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    MONOPHOBIA

    A FEAR OF SOLITUDE

    AN OPUSCULE OF ADVENTURES FOR LONE INVESTIGATORS IN

    THE WORLD OF CHAOSIUMS CALL OF CTHULHU

    Written by Mark Chiddicks and Marcus D. BoneArt by Ashley Jones | Editing by James King

    UNBOUND PUBLISHINGUBB #1001

    2010 Unbound Publishing

    Visit us @ www.unboundbook.org

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    Dedication

    To Tim Wiseman & Ashley Jones True Avatars of the King in Yellow and all round nice guys to boot!

    Without you both this would still be nothing but an unrealised dream&In Remembrance of Keith DocHerber - A Master of Adventure who will be missed

    Call of Cthulhu is a horror roleplaying game published by Chaosium Inc 2008

    22568 Mission Boulevard #423Hayward CA 94541-5116Phone 510-583-1000

    Fax 510-583-1101

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    MONOPHOBIA: A FEAR OF SOLITUDE is an opuscule created by Mark Chiddicks and Marcus D. Bone. In clearcredit, Mark Chiddicks is responsible for Madness from the Grave and Robinson Gruesome, while Marcus D. Bone isresponsible for Of Grave Concern and the layout & design of this manuscript 2010.

    The cover The Cthulhu Scream and artwork Sketch of Ethan Blane are 2008 Ashley Jones.Eight years in the making, this opuscule would not have been possible without the playtester assistance of Mark Hockeyand Darryn Mercer, the editing expertise of James King, and the enthusiastic cheers of various others.

    About the Authors

    Mark writesMark is a transplanted Englishman who moved to New Zealand in the 1990s to be closer to Rlyeh when it rises. Hesbeen playing Call of Cthulhu since 1984 and is sure it hasnt affected him at all.He lives in Auckland with his wife,Asenath, and children Wilbur and the Other.

    Marcus writesA Call of Cthulhu fan and gaming enthusiast, Marcus has written, playtested andlaid out adventures, campaigns andmonographs for Chaosium. Best know as the editor of both DEMONGROUND and The Unb

    ound Book magazines, hecontinues to write and create his own weird brand of horror.

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    CONTENTS

    Introduction1Vengeance From Beyond4Of Grave Concern.15

    Robinson Gruesome.33Appendices

    Dramatis Personae46

    Handouts...49

    Sample Characters.52

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    -MONOPHOBIA : CALL OF CTHULHU ADVENTURES FOR LONE INVESTIGATORS -

    INTRODUCTION

    When I came upon the horror, I was alone.

    Nathaniel Wingate Peaslee

    At first glance, the idea of a book of Call of Cthulhuscenarios written especially for a single player anda Keeper may seem a bit of an oddity. Roleplaying,by its very nature, is a group activity, to be playedwith friends and family, and to be enjoyed as muchfor its social aspects as it is for the strategy andtactics of the game itself. Whats more, sologaming in Call of Cthulhu does lend itself toinsanity; this is a roleplaying game where those

    that oppose the Investigators are so powerful andalien that surely only a fool would face them alone.

    Nonetheless, an examination of the stories ofLovecraft reveals a rich tradition of exactly thiskind of story. Indeed one could argue that they aremore typical of Lovecraft than the partybasedtales such as the Dunwich Horror which in someways reads as the archetype of a Call of Cthulhuadventure.

    Beyond Lovecraft, other authors, such as Blochand Campbell, also follow this well-established

    pattern; the protagonist discovers things that theydare not believe, and it is only when events havereached an impossible conclusion that all that canbe done is to leave an account of their experiencesfor those who might follow - a desperate, finalappeal in the hope that somebody might read itandbelieve!

    Amongst the classic core stories of the Mythos, thefollowing tales feature a lone protagonist:

    The Case of Charles Dexter Ward - DrWillett single-handedly uncovers the truthabout Charles Ward and slays the evilJoseph Curwen.The Whisperer in Darkness -AlbertWilmarth alone encounters Akeley and hisalien visitors.The Haunter of the Dark - Robert Blakessolo investigation of the Starry Wisdom sectleads to his terrible lonely death.

    The Thing on the Doorstep - The narrator isthe only one who understands the evil ofAsenath Waite, and is forced to take a

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    desperate lone act to avenge his friendEdward Derby.The Shadow Over Innsmouth - The unnamednarrator visits the ill-rumoured fishing portalone to discover its dark secret, and his ownaquatic heritage.

    The Shadow Out of Time - NathanielWingate Peaslee has an experience thatnobody can share, and goes into the desertalone to find the terrible secret below thesands.RUNNING SOLO ADVENTURES

    There are a number of reasons why you mightwish to run adventures such as those presented inthis opuscule from running a one off for a friendor someone new to the hobby (or Call of Cthulhu),

    through to a sudden need for a scenario when onlyone of your regulars can make a session. Whateverthe reason, gaming with a single Investigator is aninteresting and fulfilling experience for all involved.The structure, pace and style of such adventures isvery different than normal group play, and itallows both the players and Keeper to exploresituations that might otherwise might be toodifficult to expand on in other circumstances.

    During the writing and playtesting of theadventures in this book, a number of aspectsbecame apparent when running stories that focus

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    -INTRODUCTION -

    on a solo investigator. With this in mind, thefollowing suggestions are to help you whenrunning such scenarios.

    Although all of these adventures have hadtheir level of the threats adjusted to suit soloplay, it is nonetheless very dangerous to facethe Mythos without assistance; injury ortemporary insanity can easily lead to deathwhen theres nobody about to drag you tosafety. As a Keeper, you should be carefulabout presenting a situation where arelatively minor encounter brings an abruptend to the story. It is advisable to always beprepared to have the monster frightened

    away by the arrival of a Non-PlayerCharacter (NPC), or force an episode oftemporary insanity of the Investigator whichresults in them fleeing from the danger.There are issues inherent in having just asingle player involved in the adventure. It ispossible that a lone player may simply fail tothink of something vital to the flow of thenarrative, or make decisions that would leadto incorrect conclusions. In such cases, it isrecommended that you allow the use of Idearolls (in combination with other skills and

    even suggestions from NPCs) to keep theInvestigator on track.It is likely that you will quickly find thatrunning this type of story is literally achange of pace from one with a group.Gaming with just a single protagonist movesat a faster pace, and you will probably beforced to create appropriate scenes on thefly, reacting quickly to the charactersactions (especially in situations that arentdescribed in the adventure). Players relyheavily on the input from the Game Masterin most forms of roleplaying, and yourdescriptions of the events are even morevital in this format; often there is not thetime to think ahead as there is in largergroups, when the players often spend timediscussing their actions and coming to aconsensus. As such you may need to rollwith the punchesand accept the story as theplayer sees it; their imagination and theoriesoften make the truth all that moreinteresting when its revealed!

    Finally, and above all, you should alwaysstrive to give the player a sense of being trulyalone in the face of fear. The horror of

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    solitude has a rich history; now is yourchance to add to it.THE ADVENTURES

    This manuscript contains three adventures. Each isdesigned to explore a different aspect of theMythos, and will push the Investigator to the limit

    of their sanity, skill and determination.

    As written, each adventure should be able tobe completed in just a single game session,taking no more than two or three hours toreach a satisfactory conclusion.All are nominally set the 1920s or 30s, theclassic era of Call of Cthulhu, although with alittle rewriting they could easily be set inother eras.While no specific location has beendetermined for two of the adventures, (thethird, Robinson Gruesome, is most definitelybound to its location) the imagined settingfor these is Arkham or some other LovecraftCountry site (i.e. Kingsport, Providence orBoston). While the location is not vital tothe flow or structure of these adventures,the authors do feel that as these scenarioswere specifically designed to reflect the loneprotagonist style presented in Lovecraftsstories, they deserve to be set in a location

    worthy of HPL himself.VENGEANCE FROM BEYOND

    In which a hunt for a stolen book ends

    surprisingly easily, but not without consequences.When the spirit of a dead occultist haunts theInvestigator in ways that nobody else can see,madness beckons, and the only escape seems to liein crossing the ultimate threshold.

    This adventure is best suited for anInvestigator with bibliophile bent, be they arare book collector, librarian or simpleentranced by the various Mythos novels. It mayequally be suited to a private investigator orpolice officer, as a good detail of detective workis required in the opening scenes.

    The author suggests that it is a rather drainingexperience for a prospective protagonists, andthat should have at least a POW of 15 and acurrent SAN of 65 or more to see the storythrough.

    Note: The sample character -WilliamTownsend: Determined Book Collector -hasbeen created specifically for this adventure, and

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    can be found in the Pre - Generated Charactersappendix at the end of this opuscule.

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    -MONOPHOBIA : CALL OF CTHULHU ADVENTURES FOR LONE INVESTIGATORS -

    OF GRAVE CONCERN

    In which the Investigators knowledge could well

    be the death of them.When a meeting with an acquaintance results inthe Investigators mind being transferred into awalking corpse, its a race against time to discoverwho could perpetrate such a dastardly deedandmore importantly, why?

    This adventure is best suited for anInvestigator with an interest in the occult or ahigh Cthulhu Mythos skill.

    Note: The sample character -Josephine

    Samways: Jaded Mythos Investigator - has beencreated specifically for this adventure, and canbe found in the Pre - Generated Charactersappendix at the end of this opuscule.

    ROBINSON GRUESOME

    In which the Investigator is marooned on a SouthSeas island, and goes from believing he is utterlyalone to fervently wishing that he truly was.

    Facing death from all quarters, the Investigatormust confront a desperate native priest and his

    ancient god in a primitive struggle to the death.

    Of all the adventures in this opuscule,Robinson Gruesome is the hardest to set withexisting Investigators. If you would like to usecharacter that is going to be undertakingfurther Mythos related adventures, it issuggested that they are outdoorsfocusInvestigators with skills that enable to survivealone on a island.

    Note: The sample character - Alexander Dane:Dashing Author and Adventurer - has beencreated specifically for this adventure, and canbe found in the Pre - Generated Charactersappendix at the end of this opuscule.

    APPENDICES

    Included in this book are three appendices. Theseconveniently collect the Dramatis Personae (theNPCs and antagonists from each scenario) andHandouts for all three adventures together in onelocation and, in addition, supply a pre-generatedInvestigator for each scenario. These sample

    Investigators have been included for conveniencesake, and will enable each adventure to be run witha minimal amount of preparation.

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    It should be pointed out, however, that while thesesample Investigators have motivations that are

    appropriate to their respective adventures, it is notnecessary to limit a player to using just thesecharacters. Each scenario in this book is, in itself, a

    complete adventure and can act as a great way for aplayers favourite Investigator to explore newrealms of horror and face new Mythos challenges.

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    -VENGEANCE FROM BEYOND -

    VENGEANCE FROMBEYOND

    Wherein the Investigator will find that the dead can still have vengeance on theirminds!

    The events of this scenario are intended to beexperienced by a single Investigator. Certainly onlyone should be present at the death of the occultistEthan Blane, after which they alone will face hissupernatural revenge (although conceivably otherInvestigators may help in research, racing to find away to save their tortured friend).

    This is a very dangerous adventure for a character -mentally, if not physically - and should only beplayed through by an Investigator with 15 or morePOW and a current SAN of 65 or more - weakerminds will not survive the experience!

    OVERVIEW

    Franklin Quincey, an occultist and collector of rarevolumes, hires the Investigator to locate a stolenbook. The trail quickly leads to the apartment of thethief, Ethan Blane, who, deep in the throes of

    insanity, falls to his death from a window.

    The stolen book, the so-called Scripture of Shul, isreturned to its owner and everything seems to beresolved.

    A week later, however, Quincey contacts theInvestigator by telephone. He sounds at the end ofhis wits, irrational, terrified and desperate, babblingthat Blane is after him. Before the Investigator canget help to Quincey, the occultist leaps to his deathfrom his apartment window (an event that isprobably witnessed by the Investigator).

    What has transpired is that Blane, using knowledgefrom his own studies, in conjunction with variousincantations from the Scripture, has attempted to

    become immortal. This task was unfinished when hemet his death, and as a result of the magics used heis now suspended between worlds, an insanerevenant whose only purpose is to seek revenge onthose who caused his death.

    Unable to physically interact with the world, Blane

    uses a campaign of psychological terror to steadilydrive his selected victims into madness and death;the manifestations of his presence seen only by the

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    intended target.

    The night after Quinceys suicide, Blane begins toassault the Investigator. As the hauntings get moreand more terrifying, the poor victim has only alimited time to find the answer to their dilemma.The secret, which can be found by a careful reading

    of the Scripture of Shul, is that the Investigatormust use a certain incantation - the Severing of theSoul - before entering a limbo state of near death.Once in this condition, the victims spirit will bereleased into a plane where a face-to-face encounterwith Blane can occur.

    This final encounter will be a battle of wits andspiritual power, in which ideas are reality and deathfor either combatant is final and absolute.

    Of course, once Blanes spirit is vanquished the

    Investigators body must be revived - a riskyprocedure in itself.

    As stated earlier, this scenario is likely to cause agreat deal of damage to the Investigators sanity andit is suggested that a course of intensive therapy beavailable to them afterwards! It is not recommendedthat this scenario be inserted into a campaign where

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    -MONOPHOBIA : CALL OF CTHULHU ADVENTURES FOR LONE INVESTIGATORS -

    high SAN loss is likely in the near future - the poor

    sap involved will need time to recover!It should also be noted that for the scenario to work,

    the Investigator must have a trusted friend withmedical qualifications. If no such PC or NPC exists,it is recommended that one be introduced in a priorscenario - without medical assistance success will beimpossible.

    A PHONE CALL

    The Investigator receives a telephone call from thebook collector and occultist Franklin Quincey.Maybe Quincey is an old friend or acquaintance, or

    perhaps the Investigator is a private eye or someother person who would be hired to trace a stolenbook. In any case, Quincey wishes the Investigatorto visit his apartment that very evening to discuss adelicate matter concerning an item of his propertythat has gone missing. In this brief conversation,Quincey will impress on the Investigator that this isa private concern and hed prefer that they comealone.

    If the Investigator knows Quincey or if theInvestigator does a little research into hisbackground, the following can be found.

    Franklin Quincey is an independently wealthyman in his mid 40s who lives alone.He has no known living relatives.He is well respected as a collector of old booksand is said to have a scholars interest in theoccult, despite being sceptical as to its reality.There no ill rumours surrounding him.If the Investigator has met him previously,they have always found him friendly, generousand willing to share the contents of his sizablecollection of occult works with other like-minded scholars.If the Investigator tries to stake out Quinceysbuilding, or do any research into the possible natureof Quinceys, they will discover nothing out of theordinary - Quincey spends the day in his apartment,cataloguing his collection and dealing with hiscorrespondence (none of which is related to thisscenario).

    Eventually the Investigators appointment timearrives. Quinceys building is an expensive block in a

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    well-to-do neighbourhood with good security. Auniformed security guard sits at a desk within thelobby and uses an intercom to call up to tenants.Here the Investigator will learn that Quincey liveson the 4th floor and that a key is required to access

    the lift the Investigator being given one by the

    desk security guard after Quincey has confirmedthat they are expected. This key must be returnedupon their departure, a fact that the security guardwill impress on them in no uncertain terms.

    AN INTERVIEW WITH QUINCEY

    When Quincey opens his door, the Investigator willsee that he is a slim, bearded man in his 40s, wearingthick-lensed glasses. His clothes are a good 10 yearsout of fashion.

    If the Investigator is not alone, Quincey will beupset, and a Persuade roll is required to allow asingle companion to remain. If the Investigatorapologises and sends away his friends, rather thanarguing the point, Quincey will be mollified.

    Upon entering the apartment the Investigatornotices that the door is thick and strong, and has 4bolts on the inside Quincey has some valuableproperty in this place.

    He is intense and serious, but as long as he is talkingto someone who shows themself to be no fool he

    soon opens up, offering cigars and sherry, andinviting them into his warm, comfortable study.

    Quinceys apartment is expensive and spacious.Nonetheless, almost every inch of wall space iscovered in bookshelves. Apart from the study, therest of the apartment is sparsely decorated and alittle chilly. The study, however, since it is where hespends most of his time, is a well-lit room, clutteredwith papers, warmed by an open fire, and with alarge picture window leading to a balconyoverlooking the neighbouring park.

    The shelves in the study contain the oldest and mostvaluable books in Quinceys collection. As well as awide variety of valuable books on the subject of thetraditional occult (Beatus Methodivo, The Zohar,The Golden Bough etc), the shelves also bear copiesof Cultes des Goules and the extremely rareMonstres and Their Kynde (the spines of thesevisible with a successful Spot Hidden roll).

    Over the fine oak desk is a macabre painting of anumber of dog-faced humanoids. These are standingin a graveyard howling at a sickly-looking full moon.

    Signed R Pickman, the painting is called GhoulsHowling. If asked about it, Quincey says it was animpulse purchase a few years back he bought it at

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    an auction which he had attended to buy books.Pickman is well sought after, and this is a fineexample of his work.

    Small talk over, Quincey soon gets down to business.

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    -VENGEANCE FROM BEYOND -

    This room contains the cream of my collection someof the most valuable and rare occult tomes inexistence. I am not a jealous man, and have alwaysmade my collection available to fellow students of

    the occult. One of these students, a young mannamed Ethan Blane, called on me a week ago,wishing to consult a particularly rare book calledthe Scripture of Shul. My copy of this book is anunpublished proof of a 16th century Englishtranslation of a manuscript that is believed to be farolder.

    Something about Blane struck me as odd during ourinterview he seemed somehow intense, as if filledwith some kind of religious fervour. I was worriedthat he might be a black magic obsessive, or even

    worse, a fanatic intending to destroy the bookIhave encountered both extremes before.

    I told him that I would rather not give him access tothe book, and asked him to leave, but as I went toshow him the door, my legs buckled beneath me andI collapsed into a swoon from which I did notawake for some hours. When I did, Ethan and theScripture were, unsurprisingly, gone.

    I realised that he had drugged my sherry, perhaps asI took the book from the shelf to show to him.Obviously he had always intended to steal it right

    from the start. Indeed, according to the guard onthe desk, he just walked straight out of the buildingcarrying it in a black valise.

    I considered calling the police of course, but it struckme that this sort of man is probably well-versed inavoiding any official enquiry. Whats more, I wantmy property back much more than I want this manarrested, and I had hoped that you could do this forme. I know it is difficult, since I am quite sureEthan Blaneis a false name and I have no addressfor him. Nonetheless, his accent was local, and hemust be a student of the occult to have known aboutthe Scripture. Also, I have some talent for sketchingand have attempted a likeness of the man that mayhelp.

    It occurs to me that if Blane was after this book hemay have spoken to some of the local rare bookdealers I will give you a list, which along with thesketch may help you to locate him.

    I just want the book back, but should it be necessaryto use a little force on the young man I believe thatit would not only be just, in the light of his crime,

    but also should serve to dissuade him fromattempting to steal other peoples property.

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    Quincey offers $100 for the books return, but canbe bargained up to double that amount. He handsover the sketch and the list of local book dealers whomight handle such a volume (the actual names onthis list are left to the Keeper to determine, likelybased on the location in which the adventure isbeing played out).

    The sketch shows a youngish man who is slightlyoverweight and sports a receding hair line. Hefeatures are quite distinctive, and the likeness not atall bad (see Vengeance Handout #1 in the HandoutsAppendix). If shown to somebody who knowsBlane, they will recognise him with an Idea roll. Ifshown to someone who has seen him only the once,such as a book dealer, then this chance is halved.

    The Investigator may wish to ask some morequestions of Quincey.

    How did you come to know Blane?

    Quincey replies that Blane had phoned him theday that he visited, explaining that he waswriting a paper on ancient funerary rites andunderstood that Quincey had purchased theScripture of Shul at an auction the previous year.Would it be possible to consult it?

    Quincey agreed, but was taken aback when Blaneasked if he could visit that same evening explaining he had to leave town that next

    morning and would be away for some months.Quincey accepted this excuse, but it contributedto his later suspicions.

    What can you tell me about the contents of the book?

    Quincey replies that he had not had theopportunity to study it in great detail, but itseemed to be a study of necromantic magic froma number of extinct cultures such as Atlantis, Muand Hyperborea. The author, Shul, claimed to bean immortal, born in Hyperborea 3000 yearsbefore writing the book. Quincey considered thisan unlikely claim. The actual rituals described inthe book were generally unpleasant andreminiscent of some of the material in Cultes DesGoules.

    What did Blane say during the interview?

    Quincey replies that Blane was anxious to see thebook, but accepted a sherry first. Obviously asQuincey turned to get the book, his visitor hadslipped a sleeping draught into his drink.

    As Blane started to leaf through the book hiseyes grew wide, and Quincey started to getworried. When Quincey asked him what in

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    particular he was looking for, Blane smiledstrangely and asked him if he believed in the

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    -MONOPHOBIA : CALL OF CTHULHU ADVENTURES FOR LONE INVESTIGATORS -

    secrets of the Ancients. Quincey replied that hewas a scholar, and the occult was his chosen field,but that in his experience only madmen took thecontents of these books seriously they were in

    fact great storehouses of forgotten myth, notliteral spell books.

    Blanes face darkened, and he then said I willneed several days alone with this book.Quinceyhad decided by then that he would ask Blane toleave, and was about to open the door when theroom started to spin. As he blacked out the lastthing he was aware of was a low chuckle from theman who had tricked him.

    Soon enough, Quincey begs off tired and says he

    wishes to retire. If the Investigator asks for access toQuinceys collection, the occultist will say thatunless its directly linked with the investigation hedrather not at the moment - maybe after theScripture is returned?

    At this time the Investigator is clearly expected toleave Quincey will await his call.

    FINDING ETHAN BLANE

    Ethan Blane did in fact use his real name when hecontacted Quincey. Since he is currently living under

    an assumed name in a cheap boarding house, heconsidered there to be no danger in this, especiallygiven his intention to shortly gain eternal life.

    As the Investigator hunts for him, Blane begins tocast a series of spells deciphered from the Scripture -cross-referenced with a couple of yearsworth ofnotes from other sources. Each spell takes him closerto his goal, but the strange chants and screams fromhis room are starting to alarm and annoy hisneighbours.

    The best way for the Investigator to find Blane is touse the list of booksellers provided by Quincey. It issuggested that the Keeper plays out these enquiries,with a couple of days of interviews andappointments (few of these dealers will work from aphysical shop) being spent until the followinginformation is revealed (giving Blane time tocomplete the various rituals he is enacting).

    These enquiries are a chance for the Keeper tothrow a few odd events and meeting at the player.Maybe theres the need for a midnight meeting, orone of the names leads the character to a dark and

    dirty little shop frequented by the oddest ofcustomers.

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    During this period, the Investigator will beencouraged by the fact that many of the dealers dorecognise Blane, and his enquiries into books of

    necromancy, although unfortunately they can say

    little else about the man.

    Whatever happens, after a day or so of investigation,one of the contacts will not only recognise thesketch, but also will remember the discussion he hadwith the odd man. With a Persuade roll, the dealerconsults their files and produces a list of books thatthe man (who called himself James Daish, not Blane)had asked him to keep an eye out for. Daishleft acontact address, which turns out to be a low rentboarding house in a run-down part of town.

    DEATH BY FALLING

    If the Investigator calls Quincey and expects him toact on this information, they will find that Quinceyexpects action for his money, not just information.Calling the police is not an option Quincey willaccept; he wants the book back, nothing more orless.

    Meanwhile, as the Investigator has closed in on hisquarry, Blane has cast a series of sanity blastingspells that have brought him within a few days of theimmortality he seeks. However, this magic hasresulted in his, already fragile, mind being shattered.As a result, when the Investigator arrives at Blanes

    apartment, he is a naked, paranoid madman, unableto act rationally.

    ARRIVING AT BLANES TENEMENTThe other tenants in the block, if asked, will say thatDaish (the name on his mailbox) has not left hisapartment in days and that he chants and moans atall hours. They have called the buildingsuperintendent, but he is a useless drunk, and so are

    now considering calling the police, or even takingmatters into their own hands.Arriving at Blanes third floor apartment, the

    Investigator too will hear the strange chantingmoans described by the neighbours (which, with asuccessful Occult or Cthulhu Mythos roll, will beidentified as some sort of ritual or ceremony). TheInvestigator must now decide their next course ofaction.

    If they knock, a crazed voice cries Go away,leave me, youll not rob me of it, not when its soclose!After this the chanting resumes and no

    more replies come from the person in theroom, no matter how loud the Investigatorknocks.

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    If they break in, they will find that Blanesapartment is a small, cramped, single-roombedsit. Immediately noticeable is the naked- 7 -

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    -VENGEANCE FROM BEYOND -

    Blane, who crouches feral-like in a pentagramof his own faeces. Beside him, a book lies openon the floor, and human bones (stolen fromgraveyards) are arranged in bizarre patterns

    around the room.

    As the Investigator bursts into the room and takes inthe bizarre scene, Blane leaps up, teeth bared. Unlesshe is killed before being able, he will grab the bookand run for the open window.

    What follows may seem a little contrived, but therest of this story relies heavily on the death of Blane.

    Any attempt to stop the madman results in

    the book being dropped and Blane trippingover a skull near the window. Unsteady, thethief then overbalances on the window sill,before plunging headfirst from the narrow andunrailed fire escape.If he is allowed to flee, Blane, mad in panicand fright (not to mention being insane) againslips on the window ledge and plunges to hisdeath. The book, fortunately, falling into theroom.Ethan Blane hits the ground, three stories down anddies instantly, his skull smashed and neck broken.

    The skull he slipped on is broken too, and it grins upat the Investigator in a spooky and disconcertingmatter.

    EXPLORING THE APARTMENTThe scene in Blanes apartment is disturbing enoughfor a 0/1 SAN loss. However, there are a number ofthings here which are of use to the Investigator, andmight be removed by them before the police becomeinvolved.

    Blanes wallet: His drivers licence shows hisname to indeed be Ethan Blane, 32, ofProvidence, Rhode Island. His occupation islisted as a graduate student.Blanes notes: Hundreds of sheets of barelyreadable scrawl. These requires a English rollto make sense of, and will take at least 2months to collate into any sensible order. Thenotes seem to cover everything Blane had everread about eternal life, necromancy and thelike, and reference numerous occult andMythos texts. If read, the notes take 20 weeks

    and an additional English roll to comprehend,and grant +5 Cthulhu Mythos Knowledge atthe cost of 1D6 SAN. No spells as such exist

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    in these notes, but with these many of thespells in the Scripture of Shul are considerablyeasier to comprehend (they halve the readingtime of the book and double the chance ofdeciphering additional spells see below).Quincey will pay another $100 for thesenotes, although in this case he will burn them

    on the night that he dies (see Almost TooEasybelow).

    The Scripture of Shul: A thick octavo book,which is in good condition for its purportedage. Densely printed, it has been annotated byBlane in the salient locations (a fact which willmake it far easier to locate the Severing of theSoul ritual later in the scenario see Searchingfor a Solution). The scripture is the collectedknowledge of a 3000-year-old sorcerer, and is

    written in such a way that it assumes thereader has a vast amount of magicalknowledge even before looking for the spellstherein. As such, the book takes 40 weeks toread in its entirety (Blanes previous researchmeant that he knew exactly what he waslooking for in the text) and grants +8 CthulhuMythos Knowledge at the cost of 1D3/2D4SAN. It contains the spells Black Binding,Contact Ghoul, Create Bad Corpse Dust andThe Severing of the Soul (which in theInvestigators case will become the mostimportant part of the book). Other spells are

    partially described, and each 10% of CthulhuMythos knowledge or 20% of Occult skillsallows an additional necromantic spell to bedeciphered (at the Keepers discretion). Theimmortality incantations used by Blane tookyears of research and study to identify and, assuch, are beyond the scope of this adventure.Other things that can be found in the room includethe bottle of sleeping draft (POT 18, knocks outvictim for 1D3 hours), a black valise and $12 in cash.

    AFTERMATHThe police will arrive at the scene of Blanes deathshortly after being called by either the investigatoror a member of the public. It is likely that they willexpect a rational explanation for the mans fall.Hopefully, the Investigator will have come up with a

    reasonable pretext for visiting Blane, preferably onethat does not involve Quincey or the scripture.If they fail to convince the officers, the book will be

    taken as evidence and a detective will questionQuincey (who will likely withhold half his fee for theinconvenience) about his involvement. The

    Investigator will, of course, be questioned and, uponrelease be told that they are likely to be called as awitness at the inquest.

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    However, what none of the parties can know is thatbefore any inquest Quincey will be dead and theInvestigator fighting for his sanity.

    ALMOST TOO EASY

    On the return of his book, Quincey is overjoyed andhappy to write an immediate cheque for the agreedamount. Everything seems to have been resolvedsimply enough, and indeed, thats the way itcontinues to appear for the next week.

    The successful Investigator gains 1D3 SAN for a jobwell done, and can sit back with money well earned.

    A CRY FOR HELP

    Then, exactly one week later, at 10pm, the phonerings. Quincey is on the other end of the line heseems frantic and makes little sense:

    Thank God, you have to help me. Hes not dead.Or he is dead but hes come back. Oh God help me.Hes tormenting me. No! Get Out! Damn you, youare DEAD! No not you, him, Blane, hes here, thethings hes shown me, the things hes done, oh Godhelp

    And with that the phone goes dead. Any attempt toring Quincey meets a busy signal. What is to be

    done?

    ANOTHER FALLAs the Investigator arrives outside of Quinceysbuilding there is a scream from above. Looking upthey see the dressing gown-clad body of FranklinQuincey plunging towards the ground, a horriblescream of pure terror coming from his throat. He

    hits the ground with an ugly noise, splitting his skulland smashing his soft, pampered body.If the Investigator approaches the corpse, they see

    Franklins bloody face twisted into an expressionhorribly reminiscent of the smashed skull in Blanesroom! Seeing Quinceys death costs 1/1D6 SAN, or1D2/1D8 if they approach his body.

    If the Investigator does examine the corpse, acrumpled piece of paper can be found in Quinceyshand (alternatively this can be found on the desk ofthe mans apartment).

    Apparently a suicide note it reads (see VengeanceHandout #2 in the Handouts Appendix for a

    players copy of this note):

    I have been a fool. Surrounded by the truth, yet

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    blind to it. Death is not the end. Some secrets are

    best left undiscovered and some knowledge bestforgotten. The only way to escape him is to join him.

    Franklin Quincey

    As people start to mill around the corpse, the deskguard from Quinceys building comes out into thestreet. This gives the Investigator a short window ofopportunity to slip into the building, grab a lift keyand get up to Quinceys apartment - but this will beof little help, since the door is bolted (with 4 bolts,as he should remember) from the inside. The policewould probably catch the Investigator leaving, whichwould make any further attempt to gain access tothe apartment even harder.

    If the Investigator talks to the police then their

    involvement as a witness to two fatal plunges in aweek is bound to arouse suspicion.

    INVESTIGATING THE DEATH

    The Investigator is likely to wish to look into thecircumstances of Franklin Quinceys apparentsuicide, and will have 24 hours to start to make someprogress before Blane starts to haunt them in turn.

    RESEARCHING FRANKLIN QUINCEYA little research will reveal that Quincey has noliving relatives and that his estate is in the hands of

    the law firm of Willett, Masters and Arthur. If theyare contacted about the disposal of Quinceys librarythe reply (which requires a Law, Persuade or FastTalk roll to get) is that Mr Quincey wished todonate his collection to the Widener Library atHarvard, but that the details of the bequest arelikely to take some months to settle. In a week or sothe job of boxing up and cataloguing the collectionprior to putting it into storage will commence.

    For the next two days, only the police will haveaccess to Quinceys apartment. The investigatingofficer is Detective George Thomas, an affable man,nearing retirement. If the Investigator has policecontacts he knows Thomas. On a successful Luckroll, Thomas is his friend; on a failure Thomasdislikes him.

    If the Investigator is friendly with Thomas, or is ablesomehow to gain his confidence, then Thomas willreveal that suicide seems certain. If pushed he willsay that this certainty stems from a reading ofQuinceys journal, the last week of which reveals asteady psychological disintegration.

    Further communication skill rolls are needed todraw more from Thomas, who doesnt wish to speak

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    ill of the dead. If he is persuaded to say more he willstate that Quincey seems to have become convincedthat he was responsible for the death of a man calledBlane, and that Blanes spirit had returned from the

    grave to torment him. The imagined hauntings hadgrown increasingly terrifying, though few coherentdetails were recorded, until in the final entryQuincey concluded that suicide was the only escape.

    Earlier entries in the journal suggested that Blanehad wronged Quincey in some way, and thatQuincey had hired somebody to settle the score. Thepolice believe that the journal refers to Ethan Blanewho fell from a tenement window under strangecircumstances the previous week. The police aremost interested in locating the mysteriousinvestigator

    !

    Should Thomas be unresponsive to the Investigator,he will instead discover the involvement of theInvestigator in the Blane case within 1d6+1 days.The state of the Investigators mind at this point isyet to be established. Nonetheless, if brought in forquestioning, and assuming he has committed noserious felony, the Investigator will learn all of theabove during questioning.

    Gaining access to Quinceys journal will not be easy,but in any case, little is to be learned from it. If the

    diary is read, then on an Idea roll the Investigatorwill become convinced that the answer is within theScripture of Shul (which will probably be guessedanyway).

    RESEARCH ETHAN BLANEFurther research into Blane and his background willreveal that he is the middle son of a wealthy RhodeIsland family. They have had little contact withEthan over the past ten years, but have continued toprovide him with a modest allowance.

    Unfortunately, his whereabouts during these yearsare unknown.If the Investigator wishes to learn about what

    happened to Blanes remains the answer is that theywere shipped back to his family midweek, where heis to be interred in the family crypt. Following up onthis information will result in an encounter with awealthy New England family who have closed ranksand have nothing to say to the Investigator.

    Note, If the Investigator is dogged enough to gainaccess to Blanes remains, and he is already haunting

    the character (see The Haunting below), then therevenant will take to opportunity to stage aparticularly nasty and sanity blasting manifestation

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    that will, of course be seen only by the Investigator!

    THE HAUNTING

    Approximately 24 hours after Quinceys death,Blane ups the ante and starts to haunt theInvestigator. The first manifestation is likely to be a

    Phantom Phone Call or Shadowy Followerdepending on whether the Investigator is at home orabroad (see below).

    The haunting starts slowly, steadily building up to acrescendo as the Investigators sanity starts to fail.What had been an investigation into a suicide willquickly become a race against time - the Investigatormust find a way to defeat a ghost that only they cansee, hear or feel, before they too are driven tosuicide!

    ETHAN BLANEVENGEFUL HAUNTEREthan Blane blames both Franklin Quincey and the

    Investigator for his death and now that the bookcollector is dead, is focused on driving the personresponsible for his fall to madness and suicide.

    Blane is an evil spirit, trapped somewherebetween life and death. As such, Blanes formis invisible and undetectable to all except hischosen victim, and even in that case, thenature of his manifestations is limited by hiscurrent Magic Points.

    In life, Ethan Blane had a POW of 16, whichgives his ghost 16 Magic Points (MP) to use.These regenerate at a rate of 1 MP every 90minutes. Blane can reduce himself to aminimum of 1 MP, although if for somereason he is ever reduced to zero points he isdestroyed. He is immune to all magic,including enchanted weapons.The spirit of Blane is always close to hisvictim, although in his insanity he often payslittle attention to what the victim is actuallydoing. Every time the Investigator doessomething that moves him towards a solution,Blane must make an Idea roll (70%) to evennotice. Blane is incapable of following longexposition, so any discussion of a detailed planwill be beyond his ability to follow.BLANES MANIFESTATIONSBlane main weapon against the Investigator is hismanifestations. These slowly destroy the

    Investigators Sanity and will, if not stopped,

    eventually drive them insane.Note that, in most cases, however, any given

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    manifestation will, over time, decrease in

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    effectiveness. As such, the maximum SAN loss fromany particular manifestation is given below.

    The Shadowy Follower: At a cost of 1 MP perhour, Blane can give his victim the impressionof being followed by a mysterious shadowyfigure. Appearing only as glimpses in crowdsor reflected in windows this manifestationcauses a sense of paranoia that is quiteeffective at chipping away the victims sanity.Each hour (or once per journey if its under anhour) the victim must make a SAN roll or losea point. This can be avoided by stayingindoors, of course. The sanity loss from thismanifestation does not reduce with

    familiarity.Cold Air: At a cost of 5 MP Blane can chill theair immediately around his victimdramatically. Nobody else feels cold, but thevictims breath becomes visible and their skincold to the touch. The effect lasts 10 minutes,but does no damage beyond the psychological.The SAN cost for experiencing this is 1/1D4.After the first 4 points have been lost, nomore than 1 point of SAN may be lost foreach additional occurrence of thismanifestation. Note that this is the only

    manifestation that others can see.Stench: At a cost of 5 MP a hideous gravestench fills the victims nostrils, and if aCONx5 roll is failed, the victim will vomit.Nobody else can smell anything, although thestink follows the victim around for 20minutes. This costs 1/1D3 SAN. After thefirst 3 points have been lost, no more than 1point of SAN may be lost for each additionaloccurrence of this manifestation.Phantom Phone Call: This manifestationcosts Blane 3 MP. The Investigator hears anearby phone ring, although nobody else can.When they answer the call, Blane is on theother end uttering sinister threats like Theresno escape, Im coming for youand suchlike.The first time a call comes from the dead manthis costs 1/1D4 SAN. Subsequent calls cost0/1 SAN.Visual Illusion: Blane can produce unpleasantvisual illusions that are seen only by the victimExamples of these are: The victims dinner

    appears to be riddled with maggots; Aportraits face changes to that of Blane, hisneck broken, a twisted grin on his face; A

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    rotting corpse is found in the victims bath,etc. Each of these illusions costs a variablenumber of Magic Points - 2, 4, 8 or 10. Ineach case the number of MPs used defines themaximum SAN loss. If the MP cost is X, thenthe SAN loss is 1/1DX. There is nomaximum sanity loss for this manifestation as

    an infinite variety of illusions are possible.

    Whispers: Blanes voice is audible to thevictim, whispering horrible secrets and vilethreats. This can go on for hours, costingBlane 2 MP an hour and costing the victim1/1D2 SAN. After 10 points of SAN havebeen whittled away, the SAN loss reduces to0/1 per hour. Nonetheless, this tactic is one ofthe best ways Blane has to drive a victim tosuicide - indeed, much of his whispering

    consists of telling his victim that death is theonly possible escape from him (which is, moreor less, true).Personal Appearance: At a cost of 10 MPBlane can appear in his full horrible glory. Hissmashed skull and broken neck making it clearhe is dead. The Investigator can see and hearhim but nobody else can. Although on asuccessful POWx3 roll, other people in thesame room feel a slight chill. Blanes firstappearance costs 1/1D8 SAN. Subsequentappearances cost 1/1D4 SAN. No more than

    2 points of SAN may be lost to eachoccurrence of this manifestation after the first10 points have been lost.Blanes strategy is to slowly chip away at a victimsreason until he feels that their sanity is slipping, atwhich point he strikes with a major manifestation inan attempt to drive them over the edge.

    Temporary insanity from the haunting will neverlead to suicide, but during the duration of theinsanity Blane will do nothing - its pointless tohaunt the crazed. If, however, Blane manages to costthe victim 20% of his SAN within a 2-hour period ofgame time, then indefinite insanity follows, whichwill always resolve itself as a suicidal mania.

    The victim may make a further SAN roll. Failureresults in immediate suicide, whereas success givesthem the presence of mind to call for help. Whilethey wait for help, Blane will attack again - ANYfurther SAN loss results in the writing of a notefollowed by immediate suicide (exactly whathappened to Quincey).

    An insane Investigator who is prevented from killing

    himself will suffer repeated visits from Blanes ghost,which will eventually drive him to permanentinsanity. Blane will be happy with that result.

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    SEARCHING FOR A SOLUTION

    Once the haunting begins, Blanes victim will soondiscover that nobody else can see or hear anything,

    except for the occasional chill in the air. Any claimsof being haunted by a dead occultist are likely tomeet with pity and disbelief, although fellowInvestigators should soon be convinced.

    It wont be long before it becomes clear that unlessthe haunting can be ended soon, madness is theInvestigators fate. At this point any sensibleInvestigator will be aiming to get his hands on theScripture of Shul as soon as possible.

    Since the Scripture is going to be very hard to

    immediately access, a number of alternativeapproaches may be tried.

    TRADITIONAL METHODSReligious Investigators may choose to attempt toexorcise the ghost. Sadly, the traditional religions ofEarth are reduced to dust in the face of the GreatOld Ones, and any exorcism will end horribly. As itnears its end, the Investigator will see an image ofEthan Blane appear on every crucifix in the room.Each crucified Blane has the same smashed skull and

    broken neck, and looking into the eyes of the

    astonished Investigator starts to chant.The chant is a high-pitched doggerel of Mythos

    names and phrases Nyarlathotep, ia, Yog Sothoth,Neblod Zin, Tsathogguaetc, but it is enough tocost a SAN loss of 1/1D8 (or 1D3/1D10 if theInvestigator is a committed Christian). This illusioncosts Blane 8 MP, while any insanity caused by thiswill manifest as a loss of faith.

    The priest will see nothing except the Investigatorsterror, and will become convinced that the poor soulis mentally ill, and not beset by supernatural forces.

    It is also possible that an Investigator will believehimself to be insane already, and Blane to be anillusion. In this case he might seek medical help. Theonly sort that will work is the application oftranquillising drugs which can halve all sanitylosses, while incidentally halving all skills for theduration. The hideous whispering of Blanes ghostfoils any attempt at psychoanalysis.

    OTHER MEANSInvestigators may have access to tomes other than

    the Scripture of Shul. If this is the case, then achance exists of the Investigator discovering theexistence and nature of the Severing of the Soul

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    ritual in any Mythos tome. For most Mythos booksthere is a base chance equal to the Cthulhu Mythos

    knowledge bonus of the tome multiplied by 2(increased to x3 for Cultes Des Goules and similarnecromantic texts and x5 for the Necronomicon). Ifsuccessful, this book points towards the Scripture of

    Shul as the only book that contains the ritual theyneed.

    Of course, searching for another copy of theScripture is a pointless task - it took Blane years tolocate Quinceys copy.

    Other spells aimed at dispelling spirits all fail - themagic that maintains Blane is far too strong for suchsimple spells.

    GAINING THE SCRIPTURE

    The key to this scenario, of course, is to gain accessto Quinceys copy of the Scripture of Shul. Itslocation and status changes as follows:

    First 2 days after suicide. Quinceys apartment- sealed under police investigation.Next 4 days. Quinceys apartment, most ofthis time in a packing case as the collection isboxed up and catalogued.Next 2 months. In secure storage at the offices

    of Willett, Masters and Arthur.Next 6 months. In storage at the WidenerLibrary, Harvard.After that. In the restricted collection at theWidener.It will be at least 8 months before the Scripture canbe accessed easily, which is far too long. TheInvestigator needs a plan to get hold of it as soon aspossible.

    The two most likely places that it can be accessed areduring the cataloguing process at Quinceysapartment, or while it is in storage at the lawyersoffices.

    A break-in to the apartment will be difficult withoutsome dangerous climbing, but the book could bereached through subterfuge. Michael Lake andOrson Gregory, a couple of clerks from the lawoffice, are officially cataloguing the collection,working from 10am until 4pm over the 4-day period.It is conceivable that an Investigator could gainaccess to the apartment under any pretext and the

    nature of any such ruse is best left to the imaginativeplayer and Keeper to arrange.

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    Once the books are transferred to the offices ofWillett, Masters and Arthur, access can be gained byeither breaking into or sneaking around the building.The office is located on the 2nd floor of a downtownoffice building. The books are kept in a securestoreroom with a door of STR 25 and a lock that

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    takes 20% off of any lock picking attempts. Access tothe offices themselves is somewhat easier - theexternal doors having a STR of only 20 and standardlocks.

    At night a single guard patrols the building. He hasListen and Spot Hidden skills both at 40% and isarmed with a .38 revolver (again skill 40%). Anyattempt to sneak to the storeroom during thedaytime requires that the clerk sitting near thepassage to the storeroom be distracted. On asuccessful Luck roll the storeroom is found to beunlocked, but a successful Sneak roll is needed toexit with the book.

    The Scripture of Shul, along with Cultes Des Goules

    and the other really valuable books, have beenremoved from the boxes and are within the safefound in the storeroom. Fortunately this safe is onlylocked at night.

    Safecracking, however, is a job for experts. Shouldan expert be present (with the necessary tools) thesafe can be opened with a successful Locksmith roll.Should the safe be blown, a failed Luck roll results inserious damage to the scripture, which doubles thetime needed to find the Severing of the Soul. (Anight-time break-in also gives Blanes ghost greatscope to launch attacks on the Investigator).

    An alternative approach is to trick the law firm intohanding the book over to the Investigator. There areany number of ploys that could be tried, though fewwill be successful. Basil Willett, Gerald Masters andIain Arthur are no fools, and at least one of thepartners will have to be tricked to gain the book.

    THE SEVERING OF THE SOUL

    Once the Scripture of Shul is obtained, thedesperate Investigator must attempt to find the keyto his dilemma therein. He is greatly helped by anumber of marginal notes in Blanes hand, butnonetheless, success requires an English roll andtime equal to 18 days minus the Investigators INT -which could well add up to more than a week.Success costs the Investigator 1D3 SAN, but leadsto the inevitable realisation that the Severing of theSoul ritual is their only hope in stopping Blane (seeVengeance Handout #3 in the Handouts Appendixfor a players copy of this ritual).

    Ye Revenant or Vengeful Haunter is beyond thereach of weapon, prayer or magick. Ye onlie way to

    rid thyself of its curse is through Ye Severing of YeSoul. Know you that upon completion of yeincantation, ye casters heart must cease. In ye space

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    betwixt its beats, ye soul of ye caster may meet with

    ye Vengeful Haunter and battle be done. Strong willis needed to prevail, for ye battle is one of spirit, notflesh. That which is willed, can be. Various potionsmay be found to stop the heart, or the cold of wintermay be used, but lest ye heart beat again within a

    few dozen breaths, the severed soul will be foreverlost. Many a sorcerer when faced with Ye VengefulHaunter chooseth death by his own hand ratherthan to risk ye Ritual.

    Ye chant of Ye ritual is thus to be repeated 13times. Ye heart must cease within a dozen breathsof ye 13th chant

    Eegah Yogah Megah Gonah Seenah Ronah Yog-Sothoth Ia Azathoth Ia -Nyarlathotep

    It is clear that the only hope the Investigator has isto conduct this ritual and try and find a safe way tostop and restart their heart. It is a risk, but thisceremony seems to be the only way one can defeatBlane. It should be obvious that the Investigator isgoing to have to seek medical assistance, and at thispoint contacts willing to assist with such lunacy arevital!

    There are a number of methods that may be used tostop and restart a healthy heart - drugs, electricity orcold shock can all stop a heart, and drugs and

    electricity can be used to restart it. The Scripture ofShul helpfully contains a list of natural toxins thatcan be used to stop the heart in the manner requiredby the spell.

    PREFORMING THE RITUALIt is hoped that the Investigator is well-prepared fortheir death, and can attempt the ritual (and stoppingof their heart) whenever they feel ready to undertakethis drastic measure. The ritual itself costs theInvestigator 5 Magic Points, and creates a dullingsensation all over their body. After completing the

    chant for the 13th time, they have but a few momentsto stop their heart.As soon as the Investigator blacks out from heart

    failure, he finds himself standing facing Blane. Thesurroundings are faded, grey and somehowinsubstantial. Both the Investigator and Blane passthrough solid objects, but are perfectly real and solidto each other.

    What is this?cries Blane, Are you dead?

    A DUEL OF SPIRITIt is important to have clear idea of the number ofMagic Points that Blane has left at this point, since

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    in the duel that follows MPs are used as both healthand power.

    Both Blane and the Investigator should havetheir current MPs doubled at the start of thefight (after the Investigator subtracts 5 MPfor casting the ritual, of course). Blane shouldalways enter this duel with a minimum of 5MPs so that it is not over in a single punch,but his strength will vary considerablydepending on his recent attempts to drive hisquarry into insanity. Remember that hisPOW of 16 gives him an initial 16 MPs. BothBlanes and the Investigators Initiative in theduel is equal to their Intelligence (INT) score.Blane isnt in the mood to talk and will attackat once, a crazed animal of a man, and as hedoes so, he uses 1 MP to produce long talonsfrom his fingers.Attacking without a weapon does only a singlepoint of MP damage. Blanes growth of talons,along with the wording of the passage in theScripture of Shul should enable theInvestigator to understand that he has theability to shape reality in the spirit world.

    The act of willing a weapon into existenceonly succeeds on a roll of POWx5, and comesat a cost of 1 MP per 1D3 (or part there of) ofdamage done. Any weapon that requires moreMPs than are available automatically fails toappear. Standard chances to hit apply to anycreated weapon (based either on theInvestigators skill or the default percentagelisted in the rule book), but impales, criticalhits, jams and ammunition restrictions areignored.Once Blane realises that the Investigator hascreated a weapon - which is probably after heis first hit - he will do the same himself(assuming he has the MPs left to do so), goingfor the nastiest weapon he can afford to create- something ugly, bizarre and alien.If either combatant is brought to zero MPs,his spirit is lost forever, shredding away intonothingness. Should Blane be victorious, hewill move on to attacking all those whowronged him in life starting with his father.

    The experience of becoming a disembodiedsoul and fighting Blanes Revenant requires aSAN roll upon the Investigators return to life

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    for a loss of 1/1D4. Should the Investigatorsuccumb to indefinite insanity during thisfinal duel or the ritual surrounding it, then aform of phobia (or even a case ofhypochondria centred on a dread of a heartattack) would be a suitable reward.

    REVIVALSuccessfully restarting a stopped heart by either

    means requires a successfully Medicine roll, soexpert help is essential.Any character with the Medicine can attempt to

    restart the Investigator heart once per minute(regardless of whether they previously failed). Thechance of recovery without brain damage dependsupon how long the heart is stopped.

    1 to 4 minutes No CON roll needed,healthy recovery.4 to 12 minutes CON roll vs. a difficultyequal to 2x the number of minutes since theheart stopped. If this roll is a failure, then theInvestigator receives brain damage (loss of1D6 INT, +1 per minute over 6 dead). Notethat the medical professional can still attemptto revive the Investigator after this occurs.12+ minutes Brain death automatic.

    15+ minutes Heart cannot be restartedA Medicine roll, or a Library Use roll whileresearching the subject of death will give a roughidea of these timings, enabling the Investigator topick a time after which he wishes to be revived.In any case, surviving this experience costs the

    Investigator a permanent point of CON unless a

    Critical Medicine roll is made.If the Investigator is revived before destroying Blane,he can try again, but now Blane has some idea ofwhat is happening and will always have a minimumof 10 MPs left on second and subsequent attempts.

    AFTERMATH

    Once the Investigator realises that Blane is gone forgood they immediately gain 3D6 SAN. Even so,their mind is likely to be somewhat frayed by thisexperience, and his medical friend will likely suggestthe name of a good psychiatrist.

    The decision of whether or not to keep the stolenScripture of Shul must also be made. Its a powerfuland valuable book, but its also stolen property. If

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    the book is returned anonymously (or even foundby the Investigator) then no further action is taken.Otherwise the police investigation has a chance ofcatching the Investigator - depending on the exactmethod used to gain the book in the first place.

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    -MONOPHOBIA : CALL OF CTHULHU ADVENTURES FOR LONE INVESTIGATORS -

    OF GRAVE CONCERN

    Wherein no knowledge at all can still be too much

    Unlike the other adventures in this book, thisscenario has been designed for an Investigator withprior Mythos experience (preferably one who has 10or more percent in their Cthulhu Mythos skill). Itshould also be pointed out that, although thisadventure is neither physically taxing on theInvestigator, nor overly threatening to their Sanity,the situations in which they will find themselvesdoes requires a player who can think laterally andwill not be taken aback by twists in the adventures

    plot.Although no predetermined location is supplied forthis adventure - beyond the requirements presentedthroughout the story - it is suggested that theKeeper sets the following story in or near thetownship in which one of their characters findsthemselves living. Barring that, as with most Call ofCthulhu scenarios, a setting such as LovecraftsKingsport or Arkham is always a safe bet!

    THE STRUCTURE OF THIS ADVENTUREOf Grave Concern is presented in a slightly different

    way from a normal Call of Cthulhu adventure. This

    structure is the result of the flexible goals of theantagonist, and the actions of the Investigator.In particular the descriptions of the background and

    various events which may occur as the story unfoldsare slightly scattered throughout this scenario. Theauthor has attempted to present the various aspectsof the story in an order in which they are requiredduring play, and therefore it is vital that a potentialKeeper reads through this adventure in its entiretyat least once before attempting to run it for theirplayer.

    OVERVIEW

    As this adventure starts, the Investigator awakes tofind themselves inside a coffin; an event that isbound to make them think the worse. To makethings more interesting, they soon discover that theyarent even in their own body, but rather that of arotting corpse!

    So what has happened? Well, the Investigators body

    has been taken over by one Matthew Wheatly, along- dead sorcerer and vengeful spirit, who is nowusing the Investigators physical form to ensure that

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    he can return once more to the world of the living.

    There is hope for the Investigator, however, asWheatlys power is not yet at its peak and the oldwizard is as yet unable to completely take over thecharacters body. It is up to the Investigator then,both when trapped in the rotting corpse of Wheatly

    and when spirited back into their own body, to findwhat is happening to them and discover how theyare to stop Wheatly before they lose themselvesforever!

    WHO IS MATHEW WHEATLY?Mathew Wheatly is an old and cankerous sorcerer,who, with the help of the Investigators body, planson fulfilling a task that he failed to complete during

    his allotted time on the earthly plane to become

    the most powerful wizard the world has ever seen.With the actual history of the sorcerer lost in the

    mists of time, all that is really known about Wheatlyis that he was found dead on the floor of his study in1897. At the time, the local authorities put the deathdown to an animal attack, which, while it may haveexplained the strange claw and bite marks on thebody, certainly didnt explain how an animal largeenough to do such damage left the house with thedoors locked!

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    -OF GRAVE CONCERN -

    Wheatly, however, was (and to be honest, still is) adriven man, not one to let a little death get in hisway. As such, shortly after his unfortunate and, inhis opinion, untimely demise, he arose from the

    grave to continue his lifes (or if you like, deaths)work. Yet for all of his determination and desire tolive on, one physical boundary stood in his way - thedoor to his family crypt! Now one of the neverdying,Matthew found that he was stuck amongsthis ancestors, doomed to remain, it seemed, in thatstone monolith for all eternity.

    That was until the arrival of one Arthur Sackville,

    historian, Mythos investigator and tomb robber!About four weeks before the adventure begins,

    Sackville, a man who had once before encounteredthe threats of the Mythos, found reference toWheatly during his research into the heritageofvarious crypts in the town. With more than just alittle knowledge of the occult, Sackville investigatedthe origins and death of the wizard further, quicklycoming to the conclusion that Wheatlys tomb couldwell be the sort of place he had been searching for!

    Imagine then, late one night, the mans surprise atdiscovering that, not only had Wheatly been buriedwith his most precious texts, but was still shamblingaround to protect them. During this dreadful

    discovery, Sackville, shocked beyond rationalthought, was unable to stop Wheatly frompossessing his body; resulting in the transference ofhis own mind into that of the wizards corpse.

    Wheatly, now with a new body, quickly sealedSackville away in the tomb, and started hisinvestigation into the bright new world. It wasimmediately obvious that much had changed in theyears since his death, and, always an intelligent man,Wheatly did little beyond hiding himself away inSackvilles own home. Here he took the time to readall he could about the events which hed missedduring his incarceration, and discover what sort ofman he had possessed.

    In the weeks that followed, however, as the oldwizard slowly became more comfortable with hisnew body, he began to frequent various local sites.Unfortunately, during this time he also discoveredthat his Sackville body came with somedisadvantages. First, while Sackville was mentallyweak and easily controllable (Wheatly was able totrap his victims mind semi-permanently in his ownrotting corpse something that he discovers is

    much harder when he takes over the Investigator),the same lack of will made the body totally unsuitedfor the types of magic he had in mind for the future.

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    Furthermore, as he soon discovered, Sackville was awell-known and popular figure in some local circles,

    and his sudden change of demeanour had people,

    especially his sister, starting to ask questions.So, Wheatly was in need of a more powerfulbody,

    preferably one with less of a profile, and this iswhere the Investigator comes in. Looking throughSackvilles notes on the occult, the wizard soon cameacross the Investigators name, and the fact that theyhad some interest or experience in the hiddensecrets of the world. While it was obvious thatSackville and the Investigator were not exactlyfriends, these notes did point towards this Mythosinvestigator being exactly the type of personWheatly was looking for

    AWAKENING

    The Investigator awakes in a dark box thatconstricts their every movement (although it doesseem to be lined with a soft, velvety material). Withsome effort they will eventually get the lid off; thedifficulty arising not because it seems the lid isoverly heavy in itself, but rather because they seemto have no strength in their arms.

    Once free, it immediately becomes obvious they havebeen placed in a coffin, one which has then beendeposited in some sort of family crypt.

    While this alone is quite disturbing, something thatmakes the situation even worse is that they have noidea how they got there; their last real memory is ofsome mundane task - such as visiting the grocery orhaving a bath - although this memory is clouded, asif this act had occurred some time ago.

    THE WHEATLY CRYPTDuring this adventure, the Investigator will find thatthey are repeatedly returned to the Wheatly Crypt,and trapped in the shambling, decaying body ofMathew Wheatly. This can be quite a disturbingprocess, and while it doesnt cost the Investigatorany Sanity loss (beyond the shocks they will havebelow), they should find themselves very

    disorientated for a period after the transfer(seeAbout Being Possessed below).As for the crypt itself, although it is a relativity small

    space, there is quite a bit of information that can be

    discovered here.A single chamber (about 40 feet long and 20 feetwide) with rough stone walls, the Investigator will

    immediately realise that, as the walls are lined withcoffins (which are in various states of repair andunfortunately bear no identifying marks), they are

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    obviously in some sort of family mortuary. A largestone door at the far end of the room is the only

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    obvious exit from the crypt, and this is sealed shut(at least as far as the Wheatly Corpse is concerned) -although a faint glimmer of light can be seen fromaround its edges.

    THE WHEATLY CORPSEOnce the Investigator realises that they arent in themidst of some odd dream, it is likely that they willwant to take a good look at themselves. Theylldiscover that their body is male (whether or not theInvestigator was male to begin with) and that theyare a corpse- their skin is dried and desiccated, anddangles from the body; muscle and in some placesbone is exposed (SAN loss 3/1D8 - with anytemporary instantly resulting in catatonia - this isnthappening!! -until they return to their realbody -

    see below). In addition:They also notice all physical feelings are dull,as if they are stuffed with cotton wool, andthat their body is cold and slightly damp tothe touch. It is as if the characters will alonekeeps the corpseanimated. (SAN loss1/1D4)They walk slowly with a sort of shufflingaction

    They have no physical urges of any type; theyfeel no need to eat or drink, to scratch an itch,rub their eyes, or lick their lips, etc. (SAN loss0/2 if the player enquires about such things)They seem to be able to see perfectly well inthe almost pitch black crypt. Indeed, they candouble their Spot Hidden skill while trapped(SAN loss 0/1 when first attempting such aroll or when they realise this).As the Wheatly corpse, the Investigator has thesame mental statistics (INT, EDU and POW) asthose own his own character sheet, but all otherattributes (i.e. STR, CON, DEX and APP) shouldbe noted as only 5.

    After the initial possession, and loss of memory, theInvestigator will have no trouble remembering anyof the events that will unfold as the adventureprogresses, although they might worry as to whatWheatly is doing to their own body!

    SEARCHING THE CRYPTWhile at first glance there seems to be little to befound in the tomb, except for Wheatlys coffin and

    the dozen or so coffins of his relatives, this is farfrom the case. Fortunately for the Investigator,much of the information and many of the toolsthey

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    need to regain control of their body are here to be

    discovered. For details of the contents of the tomb,see In Wheatlys Tomb below.

    LEAVING TIMEAfter the Investigator has had a chance to explore

    their new homethey suddenly start to feelphysically ill and their headbegins to spin (literally,not physically - the first real bodily reactions theyvehad since awakening). Moments later they black outand, after what seems like an eternity, they awakenonce more, this time in some sort of study orpersonal library. See Arthur Sackvilles House belowfor when and where the Investigator awakes.

    ABOUT BEING POSSESSED

    During this adventure, the Investigator will make a

    number of transfers between their own body andthat of Mathew Wheatly (see What Wheatly is UpTo below for more information on what happens tothe Investigators body while they are possessed).This phenomenon is the result of Wheatlysattempts to gain permanent control of theInvestigator and his need to return to his own bodyto recover his magical strength. He knows that it isgoing to be a hard task to take full control of thecharacter, but he also realises that this mentalfortitude will become his once the Investigator isfully subjugated.

    The Keeper is encouraged to employ this transfer ofmindsas they see fit and can be used to keep theInvestigator on plot, as they say, and to enhance thefeelings of paranoia and isolation.

    In particular, this transfercan be used if the playerdecides to look for help beyond that which ispresented in this adventure. In such an event, itssuggested that the Keeper adlibs the result of suchactions, as while Wheatly is recovering his power,the player should be in complete control of theirInvestigator, and must be free to do as they wish(within the limitations of the game of course).However, it should be noted that Wheatly is nowspiritually boundto the Investigator, and, as aresult, is able to take over the Investigators bodyregardless of their location. This can be donewhenever and wherever the Keeper feels isappropriate (you will note that no mechanics havebeen included for the process of the possession).

    As such, the character is readily entitled to call onthe police, friends, or fellow Investigators, as theywish. In the end, however, this will do them littlegood, as the Keeper can arrange it so that by the

    time help arrives, Wheatly will have once more

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    possessed the Investigator. The slightly perturbedwizard will, of course, then apologise for the falsealarm, and make his excuses before returning to hisresearch.

    After one or two attempts at such an endeavour (ifthey arent yet committed to a mental hospital orarrested for wasting police time), the Investigatorshould quickly realise that such plan of action isfutile, and only they themselves can stop the manwho seems determined to take over their body.

    THE DJ VU FEELINGAs mentioned in the first scene of this adventure,the Investigator remembers little of the events thatled up to their awakeningin Wheatlys coffin. This

    is a side effect of the initial transfer between theirown body and that of Wheatlys.To assist the Investigator in piecing together the

    events that led up to their possession, and to helpthem solve the mystery they find themselvesembroiled in, a series of clues will be discovered.Many of these clues come in the form of briefmemories or flashbacks triggered by an event or itemthe Investigator might encounter.

    Furthermore, if the Keeper so wishes, as the

    Investigator travels about town following variousleads, this feeling of Dj vu can also occur inlocations that Wheatly might have previously visitedin the Investigators body, although this timewithout the flashbacks.

    COMPLETING THE POSSESSIONWheatlys goal is to complete the permanentpossession of the Investigators body, something hewill do with a magical ritual - which hell discoverduring the course of the adventure. To gather thestrength needed to complete this ceremony, he willutilise the link he has created between theInvestigator and himself. As a result, for each

    returnthe Investigator has to his or her own bodyresults in a semi-permanent loss of 1 Magic Point.Note, these are Magic Points, not POW, and will be

    fully returned once the character has successfullyreclaimed their body (i.e. after this adventure iscompleted). This effect represents not only the slowdrain Wheatly is placing on the Investigator (whichshould also impress upon them a sense of urgency intheir investigation) but also the wizards returning

    strength - the total number of Magic Points drainedover the course of the adventure will be used tocalculate the wizards Hit Points in the storys final

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    confrontation.

    WHEN AWAKENINGThe transferfrom one body to another is notinstantaneous, and up to six hours might passbetween the Investigator leavingone body andcoming to in the other (Wheatly, on the other hand,

    is much more aware of the magic involved, has learnt

    to direct the transfer much more effectively, and assuch is not quite so affected by the time lapse).When the Investigator does awaken in a new body

    (regardless of the directionof the transfer) it islikely that they will feel very disorientated, and oftenheadachy and nauseous for hours afterwards.

    Furthermore, while in possession of theInvestigators body, Wheatly isnt overly caring

    about his personal hygiene - although he is smartenough to realise that he must do something tomaintain appearances. Often, when the Investigatorawakens back in their own body, they will find thattheir clothes are dirty and their appearancedishevelled. This might an effect how people interactwith the Investigator and what their impressions areof Wheatly (when he is control of the body).

    It should also be noted that throughout theadventure, Wheatly will continue to use Sackvilleshome as his base of operations (unless it is somehowcompromised), and as such the Investigator will,

    more often than not, wake up somewhere within it.Although it might sound dangerous for Wheatly toremain in a house of a man who is now dead, the factof the matter is that the wizard is still veryuncomfortable in this new age of automobiles,electric lights and other wondrous technology, andlikes to return to a familiar locale each day.

    ARTHUR SACKVILLES HOUSE

    With a groggy head and stinging eyes, theInvestigator wakes up. Although they are not yetaware of the fact, they have just woken up on thefloor of Arthur Sackvilles study.

    This colonial-style house is typical of the moreaffluent neighbourhoods in the Investigators hometown. Single-storied, with both a small A-framedattic space and a large basement, this house has beenthe home of Arthur Sackville for a number of years,and, as a result, is full of his various antiquariangains - both legal and otherwise (see InvestigatingArthur Sackville below for more information aboutthis mans history). In general, it is a well-furnishedhome, full of fine examples (and adequate knockoffs)

    of colonial trappings, and, as was Sackvilleswont and hobby, numerous pieces of steam trainparaphernalia.

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    -MONOPHOBIA : CALL OF CTHULHU ADVENTURES FOR LONE INVESTIGATORS -

    As Wheatly has now been in residence in the housefor a few weeks, its usual pristine appearance hasundergone something of a change.Below are detailed a number of important

    discoveries which the Investigator will make duringtheir time in the house, with the most importantbeing Arthur Sackvilles body; dumped in thebasement after the Wheatly-possessed Investigatorbrutally stabbed the shocked (and recentlyreturned) historian to death.THE STUDYThis is where the Investigator first awakens aftertheir initial experience in Wheatlys corpse. It is asmallish room, typical of a private study, with anumber of ornate bookcases, a writing desk, chairand filing cabinet.

    As the Investigator gets used to being back in theirbody, they will notice a couple of things aboutthemselves...They have a strong, thumping headache, andit takes a considerable effort to focus closelyon anything...The clothes they are wearing are slightly toolarge for them (and if the Investigator is afemale are of the wrong cut). These areSackvilles clothes into which Wheatlychanged after moving their owners deadbody.If the Investigator takes time to search the room,

    they find a number of interesting items...Scattered about are a large number of recentlypublished history books. These seem to coverall manner of subjects, but focus on eventsthat have occurred from around 1900 to thecurrent date. There seems to be no rhyme orreason to the order in which these booksappear and they are opened, bookmarked andannotated at various points...The Investigator may notice that the floor ofthe study seems somehow odd, as if thecarpet is slightly cleaner in one centralGrave Map #1 - Arthur Sackvilles House- 19 -

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    -OF GRAVE CONCERN -

    portion. This is where Wheatly killedSackville and has since moved the blood-soaked mat to the garage. If the Investigatorspecifically notes that they are looking at the

    floor, they may also see a faint trail of maroonleading from the study to the door whichleads down to the basement. If this trail isfound, small flecks of blood, more evidence ofthe murder, can be seen about the study (e.g.on the walls, on various pieces of paper on thedesk, etc.).

    Next to the telephone, amongst various othernumbers, the Investigator finds their hometelephone number noted alongside their

    scribbled name. Unfortunately the phoneitself seems disconnected (the result ofWheatly not paying the service fee!). Whenthe character sees this number, they mayexperience the following memory.You remember a phone call from a fellowinvestigator of the occult, who urgently wished todiscuss a matter of utmost secrecy with you. Ifonly you could remember his name.

    Other telephone numbers include Sackvillessister, Sarah (see Events and Returns - TheShadow below), as well as a local hardware

    store and the local public library. Note thatthe responses that an Investigator might getfrom ringing these numbers is left to theKeeper to determine, although it is advisedthat not too much information is revealed thisearly in the plot.

    Additionally, with a successful Spot Hiddenroll, there can be found an odd reddish stainon the desk (where Wheatly dropped theknife when moving Sackvilles body).

    Searching the filing cabinet reveals a numberof neatly arranged bills and personaldocuments. These are all for one ArthurSackville, which, with a successful Know roll,is a name the Investigator will recognise (seethe Investigation of Sackville section below forthe more commonly known details of thisman). Unfortunately, while there are a lot ofwell-organised accounts in the filing cabinet,these are probably of no further help to theInvestigator.

    While the bookshelves are full of all sorts ofbooks, it is obvious that Sackville had twomain hobbies, trains and the occult. Although

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    interesting to read in their own right, the trainbooks seem to offer nothing to theInvestigator in the way of leads beyondidentifying Sackville as a train enthusiast.Amongst the occult books there is nothingdirectly related to the Mythos. Instead, thereis an abundance of mundaneoccult literature,

    including a complete set of The GoldenBough, The Oracles of Nostradamus, andother common texts of the sort. In thiscollection there are also a number of referencebooks on Egyptian mythology and occultpractices.

    THE LOUNGEThis well-appointed room was Sackvilleslounge/formal room. Unlike some of the other

    rooms in the house, the lounge doesnt look as if its

    been used recently.As soon as the Investigator enters this room, they

    may have a flash back.

    You remember an Arthur Sackville inviting youinto his home, this very room! He said he wanted todiscuss your experiences as an investigator of theMythos, and you remember sitting on the couchdrinking sherry.

    Apart from this memory, nothing much can befound in this room beyond the colonial furniture and

    train paraphernalia.

    THE KITCHENThe kitchen is a mess, with dishes piled high in thesink. Examining the cupboards, the Investigator

    quickly determines that there is little in the way ofedible food-stuffs in the house.There is one object that does catch the Investigators

    eye, especially if they are looking for a weapon. Inthe sink, a large carving knife can be found. Thisblade seems to have been recently washed, andaround the handle a red sticky residue can be seen.While this might be slightly eerie to theInvestigator, even more perturbing is that the bladefeels so very comfortable in their hand.

    If the Investigator does grab the knife, they have thefollowing flashback (1/2 SAN loss).

    You remember Sackvilles crazed grin, and the lowchanting words that seemed to permeate the roomaround you. Yet you could do nothing about it, yourmind fuzzy and delirious. He raised a hand; no you

    raised your hand, and then everything went blank.Now with this knife in your hand, you feel that oddfeeling again, as if youre one and the same as

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    Sackville?

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    -MONOPHOBIA : CALL OF CTHULHU ADVENTURES FOR LONE INVESTIGATORS -

    THE DINING ROOMThe dining room is the scene of much recentactivity, with many documents and papers scatteredacross the large table that dominates the room. It is

    also immediately obvious that the fireplace here has

    recently been lit and some of the papers have be