would have a maximum Sanity of 90. This level of effectiveness would correspond to a Cthulhu Mythos skill of 50% in the original Call of Cthulhu game; but such a score would result in a maximum Sanity of 49 in the original game. It can be seen that in Call of Cthulhu d20, Cthulhu Mythos is less damaging to a character’s mental state. Note too that ranks in Cthulhu Mythos gained from reading Mythos tomes are roughly one-fifth the amount gained in the original Call of Cthulhu game. This suggests that one rank in Cthulhu Mythos in the d20 game is equivalent to 5 percentiles in the original game. A 5 percentile gain in the original game would result in a 5 point drop in maximum Sanity. In Call of Cthulhu d20, it seems that maximum Sanity ought to be 99 - 5 ranks in Cthulhu Mythos. And yet, since the Cthulhu Mythos skill has no maximum rank, since no example DCs are given in the rulebook, and since the printed rule for maximum Sanity has a one-for-one correspondence with ranks in Cthulhu Mythos, it could be that the DCs for Cthulhu Mythos checks are on a 1-100 scale, not the 1-30 scale used for other skills. This appears to be the approach taken in Chaosium’s d20 Call of Cthulhu Gamemaster’s Pack. In that product, Dr. Henry Armitage has 23 ranks in Cthulhu Mythos, which is exactly the number of percentiles Armitage has in the BRP game. Which path to follow? This is something only the individual GM can decide. If you prefer a game in which staunch investigators stand fearlessly against the Mythos, use the rules as printed in Call of Cthulhu d20. Such a game will resemble Derleth or Lumley. Oldtimers may scoff, but pay them no heed. It is your game. Should you prefer to emulate the original game, it is suggested you stick to the standard d20 System DC scale of 1-30, but establish the house rule that maximum Sanity is 99 - 5 ranks in Cthulhu Mythos. However, you must take care when working with dual-stat products. Dr. Armitage, with 23 ranks in Cthulhu Mythos, knows nearly as much as some of the Great Old Ones, and ought to be insane by the house rule. This would be a mistake. When working with dualstat products, if a character’s BRP Cthulhu Mythos percentiles are equal to their d20 System Cthulhu Mythos ranks, you should instead treat them as having one-fifth as many ranks, to a minimum of 1 rank. Thus Dr. Armitage ought to have 4 ranks, not 23. 2 C T H U L H U • 2 In this document, a character’s skill in Cthulhu Mythos is onefifth of their BRP equivalent, and Cthulhu Mythos check DCs are set on a 1-30 scale. NAVIGATE AND INTUIT DIRECTION In the Call of Cthulhu d20 rulebook, it is suggested that the BRP skill Navigate be converted to the Intuit Direction skill. There is no Intuit Direction skill in the book (though there is an Intuit Direction special quality in Chapter 8); it appears in the errata that accompanies the Gamemaster’s Pack. And yet Intuit Direction doesn’t adequately represent what can be accomplished by the BRP skill. In the modern era, Navigate allows one to read maps, make maps, plot a course, and so on. Intuit Direction lets one find north. For Dark Ages material, the Navigate skill has been converted to Wilderness Lore, as Wilderness Lore covers the rudiments of navigating by landmarks (the chief use of Navigate in the Dark Ages). In Jazz Age and modern day settings, the Navigate skill has been converted into ranks in Wilderness Lore or Knowledge (navigation) as appropriate. F E B R U A R Y 2005 W O R L D S O F TheTheFlapper Flapper As the article makes clear, being a flapper is an attitude, not a career. Pick a regular profession template, and use the article for roleplaying tips. Skills of interest to a flapper include Bluff (for flirting), Gather Information (for gossip), Innuendo (for flirting and flapper slang), and Sense Motive. Performance (dancing) is really for people who make a living through dance (ballerinas, chorus line girls, etc.), though the GM might allow a flapper to make a Performance (dancing) check to impress her partner and make rivals jealous. The TheGood, Bad Good,thethe Bad andandthetheUtterly Insane Utterly Insane If you own OGL Wild West or Sidewinder: Recoiled, it is a simple matter to add Cthulhu d20 elements (the Cthulhu Mythos skill, the Sanity score, spells, monsters, Mythos books and artifacts) to those games. Without those books, though, the following can add a Western flavor to your Cthulhu d20 game. PROFESSION TEMPLATES The following templates from the rulebook can be used with little or no change: Artist/Musician, Blue-Collar Worker (replace Drive with Demolitions), Doctor (replace Computer Use with Speak Other Language [Latin]), Priest/Clergyman, Soldier, Writer/Reporter (replace Craft [photography] with Craft [printing]). Parapsychologists exist in this era, though they call themselves Spiritualists. Antiquarians, archaeologists and professors exist in this era, but they are unlikely to be found in typical Wild West campaigns. A number of occupations in the original article have been combined into single profession templates. Use the Gambler template for lucky ladies as well as gamblers. Use the Lawman template for law dogs and U.S. marshals. Use the Professional template for barbers, bartenders, cooks, schoolmarms, shopkeepers, and undertakers. Use the Saddleman template for cavalry troopers, cowboys, jayhawkers and shootists. Use the Saloon Sister template for dancing girls and soiled doves. Brave: Use the Soldier template from the rulebook, but replace Use Rope with Ride. Businessman: Use the White-Collar Worker/Businessman template from the rulebook, but replace Computer Use and Forgery with Handle Animal and Knowledge (accounting). Gentleman: Use the Dilettante template from the rulebook, but replace Drive and Pilot with Concentration and Knowledge (any one). Greenhorn: No equivalent. Being a greenhorn is not a profession but a sign of inexperience. Any character new to the West is a greenhorn. F E B R U A R Y 2005 C T H U L H U • 2 Hunter/Trapper: Use the Soldier template from the rulebook, but replace Swim with Craft (any one). Inventor: Use the Technician template from the rulebook, but replace Computer Use and Open Lock with Bluff and Demolitions. Judge, Lawyer: Use the White-Collar Worker/Businessman template from the rulebook, but replace Computer Use and Forgery with Knowledge (accounting) and Research. Piano Player: Use the Artist/Musician template from the rulebook, but replace Craft, Innuendo and Knowledge (art) with Concentration, Knowledge (accounting) and Repair. Pinkerton Detective: Use the Bounty Hunter template below, but replace Ride with Search. Railroad Worker: Use the Blue-Collar Worker template from the rulebook, but replace Drive with Demolitions. Rancher/Farmer: Use the Blue-Collar Worker template from the rulebook, but replace Drive, Disable Device and Operate Heavy Machine with Craft (homesteading), Handle Animal and Ride. Scout: Use the Soldier template from the rulebook, but replace Move Silently, Swim and Use Rope with Knowledge (folklore), Ride and Speak Other Language (any one). BOUNTY HUNTER Bluff [Cha] Gather Information [Cha] Hide [Dex] Intimidate [Cha] Knowledge (law) [Int] Move Silently [Dex] Ride [Dex] Sense Motive [Wis] Spot [Wis] + three more of the player’s choice EXPLORER Climb [Str] Heal [Wis] Jump [Str] Knowledge (history) [Int] Knowledge (folklore) [Int] Knowledge (navigate) [Int] Speak Other Language (any one) [Int] Swim [Str] Wilderness Lore [Wis] + three more of the player’s choice GAMBLER Bluff [Cha] Diplomacy [Cha] Disguise [Cha] Gamble [Wis] Innuendo [Wis] Knowledge (law) [Int] Listen [Wis] Sense Motive [Wis] Spot [Wis] + three more of the player’s choice 3 W LAWMAN Diplomacy [Cha] Gather Information [Cha] Knowledge (law) [Int] Move Silently [Dex] Ride [Dex] Search [Int] Sense Motive [Wis] Spot [Wis] Use Rope [Dex] + three more of the player’s choice MEDICINE MAN Concentration [Con] Diplomacy [Cha] Heal [Wis] Knowledge (local*) [Int] Knowledge (occult) [Int] Listen [Wis] Ride [Dex] Sense Motive [Wis] Wilderness Lore [Wis] + three more of the player’s choice * Choose any one tribal area. PROFESSIONAL Bluff [Cha] Craft (any one) [Int] Diplomacy [Cha] Gather Information [Cha] Knowledge (accounting) [Int] Knowledge (any one) [Int] Listen [Wis] Sense Motive [Wis] Spot [Wis] + three more of the player’s choice PROSPECTOR Climb [Str] Concentration [Con] Demolitions [Int] Jump [Str] Knowledge (geology) [Int] Knowledge (navigate) [Int] Search [Int] Spot [Wis] Wilderness Lore [Wis] + three more of the player’s choice SADDLEMAN Climb [Str] Handle Animal [Cha] Heal [Wis] Jump [Str] Listen [Wis] Ride [Dex] Spot [Wis] 4 O R L D S O F C T H U L H U • 2 Use Rope [Dex] Wilderness Lore [Wis] + three more of the player’s choice SAFECRACKER Craft (electrical) [Int] Demolitions [Int] Disable Device [Dex] Gather Information [Cha] Hide [Dex] Listen [Wis] Knowledge (chemistry) [Int] Move Silently [Dex] Open Lock [Dex] + three more of the player’s choice SALOON SISTER Bluff [Cha] Craft (any one) [Int] Diplomacy [Cha] Innuendo [Wis] Listen [Wis] Performance (any one) [Cha] Sense Motive [Wis] Sleight of Hand [Dex] Spot [Wis] + three more of the player’s choice STAGECOACH DRIVER Animal Empathy [Cha] Gather Information [Cha] Handle Animal [Cha] Intimidate [Cha] Knowledge (navigate) [Int] Repair [Int] Sense Motive [Wis] Spot [Wis] Use Rope [Dex] + three more of the player’s choice BACKGROUNDS The article presents packages of skill and statistic modifiers. It calls these packages ‘backgrounds,’ not to be confused with the d20 System backgrounds introduced in Chaosium’s H. P. Lovecraft’s Arkham supplement. There is little value in translating the backgrounds in the article for use with Call of Cthulhu d20. However, they do serve as a useful source of roleplaying hooks for your characters. If you own H. P. Lovecraft’s Arkham, you can use the d20 System backgrounds presented there in a Wild West game. The Crime Scene Investigator, Hacker and Pilot backgrounds don’t exist in this era. The Cat Burglar, Professional Student, Raider and Religious Scholar backgrounds are available, but are poor choices for most Wild West games. Delete the references to Knowledge (electronics) and Knowledge (psychology) in the Gifted Scientist background. F E B R U A R Y 2005 W O R L D S O F SKILLS The following skills from Call of Cthulhu d20 do not exist in the Wild West: Computer Use, Craft (electronics), Drive, Knowledge (electronics), Knowledge (psychology), Psychoanalysis. Of the Pilot skills, only Pilot (hot air balloon) and Pilot (sailboat/sailing ship) are available to Wild West investigators. (If the game is set late in the Western era, Pilot [dirigible] may be available.) CRAFT (INT; TRAINED ONLY) With the exception of Craft (electronics), all the Craft specialities listed in the rulebook exist in the Wild West era. Craft (electrical), Craft (homesteading) and Craft (steam engine) are three new specialties open to characters. Craft (gunsmith) is given some extra detail to accommodate the setting. In addition, the GM should allow any character can make an untrained Craft check to perform simple repairs. The frontier life means everyone learns to make do. The DC for a repair check is equal to the DC to create a similar item. For example, to repair an iron pot is a DC 10 check. CRAFT (GUNSMITH): In the Wild West, this skill allows a character to customise weapons, load black powder weapons, overcharge black powder weapons, and cast bullets. A character requires the appropriate tools to make a Craft (gunsmith) check to customise a weapon or cast bullets. If only improvised tools are used, the character suffers a -2 penalty to their check. No tools are required to load or overcharge a black powder weapon. A character can take 10 on a Craft (gunsmith) check, but cannot take 20. Fine-Tune A Pistol: With a successful DC 20 check, a character can fine-tune a pistol so that it grants a +1 mastercraft bonus to attack and damage rolls. This takes a week and costs $50 (or more, at the GM’s discretion) for tools, materials, etc. A failed check means the work is unfinished. The character can attempt a second Craft (gunsmith) check in a week. A check that fails by 5 means half of the materials needed have been exhausted; the character must pay half the cost of the materials (i.e. $25 or more) and take another week before being able to attempt a second Craft (gunsmith) check. Shorten A Shotgun Barrel: With a successful DC 15 check, a character can shorten the barrel of a shotgun. The weapon’s range increment is reduced to 10 feet, but a character firing a sawed-off gets a +2 equipment bonus to attack rolls. A failed check reduces the weapon’s range increment, but does not grant a bonus to attack rolls. A check that fails by 5 or more ruins the weapon. Cast Bullets: With a successful DC 10 check, a character can spend a day to produce 10 bullets (lead balls) for a black powder weapon. Load A Black Powder Weapon: It is a DC 5 check to load a black powder weapon using a prepared cartridge (a paper wrapping containing the lead ball, measured powder charge, and percussion cap). However, prepared cartridges are frequently unavailable, requiring the shooter to measure and pour the powder themselves. To load a black powder weapon in this way requires a successful DC 15 Craft (gunsmith) check. If the check fails by less than 5, there was insufficient powder. Roll d%. A result of 01-50 indicates the gun does not fire, and needs to be reloaded. (The cap and charge are wasted, but the bullet can be reused.) A result of 51-00 indicates the gun fires, but the bullet does not reach its target. (The charge, cap and bullet are wasted.) F E B R U A R Y 2005 C T H U L H U • 2 If the check fails by 5 or more, there was too much powder. Roll d%. A result of 01-50 indicates the gun fires with heavy recoil. The shooter suffers 1d3 points of subdual damage and suffers a -2 circumstance penalty on their next attack roll. If the attack hits, the bullet’s increased velocity grants a +1 to the damage roll. A result of 51-00 indicates the gun explodes, doing 3d6 points of damage to the shooter (or 2d6 points with a successful DC 20 Reflex save). Since a character cannot know if the gun has been safely loaded before it is fired, the Craft (gunsmith) check should be made when the gun is fired. To speed things up, it is suggested the player roll two d20s of different colors; one represents the Craft check, the other is the attack roll. If you are using the variant rule about firearm malfunctions (see p. 81 of the rulebook), a correctly loaded black powder weapon never malfunctions. The Craft (gunsmith) check to load a black powder weapon can be attempted untrained. Loading a weapon on a galloping horse (as per Day of Anger) or in the heat of battle would require the character to succeed at a DC 15 Concentration check first. Overcharge A Black Powder Weapon: A character can deliberately put more powder than is necessary, in an attempt to overcharge the weapon. The DC of the Craft (gunsmith) check to load the weapon receives a modifier, varying with the desired effect. See the table. Desired effect Increase range increment by 10% Increase range increment by 20% and +1 to damage roll Increase range increment by 30% and +2 to damage roll Increase range increment by 40% and +4 to damage roll Craft DC modifier +1 +2 +5 +10 The new range increment should be rounded to the nearest 5 feet. For convenience, pre-calculated increased range increments are provided for sawed-off shotguns (10 ft. range increment), pistols (20 ft.), shotguns (50 ft.) and muskets (175 ft.). Original Range Increment 10 feet 20 feet 50 feet 175 feet +10% 10 ft. 20 ft. 55 ft. 190 ft. Improved Range Increment +20% +30% +40% 10 ft. 15 ft. 15 ft. 25 ft. 25 ft. 30 ft. 60 ft. 65 ft. 70 ft. 210 ft. 225 ft. 245 ft. If the check fails, roll d%. On 01-50, the weapon fires successfully. On a 51-00, the bullet is fired (make attack roll as normal), but the weapon’s barrel explodes, destroying the gun. The shooter is unharmed. If the check fails by 5 or more, roll d%. On 01-50, the weapon fires successfully. On a 51-00, the weapon explodes before the bullet is fired, destroying the gun. The attack misses, and the explosion deals 3d6 points of damage to the shooter (or 2d6 points with a successful DC 20 Reflex save). These effects of failure effects replace the usual effects associated with misloading a black powder weapon. 5 W O R L D S O F Since it is impossible to anticipate the result of overcharging a weapon, the Craft (gunsmith) check should be made when the gun is fired. The player should roll two d20s of different colors; one is the Craft check, the other is the attack roll. GAMBLE (WIS) You know how to play the popular gambling games of the West. Check: Your Gamble check is opposed by the Gamble checks of all other participants in the game. If there are many characters participating, the GM can opt to make a single roll for all of them, using the highest Gamble skill modifier among them and adding a +2 bonus to the check. If you beat all other participants, you win and collect the stakes. A Gamble check represents a string of games; if playing poker, you might win some hands and lose others. The result of the check reflects your overall degree of success (or failure). Retry: No, unless you join a new game. Special: A character can’t take 10 or take 20 when making a Gamble check. KNOWLEDGE (INT; TRAINED ONLY) Add the specialty Knowledge (folklore). This speciality covers legends, personalities, traditions, tribes, and discoveries pertaining to the West. (It is effectively Knowledge [local-The West].) At the GM’s discretion, characters can attempt untrained Knowledge (folklore) checks, to represent rumors and common knowledge. FEATS The following feats from Call of Cthulhu d20 do not exist in the Wild West: Gearhead, Weapon Proficiency (submachine gun). The Weapon Proficiency feat has a new weapon category: machine gun. Twelve new feats are suggested for use with the Wild West setting. Feats marked Medicine Man are restricted to characters with the medicine man profession template. Two-Weapon Fighting: Though the rulebook does not spell it out, the benefit of the feat Two-Weapon Fighting appears to be restricted to melee attacks. (The off-hand penalty is reduced if the off-hand weapon is light, but there is no way to determine which ranged weapons are light. The natural conclusion is this is because the feat is not intended to be used with ranged weapons.) However, two-gun men have a place in the Western. For Wild West Cthulhu, the Two-Weapon Fighting feat allows a character to fight with a weapon in each hand, but the weapons must be the same type: two melee weapons or two ranged weapons, not one of each. (GMs who are fans of John Woo can allow this change to stand in regular campaigns.) Pistols are Small weapons, though a pistol with a silencer fitted is a Medium-size weapon. (Silencers are not available in the West, but this is mentioned for those GMs who allow two-gun fighting in modern campaigns.) Rifles, assault rifles, submachine guns and shotguns are Large weapons. The exception is the sawed-off shotgun; it is a Medium-size weapon. Weapon Finesse: Add whip to the list of weapons investigators can select as the subject of the Weapon Finesse feat. 6 C T H U L H U • 2 Using the Feats in Other Settings: The Dead Aim, Iron Gut and Quick Reload feats are suitable for use in regular Call of Cthulhu d20 campaigns. (If you are using the variant rule for reloading on p. 81 of the rulebook, the Quick Reload feat halves the times: 2 rounds to reload becomes 1 round, and 1 round to reload becomes a move action.) If the GM wishes, the Hardened feat is also suitable for regular Cthulhu games. The feats Danger Sense and Diehard should be restricted to pulp or cinematic campaigns. The Medicine Man feats are not suitable for non-West settings. Using Feats from The Twenty Sides of Terror: In this issue’s column, Mike Mearls presents a number of new feats. With the exception of Practiced Researcher, all are suitable for investigators in the Wild West. (The usefulness of the Practiced Researcher feat is greatly reduced, given the scarcity of major libraries in the setting.) For the feat Last Gasp, change the trigger “Your hit points are reduced to below 0” to “Your hit points are reduced to -10 or below.” (The other triggers for Last Gasp do not change.) This change allows the feats Diehard and Last Gasp to interact. ANIMAL KINSHIP [MEDICINE MAN] Your connection to the spirit world means animals respect and fear you. Benefit: Normal animals, whether wild or domesticated, will never initiate any hostile action against you (such as an attack, or barking). They will act normally to defend themselves and their young against hostile actions you take. Animals under a malevolent or magical influence (such as Serpents of Yig or an animal affected by the dominate animal spell) must succeed at a Will save to attack you (DC 10 + your Charisma bonus + half your level). Such animals use the Will save of the entity or sorcerer controlling them if it is better than their own. Special: This feat is only available to characters with the medicine man profession template. You cannot have more than three Medicine Man feats. BIG MEDICINE [MEDICINE MAN] You know a powerful ritual. Benefit: Pick one spell from the following list: detect magic, divination, exaltation (see the d20 System conversion of Worlds of Cthulhu issue 1), flesh ward, frozen tracks, hide from the eye. You know how to cast that spell. Special: You can gain this feat multiple times. Each time you take this feat, select a different spell. The GM may veto this feat, or alter the list of available spells. This feat is only available to characters with the medicine man profession template. You cannot have more than three Medicine Man feats. DANGER SENSE You are warned by a sixth sense when trouble looms. Prerequisite: Wis 13+. Benefit: When you are in unwitting danger, the GM makes a DC 15 Wisdom check on your behalf. If the check is successful, you have a sense of impending trouble. If you are asleep and the check is successful, you awaken. (If you are unconscious, your danger sense does not work.) In situations where you would normally be surprised, a successful check means you are not surprised. F E B R U A R Y 2005 W O R L D S O F C T H U L H U • 2 DEAD AIM You are skilled at lining up ranged attacks. Prerequisites: Point Blank Shot. Benefit: Before making a ranged attack, you may take a fullround action to line up your shot. This grants you a +2 circumstance bonus on your next attack roll. Once you begin aiming, you can’t move, even to take a 5-foot step, until after you make your next attack, or the benefit of the feat is lost. Likewise, if the your concentration is disrupted or you are attacked before your next action, you lose the benefit of aiming. IRON GUT You can stomach anything, from the roughest rotgut to the most dubious grub dished up by cook. Prerequisite: Con 11+. Benefit: You receive a +4 bonus to Fortitude saves to resist the effects of ingested poison, food poisoning, and alcohol. In addition, you can always rustle up enough for yourself to eat without having to make a Wilderness Lore check, except in environments totally hostile to life (a blasted wasteland or a frozen tundra, for instance). DIEHARD You’re as tough as nails, and won’t go down without a fight. Prerequisite: Endurance. Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move action or attack action each turn, but not both, and you cannot take a fullround action. You can take a move action without further injuring yourself, but if you perform any attack action (or any other action deemed as strenuous) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die. Normal: A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying. LITTLE MEDICINE [MEDICINE MAN] You know two lesser rituals. Benefit: Pick two spells from the following list: augury, bless blade, cast out devil, control weather, detect life, dominate animal, healing touch, locate creature, locate object, message, unmask demon, wandering soul. You know how to cast those two spells. Special: You can gain this feat multiple times. Each time you take this feat, select two spells you do not already know. The GM may veto this feat, or alter the list of available spells. This feat is only available to characters with the medicine man profession template. You cannot have more than three Medicine Man feats. FROM THE SADDLE You are skilled in making ranged attacks from the back of a moving horse. Prerequisite: Ride 1 rank, Mounted Combat. Benefit: The penalty you suffer when using a ranged weapon from horseback is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running. HARDENED You have seen a lot of death in your time, and in time, have become inured to it. Prerequisite: GM approval. (This feat is especially suitable for grizzled doctors, military veterans, Pinkerton men, and undertakers.) Benefit: The Sanity loss you suffer for witnessing human violence and its results (such as corpses, body parts or blood) is reduced by 3, to a minimum of 0. This feat does not protect you from Sanity loss caused by violence inflicted by supernatural means or by creatures of the Mythos. F E B R U A R Y 2005 MOUNTED COMBAT You know how to fight on the back of a horse. Prerequisite: Ride 1 rank. Benefit: Once per round when your mount is hit in combat, you may make a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the attack roll. (Essentially, your Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.) QUICK RELOAD You can load a firearm speedily. Prerequisite: Base attack bonus +1. Benefit: Reloading is a move action. Normal: Reloading is a full-round action. TRACKLESS STEP [MEDICINE MAN] You can travel without leaving a track. Benefit: You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired. Special: This feat is only available to characters with the medicine man profession template. You cannot have more than three Medicine Man feats. 7 W O R L D S O F DRINKING Every time a character consumes an alcoholic drink, he or she must make a Fortitude save against a DC of 10 + the number of alcoholic drinks consumed in the last 8 hours. A failed save indicates the character moves one step down the sobriety chart below. A drink is considered one mug of beer, one glass of wine, or one shot of liquor. Stage Sober Tipsy Drunk Smashed Unconscious Modifiers None -1 to ability checks, skill checks, initiative checks, and attack rolls. +1 to all saving throws. -2 to ability checks, skill checks, initiative checks, and attack rolls. +2 to all saving throws. -3 to ability checks, skill checks, initiative checks, and attack rolls. +3 to all saving throws. Character falls unconscious. If a character refrains from drinking further for one hour, he or she moves one step up on the sobriety chart, unless the character has fallen unconscious. Once a character has passed out from drinking, the only cure is 8 hours of sleep. A character who becomes drunk or worse suffers a -1 penalty to all ability checks, skill checks, initiative checks, attack rolls and saving throws for 24 hours after sobering up. COMBAT IN THE WILD WEST Showdowns The Face-Off: The classic Western showdown begins with the two sides facing off against each other, trying to get the jump on their opponent. In Cthulhu d20, this is represented by the surprise round. (Normally, two characters who can see each other would not get a surprise round. In a showdown, things are different.) Each character in a face-off makes a Spot check and their choice of a Bluff check or an Intimidate check. A character whose Spot check beats their target’s Bluff or Intimidate result can act in the surprise round. Remember that a character can take a move action or an attack action in the surprise round, but not both. The Quick Draw feat is especially useful here, as it allows a character to draw and shoot in the surprise round. If there is a character who should genuinely surprise the others, that character acts in the surprise round with a +8 bonus to their initiative for that round only. For example, two gunmen are facing off in the dusty main street. Meanwhile, a bank clerk aims a rifle at one of the gunmen from a saloon window. The bank clerk is assured of acting in the surprise round, whereas the gunmen act only if they succeed at their Spot checks. Furthermore, the bank clerk gets a bonus to his initiative result, reflecting the fact that he has the drop on the gunmen. Characters who are not using firearms suffer a -4 penalty to their initiative for the surprise round only. This penalty even replaces the bonus for genuine surprise if the character with the advantage of 8 C T H U L H U • 2 surprise isn’t armed with a firearm. In the previous example, if we have an Indian with a bow instead of a bank clerk with a rifle, the Indian is still assured of acting in the surprise round, but he suffers a -4 penalty to his initiative result for that round. Bullets travel so fast that surprise with a non-firearm isn’t as good. The Shooting Match: All successful firearm attacks in the surprise round and the first round of a showdown are automatically critical hits. Fanning is especially deadly here. Remember that a human who suffers 10 or more points of damage in a single hit must make a Fortitude save (DC 15) or die immediately. Variant: Close Calls Showdowns are deadly, because most shots will require Fortitude saves to prevent immediate death. This variant rule allows characters to survive when massive damage should have killed them, by turning death into a close call instead. The number of close calls a character can survive depends on the character’s dramatic importance. Investigators and villains can survive two close calls. Henchmen can survive just one close call. Desperadoes, bystanders, and supporting cast cannot survive close calls. Mythos creatures do not score close calls, though with a massive damage threshold of 50, it is hard to cause a Mythos being to die from massive damage. A character who fails a Fortitude save to resist massive damage does not die. Instead, the character marks it down as a close call, and continues as normal. Severe Wounds: The d20 System uses an abstract pool of hit points; the effects of a close call are similarly abstract. However, if you wish to incorporate the severe wounds system from the article, the following is suggested. Use the d% table in the article to determine the location injured in the close call, and apply the effects listed below. If a character suffers repeated close calls to a location, apply the listed additional effects. This system adds a level of gritty realism that is possibly inappropriate to the genre, and might frustrate players. Arm: If your favored arm was injured, you suffer a -2 penalty to attack rolls, and to Disable Device, Escape Artist, Forgery, Open Lock, Repair and Sleight of Hand checks. Most Craft checks also suffer this penalty. (A Craft [gunsmith] check would, a Craft [writing] check would not.) Your favored arm is the arm you wield weapons with, e.g. your right arm if you are right-handed. If you are ambidextrous, you have no favored arm, and do not suffer these penalties provided your other arm is uninjured. You suffer a -2 penalty to Climb, Swim, Tumble and Use Rope checks. (These skills need two arms, so the matter of which arm was injured is irrelevant here.) Additional Effects: Each extra time you suffer this close call, apply the effects again. The penalties stack. Chest: You are easily exhausted by strenuous physical activity, such as combat or running. After 5 rounds of exertion, you become fatigued. Your fatigue lasts 1 hour (rather than the usual 8 hours). If you continue to exert yourself once fatigued, you become exhausted for 1 hour, after which you are fatigued for 1 hour. If you have been exerting yourself but haven’t yet reached 5 rounds, a round spent catching your breath sets the count back one round. For example, you could fight for 3 rounds, and rest for 2 rounds. This would be as if you had only been fighting for 1 round. Additional Effects: Each F E B R U A R Y 2005 W O R L D S O F extra time you suffer this close call, reduce the period you can act normally by 1 round (from 5 rounds to 4 rounds, etc.). Gut: You become fatigued. Your wound continues to bleed, causing the loss of 1 additional hit point per round. Bleeding takes place at the start of your turn. Staunching the wound requires a Heal check (DC 15); this is a full-round action. Additional Effects: Each extra time you suffer this close call, apply the effects again. Wounds bleed separately; if you receive two gut wounds, you will lose 2 additional hit points each round until the wounds are tended. A single Heal check suffices to stop the flow of all gut wounds (you don’t need to make a check for each one you have). Head: You suffer 1 point of permanent Intelligence drain and 1 point of permanent Wisdom drain. You must make a Fortitude save (DC 15) to remain conscious. If you fail, you fall unconscious for 2d6 minutes. Additional Effects: Each time you suffer this close call, apply the effects again. Leg: You suffer a -2 penalty to Reflex saves and to Balance, Climb, Jump, Move Silently, Tumble and Swim checks. Your speed is reduced by 5 feet. Additional Effects: Each extra time you suffer this close call, apply the effects again. The penalties and reductions stack. Throat: You permanently lose the ability to speak. You suffer a -5 penalty to Bluff and Diplomacy checks which would normally require you to speak. (A Bluff check to feint in combat would not suffer this penalty; a Bluff check to convince someone of your innocence would.) You cannot make Gather Information checks, or Innuendo checks to transmit messages. You cannot cast spells with a verbal component. Additional Effects: You cannot suffer this close call twice. Reroll on the d% table. Fanning Use the regular Call of Cthulhu d20 rules for making extra attacks with firearms (pp. 80-81). Two-G Gun Shooting A character armed with two ranged weapons can fire them at the same time, provided the weapons are Medium-size or Small. (See the note on the Two-Weapon Fighting feat in ‘Feats,’ above.) Use the regular Call of Cthulhu d20 rules for attacking with two weapons (p. 67). The Border Shift: Some armed themselves with two pistols for a different reason. They’d only fire the pistol held in their shooting hand; the one in their off-hand was a spare. When the first was emptied, they’d do “the border shift,” juggling the guns from one hand to the other. With a successful Sleight of Hand check (DC 20), a character can exchange the two guns as a free action. A failed check means the exchange takes place, as a move action. If the check is failed by 5 or more, the exchange was so clumsy as to be a double move action. If the character doesn’t have enough move actions open to them this round, then the character can do nothing more this round, and loses the appropriate number of move actions in her next round. e.g. a 7th level Offense Option character holding two pistols takes a full-round action to make multiple attacks with one of the two pistols. After the first attack, the pistol is out of ammo, so she attempts the border shift: If she succeeds at her Sleight of Hand check, she can continue with her full attack. F E B R U A R Y 2005 C T H U L H U • 2 If she fails the check by 1-4, she loses a move action. Since she has only made one attack this round, her full attack becomes an attack action instead. (See ‘Deciding between an Attack or a Full Attack,’ p. 67 of the rulebook; the fumbled shift effectively decides for her.) She uses her move action to finish the border shift. Next round, she can act normally. If she fails the check by 5 or more, she loses two move actions. She’s only taken an attack action this round, so she uses her move action this round to begin the border shift, and her turn finishes. In her next round, she loses another move action, to complete the border shift. This leaves her only capable of a single attack action, or another move action. The border shift is a tricky maneuver, not to be attempted by amateurs. Mounted Combat Horses in Combat: Most horses are frightened by combat. If you ride into melee combat, or if you are under fire, you must make a DC 20 Ride check each round as a move action to control your horse. (Alternatively, you can dismount.) If you succeed at the Ride check, you can perform an attack action after the move action. If you fail, the move action becomes a full round action and you can’t do anything else until your next turn. Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move. A horse (not a pony) is a long, Large creature and takes up a 5 foot-by-10-foot space. For simplicity, assume that you share your mount’s space during combat. A rider can be pulled from his horse with a successful trip attack. See the rulebook for details. Combat while Mounted: With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action. When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can’t make a full attack. Even at your mount’s full speed, you don’t take any penalty on melee attacks while mounted. If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. You can use ranged weapons while your mount is taking a double move, but at a -4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a -8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally. Casting Spells while Mounted: You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you’re casting the spell while the mount is moving, and you have to make a Concentration check due to the vigorous motion (DC 10) or lose the spell. If the mount is running 9 W O R L D S O F C • T H U L H U 2 Tables: NEW WEAPONS Melee Weapons Lasso Scythe Damage * 2d4 Critical 4 Range Increment Size 10* Medium-size Large Sickle 1d6 2 Whip 1d2 subdual 2 15* *See the description of this weapon for special rules. Small Small Weight Type 8 lb. * 12 lb. Piercing and slashing 3 lb. Slashing 2 lb. Slashing Generic Firearms Range Weapon Damage Critical Capacity Increment Rate of Fire Revolver (six-shooter) 2d8 3 6 20 ft. Standard Rifle (Winchester) 2d10 3 15 200 ft. Standard Shotgun (12-gauge double barrel) 3d6/2d6/1d6* 3 2 50 ft. Standard Machine Gun (Gatling gun) 2d12 4 200 30 ft. Autofire *Damage is by range increment. Shotguns do no damage beyond the third increment. Black Powder Weapons Pistols 4-Barrel “Pepperbox” Beaumont-Adams Colt Navy Pattern Colt Old Model Army Starr Double-Action Army Caliber .36 .50 .36 .44 .44 Damage 1d10 2d10 1d10 2d6 2d6 Crit 3 3 3 3 3 Action rev/S rev/D rev/S rev/S rev/D Cap 4 6 6 6 6 Range Loading Increment cap and ball 20 cap and ball 20 cap and ball 20 cap and ball 20 cap and ball 20 Rate of Fire Multifire Multifire Standard Standard Multifire Muskets Springfield Musket Caliber .58 Damage 2d12 Crit 4 Action n/a Cap 1 Range Loading Increment cap and ball 175 Rate of Fire Standard Action rev/S n/a Cap 4 2 Range Loading Increment cap and ball 50 cap and ball 50 Rate of Fire Standard Multifire Shotguns Caliber Damage Colt Revolving Shotgun 10g or 20g * Double-barreled Shotgun 20g * * See Table 6-8 in the rulebook for damage. Cartridge Weapons Pistols .22 Knuckle duster .32 Palm Pistol Colt Navy Pattern Colt New Line Pocket .41 Colt Third Model Remington New Model Army Remington-Elliot Derringer Smith & Wesson Hammerless Smith & Wesson Pocket .32 Smith & Wesson Pocket .38 Smith & Wesson Model No. 3 Schofield S.A. Revolver Caliber .22 .32 .36 .41 Colt .41 RF .44 .22 RF .38 S&W .32 S&W .38 S&W Damage 1d4 1d8 1d10 1d10 1d8 2d6 1d4 1d10 1d8 1d10 Crit 2 3 3 3 3 3 2 3 3 3 Action rev/S rev/D rev/S rev/S n/a rev/S n/a rev/D rev/D rev/S Cap 7 7 6 5 1 5 5 5 5 5 Loading break break side side break side break break break break Range Increment 5 10 20 20 20 20 5 20 20 20 Rate of Fire Standard Multifire Standard Standard Standard Standard Multifire Multifire Multifire Standard .45 S&W 2d6 3 rev/S 6 break 20 Standard The following pistols from the rulebook are available in the Western setting: Remington Double Derringer, Colt Single Action Army Revolver (the famous “Peacemaker”), Colt M1877 “Lightning” Revolver, Colt M1877 “Thunderer” Revolver. 10 F E B R U A R Y 2005 W O R L D S O F C T H U L H U • 2 Crit 3 3 3 3 3 3 3 Action lever lever n/a n/a lever lever lever Cap 16 1 1 1 7 15 17 Loading side side side side side side side Range Rate of Increment Fire 175 Standard 175 Standard 200 Standard 200 Standard 175 Standard 200 Standard 200 Standard Machine Guns Caliber Damage Crit Gatling Gun* .58 2d12 4 *Weapon Proficiency (machine gun) governs the use of this weapon. Action auto Cap 200 Loading hopper Range Increment 30 Rate of Fire Autofire Shotguns Caliber Damage Double-barrel Shotgun * * Whitney Phoenix 10g, 12g, 16g, 20g * * See Table 6-8 in the rulebook for damage. Action n/a n/a Cap 2 1 Loading break side Range Increment 50 50 Rate of Fire Multifire Multifire Rifles Henry Repeating Martini-Henry Mark I Remington Rolling Block Sharps Buffalo Rifle Spencer Carbine Winchester “Yellow Boy” Winchester .44-40 Caliber .44 .45 .44 .52 .52 .44 .44-40 Damage 2d10 2d12 2d10 2d12 2d12 2d10 2d10 Other Ranged Weapons Damage Critical Range Increment Bow* 1d6 3 70 ft. Rock, thrown 1d2 2 10 ft. Spear, thrown 1d8 3 20 ft. *Weapon Proficiency (primitive ranged) governs the use of bows. Melee Weapons Lasso: A lasso (also called a lariat) allows you to make ranged grapple checks. You can only target Small, Medium-size and Large opponents. You must succeed at a ranged touch attack to grab the target. The target does not get to make a free attack against you first, even if they are adjacent to you. Immediately after succeeding at the ranged touch attack, make an opposed grapple check. If you succeed, the lasso has tightened around its target, and they are grappled. (If you fail, the target has slipped off the loop.) You do not have to move into the grappled target’s space. A lasso can only deal subdual damage to a grappled subject. In addition to the usual grapple options, you can choose to make a trip attack by pulling the target to the ground. No melee touch attack is needed to initiate the trip. If you are tripped during your own trip attempt, you can drop the lasso to avoid being tripped. A lasso, being 30 ft. to 40 ft. long, has a maximum of three range increments. With a successful opposed Strength check, a lassoed subject can’t move further than the rope allows. You can also use a lasso to make a disarm attempt. When using a lasso, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). Weapon Proficiency (thrown weapon) governs the use of lassos. Whip: A whip deals no damage to any target with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). Weapon Proficiency (melee) governs the use of whips. Add whip to the list of weapons that can be selected for the Weapon Finesse feat. F E B R U A R Y 2005 11 W O R L D S O F (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your Concentration check is more difficult due to the violent motion (DC 15). If Your Mount Falls in Battle: If your mount falls, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 points of damage. If You Are Dropped: If you are knocked unconscious, you have a 50% chance to stay in the saddle. Otherwise you fall and take 1d6 points of damage. Without you to guide it, your mount avoids combat. INSANITY IN THE WILD WEST Psychoanalysis is invented late in the era (circa 1880) and does not gain widespread acceptance as psychotherapy until some time afterwards. Accordingly, the skill should not be available to investigators without good reason. Most people involved in care for the mentally ill will not have the skill either. Depending on the year in which the campaign is set, a physician who has studied with Freud or his colleagues may possess the Psychoanalysis skill. In the absence of the Psychoanalysis skill, the Heal skill can be used to effect immediate psychiatric care (refer to the rulebook). Private care for the treatment of insanity is not available. Institutionalization is unlikely to cure madness, as the two most effective measures (psychoanalysis and psychiatric medications) are not in use. Asylums serve principally to keep the inmates safe. Curing insanity is not the focus. Following the article’s lead, indefinite insanity should be dealt with by picking a mental disorder that will not render the investigator unplayable. Dissociative disorders, eating disorders, psychosexual disorders and schizophrenia should be avoided. On the other hand, alcoholism is a classic Western cliche. Alternatively, an investigator might seek out a medicine man for treatment. In terms of game mechanics, consider the healing ritual to be the spell exaltation (from the d20 System conversion of Worlds of Cthulhu issue 1). However, the ritual should be more dramatic than saying “The shaman casts a spell.” C T H U L H U • 2 Quick Draw = No equivalent. Characters with a Quick Draw skill of 50% or more might have the Improved Initiative or Quick Draw feats. See also ‘Combat in the Wild West,’ above. Scripture = Knowledge (religion). Seduce = A Diplomacy check to adjust an NPC’s attitude. See p. 255 of the rulebook for details. Sixth Sense = No equivalent. Characters with a Sixth Sense skill of 30% or more could have the Danger Sense feat. Spit = No equivalent. If it’s important, resolve spitting with a ranged touch attack. (Does no damage, and you can only spit on a target in your space, or in a 5 foot square adjacent to you.) Teamster = Handle Animal. Tether = Escape Artist and Use Rope. (Some characters will have ranks in both, others will have ranks in only one [usually Use Rope].) Tipple = No equivalent. Characters with a Tipple skill of 50% or more may want the Iron Gut feat. Trap = A Wilderness Lore check. It is a DC 15 Wilderness Lore check to set an animal trap. BIBLIOGRAPHY Blevins, W. The Wordsworth Dictionary of the American West. Wordsworth, 1995. Crowe, J. ‘U.S. Handguns for Call of Cthulhu and Gaslight,’ in The Unspeakable Oath, vol. 1, issue 3. Pagan Publishing, 1991. - ‘American Shotguns, 1860 to 1940,’ in The Unspeakable Oath, vol. 1, issue 4. Pagan Publishing, 1991. Macdonald, A., Macdonald, G. and Sheridan, M. Shapeshifting: images of Native Americans in recent popular fiction. Greenwood Press, 2000. Moulton, C. The Writer’s Guide to Everyday Life in the Wild West. Writer’s Digest Books, 1999. Tice, M., Appel, S. and Rowe, E. Taint of Madness. Chaosium, 1995. CONVERTING BRP WILD WEST TO D20 The conversion of BRP skills to d20 System skills is much the same as in the rulebook or d20 Call of Cthulhu Gamemaster’s Pack. Convert Wild West skills to Cthulhu d20 skills as follows: Black Powder Weapons = Craft (gunsmith). Demolition = Demolitions. Forage = Wilderness Lore. Gamble = Gamble (new skill, see above). Grit = No equivalent. Characters with a Grit skill of 50% or more should probably have the Diehard feat. Homesteading = Craft (homesteading). Insight = Sense Motive. Lasso = No equivalent. Use of a lasso requires an attack roll. See ‘New Weapons’ above. Legends & Lore = Knowledge (folklore). Pick Pocket = Sleight of Hand. 12 F E B R U A R Y 2005 W O R L D S O F WARNING: SPOILERS AHEAD The remainder of this document concerns scenarios and other material for the Keeper. If you are a player, not a GM, please do not read any further. The LiThebLirary braryofof Averoi Averoignegne TOMES FROM THE RULEBOOK The following books detailed in Call of Cthulhu d20 are appropriate for the Averoigne setting: Al Azif, Cthaat Aquadingen (in Latin rather than English, otherwise as per the rulebook), Liber Ivonis, Livre D’Ivon, Necronomicon (the Greek and Latin translations). TOMES FROM CTHULHU DARK AGES All the books detailed in Cthulhu Dark Ages exist in the Averoigne setting. As Cthulhu Dark Ages is a BRP Cthulhu product, we provide d20 System statistics for the books not already presented in Call of Cthulhu d20. Refer to CDA for the bibliographic details of the books, and the exact spells contained in each. Black Rites. In Greek. Examination Period: 1d12+1 weeks. (DC 23). Contains 2d6 spells. Sanity Loss: 1d6 initial and 2d6 upon completion. Cthulhu Mythos: +2 ranks. The Black Tome. In Latin. Examination Period: 2d6 weeks (DC 22). May contain spells (GM’s discretion). Sanity Loss: 1d6 initial and 2d6 upon completion. Cthulhu Mythos: +2 ranks. Cabala of Saboth. In Hebrew. Examination Period: 1d6 weeks (DC 20). May contain spells (GM’s discretion). Sanity Loss: 1d3 initial and 1d6 upon completion. Cthulhu Mythos: +1 rank. Confessions of the Mad Monk Clithanus. In Latin. Examination Period: 1d10 weeks (DC 22). Contains 1d6 spells. Sanity Loss: 1d6 initial and 2d6 upon completion. Cthulhu Mythos: +2 ranks. Daemonolorum. In Latin. Examination Period: 1d10 weeks (DC 22). May contain spells (GM’s discretion). Sanity Loss: 1d4 initial and 1d8 upon completion. Cthulhu Mythos: +1 rank. Hierón Aigypton. In Greek. Examination Period: 1d4 weeks (DC 20). May contain spells (GM’s discretion). Sanity Loss: 1 initial and 1d3 upon completion. Cthulhu Mythos: +1 rank. Pnakotica. In Greek. Examination Period: 2d10 weeks (DC 25). Contains 1d6 spells. Sanity Loss: 1d10 initial and 2d10 upon completion. Cthulhu Mythos: +3 ranks. Praesidia Finium. In Latin. Examination Period: 1 week (DC 20). May contain spells (GM’s discretion). Sanity Loss: 1 initial and 1d2 upon completion. Cthulhu Mythos: +1 rank. F E B R U A R Y 2005 C T H U L H U • 2 Rasul al-A Albarin. In Arabic. Examination Period: 2d6 weeks (DC 23). May contain spells (GM’s discretion). Sanity Loss: 1d6 initial and 2d6 upon completion. Cthulhu Mythos: +2 ranks. Reflections. In Arabic. Examination Period: 2d6 weeks (DC 22). May contain spells (GM’s discretion). Sanity Loss: 1d4 initial and 1d8 upon completion. Cthulhu Mythos: +1 rank. Sapientia Maglorum. In Latin and Greek. Examination Period: 2d6 weeks (DC 23). May contain spells (GM’s discretion). Sanity Loss: 1d6 initial and 2d6 upon completion. Cthulhu Mythos: +2 ranks. Song of Yste. In Greek. Examination Period: 1d6 weeks (DC 20). May contain spells (GM’s discretion). Sanity Loss: 1d3 initial and 1d6 upon completion. Cthulhu Mythos: +1 rank. Testament of Carnamagos. In Greek. Examination Period: 1d6+1 weeks (DC 20). Contains 2d6 spells. Sanity Loss: 1d3 initial and 1d6 upon completion. Cthulhu Mythos: +1 rank. (This edition is less complete than that which appears in H. P. Lovecraft’s Arkham, hence the differences in game statistics.) The Three Codices. In Latin. Examination Period: 1d10+1 weeks (DC 23). Contains 3d6 spells. Sanity Loss: 1d8 initial and 2d8 upon completion. Cthulhu Mythos: +2 ranks. Tupsimati. In a dead language. Examination Period: 3d10 weeks (DC 27). Contains 5d6 spells. Sanity Loss: 1d10 initial and 1d20 upon completion. Cthulhu Mythos: +4 ranks. Tuscan Rituals. In Latin. Examination Period: 1 week (DC 20). May contain spells (GM’s discretion). Sanity Loss: 1 initial and 1d3 upon completion. Cthulhu Mythos: +2 ranks. TOMES FROM OTHER SOURCES Book of Eibon. In Hyperborean. Refer to The Keeper’s Companion vol. 1 for bibliographic details. Examination Period: 3d6 weeks (DC 24). Contains 4d6 spells, or refer to the Companion for an exact spell list. Sanity Loss: 1d10 initial and 1d20 upon completion. Cthulhu Mythos: +3 ranks. Selections de Livre d’Ivon. In French. Refer to the New York chapter of The Complete Masks of Nyarlathotep for bibliographic details. Examination Period: 1d4 weeks (DC 20). Contains 1d6 spells, or refer to Masks for an exact spell list. Sanity Loss: 1d3 initial and 1d6 upon completion. Cthulhu Mythos: +1 rank. NEW TOMES Annales. In Latin. Refer to the article for bibliographic details. Examination Period: 1d4 weeks (DC 20). Contains the spells contact Formless Spawn, create gate, detect magic, evil eye, exorcise (new spell), identify spirit and power drain. Sanity Loss: 1d6 initial and 2d6 upon completion. Cthulhu Mythos: +1 rank. (If the character passes a DC 15 Speak Other Language [Senzar] check at the start of the examination period, and 13 W O R L D S O F succeeds at the study check, the Annales grants +2 ranks in Cthulhu Mythos instead.) Compendium Daemonum. In Latin. Refer to the article for bibliographic details. Examination Period: 1d4 weeks (DC 20). Contains the spells call Shub-Niggurath, contact deep one, and contact hound of Tindalos. Sanity Loss: 1d6 initial and 2d6 upon completion. Cthulhu Mythos: +1 rank. De Noctis Rebus. In Latin. Refer to the article for bibliographic details. Examination Period: 1d4 weeks (DC 20). Contains the spells call Nyogtha, contact ghoul, create gate, dismiss Nyogtha and speak with dead. Sanity Loss: 1d6 initial and 2d6 upon completion. Cthulhu Mythos: +1 rank. Lucien Wycham His Boke of Magick. In Middle English (see note below). Refer to the article for bibliographic details. Examination Period: 1d4 weeks (DC 20). Contains the spells enchant item (bless blade), evoke the familiar of erudition (new spell), locate gold (as locate object, but can only locate gold), immolation of Aforgomon (new spell) and speak with spirit (new spell). Sanity Loss:1d4 initial and 1d8 upon completion. Cthulhu Mythos: +1 rank. A Note on Language: Middle English is the contemporary form of English in the Averoigne setting. Natives of England in this time do not need to make a skill check to read this book. Others must succeed at a DC 15 Speak Other Language [Middle English] check. A modernday reader must succeed at a DC 20 Knowledge (literature) check to understand the work. (A modern-day character with Speak Other Language [Middle English] may use that skill instead.) A native English speaker may attempt the Knowledge (literature) check untrained; success indicates the reader has understood the gist of the text, though fine details may have been missed. (A non-native speaker may attempt a DC 25 Speak Other Language [English] check to get the gist of the work.) Characters receive a +2 bonus to the check if the work is printed rather than written, and a +2 bonus to the check if the work comes from the late Middle English period (in which the language closely resembles modern English). These bonuses stack with each other. OCCULT WORKS Occult works are books that deal with the supernatural (magic, spirits, arcane theories) without containing any knowledge of the Cthulhu Mythos. Occult works rarely cause Sanity loss; those that do are usually rambling, tedious or incomprehensible. Use the regular rules for studying a book, but a failed study check does not result in a Strange Event. Not all occult works contain spells, but this will only be apparent after the investigator has completed a successful examination period. Almadel. In Latin. Refer to the article for bibliographic details. Examination Period: 1 week (DC 20). Contains the spell evoke the familiar of erudition (new spell). Sanity Loss: None. Cthulhu Mythos: No ranks gained. 14 C T H U L H U • 2 Ars Notoria. In Latin. Refer to the article for bibliographic details. Examination Period: 1d4 weeks (DC 20). Contains the spells chant of Thoth, exaltation (new spell) and voice of Ra. Sanity Loss: None. Cthulhu Mythos: No ranks gained. Book of Hermogones and Philetus. In (Middle) English. Refer to the article for bibliographic details. Examination Period: 1d4 weeks (DC 20). Contains the spells dominate spirit (as dominate person, but affects incorporeal undead of Medium-size or smaller rather than humanoids), enthrall (new spell), locate gold (as locate object, but can only locate gold), and levitate. Sanity Loss: None. Cthulhu Mythos: No ranks gained. Ghayat al-H Halkim. In Arabic. Refer to the article for bibliographic details. Examination Period: 1d6 weeks (DC 20). Contains the spells augury, create astrological talisman (enchant item) (new spell). Sanity Loss: None. Cthulhu Mythos: No ranks gained. Liber de umbris idearum. In Latin. Refer to the article for bibliographic details. Examination Period: 1 week (DC 20). Contains no spells. Sanity Loss: None. Cthulhu Mythos: No ranks gained. Picatrix. In Latin. Refer to the article for bibliographic details. Examination Period: 1d6 weeks (DC 20). Contains the spells augury, create astrological talisman (new spell). Sanity Loss: None. Cthulhu Mythos: No ranks gained. Sefer ha-B Bahir. In Hebrew (requires a Speak Other Language [Hebrew] check against DC 20). Refer to the article for bibliographic details. Examination Period: 1d4+1 weeks (DC 20). Contains no spells. Sanity Loss: None. Cthulhu Mythos: No ranks gained. Sworn Book of Honorius. In Latin. Refer to the article for bibliographic details. Examination Period: 1d4+1 weeks (DC 21). Contains a variant of the spell exaltation (a new spell) which requires ritual preparation for two and a half months before the spell can be cast. Sanity Loss: None. Cthulhu Mythos: No ranks gained. Testament of Solomon. In Hebrew. Refer to the article for bibliographic details. Examination Period: 2 weeks (DC 20). Contains the spell evoke the familiar of erudition (new spell). Sanity Loss: None. Cthulhu Mythos: No ranks gained. NEW SPELLS Enchant Item See the rulebook for the specifics of this spell. Create Astrological Talisman The caster constructs a talisman that will grant its wearer a +2 enhancement bonus to an ability score. The ability score must be specified when the talisman is created. The bonus is conferred when the talisman is first donned, and lasts for 24 hours, or until the talisman is removed or destroyed. Thereafter the talisman loses its power. The increased ability score affects all skill checks, saving throws, and attack rolls related to it. It improves damage dealt (if Strength), AC F E B R U A R Y 2005 W O R L D S O F (if Dexterity), hit points (if Constitution), spell save DCs (if Intelligence) or Sanity points (if Wisdom). An increased Intelligence does not grant extra skill points. Bonus hit points and Sanity points are lost when the talisman loses its power. For example, a 3rd level character has 15 hit points and Constitution 13. Donning a Constitutionboosting talisman grants the character an extra 3 hit points, for a total of 18 hit points. Later, the character is injured, reducing their hit points to 12. When the talisman’s power ends, the character loses the 3 hit points they gained from it, leaving them with 9 hit points. Construction of the talisman requires one day’s work. Casting this spell costs 2 temporary Constitution. Enthrall [Mind-Affecting] Components: V, S Cost: 2 Wis damage Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Targets: Any number of humanoids Duration: 1 hour or less Saving Throw: Will negates (see text) If you have the attention of a group of humanoids, you can use this spell to hold them spellbound. To cast the spell, you must speak without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a culture, race or religion unfriendly to yours gets a +4 bonus on the saving throw. A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes. The effect lasts as long as you speak, to a maximum of 1 hour. Those enthralled by your words take no action while you speak and for 1d3 rounds thereafter while they consider your words. Those entering the area during the performance must also successfully save or become enthralled. The spell ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak. If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by rousing their companions. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The spell ends if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell. If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile. F E B R U A R Y 2005 C T H U L H U • 2 Evoke the Spirit of Erudition This spell will appear in the d20 System conversion of Worlds of Cthulhu issue 3, or substitute chant of Thoth for this spell. Exaltation This spell is provided in the d20 System conversion of Worlds of Cthulhu issue 1. Exorcise This spell will appear in the d20 System conversion of Worlds of Cthulhu issue 3, or substitute cast out devil for this spell. Immolation of Aforgomon This spell will appear in the d20 System conversion of Worlds of Cthulhu issue 3, or substitute death by flames for this spell. 15 W O R L D S O F The Hunt chter The HuntfofrorKiKiddRiRichter ADVENTURE NOTES This mini-adventure is suitable for a party of 4th to 6th level investigators. The final confrontation will be dangerous, and the average party will fare better if they only fight small groups (no more than three bandits at a time). For a party of 1st to 3rd level investigators, to defeat the bandits as written they should face them one at a time. This may be a greater challenge than the adventure should pose. It’s better to reduce the bandits to 1st level characters; again, the party should not be attacked by more than three bandits at a time. For a party of 7th to 10th level investigators, the bandits need to th be 5 or 6th level enemies. As before, the party should face only small groups. Alternatively, use the bandits as written, but arrange matters so the investigators must face all the bandits at once. This is a less dramatic option, as it robs the players of a shootout with the Kid. Old Ben’s Claim: Breaking down the flimsy barred door to the shack requires a Strength check (DC 13). A character who searches the shack can find the gold with a Search check (DC 10). A character who looks in the right place (rather than declaring a general intention to search the shack) finds the loot automatically. A character who searches the stable finds the sack with a successful Search check (DC 15). Again, a character who looks in the right place finds the sack immediately. The Finale: To sneak up on the camp requires a Move Silently check (opposed by the Listen check of the gang member on watch). The listening gang member suffers a -1 penalty to their check for every 10 feet between them and the investigators. If the characters are approaching during the day, they should also make Hide checks. Note the results; if the guard hears the investigators moving about, match his Spot check against the recorded Hide results. In the written adventure, the Kid automatically knows the investigators are approaching. As GM, you could employ your fiat to ensure the Kid senses something is up. Alternatively, you could make a Wisdom check for the Kid, as per the Danger Sense feat. This gives investigators only a small advantage; when the first shot is fired, all the gang will react. The Treasure Map: Reading the map requires a successful Speak Other Language (Spanish) check (DC 15). EXPERIENCE AND SANITY AWARDS Typical Story Goals: Discover the map. Survive the shootout. 16 C T H U L H U • 2 NPCs Kid Richter CR 3; Male 3rd level Offense Option; Medium-size human; HD 3d6+6; hp 19; Init +3; Spd 30 ft.; AC 13, touch 13, flat-footed 10 (+3 Dex); BAB +3; Grap +4; Atk +6 ranged (2d6/ 3, Remington New Model Army revolver) or +0 melee (1d4+1/19-20, Bowie knife); Full Atk +4/+0 ranged (2d6/ 3, Remington New Model Army revolvers with Two-Weapon Fighting); SV Fort +5, Ref +4, Will +3; San 23; Str 12, Dex 17, Con 14, Int 14, Wis 14, Cha 11. Role: Villain (2 close calls). Profession Template: Saddleman. Skills: Climb +5, Escape Artist* +6, Handle Animal +5, Heal +3, Hide* +4, Intimidate +6, Jump +5, Listen +5, Move Silently* +4, Ride +9, Search +6, Sense Motive +4, Spot +8, Use Rope +9, Wilderness Lore +5. Synergy bonus to Ride has been included. Skills marked with an asterisk (*) are not core skills for the Kid. Feats: Danger Sense, Two-Weapon Fighting, Weapon Proficiency (pistol). Texas Jim CR 3; Male 3rd level Offense Option; Medium-size human; HD 3d6+3; hp 16; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; BAB +3; Grap +5; Atk +3 ranged (2d6+2/ 3, overcharged Colt Old Model Army revolver [range increment 25 ft.]) or +1 melee (1d4+1/1920, Bowie knife); Full Atk +1/-3 ranged (2d6/ 3, overcharged Colt Old Model Army revolvers with Two-Weapon Fighting); SV Fort +4, Ref +1, Will +1; San 32; Str 15, Dex 11, Con 12, Int 8, Wis 11, Cha 9. Role: Henchman (1 close call). Profession Template: Saddleman. Skills: Bluff* +2, Climb +3, Craft (gunsmith) +4, Escape Artist* +1, Gather Information +2, Handle Animal +4, Intimidate +5, Jump +3, Listen +2, Ride +6, Spot +2, Use Rope +1, Wilderness Lore +4. Synergy bonus to Ride has been included. Skills marked with an asterisk (*) are not core skills for Texas Jim. Feats: Iron Gut, Two-Weapon Fighting, Weapon Proficiency (pistol). Sanchez CR 3; Male 3rd level Offense Option; Medium-size human; HD 3d6+3; hp 19; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; BAB +3; Grap +4; Atk +3 ranged (2d12/ 3, Spencer Carbine) or +3 ranged (2d8/ 3, Colt S.A. Army Revolver) or +4 melee (1d3+1 subdual, unarmed strike); Full Atk -3/-3 ranged (2d8/ 3, Colt S.A. Army Revolver with fanning); SV Fort +4, Ref +1, Will +2; San 35; Str 12, Dex 10, Con 13, Int 9, Wis 12, Cha 9. Role: Desperado (no close calls). Profession Template: Saddleman. Skills: Bluff* +2, Handle Animal +2, Intimidate* +2, Listen +4, Performance (colorful profanity) +5, Ride +6, Speak Other Language (English) +3, Spot +7, Use Rope +2. Skills marked with an asterisk (*) are not core skills for Sanchez. Feats: Iron Gut, Weapon Proficiency (pistol), Weapon Proficiency (rifle). F E B R U A R Y 2005 W O R L D S O F C T H U L H U • 2 Irish Bill CR 3; Male 3rd level Offense Option; Medium-size human; HD 3d6+9; hp 22; Init +5; Spd 30 ft.; AC 11, touch 11, flat-footed 10 (+1 Dex); BAB +3; Grap +4; Atk +4 ranged (2d10/ 3, Winchester rifle) or +4 ranged (1d10+1/ 3, overcharged Colt Navy revolver [range increment 25 ft.]) or +0 melee (1d4+1/19-20, Bowie knife); SV Fort +6, Ref +2, Will +2; San 42; Str 13, Dex 12, Con 16, Int 13, Wis 13, Cha 12. Role: Desperado (no close calls). Profession Template: Saddleman. Skills: Bluff +7, Climb +5, Craft (gunsmith) +6, Handle Animal +4, Intimidate* +4, Jump +4, Listen +6, Move Silently +6, Ride +7, Spot +5, Use Rope +5, Wilderness Lore +4. Skills marked with an asterisk (*) are not core skills for Irish Bill. Feats: Improved Initiative, Weapon Proficiency (pistol), Weapon Proficiency (rifle). The Preacher CR 3; Male 3rd level Offense Option; Medium-size human; HD 3d6+3; hp 18; Init -1; Spd 30 ft.; AC 9, touch 9, flat-footed 9 (-1 Dex); BAB +3; Grap +5; Atk +2 ranged (3d6/2d6/1d6/ 3, 16 gauge doublebarreled shotgun) or +2 ranged (2d8/ 3, Colt S.A. Army Revolver); Full Atk -2/-2 ranged (3d6/2d6/1d6/ 3, 16 gauge double-barreled shotgun [both barrels]); SV Fort +4, Ref +0, Will +1; San 28; Str 14, Dex 9, Con 13, Int 11, Wis 10, Cha 10. Role: Henchman (1 close call). Profession Template: Saddleman. Skills: Bluff +6, Concentration* +4, Diplomacy +6, Gather Information* +3, Intimidate* +2, Knowledge (religion) +6, Listen +4, Ride +3, Sense Motive* +3, Spot +4. Synergy bonus to Intimidate has been included. Skills marked with an asterisk (*) are not core skills for the Preacher. Feats: Point Blank Shot, Weapon Proficiency (pistol), Weapon Proficiency (shotgun). F E B R U A R Y 2005 17 W O R L D S O F The TheIcarus IcarusProj Projectect NEW CHARACTER RULES This adventure is set in the future. SF rules for Call of Cthulhu d20 are beyond the scope of this document. Pregenerated characters are supplied, but players may create their own characters if desired. A few guidelines and ideas are given here for GMs who wish to allow this. All of the profession templates in the rulebook can be used in a future setting. For the the Blue-Collar Worker template, replace Climb with Computer Use. Very little labor is done by humans in the future; you should use the template for colonists instead. Parapsychologists are highly unusual in an era where materialist philosophy is widespread. Priests are similarly scarce. If religion exists, it exists as an extension of House politics. God wants what the House wants. New Profession Template TRANSPORTER Computer Use [Int] Craft (electronics) [Int] Drive [Dex] Knowledge (navigate) [Int] Operate Heavy Machine [Dex] Pilot (any one) [Dex] Pilot (any one) [Dex] Pilot (any one) [Dex] Repair [Int] + three more of the player’s choice New Feats Three new feats are offered here for use in a SF Cthulhu d20 campaign. The Nerve Pinch and Spacer feats are used by the pregenerated characters. The Zero-G Training feat exists in the wider setting, but few if any of the investigators should have it. NERVE PINCH You can incapacitate foes with a vicelike pinch. Prerequisites: Martial Artist, base attack bonus +4. Benefit: You make an unarmed attack against a foe. If the attack succeeds, the target takes no damage but must succeed on a Fortitude save (DC 10 + one-half your character level + your Strength modifier) or be paralyzed for 1d4+1 rounds. Special: This ability only works on humans. At the GM’s discretion, Mythos creatures with human-like physiologies, such as deep one hybrids or ghouls, may also be susceptible. SPACER You have a special affinity for spacecraft and space travel. Benefits: You gain a +2 bonus on Computer Use checks made to use onboard spacecraft computer systems, a +2 bonus on Knowledge (navigate) checks when plotting a course through space, and a +2 bonus on all Pilot checks made to fly a spacecraft. 18 C T H U L H U • 2 ZERO-G TRAINING You can function normally in low gravity or zero gravity. Prerequisites: Dexterity 13, Tumble 4 ranks. Benefits: You take no penalty on attack rolls or skill checks in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness. Normal: Without this feat, you take a -4 penalty on attack rolls and skill checks while operating in zero-gravity environments, or a -2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness. Gravity The adventure assumes the convenient fictions of artificial gravity and inertia absorption. Earth-like gravity persists throughout most of the Icarus. Characters may wish to spacewalk as a shortcut. This is discouraged. There are space suits (salvage suits) on board the shuttles; it is up to the GM to decide if there are airlocks providing access to the other modules. In addition, the pregenerated characters have no training in extravehicular activity, and will suffer space sickness (see box). Finally, characters might suffer a nasty shock if they are outside when the Icarus initiates acceleration prior to activating its jump drive. The Effects of Zero Gravity Characters in a zero-gravity environment can move enormously heavy objects. A character gains a +20 circumstance bonus on any Strength check made to lift or move a heavy unsecured object. However, stopping an object already in motion does not receive this same bonus. (Objects in zero gravity lose weight, not mass or momentum. A character can be crushed by a weightless object. Use the regular falling objects rules for these situations.) As movement in zero gravity requires only the ability to grab onto or push away from larger objects, Climb and Jump checks no longer apply. While in a zero-gravity environment, a character gains a fly speed equal to their base land speed, or they retain their natural fly speed (whichever is greater). However, movement is limited to straight lines only; a character can change course only by pushing away from larger objects (such as bulkheads). A character affected by a bum’s rush is pushed back 10 feet, plus 10 feet for every 5 points by which their opponent’s Strength check result exceeds its own. (This replaces the regular bum’s rush rule.) Most characters find zero-gravity environments disorienting, taking penalties on their attack rolls and suffering the effects of Space Adaptation Syndrome (space sickness). Attack Roll Penalty: Characters take a -4 penalty on attack rolls and skill checks while operating in a zero-gravity environment unless they are native to that environment or have the Zero-G Training feat. Space Adaptation Syndrome: A character exposed to weightlessness must make a Fortitude save (DC 15) to avoid the effects of space sickness. Those who fail the save suffer a -2 penalty to attack rolls, skill checks and saving throws. Those who fail the save by 5 or more are also nauseated. The effects persist for 8 hours. A new save is required every 8 hours the character remains in a zero-g envi- F E B R U A R Y 2005 W O R L D S O F ronment. Characters with the Zero-G Training feat do not suffer the effects of space sickness. Radiation Sickness When characters are exposed to radiation, they may be afflicted with radiation sickness. Radiation sickness functions exactly like exposure to any other disease, following the normal rules for diseases. The Fortitude save DC and the effects of radiation sickness vary with the dose of radiation to which a character is exposed. At low levels, radiation sickness is a slow disease. Often, a sick character suffers no severe short-term effects. This is reflected in the fact that even with a failed Fortitude save, the character might not suffer any Constitution loss. Degree of Fortitude Incubation Exposure Save DC Period Mild 12 1 day Low 15 4d6 hours Moderate 18 3d6 hours High 21 2d6 hours Severe 24 1d6 hours * Minimum damage 0 Constitution. Initial and Secondary Damage 1d4-2 Constitution* 1d6-2 Constitution* 1d6-1 Constitution* 1d6 Constitution 2d6 Constitution Radiation sickness is considered a treatable disease that can be cured using the “treat disease” aspect of the Heal skill. Treating radiation sickness requires suitable medical equipment and knowledge. Radiation sickness would be an unknown disease in the Twenties, for instance, and so no cure would be possible. ADVENTURE NOTES This adventure is suitable for a group of 6th to 8th level investigators. A party of five pregenerated 6th level characters is supplied. If there are fewer than five players, discard characters in the following order: Hatsuko, Sanchez, Marazelos. Players may create their own characters, though the adventure as written gives them no hope of survival. A GM could use this adventure as the first instalment in an SF Cthulhu game, but only by removing the adventure’s bleak climax. There are a number of opportunities for characters to make Research checks. Since the characters are searching computer files, these checks take 1d4 minutes to complete rather than the normal 1d4 hours. This point is worth bearing in mind, given the limited time available to the characters. Background Information The Structure of the Icarus: Bulkheads can be considered to have a hardness of 10 and 150 hit points or more. Cutting a Medium-size hole with a welding torch will take a character a minimum of 1 hour. Long before that, the character will have breached the bulkhead, resulting in decompression. This should convince the characters not to tamper further with the bulkhead. Meanwhile, the Computer will seal other bulkheads to protect the remainder of the Icarus. The Computer will not reopen those bulkheads until the character-made breach is sealed. If the characters do nothing, eventually all air will have leaked from the module and the characters will asphyxiate. F E B R U A R Y 2005 C T H U L H U • 2 The maintenance shafts extend both horizontally and vertically. It is a DC 5 Climb check to scale the insides of a maintenance shaft. Some shafts are especially narrow; here, Medium-sized characters must move at half speed. (Under normal conditions, characters climb at half speed, but can choose to travel more quickly. In the narrower shafts, it is not possible to travel quickly.) A successful Computer Use check (DC 22) will allow a user to operate a module’s environmental control (air, power, heating) from a terminal in a shaft. There are hazards and obstacles scattered throughout the Icarus: For the dangers of nanites, see below. The chance that a character becomes infected is governed by a Fortitude save, not a flat d% roll. Characters who enter freezing cold areas must make Fortitude saves (DC 15, +1 for each previous check) every 10 minutes. Each failed save means the character suffers 1d6 points of subdual damage from frostbite. Refer to the rulebook for more details on the dangers of extreme cold. Pitch dark areas offer total concealment (50% miss chance and must guess target’s location). Locked doors can be opened with a successful Open Lock check (DC 20). Doors which are locked and alarmed are much harder to open, requiring a successful DC 35 Open Lock check. At the GM’s discretion, the locks can also be bypassed with a Disable Device check. (The DCs do not change.) Characters who are able to open alarmlocked doors may have an easier time of the adventure. For example, they could enter the jump drive room and sabotage the drive, rather than negotiate with the Esper. Force fields and fragment spawn can be used as alternate obstacles, if needed. A successful Computer Use check (DC 15) reveals that the force fields are controlled centrally, and cannot be bypassed using local terminals. The field circuits can be disconnected with a successful Disable Device or Craft (electronics) check (DC 30). The shipboard Computer: With a successful Computer Use check (DC 20), a character realizes that rebooting the Computer would fix most of the current problems it is experiencing. (The character also knows this can only be done from the bridge, on Module 1.) This Computer Use check can be attempted untrained. The Nanites: See the nearby box for the effects of the nanites. Being transformed into biological resources does not always kill a character; a character may be fused alive to a structure in the Icarus. This process results in a 1/1d10 Sanity loss. (The character continues to lose 1/1d4 Sanity each month until permanently insane.) Witnessing this fusion is a 1/1d6 Sanity loss, or 2/1d6+1 if the witness knows he or she is also infected with nanites. Meeting a character fused to the Icarus costs 1/1d4+1 Sanity points. See the NPCs section below for a typical wall-fused victim of the nanites. Any character who comes in contact with the nanites must attempt a Fortitude saving throw (DC 25). If the save is successful, the character has severed contact before any damage was done. If the save fails, the nanites have gotten into the character’s system. 19 W Size Fine Diminutive Tiny Small Medium-size Large Huge Gargantuan Colossal O R L D S O F Time to convert 1 round 1 minute 2d6 minutes 2d6 10 minutes 2d6 hours 1d6 days 1d6 weeks 2d6 months 1d3 years The nanites can convert approximately 10 lb. every 20 minutes. In time, the character is completely transformed into a source of biological material. The only way to prevent this is to amputate any portion of the body that has come in contact with the nanites. Infection by nanites can be diagnosed with a Knowledge (medicine) check (DC 20), but only after the character’s flesh has begun to visibly change. A second DC 20 Knowledge (medicine) check reveals the infection can be halted by amputating the infected parts, or cured by disabling the nanites and flushing the patient’s system. The character will know that machines in the sickbay are capable of filtering out the deactivated nanites, but the process of disabling the nanobots remains a mystery, The Fragment of Azathoth: Ignore the description of the fragments drifting through walls. If the fragment spawn are incorporeal, then they can’t be flushed into space from concourse 4.5. For further details of the fragment spawn, see their stat block below. The Esper’s Son: The Esper’s son usually climbs at its full speed, taking 10 on its Climb check. (It can do this even in the narrowest shafts.) The result of 16 lets it freely climb the maintenance shafts. Remember that moving at full speed incurs a -5 penalty to its Climb, Hide and Move Silently checks. The Man... (box): An Intelligence check (DC 10) can prompt a character to ask the Computer to filter out the transmissions. Module 3: Cryostatics Hall: A character who leaves their chamber before a minute has elapsed must make a Fortitude save (DC 25) or pass out for 2d6 minutes from a minor circulatory failure. A character who has 20 C T H U L H U • 2 passed out can be revived sooner by applying a circulatory stabilizer (see next paragraph). It is a Knowledge (medicine) check (DC 10) to administer the circulatory stabilizer. However, it’s likely that by the time the investigators enter the First Aid Station, no one will need the shots, their circulation having already recovered after reanimation. The black matter cannot be properly examined without opening the chamber first. (Once the chamber is open, the matter can be automatically identified, though the cause remains mysterious.) A DC 10 Knowledge (medicine) check can interpret the data on the display. To open the chamber requires a successful Strength check (DC 12); only one person can assist with this. Lasalle has the stat block of a typical wall-fused victim, with a reach of 0 feet. Killing Lasalle is nigh impossible without access to Nan-Ex. (At this stage, characters won’t even know Nan-Ex exists.) Operations Center: No skill check is needed to use the computer screen and receive the mission orders. Backup Crew Equipment Store: Investigators might try to enter the storage hall by climbing the cage. Climbing up is easy (DC 5 Climb check). If you don’t want the characters to enter the hall, require an Escape Artist check (DC 30) to squeeze through the opening at the top of the cage. Equally, allowing characters to enter the storage hall is harmless; the hall doesn’t contain much of interest to player characters. There are certainly no weapons. With a successful Intelligence check (DC 10), a character can think to request a multifunction scanner. (Depending on your players’ familiarity with SF tropes, this prompting may be unnecessary.) Operating a multifunction scanner requires a successful Computer Table: IMPROVISED WEAPONS Improvised Weapon Weapon Craft DC Damage Melee Weapons Live wire 20 special Shiv 10 1d3 Ranged Weapons Flamethrower 25 2d6 Hand cannon 30 1d6 Critical Increment Capacity Type 2 19-20/ 2 - - 2 5 5 1 Proficiency Electricity Melee weapon Piercing Melee weapon Fire Ballistic Pistol Pistol Flamethrower: A crude flamethrower can be constructed from an aerosol (perhaps a salvage suit sealant) and a welding torch. You can only target characters within 5 feet of you. (The flame doesn’t reach any further.) A successful touch attack deals 2d6 points of damage and sets the target alight. The target suffers a further 1d6 points of fire damage each subsequent round until the flames are extinguished. Smothering or dousing the flame requires a full-round action. A flamethrower never threatens a critical. A flamethrower can be fired 5 times before the aerosol needs to be replaced. Reloading in this fashion is a full-round action. You need two hands to work a flamethrower. Hand cannon: A hand cannon uses compressed gas to fire projectiles. Reloading a hand cannon is a full-round action. You need two hands to fire a hand cannon. Live wire: A live wire is a portable electrical device which has been converted into a crude electroshock weapon. With a successful touch attack, a shock generator deals 1d3 points of electricity damage, and the target must make a DC 15 Fortitude save or be paralyzed for 1d6 rounds. It is a light weapon. Shiv: A shiv is an improvised stabbing weapon, perhaps a screwdriver with its tip sharpened. It is a light weapon. F E B R U A R Y 2005 W O R L D S O F Use check. This check can be attempted untrained. Sample uses of the scanner, and their check DCs are: [DC -] Automatic functions. As long as the scanner is operating, it constantly monitors the user’s surroundings to ensure their safety. Changes to the environment (a drop in pressure, an increase in radiation, etc.) trigger a warning signal. The scanner displays the problem on screen. [DC 5] Environmental readings: atmosphere, gravity, radiation, temperature, pollution. [DC 10] Life and motion sensors. Detects all life forms of Tiny size or greater within 100 feet, displaying the results on a radar-like display. (Fragment spawn do not register as life forms.) [DC 10] Materials analysis. After a minute’s scanning, presents a variety of information about the subject of the scan, including chemical composition and common name (if known to the scanner’s databank). A character might want to program a scanner to detect nanites and alert the user as one of the scanner’s standard automatic functions. This requires the character to scan some nanites, record the reading, and set up appropriate search parameters. This can be accomplished with a Computer Use check (DC 25). A welding torch can be used as a melee weapon. A successful touch attack does 1d8 points of fire damage. The welding torch never threatens a critical hit. Any creature attacked with a welding torch is at risk of catching alight (see the Combat chapter of the rulebook). The intense heat of the flame means the welding torch ignores hardness when attacking objects. (However, the damage it deals is halved as normal.) A hammer does 1d4 points of damage and has a 2 critical. A hefty steel pipe can be treated as a crowbar (1d6/ 2), and must be wielded with two hands. Hatsuko may want to use his Craft (improvised weapon) skill at this juncture. Crude flamethrowers or primitive electroshock weapons are likely. Typical check DCs range from 20 to 30. See the nearby box for some ideas. Life Support: No skill check is necessary to travel along the walkways. No skill check is required to examine life support status. Cryostatics Control Room: It is a DC 5 Computer Use check to bring up the chamber records. Connecting Concourse 3.5: 80 meters is approximately 265 feet. The investigators can travel its length in 9 rounds, under normal conditions. (Concourse 4.5 is the same length.) The Scientist (box): Characters who speak to Antonovitch should make Sense Motive checks. Characters who beat Antonovitch’s Bluff check know he is concealing something. Those who fail know only that Antonovitch is under extreme stress, possibly because of the rigors of reanimation. Module 5: The module is dimly lit on the whole. Creatures more than 10 feet away from the characters have one-quarter concealment (10% miss chance). With a Listen check (DC 10), a character hears the small, furtive sounds made by the shafts’ occupant. A character who enters a shaft near the source of the sound will, with a successful DC 15 Spot check, catch sight of a scurrying shape. It is a DC 5 Climb check to scale the insides of a maintenance shaft. Characters who think to inter- F E B R U A R Y 2005 C T H U L H U • 2 rogate the Computer about this will learn it is Object C-125. An Intelligence check (DC 10) allows a character to realize that since the creature is known to the Computer, it must have been part of the original crew. Walkway: Ambitious players may try to reprogram a maintenance robot to serve as a combat machine. This will not be easy. First, the investigators need to disable the robot: it must be pinned, and then deactivated with a Disable Device check (DC 30). A character pinning the robot cannot make the Disable Device check. Reprogramming the robot takes 1 hour and a successful Computer Use check (DC 25). (This reprogramming only bypasses the robot’s protocols against harming living creatures. It does not affect the robot’s combat abilities or skills.) Finally, the robot must be reactivated with a Repair check (DC 20). Statistics for a maintenance robot are given in the NPCs section below. Like the central computer, the robots respond to spoken commands. The maintenance robots are voiceless, and travel on caterpillar tracks. They cannot climb. Reactor Room I: Twenty clusters of fragment spawn drift through this room. It is a Knowledge (drive systems) check (DC 15) to understand the emergency venting system. This check can be attempted untrained. At the GM’s discretion, Hatsuko could use Knowledge (regulations) in place of Knowledge (drive systems). Provoking an emergency situation requires a successful Knowledge (drive systems) check (DC 20). If the check fails by 10 or more, the emergency is a critical one, exposing all characters in the vicinity of the reactor to a high degree of radiation. The emergency can be faked by tampering with the monitoring systems, with a DC 25 Computer Use check. The venting can then be authorised by a second-lieutenant or higher rank, from this room or the control room (see below). No skill check is necessary to learn what systems are being supplied by the reactor’s output. Reactor Room II: The darkness grants total concealment to those hiding in it (50% miss chance and must guess where the target is). A character who examines the reactor’s output can, with an Intelligence check (DC 10), realize its unusual activity. Jump Generator: A Knowledge (drive systems) check (DC 15) reveals there is no commercially available jump drive system - this engine must be a new or experimental unit. This Knowledge check can be attempted untrained. To disconnect a cell’s force field requires a Disable Device check or a Craft (electronics) check (DC 30). Protective overalls form an enclosed sterile suit with a selfcontained air supply. They grant the wearer a +10 bonus to Fortitude saves made to resist infection by disease or nanites. (This bonus does not apply to an already-infected character who is making Fortitude saves to resist the effects of infection.) The overalls do not offer any protection against heat, cold, pressure or radiation. If the wearer suffers 4 or more points of damage from firearms, slashing or piercing weapons, or certain other sources (e.g., fire, acid, etc.) then the integrity of the overalls is compromised to such a degree that the wearer no longer receives the bonus to Fortitude saves. The overalls are cumbersome, imposing a -4 armor check penalty on its wearer. 21 W O R L D S O F Characters can override the retina scan with a Disable Device check (DC 35). This might allow the characters to sabotage the jump engine in place of dealing with the Esper. Perhaps the Computer, in response to unauthorized access to the drive room, activates a force field around the drive. Normal STL Drive: The room can be identified with a Knowledge (drive systems) check or a Pilot (spaceships) check (DC 15). The terminals’ control of the drive has been removed by the central Computer. A Research check or Computer Use check (DC 10) can bring up the launch records, showing when the drive was in use. Control Room: With a Knowledge (regulations) check (DC 10), Hatsuko knows what the empty shelves should contain. Investigators who search the terminal records and control systems can make a number of Computer Use checks: [DC 10] The investigator brings up a report of the output of one of the reactors. To see reports for all three reactors requires three successful checks. Research checks (DC 10) can be used in place of Computer Use checks. [DC 20] The investigator discovers the program controlling the emergency venting system for Reactor Room I. A character of the rank of second-lieutenant or higher can authorise venting from this room, but the reactor’s monitoring systems must register an emergency first. Connecting Concourse 4.5: With a Computer Use check (DC 10), a character who scans the tortured silhouette with an MFS can identify it as being composed of microspheres. A Knowledge (medicine) check (DC 10) reveals what microspheres are used for, and where they come from. (Müller already knows the answer.) The pulsating darkness confers nine-tenths concealment (40% miss chance) on all characters in the concourse. Characters who force their way through the concourse are exposed to a severe degree of radiation (see ‘Radiation Sickness,’ above). The character suffers 3d6 points of subdual damage for every 5 feet traveled from the pain of contact with the fragment spawn (half with a Fortitude save [DC 20]). (The damage and save DC is higher than that for a single cluster; this reflects the fact that the corridor is crowded with clusters.) Wearing the protective overalls from the jump room will not prevent this pain. A character suitably medicated (DC 20 Knowledge [medicine] check) with pain-killers from the first aid station in Module 1 might be able to travel along the corridor, but there will probably not be enough for the whole party. Another approach would be to remove the force field units from the jump room antechamber and build a portable force shield from the parts. To do this requires the party to disconnect all four force field cells, and then combine them. The units can be disconnected with a Disable Device or Craft (electronics) check (DC 30). To combine them requires a successful Craft (electronics) check (DC 25). If this check fails by 5 or more, one of the generators burns out a vital part, leaving only three units combined. If all four units are combined, the resulting force field envelops the whole party (5 people), though they have to travel huddled together. If only three units are combined, the force shield covers only three people. The party can still get through the corridor by traveling in two groups, but this requires one unfortunate party member to make the journey twice. This is so unpleasant the character will suffer a 1/1d4 Sanity loss. 22 C T H U L H U • 2 If the characters have learned of the emergency venting procedure, an Intelligence check (DC 15) will suggest an appropriate course of action. (You should give the players some time to devise a solution themselves. The Intelligence check is for when the players begin to grow frustrated.) A character who welds girders to prevent a bulkhead closing will be exposed to a moderate degree of radiation. Module 4: When the engines fire, characters must make a Reflex save (DC 18) or fall over. This is unlikely to result in injury, unless a character falls more than 10 feet. Hangar Deck: No Listen check is needed to hear the sing-song voice. A Listen check (DC 5) allows a character to track the sound to its source; characters may take 10 on this check. No skill check is necessary to view the status report on the docking terminal. A Computer Use check (DC 20) allows shuttle 08 to dock. An Intelligence check (DC 10) allows a character to figure out how to salvage the report from the data unit. Nanobot Production: A scan of the Nan-Ex reports it is nontoxic, but otherwise yields no useful information. It is a Knowledge (medicine) check (DC 10) to administer the Nan-Ex. A character injected with Nan-Ex must make a Fortitude save every 5 minutes or be nauseated for the next minute. After six such saves (30 minutes), the effects of the Nan-Ex wear off. Breeding Station: The protective overalls function as those in the jump drive room in Module 5. Connecting Concourse 2.4: With a Listen check (DC 20), characters can catch what sounds like drums and flutes on the edge of hearing. On second thoughts, it’s probably just the whining of a faulty air-circulation unit. Module 2: Sickbay: To initiate reanimation of the patient requires a Knowledge (medicine) check (DC 15). A sedative can be applied with a Knowledge (medicine) check (DC 10). A character infected with nanites can have them filtered from their body using a machine located here. The character must have been first injected with Nan-Ex before the filtration can begin. Operating the filtering machine requires a Knowledge (medicine) check (DC 15). The cleaning process takes 10 minutes. A failed check means the process takes 20 minutes (but the nanites are removed). A check that fails by 5 means the process takes 20 minutes and did not remove all the nanites. Laboratory: A character who succeeds at a Craft (electronics) check or a Knowledge (medicine) check (DC 20) can determine that the crown forms part of an apparatus for measuring psionic ability. A Computer Use check (DC 25) is needed to bypass the security on the computer files. Panorama Lounge: Once the man has been injected with NanEx, an investigator can attempt to kill him with a coup de grace. A Sense Motive check (DC 20) can correctly interpret Object C125’s interest in the bar. To lure Object C-125 into the open requires a Diplomacy check (DC 25). Characters receive a +4 circumstance bonus if they offer chocolate. Captain’s Cabin: The files can be discovered with a Research check (DC 15). A check is required for each file. Connecting Concourse 2.1: With a Knowledge (electronics) check (DC 10), a character knows the energy cell of an MFS would be suit- F E B R U A R Y 2005 W O R L D S O F able. It is a Craft (electronics) check (DC 5) to install the cell; characters can take 10 on this check. With a Listen check (DC 15) check, characters can definitely hear drums and flutes. The longer the character listens, the louder the maddening sounds become, to the point of becoming painful. Those who fail the check can hear nothing. The Video Recording... (box): A Research check (DC 10) yields the appropriate video record. Module 1: A character can open the hatches to level 2 with a successful Open Locks check (DC 35). Officers’ Mess: Finding the power pack requires a Search check (DC 10). Shipboard Computer: With a Craft (electronics) check (DC 15), a character can assess the state of repairs and determine if the flight control systems are in working order. A Craft (electronics) check (DC 10) allows a character to conclude that repairing the Computer’s sensors would take several hours (and so can not be completed before the ship jumps). The Esper Cathedral: The protective overalls function as those in the jump drive room in Module 5. The Finale: Characters may want to kill the Esper. The Computer will not allow armed characters to enter the cathedral. If characters attempt to take hostile action against the Esper, he can invert the gravity field in the cathedral. The Esper has been fused to his control throne, and so remains where he is. The investigators will plummet into the shimmering dome. If the characters subsequently negotiate a peaceful agreement with the Esper, he will switch the cathedral to a low-gravity environment; characters drift gently to the floor. EXPERIENCE AND SANITY AWARDS The following story goals and sanity rewards are provided for GMs who wish to change the adventure’s written ending. Typical Story Goals: Travel through concourse 4.5. Discover what happened to the Daedalus. Discover what happened to the Icarus. Prevent the return jump. Bonus Sanity Rewards: Saving Object C-125: 1d3 Sanity points. Ending the life of a victim of the nanites: 1 Sanity point per victim. PREGENERATED CHARACTERS Kleoniki Marazelos Female 6th level Defense Option; Medium-size human; HD 6d6+12; hp 35; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10 (+1 Dex); BAB +3; Grap +2; Atk +2 melee (1d3-1 subdual, unarmed strike); SV Fort +4, Ref +6, Will +7; San 75; Str 9, Dex 13, Con 14, Int 15, Wis 15, Cha 17. Profession Template: Transporter. F E B R U A R Y 2005 C T H U L H U • 2 Skills: Computer Use +11, Craft (electronics) +8, Diplomacy +11, Knowledge (astronomy)* +6, Knowledge (electronics) +11, Knowledge (physics)* +4, Listen* +6, Pilot (orbital glider) +13, Pilot (spaceship) +12, Repair +6, Sense Motive* +6, Speak Other Language (Greek) +7, Spot* +5. Skills marked with an asterisk (*) are not core skills for Marazelos. Feats: Skill Emphasis (Pilot [orbital glider]), Skill Emphasis (Pilot [spaceship]), Spacer, Wealth. Tom Hatsuko Male 6th level Offense Option; Medium-size human; HD 6d6+30; hp 53; Init +3; Spd 30 ft; AC 13, touch 13, flat-footed 10 (+3 Dex); BAB +5; Grap +12; Atk +12 melee (1d4+7, unarmed strike) or +12 melee (special, nerve pinch) or +8 ranged (damage varies with firearm); SQ artificial muscles; SV Fort +10, Ref +5, Will +3; San 60; Str 24, Dex 16, Con 20, Int 10, Wis 12, Cha 14. Profession Template: Soldier. Skills: Computer Use* +4, Craft (improvised weapon) +6, Diplomacy +10, Heal* +2, Hide +9, Knowledge (regulations) +9, Listen +9, Repair* +4, Search* +4, Spot +10. Skills marked with an asterisk (*) are not core skills for Hatsuko. Feats: Endurance, Martial Artist, Nerve Pinch, Point Blank Shot, Weapon Proficiency (personal firearms). Artificial Muscles (Ex): Hatsuko’s vat-grown muscles grant him a +6 bonus to Strength, a +4 bonus to Constitution, and Endurance as a free feat. (These bonuses have already been included in Hatsuko’s ability scores.) Note: Weapon Proficiency (personal firearms) allows Hatsuko to use pistols, rifles, submachine guns and light machine guns without suffering a -4 penalty to attack rolls. (A regular character would require four Weapon Proficiency feats to achieve this.) This reflects Hatsuko’s exceptional training. Rigo Sanchez Male 6th level Defense Option; Medium-size human; HD 6d6+6; hp 29; Init +3; Spd 30 ft.; AC 13, touch 13, flat-footed 10 (+3 Dex); BAB +3; Grap +3; Atk +3 melee (1d3 subdual, unarmed strike); SV Fort +6, Ref +5, Will +7; San 70; Str 10, Dex 16, Con 13, Int 17, Wis 14, Cha 11. Profession Template: Professor. Skills: Bluff +9, Computer Use* +7, Concentration +10, Diplomacy +11, Gather Information +9, Knowledge (astronomy) +15, Knowledge (astrophysics) +12, Knowledge (mathematics) +15, Knowledge (navigation) +9, Research +12, Sense Motive +11, Spot +11. Synergy bonus to Diplomacy has been included. Skills marked with an asterisk (*) are not core skills for Sanchez. Feats: Persuasive, Skill Emphasis (Bluff), Skill Emphasis (Knowledge [astronomy]), Skill Emphasis (Knowledge [mathematics]). Ioannis Müller Male 6th level Defense Option; Medium-size human; HD 6d6+6; hp 32; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10 (+2 Dex); BAB +3; Grap +4; Atk +4 melee (1d3+1 subdual, unarmed strike); SQ radiation immunity; SV Fort +3, Ref +7, Will +6; San 60; Str 13, Dex 14, Con 13, Int 14, Wis 12, Cha 18. Profession Template: Technician. 23 W O R L D S O F Skills: Computer Use +13, Craft (electronics) +8, Diplomacy +12, Disable Device +11, Gather Information* +6, Heal* +2, Hide* +4, Knowledge (drive systems) +8, Knowledge (electronics) +11, Listen* +3, Move Silently* +4, Open Lock +11, Repair +13, Research +5, Search +8, Sense Motive +7, Sleight of Hand* +4, Spot* +7. Synergy bonus to Diplomacy has been included. Skills marked with an asterisk (*) are not core skills for Müller. Feats: Alertness, Gearhead, Stealthy, Trustworthy. Radiation Immunity (Ex): Müller has thousands of radiation-absorbing microspheres implanted beneath his skin. (This is a common practice of technicians from all Houses.) This makes Müller immune to mild and low levels of radiation. Toshiko McCloud Female 6th level Defense Option; Medium-size human; HD 6d6+18; hp 40; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10 (+1 Dex); BAB +3; Grap +2; Atk +2 (1d3-1 subdual, unarmed strike); SV Fort +10, Ref +6, Will +5; San 85; Str 9, Dex 13, Con 16, Int 16, Wis 17, Cha 12. Profession Template: Doctor. Skills: Computer Use +9, Concentration* +7, Craft (pharmacy) +9, Gather Information* +5, Heal +17, Intimidate* +4, Knowledge (biology) +12, Knowledge (chemistry) +9, Knowledge (psychology)* +7, Knowledge (medicine) +15, Listen +7, Psychoanalysis +8, Research +9, Search* +5, Sense Motive +8, Spot +9. Synergy bonus to Heal has been included. Skills marked with an asterisk (*) are not core skills for McCloud. Feats: Great Fortitude, Skill Emphasis (Heal), Skill Emphasis (Knowledge [medicine]), Sharp-Eyed. NPCs Sergei Antonovitch CR 10; Male 10th level Defense Option; Medium-size human; HD 10d630; hp 8; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; BAB +5; Grap +3; Atk +3 melee (1d3-2 subdual, unarmed strike); SV Fort +0, Ref +7, Will +9; San -; Str 7, Dex 11, Con 5, Int 16, Wis 15, Cha 11. Profession Template: Professor. Skills: Bluff* +8, Computer Use +13, Concentration +10, Cthulhu Mythos* +8, Diplomacy +12, Disable Device* +8, Gather Information +8, Intimidate* +4, Knowledge (astronomy) +13, Knowledge (biology)* +9, Knowledge (drive systems) +19, Knowledge (physics) +19, Knowledge (space engineering) +13, Repair* +7, Research +16, Spot +11. Synergy bonus to Intimidate has been included. Skills marked with an asterisk (*) are not core skills for Antonovitch. Feats: Gearhead, Persuasive, Trustworthy, Skill Emphasis (Knowledge [astronomy]), Skill Emphasis (Knowledge [physics]). Note: This is Antonovitch after he has succumbed to radiation sickness. To represent him before that point, make the following changes: hp 48, Fort +4, San 50, Con 12, Concentration +15. As he is currently insane, he won’t consciously use skills other than Bluff, Intimidate and Cthulhu Mythos. 24 C T H U L H U • 2 Fragment Spawn CR ¼; Tiny Outsider; HD 1/4 d8; hp 1; Init +3; Spd 10 ft. fly (perfect); AC 16 (+3 Dex, +2 size, +1 deflection); BAB +0; Grap -3; Atk +5 melee touch attack (special, pain touch); FS 2½ ft. by 2½ ft.; Reach 0 ft.; SA pain touch; SQ amorphous, blindsight 60 ft., quasimaterial, radioactive, ray of darkness; SV Fort +2, Ref +5, Will +2; San -; Str -, Dex 16, Con -, Int -, Wis -, Cha -. Skills: None. Feats: None. Sanity Loss: 1/1d4. Fragment spawn tend to travel in clusters of 3-8, drifting aimlessly. A fragment spawn is so plastic that it can seep through the smallest of openings. (They cannot penetrate force fields or other force effects.) Fragment spawn are attracted to radiation; as each spawn is mildly radioactive, this instinct allows them to travel together. Their only desire is to be rejoined to Azathoth. Combat Fragment spawn pay no attention to their surroundings. Fragment spawn never voluntarily attack. Their listed attack bonus represents the chance that a fragment spawn (or cluster of fragment spawn) in the same space as another character collides with that character. Pain Touch (Ex): A character that comes into contact with a fragment spawn suffers wretched agony. The character takes 2d6 points of subudal damage (half with a Fortitude save [DC 15]). Amorphous (Ex): A fragment spawn is immune to poison, paralysis, stunning and polymorphing. It has no clear front or back, and therefore cannot be flanked. It is not subject to critical hits. A fragment spawn is blind, but has the blindsight special quality. Fragment spawn do not have an Intelligence score, and are thus immune to all mind-affecting spells. Quasimaterial (Ex): Fragment spawn are composed of an unearthly substance. They take no damage from any nonmagical attack form (including acid, cold, electricity, fire and sound). However, they are not incorporeal. Radioactive (Ex): A fragment spawn is weakly radioactive. A character who spends 10 minutes within 5 feet of a fragment spawn (or cluster of fragment spawn) is exposed to a mild degree of radiation. Ray of Darkness (Ex): A fragment spawn emits a conical beam of darkness which skitters purposelessly over its surroundings. For a single fragment spawn, this beam is too narrow to have a notable effect on its opponents. For a cluster, however, the beams grant the cluster one-quarter concealment (10% miss chance). Object C-1125 CR 1; Small Humanoid; HD 1d8+3; hp 11; Init +3; Spd 40 ft.; AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size); BAB +0; Grap -4; Atk +1 (1d3 subdual, unarmed strike); FS 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +3, Ref +5, Will +1; San -; Str 10, Dex 16, Con 16, Int 9, Wis 12, Cha 6. Skills: Climb +11*, Hide +10, Move Silently +5. * Object C-125 receives a +8 racial bonus to Climb checks. Feats: Skill Emphasis (Climb). F E B R U A R Y 2005 W O R L D S O F Typical Wall-FFused Victim CR 0; Medium-size Humanoid; HD 3d8; hp 17; Init -5; Spd 0 ft.; AC 5, touch 5, flat-footed 5 (-5 Dex); BAB +2; Grap -1; Atk -1 melee (1d3-3 subdual, unarmed strike); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ fast healing 20, immune to critical hits, insane, nanites; SV Fort +9, Ref -, Will -4; San -; Str 4, Dex -, Con -, Int 1, Wis 1, Cha 1. Skills: Not applicable. Feats: Not applicable. Sanity Loss: 1/1d4. Fast Healing 20 (Ex): Provided the nanites are active, the victim heals 20 hit points each round. Immune to Critical Hits (Ex): Provided the nanites are active, the victim is not subject to critical hits or coups de grace. Insane (Ex): The victim has been driven insane after 50 years of tortured existence. Whatever skills and feats they possessed before their transfiguration are lost to them. Nanites (Ex): The victim is infected by a swarm of rogue nanites. For as long as they remain active, the victim gains fast healing 20, is rendered immune to critical hits, receives a +8 bonus to Fortitude saves, and does not need to breathe or eat. If the victim is reduced to -10 hit points, or if the victim dies as a result of massive damage, all brain function is lost and the person is medically dead. If the nanites are active, they will continue to keep the body alive. If the nanites are deactivated or disabled, the victim dies normally and is not reanimated should the nanites later resume functioning. C T H U L H U • 2 A construct is hard to destroy because its body is a mass of unliving matter. This is reflected by bonus hit points (in addition to those from Hit Dice) according to size. Construct Size/Bonus Hit Points: Small/5 Medium-size/10, Large/20, Huge/40, Gargantuan/80, Colossal/120. A construct cannot heal damage on its own, but can be repaired using the Repair skill. One hour of work and a successful Repair check (DC 30) restores 1d10 hit points to the construct. A construct that has been destroyed by being reduced to 0 hit points or less cannot be repaired. A construct with the fast healing special quality still benefits from that quality. Since it was never alive, a construct cannot be the subject of the spell dark resurrection. (In D&D, it cannot be raised or resurrected.) Most constructs are mindless (have no Intelligence score) and gain no skill points or feats. Unless otherwise noted, constructs have darkvision with a range of 60 feet. Example: robot. Maintenance Robot CR 3; Large Construct; HD 4d10+20; hp 42; Init -1; Spd 20; AC 8, touch 8, flat-footed 8 (-1 Dex, -1 size); BAB +3; Grap +13; Atk +8 (1d4+6 subdual, tool hand); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ darkvision 60 ft., construct qualities; SV Fort +1, Ref +0, Will +1; San -; Str 23, Dex 8, Con -, Int -, Wis 10, Cha 1. Skills: Computer Use +8, Disable Device +8, Repair +8, Search +8. (The robot’s skills are part of its programming.) Feats: None. Construct Qualities: See the nearby box. Darkvision (Ex): The robot can see its surroundings without needing a light source, up to a distance of 60 ft. This vision is black and white only. It does not allow the robot to see anything it could not see otherwise - invisible objects are still invisible, for example. The presence of light does not spoil darkvision. Construct: A construct is an artificially constructed creature. Constructs are immune to poison, stunning, paralysis and disease. They also ignore mind-affecting spells and effects. (In D&D, constructs are also immune to sleep effects, death effects, necromantic effects, phantasms, patterns, and morale effects). Constructs are not subject to critical hits, subdual damage, ability damage, or ability drain. (In D&D, constructs are also immune to energy drain.) Constructs have no Constitution scores and are therefore immune to any effect that requires a Fortitude save (unless the effect also works on objects). Constructs do not need to eat, sleep, or breathe, and can never become fatigued or exhausted. A construct is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. F E B R U A R Y 2005 25 W O R L D S O F The SiThenSigerngerfrfromom Dhol Dhol NEW CHARACTER RULES New Profession Template The player characters provided use the following profession template. With a change of name, and a different focus for Knowledge (local), this template is suitable for any character who lives on an island, or in a coastal community. OYSTER ISLANDER Climb [Str] Craft (any one) [Int] Gather Information [Cha] Knowledge (local-Oyster Island) [Int] Listen [Wis] Pilot (boat) [Dex] Spot [Wis] Swim [Str] Wilderness Lore [Wis] + three more of the player’s choice NEW ARTIFACT The Flute from Dhol. Playing the flute is equivalent to casting call the Singer from Dhol, a variant of call deity. (The scenario repeatedly refers to the flute opening a gate to Dhol. However, as Dhol is an alien dimension rather than a distant point, the spell call deity is a better model than create gate.) The spell creates a gate-like link between this universe and Dhol, through which humans (and the Singer) can travel. The chance that the Singer appears is 50%, +1% per level of the listeners (including the flute player). In effect, anyone who hears the music of the flute contributes to the casting. The 20 points of Wisdom damage are distributed evenly between those who hear the music of the flute, to a minimum of 1 point of Wisdom damage per listener. Even people who are asleep take Wisdom damage, though they will not be conscious of the music. (Sleepers who take Wisdom damage suffer nightmares.) If the flute has any points of Wisdom stored (see below), it draws on them to pay the cost before dealing Wisdom damage to the listeners. The flute has a range of 300 feet. The 1d10 Sanity point loss for call deity is replaced by the Sanity point losses printed in the ‘St. Savior’ section of the adventure. The player of the flute suffers an additional 1 point of Wisdom damage for each 5 minutes they play the flute. This damage continues until the character is killed or reduced to 0 Wisdom. The flute stores these lost points of Wisdom for its own use. The flute cannot hold more than 20 points of Wisdom. Once the flute has accumulated 20 points of Wisdom, it attempts to cast call the Singer from Dhol. It can do this without being played. Treat the flute as a 10th level caster (i.e., there is a 60% chance the Singer appears). The flute can also draw Wisdom from those who kill in its proximity. The flute deals 1 point of Wisdom to any person who kills another within 1 mile of the flute. As usual, the flute stores the point of Wisdom for later use. The flute can do this even if it is not being 26 C T H U L H U • 2 played at the time. It cannot deal more than 1 point of Wisdom damage per killer per day. History: The flute acquired 19 points of Wisdom from the activities of the murderous monks. When the nameless buccaneer played the flute, the flute’s stored points paid the majority of the casting cost. The flute then accumulated an unknown amount of Wisdom points from the hapless pirate. When the British hanged the islanders in 1780, this provided enough points of Wisdom for the flute to cast call the Singer from Dhol. The casting did not succeed, and the flute’s stockpile of Wisdom points is currently exhausted. ADVENTURE NOTES This adventure is designed for a specific group of pregenerated characters. These characters are not suited to further adventures. Accordingly, no experience or Sanity awards are given. Wilma’s uncanny stare ability unsettles people. If the target of Wilma’s stare fails a DC 20 Will save, they consider Wilma unnerving, and prefer to avoid her. This is a preference only. The target is not compelled to flee the area. Florence, George and Robert run the risk of going temporarily insane at several points during this adventure. The GM should use these periods to sow misdirection, if necessary. Give out (false) insane insights to keep players from discovering the truth. e.g. Florence, going insane at the sight of the mutant lamb, thinks of Bramwell’s earlier insinuation about sickly lambs. She knew about this! The villagers are all in it together! The GM is discouraged from allowing the investigators to employ firearms. Accordingly, the GM may wish to delete the firearm attack bonus given in Florence’s stat block. (The others’ attacks can be explained as a legacy of their military service.) Northern Winds: Use the wind to foreshadow or emphasise events in the adventure. When the scenario begins, there is a low but constant wind, ruffling hair and playing with clothes. When the ruffians begin menacing the investigators, the wind picks up. The gusts develop into strong winds around the time of the lamb births. The wind continues to increase in intensity through the evening. By the time of the climax, the island is assailed by severe winds. See ‘Weather Hazards’ in the rulebook for the effects of strong and severe winds. The Beginning: Tanner’s Town: In the main, the Oyster Islanders are considered to have an unfriendly attitude towards the Gullsons (see ‘NPC Attitudes’ in the rulebook). As the adventure continues, this will worsen to hostile. (See the section ‘Meanwhile...’ in the printed adventure.) As the investigators travel through the streets, call for a Spot check. A result of 10-14 means the character gets the feeling they are being watched. With a result of 15 or more, the character catches sight of a pale face looking down from a high window. In the general store: It is a DC 15 Craft (sheep farming) check to examine the two lamb carcasses. If Florence succeeds at a DC 25 Diplomacy check, she manages to negotiate payment for one of the dead lambs. In the streets of Tanner’s Town: There should be one hooligan per investigator outside the store. If the adult investigators each take 10-15 points of subdual damage, the gang considers this a victory and departs. (Wilma will be pushed around more than she is struck.) F E B R U A R Y 2005 W O R L D S O F Conversely, once a majority of the ruffians have taken 3 points of subdual damage, or as soon as a youth is knocked out, the deputy steps in. (Any subdual damage the investigators suffer will have healed by the time of the lamb births.) Frenchman’s Plot Farm: Arriving on the farm: To hear the rustling in the undergrowth requires a successful Listen check (DC 5). No check is necessary to notice the bite on the dog; it is readily visible. A successful Heal check (DC 10) leads to the deduction about the bite wound. Things to do: It is a DC 12 Handle Animal check to get the distraught dogs to begin herding the sheep. When speaking with Newman, the patient questioning can either be roleplayed, or reduced to a Diplomacy check (DC 15). Stern threats require a DC 16 Intimidate check to succeed. The birth of the lambs: You might call for Craft (sheep farming) checks from the players during the preparations for the births, to make things appear normal. The fourth lamb may surprise the party. After the death of the third lamb, call for an Intelligence check (DC 15) from the investigators. Success indicates the character has realized the bite marks on the third lamb indicate a fourth lamb, yet to be born. Such characters are not surprised when the fourth lamb appears. (There isn’t enough time between the Intelligence check and the arrival of the fourth lamb for characters to do anything, such as move away from the mother.) See the Equipment chapter for details of a spade or a shovel as a weapon. A pitchfork is a Large weapon that does 1d8 points of damage, and has a 2 critical. To notice the coins bear no date requires a successful Spot check (DC 10). No check is necessary to assess the coins’ fabulous value. After speaking to Mole, investigators should make Wisdom checks (DC 10). Success means they realize they haven’t seen Sarah since before the birth of the lambs. A successful Search check (DC 10) is required to find the key to Ada’s drawers. To force the stuck drawer requires a DC 10 Strength check. A character who thinks to search Florence’s room can locate the other half of the pin with a DC 10 Search check. Sarah: It is a DC 8 Spot or Search check to notice the footprint beneath the window. Any character looking at the ground will automatically discover the print. (The skill check is only for characters or players who are at a loose end.) Thomas can follow the tracks with a successful Wilderness Lore check (DC 13 if the moon is out, or DC 16 if the moon is behind clouds). Only Thomas can make this check (it requires the Track feat). Alternatively, one of the sheepdogs can follow the tracks. The sheepdog has Wilderness Lore +5 when tracking by scent; the DC for tracking by scent is 10, +2 for each hour that has passed since the trail was made. It is about 2 miles to the Old Church. At the characters’ normal pace, it will take 10 minutes to arrive. George may well have to run to keep up. See the rulebook for details of running. If the party travels slowly so as not to tax George, or because the party is following the tracks, the travel time doubles. St. Savior: It is a DC 10 Spot check to notice the pick-ax. No skill check is required to notice the changes to the floorboards. F E B R U A R Y 2005 C T H U L H U • 2 It is a DC 20 Strength check to raise the slab; using a lever (crowbar, spade, etc.) grants a +4 equipment bonus. The Sanity loss for discovering Harry should probably be 1/1d6 for Wilma and Florence, equal to the loss for a similar discovery in the section ‘The birth of the lambs.’ Characters making a “thorough examination” of the pit should make Search checks: [DC 5] The body is covered in wounds from a massive sharp object. The extensive nature of the wounds suggests an attack of immense cruelty. An Intelligence check (DC 13) suggests the wounds could have been inflicted with a spade or shovel. (At the GM’s discretion, a character who draws this conclusion may make a DC 15 Intelligence check to recall the unusually clean spade in the barn.) [DC 8] The bloody prints on the walls and slab show the deceased was entombed alive after the attack, and tried desperately to escape. [DC 5] The cause of death was penetration of the brain by the deceased’s middle fingers, rammed through the ear canals. (If the character succeeds at this check by at least 5 [i.e., the result is 10+], it is clear the injuries were self-inflicted; there is no sign the fingers were forced into the ears by another party.) Anyone examining the map should make an Spot check (DC 15) to discover the secret chamber. The secret chamber...: To find the switch that activates the secret door requires a Search check (DC 20) within 10 ft. of the chimney. Alternatively, the characters can break through the wall (hardness 4, 60 hit points). With a successful Spot or Search check (DC 15), a character notices the deep scratch marks already in the stone. Robert will need to make a Will save (DC 15) to overcome his claustrophobia and enter the chamber’s narrow opening. At the GM’s discretion, the chamber itself is oppressive enough to require another Will save (DC 15) from Robert to remain inside it. Robert will have to again succeed at a Will save (DC 15) to enter and travel along the tunnel to the steeple. With a successful Search check (DC 12), a character who examines the surface opening concludes it has been recently dug, by hand or paw. The End: The details of the ritual are deliberately vague. How long it takes, and how easily it is disrupted, are a matter of GM taste. If the investigators do nothing, the ceremony will succeed. If the investigators intervene, the ritual succeeds or fails according to dramatic necessity. (If you desire guidelines, consider the ritual to be a variant of dismiss deity. The Intelligence damage is shared between the reverend and the chanting villagers.) Toppling a boulder requires a Strength check (DC 25). It’s not possible to take 20 on this check; there’s not enough time. The investigators can work as a team here, making cooperation checks. (See the rulebook.) The villagers will attempt to stop this, if they catch sight of the investigators. The wind and rain combine to hinder both investigators and villagers. All characters suffer a -6 penalty to ranged attacks, Listen, Spot and Search checks. Characters on the ground, atop the steeple or climbing the outside wall need to make a Fortitude save (DC 16) each round they want to move. A failed save means the character is unable to move against the wind this round. (If Wilma fails the save, she is knocked down by the wind. If this happens while she’s 27 W O R L D S O F at the top of the steeple, milk it for terror. Likewise, if she’s climbing at the time, she ends up dangling by one hand.) No Climb check is needed to ascend the rope ladder. To climb the outside of the steeple’s walls requires a DC 30 Climb check, a task beyond the ability of any of the investigators. To climb the inside walls requires a DC 15 Climb check. (Both DCs have been increased by 5 because of the rain.) If Robert takes the lead and shows the others the easiest path up the inside wall, all the investigators receive a +2 circumstance bonus to their checks. The tower is 100 feet tall. The characters need to make a Climb check every 15 feet, for a total of 7 checks. If you prefer, you can overlook the usual rules and require the characters to make checks only every 30 feet, for a total of 4 checks. If the characters reach the height of 60 feet, they can move through the window onto the rope ladder, outside. Each time a character moves from the inside to the ladder, make a Spot check (DC 13) for the villagers on the ground. A success means the character has been seen; the villagers will shout warnings to the Reverend. Being 60 feet up, the characters are safely beyond the range of the villagers’ hurled rocks. (Thrown objects have a range increment of 10 feet, and a maximum range of five range increments.) However, the characters may still be attacked by Herbert. See the Climb entry in Chapter 2 of the rulebook for how to handle attacks on climbing characters. By the letter of the rules, a character who fails a Climb check by 5 or more falls. As the adventure points out, plummeting to one’s death makes for a very weak conclusion. You might allow a Reflex save (DC 15) to avoid the fall. (A success means the character makes no progress, but lives to try again next round.) Or you could rule that a Climb check that fails by 5 or more results in a complication rather than a fall: the character’s progress is delayed by 2 or more rounds, the villagers (or the Reverend) catch sight of the climbers, etc. THE CHARACTERS Florence Gullson Female 3rd level Defense Option; Medium-size human; HD 3d6+6; hp 19; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10; BAB +1; Grap +2; Atk +2 melee (1d3+1 subdual, unarmed strike) or -2 ranged (damage depends on firearm used); SQ illiterate; SV Fort +5, Ref+2, Will +2; San 40; Str 12, Dex 12, Con 15, Int 10, Wis 8, Cha 13. Profession Template: Oyster Islander. Skills: Bluff* +3, Craft (poison)* +1, Craft (sheep farming)* +1, Craft (spinning) +3, Diplomacy +6, Gather Information +2, Handle Animal* +6, Hide* +3, Knowledge (accounting)* +1, Knowledge (local-Oyster island) +2, Knowledge (pharmacy)* +1, Move Silently +6, Open Lock +7, Pilot (boat) +2, Ride* +3, Search* +2, Sense Motive* +4, Spot +1, Swim +2. Skills marked with an asterisk (*) are not core skills for Florence. Feats: Animal Affinity, Sharp-Eyed, Stealthy. Illiterate: Florence cannot read or write. 28 C T H U L H U • 2 George Gullson Male 3rd level Offense Option; Medium-size human; HD 3d6+9; hp 25; Init -1; Spd 15 ft.; AC 9, touch 9, flat-footed 9 (-1 Dex); BAB +3; Grap +6; Atk +6 melee (1d3+3 subdual, unarmed strike) or +2 ranged (damage depends on rifle used); SQ lame; SV Fort +6, Ref +0, Will -1; San 35; Str 17, Dex 9, Con 17, Int 8, Wis 7, Cha 7. Profession Template: Oyster Islander. Skills: Balance* -7, Climb -3, Craft (sheep farming) +4, Diplomacy* -1, Disable Device +1, Handle Animal +1, Jump* -3, Knowledge (history)* +2, Knowledge (local-Oyster Island) +1, Move Silently* -7, Performance (flute)* -1, Pilot (boat) +1, Repair +1, Sense Motive* +0, Speak Other Language (French)* +2, Spot +1, Swim -3, Tumble* -7, Wilderness Lore +1. Skills marked with an asterisk (*) are not core skills for George. Feats: Toughness, Weapon Proficiency (melee weapon), Weapon Proficiency (rifle). Lame: George lost a leg in the war. His speed is reduced by 15 feet, and he suffers a -6 penalty to his Balance, Climb, Jump, Move Silently, Swim, and Tumble checks. (These changes have already been included in the details above.) Robert Gullson Male 3rd level Defense Option; Medium-size human; HD 3d6+9; hp 23; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10 (+1 Dex); BAB +1; Grap +2; Atk +2 melee (1d3+1 subdual, unarmed strike); SQ claustrophobia; SV Fort +4, Ref +4, Will +3; San 50; Str 13, Dex 12, Con 16, Int 12, Wis 10, Cha 14. Profession Template: Oyster Islander. Skills: Bluff* +4, Climb +9, Craft (fishing) +6, Diplomacy* +4, Disable Device* +3, Gather Information +6, Heal* +3, Knowledge (local-Oyster Island) +2, Knowledge (navigation) +5, Performance (flute) +3, Pilot (boat) +5, Repair* +4, Sense Motive* +2, Spot +2, Swim +5, Wilderness Lore +1. Skills marked with an asterisk (*) are not core skills for Robert. Feats: Athletic, Endurance, Trustworthy. Claustrophobia: Robert suffers from claustrophobia - an unreasoning fear of enclosed spaces. A Will check (DC 15) is required for Robert to force himself into (and remain within) an enclosed area. Robert suffers a -2 morale penalty to all d20 rolls (checks, saves, attacks) for as long as he remains within an enclosed area. See also ‘In the Grip of Madness’ in this issue for roleplaying tips. Thomas Gullson Male 3rd level Defense Option; Medium-size human; HD 3d6+9; hp 23; Init -2; Spd 30 ft.; AC 8, touch 8, flat-footed 8 (-2 Dex); BAB +1; Grap +3; Atk +3 melee (1d6+2, club) or -1 ranged (damage depends on rifle used) or +3 melee (1d3+2 subdual, unarmed strike); SV Fort +6, Ref +1, Will +1; San 55; Str 14, Dex 7, Con 16, Int 9, Wis 11, Cha 7. Profession Template: Oyster Islander. Skills: Climb +6, Craft (sheep farming) +3, Disable Device* +2, Heal +4, Knowledge (history)* +1, Knowledge (local-Oyster Island) +1, Molest Sheep +7, Repair +2, Search* +2, Spot +3, Swim +3, Wilderness Lore +1. Skills marked with an asterisk (*) are not core skills for Thomas. Feats: Track, Weapon Proficiency (melee weapon), Weapon Proficiency (rifle). F E B R U A R Y 2005 W O R L D S O F Wilma Holmes Female 1st level Defense Option; Small human; HD 1d6+3; hp 9; Init +2; Spd 20 ft.; AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size); BAB +0; Grap -5; Atk +0 melee (1d3-1 subdual, unarmed strike); SQ night vision, uncanny stare; SV Fort +3, Ref +4, Will +6; San 90; Str 8, Dex 15, Con 17, Int 18, Wis 18, Cha 12. Profession Template: Oyster Islander. Skills: Animal Empathy* +3, Balance* +4, Climb +3, Handle Animal* +2, Heal* +4, Hide +10, Knowledge (pharmacy)* +5, Listen +8, Move Silently +6, Performance (flute) +5, Read Lips* +5, Search* +6, Spot +8, Swim +3, Tumble* +3. Size bonus to Hide has been included. Skills marked with an asterisk (*) are not core skills for Wilma. Feats: Dodge, Mobility. Night Vision (Ex): Wilma can see without needing a light source, up to a distance of 60 ft. This vision is black and white only. It does not allow her to see anything she could not normally see - invisible objects are still invisible, and illusions are still visible as what they seem to be. The presence of light counters this night vision: if Wilma is near a light source, she can see only what the light shows. Uncanny Stare (Ex): Wilma can fix anyone within 10 feet with a weird, piercing stare. The target can resist the effects of the stare with a DC 20 Will save. If the target resists, they are immune to the effects of Wilma’s stare for 1 hour. Wilma can stare once per round, as a free action. NPCs Sarah Holmes CR 2; 2nd level Defence Option; Medium-size human; HD 2d6+6; hp 15; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10 (+1 Dex); BAB +1; Grap +1; Atk +1 melee (1d3 subdual, unarmed strike); SV Fort +6, Ref +1, Will +1; San 65; Str 10, Dex 12, Con 17, Int 10, Wis 13, Cha 9. Profession Template: Oyster Islander. Skills: Balance* +3, Climb +2, Craft (sheep farming) +4, Craft (spinning) +4, Handle Animal* +1, Hide* +3, Jump* +1, Knowledge (local-Oyster Island) +2, Move Silently* +3, Search* +2, Spot +5, Swim +2. Skills marked with an asterisk (*) are not core skills for Sarah. Feats: Endurance, Run. Widow Bramwell CR 4; 4th level Defense Option; Medium-size human; HD 4d6-4; hp 12; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10 (+1 Dex); BAB +2; Grap +3; Atk +3 melee (1d3+1 subdual, unarmed strike); SV Fort +3, Ref +2, Will +5; San 60; Str 12, Dex 12, Con 8, Int 14, Wis 12, Cha 10. Profession Template: Oyster Islander. Skills: Bluff* +5, Craft (spinning) +6, Diplomacy +5, Gather Information +5, Hide* +4, Innuendo* +4, Intimidate +6, Knowledge (accounting) + 5, Knowledge (local-Oyster Islander) +12, Listen +7, Search* +5, Sense Motive +5, Spot +10. Feats: Alertness, Persuasive, Skill Emphasis (Knowledge [local-Oyster Islander]). F E B R U A R Y 2005 C T H U L H U • 2 Hooligans CR 1; 1st level Offense Option; Medium-size human; HD 1d6+1; hp 7; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10 (+1 Dex); BAB +1; Grap +2; Atk +2 melee (1d3+1 subdual, unarmed strike); SV Fort +1, Ref +3, Will +1; San 60; Str 13, Dex 12, Con 13, Int 13, Wis 12, Cha 10. Profession Template: Oyster Islander. Skills: Balance* +2, Bluff* +2, Climb +6, Craft (varies) +2, Gather Information +3, Hide* +2, Intimidate* +2, Jump* +3, Knowledge (local-Oyster Island) +3, Listen +3, Search* +2, Spot +3, Swim +5, Tumble* +3, Wilderness Lore +4, Handle Animal +2 or Pilot +2. Skills marked with an asterisk (*) are not core skills for the hooligans. Feats: Athletic, Weapon Proficiency (melee weapon). Frank Herbert CR 5; 5th level Offense Option; Medium-size human; HD 5d6+15; hp 35; Init +3; Spd 30 ft.; AC 13, touch 13, flat-footed 10 (+3 Dex); BAB +4; Grap +7; Atk +7 melee (1d4+3, nightstick) or +7 melee (1d3+3 subdual, unarmed fist) or +3 ranged (1d2+3, fist-sized rock); SV Fort +7, Ref +4, Will +4; San 80; Str 16, Dex 16, Con 16, Int 16, Wis 16, Cha 16. Profession Template: Oyster Islander. Skills: Bluff* +6, Climb +9, Diplomacy* +4, Gather Information +9, Hide* +6, Intimidate +9, Knowledge (law) +11, Knowledge (localOyster Island) +11, Listen +9, Move Silently* +6, Search* +8, Sense Motive +9, Spot +11, Swim +7, Wilderness Lore +9. Skills marked with an asterisk (*) are not core skills for Herbert. Feats: Sharp-Eyed, Track, Weapon Proficiency (melee weapon). Mutated Lamb CR ½; Small Beast; HD 1d10+4; hp 9; Init +1; Spd 40 ft.; AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size); BAB +0; Grap -6; Atk -1 melee (1d6, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +6, Ref +3, Will +0; San -; Str 6, Dex 12, Con 18, Int 6, Wis 10, Cha 4. Skills: Hide +9, Move Silently +5, Spot +4. Feats: None. Sanity Loss: 1/1d4. Typical Villagers CR 1; 1st level Defense Option; Medium-size human; HD 1d6; hp 9; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; BAB +0; Grap +0; Atk +0 melee (damage varies with weapon) or +0 melee (1d3 subdual, unarmed strike) or -4 ranged (1d2, fist-sized rock); SV Fort +2, Ref +2, Will +0; San 50; Str 11, Dex 10, Con 11, Int 13, Wis 10, Cha 10. Profession Template: Oyster Islander. Skills: Climb +2, Craft (varies) +5, Diplomacy* +2, Gather Information +4, Heal +2, Knowledge (local-Oyster Island) +5, Listen +2, Search* +3, Sense Motive +2, Spot +2, Swim +2, Wilderness Lore +2, Handle Animal +2 or Pilot +2. Skills marked with an asterisk (*) are not core skills for the villagers. Feats: Toughness, Weapon Proficiency (melee weapon). Typical melee weapons for the villagers include clubs (1d6), hatchets (1d6/ 3), axes (1d8/ 3) and pitchforks (1d8). 29 W O R L D S O F C T H U L H U • 2 Reverend James Cromwell CR 3; 3rd level Defense Option; Medium-size human; HD 3d6; hp 13; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10 (+1 Dex); BAB +1; Grap +1; Atk +1 melee (1d3 subdual, unarmed strike); SV Fort +1, Ref +4, Will +6; San 65; Str 10, Dex 12, Con 10, Int 17, Wis 13, Cha 13. Profession Template: Oyster Islander. Skills: Bluff* +1, Climb +2, Concentration +6, Diplomacy +9, Gather Information +7, Knowledge (history)* +6, Knowledge (local-Oyster Island) +9, Knowledge (religion) +12, Listen +5, Performance* (singing) +4, Research* +4, Search* +5, Sense Motive* +4, Speak Other Language (Latin)* +5, Spot +5. Skills marked with an asterisk (*) are not core skills for Cromwell. Feats: Iron Will, Trustworthy, Skill Emphasis (Knowledge [religion]). 30 F E B R U A R Y 2005 W O R L D S O F Super Super88 NEW TOMES The video and film recordings in this scenario function as Mythos tomes, even though they aren’t books. Unlabeled Video Cassette. A ordinary video cassette, containing a low-quality copy of a filmed sacrifice to Y’golonac, disguised as a snuff film. The cassette has an insidious corrupting effect. See ‘The Seed of Y’golonac,’ below. Examination Period: 1 day (DC 10). A failed study check indicates the character could not watch the tape the whole way through. Sanity Loss: 1 initial and 1d6 upon completion. Cthulhu Mythos: +1 rank. (This does not stack with the bonus from watching the Super 8 original.) “White Heat.” A Super 8 film of a sacrifice to Y’golonac, disguised as a snuff film. Examination Period: 1 day (DC 10). A failed study check indicates the character could not watch the tape the whole way through. Sanity Loss: 1 initial and 1d6 upon completion. Cthulhu Mythos: +1 rank. (This does not stack with the bonus from watching the low-quality video cassette copy.) The Seed of Y’golonac: Watching the video copy of the film creates a subtle link between the viewer and Y’golonac. The character is wracked by nightmares, and if morally degenerate, is filled with a longing to see the original film. The strength of the nightmares and the longing increases over the course of the adventure, but both subside when the original film is destroyed. However, this act does not cure the character. Having watched the video, its influence never leaves the character. Unlabeled video tapes make the character uncomfortable. Sighting such tapes in unwholesome surroundings (such as two men swapping tapes in a dingy bar) causes the character’s palms to itch. Should the character ever deal with Y’golonac (or his cult) again, the nightmares return. Waking, the character will be shocked to discover bloody palm prints on their sheets. They might even find they are clutching a needle-sharp tooth in one fist. ADVENTURE NOTES The adventure is suitable for a party of 3rd to 6th level investigators. The challenges in this adventure are chiefly investigative, so little need be done to adapt the adventure to other levels. It is quite difficult to succeed in the climax without ingenuity; the GM may wish to reduce the check DCs by 5 in the section ‘Super 8.’ There is a lot of Sanity loss in this scenario; investigators with low Sanity scores run the risk of going indefinitely insane at several points. In such cases, you may wish to lower the Sanity losses involved, or institute a house rule that indefinite insanity does not take effect until the end of the current session. To use the adventure hook as written, one of the characters needs to be working for a law enforcement agency. Since that character is operating undercover, bringing in the police, or making use of law enforcement credentials, is likely to ruin the character’s slave trade investigation. F E B R U A R Y 2005 C T H U L H U • 2 Unfortunate Awakening: The witness suffered a period of temporary insanity. This implies a Sanity loss equal to half the witness’s Wisdom, which might be higher than the maximum six point loss from viewing the tape. Consider any discrepancy to be the result of the damage done to the tape, making the footage slightly less potent. Note that, as the character has repressed their memory of the events, their Sanity score remains unaffected until the memories return (see the section ‘The End’). At that point, the witness will lose enough Sanity points to bring the total lost from viewing the tape to equal half the witness’s Wisdom. Example: The witness has Wisdom 16. The original encounter with the tape must have resulted in the loss of 8 Sanity points to provoke temporary insanity. However, all memory of the event is repressed, and no Sanity loss is recorded. When the witness views the tape for what seems to be the first time, the witness suffers a 1d6 Sanity point loss, rolling a 5. When at last the amnesia lifts, the witness suffers an additional 3 Sanity point loss, to bring the total lost from viewing the tape to 8. Initial Investigation: Visiting Bergman: With a Spot check (DC 10), any investigator peering through the windows of Bergman’s kiosk will notice that the cash register hasn’t been touched and, despite the mess, there is no sign of damage to the store. The conclusion is the chaos was not caused by regular criminals or vandals. To break into the store requires a Strength check (DC 20). Characters can search the kiosk, but discover nothing of interest. It is a DC 10 Listen check to hear low sobbing from within the apartment. It is a DC 15 Strength check to break the door down, but this will have negative consequences. Mrs. Bergman is already traumatised; she’s likely to become hysterical at the sight of people breaking in. Furthermore, a neighbor may call the police. Lois Bergman will break down several times during the interview. If the interview is conducted in the absence of a doctor, you might require the investigators to succeed at a DC 15 Psychoanalysis check to provide immediate psychological aid, allowing the interview to continue. (A DC 15 Heal check [untrained if necessary] can be used in place of the Psychoanalysis check.) Failed checks should result in pauses or digressions, not in Mrs. Bergman ending the interview; the investigators need the leads she can offer. Lloyd Stockwell: The witness can recall the Stockwell case with an Intelligence check (DC 15). Failure means that the name is vaguely familiar. In any event, the character will not remember Stockwell’s address. (If the witness failed the Intelligence check, the details of the case spring to mind when the character learns Stockwell’s address.) When speaking with Stockwell, a DC 20 Sense Motive check will reveal that something is wrong. Stockwell is on edge, but is trying to conceal this. No Listen check is necessary to hear the screams. For details of the pepper spray, see ‘New Weapons,’ below. The possessed person swells and fattens. In the first two rounds, their features sink into their face, which is in turn swallowed by rising folds of fat in the third round. The possessed’s clothes burst and fall away. Gashes appear in the possessed’s palms, widening into fanged mouths over the course of the first three rounds. At the start of the fourth round, the avatar becomes divine, gaining all the divine qualities specified in the appendix of the rulebook. The avatar also gains all special attacks and special qualities detailed in its stat block. The 31 W O R L D S O F avatar will target any character who has knowledge of Y’golonac (even if the character knows only the name), to the extent of ignoring other characters. If none of the investigators have any knowledge of the Great Old One, the avatar will attack freely. The nearby tables provide a round-by-round progression of the transformation. (Round 0 is provided in case supremely paranoid investigators attack the possessed person before the transformation begins.) The transformation as presented lasts 10 rounds. You can slow things down by inserting extra rounds in which no changes occur, though the transformation should not take longer than 20 rounds. The hit point increase column needs to be explained. It indicates by how many points the avatar’s hit points increase each round. If the creature is harmed, rather than subtracting the accumulated damage from the creature’s new hit points, you need only add the relevant increase. Example: In round one, the possessed suffers 14 points of damage, leaving them with 15 hit points. By round two, the possessed’s new hit point total is 42. Instead of subtracting 14 C T H U L H U • 2 from 42 to calculate the avatar’s remaining hit points, increase its current hit points by 13. Responsible investigators may be reluctant to flee, not wanting to leave an obviously powerful Mythos entity to go on a rampage in suburbia. In this event, the investigators’ best hope is to kill the possessed before they assume the divine status of Y’golonac’s avatar. Poisons that drain Constitution or high-powered rifles are the most effective weapons here, but the investigators are unlikely to have either close to hand. If the avatar is slain, Y’golonac withdraws in an explosion of organs, flesh and blood. Sanity loss for witnessing this event is 1/1d6. (As noted in the scenario, you should be careful in levying Sanity loss during this encounter, so as not to remove characters from the investigation too early.) A DC 12 Knowledge (psychology), Knowledge (medicine) or Psychoanalysis check will alert an investigator to Evelyn’s imminent breakdown, and will suggest the necessary course of action (move Evelyn to a quiet and safe place). Investigators who want to force Table: Round-bby-rround Progression of the Avatar Transformation Round HD 0 4d6+4 1 6d6+6 2 6d8+12 3 8d8+24 4* 10d8+30 hit point hp increase 20 29 +9 42 +13 63 +21 110 +47 Round 0 1 2 3 4 5 6 7 8 9 10 Grap +3 +6 +9 +11 +14 +17 +24 +27 +29 +32 +35 Attacks +3 melee (1d3+1 subdual, unarmed strike) +6 melee (1d3+2 subdual, unarmed strike) +9 melee (1d3+3 subdual, unarmed strike) +11 melee (1d3+4 subdual, unarmed sttrike) +14 melee (1d4+5, 2 hand-mouths) +9 melee (1d3+2, groin-bite) 5 12d8+48 144 +34 M 60 ft. 21 +12 +8 +12 +17 melee (1d4+6, 2 hand-mouths) +12 melee (1d4+3, groin-bite) 6 14d10+70 210 +66 L 80 ft. 22 +14 +9 +13 +19 melee (1d6+7, 2 hand-mouths) +14 melee (1d6+3, groin-bite) 7 16d10+80 240 +30 L 80 ft. 24 +15 +10 +16 +22 melee (1d6+8, 2 hand-mouths) +17 melee (1d8+4, groin-bite) 8 18d10+108 288 +48 L 80 ft. 26 +17 +11 +17 +24 melee (1d8+9, 2 hand-mouths) +19 melee (2d6+4, groin-bite) 9 18d12+126 342 +64 L 80 ft. 28 +19 +12 +18 +27 melee (1d8+10, 2 hand-mouths) +22 melee (2d8+5, groin-bite) 10 20d12+140 380 +38 L 80 ft. 30 +20 +13 +21 +30 melee (2d6+11, 2 hand-mouths) +25 melee (3d6+5, groin-bite) * The subject attains divine status at the start of this round, gaining divine qualities, special attacks and special qualities. 32 BAB +2 +4 +6 +7 +9 +11 +13 +15 +16 +18 +20 Str 12 14 16 18 20 22 24 26 28 30 32 Size M M M M M Dex 10 10 10 10 10 10 10 10 10 10 10 Spd 30 ft. 30 ft. 40 ft. 50 ft. 60 ft. Con 12 13 14 16 17 18 20 21 22 24 25 Int 10 11 12 13 14 15 16 17 18 19 20 AC 10 12 14 16 19 Wis 10 14 14 14 18 18 18 22 22 22 26 Fort +4 +4 +6 +8 +10 Ref +2 +3 +4 +5 +7 Will +4 +5 +6 +7 +11 Cha 10 12 14 16 18 20 22 24 26 28 30 F E B R U A R Y 2005 W O R L D S O F Evelyn to accompany them to the Red Rose must succeed at a DC 19 Intimidate check. (Regardless of the threats’ success or failure, they sour Evelyn to the investigators; she will not help them any further.) Video: Anyone who watches the video must make a study check. (See the details for the unlabeled video cassette, in ‘New Artifacts’ above.) Success indicates the character managed to stomach the recording, gaining a rank of Cthulhu Mythos. Characters who watch all of (what remains of) the video can attempt the following skill checks: [Spot check, DC 20] The footage is strangely out of focus. However, the reason for this blurriness is not evident without a successful Craft check (see next check). It is possible to take 20 on the Spot check; this reflects a character who is watching the recording intently. (Such a character forfeits their Listen check. If the investigator plays the tape a second time, they can attempt a Listen check.) [Craft (audiovisual), DC 15] The video is out of focus because it is a recording of a film screening, in the manner of a bootleg video. This implies the existence of an original film version. (Other appropriate Craft skills can be used in place of Craft [audiovisual]; the rulebook suggests Craft [photography] covers video production.) It is not possible to take 20 on this check, as the character is searching their knowledge for an explanation. The character can take 10 on the check. [Craft (audiovisual), DC 10] Despite the no-budget quality of the set, the special effects are the work of a master. (Only investigators or NPCs who have no experience of the Mythos would make this conclusion. Any investigator with at least 1 rank in Cthulhu Mythos will suspect otherwise. Again, other Craft skills can be used in place of Craft [audiovisual].) [Listen check, DC 15] The soundtrack has recorded sounds from outside the film set, including a muffled conversation and a loud bang. However, the words of the conversation cannot be made out without further work (see below). It is possible to take 20 on this check; this indicates the character is listening carefully to the soundtrack. (Such a character forfeits their Spot check. If the investigator plays the tape a second time, they can attempt a Spot check.) [Cthulhu Mythos check, DC 25] The flabby creature can be identified as Y’golonac. (Y’golonac is obscure even by the standards of the Mythos, hence the high DC.) It is not possible to take 20 on this check, nor does watching the video a second time allow the check to be retried. In addition to this casual examination, the video can be subjected to professional sound analysis. An investigator with an appropriate Craft skill (Craft [audiovisual] or similar) can perform the skill checks. The analysis is time consuming, taking two days (or less at the GM’s discretion), and requires access to appropriate facilities. Because this will take the investigator away from the case, this analysis is better left to NPC allies. (The typical audiovisual expert will have a +13 modifier [+2 Intelligence, +8 ranks, +3 Skill Emphasis feat]. On the other hand, you shouldn’t make a skill check; the NPC ally serves as a plot device to feed clues to the investigators.) The check DC is 18. With a success, the recording of the conversation can be cleaned up. Events Behind the Sounds: To find the driver requires a successful Gather Information check (DC 15). Investigators can use police contacts or speak to taxi companies. To find out more about the ware- F E B R U A R Y 2005 C T H U L H U • 2 house killing requires a Research check (DC 15), or police contacts and a successful Gather Information check (DC 15). If the match book is to be found in the warehouse, the Search check is DC 10, but the investigators will have to perform a lengthy search of the entire warehouse. Plastic Gifts: It is a Sense Motive check (DC 20) to realize Jackson knows something. To scare Jackson into talking (with talk of a prison sentence or other threats) requires a successful DC 19 Intimidate check. Alternatively, characters might be able to sway Jackson with a DC 25 Diplomacy check. General Investigations (box): Characters in search of sex tape rumors should make a Gather Information check: [Result of 10] Yeah, there’s a snuff movie, real sick stuff. There’s people willing to pay a lot to see it. A lot. Nah, man, I haven’t seen it. [Result of 12] (As above, with:) But I heard they cut out the sickest parts. The original, that’s the real shit. That’s what the buyers want. [Result of 15] (As above, with:) I hear it’s up for auction. Secret. Highest bidder gets to see the uncut movie. Hey, I dunno who’s running it. Guess you gotta know the right people, huh? A character with police contacts can learn all of the above with a successful Gather Information check (DC 12). The police contact doesn’t believe talk of a secret auction or an uncut tape. The Red Rose: Characters can discover the word on the street about the Red Rose with successful Gather Information checks. The first two points can be learned at any stage of the investigation. The remaining information can only be learned by speaking to staff at the Rose’s neighboring establishments. [DC 15] The Red Rose caters to every sexual interest imaginable, legal and illegal. The illegal services are located in the basement. [DC 15] The police raided the Red Rose three times, but have never laid any charges. (This can also be discovered with a successful DC 15 Research check. An investigator with police contacts can discover the raids failed to turn up any evidence of illegal activities.) [DC 18] Tony Castelo, owner of the Red Rose, is a man you should not cross. It’s bad for your health. (If the questioner gets a result of 23 or more, some vague and whispered rumors of Castelo’s connection to organized crime are related.) [DC 25] Castelo has ties to the Network. (At which point the speaker realizes they have said too much, and will refuse to discuss the topic further.) (Investigators who learn Castelo is part of organized crime - no matter how low on the ladder - may be reluctant to later break into his house, an action which is vital to this scenario. Feel free to make the information about Castelo’s ties to Big Crime impossible to find.) When speaking with the Rose’s rivals, a character who succeeds at a Sense Motive (DC 20) check realizes that people are more scared of Castelo than one would expect. Meeting Karl: Statistics for the two thugs are provided in case investigators feel the need to physically intervene. Otherwise, the thugs deal 6 points of subdual damage to Karl, leaving him staggered. 33 W O R L D S O F To question Karl about the video without provoking a fit of rage requires the questioner to succeed at a DC 15 Knowledge (psychology) check or a DC 20 Sense Motive check. A failed check means Karl begins a confused and frothing diatribe about Castelo and how “someone needs to bring down some justice on that fucker.” Karl eventually calms down, allowing further attempts to question him. Investigations at the Red Rose: If players don’t think to look in the phone book, an Wisdom check (DC 10) will give the right idea. Castelo’s House: With a successful Spot check (DC 14), an investigator can notice a figure moving about in the house in an attempt to pass undetected. Interestingly, the figure is smaller than a man. Investigators suffer a -1 penalty to the check for each 10 feet between them and the house. (The use of binoculars, a camera with telephoto lens or a similar optical device eliminates this penalty.) Characters who set up watch on the house (a stake-out) can take 20 on their check. Breaking and Entering: To break down the front or back door requires a successful Strength check (DC 18). A crowbar grants a +4 equipment bonus to the check. The subtler approach of picking the lock requires a successful Open Lock check (DC 25); use of a lock gun grants automatic success. Characters could force a window open (DC 13 Strength check), or cut a hole in the glass and work the window latch. No Search check is necessary to find the documents (they’re in plain view) or the various signs that the house is not empty. Shortly after discovering the documents, characters should make a Listen check (DC 14) to hear the children moving in. The children are 10 feet away, if discovered. If the investigators fail the check, they will be surprised by the children. The Final Screening: Characters can locate the rave with a DC 20 Knowledge (local-New York) check, a DC 12 Research check or a DC 15 Gather Information check. The characters need to attend the rave to take part in the conclusion to the adventure, so if these checks fail, they could search the streets of Red Hook and find the church just as the rave begins. The scenario says the investigators will have no chance to find the screening place before the rave starts. Mostly this is a matter of time; as the adventure suggests, the GM should arrange matters so the investigators have little spare time between finding the documents and attending the rave. On the other hand, the party may split up, with some investigating the rave and the others searching the nearby areas. Short of breaking into every nearby building, the party will have a hard time discovering Castelo before the climax. The Rave: At midnight, and every 10 minutes afterwards, characters in the church suffer 0/1 Sanity losses. Once a character has lost Sanity points equal to half their Wisdom in this fashion, they go temporarily insane, indulging in the obscene pleasures on offer. (This deliberately contradicts the usual rules for temporary insanity.) Investigators watching the church from outside will automatically notice the departing guests. Those inside the rave can notice with a Spot check (DC 15). Only sane investigators can make this check. 34 C T H U L H U • 2 Super 8: After the investigators have arrived, and taken in the scene, the film begins to allow Y’golonac and his Children into this world. A timeline of events: Round 1: Camera pans to the side. Round 2-4: Door slowly opens. Round 5-6: Camera zooms in. Round 7: Children press up against the screen. Round 8-10: Children enter the room. Round 11-16: Y’golonac lumbers through the screen. Round 17: Y’golonac is free. The investigators may not realize the danger the film poses until rounds 7-8. If the projection is stopped between rounds 8 to 16, then the only creatures to have escaped from the labyrinth are 1d6+4 Children. The characters will find it very challenging to get into the projector room to stop the screening. Castelo is behind 1-inch thick bulletproof glass. It has hardness 5 and 5 hit points. Remember that objects take half damage from ranged weapons (divide the damage by 2 before applying the window’s hardness). The doors can be unlocked with a successful Open Locks check (DC 30). The locks are too wellmanufactured to be defeated with a lock gun. Characters might try to cut through the armored doors; they have hardness 10 and 30 hit points. Alternately, the doors can be broken down with a Strength check (DC 28). The projector itself is easily destroyed (hardness 1, 6 hit points). Y’golonac and his avatars: One or two members of the audience become avatars of Y’golonac during the screening (transforming during rounds 2-11). The possessed revert to their human form when the projection is halted. Use the presented stat block for the avatars, though they should concentrate on killing only other NPCs. Y’golonac, on the other hand, needs no game statistics. An undiluted force of the Mythos, Y’golonac can kill and destroy all that he touches. Once he is loose, the investigators’ only hope is to halt the film before he can reach them. EXPERIENCE AND SANITY AWARDS Typical Story Goals: Survive the suburban encounter with Y’golonac’s avatar. Discover the link between the video and Castelo. Find Castelo’s notes. Stop the screening of the Super 8 film. Bonus Sanity Rewards: Stopping Y’golonac’s avatar from wandering the suburbs: 1d6 Sanity points. Stopping the screening before Y’golonac escapes his labyrinth: 1d4 Sanity points. Stopping the screening after Y’golonac has escaped: 1d6 Sanity points. F E B R U A R Y 2005 W O R L D S O F NPCs Tony Castelo CR 4; Male 4th level Offense Option; Medium-size human; HD 4d6; hp 16; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; BAB +3; Grap +4; Atk +5 melee (1d3+1 subudual, unarmed strike) or +3 ranged (1d10/ 3, .380 AMT pistol); SV Fort +4, Ref +1, Will +2; San 21; Str 12, Dex 10, Con 11, Int 12, Wis 12, Cha 10. Profession Template: White Collar Worker/Businessman. Skills: Bluff +9, Computer Use +4, Diplomacy +6, Drive* +3, Forgery +8, Innuendo +8, Intimidate +11, Knowledge (law) +3, Knowledge (streetwise) +5, Listen +3, Search* +4, Sense Motive +6, Spot +4. Synergy bonuses to Diplomacy and Intimidate have been included. Skills marked with an asterisk (*) are not core skills for Castelo. Feats: Persuasive, Weapon Focus (unarmed strike), Weapon Proficiency (pistol). Eric Shorey CR 4; Male 4th level Offense Option; Medium-size human; HD 4d6+12; hp 28; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; BAB +3; Grap +6; Atk +6 melee (1d4+3, unarmed strike) or +3 ranged (1d10/ 3, Glock 26 pistol) or -1 ranged (3d6/2d6/1d6, Remington Model 870 shotgun); SV Fort +4, Ref +1, Will +1; San 54; Str 16, Dex 11, Con 16, Int 10, Wis 7, Cha 9. Profession Template: Soldier variant (Wilderness Lore replaced with Knowledge [streetwise]). Skills: Bluff* +2, Climb +5, Demolitions +3, Drive +5, Gather Information* +2, Intimidate* +2, Jump +4, Knowledge (law)* +1, Knowledge (streetwise) +4, Listen +5, Open Lock +4, Spot +5, Use Rope +3. Skills marked with an asterisk (*) are not core skills for Shorey. Feats: Iron Will, Martial Artist, Weapon Proficiency (pistol). C T H U L H U • 2 Thugs CR 3; Male 3rd level Offense Option; Medium-size human; HD 3d6+9; hp 22; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10 (+1 Dex); BAB +3; Grap +5; Atk +5 melee (1d3+2 subdual, unarmed strike) or +5 melee (1d3+2, brass knuckles); SV Fort +5, Ref +2, Will +2; San 50; Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 8. Profession Template: Soldier variant (Wilderness Lore replaced with Knowledge [streetwise]). Skills: Bluff* +2, Climb +5, Escape Artist* +4, Hide +4, Initimidate +5, Jump +4, Knowledge (streetwise) +4, Listen +4, Move Silently +4, Sense Motive +3, Spot +5, Tumble +5, Use Rope +3. Skills marked with an asterisk (*) are not core skills for the thugs. Feats: Toughness, Weapon Proficiency (melee weapon), Weapon Proficiency (pistol). Karl Foresman CR 1; Male 1st level Defense Option; Medium-size human; HD 1d6; hp 6; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10 (+1 Dex); BAB +0; Grap +0; Atk +0 melee (1d3 subdual, unarmed strike); SV Fort +0, Ref +3, Will +3; San 54; Str 10, Dex 12, Con 11, Int 14, Wis 12, Cha 10. Profession Template: White Collar Worker/Businessman. Skills: Appraise* +3, Bluff +2, Computer Use +4, Craft (songwriting)* +3, Diplomacy +2, Gather Information* +2, Hide* +3, Knowledge (accounting) +4, Knowledge (history)* +4, Knowledge (psychology)* +3, Knowledge (streetwise)* +4, Move Silently* +3, Research* +2, Search* +3, Sense Motive +3, Speak Other Language (French)* +4, Spot +3. Skills marked with an asterisk (*) are not core skills for Karl. Feats: Stealthy. Table: NEW WEAPONS Pistols AMT Backup Pistol Glock 26 Shotguns Remington Model 870 Caliber Damage .380 1d10 9×19mm 1d10 Crit 3 3 Action semi/D semi/D Caliber Damage Action 12g See Table 6-8 pump Other Ranged Weapons Caliber Damage Crit Pepper spray* special * See the description of the weapon for special rules. Cap 5 10 Cap Loading 5 side Action - Cap 1 Range Rate of Loading Increment Fire mag 20 Multifire mag 20 Multifire Range 50 Rate Standard Loading - Range 5 Rate 1 Other Ranged Weapons Pepper spray: A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. Pepper spray is limited to 5 range increments. Anyone can use a pepper spray without suffering a nonproficiency penalty. F E B R U A R Y 2005 35 W O R L D S O F Y’golonac (avatar) Large Great Old One; HD 20d12+140; hp 380; Init +4; Spd 80 ft.; AC 30, touch 10, flat-footed 30 (+20 natural, +1 divine, -1 size, +0 Dex); BAB +20; Grap +35; Atk +31 melee (2d6+11, hand-bite); Full Atk +31 melee (2d6+11, 2 hand-bites), +26 melee (3d6+5, groinbite); FS 5 ft. by 5 ft.; Reach 10 ft.; SA improved grab, nameless hunger; SQ divine qualities (see rulebook), damage reduction 36/+4, SR 33, blindsight, possess mortal; SV Fort +20, Ref +13, Will +21; San -; Str 32, Dex 10, Con 25, Int 20, Wis 26, Cha 30. Skills: Balance +24, Climb +35, Cthulhu Mythos +29, Hide +20, Jump +35, Listen +32, Move Silently +24, Search +20, Spot +32, Swim +35. Feats: Cleave, Improved Initiative, Power Attack. Sanity Loss: 1/1d10+1 to see Y’golonac’s avatar, 1/1d20 to witness the transformation of worshipper to avatar, 1d10/1d100 to experience possession. Blindsight (Ex): Headless Y’golonac perceives the world with unknowable senses, ignoring invisibility and darkness. Y’golonac’s blindsight extends to a range of 5 miles. Improved Grab (Ex): If Y’golonac hits an opponent smaller than itself with a bite attack, he deals normal damage and begins a grapple as a free action, without provoking an attack of opportunity. If the grapple is successful, Y’golonac begins feeding; see nameless hunger, below. Nameless Hunger (Ex): A character attacked by one of Y’golonac’s mouths loses 1d3 points of permanent Intelligence drain and 1d3 points of permanent Wisdom drain each round. A character whose Intelligence or Wisdom reaches 0 falls into a comalike stupor. The character can be possessed at any time by Y’golonac, transforming the character into an avatar of Y’golonac. Such characters cannot resist the possession. Possess Mortal (Su): Y’golonac can possess any character who worships him, or any character whose Intelligence or Wisdom has been reduced to 0 by Y’golonac’s nameless hunger. The possessed transforms into an avatar of Y’golonac, with the skills and abilities given here. A sane character can resist the possession with a successful Will save (DC 30). If an avatar of Y’golonac is reduced to 0 hit points or less, the character is slain and Y’golonac is forced to withdraw his consciousness from the possessed. This causes a violent eruption of blood and viscera. Sanity loss for witnessing this event is 1/1d6. Priest of the Children CR ½; Medium-size Outsider; HD 3d8+3; hp 16; Init -1; Spd 40 ft.; AC 9, touch 9, flat-footed 9 (-1 Dex); BAB +3; Grap +3; Atk +4 melee (1d6, bite); Full Atk +4 melee (1d6, 3 bites) ; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ blindsight 30 ft., divine link, scent; SV Fort +4, Ref +2, Will +5; San -; Str 11, Dex 9, Con 13, Int 6, Wis 14, Cha 8. Skills: Hide +4, Listen +10*, Move Silently +6*. Feats: Weapon Focus (bite). Sanity Loss: 0/1d4 Divine Link (Ex): The priest has a connection to Y’golonac, and consequently, to those who serve Y’golonac (those who worship him, who participate in his rites, or who bear the seed of Y’golonac). By concentrating for 1 minute, the priest can determine the direction of Y’golonac, or his nearest human servant, provided they are within 1 mile of the priest. This sense lasts for 30 minutes. 36 C T H U L H U • 2 Blindsight (Ex): The priest, though eyeless, can maneuver and fight as well as a sighted creature. See Chapter 8 of the rulebook. Scent (Ex): The priest can detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Chapter 8 of the rulebook. Skills: *Children of Y’golonac receive a +4 racial bonus on Listen and Move Silently checks. CHILD OF Y’GOLONAC Small Outsider (Lesser Servitor Race) Hit Dice: 2d8 (9 hp) Initiative: +0 Speed: 40 ft. Armor Class: 11 Attacks: 3 bites +2 melee Damage: Bite 1d4-2 Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Blindsight 30 ft., scent. Saves: Fort +3, Ref +3, Will +4 Abilities: Str 7, Dex 11, Con 11, Int 3, Wis 12, Cha 6 Skills: Hide +4, Listen +9*, Move Silently +4* Feats: Weapon Focus (bite) CR: ½ Climate/Terrain: Any Advancement: 3-4 HD (Medium-size) Sanity Loss: 0/1d4 ‘Beyond a gulf in the subterranean night a passage leads to a wall of massive bricks, and beyond the wall rises Y’golonac to be served by the tattered eyeless figures of the dark.’ - an excerpt from the Revelations of Glaaki, cited by Ramsey Campbell in “Cold Print” Seen briefly, or in poor light, a child of Y’golonac could be mistaken for a horribly deformed child. A closer encounter rapidly corrects this mistake. A child of Y’golonac is an eyeless dwarf, clad in what might be tattered rags, and might be sloughed and blackened skin. Like their master-father, they have a mouth in each palm. They also have a mouth in their face. Like infants, they tend to experience the world through their mouths; a place inhabited by a child of Y’golonac will have gnaw marks on all surfaces within the child’s reach. Combat Children of Y’golonac prefer to attack in packs, surrounding an opponent and attacking with their three mouths. Blindsight (Ex): A child of Y’golonac can maneuver and fight as well as a sighted creature. See Chapter 8 of the rulebook. Scent (Ex): A child of Y’golonac can detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Chapter 8 of the rulebook. Skills: *Children of Y’golonac receive a +4 racial bonus on Listen and Move Silently checks. F E B R U A R Y 2005 W O R L D S O F OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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(e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. F E B R U A R Y 2005 C T H U L H U • 2 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 37 W O R L D S O F C T H U L H U • 2 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Spycraft Espionage Handbook Copyright © 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson. Horizon: Redline Copyright © 2003, Fantasy Flight Publishing, Inc. Horizon: Grimm Copyright © 2003, Fantasy Flight Publishing, Inc. Horizon: Spellslinger Copyright © 2004, Fantasy Flight Publishing, Inc. END OF LICENSE 38 F E B R U A R Y 2005