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The Lonely Road (Solo)

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PLAYER INFORMATION one; the beginning of each story paragraph

is headed by a bold number, i.e.: 1. Each


This solo adventure is set during the
story paragraph ends with a note that lists
classic roaring twenties era of Call of

THe Lonely
the story paragraphs that continue your
Cthulhu. Players can generate and play
adventure, depending upon what choices
this adventure with any era appropri-
ate character type. Or, you can talk to you make or your skill check results. Skill

Road your Keeper, (and with their blessing), names are listed in italics.
you can use your 1920’s era campaign Your skill checks will result in one of sev-
character and run him or her through eral levels of success or failure: Touchdown,
this solo adventure between adventures
Success, Failure, or Fumble. Some of your
orchestrated by your Keeper. Or, you may
skill check rolls may be modified, (posi-
use the character provided, C. J. Young,
tively or negatively), to compensate for the
private investigator (page 10).
environment, injuries, and experiences, so
It is dark and stormy night as your be sure to modify your skill percentages
character drives back to Arkham alone before rolling the dice. Remember, with
during the midnight hour on Halloween each successful skill check, you may mark
Eve. Your character is driving a 1918 that skill on your character sheet with a
Type 57 Cadillac, unless your character checkmark. Each skill check’s result level is
has another car that he or she would defined below.
rather use. You may reasonably equip
your character with gear appropriate For this adventure, you will use a modi-
to the era and character fied Insanity Table for a more streamlined
occupation. In addition,
your character has a recent SKILL RESULTS TABLE
newspaper, a thermos of
result definition
Adventure
hot coffee, and an umbrella
A Solitar y in the car. In the trunk of Touchdown 1/5th or less than the current skill
ok
By Jon Ho the car are a flashlight and value
Cthulhu®
For Call of a 2’ long tire iron. (See Success Equal to or less than the current skill
page 10.) value
You will begin the ad- Failure Greater than the current skill value
venture at story paragraph Fumble 96% to 100% 33
C. J. YOUNG, Private Investigator
STR 15 INT 11 APP 12 Idea 55% Hit Pts 14
CON 16 POW 12 EDU 14 Luck 60% Magic Pts 12
SIZ 12 DEX 14 SAN 60 Know 70% Dmg Bonus +1d4

Skills
Accounting 10% Disguise 20% Listen 35% Psychology 45%
Anthropology 01% Dodge 38% Locksmith 40% Ride 05%
Archaeology 01% Drive (Auto) 40% Mech Repair 25% Sneak 45%
Art (Sketch) 05% Elect Repair 25% Medicine 05% Spot Hidden 35%
Astronomy 01% Fast Talk 55% Nat History 10% Swim 25%
Bargain 75% First Aid 30% Occult 05% Track 10%
Biology 01% Geology 01% OL: English 55%
Conceal 30% Hide 45% Persuade 35%
Chemistry 01% History 25% Pharmacy 01%
Craft (Cooking) 05% Jump 25% Physics 01% Handgun 65%
Credit Rating 15% Law 55% Photography 45% Rifle 25%
Cthulhu Mythos - Library Use 25% Psychoanalysis 01% Shotgun 30%

Weapons
weapon base skill damage base range atts/rnd HPs
Fist/Punch 60% 1d3+db Touch 1 -
.45 Auto Pistol 65% 1d10+2 15 yards 1 8

In the Trunk
weapon base skill damage base range atts/rnd HPs
Tire Iron 25% 1d8+db Touch 1 20
Umbrella 25% 1d2+db touch 1 3

34
game. If during the course of play, you permanent and last for the rest of the you encountered; and finally, increase your
lose five or more points of sanity, you will adventure. sanity by 1d3 for each mundane threat you
need to attempt an Idea check. If you fail encountered.
your Idea skill check, then your poor mind Also, your first instance of Mythos-
has grasped a level of truth in the world related insanity loss will add 5% to your You may also roll to see if each skill suc-
that has snapped your mind a bit. So, if Cthulhu Mythos skill. All further Mythos- cessfully used in this adventure has also
your have lost more than 5 SAN, and have related insanity loss will add 1% to your improved. To see if a successful skill has
failed your Idea check, then consult the Cthulhu Mythos skill. improved, attempt to roll greater than your
Temporary Insanity Table below. current value in that skill. If you succeed in
At the end of the adventure, if you have rolling greater than your current skill, you
Should you lose more than 1/5th of survived, then you may also be rewarded may then add 1d10 percentage points to that
your total sanity during the course of this with a boost to your sanity. If you have sur- skill.
adventure, then you have gone indefinitely vived the adventure, then you may increase
insane; no Idea skill check is required. For your sanity by 1d10 for each Mythos crea- Now buckle-up and drive safely.
Indefinite Insanity, roll on the Temporary ture you encountered. Also, increase your
Insanity Table above, but the effects are sanity by 1d6 for any unnatural creature
1.
TEMPORARY INSANTIY TABLE Thunder rumbles in the distant black sky;
your windshield wipers swipe and click a
roll 1d10 Result
rhythmic pattern as you trundle along a lone-
Screaming fit for 1d3 turns/choices ly road back to Arkham. The rain is steady,
1-2
(unable to be silent or stealthy) but not torrential. Very little water leaks
Laughs or cries hysterically for 1d6 turns/choices through the seams of your windows. You take
3-4 a moment to check your timepiece and see
(unable to be silent or stealthy)
that it is nearly midnight; you estimate that
Ombrophobia- Fear of rain or of being rained on for 1d10 turns/
you are still an hour and a half away from
5-6 choices
reaching your destination. This is turning
(try to make choices that get you out of the rain) into a very long night, and a very long drive.
Achluophobia- Fear of darkness for 1d10 turns/choices
7-8 The pale yellow light from your headlights
(try to make choices that get you out of the darkness)
barely cuts into the night. An occasional
Hylophobia- Fear of forests for 1d10 turns/choices flash of lightning helps illuminate the lonely
9-10
(try to make choices that get you out of the forest) narrow forest road you’re on. Tall dark co-
35
nifers and evergreens curtain both sides
of the road. Your car rocks a little as the
2. If you choose to walk further down
the road, go to 6.
wind picks up, and your thermos bumps You slam on the brakes and crank the If you choose to walk on the road
up against your thigh. You begin to juggle steering wheel over to the right. The deer back in the direction in which you
between steering the car and opening leaps away, back into the safety of the dark came, go to 7.
your thermos as you try to pour yourself woods. Your car skids off the road, into the
another small cup of coffee. You thank
your lucky stars for the all-night diner
soft muddy ditch. You come to a sudden
and abrupt stop as a loud metallic crack
3.
you passed fifteen miles ago so you could echoes through the cabin of the car. You slam on the brakes and crank the
refill your thermos and finally get a copy of steering wheel over to the right. The deer
Thunder and lightening punctuate your
today’s Arkham Gazette, (better late than leaps away, back into the safety of the dark
predicament. With umbrella in hand, you
never). woods. Your car skids off the road, into
get out of the car, retrieve your flashlight
the soft muddy ditch. You come to a sud-
from the trunk, and begin looking for the
With three gulps, you’re able to empty den and abrupt stop, slamming your chest
source of the “crack” sound. With no ef- against the steering wheel; additionally,
your cup of warm coffee. You’re juggling
fort whatsoever you find the source; your a loud metallic crack echoes through the
between steering the car and sealing your
front-right wheel is nearly lying flat upon cabin of the car. Take 1 HP of damage.
thermos closed when a flash of lightening
the grass, because it has broken free from
illuminates the road ahead again. A deer the axle. Thunder and lightening punctuate your
has leapt in front of your car! Make a Drive predicament. You catch your breath, and
Auto skill check at -5% due to the rain. You’re in the middle of nowhere, in a then exit the car with umbrella in hand.
thunderstorm without transportation or You retrieve your flashlight from the trunk
Next: help of any kind. You search your car and and begin looking for the source of the
If your skill check resulted in a take stock of what you have available. You “crack” sound. With no effort whatsoever
Touchdown, go to 16. have your flashlight, umbrella, thermos, you find the source; your front-right wheel
If your skill check resulted in a newspaper, tire iron (just in case), and a is nearly lying flat upon the grass, because
Success, go to 2. few other personal items. You’re sitting in it has broken free from the axle.
If your skill check resulted in a the car as you ponder your options.
You’re in the middle of nowhere, in a
Failure, go to 3. Next: thunderstorm without transportation or
If your skill check resulted in a If you choose to wait in the car for a help of any kind. You search your car and
Fumble, go to 4. while, go to 5. take stock of what you have available. You
36
have your flashlight, umbrella, thermos, You wake up, a bit bloodied and bruised, Is the storm getting worse? Make a Spot
newspaper, tire iron (just in case), and a but otherwise okay. You crawl out of the Hidden skill check.
few other personal items. You’re sitting in car; it is still dark and raining. You assume
Next:
the car as you ponder your options. you were not unconscious for very long.
You gather your things to take stock in If your skill check resulted in a
Next: Success, go to 8.
what you have left; a flashlight, umbrella,
If you choose to wait in the car for a thermos, newspaper, a tire iron, and a few If your skill check resulted in a
while, go to 5. other personal items. Not much. Failure, go to 9.
If you choose to walk further down
Your car is on its side in the ditch; you
the road, go to 6.
If you choose to walk on the road
can see that the axle has broken. You look 6.
around, but the deer is nowhere to be seen.
back in the direction in which you You gather your gear and start walk-
It must not have been injured that badly,
came, go to 7. ing down the dark road. Your umbrella is
and has run off into the woods. With the
tipped forward to shield you from the rain
windows smashed and the car on its side
as you walk into the wind. Your flashlight
4. the rain is pouring into the car, so it’s not a
viable shelter from the storm. As you see it,
illuminates a small patch of ground be-
fore you. Occasionally, you look over your
You slam on the brakes and crank the you only have two choices.
shoulder to see if another car is approach-
steering wheel over to the right, but it’s to
Next: ing, but it’s been more than an hour since
no avail! You slam into the deer as your
If you choose to walk further down you’ve seen another car on this road.
car hydroplanes in a puddle of water. The
the road, go to 6.
deer is knocked into the darkness on the You’ve been walking for more than a
If you choose to walk on the road half-hour. You see something on the side of
left side of the road as your car spins off the
back in the direction in which you the road ahead of you. You approach, and
right side of the road. You feel the car take
came, go to 7. find a wooden post with a mailbox mount-
flight momentarily as it flips over into the
muddy ditch. Your body flops and bounces ed on top. The mailbox just has a single
around inside the cabin of car, smashing 5. number “9” painted on the side. You see
a dirt driveway, (currently a slick muddy
your head and chest against the steering
wheel and windshield. Take 1d6 HP of More than a half hour has passed. You driveway), leading off into the woods. You
damage. huddle in the car, the sound of the rain can’t see the house from the road, or at
thrumming on the roof. An occasional least you can’t see it in the middle of the
You are knocked unconscious. flash of lightening illuminates the road. night in the rain.
37
Next:
If you choose to look for the house, go
steaming in the cold rain. Make a Sanity
check.
9.
to 10. Next: Frustrated and anxious, you get tired of
If you choose to continue walking waiting in the car. You decide to see if you
If your sanity check resulted in a
down the road, go to 11. can find some help, maybe you can find a
Success, go to 12.
house or maybe another car will come by.
If your sanity check resulted in a
7. Failure, go to 13. Next:
If you choose to walk further down
You gather your gear and start walk- the road, go to 6.
ing the road back toward the diner; your 8. If you choose to walk on the road
umbrella is tipped back over your shoulder back in the direction in which you
You see a parade of lights going by deep
to shield yourself from the wind and rain. came, go to 7.
in the woods. The lights swing and bob
Your flashlight illuminates a small patch of
in a fashion that reminds you of lanterns,
ground before you. Occasionally, you look
over your shoulder to see if another car is
like people carrying lanterns. It’s hard to
tell without reference points, but you think
10.
approaching, but it’s been more than an You walk into the woods, following
they are fifty yards or more in the woods.
hour since you’ve seen another car on this alongside the muddy driveway. The drive-
The lights are very hard to see as the trees
road. way is long; after twenty yards it turns left
are obscuring most of the light.
You’ve been walking for more than a and continues for another ten yards before
Next: you finally see a large dark barn. Beyond
half-hour. As you continue to shuffle along
If you choose to follow the lights, go the barn, you see an old dilapidated two-
the road, accompanied by the occasional
to 14. story house; both the house and barn are
flash of lightening and roll of thunder, you
If you choose to stay in the car, go to located in a clearing in the woods that is
suddenly come upon a horror splayed out
15. just large enough to accommodate the two
on the road. At first glance, it’s difficult
If you choose to ignore the lights and buildings. You see a flickering light, most
to identify the animal; you finally decide
start walking further down the road, likely candlelight, in one of the upper-story
that this must have once been a deer.
go to 6. windows of the house.
Something has rend and torn this thing
to shreds; entrails, meat, and fur are scat- If you choose to ignore the lights and Next:
tered everywhere. It’s obvious that the kill start walking on the road back in the If you choose to investigate the barn,
is fresh, because the leftover organs are still direction in which you came, go to 7. go to 17.
38
If you choose to investigate the house,
go to 18.
If you run into the woods to hide, go
to 21.
14.
If you choose to turn around and head You quickly head into the woods, try-
11. back to your car, go to 22. ing to catch up to the parade of lights.
The sounds of the storm easily cover-up
If you choose to continue on the road the sounds you should be making as you
You continue to walk along the road in
the rain. You walk for another thirty min- back toward the diner, go to 23. plunge into the woods. The woods are
utes, but it feels much longer. Your shoes getting thicker, and you seem to have lost
sight of the lights. You crane your neck
are soaked, and the cold chills you straight
to the bone. Make a Spot Hidden check.
13. around trying to find them again. It’s while
you’re looking for the lights that you now
Next: You buckle-over and vomit! Lose 1d3 notice the sound of drums. At first you
If your skill check resulted in a SAN. You wonder what kind of beast thought it was more thunder, but it’s too
Success, go to 19. could’ve done such a thing. Your thoughts rhythmic to be thunder.
If your skill check resulted in a are cut short as a strange howl cuts the
You begin to follow the sounds of the
Failure, go to 20. night air. You suddenly think that whatever drums. Soon you begin to see lights up
did this could still be in the area! The hairs ahead, big bright lights. Someone has
12. on the back of your neck stand on end as
you feel eyes in the darkness watching your
started a roaring bonfire in the woods; a
fire large enough to resist being snuffed-out
You successfully resist vomiting. Lose every move. You snap your head around, by the rain. You finally reach the edge of a
1 SAN. You wonder what kind of beast clearing, and in the midst of the clearing
looking into the darkness looking for the
could’ve done such a thing. Your thoughts are at least a dozen naked people, men and
unknown predator. women, singing and dancing around the
are cut short as a strange howl cuts the
night air. You suddenly think that whatever Next: bonfire.
did this could still be in the area! The hairs
If you run into the woods to hide, go You see the drummers, three of them,
on the back of your neck stand on end as
to 21. banging away on huge kettle-style drums.
you feel eyes in the darkness watching your
If you choose to turn around and head You also see a pair of strange stone col-
every move. You snap your head around,
umns; each column is approximately eight
looking into the darkness looking for the back to your car, go to 22.
feet tall, two feet around, standing eight
unknown predator. If you choose to continue on the road feet apart from each other. The columns
Next: back toward the diner, go to 23. are white in color, and are carved to look
39
like they are covered in tentacles and
Cretaceous fossils. You also see a third
15. woods. You slow your car as you approach
the end of the road.
column, much like the other two tall col- You spend the time drinking your coffee As you near the end of the road, and
umns, but this one is only three feet tall. and reading your newspaper by the light of your headlights illuminate the tree in the
your flashlight. The drone of the rain and road, your mind twists as it tries to com-
It is topped with some kind of ugly ebony
the late-night hours are taking their toll on prehend the horror standing before you.
statue, and a pair of iron rings are bolted you. Make a CON x3 check.
to the sides of the short column. The statue What you thought was a tree is some kind
Next: of monstrous horror standing on two
looks like it could be a representation of
If your skill check results in a Success, hoofed tree-stumps for legs, a huge thick
some kind of animal, but it is hard to tell black body with a gaping maw dripping
go to 27.
because the statue is facing the bonfire. ichor in the center of its trunk, and a host
If your skill check results in a Failure,
go to 28. of twisting and flaying tentacle limbs above
As you’re taking in the sights, a new it! Make a Sanity check.
sound cuts the night air, a scream. Two
large men are dragging a woman over 16. Next:
If your skill check results in a Success,
to the columns. Unlike the revelers, the
Your amazing reflexes allow you to brake go to 29.
woman is fully dressed. The men drag her If your skill check results in a Failure,
and steer around the deer without your
to the short column and use thick ropes car going off the road and into the ditch go to 30.
to bind her wrists to the iron rings. The on the side. Your car comes to a complete
woman is now kneeling before the ugly
statue, with her back to the other columns
stop in the middle of the road; your heart
continues to race as you see the deer leap 17.
and the bonfire. into the wood. After a few moments, you You run across the open expanse be-
put the car into gear, and begin to motor tween the trees and the barn. The large
Next: on toward Arkham. barn door is already open just wide enough
If you choose to continue to watch, go You’re on your way, ever more vigilant for you to slip inside. The barn is warm
to 24. and watchful for more animals that may and dry inside. You can hear some animals
If you choose to save the bound leap out onto the road. The wind and rain snorting and breathing. The wooden floor
increase, and the trees sway to the rhythm has a thick layer of hay. Using your flash-
woman, go to 25.
of Mother Nature’s symphony. Ahead, light, you can see several stalls, and large
If you choose to leave and return to it looks like the road dead ends into the shadowy shapes within most of the stalls.
the road, go to 26.
40
The shapes are cows. A quick count You head around to the back of the ing out into the road up ahead of you. The
reveals eight cows. You also see about a house, and you see a short set of steps up walking “tree” is some kind of monstrous
dozen chickens sleeping in the hay. Due to to the back door and you see some doors horror standing on two hoofed tree-stumps
the late hour, all of the animals are quite on the ground that most likely lead to the
for legs, a huge thick black body with a
docile. Make a Listen check. cellar. You listen, but you don’t hear any
noises from the house. gaping maw dripping ichor in the center of
Next:
its trunk, and a host of twisting and flay-
If your skill check results in a Next:
ing tentacle limbs above it! Make a Sanity
Touchdown, go to 31. If you choose to try the back door, go
check.
If your skill check results in a Success, to 34.
go to 32. If you choose to try the cellar door, go Next:
If your skill check results in a Failure, to 35. If your skill check results in a Success,
go to 33.
go to 36.
19. If your skill check results in a Failure,
18. The wind and rain increase, and the go to 37.
You run across the open expanse be- trees sway to the rhythm, but your eye
tween the trees and the barn. The house catches sight of what looks like a tree walk-
is an old two-
story house in DARK YOUNG (Mythos creature)
disrepair and in
char rolls avg char rolls avg
desperate need
STR 4d6 +30 44 INT 4d6 14 HP 30-31
of a paint job.
The front porch CON 3d6 +6 16-17 POW 5d6 17-18 DB 4d6
looks rickety. You SIZ 4d6 +30 44 DEX 3d6 +6 16-17 Sanity 1d3 / 1d10
suspect that the Weapons Tentacle: 80%, damage: DB and 1d3 STR drain
floorboards of the Armor Dark Young are of non-terrene material and make-up, so any successful firearm attack does only
porch will squeak 1 point of damage. A firearms impale does 2 points of damage. Shotguns are exceptions, and
quite loudly if you do minimum possible damage whether its an impale or not. Hand-to-hand weapons do nor-
were to get up on mal damage; attack dependant on heat, blast, corrosion, electrical charge, or poisoning have no
the porch. effect.
41
20. to its damage bonus and a loss of 1d3
STR. If you are dead, your soul has gone
the road back to you car. You get the sink-
ing feeling that your every move is being
The wind and rain increase, and the to the Great Beyond. If you are still alive, watched. Make a Dodge check.
trees sway to the rhythm. You continue to you may continue.
Next:
walk along the road looking only at your Next: If your skill check results in a Success,
feet as you shuffle along in the puddles.
If you attack, go to 38. go to 42.
You now wish you had stayed in the car
If you run away, go to 39. If your skill check results in a Failure,
until morning.
go to 43.
As you plod along, you suddenly smell
21.
something that reeks of the long decay of
a grave. The ground shakes causing you to You race into the woods looking for
23.
stumble. You look up, and towering above someplace safe to hide. You push through You hope and pray that you’re just being
you is a monstrous thing, as big as a tree! a thicket of brush and bramble, resulting paranoid, so you walk around the slaugh-
The “tree” is some kind of monstrous hor- in dozens of scrapes and scratches across tered animal, and continue on the road
ror standing on two hoofed tree-stumps your face and hands. You run several yards back toward the diner. You begin walking
for legs, a huge thick black body with a into the woods before you need to stop and at a brisk pace, snapping your head around
gaping maw dripping ichor in the center of catch your breath. Another howl splits the as you continue to look for possible danger.
its trunk, and a host of twisting and flay- night air. You’re positive now that the thing
ing tentacle limbs above it! The monster has caught your scent, and is hunting you You continue down the road, up a rise in
bellows a horrible cry as two of its giant now. Make a Luck check. the road, down the other side, and around
tentacles swing at you! another bend without sight or sound of the
Next: animal. You begin to breathe easier now
Make a Sanity check. If your skill check If your skill check results in a Success, as you continue your trek. Five minutes
result is a Success, then lose 1d3 SAN. If go to 40. becomes ten, ten becomes thirty, and thirty
your skill check is a Failure, then lose 1d10 becomes an hour. You eventually see the
If your skill check results in a Failure,
SAN. Consult the insanity rules in the Call all-night diner ahead. You’re filled with a
go to 41.
of Cthulhu rulebook if you have lost more second wind, as you sprint to the diner.
than five sanity points. Congratulations, you live to see another
Make two tentacle attacks from the 22. day.
Dark Young against yourself. Each suc- Your car was an obvious safe shelter! The End
cessful attack results in damage equal You turn around and start running down

42
24. If your skill check results in a Success,
go to 44.
If your skill check results in a Failure, then
lose 3d10 SAN. Consult the insanity rules
You hunker down deeper into the If your skill check results in a Failure, in the Call of Cthulhu rulebook if you have
shadows as you continue to observe the go to 45. lost more than five sanity points.
pagan ritual. The woman tied before the Several tentacles whip out at both you
statue wails and sobs. None of the naked
dancers pay her any heed. The sound of 25. and the woman, some are going for her,
and some are going for you. Make a Dodge
the drums, the dancing, and the singing You take a deep breath as courage surges check!
continue their hypnotic rhythm until they through your veins. You heft your weapon
reach a screeching crescendo. And with a Next:
and dash for the woman in an attempt to
final thrum of the drums, you see the space save her. As you run out, the sound of the If your skill check results in a
between the two tall columns waver and drums, the dancing, and the singing reach Touchdown, go to 46.
warp. At first you think it is a trick of the their screeching crescendo, and with a final If your skill check results in a Success,
heat from the bonfire, but then you see the thrum of the drums, you see the space go to 47.
fabric of the air rend and tear. A hole in between the two tall columns waver and If your skill check results in a Failure,
space has opened between the columns! warp. At first you think it is a trick of the go to 48.
The woman, sensing danger near her, heat from the bonfire, but then you see If your skill check results in a Fumble,
whips her head around and also sees the the fabric of the air rend and tear. A great go to 49.
hole in the air between the columns. The black hole in space has opened between the
columns!
hole is dark within, making observation
of anything beyond the warp impossible. None of the naked cultists try to stop
26.
Suddenly, giant green tentacles whip out you; in fact they scatter away from you and The pagan ritual being conducted by the
from the hole in space and wrap around the woman. The woman’s eyes are filled naked cultists has turned your stomach.
the woman! with tears as she begs you to save her. Just You decide to slink away and save your
The woman screams in terror as the gi- as you reach her, you see movement out own skin; that poor woman is going to
ant tentacles pull the woman, ripping her of the corner of your eye. You look up just have to save herself. Due to the guilt you
arms off, and pulls her into the darkness in time to see several giant green tentacles feel for leaving that woman behind, make
beyond the hole! Make a Sanity check! whip out from the hole in space; the tenta- a Sanity check. If your skill check results
cles shoot out toward you and the woman! in a Success, then lose 1 SAN. If your skill
Next: check is a Failure, then lose 1d3 SAN.
Make a Sanity check! If your skill check
results in a Success, then lose 1d10 SAN.
43
You head back to the road, back to your If you choose to go to sleep because If you choose to get out of your car
car. Standing in the rain by your car, you this must be a dream, go to 28. and attack the creature, go to 54.
look up and down the road trying to make-
up your mind on which way to go.
Next:
28. 30.
If you choose to start walking further You drift off to sleep. When you wake, it Your mind snaps! Lose 1d10 SAN.
down the road, go to 6. is morning; the rain has stopped, and sun- Consult the insanity rules in the Call of
If you choose to walk on the road light is filtering in through the trees. You Cthulhu rulebook if you have lost more
back in the direction in which you hear the strangled cry of a horn. You look than five sanity points. The earth shakes as
came, go to 7. up, and a Ford pick-up truck is pulling up the monster begins to march toward you;
behind you. A local farmer gets out of the its tentacles wave like whips readying to
truck and rescues you. Congratulations, strike.
27. you live to see another day.
Next:
You resist falling asleep. You had been The End If you choose to turn your car around
slumping in the car, so you decide to sit up to make an escape, go to 51.
so you can stretch you back and shake-off
the fatigue. As soon as you sit up, you see
29. If you choose to ram your car into the
creature, go to 52.
a little girl, no more than eight years old, Thankfully, you mind fails to success- If you choose to get out of your car
standing barefoot in a white nightgown in fully catalog the horror you see before and run away, go to 53.
the middle of the road. She is soaking wet, you. Lose 1d3 SAN. The earth shakes as If you choose to get out of your car
and the nightgown is sticking to her thin the monster begins to march toward you; and attack the creature, go to 54.
body. Without a word, she turns and runs its tentacles wave like whips readying to
off into the woods. strike.
You remember reading in your paper Next:
31.
about a girl that has been missing for more If you choose to turn your car around As you prepare to leave the barn, you
than a week; the description in the paper to make an escape, go to 51. hear a soft sobbing from an empty stall.
matches the little girl you just saw! If you choose to ram your car into the You enter the stall and find an area in the
creature, go to 52. floor that is not only clear of hay, but also
Next:
If you choose to get out of your car has a pull ring and hinges; it’s a door in the
If you choose to follow the girl, go to
and run away, go to 53. floor. You open the door, and you find a ten
50.

44
foot deep pit lined with smooth limestone. Next: There’s an ice box on the wall next to the
At the bottom of the pit is a young boy; he If you choose to get the rope, go to 58. open doorway.
is crying. If you choose to check the house and Next:
You reassure the boy that he is going to come back for the boy later, go to 59. If you check the ice box, go to 63.
be safe; you then head over to another stall If you enter the next room, go to 64.
where you saw a length of rope. As you
grab the rope, you then hear the sound of
33. If you change your mind and go back
outside, go to 65.
another door somewhere swing closed and You’re about to leave the barn when you
the thumping of booted feet. think you hear something outside. You’re
Next: not sure what, if anything, you heard. 35.
If you choose to hide and wait for Next: You squat down and grab one of the
whoever may be coming to the barn, If you exit the barn through the front handles to the cellar. It takes some effort,
go to 56. door to check out the sound, go to 60. but you’re able to lift the door, exposing a
If you choose to hurry up to save the If you exit the barn through the back stone stairwell down into the cellar. You
boy, go to 57. door to avoid the sound, go to 61. head down the steps, entering the cellar.
If you hide in the barn, go to 62. The walls of the cellar are rough-hewn
earth; there is an occasional wooden post
32. and beam to help keep the ceiling from
As you prepare to leave the barn, you 34. crashing in.
hear a soft sobbing from an empty stall. You creep up the steps and try the door The smell down here is horrific. It takes
You enter the stall and find an area in the knob. The door is unlocked and swings all your effort not to run out of the cellar
floor that is not only clear of hay, but also open with a whisper of a creek. Inside, you for a fresh breath of air. You hear a slight
has a pull ring and hinges; it’s a door in the see a dark and dingy kitchen. There is a tinkling of metal, possibly chains. You
floor. You open the door, and you find a ten small table in the room and an open dark creep deeper into the cellar, plying your
foot deep pit lined with smooth limestone. doorway on the other side of the room. flashlight back and forth. Suddenly, you
At the bottom of the pit is a young boy; he find the chains and the source of the smell.
is crying. You silently enter the kitchen. The The chains hang from the ceiling; each
kitchen counters and sink are piled with chain ends in a large hook, and on each
You reassure the boy that he is going to dirty dishes. Some look very old and hook is a large chunk of meat that is dry-
be safe. You remember a length of rope moldy, while others look much fresher. ing out and curing. You cover your nose
stored in another stall.

45
and mouth as you start to move forward, readying to strike. You turn around and Make two tentacle attacks from the
but then you see something that stops you run away! Dark Young against yourself. Each suc-
dead in your tracks. From one of the hooks cessful attack results in damage equal to
Next:
hangs the nude torso of what must have its damage bonus and a loss of 1d3 STR.
once been a child. The missing head, arms, If you run along the road, go to 68. If you are dead, your soul has gone to the
pelvis and legs make identification of the If you run into the woods, go to 69. Great Beyond. If you are still alive, you may
child impossible. continue.
Make a Sanity check! If your skill check 37. Next:
result is a Success, then lose 1 SAN. If your If you attack, go to 38.
skill check is a Failure, then lose 1d3 SAN. Your mind snaps! Lose 1d10 SAN.
If you run away, go to 39.
Consult the insanity rules in the Call of
Next: Cthulhu rulebook if you have lost more
If you continue moving through the
cellar, go to 66.
than five sanity points. The earth shakes
as the monster begins to march toward
38.
If you turn around and run out of the you; its tentacles wave like whips readying Fearing for your life, you attack the giant
cellar, go to 67. to strike. All rational thought has escaped monster. Make an Attack check; remember
your brain, as you are rooted to the spot. to consult the Dark Young’s special armor
The monster tries to smash you with two of notes before you make your roll. If your
36. its tentacles! skill check results in a Touchdown, you
Thankfully,
DARK YOUNG (Mythos creature)
you mind fails
to success- char rolls avg char rolls avg
fully catalog the
STR 4d6 +30 44 INT 4d6 14 HP 30-31
horror you see
before you. Lose CON 3d6 +6 16-17 POW 5d6 17-18 DB 4d6
1d3 SAN. The SIZ 4d6 +30 44 DEX 3d6 +6 16-17 Sanity 1d3 / 1d10
earth shakes Weapons Tentacle: 80%, damage: DB and 1d3 STR drain
as the monster Armor Dark Young are of non-terrene material and make-up, so any successful firearm attack does only
begins to march 1 point of damage. A firearms impale does 2 points of damage. Shotguns are exceptions, and
toward you; do minimum possible damage whether its an impale or not. Hand-to-hand weapons do nor-
its tentacles mal damage; attack dependant on heat, blast, corrosion, electrical charge, or poisoning have no
wave like whips effect.
46
may roll double your weapon’s damage and the road until your legs turn to rubber. The finally pushes through a thicket. The beast
then add your damage bonus if it is a hand- rain has finally stopped just as you collapse is bigger than a man, but still walks upright
to-hand weapon. If your skill check results to the ground. You turn and look back over like a man. The creature is covered in thick
in a Success, then you may do normal your shoulder, but can see nothing in the rough fur, a long snout, large ears, and
weapon damage and then add your dam- darkness that surrounds you. huge claws on its hands. Your mind refuses
age bonus if it is a hand-to-hand weapon. to believe it, but you’re sure you’re being
If your skill check results in a Failure, then Your body finally gives up, and you pass hunted by a bona fide werewolf!
your attack missed. If your skill check out.
results in a Fumble, then your weapon has Make a Sanity check! If your skill check
The next morning, you wake to an old results in a Success, then lose zero SAN. If
slipped from your hand and has landed farmer and his wife shaking you as they
under the monster; you no longer have that your skill check results in a Failure, then
try to wake you up. You awake to sun- lose 1d8 SAN.
weapon. shine and singing birds. You burble out
The monster attacks you again. Make some gibberish as the old couple helps you Every muscle and bone in your body
two more tentacle attacks from the Dark up and guide you to their pick-up truck. freezes, you think that maybe if you can
Young against yourself. Each successful Congratulations, you live to see another stay perfectly still and silent that the beast
attack results in damage equal to its dam- day. may give up its search for you. Make a Luck
age bonus and a loss of 1d3 STR. If you check!
The End
are dead, your soul has gone to the Great Next:
Beyond. If you are still alive, you may
continue. 40. If your skill check results in a Success,
go to 71.
Next: You look up and see a hunter’s perch up If your skill check results in a Failure,
If you continue to attack, go to 70. in a tree, constructed twenty-five feet over- go to 72.
If you run away, go to 39. head. After stuffing some of your things
into your shirt and pockets, you scale the
tree. Your fingers are raw and splintered 41.
39. once you finally reach the top of the tree You desperately search all around you
and settle into the hunter’s perch. for someplace to hide. Your mind is rac-
You turn and run, dropping everything
you were carrying, anything that could You do your best to calm your breath- ing with fear, making it difficult for you
slow you down. Your heart is beating so ing and stay as silent as possible. Your eyes to think clearly or focus on anything.
hard and so fast, you can hear the thrum- scan the leafy ground looking for your Suddenly, the thicket explodes behind you
ming in your ears. You blindly run down unknown predator, when something big as a huge beast leaps out and attacks you!

47
The creature is covered in thick rough fur, a
long snout, large ears, and huge claws on its 42. 43.
hands. Your mind refuses to believe it, but Sensing danger, you duck and roll in You’re running along when you are
you’re sure you’re being attacked by a bona mid-run. A blur of fur, tooth, and claw struck by a heavy weight on your back.
fide werewolf! swishes right over your head. You’re back You’re being attacked! Your mind is on fire
Make a Sanity check! If your skill check on your feet with your weapon at the ready with panic as some kind of huge beast has
results in a Success, then lose zero SAN. If when you yourself facing off against a pounced upon you. In a split-second, your
your skill check results in a Failure, then huge man-shaped monster. The creature mind processes the situation. The creature
lose 1d8 SAN. is covered in thick rough fur, a long snout, is covered in thick rough fur, a long snout,
large ears, and huge claws on its hands. long teeth, large ears, and huge claws on its
The werewolf has leapt upon you! Make Your mind refuses to believe it, but you’re hands. Your mind refuses to believe it, but
two claw attacks from the werewolf against sure you’re being attacked by a bona fide you’re sure you’re being attacked by a bona
yourself. Each successful attack results in werewolf! fide werewolf!
damage equal to 1d8 +DB. If you are dead,
your soul has gone to the Great Beyond. If Make a Sanity check! If your skill check Make a Sanity check! If your skill check
you are still alive, you may continue. results in a Success, then lose zero SAN. If results in a Success, then lose zero SAN. If
your skill check results in a Failure, then your skill check results in a Failure, then
Next: lose 1d8 SAN. lose 1d8 SAN.
If you choose to attack, go to 73.
You get to react first. The werewolf has leapt upon you, and
If you choose to run away, go to 74.
is savagely attacking you! Make two claw
Next:
attacks and one bite attack from the were-
If you choose to attack, go to 73. wolf against yourself. Each successful claw
If you choose to run away, go to 74. attack results in damage equal to 1d8 +DB.
A successful bite at-
Werewolf (Unnatural creature) tack does 1d8 +DB,
and then has a 90%
char rolls avg char rolls avg chance to infect you
STR 6d6 21 INT 1d4 +2 4-5 HP 12 with the werewolf ’s
CON 2d6 +6 13 POW 2d6 +2 13 DB 1d4 curse. If you are dead,
SIZ 3d6 +3 12-13 DEX 2d6 +2 13 Sanity 0 / 1d8 your soul has gone to
Weapons Claw: 60%, damage: 1d8 +DB; Bite: 30%, damage 1d8 +DB (Infect 90%) the Great Beyond. If
you are still alive, you
Armor Werewolves have 1-point of tough hide, and they regenerate 1 HP reach round. may continue.
48
This image is copyright ©2011 Norm Fenlason.
Next:
If you choose to attack, go to 73.
45. wrap around her and with the force and
violence of a tornado they drag her into the
If you choose to run away, go to 74. You feel yourself go into a cold sweat as hole in space. Her arms are ripped from
you vomit-up the coffee you drank earlier. her body, the bloody limbs still tied to the
You then let out a blood-curdling scream! short column.
44. Lose 3d10 SAN. You swallow the horror that wells up
Your blood runs cold, but you’re able to Your scream has barely past your lips be- into your throat. Thinking only of your
hold back your desire to scream in terror. fore the cultists set upon you like savages. own safety, you escape into the woods,
Lose 1d10 SAN. Dozens of filthy arms reach out and claw running all the way back to the road.
at you. They strip you of your weapons and Thankfully, your mind is incapable of fully
As soon as the woman disappears, the comprehending the events in the woods.
drag you toward the hole in space. Your
hole in space wavers and then slams closed. By the time you get back to the road you’ve
mind begins to comprehend what is hap-
The revelry of the cultists fades, and you convinced yourself that it was all an illu-
pening to you, provoking you to thrash and
see them begin to gather their clothes as sion. Illusion or not, you’re read to move
fight back. Make a STR x3 check.
they prepare to leave. You break into a on.
cold sweat as you hide in the bushes as the Next:
cultists collect the ugly statue and file out. If your skill check results in a Next:
The cultists leave with the woods with the Touchdown, go to 75. If you choose to start walking further
bonfire raging and the woman’s arms still If your skill check results in a Success, down the road, go to 6.
tied to the short column. go to 76. If you choose to walk on the road
If your skill check results in a Failure, back in the direction in which you
Eventually, you head back to the road, came, go to 7.
but for the rest of your days a part of you go to 77.
will remain in those dark woods. You feel If your skill check results in a Fumble,
the need to move on. go to 78. 47.
Next: You leap aside, but not before one of the
If you choose to start walking further 46. tentacles slaps you with the force of a bull.
down the road, go to 6. Take 5d6 damage! The force of the blow
If you choose to walk on the road You leap to the side, free and clear of
hurls your body free of the clearing, back
back in the direction in which you the tentacles. The tentacles meant for you
into the woods. If you are dead, your soul
came, go to 7. twist and thrash in the air, but the tentacles
has gone to the Great Beyond. If you are
meant for the woman find their mark! They
still alive, you may continue.
50
You were knocked unconscious when you into the hole! Your final moments in the woods. You call out to her and ask her
you were thrown into the woods. When life are in the clutches of Great Cthulhu! what’s wrong. She slowly turns her body
you awake, the cultists are gone, the ugly toward you, but she continues to point
The End
statue is gone, the fire has died down to deeper into the woods. She finally turns
half its size, and the hole in space has her head to look at you, and where there
closed. The only thing remaining of the
woman is a pair of bloody limbs tied to the
49. should be eyes, are only black “scribbles”
that float in the air, as if some great force is
small column. You try to turn and jump away, but your trying to scratch-out the existence of her
foot slips on some moss, and you acciden- soul. She silently mouths the words, “Help
You start your trek back to the road, tally launch yourself into the hole in space! me”, and then the little girl fades away into
thankful that your mind is incapable of Time and space twist around you; your darkness.
fully comprehending the events in the flesh is stripped from your bones and you
woods. By the time you get back to the bathed in blessed madness as the final mo- Make a Sanity check. If your skill check
road you’ve convinced yourself that it was ments of your life are spent staring into the results in a Success, lose 1 SAN. If your
all an illusion. Illusion or not, you’re read eye of Great Cthulhu! skill check results in a Failure, lose 1d3
to move on. SAN.
The End
Next: You look in the direction the girl was
If you choose to start walking further pointing, and you see a large dark barn and
down the road, go to 6. 50. an old dilapidated two-story house. Both
If you choose to walk on the road the house and barn are located in a clear-
You gather your gear and run off into the ing in the woods that is just large enough
back in the direction in which you
woods trying to catch up to the little girl. to accommodate the two buildings. You
came, go to 7.
You call out her name, but she doesn’t an- see a flickering light, most likely candle-
swer. You occasionally see a glimpse of her light, in one of the upper-story windows of
48. bright white nightgown as she darts from
tree to tree in the thick woods. No matter
the house. You also see a muddy driveway
leading away from the clear back toward
You turn to jump away, but not quite how fast you run, you just can’t seem to the road.
fast enough. A giant tentacle whips out catch up to her.
and wraps around your waist. Take 5d6 Next:
damage! You witness the woman being Finally, you can see that she has stopped If you choose to investigate the barn,
snatched into the hole in space by other running. As you approach, you see that go to 17.
tentacles, her arms ripped from her body! she is looking away from you, and with
You then follow her as the tentacles drag one arm raised she is pointing deeper into

51
If you choose DARK YOUNG (Mythos creature)
to investigate
the house, go char rolls avg char rolls avg
to 18. STR 4d6 +30 44 INT 4d6 14 HP 30-31
If you choose CON 3d6 +6 16-17 POW 5d6 17-18 DB 4d6
to follow the
SIZ 4d6 +30 44 DEX 3d6 +6 16-17 Sanity 1d3 / 1d10
driveway, go
to 79. Weapons Tentacle: 80%, damage: DB and 1d3 STR drain
Armor Dark Young are of non-terrene material and make-up, so any successful firearm attack does only
1 point of damage. A firearms impale does 2 points of damage. Shotguns are exceptions, and
51. do minimum possible damage whether its an impale or not. Hand-to-hand weapons do nor-
mal damage; attack dependant on heat, blast, corrosion, electrical charge, or poisoning have no
You force the
effect.
car into reverse,
blind panic
driving your every move. You can feel 52. tion that the wrecked car is providing you,
reduce the Dark Young’s attack chance by
the ground shake as the creature begins half. Each successful attack results in dam-
marching toward you. You crank the wheel Your thoughts become a mixture of fear
and rage. You think the only way to save age equal to its damage bonus and a loss
over as you’re backing up, you should have of 1d3 STR. If you are dead, your soul has
the car turned around in just a moment, yourself is to kill the creature before it can
kill you, and what better weapon than a gone to the Great Beyond. If you are still
but that moment never comes. Your rear alive, you may continue.
wheels have slipped off the road and into speeding car. You slam on the accelerator
the muddy ditch; you’re stuck! and launch your car at the creature! Next:
The creature doesn’t move. Your car If you choose to get out of the car and
You slam down the accelerator, but the run away, go to 53.
tires only spin in the mud. The creature is slams directly into the monster. You do 2d6
damage to the monster, and you take 1d3 If you choose to get out of the car and
almost upon you!
points of damage to yourself. If the mon- attack the creature, go to 54.
Next: ster is dead, go to 55. If the monster is not
If you choose to abandon the car and
run away, go to 53.
dead, it now swings two of its tentacles at
you for an attack. 53.
If you choose to get out of the car and Your mind runs a thousand calculations
Make two tentacle attacks from the Dark
attack the creature, go to 54. in an instant, and you realize that the road
Young against yourself. Due to the protec-

52
is too narrow and too wet for you to turn Young’s special armor notes before you walking down the road. Your mind reels
the car around, so you leap out of the car make your roll. If your skill check results from the night’s events; you have no idea
and start running for the woods. You think in a Touchdown, you may roll double your how long you’ve been walking, but the
you can out run it or at least hide from it in weapon’s damage and then add your dam- east is starting to look a little brighter as
the woods. age bonus if it is a hand-to-hand weapon. the rains begin to recede. Soon, an old
If your skill check results in a Success, then pick-up truck pulls up beside you, and the
You run like you’ve never run before; you may do normal weapon damage and elderly couple inside offer to give you a lift.
you’re in the woods in seconds. You run then add your damage bonus if it is a hand- Congratulations, you live to see another
blind through a maze of trees and bushes to-hand weapon. If your skill check results day.
because the canopy of leaves overhead is in a Failure, then your attack missed. If
so thick it blocks out what little moonlight The End
your skill check results in a Fumble, then
was able to peek through the storm clouds. your weapon has slipped from your hand
Your legs are about to give out, when sud-
denly the ground falls away from you and
and has landed under the monster; you no
longer have that weapon.
56.
you tumble through the air. Quickly, you duck inside another stall
The monster attacks you again. Make and hide behind the hay in the deep shad-
It’s with a heavy smack that knocks the two more tentacle attacks from the Dark
wind from your lungs when you land in the Young against yourself. Each successful ows. In a few seconds, the barn door creeks
river. The river is swollen and raging due to attack results in damage equal to its dam- open a bit as a huge man in coveralls and
the heavy rains. Make a Swim check. heavy boots enters the barn; he is carrying
age bonus and a loss of 1d3 STR. If you a double-barrel shotgun. The man doesn’t
Next: are dead, your soul has gone to the Great hesitate as he walks over to the stall where
If your skill check results in a Success, Beyond. If you are still alive, you may the boy is hidden.
go to 80. continue.
Next:
If your skill check results in a Failure, Next:
If you choose to continue to hide and
go to 81. If you continue to attack, go to 70. wait, go to 82.
If you run away, go to 53. If you choose to attack the man now,
54. go to 83.

Your thoughts become a mixture of 55.


courage and stupidity. You get out of the Your car is a wreck, but it was a small
car and attack the creature! Make an Attack price to pay to kill that God-forsaken
check; remember to consult the Dark creature. Battered and bruised, you start
53
57. has gone to the Great Beyond. If you are
still alive, you may continue.
Make two shotgun, (both barrels), attacks
against yourself. If you are dead, your soul
You drop to the floor and extend your has gone to the Great Beyond. If you are
Next:
arm into the pit. The boy leaps up to grab still alive, you may continue.
If you continue to attack, go to 93.
your hand, but he’s too small and weak Next:
If you try to escape, go to 86.
to reach you. Your mind is racing as you If you continue to attack, go to 93.
plead for the boy to try harder. Suddenly,
If you try to escape, go to 86.
the barn door creeks open, and a large man
in coveralls and heavy boots enters; he is
58.
carrying a double-barrel shotgun. You run over to the other stall that has a
large coil of heavy rope draped on it. You
59.
You leap to your feet just as he opens the pocket the items in your hands, because You tell the boy to be quiet, and that
stall you’re in. The man was obviously not it takes two hands to carry the heavy rope you’re going to make sure the house is clear
expecting you to be there; you have sur- back over to the stall where the boy is before you come back to save him. You beg
prised him! Make an Attack check. Both of trapped. You turn around to return to the him to be calm as you close the door to his
you are in point-blank range. boy, and just as you do you see a large man cell. You then head to the back of the barn
If your attack reduces the cannibal’s hit in coveralls has entered the barn. He is and exit the barn from the back door and
points to zero or less, you may continue. holding a double-barrel shotgun, and it is head over to the house to check it out.
If the cannibal has survived your attack, leveled right at you.
The house is an old two-story house in
make one shotgun, (single barrel), attack He has caught you by surprise. You stand disrepair and in desperate need of a paint
against yourself. If you are dead, your soul there, speechless for a second, when the job. The front porch looks rickety. You
silence is broken by twin blasts of thunder! suspect that the floorboards of the porch
will squeak quite loudly if
Cannibal (Mundane threat) you were to get up on the
porch.
char rolls avg char rolls avg
STR 3d6 10-11 INT 1d6 +4 4-5 HP 11-13 You head around to
CON 3d6 10-11 POW 3d6 10-11 DB 1d4 the back of the house,
and you see a short set of
SIZ 3d6 +6 13-14 DEX 3d6 10-11 Sanity 0/0
steps up to the back door
Weapons 12g dbl-brl Shotgun: 60%, damage: 4d6/2d6/1d6 (6 available shotgun shells) and you see some doors
Armor The cannibal’s heavy denim coveralls and thick body gives him a 1-point tough hide. on the ground that most

54
likely lead to the cellar. You listen, but you
don’t hear any noises from the house.
You head around to the back of the
house, and you see a short set of steps up 63.
to the back door and you see some doors You go to the ice box and turn the latch
Next:
on the ground that most likely lead to the to open the door. You swing the door open
If you choose to try the back door, go cellar.
to 34. and shine your light inside. Your stomach
Next: turns at the horror inside! You see blood-
If you choose to try the cellar door, go
If you choose to try the back door, go stained paper wrapped around what you
to 35.
to 34. assume to be slabs of meat, glass jars of
various internal organs, and a child-sized
If you choose to try the cellar door, go
60. to 35.
head sitting on a wire rack! Make a Sanity
check!
You creep over to the barn’s front door
and peek outside, you see a large man in
coveralls coming off the porch of the house
62. If your skill check results in a Success,
lose 1 SAN. If your skill check results in a
walking toward the barn. He is carrying a Quickly, you duck inside a stall and hide Failure, lose 1d3 SAN.
double-barrel shotgun. behind the hay in the deep shadows. In a Next:
few seconds, the barn door creeks open a If you choose to shut the ice box and
Next:
bit as a huge man in coveralls and heavy continue to the next room, go to 64.
If you exit the barn through the back boots enters the barn; he is carrying a
door to avoid the sound, go to 61. If you choose to run away and leave
double-barrel shotgun. The man doesn’t the house, go to 65.
If you hide in the barn, go to 62. hesitate as he walks over to the stall across
from where you are hiding.
61. Next: 64.
If you choose to continue to hide and The next room is dark, as you enter and
You exit the barn through the back door wait, go to 82.
and head over to the house. The house is pan your light around you see a set of stairs
If you choose to attack the man now, up to the second floor, the door to the front
an old two-story house in disrepair and
go to 83. porch, an open doorway to another room,
in desperate need of a paint job. The front
porch looks rickety. You choose to avoid and group of chairs and small tables. This
the front porch in favor of silence. is obviously the front parlor room. Make a
Spot Hidden check.
Next:
55
If your skill check results in a Success, Next: Next:
go to 84. If you choose to run for the woods so
If you go to the closed door, go to 87.
If your skill check results in a Failure, you can escape back to the road, go to
go to 85. If you go to the open doorway, go to 88. 86.
If you choose to run back into the cel-

65. 67.
lar, go to 89.

Quickly, you exit the house and leap


from the back door into the yard.
To your horror, you realize that a can- 68.
nibal lives in this house! You bolt for the
Next: exit. You sprint up the stairs so you can run Your instincts turn you on your heels
back to the road. You crest the stairs and and you start running back down the road.
If you choose to check out the cellar,
stop dead cold; you are face-to-face with You drop everything you were carrying,
go to 35.
huge man in coveralls, and he has a dou- anything that could slow you down. Your
If you choose to head back to the heart is beating so hard and so fast; you
road, go to 86. ble-barrel shotgun leveled at your gut.
can hear the thrumming in your ears. You
He has caught you by surprise. You stand blindly run down the road until your legs
66. there, speechless for a second, when the
silence is broken by twin blasts of thunder!
turn to rubber. The rain has finally stopped
just as you collapse to the ground. You turn
You push past the horror and find a Make two shotgun, (both barrels), attacks and look back over your shoulder, but can
stairway leading up. Thankfully, the old against yourself. If you are dead, your soul see nothing in the darkness that surrounds
stairs support your weight as you ascend. has gone to the Great Beyond. If you are you.
At the top of the stairs is a door. You don’t still alive, you may continue.
see any light leaking out
from under the door, nor Cannibal (Mundane threat)
sounds on the other side.
You open the door and char rolls avg char rolls avg
find a short hallway; you STR 3d6 10-11 INT 1d6 +4 4-5 HP 11-13
are in the center of the CON 3d6 10-11 POW 3d6 10-11 DB 1d4
hall. The hall ends in a SIZ 3d6 +6 13-14 DEX 3d6 10-11 Sanity 0/0
closed door to your left,
Weapons 12g dbl-brl Shotgun: 60%, damage: 4d6/2d6/1d6 (6 available shotgun shells)
and an open doorway to
your right. Armor The cannibal’s heavy denim coveralls and thick body gives him a 1-point tough hide.
56
Your body finally gives up, and you pass away from you and you tumble through cial armor notes before you make your roll.
out. the air. If your skill check results in a Touchdown,
you may roll double your weapon’s dam-
The next morning, you wake to an old It’s with a heavy smack that knocks the
age and then add your damage bonus if
farmer and his wife shaking you as they wind from your lungs when you land in the
it is a hand-to-hand weapon. If your skill
try to wake you up. You awake to sun- river. The river is swollen and raging due to
check results in a Success, then you may do
shine and singing birds. You burble out the heavy rains. Make a Swim check.
normal weapon damage and then add your
some gibberish as the old couple helps you
Next: damage bonus if it is a hand-to-hand weap-
up and guide you to their pick-up truck.
Congratulations, you live to see another If your skill check results in a Success, on. If your skill check results in a Failure,
go to 80. then your attack missed. If your skill check
day.
If your skill check results in a Failure, results in a Fumble, then your weapon has
The End go to 81. slipped from your hand and has landed
under the monster; you no longer have that
weapon.
69. 70. The monster attacks you again. Make
You run like you’ve never run before; Rage or insanity drives you to attack two more tentacle attacks from the Dark
you’re in the woods in seconds. You run the monster again! Make an Attack check; Young against yourself. Each successful
blind through a maze of trees and bushes remember to consult the Dark Young’s spe- attack results in damage equal to its dam-
because the
canopy of leaves DARK YOUNG (Mythos creature)
overhead is so
thick it blocks out char rolls avg char rolls avg
what little moon- STR 4d6 +30 44 INT 4d6 14 HP 30-31
light was able to CON 3d6 +6 16-17 POW 5d6 17-18 DB 4d6
peek through the
SIZ 4d6 +30 44 DEX 3d6 +6 16-17 Sanity 1d3 / 1d10
storm clouds.
Your legs are Weapons Tentacle: 80%, damage: DB and 1d3 STR drain
about to give out, Armor Dark Young are of non-terrene material and make-up, so any successful firearm attack does only
when suddenly 1 point of damage. A firearms impale does 2 points of damage. Shotguns are exceptions, and
the ground falls do minimum possible damage whether its an impale or not. Hand-to-hand weapons do nor-
mal damage; attack dependant on heat, blast, corrosion, electrical charge, or poisoning have no
effect.
57
age bonus and a loss of 1d3 STR. If you a warm blanket around you and drive you chance to infect you with the werewolf ’s
are dead, your soul has gone to the Great to town. Congratulations, you live to see curse. If you are dead, your soul has gone
Beyond. If you are still alive, you may another day. to the Great Beyond. If you are still alive,
continue. you may continue.
The End
Next: Next:
If you continue to attack, go to 70.
If you run away, go to 39.
72. If you leap from the tree stand, go to
90.
You cower in the tree stand, holding If you fight back, go to 73.

71. your breath, when a shiver runs down your

You hold your breath for what seems like


spine causing you to take another sharp
inhale. You see the beast’s ears perk-up at 73.
an eternity. Eventually, the werewolf stalks that sound! The werewolf looks up, staring Rage and an intense drive to survive
off into the woods. Every few minutes you directly into your eyes, and in a single leap fuels you as you attack the beast. Make an
can hear the beast bark at the moon. You the beast jumps up into the tree stand with Attack check. Remember to account for the
cower in the tree stand all night long. The you! werewolf ’s armor when you calculate your
rain ceases as the morning comes, and it The beast has you trapped! It ravages damage from each successful attack.
has been hours since you’ve heard or seen you; make two claw attacks and one bite
the werewolf. You climb down and head If the werewolf is still alive, it retaliates
attack from the werewolf against yourself.with two claw attacks. Make two claw at-
back to the road. You return to the road Each successful claw attack results in dam-
in time to flag down a passing pick-up tacks from the werewolf against yourself.
age equal to 1d8 +DB. A successful bite Each successful claw attack results in dam-
truck. The elderly couple in the truck wrap attack does 1d8 +DB, and then has a 90% age equal to 1d8 +DB. If you are dead, your
soul has gone to the
Werewolf (Unnatural creature) Great Beyond. If you
are still alive, you may
char rolls avg char rolls avg continue.
STR 6d6 21 INT 1d4 +2 4-5 HP 12
Next:
CON 2d6 +6 13 POW 2d6 +2 13 DB 1d4
If you choose to con-
SIZ 3d6 +3 12-13 DEX 2d6 +2 13 Sanity 0 / 1d8 tinue to fight, go to 73.
Weapons Claw: 60%, damage: 1d8 +DB; Bite: 30%, damage 1d8 +DB (Infect 90%) If you choose to run
Armor Werewolves have 1-point of tough hide, and they regenerate 1 HP reach round. away, go to 74.
58
74. then pulled into the hole so fast that they’re
unable to scream their final breath away.
tentacles whipping out from the warp in
space.
You run like you’ve never run before; You scramble to your feet and race even You turn and flee, running blind
you’re in the woods in seconds. You run deeper into the woods. You run blind through a maze of trees and bushes be-
blind through a maze of trees and bushes through a maze of trees and bushes be- cause the canopy of leaves overhead is so
because the canopy of leaves overhead is cause the canopy of leaves overhead is so thick it blocks out what little moonlight
so thick it blocks out what little moonlight thick it blocks out what little moonlight was able to peek through the storm clouds.
was able to peek through the storm clouds. was able to peek through the storm clouds. Your legs are about to give out, when sud-
Your legs are about to give out, when sud- Your legs are about to give out, when sud- denly the ground falls away from you and
denly the ground falls away from you and denly the ground falls away from you and you tumble through the air.
you tumble through the air. you tumble through the air.
It’s with a heavy smack that knocks the
It’s with a heavy smack that knocks the It’s with a heavy smack that knocks the wind from your lungs when you land in the
wind from your lungs when you land in the wind from your lungs when you land in the river. The river is swollen and raging due to
river. The river is swollen and raging due to river. The river is swollen and raging due to the heavy rains. Make a Swim check.
the heavy rains. Make a Swim check. the heavy rains. Make a Swim check.
Next:
Next: Next: If your skill check results in a Success,
If your skill check results in a Success, If your skill check results in a Success, go to 80.
go to 80. go to 80. If your skill check results in a Failure,
If your skill check results in a Failure, If your skill check results in a Failure, go to 81.
go to 81. go to 81.

75. 77.
76. You twist! You scream! But you are
You reach deep inside yourself and find a You struggle with your captors as they unable to break yourself free from your
new source of strength. You fight back with drag you closer to the gaping hole in space. captors! They drag you closer and closer to
all your might and repel all of your attack- You kick and twist until you successfully the gaping hole in space. Your mind aban-
ers! You knock two of them dangerously free yourself. You leap to your feet to run dons all logical thought as you scramble
close to the hole in space and watch them away; you take a final look back at the like an animal to get free. The cultists grab
each get wrapped-up by a giant tentacle, woman in time to see her being torn to your wrists and ankles, and on the count of
pieces and pulled into the hole by giant

59
three, they fling you onto the dirt next to that of Great Cthulhu preparing to devour pointing toward the old house and barn in
the bound woman. you! Welcome to the Great Beyond; you are the clearing.
dead.
You and the woman lock eyes, each of The little girl looks at you again and
you fully aware of your fate. Just then, giant The End fades away. Your heart sinks as you realize
tentacles whip around you, crushing the air that she has trapped you here.
from your lungs, as the impossible tendrils
pull you to your doom! Your final vision is 79. Next:
If you choose to investigate the barn,
that of Great Cthulhu preparing to devour
You hesitate to check out a spooky old go to 17.
you! Welcome to the Great Beyond; you are
dead. barn and house some ghost has led you to, If you choose to investigate the house,
so you turn to follow the muddy driveway go to 18.
The End back to what you assume to be the road.

78.
You plod along beside the muddy track and
it threads it’s way through the thick woods. 80.
You eventually come around a bend, and You thrash about in the water as the
You fight back against your captors as there is the little girl again; she’s pointing raging river drags you faster and faster
you try to twist free, but the cultists lever- away from you again. further downstream. Your mind spins as
age your arms behind your back with such up is down, and down is up. You finally get
As you approach, you see that the
force that they have broken both of your your bearings as your face breaks above
driveway has somehow led you back to the
arms! Lightning bolts of pain fires through the water line. You take in a deep gulp of
house and barn. The girl looks at you again,
your body, distracting you enough for the air; you know you were only seconds away
and again you see scribbles where her eyes
cultists to throw your body with such force from drowning.
should be. You swallow a lump of fear, and
that you are flung through gaping hole in
then she vanishes.
space! The river calms down as it widens, and
You turn away, and rush back down the you float away, out of the woods. You even-
You are surrounded in inky blackness, tually find see a bridge ahead. You swim to
muddy driveway; this time you will pay
falling and falling. Your mind begins to shore and drag yourself to the road above.
greater attention to your whereabouts so
shut down as it tries to save you from your As the morning sun begins to rise and the
you can return to the road. You plod along
own madness, when a giant gibbering form rains cease, it isn’t long before an elderly
the driveway, never missing a step along
with ichor dripping claws and a flailing couple in a pick-up truck find you by the
the way, until you come around a bend and
octopi-like tentacles from a monstrous road. They wrap you in a warm blanket and
see the little girl again. And again, she’s
face comes into focus! Your final vision is

60
take you into town. Congratulations, you weapon base skill damage base range atts/rnd HPs
live to see another day.
.30-06 bolt action rifle 25% 2d6+4 110 yards 1/2 12
The End
82. Next:
If you choose to continue to attack, go
81. The huge man goes into the stall across
from you; you hear a door fling open and
to 93.
If you choose to escape, go to 86.
You thrash about in the water as the a boy’s scream splits the night. His scream 83.
raging river drags you faster and faster is cut short with booming report of one of
further downstream. Your mind spins as You know that surprise is your best
the shotgun barrels. Rage boils up within
up is down, and down is up. You gulp a weapon, so you leap to attack now! Make
you, a rage unlike you have ever felt before.
lungful of water, and then another! Your an Attack check, you get a +15% bonus to
legs become as heavy as iron as your body Your eyes snap up as you see the big man your attack rolls. Be sure to observe his
is dragged to the bottom of the river. Your exiting the stall. Without another thought, armor bonus. The man is not able to fight
body thrashes in your final moments as you stand and attack! Make an Attack back during this round.
your oxygen-starved brain drowns at the check. Be sure to observe his armor bonus. Next:
bottom of the river. Welcome to the Great If the man has survived your attack, make
If you choose to continue to attack, go
Beyond; you are dead. a single shotgun attack from him against
to 93.
yourself.
The End If you choose to escape, go to 86.
If you are dead, your soul has gone to
the Great Beyond. If you are still alive, you
may continue. 84.
You quickly look
Cannibal (Mundane threat) around the room, and
you find a rifle leaning
char rolls avg char rolls avg against a chair.
STR 3d6 10-11 INT 1d6 +4 4-5 HP 11-13
You check, and this ri-
CON 3d6 10-11 POW 3d6 10-11 DB 1d4
fle is fully loaded with five
SIZ 3d6 +6 13-14 DEX 3d6 10-11 Sanity 0/0 rounds. You pick-up the
Weapons 12g dbl-brl Shotgun: 60%, damage: 4d6/2d6/1d6 (6 available shotgun shells) rifle, but it doesn’t make
Armor The cannibal’s heavy denim coveralls and thick body gives him a 1-point tough hide. you feel any safer. You

61
weigh your options. If you go out the front
door, you might be heard on the rickety old 86. to be a plumber to realize that the septic
system has backed-up in this home. It’s all
porch. If you go upstairs, there could be You escape! You run for the road so you you can do to hold back your retching as
someone up in the room where the candle can alert the authorities to what you’ve you close the door.
was lit, and you’d like to avoid any encoun- seen back here in the woods. You hear Next:
ters if at all possible; leaving you with only something behind you; you suspect that
a couple of choices remaining. You head back down the hall to check
you are being pursued. You get turned out the open doorway, go to 88.
Next: around; you can’t find the road. You run
If you choose to check out the next blind through a maze of trees and bushes
room, go to 94. because the canopy of leaves overhead is
so thick it blocks out what little moonlight
88.
If you choose to leave back through The next room is dark, as you enter and
was able to peek through the storm clouds.
the kitchen, go to 95. pan your light around you see a set of stairs
Your legs are about to give out, when sud-
denly the ground falls away from you and up to the second floor, the door to the front
85. you tumble through the air. porch, an open doorway to another room,
and group of chairs and small tables. This
You quickly pan your light around the It’s with a heavy smack that knocks the is obviously the front parlor room. Make a
room, but find nothing of interest. You wind from your lungs when you land in the Spot Hidden check.
weigh your options. If you go out the front river. The river is swollen and raging due to
the heavy rains. Make a Swim check. Next:
door, you might be heard on the rickety old
If your skill check results in a Success,
porch. If you go upstairs, there could be Next: go to 91.
someone up in the room where the candle If your skill check results in a Success,
was lit, and you’d like to avoid any encoun- If your skill check results in a Failure,
go to 80. go to 92.
ters if at all possible; leaving you with only If your skill check results in a Failure,
a couple of choices remaining. go to 81.
Next: 89.
If you choose to check out the next
room, go to 94. 87. You turn to leap back into the cellar, but
you slip on the wet ground and you tumble
If you choose to leave back through You go to the door, turn the latch, and head over heals down the stone steps that
the kitchen, go to 95. a foul odor assaults you. You’ve found the lead into the cellar. Your head smacks with
water closet for the house. You don’t have a resounding thud! You can hear bones

62
weapon base skill damage base range atts/rnd HPs 92.
.30-06 bolt action rifle 25% 2d6+4 110 yards 1/2 12
You quickly pan your light around the
break in your skull! Take 1d6+2 points of you in half and has pulled your legs and room, but find nothing of interest. You
damage, and you are knocked unconscious. pelvis, along with most of your intestines, weigh your options. If you go out the front
over to a nearby tree so it can devour them. door, you might be heard on the rickety old
You awake sometime later; time has no Your mind then fades into the black cloud
meaning for you now. You’ve been stripped porch. If you go upstairs, there could be
of the Great Beyond; you are dead. someone up in the room where the candle
nude as your wrists and ankles are chained
and holding you down on a large wooden The End was lit, and you’d like to avoid any encoun-
table. You can hear a blade being sharp- ters if at all possible; leaving you with only
a couple of choices remaining.
ened somewhere in the darkness past your
vision. I tear rolls down your cheek as the 91. Next:
large man returns holding a butcher’s knife, You quickly look around the room, and If you choose to check out the next
and as he silently begins to carve into you, you find a rifle leaning against a chair. room, go to 96.
your mind is welcomed into the Great
If you choose to leave back through
Beyond. You are dead. You check, and this rifle is fully loaded
the cellar, go to 97.
with five rounds. You pick-up the rifle,
The End
but it doesn’t make you feel any safer. You
weigh your options. If you go out the front 93.
90. door, you might be heard on the rickety old
porch. If you go upstairs, there could be You press your attack! Make an Attack
You leap from the tree stand; your only someone up in the room where the candle check. Be sure to observe his armor bonus.
hope in being able to get some distance was lit, and you’d like to avoid any encoun- If the man has survived your attack, make
between yourself and the werewolf. As ters if at all possible; leaving you with only a single shotgun attack from him against
your body falls, you begin to twist and your a couple of choices remaining. yourself, unless this is a round in which
head smacks an outstretched limb with he must reload the shotgun. In which case
Next:
the force of a speeding truck! Take 1d6+2 he’ll have no attack that round.
points of damage, and you are knocked If you choose to check out the next
unconscious. room, go to 96. If you are dead, your soul has gone to
If you choose to leave back through the Great Beyond. If you are still alive, you
You awake in pain beyond any you’ve the cellar, go to 97. may continue.
ever known before! The werewolf has torn
Next:
63
Cannibal (Mundane threat)

char rolls avg char rolls avg 97.


STR 3d6 10-11 INT 1d6 +4 4-5 HP 11-13
CON 3d6 10-11 POW 3d6 10-11 DB 1d4 You suddenly get
a bad feeling, creep-
SIZ 3d6 +6 13-14 DEX 3d6 10-11 Sanity 0/0
ing around in this old
Weapons 12g dbl-brl Shotgun: 60%, damage: 4d6/2d6/1d6 (6 available shotgun shells) house, so you quickly go
Armor The cannibal’s heavy denim coveralls and thick body gives him a 1-point tough hide. back through the cellar
to exit the way you came
If you choose to continue to attack, go If you choose to check out the cellar, in. You sprint up the
to 93. go to 35. cellar stairs so you can run back to the
If you choose to escape, go to 94. If you choose to head back to the road. You crest the stairs and stop dead
road, go to 86. cold; you are face-to-face with huge man
in coveralls, and he has a double-barrel
94. shotgun leveled at your gut.

You go into the next room and find a


96. He has caught you by surprise. You
dark hall. There are two doors in the hall, You go into the next room, and inside stand there, speechless for a second,
one halfway down the corridor, and an- you see a dark and dingy kitchen. There is when the silence is broken by twin
other at the end of the hall. a small table in the room and door to the blasts of thunder! Make two shotgun,
back yard on the other side of the room. (both barrels), attacks against yourself.
Next: If you are dead, your soul has gone to
The kitchen counters and sink are piled
If you choose to investigate the first with dirty dishes. Some look very old and the Great Beyond. If you are still alive,
door halfway down the hall, go to 98. moldy, while others look much fresher. you may continue.
If you choose to investigate the second There’s an ice box on the wall next to the
Next:
door at the end of the hall, go to 99. open doorway you just came through.
If you choose to run for the woods so
Next: you can escape back to the road, go to
95. If you check the ice box, go to 63. 86.
If you choose to go out the back door, If you choose to run back into the cel-
You’ve had enough. Quickly, you exit the lar, go to 89.
go to 65.
house through the kitchen and leap from
the back door into the yard.
Next:
64
98. 99. thunder! Make two shotgun, (both barrels),
attacks against yourself. If you are dead,
Behind the door is an old stairway lead- You go to the door, turn the latch, and your soul has gone to the Great Beyond. If
ing down. You slowly descend the stairs a foul odor assaults you. You’ve found the you are still alive, you may continue.
into what must be the cellar. The smell water closet for the house. You don’t have Next:
down here is horrific. It takes all your effort to be a plumber to realize that the septic If you choose to run for the woods so
not to run out for a fresh breath of air. You system has backed-up in this home. It’s all you can escape back to the road, go to
hear a slight tinkling of metal, possibly you can do to hold back your retching as 86.
chains. You creep deeper into the cel- you close the door.
If you choose to run back into the cel-
lar, plying your flashlight back and forth.
Next: lar, go to 89.
Suddenly, you find the chains and the
source of the smell. The chains hang from You head back up the hall to other
the ceiling; each chain ends in a large hook, door, go to 98.
and on each hook is a large chunk of meat
that is drying out and curing. You cover
your nose and mouth as you start to move
100.
forward, but then you see something that You hold your breath as move further
stops you dead in your tracks. From one in the cellar. You get a bad feeling the
of the hooks hangs the nude torso of what longer you are here; you decide to get
must have once been a child. The missing out of here so you can alert the authori-
head, arms, pelvis and legs make identifica- ties. Suddenly, you find a set of stone steps
tion of the child impossible. leading up to what you suspect is the back
yard.
Make a Sanity check! If your skill check
result is a Success, then lose 1 SAN. If your You sprint up the stairs so you can run
skill check is a Failure, then lose 1d3 SAN. back to the road. You crest the stairs and
Next: stop dead cold; you are face-to-face with
huge man in coveralls, and he has a dou-
If you continue moving through the
ble-barrel shotgun leveled at your gut.
cellar, go to 100.
If you turn around and run out of the \He has caught you by surprise. You
cellar, go to 95. stand there, speechless for a second, when
the silence is broken by twin blasts of
65
A WARRIOR’S CREED
by Peyton Bisaillon

Saving a girl from a vampire,


Things that go bump in the night
An old man from a pack of wolves

A Warrior’s Creed
They do not scare me
Slicing and dicing and shooting three ghosts
Things that howl at the moon
Poetry I’m a hunter of creatures
better be afraid of what
By Peyton I can do
Bisaillon A killer of weres
I’m a hunter by trade
I do it for the sake of doing so
A warrior of light
That’s all I do.
With a six gun and sword at my side

I hunt the demonic hordes I’m not a hero, but heroic in nature

To hold them at bay I’m not a killer, just a slayer of creatures

To protect humanity another day I like what I do since it’s the life I live

They do not know what lies in the shadows And protecting the ignorant to stay in their
bliss
Their eyes are blinded by ignorant bliss
For people are fools who do not believe
The evil that lives between the trees

66
This image is copyright ©2011 Norm Fenlason.

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