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The Sins of the Father


A Modern Scenario for Call of Cthulhu
for 2-4 investigators

Author
Brendan Lahey

Artists
Chris Huth
Brendan Lahey
Benjamin Wenham

Special Thanks to:


Ari, AJ, Mika and Will
Heinrich Moore and Michael Shelak

The Sins of the Father is copyright © 2021 by Brendan Lahey. All rights reserved.

Cover Photo created by Brendan Lahey using photograph by Sam Loyd under free use licence from
www.unsplash.com/@samloyd.

Illustrations by Chris Huth

Castle Kilmarnock floor plans created by Brendan Lahey.


Castle Kilmarnock area map created by Benjamin Wenham.

NPC Illustrations drawn from www.artbreeder.com and are in the creative commons.
All other photos are taken from www.unsplash.com and www.pexels.com and are in the creative
commons.

This scenario is designed for use with Call of Cthulhu (7th Edition) Roleplaying Game, available
separately.

This is a work of fiction. The names of personalities, places, and events may be referred to, but any
resemblance to any persons, living or dead, is strictly coincidental.

Call of Cthulhu is a Trademark of Chaosium Inc. and is used with their permission via the OBS
Community Content program.

For more information, please visit Chaosium’s website: www.chaosium.com


The Miskatonic Repository Logo is used under license.
2

30. Secret Room ......................................................14


TABLE OF CONTENTS The Cellar ...........................................................................14
Introduction ............................................................................ 5
31. Wine Cellar ........................................................14
For the Keeper ......................................................................... 5
32. Furnace Room ................................................... 15
Events So Far ...................................................................... 5
33. Maintenance Storage......................................... 15
Dramatis Personae .............................................................. 5
34. General Storage ................................................. 15
The Mi-Go Imposters ..........................................................8
35. Secret Tunnels ................................................... 15
Castle Kilmarnock’s History ...............................................8
The Outside........................................................................ 15
The Arrival ...............................................................................9
The Garage..................................................................... 15
Castle Kilmarnock ...................................................................9
The Relay Station .......................................................... 15
The First Floor.....................................................................9
The Cemetery ................................................................. 15
1. Foyer ...................................................................9
The Groundskeeper’s Cottage .......................................16
2. The Conservatory ................................................9
The Night Begins ...................................................................16
3. The Library........................................................ 10
The Dinner Party ...............................................................16
4. The Gallery ........................................................ 10
The Power Outage ............................................................. 17
5. Parlor..................................................................11
The Murder ........................................................................ 17
6. Smoking Room...................................................11
The Crime ..................................................................... 18
7. Kitchen ...............................................................11
The Crime Scene ........................................................... 18
8. Staff Parlor ........................................................ 12
Whodunit? .................................................................... 18
9. Laundry ............................................................. 12
It Gets Weird ......................................................................... 20
10. Head Butler’s Quarters ..................................... 12
Douglas ......................................................................... 20
11. Servant’s Dormitory .......................................... 12
William ..........................................................................21
12. Dining Room ..................................................... 12
Edward...........................................................................21
13. Butler’s Pantry .................................................. 12
Confronting Frankie ..........................................................21
14. Great Hall .......................................................... 12
Conversation..................................................................21
15. The Billiards Room ........................................... 12
Fight ...............................................................................21
The Second Floor .............................................................. 12
Flight............................................................................. 22
16. Archives............................................................. 13
To the Mi-Go Lair ................................................................. 22
17. Study ................................................................. 13
Control Room ............................................................... 22
18. Max’s Bedroom ................................................. 13
The Video Room ........................................................... 23
19. Stephanie’s Bedroom ........................................ 13
Epilogue ................................................................................ 23
20. William’s Bedroom ........................................... 13
Sanity Rewards ................................................................. 23
21. The Master Bedroom ........................................ 14
To Yuggoth ........................................................................ 24
22. Douglas’ Study .................................................. 14
Appendices ............................................................................ 25
23. Upper Hall......................................................... 14
NPCs and Monsters .......................................................... 25
24. Bedrooms .......................................................... 14
Handouts .......................................................................... 26
25. Edward’s Bedroom............................................ 14
Handout 1: Letter from Claire ...................................... 26
26. Cassandra’s Bedroom ....................................... 14
Handout 2: Douglas’ Will ............................................. 26
27. Sunroom............................................................ 14
Handout 3: Eugenia’s Diary ......................................... 26
28. Trunk Room ...................................................... 14
Handouts and Maps.............................................................. 27
The Third Floor ................................................................. 14
29. Attic Storage...................................................... 14
3
4
5

INTRODUCTION
The Sins of the Father is a short investigative
scenario for Call of Cthulhu set in rural British
Columbia on Christmas Eve 2005. It is a high-
roleplay, no-combat scenario. It is written for 2-4
investigators and should last 2-3 four-hour sessions.

The Sins of the Father first presents as a


straightforward murder mystery, before pulling the
rug out from underneath the investigators – they are
pawns in a Mi-Go experiment. Like scientists
watching lab rats navigate a maze, the Mi-Go are not
hostile: their primary goal is to observe. The
investigation culminates with the investigators
confronting the Mi-Go’s human ally and discovery of
the Mi-Go lair – and perhaps a voyage to Yuggoth.

While the scenario is written to be set on Christmas


Eve, it could easily be set anytime in the winter.

This scenario is designed to be used with the Call of


Cthulhu 7th Edition Keeper’s Rulebook. No other
supplemental books are necessary.

Content Warning: Family dysfunction, cancer,


extreme violence and implied torture, body horror, Days before the family arrives, Douglas is kidnapped
alcoholism & drug use. Mentions of male boss’ abuse of and replaced by a Mi-Go imposter. Douglas’ brain has
power over female employee, coercion related to been extracted and placed into a brain cylinder.
abortion, child abandonment, and missing children. Douglas’ disembodied brain sits in a Mi-Go video
Themes of family conflict and abuse. room, doomed to watch the horror unfold on the Mi-
Go’s secret CCTV system.

FOR THE KEEPER The investigators are relatives or family friends of the
Prescott family, all invited to spend Christmas with
their rich old uncle. Unfortunately, they find
EVENTS SO FAR themselves in the midst of a bloody vendetta decades
Douglas Prescott, a retired Tory MP, has always had in the making.
troubled family relationships. In his younger years,
Douglas was a serial womanizer, and had dozens of DRAMATIS PERSONAE
affairs during his life, including with his assistant,
This section details key NPCs in this scenario. Most of
Claire Evans.
the family members have a secret: give each
In 1978, Claire got pregnant; Douglas pressured her to investigator one when the scenario begins.
get an abortion, which she refused. When she gave
birth to her daughter Frankie, Douglas refused to Douglas Prescott (b. 1944, age 61)
support the two and forced Claire from her job; Claire The patriarch of the
fell into chronic depression, killing herself in 1988. Prescott clan, Douglas is a
retired Tory MP and a
Frankie bounced around foster homes for the rest of bitter, resentful old man. He
her childhood. As she became a teenager, she began to is suffering from late-stage
fantasize obsessively about punishing the man who put brain cancer.
her and her mother through so much suffering. In
1998, identified her father and got a job working on the The real Douglas has been
old man’s estate. She would bide her time, plotting the liberated of his physical
perfect revenge. shell; he now inhabits a
brain canister, watching the
In the winter of 2001, Frankie encountered the Mi-Go horror from inside the Mi-
on the mountains near the estate and began to interact Go lair. A Mi-Go imposter
with them. The Mi-Go agreed to help Frankie with her remains in his place.
revenge, seeing it as an intriguing opportunity for “Douglas” generally Douglas, as he once was.
research into human problem-solving. refers to this imposter.
6

Description: Douglas is a tall, Description: William is clean-


gaunt man with wild white hair. He shaven, with short brown hair. He is
looks haggard for his age and has a wearing brown khakis and a white
weary look in his eyes. He spends shirt, with a cream sweater wrapped
most of the day in bed or in a over his shoulders.
wheelchair, though he can walk short
distances. Beliefs: William is simply better
than most people.
He has lost quite a bit of weight due
to his illness, and consequently all Traits: Suave, but incredibly
his clothes are a bit too large for him. pretentious.
He is dressed in wide-legged slacks
and a heavy sweater. Secret: William is unemployed and
nearly completely broke.
Beliefs: Tradition is the
accumulated wisdom of our Stephanie Holmes
forefathers; it is the best guide in (b. 1978, age 28)
life. Stephanie, Douglas’ second child,
Traits: Quiet but moralizing and is an ivory-tower liberal academic
paternalist. Incapable of who works as a professor of
expressing emotions aside from English Literature at the
anger. University of British Columbia.

Secret: Douglas was always an Description: Stephanie is thin,


unfaithful husband, and he carried with dark circles under her eyes.
out several affairs in his younger She wears a tweed jacket with
years. elbow patches.

Beliefs: Life is the search for


Peggy Prescott (b. 1950, age
55) enlightenment, both intellectual
Douglas' wife and the matriarch of and spiritual.
the Prescott family, Peggy is a Traits: Stephanie is a know-it-all
fussy, controlling mother, trapped who likes to use big words.
in a loveless marriage. Peggy has
spent most of her life as a Secret: Stephanie has racked up
fundraiser for various conservative $25k in debt thanks to a very
charities in service of her husband's expensive cocaine addiction.
political career.
Max Prescott (b. 1980, age 25)
Description: Peggy is a short, thin Maximilian Prescott, Douglas’ third
woman with thin, graying hair. She child, is a timid but devout Catholic
is wearing an expensive off-white priest. He was a juvenile delinquent,
blouse. though he has cleaned up his act.
Traumatized by a car crash which
Beliefs: Mother knows best. Her killed his wife and infant son, Max
children would not be such failures turned to religion.
if they just listened to Peggy.
Description: Max has a round
Traits: Peggy is friendly and baby-face with kind eyes. He wears
chatty, but she is also a textbook black clothes and a Roman collar.
people pleaser and manipulator. His left leg is a prosthetic, and he
walks with a cane.
Secret: Peggy has seen a string of
younger lovers over the last several Beliefs: Through faith in God and
years. It’s not clear whether selfless service, any sinner may be
Douglas knew. redeemed.
William Prescott Traits: Max is soft-spoken and
(b. 1973, age 33) kind.
William, Douglas’ first child, is an
incorrigible snob who gallivants Secret: During the car crash that
across the world, a perpetual killed his wife and child,
bachelor. Maximilian was driving drunk.
7

Edward Young Traits: Horace is the picture of


(b. 1975, age 30) repressed hyper-formality. He
Douglas’ nephew Edward is an addresses everyone exclusively as Sir
arrogant career-oriented man, the and Madam/Mademoiselle.
owner of a gourmet steakhouse.
Edward is a libertarian who styles Frankie Davison
himself a self-made man, despite (b. 1975, age 30)
being born wealthy. Frankie has been the all-purpose help
at Castle Kilmarnock for seven years
Description: Edward looks about now.
ten years older than he is. He wears a
heavy green sweater and black slacks. Keeper’s Note: Frankie’s true
surname is Evans.
Beliefs: It’s communistic to
expect people to act against their Description: Frankie is a
rational best interests. muscular woman who looks to be
in her late twenties. Her damaged
Traits: Edward sees everything in red hair is tied back, and she wears
terms of money. patchwork overalls and combat
boots.
Secret: Edward’s restaurant is
failing. To stay afloat, Edward Frankie wears a gold locket around
launders money for the mob. her neck. Inside is a photo of her
mother Claire, a beautiful red-
Cassandra McKay headed woman.
(b. 1976, age 29)
Traits: Frankie is lighthearted
Douglas’ niece Cassandra is a and friendly, staying out of the
wrist-and-hand model and a diva drama.
in the extreme, unable to cope with
not being the centre of attention. The No-Shows

Description: Cassandra has Connor Prescott does not show up,


bleached-blonde hair; she wears an as well as any of the investigators
ostentatious cocktail dress and high who are not chosen. This is meant
heels. to add another layer of uncertainty
to the mystery.
Beliefs: No one can be trusted; you
have to look out for #1. Keepers should refrain from
sharing the names of the
Traits: Cassandra is rude, investigators when handing them
unreliable, and susceptible to out, so players do not know which
flattery. are which.
Secret: Cassandra killed her Connor Prescott:
husband Lawrence, inheriting his Connor is the black sheep of the
$20 million fortune. family, having been
dishonourably discharged from
Horace Wright the military for drug use. He
(b. 1950, age 55) works as a bouncer at a nightclub.
Horace is the family’s butler and
has faithfully served Douglas for He desperately wanted to come,
30 years. but Edward lied to him about
picking him up at the airport, and
Description: Horace is a Connor couldn’t make it. If called,
middle-aged man, and in good Connor is hostile and quickly
shape for his age. He wears a hangs up.
traditional butler’s uniform with a
beautiful gold pocket watch, and
he speaks in a slightly nasal voice.

Beliefs: There is no greater


honour for a butler than to work
under a truly great master.
8

THE MI-GO IMPOSTERS


The Mi-Go, or Fungi from Yuggoth, are an alien race
from the depths of space. A full description and stat
block for the Mi-Go can be found on pg. 301 of the Call
of Cthulhu Keeper’s Rulebook. A modified version of
that stat block is provided on pg. 25.

The Mi-Go are skilled (but not perfect) at creating


humanoid disguises. Mi-Go imposters wear finely
crafted prosthetic hands and faces and have the
following traits:

• A weak, raspy voice.


• Stiff movements, caused by imperfections in
the prosthetics.
• Preference for heavy or baggy clothing,
which obscures their irregular physical form.
• An uneven, limping gait: the Mi-Go are not
naturally suited to walking on Earth.

At the scenario’s beginning, Douglas has been replaced


by an imposter. Douglas’ circumstances conceal the
imposter’s traits well; however, as the scenario
progresses, these traits should become even more
exaggerated and uncanny.

If murdered, an imposter resembles a human initially,


though closer inspection reveals acrid-smelling green
blood and a chitinous form underneath their false skin.

While their disguises are excellent, the Mi-Go are not


omniscient: they do not know anything Frankie could
not tell them, and they have a very poor understanding
of human psychology.

CASTLE KILMARNOCK’S HISTORY


The following is common knowledge:

Castle Kilmarnock was constructed in 1881 by


Theophilus Alexander Wellington, a wealthy politician
who made his fortune in the railroad industry.

Wellington went bankrupt in 1890, and the house


passed through the hands of various owners before it
was purchased by Douglas’ parents, Abraham and
Eugenia, in 1941.

The following can be found through research on the


internet, in the library or in the family archives with a
successful Library Use or Computer Use roll.
• Past owners have reported seeing strange
ghost lights in the forest.
• The house was purchased by George Smythe
in 1893; the Smythes sold the house in 1905
after their young son went missing.
• Herbert Anderson owned it from 1907 to
1931, when the entire family disappeared
without a trace during the night. The house
sat empty for 10 years before Abraham
Prescott purchased it.
9

THE ARRIVAL
As the investigators step out of their cars, Horace is
there to greet them. He brings the investigators in,
escorts them to their rooms on the second floor, and
gives them the keys.

Horace asks the investigators to say hello to Uncle


Douglas. Once they do, Horace leaves them to get
settled in and catch up with their horrible family.

Paying a Visit
When Horace brings the investigators up to visit,
Douglas is in bed. Douglas looks terrible: he speaks
in a weak, raspy voice, has lost a significant amount
of weight, and appears to suffer from mild facial
paralysis. A successful Medicine roll diagnoses
such paralysis as typical for a patient with a brain
tumour. A wheelchair next to his bed attests to his
deteriorating physical strength.

When the investigators come in, Douglas expresses


how grateful he is to see them and make a dying man
happy.

The investigators don’t get long before Douglas


becomes light-headed; Horace insists Douglas rest
before dinner and escorts them out of the bedroom.
Horace invites them to make themselves at home
while dinner is being prepared.

“You don’t know how much it means to a sick old


man to see his family together one last time.”

Ask the investigators individually what they would like 2. The Conservatory
to do: this encourages them to split up, rather than The conservatory is a more modern annex to the
trying to speak to every NPC as a group. This helps give building with glass walls. Tropical greenery crowds in
each player their time to shine and allows the Keeper on the path.
to switch between them to keep the game moving.
Something’s Out There
CASTLE KILMARNOCK While looking out on the night, Horace approaches
and reflects on the beauty of the snow. Horace spots
This section details the rooms in Castle Kilmarnock as blinking yellow and orange lights in the darkness;
they are at the start of the scenario.
with a successful Spot Hidden roll, the
investigators do as well.
THE FIRST FLOOR
1. Foyer A successful Occult or History roll recalls the will-
A bright front hall with two-story ceilings. A crystal o-the-wisps are thought to be malicious spirits,
chandelier hangs from the ceiling, illuminating the luring gullible travellers off the path. Legend holds
hall. Christmas kitsch adorns the room. travellers must ignore the fairy lights and search
carefully for the true path or be led to their doom.
A staircase leads up to the second level, and a doorway
runs underneath it. There is a coat closet under the
stairs. A successful Spot Hidden roll while searching “You can see them sometimes. The will-o-the-
the closet uncovers a trapdoor leading into the secret wisps. Legend has it, travellers who mistreat such
tunnels (#35). spirits never find their way home.”
10

3. The Library
Douglas’ library is a two-floor room with a collection of
no less than two thousand books. In the centre of the
room, a pair of recliners face the fireplace, with a fine
woven rug underneath. A stack of Agatha Christie
novels sits on a central table.

The floor is overlooked by a balcony. Upstairs, doors


lead into the archives (#16) and study (#17).

Treasure Hunt
The investigators catch Cassandra digging around
the library. A successful Charm, Fast Talk,
Intimidate or Persuade roll gets Cassandra to
admit she’s looking for secret passages. It’s always
the bookshelves in the movies, right?

“Rumour has it, old Uncle Douglas didn’t trust the


banks. Apparently, he kept a hefty nest egg hidden
somewhere on the estate grounds.”

4. The Gallery
This room has an ornately carved wooden ceiling and
large stained-glass windows illuminating the space
with soft light.

Along the walls, there are various paintings, including


the central piece: Alexander Cutting the Gordian Knot
(1718) by Italian painter Giovanni Paolo. An Appraise
or Art/Craft (Fine Arts) roll suggests it is worth
around $25 million.
11

The Gordian Knot


When studying the painting, Max appears, asking if
they are familiar with the story.

Max explains an ancient prophecy held that any


man who could undo the Gordian Knot would
become ruler of all Asia. Legend has it Alexander the
Great drew his sword and sliced the knot open with
a single cut.

“It’s an interesting story, don’t you think?”

5. Parlor
The parlor is a bright room for light conversation.
Upholstered chairs circle around small tables.

There is a fireplace on the east wall, with a Nativity


scene atop the mantle. Next to the fireplace is an
enormous, fully decorated Christmas tree.

King to E2
Stephanie challenges an investigator to a game of
chess. With a successful Hard INT roll, they win.

“The Grandmaster Emmanuel Lasker once said:


when you find a good move, find a better one.”

6. Smoking Room
The smoking room is a dimly lit room for drinking
whiskey, smoking cigars, and insufferable academic
quarrels. Sconce lamps cast a soft orange glow on the
cozy room’s three worn leather couches, coffee table,
and fine bearskin rug. Stale cigar smoke has seeped
into the walls. 7. Kitchen
A Spot Hidden roll notices a footprint in the fireplace This is a modern kitchen built on the bones of the
ash. Inside the flue, there are metal rungs serving as a original Victorian one. The kitchen has modern
ladder. This secret ladder leads up to Douglas’ bedroom appliances, and rows of pots and pans on the wall.
(#21).
Baby, You Got a Stew Going
Trust Fund Baby Before dinner, Frankie is in the kitchen, cooking.
William walks in. He is drinking a beer and offers She is happy to chat about the house and the family,
drinks/cigars: they’re going to need them this though she remains tactful and diplomatic.
weekend.
If an investigator wants to look through the pantry,
William tells the investigators to enjoy the house Frankie “helps” them, ensuring they do not find the
while it lasts, because as the oldest son, it’ll be his. secret trap door.
He says he’ll probably keep it as a summer home. Or
he might just burn it down. Who’s to say?
“I’ve always liked working with Douglas.”
12

A large pantry is well stocked with food, and a cold fine cupboards and cutlery in drawers. A table in the
storage room is fully stocked with meats, cheeses, and middle of the room acts as a workspace.
other foods. A dumbwaiter is on the eastern wall.
14. Great Hall
A Spot Hidden roll while investigating the pantry An enormous banquet hall and ballroom with a 25-foot
reveals one of the boxes on the floor is empty, arched ceiling bearing ornate chandeliers. A balcony
concealing a trap door leading to the tunnels (#35). circles the second floor.

8. Staff Parlor The hall seems a shadow of itself, empty and only dimly
A simple, small room with wooden furniture, a fridge, lit from the corridor. Today, the room only whispers of
and a coffee machine. Adjoining this room is a small better times.
bathroom.
15. The Billiards Room
Someone was putting together a jigsaw puzzle on the The billiards room is a dimly lit lounge with curtained
table, but there appears to be a piece missing. windows and panelled walls. The room is softly lit by
gold candle sconces that have been converted to lamps.
9. Laundry
This room is a small laundry room with two washers A large mahogany pool table is surrounded by a few
and dryers. A grey bin of unwashed laundry sits high-top tables. Next to the door is a tall bar cabinet;
underneath the chute. beside it, a marble bust of Douglas watches over the
room. A priceless Turkish rug runs the length of the
10. Head Butler’s Quarters room.
This bright room is immaculately clean. Inside, there is
A Spot Hidden roll discovers a hidden camera in the
simple bedroom furniture, as well as a desk. The door
bar cabinet. It is unlike any the investigators have ever
has been left unlocked.
seen, barely larger than a sugar cube. This is a Mi-Go
Inside Horace’s desk, there is a ring of spare keys, with camera, planted in the house by Frankie.
one for every locked room on the estate.
An Appraise or Science (Geology) roll suggests the
bust and pillar appear to be made of imitation marble.
11. Servant’s Dormitory
Moving the surprisingly light bust reveals a trap door
A barrack-style bedroom for service staff with six beds,
to the tunnels below (#35).
trunks, and night tables. The room is dusty and mostly
bare.
Right on Cue
Horace has set up one bed for Frankie, on account of Edward invites one of the investigators to play
the blizzard. billiards. While playing, he gets a phone call.

With a successful Listen roll, the investigator can


A Simpler Time hear Connor Prescott screaming on the other end of
As the investigators inspect the room, Horace spots the line. He accuses Edward of lying to him about
them as he is walking back to his chamber. The picking him up at the airport, causing him to miss
house hasn’t had a full staff since the 1940s – a the gathering. Edward feigns confusion and hangs
shame, really. up.

“If the butler’s craft is a dying art, so be it; I “Those damn telemarketers, eh?”
suppose I shall die alongside it.”

12. Dining Room THE SECOND FLOOR


The dining room has a sturdy wooden table and twelve All the bedrooms have locking doors, and a
ornate chairs. The decoration is traditional, with Locksmith or Mechanical Repair roll or the key is
intricate panelling, a China cabinet and family photos necessary to open them. Spare keys for the bedrooms
around the room. can be found in the head butler’s chambers (#10) or in
Douglas’ study (#21).
13. Butler’s Pantry
The butler’s pantry is a room where food and drinks go
before being served. Dishes and glasses are stored in
13

16. Archives
The archives are a dull utilitarian room with bare
lightbulbs and steel shelves stuffed with files.

A Library Use roll is required to successfully


search through the archives. The archives contain
complete ownership records for the house, any
birth and death certificates for Prescott family
members, and the like.

Among the archives is Douglas’ written


correspondence spanning many years. Flipping
through them, one stands out – the letter from
Claire (Handout 1).

If an investigator looks through staff records, a


successful Appraise roll indicates the Social
Insurance Number card that Douglas has on file
for Frankie is a forgery.

17. Study
The study is softly lit by scattered lamps and a
crackling fire. There is a large mahogany table in
the centre of the room, with spots to sit down and
write. Near the fire are two recliners for reading.

On the fireplace, there is an empty display case:


Douglas keeps his gold pocket watch here. William
stole it and hid it in his bedroom (#20).

Across the room is a desk with a bulky white


computer, connected to the internet.
William has unpacked and put away his clothes neatly.
18. Max’s Bedroom Only a few personal effects sit atop the dresser,
Max has not been back to the house since he turned his including his car keys and a small French beginner
life around, and his small bedroom still has his electric phrasebook. In his underwear drawer, he has stuffed
guitar and his Nirvana and The Offspring posters on Douglas’ gold pocket watch into a sock.
the walls.
On his desk is a manila envelope. Inside are divorce
Max only brought a duffel bag, which remains papers, filled out by Peggy in 1976. A successful Law
unpacked. Inside are some personal effects, including roll notes the papers lack a “FILED” stamp, indicating
clothes, his Bible, and a small brass coin that reads they were never submitted to the court.
“Five Years.”
With the papers, there is also a photo of a much
19. Stephanie’s Bedroom younger Douglas kissing a redheaded woman. The back
Stephanie’s bedroom is unbelievably messy, with of the photo is labeled “Douglas & Claire, April 1975.”
books on literature, folklore, astrology, and esoterica
piled on every available surface. Familial Bliss
As the investigators walk near William’s bedroom,
Stephanie has unpacked her clothes onto her bed in a they overhear an argument.
big pile. Sitting on her bed is a well-read copy of
Herman Melville’s Benito Cereno. With a successful Listen roll, they can make out
Peggy and William’s voices, but not what they’re
20. William’s Bedroom arguing about.
William’s bedroom is essentially a guest room, empty
“I’m warning you, Mom. You need to ... your thick
for nearly 15 years. skull. ... I’m not ... and I never will.”
14

21. The Master Bedroom clothes and his copy of Ayn Rand’s Atlas Shrugged on
The master bedroom is lavishly furnished, with a four- the bed. On the desk, there is a small account & invoice
post bed, armoire, and dresser. A twin bed has been book for his restaurant. A successful Accounting roll
brought in to serve as Douglas’ deathbed. A large reveals poorly concealed money laundering.
portrait of Douglas and Peggy hangs atop the fireplace.
Behind the painting is a wall safe. The combination is
26. Cassandra’s Bedroom
in Douglas’ study: a Hard Locksmith or Electronics Cassandra’s room is one of the guest rooms, with basic
roll or a Hard STR roll with a crowbar can also open it. furnishings. Cassandra has unpacked her things, and
expensive clothes are draped and hung all over.
Inside the wall safe is a single manila envelope. Inside
is Douglas’ Last Will and Testament, updated two 27. Sunroom
weeks ago (Handout 2). A successful Appraise roll The sunroom is a small sitting room with comfy
notes there is no indentation on the page where the recliners and couches arranged in a circle, for
signature is. It seems to have been printed or stamped conversation or light reading.
on, not written, and is likely a forgery.
28. Trunk Room
There is a clean, simple bathroom with a toilet and A bare room with visible wooden studs, the trunk room
bathtub adjoining the room, and a wide assortment of is a storage room with crates, chests and luggage piled
painkillers and pharmaceuticals in the medicine high against the walls.
cabinet. A successful Medicine roll suggests Douglas
has not taken his medicine for several days. THE THIRD FLOOR
22. Douglas’ Study 29. Attic Storage
The door into Douglas’ study is locked, and only he and The attic storage has plain wooden floors and exposed
Horace have the key. A successful Locksmith or wooden framing. Crammed with years of junk,
Mechanical Repair roll is necessary to open the door cardboard boxes full of old clothes, toys, papers, and
without it. household items are stacked throughout.

In the study is a desk with a computer and two small Investigators trying to navigate the room must make a
bookshelves framing the exterior window. The books DEX roll. On a failure, they knock a bag of marbles to
on his shelves are legislative and legal in nature. Beside the floor, which all roll right up to the southern wall,
them is a statue of Lady Justice; she wears a blindfold next to the dumbwaiter. The hidden door has caused
and carries a sword and an unbalanced scale. the floor to sink slightly. Inspection of the wall reveals
a door leading to the secret room (#30). Alternatively,
Inside his desk is a note reading “18 44 09.” This is the a Hard Spot Hidden roll suffices.
combination to his wall safe. In the desk drawer is a
keyring containing 16 keys, one for each locked door on 30. Secret Room
the estate: the 13 bedrooms, the archives, the study, Opening the door, the investigators discover a cramped
and the groundskeeper’s cabin. They are not labelled. room with a bookshelf, a small table, and a pile of
cardboard boxes.
23. Upper Hall
The upper hall is a foyer overlooking the great hall and Inside, they find the secret possessions of Douglas’
the foyer. It is decorated with ornate wood carvings and mother Eugenia. There is a diary detailing Eugenia’s
hanging lamps. The walls bear various oil portraits of encounters with the Mi-Go, as well as her attempt to
family members, and a heavy red rug runs the length of raise her brother from the dead. (Handout 3).
the corridor.
THE CELLAR
24.Bedrooms 31. Wine Cellar
There are several guest bedrooms on the second floor. The wine cellar has a low, arched brick ceiling. Barrels
They are all similarly furnished, with fine wooden horizontally along the walls. Criss-crossed shelves hold
furniture: a bed, dresser, recliner, desk and chair, and hundreds of bottles of wine.
an armoire.
A successful Listen roll reveals the sound of dripping
25. Edward’s Bedroom water behind the wall. Following the sound,
Edward’s room is one of the guest rooms, with basic investigators find an empty barrel concealing a passage
furnishings. Edward has unpacked his things, with his into the hidden tunnels (#35).
15

How About a Nice Rosé? Every 500 ml of acid does 1D6 damage when thrown;
Peggy asks what wine would go well with dinner. the acid also destroys the Mi-Go’s sensory antennae,
As the investigator begins to answer, she gasps and permanently blinding them.
pulls out a bottle. Interrupting, she informs them
this bottle of Cabernet Sauvignon is worth over 34. General Storage
$250k and was a gift from the Queen of England This storage room resembles the maintenance room,
herself. except it contains a variety of household items,
including kitchen supplies, unused chairs and tables,
“You know, this bottle of wine is worth more than spare bedding, etc. The room also contains a healthy
your car.”
supply of firewood.

35. Secret Tunnels


32. Furnace Room Underneath the house run cramped, dank tunnels with
A simple concrete-floored room with the furnace, hot worn brick walls. The unlit tunnels smell of stagnant
water heater, and the house’s electrical panels. water and mould. The tunnels are just wide enough for
two people to squeeze past each other.
33. Maintenance Storage
This unfinished basement room is storage for anything
THE OUTSIDE
related to home maintenance. Any household cleaning
supplies can be found here, as can a pair of walkie- The Garage
talkies and a set of flashlights. Outside the home is an old barn that has been
converted into a garage and a workshop for Frankie.
Since the walkie-talkies do not use the relay tower, they Investigators searching for tools or improvised
are a secure communication line. weapons find plenty here. Using these tools may
require a Mechanical Repair roll.
With a successful Know roll, an investigator searching
for weapons finds four 500ml bottles of sulphuric acid. The garage has luxury cars and Frankie’s old sedan. A
successful Locksmith roll is necessary to open any of
the cars, except for Frankie’s, which is unlocked. Inside
Frankie’s car is her wallet and drivers’ licence, bearing
her full name: Frankie Evans.

Fleeing investigators must make a Hard Drive Auto


roll to avoid crashing their car into a snowbank. If they
succeed, they instead crash into the invisible Mi-Go
forcefield enclosing the estate; they take 1D6 damage,
and their car is totaled. There is no escape.

The Relay Station


A forested path leads to the relay station, which
contains the estate’s telecommunications equipment
and connects the house to the main electrical grid.

The station is a small cabin next to a cell tower and a


transformer. Inside the cabin is an emergency
generator and cans of diesel fuel.

The Cemetery
On the northern edge of the estate is a small cemetery.
The headstones are worn and weathered, belonging to
the late staff and residents of the mansion. Some have
toppled over with age. Along with the graves are eight
small mausoleums.
16

With a successful History roll, an investigator notices


a mausoleum for the “Darnell” family, who they have
never heard of. The mausoleum proves to be false – a
concealed entrance to the secret tunnels (#35).

Nearby, there are strange marks in the snow. A


successful Track roll indicates they seem to be crab-
like prints; the depth suggests a very light creature, but
the spacing between them suggests a creature as large
as a horse. They appear to end abruptly.

The Groundskeeper’s Cottage


The groundskeeper’s cottage is a small log cabin across
the estate, on the north side of the clearing. It is where
Frankie lives. The door is locked, and the freezing cold
makes it difficult to pick the lock, requiring a Hard
success on a Locksmith or Mechanical Repair roll
to open the door.

The inside is lightly furnished, with a bed, a dresser, a


desk, and a small bathroom. On Frankie’s desk, there
is a calendar with the current date (Dec 24, 2005)
circled in red ink.

On the desk is a briefcase and a paper note. The


briefcase is Douglas’ stashed money: $1 million in crisp
$100 bills. The paper note has a set of directions
leading to a cave in the nearby woods. Following these
directions, the investigators head to the Mi-Go lair (see
To the Mi-Go Lair, pg. 22).

THE NIGHT BEGINS


This section outlines the major plot beats of the
scenario. Broadly, the scenario has three acts.

1. The Dinner Party: the investigators get their


first look around and meet the NPCs.
2. The Murder Mystery: the investigators try to
solve the murder of Aunt Peggy. Otherwise, Horace notices and returns them to
3. It Gets Weird: the investigators discover the Douglas.
Mi-Go influence and confront Frankie and the
Douglas does not eat (Mi-Go cannot consume human
Mi-Go.
food); if asked, he says he has little appetite these days.
As the food is sent around, Douglas asks William to say
THE DINNER PARTY grace; reluctantly, William complies.
After the investigators have had some time to get
settled, Horace announces dinner is served. Horace Douglas then rises, unsteadily, and toasts to being
brings everyone into the dining room while Frankie together on Christmas Eve. Toasts go around the table,
brings out the Christmas dinner. with each toasting variously to family, to health, and so
on. Investigators should be encouraged to participate.
As Douglas shifts from his wheelchair to his seat, his
keys (to his bedroom and study) fall to the floor, in Eventually, it gets to Edward, who toasts “to personal
front of one of the investigators. With a successful responsibility and financial independence,” staring at
Sleight of Hand roll, they can grab them unseen. William. Insulted, William curses at Edward.
17

Edward and William begin arguing,


and Peggy tries to intervene.
William turns to her and says: “Are
you happy? The whole family, all
together again?” He turns to
Douglas and says: “You old bastard,
the only reason any of us are here is
because of the damn inheritance.
Every single person here is just
waiting for you to die!” With this,
William and Peggy storm off.

The family is shamed into a stunned


silence. Douglas acts as if nothing
had happened.

THE POWER OUTAGE


Near the end of the dinner, the snow
begins to pick up, and the power
cuts out. Frankie comes in, saying if
the transformer is broken, they have
to start the emergency generator.
The snow is getting worse; they need
to go ASAP.

Frankie asks for help, and the rest of


the family refuses: Max can’t walk in
the deep snow with his prosthetic
leg; Horace needs to take care of
Douglas. The rest are just incredibly
selfish.

Annoyed, she asks the investigators


to help her. If they are reluctant, she
asks if they honestly want to spend
the rest of the weekend in a cold,
dark house without electricity,
Internet, or phone service. The murder then occurs either when the investigators
leave to restore the power themselves, when they go to
Investigators walking through the woods may see the the basement to get flashlights, or at some point in the
Mi-Go communicate using their light-based language. extended blackout.
Any investigator who succeeds on a Spot Hidden roll
sees flashing lights in the darkness. The lights appear Leaving the power off is a staggeringly poor decision:
to hover, fly up and dart around, then disappear walking around the vast house in pitch darkness
suddenly. requires a Sanity roll (0/1D2) as the paranoid
investigators jump at shadows. Taking the stairs in the
Inspecting the transformer, short circuiting led to dark requires a DEX roll; on a failure, an investigator
melting of components. The house is cut off from the slips, taking 1D2 damage.
electrical grid until replacement parts can be found.
With a successful Electrical Repair roll, an THE MURDER
investigator realizes the panel was sabotaged.
When the investigators return, they hear a strange
If the investigators simply refuse to go to the relay noise from the gallery. Approaching closer, they see
station, Frankie sneaks off to her cottage, then the Mi- Aunt Peggy on the floor, writhing in agony and
Go video room. She leaves the power off and watches grasping at her throat. Her face, hands and clothes are
the horror unfold.
18

stained with her blood, which flows profusely through The Crime Scene
her fingers from her slashed throat. The crime left the following evidence behind:
Seeing the investigators, Peggy throws her hands out • The slash was made with extreme precision;
and emits a gurgling death rattle as she collapses, dead. even immediate medical attention could not
This demands a Sanity roll (1/1D4+1). The have saved Peggy (Medicine, First Aid).
investigators’ screaming is heard throughout the • Peggy has no defence wounds, suggesting an
house, causing the NPCs to come running. ambush (Forensics, Medicine, First Aid).
• Peggy appears to have sustained the wound
How the investigators choose to proceed is up to them between 5 and 15 minutes prior (Forensics,
and their dice: a successful Intimidate or Persuade Medicine, First Aid).
roll establishes some calm – enough to get statements.
• Bloody footprints lead from the crime scene to
the laundry room (Track).
The Flaw in the Plan
The Mi-Go have constructed a classic murder
• There is a bloody handprint on the northern
door frame. The print’s ridge pattern is a neat
mystery in an attempt to test human reasoning
grid: impossible for a real fingerprint
skills. However, the Mi-Go misunderstand human
(Forensics, Hard Spot Hidden).
emotions and such alien concepts as “murder;” as
such, they choose to frame the butler, Horace – the • In Horace’s room, a bloody knife has been
only person who lacks a good reason to kill Douglas. discarded on the desk.
• There is a small pool of an acrid and viscous
The evidence against Horace is overwhelming. The dark green slime on the floor near Horace’s
investigators’ success hinges on them not taking the bed, unlike any known substance (Spot
crime at face value. Hidden & Biology, Chemistry, etc.).
• In the laundry bin, there is a bloody white
The real clues in this scenario push towards a apron, as well as a bloody pair of Horace’s
confrontation with Frankie or a search of the dress shoes, stuffed into a bag. (Spot
groundskeeper’s cottage, directing the investigators Hidden).
to the Mi-Go lair – and the scenario’s finale.
Whodunit?
This section summarizes each NPCs’ alibi, witness
The Crime testimony, and reaction to the crime.
Douglas was in the upper hall when the power went
Douglas
out. He rose from his chair, staggered down the foyer
stairs, and killed Peggy in the gallery. Alibi: Douglas is physically incapable of having
committed the crime.
After, he stumbled through the service corridor,
discarding the knife in Horace’s bedroom. As he Testimony: Douglas claims to have heard and saw
discarded the knife, he cut himself on the leg, leaving nothing.
some of his green Mi-Go blood. Shuffling up the rear
stairs, he returned to his wheelchair upstairs. Reaction: Douglas seems to believe Peggy’s death can
be treated. A successful Psychoanalysis roll suggests
Being Flexible Douglas appears completely lucid. The Mi-Go, who
The most crucial element of the crime is that it have transcended death through advanced medicine,
happens in the investigators’ absence. It may be the do not entirely comprehend mortality.
investigators refuse to leave the house and remain
With an Extreme success on a Psychology roll, an
in a place where they would come across the crime
investigator glimpses the truly alien mind behind the
in progress.
mask; they are struck by a deep feeling of uncanny as
though speaking to a pale imitation of a man. This
If so, Keepers should try to lure the investigators
realization provokes a Sanity roll (0/1D2).
away. If all else fails, it is not crucial the murder take
place in the gallery: the same crime scene could be William
moved to the kitchen, library, or conservatory with
ease. Alibi: William was searching through the wine cellar,
planning on getting extremely drunk. A successful
19

Psychology roll notes he is hiding his left hand in his herself. A successful Hard Psychology roll reveals this
pocket. His left hand has a cut on it, which he got from motivation.
a broken glass of wine.
Reaction: Cassandra is afraid of being accused of the
Testimony: William heard and saw nothing. murder, and so she does her best to avoid the
investigators. Investigators who succeed on Hard
Reaction: Already a bit drunk, William is surprised Listen or Hard Spot Hidden rolls discover her
but not upset by his mother’s death. A successful sneaking around.
Charm, Fast Talk, Intimidate or Persuade roll
gets him to elaborate on the conflict between him and Edward
his mother: she resented his bachelor lifestyle and was
pressuring him to settle down. Once he has a chance, Alibi: Edward was in his bedroom reading Atlas
he sneaks off to get drunker. Shrugged when the lights went out.

Stephanie Testimony: Edward heard Peggy’s shout, and a heavy


stomping down the stairs.
Alibi: Stephanie claims to have been looking through
the attic, looking for Christmas presents. She is Reaction: Edward cooperates with the investigators
limping, having twisted her ankle when the lights went and readily shares what he heard. He believes Max is
out. A successful Charm, Fast Talk, Intimidate or the killer, and takes it upon himself to confront and
Persuade roll gets her to admit she was actually detain Max. The investigators may stumble on Max in
looking for valuables to steal. a closet, having been tied up by Edward, or they may
witness the two in a brawl.
Testimony: Stephanie heard and saw nothing.
Horace
Reaction: Stephanie is shocked and becomes
paranoid about the killer in their midst. She begins to Alibi: Horace was in the butler’s pantry, cleaning up
search the house herself, looking for clues. (Keeper’s after dinner. A successful Psychology roll suggests
Note: Consider using Stephanie to direct the Horace is being entirely truthful.
investigators towards important rooms, but don’t have Testimony: Horace heard what sounded like
her discover important clues.) someone stomping heaving down the service stairs,
Max then running through the service corridor, then back
up again. When the lights came on, he spotted Max in
Alibi: Max was in the kitchen, helping himself to ice the kitchen down the hall.
cream straight from the tub.
Reaction: Horace is horrified and beside himself with
Testimony: Max heard Peggy yell in frustration when genuine grief. Upon seeing Peggy’s dead body, he
the lights went out, confirming she was alive then. sprints up the foyer stairs to find Douglas and make
sure he is safe. He is cooperative.
Reaction: Max is clearly traumatized by his mother’s
death; if the investigators can calm him down with a Frankie
successful Psychoanalysis or Hypnosis, or a Hard
Psychology roll, he offers his help. This help grants a Alibi: Frankie was not in the house at the time of the
Bonus Die on anything Max could reasonably help murder, which one of the investigators can likely
with. Eventually, Max disappears; he panics and confirm.
sneaks off to hide in an empty room. Testimony: Frankie heard and saw nothing except
Cassandra what the investigators also saw – if she is with them.

Alibi: Cassandra claims to have been getting into bed. Reaction: Frankie has been hardened by her
A successful Charm, Fast Talk, Intimidate or upbringing and her callous drive for vengeance; a
Persuade roll gets her to admit she was sneaking successful Hard Psychology roll sees through her
around the upstairs bedrooms, looking for blackmail. false grief. Frankie pretends to be cooperative, but she
is primarily keeping an eye on the investigators.
Testimony: Cassandra claims to have heard or seen
whatever she thinks will divert attention away from
20

IT GETS WEIRD
revealing their wretched arrow-shaped “head,” covered
in hundreds of miniscule sensory tentacles. Their
leathery wings stretch out as they reach out with
As the night continues, the horror escalates. More dead
horrible crustacean-like claws.
bodies are found, and other guests begin to be replaced
by imposters. The imposters are alien and uncanny, but
Seeing their relatives “hatch” into a horrific
not hostile. Remember: this is an experiment for them,
monstrosity requires a Sanity roll (1D2/1D6+2). This
and they are trying to collect as much data as possible.
roll replaces the normal Sanity loss for seeing a Mi-Go.
Consequently, they occasionally ask the investigators
probing questions.
Investigator Death
If an investigator attacks a Mi-Go, it defends itself, If an investigator is killed before the climax, feel free
attempting to incapacitate said investigator. However, to have the group stumble on one of the living NPCs.
as the Mi-Go do not consider murder morally wrong, The player can take over that NPC and keep playing.
they do not come to each other’s aid, nor do they harm
non-violent test subjects. To do so would spoil such
valuable data! These scenes are provided for the Keeper. They serve to
keep the tension high and to escalate the mystery, as
If attacked, they discard their disguises: their alien well as the Mi-Go dropping “hints” into their puzzle.
appendages tear forth, shredding their clothing and They have no fixed order or locations.
false, latex-like skin. Their waxy masks fall to the floor,
However, the investigation of the
murder is the entire second act.
Investigators should have plenty of low-
pressure time to search the Castle. If
thing escalate too soon, the
investigators may become
overwhelmed and stop searching for
clues. Keepers should allow the
investigators to discover at least one
major clue pointing to Frankie before
they begin the third act in earnest.

Douglas
As the night continues, Douglas’
uncanny features begin to become more
prominent. When he speaks, the
buzzing of his voice begins to cause
headaches, and his face appears pale
and waxy. His staggering gait appears
increasingly inhuman, and his alien
appendages begin to protrude against
his clothing, suggesting the horrible
alien form underneath.

Douglas invites the investigators to


have some tea (it’s harmless, but
disgusting). He offers them some and
begins to drink his own, as it dribbles
down his false mask.

Douglas interviews them on their


experience: how are you feeling; are you
taking any medications; do you have
any pain in your thorax? If the
21

investigators answer his questions, he soon thanks


them and lets them go.
CONFRONTING FRANKIE
As the investigators put together the clues scattered
William around the house, they will begin to realize Frankie is
The investigators see William walking around outside, at the centre of this mystery. What happens exactly is
unprotected from the cold. He attempted to escape the up to the Keeper, based on how the investigators have
property on foot and encountered the Mi-Go, played.
shattering his mind. If the investigators have suspicions about Frankie but
William does not know where he is, and he is not enough solid evidence, Keepers may have her
experiencing delusions. William believes he has met absent, hiding at her cottage or plead ignorance. This
Santa Claus, who chastised him for lying to his parents. can be used as a pacing tool if it would bring the
Then Rudolph’s bright nose began to glow, he stretched scenario to a close too early.
out his wings, and he attacked with his pincers. If the investigators have gathered enough evidence to
If William is not brought in and warmed up, he dies of put together a credible accusation – or the Keeper
frostbite. wants to continue to the finale – the confrontation can
go a variety of different ways. The most crucial aspect
Edward of the confrontation is the investigators getting to the
Edward has been vivisected. He has been laid out on a Mi-Go lair behind the groundskeeper’s cottage. Several
table, with a massive incision running the length of his options are listed here in brief; Keepers are encouraged
abdomen. The flesh on either side has been peeled and to use these as a guide.
pinned back, revealing his chest cavity.
Conversation
His ribs have been sawn through and removed, placed If the investigators have been kind to Frankie, Frankie
on the table next to him, and all of his internal organs explains her past and how she plotted her revenge and
have been removed and placed into glass jars. His eyes seeks the investigators’ sympathies. She was wronged,
have been removed, as have his tongue and nose. and Douglas deserved it. Can’t they see that?

This horrific sight requires a Sanity roll (1/1D4+1). She explains that Douglas has been watching the whole
thing from behind her cottage and offers to show them.
A successful Medicine or First Aid roll indicates this If questioned about anything related to the Mi-Go, she
horrific scene shows the same surgical precision of is evasive: they just need to come see for themselves.
Peggy’s murder.
Fight
The same fingerprints as before are found at this crime
If Frankie is cornered or has reason to specifically hate
scene, as are the same bloody footprints. A bloody set
the investigators, she attempts to kill them with her
of butcher’s knives from the kitchen are nearby. A
bare hands. The fight should be an opportunity for
Track roll notes the footprints have a shambling gait.
more exposition: “He had it coming!” “You would have
Cassandra done the same if it were you!”

Cassandra is discovered dead, crumpled on the floor. If Frankie is captured alive, she explains Douglas is in
Her body looks flattened, almost deflated. Her eyes and a cave behind her cottage. She says this believing the
nose have been removed; there are no other wounds. Mi-Go scientists will honour their agreement with her
and kill them – they won’t.
Every single bone in her body has been removed; a
successful Spot Hidden, Forensics or Medicine If Frankie is killed, the investigators find her
roll reveals dozens of 2-inch incisions across her body. groundskeepers’ cottage key on her body – the Keeper
should remind them of what it is if they do not realize.
The remaining muscle tissue has the consistency of If they need another hint, consider having the
gelatin and attempting to pick up her body tears it in investigators stumble on one of the hidden passages
half. Seeing Cassandra in this sorry state requires a wide open – following them leads them to the cottage.
Sanity roll (0/1D4); seeing her body tear open
requires another Sanity roll (0/1D3). If Frankie manages to knock the investigators
unconscious, they awake in the Mi-Go lair (see To the
Mi-Go Lair, pg. 22) an indeterminate amount of time
later, having undergone some kind of surgery.
22

Flight membrane stretched over a polished metal frame


If the investigators have weapons, Frankie may try to hangs atop a low circular platform. The bulging
flee through the secret tunnels and to the Mi-Go lair, “screen” is about 8 feet across and 5 feet tall. Wiry
which she mistakenly believes is safe. Keepers may strands of fungoid tissue and electrical wires drape
initiate a chase scene (see Chapter 7 of the Keeper’s down from the ceiling to the screen’s edge.
Rulebook) or just narrate Frankie’s flight.
Underneath, on the platform, are hundreds of small
Frankie does not cover her tracks: she can easily be bubble-like protrusions, each marked with a unique
followed, without a Track roll. She leaves secret doors rune. A Cthulhu Mythos roll identifies them as
wide open and deep tracks through the snow. letters in the Mi-Go language. These function as a
Investigators following her have a clear path directly to keyboard.
the Mi-Go lair.
An image is being cast on the screen; there is a
photograph of each of the test subjects, with a complex
TO THE MI-GO LAIR flickering display of lights and erratic lines. The
photographs corresponding to deceased NPCs and
The investigators may find their way to the Mi-Go lair investigators are dimmed, and the displays inactive.
from the directions in Frankie’s cottage, or from
Frankie directly telling and/or escorting them. If On the wall, there is a hanging display of the Mi-Go wax
Frankie fled and beat the investigators here, she has prostheses. To the investigators, it seems to be a wall of
disappeared: she has been “disposed of” by the Mi-Go. severed and mounted heads, a pair of human hands
underneath each. There is one set for each investigator
Inside a small stone alcove 15 minutes north of the and every NPC (some may be missing). Among them,
groundskeeper’s cottage, investigators spot a strange they see their own faces staring back at them with dead,
honeycomb shape up against a stone wall. In the lifeless eyes. The terror of seeing their own severed
darkness, it gives off a blue-green glow. A successful heads calls for a Sanity roll (0/1D4).
Science: (Biology, Botany, Chemistry, Physics
or Zoology) roll identifies it as some kind of As the investigators look around, a Mi-Go emerges
bioluminescent fungal structure, though it more from the video room, crawling forth towards the
resembles the structure of a wasp hive and the vascular investigators. Seeing the Mi-Go in their true form
growth of a slime mold. requires a Sanity roll (0/1D6).

The structure has a waxy, flaky texture; it is fragile and In its horrid buzzing voice, it introduces itself as
yields to the touch, revealing a corridor behind it. The “Mister Wentworth;” it thanks them for their
corridor is made of the same material, wrapping participation in the experiment, though it does not
around in a vaguely circular shape. The floor crumples explain the nature of the experiments. As it speaks, its
underneath the investigator’s feet like hard snow, and head glows orange and yellow.
a viscous, pulsating slime oozes around their feet.
Mister Wentworth praises the investigators’ resolve
Hundreds of tiny creatures swarm in and out of the and intelligence, declaring them exceptional human
hive walls, with some crawling up investigator’s legs. specimens. Frankie, if present, is informed the
These are Mi-Go larvae, a few inches in length. They investigators’ arrival is a sign of her failure; she is not
are vaguely worm or caterpillar-like, though they bear welcome to join the trip to Yuggoth.
the same membranous wings and tentacle-covered
heads as adult Mi-Go. These alien creatures unsettle Mister Wentworth offers the investigators a pathway to
and unnerve, calling for a Sanity roll (0/1). untold knowledge. promises them any killings of its
Mi-Go kin are forgiven; “murder” is a very human
At the end of the corridor is the Mi-Go control room. concept. Those Mi-Go will soon be rehoused in new
physical shells.
Control Room
The honeycombed structure gives way to a squat Mister Wentworth explains it is from a planet on the
ellipsoid room lined with thick panels of the fungoid furthest rim of space, where great terraced cities of
material, framed with brushed steel. The smell of ozone black stone rise high, brushing against the very edges
hangs thick in the air as the investigators enter. of space. It describes the vast stores of scientific
knowledge in the Mi-Go libraries and offers to take the
Thin steel pillars descend from the roof in a circle investigators to the nearest Mi-Go homeland of
around the room; in the centre, a thin semi-organic Yuggoth (Pluto).
23

If the investigators are unsure or hesitant, Mister If plugged in, a whirring buzz comes out from a
Wentworth invites them to speak to Douglas in the speaker, and the investigators hear the weak voice of
video room. Douglas.

The Video Room Douglas tells the investigators his brain has been
The video room is a small room closely resembling the extracted from his body and placed in this metal
control room in design. Dozens of the Mi-Go screens cylinder. The realization Douglas is inside the cylinder
have been mounted on the wall. They are illuminated requires a Sanity roll (0/1D4).
with CCTV coverage of nearly every part of the estate.
Douglas explains he has been forced to watch his family
In front of the screens is a polished metal cylinder sat die, and Frankie did this to him. He warns the Mi-Go
on a round metal table. A bundle of wires connects the are sinister creatures; he implores the investigators to
cylinder to the video screens. kill Mister Wentworth and begs for them to open his
brain canister and destroy his brain.
Around the cylinder are several small electronic
devices with protruding cords attached. cord plugs Mister Wentworth enters and explains the human body
appear to correspond to sockets in the metal cylinder. cannot make the cosmic journey; the Mi-Go are
capable of harmlessly
extracting their brains and
transporting them in their
brain cylinders.

Normally, brain extraction is a


privilege reserved only for the
most exceptional of humans,
but this was a special request
from Frankie. If the
investigators wish to kill
Douglas, Mister Wentworth
does not object; the
experiment is over.

At this point, the investigators


may do what they like. Mister
Wentworth does not stop
them from leaving, though it
expresses its disappointment.
They may also heed Douglas’
last wish and kill Mister
Wentworth. Of course, the
option always remains to
accept Mister Wentworth’s
offer, and travel to Yuggoth.

EPILOGUE
SANITY REWARDS
The investigators have been
through a horrific night. If
they have discovered Douglas’
nest egg, the investigators are
free to divide the $1 million
between themselves however
they like.
24

For killing Mister Wentworth, the investigators are


rewarded 1D6 Sanity. “The first trip will be to Yuggoth, the nearest
world fully peopled by the beings. It is a strange
For freeing Douglas from his torture by destroying his dark orb at the very rim of our solar system—
brain, the investigators are rewarded with 1D4 Sanity. unknown to earthly astronomers as yet. [...]
For keeping their family member’s secret that was
given to them at the beginning, an investigator gains “There are mighty cities on Yuggoth—great tiers of
1D2 Sanity. terraced towers built of black stone like the
specimen I tried to send you. That came from
With their newfound awareness of the interstellar Yuggoth. The sun shines there no brighter than a
scientists which lurk at the furthest edges of the star, but the beings need no light. They have other,
universe, all investigators should get skill check marks subtler senses, and put no windows in their great
in: Computer Use, Electronics, and Science houses and temples. Light even hurts and hampers
(Astronomy). Additionally, their conversation with and confuses them, for it does not exist at all in the
Mister Wentworth imparts a +3% to their Cthulhu black cosmos outside time and space where they
Mythos. came from originally.

Any investigator who chooses to go to Yuggoth loses To visit Yuggoth would drive any weak man mad—
1D100 Sanity points. yet I am going there. The black rivers of pitch that
flow under those mysterious Cyclopean bridges—
TO YUGGOTH things built by some elder race extinct and
Mister Wentworth’s offer is genuine: any investigator forgotten before the things came to Yuggoth from
who agrees to brain extraction is whisked through the the ultimate voids—ought to be enough to make any
cosmic void to Yuggoth. man a Dante or Poe if he can keep sane long enough
to tell what he has seen.”
Allow this excerpt from H.P. Lovecraft’s The Whisperer
in Darkness inspire your description of this interstellar
Henry Wentworth Akeley
traversal.
25

APPENDICES Stephanie Prescott


STR 50 CON 40 SIZ 60
DEX 60 APP 70 EDU 80
NPCS AND MONSTERS INT 50 POW 50 SAN 50
This section describes the statistics for all the NPCs as HP 10 DB 0 Build 0
well as the Mi-Go. All the Mi-Go imposters use the Move 8 MP 10
same statistic block; note that when they attack, they Combat:
must spend one combat round shedding their Fighting (Brawl) 25% (12/5), damage 1D3
disguises. Dodge 30% (15/6)
Skills:
Mi-Go (Modified)
Art/Craft (Literature) 25%, History 50%, Library
STR 50 CON 50 SIZ 50 Use 75%, Science (Any) 25%, Occult 25%, Stealth
DEX 70 INT 65 POW 60 25%, Use Big Words 99%
HP 10 DB 0 Build 0
Move 7 / 13 flying MP 12
Max Prescott
Combat (1 attack per round): STR 50 CON 50 SIZ 50
Fighting (Brawl) 35% (22/9), damage 1D6 DEX 50 APP 60 EDU 70
Dodge 35% (17/7) INT 80 POW 40 SAN 40
HP 10 DB 0 Build 0
Armor: None, however their resonating extra- Move 8 MP 8
terrene body causes all piercing weapons (bullets Combat:
included) to do minimum damage. Fighting (Brawl) 25% (12/5), damage 1D3
Sanity Loss: 0/1D6 Sanity points to see a Mi-Go. Dodge 30% (15/6)
Skills:
History 50%, Library Use 75%, Listen 50%,
Peggy Prescott Persuade 50%, Psychology 25%, Sermonize 99%
STR 40 CON 50 SIZ 50
DEX 50 APP 50 EDU 75
INT 50 POW 80 SAN 80
Edward Young
HP 10 DB 0 Build 0 STR 60 CON 80 SIZ 70
Move 6 MP 16 DEX 50 APP 50 EDU 50
Combat: INT 60 POW 50 SAN 50
Fighting (Brawl) 25% (12/5), damage 1D3 HP 15 DB 1D4 Build 1
Dodge 30% (15/6) Move 7 MP 10
Skills: Combat:
Appraise 50%, Backhand Compliment 99%, Charm Fighting (Brawl) 25% (12/5), damage 1D3+1D4
25%, Fast Talk 75%, Listen 75%, Psychology 50% Dodge 30% (15/6)
Skills:
Accounting 25%, Appraise 25%, Intimidate 25%,
William Prescott Libertarian Rant 99%, Library Use 50%
STR 60 CON 50 SIZ 50
DEX 70 APP 80 EDU 40
INT 50 POW 60 SAN 60
Cassandra McKay
HP 10 DB 0 Build 0 STR 50 CON 50 SIZ 60
Move 9 MP 12 DEX 70 APP 80 EDU 50
Combat: INT 60 POW 40 SAN 40
Fighting (Brawl) 25% (12/5), damage 1D3 HP 11 DB 0 Build 0
Dodge 30% (15/6) Move 8 MP 8
Skills: Combat:
Act Snobbish 99%, Charm 75%, Fast Talk 50%, Fighting (Brawl) 25% (12/5), damage 1D3
Language (French) 5%, Psychology 50%, Sleight of Dodge 30% (15/6)
Hand 25%, Stealth 25% Skills:
Art/Craft (Modelling) 75%, Charm 50%, Fast Talk
50%, Flaunt Wealth 99%, Listen 25%, Psychology
75%, Stealth 50%
26

Horace Wright I bequeath to each of my children, nieces and nephews


STR 40 CON 50 SIZ 50 one (1) Canadian dollar.
DEX 40 APP 40 EDU 80
I bequeath the rest of my entire fortune, comprising
INT 80 POW 60 SAN 60
both my cash assets as well as all stocks and bonds in
HP 10 DB 0 Build 0
my ownership, to my faithful servant, Francine Evans.
Move 6 MP 12
Combat: I bequeath the Castle Kilmarnock, all assets associated
Fighting (Brawl) 25% (12/5), damage 1D3 with it and contained therewithin, to my faithful
Dodge 30% (15/6) servant, Francine Evans.
Skills:
Accounting 25%, Appraise 25%, Charm 50%, X Douglas Prescott 2005/12/01
History 50%, Law 25%, Listen 50%, Persuade 50%,
Reminisce About Past 99%
Handout 3: Eugenia’s Diary

January 9, 1948
Frankie Evans When we arrived at the home, I was warned by the
STR 70 CON 80 SIZ 60
scullery-maid of the ghost lights which lurk in the
DEX 60 APP 50 EDU 50
woods. It is said they fly though and atop the woods and
INT 50 POW 40 SAN N/A
can be seen only on the coldest of dark nights.
HP 14 DB 1D4 Build 1
Move 8 MP 8 Naturally, I dismissed it as a fiction, a local folklore.
Combat: But tonight, amidst the trees, I spotted the lights. I was
Fighting (Brawl) 35% (20/8), damage 1D3+1D4 profoundly struck by the otherworldly beauty of the
Dodge 30% (15/6) lights, and they seemed to me visitors from the realm
Skills: beyond our own.
Art/Craft (Forgery) 25%, Drive Auto 25%, Electrical
Repair 50%, Listen 25%, Mechanical Repair 50%, June 11, 1948
Plot Vengeance 99%, Psychology 50%, Stealth 50%
I have in previous months taken to reading of more
esoteric texts – much to Abe’s chagrin. I am now
HANDOUTS reading a tome on alchemy. The great masters of that
Handout 1: Letter from Claire old art were presented with one of the most ancient
puzzles: might one of them have in truth conquered
Dear Doug,
death itself?
I couldn’t get a hold of you: your new assistant won’t
December 28, 1950
take my calls.
A black cloud has overtaken my soul: my dear brother
I couldn’t go through with it. I just got out of the
Matthew has passed beyond this world. I have returned
hospital. Please, just come see her. I need help. How
to my esoteric studies with force. It is said that the
am I supposed to afford to raise a baby myself?
immortal master Nicolas Flamel discovered an elixir
Please, I’m begging you. Call me. which could restore the dead to life.

Claire In the rare book archives of the university library, I


discovered a strange tome. It is written in flawless
(Full name from return address is “Claire Evans.” A calligraphy, yet its words are somehow illegible. From
stamp on the envelope reads “Received April 24, 1975”) what I have been able to decipher, it speaks of a ritual
which can remove the soul of a man from his body, to
Handout 2: Douglas’ Will be transferred to a new physical form.
Being of sound mind and body, I do hereby declare this
to be my last will and testament. January 10, 1951

I renounce all prior wills and affirm that this Last Will The ghost lanterns have returned now for the tenth
expresses my true and honest wishes, under neither night in a row. They are trying to speak to me. I must
undue influence nor duress. go out to meet them: it is the key to Matthew’s rebirth;
I can feel it in my soul.
27

HANDOUTS AND
MAPS
28
29
30
31
32
33
34
35
Alex Prescott Victoria
Pathologist Montreal 27

50 25 10 60 30 12 9
30 15 6 80 40 16 16
50 25 10 50 25 10 55
80 40 16 60 30 12 80 16

5 2 1 20 10 4 5 2 1
1 0 0 25 12 5 40 20 8
5 2 1 1 0 0
1 0 0 50 25 10 25 12 5
5 2 1 25 12 5 30 15 6
15 7 3 5 2 1
15 7 3 20 10 4 Forensics 60 30 12
20 10 4 1 0 0 Biology 60 30 12
5 2 1 Chemistry 25 12 5
40 20 8 10 5 2
English 60 30 12 50 25 10
5 2 1 5 2 1 20 10 4
25 12 5 40 20 8 10 5 2
20 10 4 20 10 4 20 10 4
10 5 2 1 0 0 20 10 4
1 0 0 10 5 2 30 15 6
5 2 1 70 35 14
25 12 5 10 5 2
10 5 2

7
25 12 5 0
25 12 5
0
Like their sibling Jaime, Alex was sent to a prestigious Daddy. Today, Alex works part-time as a criminal
Vancouver private school from a very young age, rubbing pathologist, still living off their allowance.
shoulders with future senators, supreme court justices and
chief executives. Alex likes to see themselves as a rational person who can
see things with nuance; unclouded by emotion, they can
At 18, they headed off to Montreal to make it on their own: look at the evidence and reason. The imagine they are
except for their tuition, rent, and groceries, all paid for by very different from their family.

Alex is tall and gaunt, with heavy rings under their Alex is proud and stubborn; they are rarely willing to
spectacled eyes. They have short brown hair and are accept openly that they are wrong, at risk of losing face.
wearing a suit jacket with dark blue jeans. Alex loves everything vintage.

Compromise is an inherently good thing: the most


moderate position is usually the most reasonable.

As a fellow academic, Stephanie and I have always got


along. I respect her loquacious style and appreciation of
what's truly fine in this world.

Walking amidst the ancient trees of Parc Mount Royal, I


feel truly in communion with the sublime essence of
Nature.

My collection of classical music on vinyl is my pride and


joy. I don't know why anyone would listen to pop music.

Tweed Blazer & Jeans Toyota Prius $200


Flip Phone Vintage Harris Typewriter $1600
Medical Case Cigarettes (hand-rolled)
First Aid Kit Polaroid Camera $40000, including their Prius and other personal
possessions.
George Prescott Castle Kilmarnock He/him
Executive Victoria 56

40 20 8 70 35 14 12
50 25 10 50 25 10 10
40 20 8 50 25 10 65
60 30 12 85 42 17 50 10

40 20 8 20 10 4 5 2 1
1 0 0 25 12 5 60 30 12
70 35 14 1 0 0
1 0 0 30 15 6 1 0 0
5 2 1 25 12 5 60 30 12
15 7 3 5 2 1
50 25 10 20 10 4 1 0 0
20 10 4
5 2 1
80 40 16 10 5 2
English 85 42 17 40 20 8
5 2 1 40 20 8 40 20 8
20 10 4 40 20 8 10 5 2
20 10 4 50 25 10 20 10 4
10 5 2 1 0 0 20 10 4
1 0 0 10 5 2 10 5 2
25 12 5 1 0 0
25 12 5 10 5 2
10 5 2

5
25 12 5 0
20 10 4
0
George was the youngest of Abraham Prescott's children. George's success came at the expense of his family life;
Seeking his father's attention, George went to business George's wife had an affair with her yoga instructor and left
school and entered the world of finance. After graduating him in 1991.
school, he went to work for the Royal Bank of Canada,
where he now serves as the Chief Risk and Compliance Is George deeply dissatistifed with life? Well, maybe, but
Officer. he owns a yacht - with an elevator! So really, who needs
love and companionship?

George is a tall, overweight man with thin grey hair and George is a workaholic and a hedonist, indulging in alcohol
wire-frame oval glasses. He wears an extraordinary and gambling to his heart's content.
expensive blue suit.

You can tell everything you need to know about someone


through their bank account and their job title alone.

My sister Susanne: our cutthroat sibling rivalry has turned


into begrudging respect over the years. I respect her work
ethic.

Castle Kilmarnock. I was born and raised in this old house;


Douglas had no right to keep it for himself.

The clothes make the man: that's why I wear a $2000


cashmere suit. No one aside from Cassandra dresses
worth a damn in this family.

$2000 Cashmere suit Rolls-Royce $1000


Rolex watch Cuban Cigars $4000
Ray-Ban Bifocals
Cell Phone $800,000, including his home, car, suits, as well as stocks
and bonds.
Jaime Prescott Victoria
Engineering Student Waterloo, ON 21

80 40 16 60 30 12 11
50 25 10 50 25 10 10
60 30 12 40 20 8 50
50 25 10 70 35 14 50 10

5 2 1 20 10 4 5 2 1
1 0 0 25 12 5 10 5 2
60 30 12 1 0 0
1 0 0 30 15 6 1 0 0
5 2 1 5 2 1 10 5 2
40 20 8 5 2 1
15 7 3 20 10 4 Physics 40 20 8
20 10 4 Chem 25 12 5
25 12 5
60 30 12 10 5 2
0 English 70 35 14 40 20 8
5 2 1 5 2 1 20 10 4
30 15 6 50 25 10 10 5 2
20 10 4 40 20 8 20 10 4
60 30 12 1 0 0 20 10 4
50 25 10 70 35 14 10 5 2
5 2 1 1 0 0
25 12 5 10 5 2
10 5 2

8
25 12 5 1
30 15 6
+1D4
Unlike their sibling Alex, Jaime adored and idolized their Jaime has always been a mediocre student, but they were
father. George sent the two both to a prestigious private able to secure entry to a top engineering school, thanks to
school in Vancouver; Jaime became quite comfortable in their father's generous donation of a new wing to the
the upper echelons of society, and he came to understand business school. Jaime strongly believes that their study of
that he was destined for great things. engineering, the queen of the practical sciences, simply
demonstrates how much smarter they are than you.

Jaime is muscular with broad shoulders. They wear large I am ruthlessly ambitious; there is nothing that I cannot do
glasses and a leather jacket with "Waterloo Engineering" better than you.
emblazoned on the back.

Science and technology is the hardest thing a person can


do: anyone studying anything else is just wasting their
time.

My uncle Douglas and I have always gotten along. He and


I have a keen sense of what people like us deserve in life.

The University of Waterloo, Canada's premier engineering


school. I feel most comfortable among my intellectual
peers.

My Rolex, which I purchased thanks to my lucrative stock


portfolio. What, you don't invest? Well, it's not for
everyone.

Waterloo Eng Jacket BMW Motorcycle $1000


Rolex watch "The God Delusion" by $5000
Jeans Richard Dawkins
Blackberry $50,000, including his motorcycle, stocks and bonds.
Susanne Young Castle Kilmarnock She/Her

Lawyer Toronto 58

50 25 10 40 20 8 11
70 35 14 60 30 12 12
70 35 14 60 30 12 45
50 25 10 50 25 10 60 12

5 2 1 20 10 4 5 2 1
1 0 0 25 12 5 10 5 2
5 2 1 1 0 0
1 0 0 30 15 6 1 0 0
5 2 1 5 2 1 60 30 12
15 7 3 5 2 1
50 25 10 20 10 4 Forensics 60 30 12
20 10 4 1 0 0
25 12 5
60 30 12 30 15 6
English 50 25 10 70 35 14
5 2 1 50 25 10 20 10 4
35 17 7 40 20 8 10 5 2
20 10 4 50 25 10 20 10 4
10 5 2 25 12 5 20 10 4
1 0 0 10 5 2 10 5 2
50 25 10 1 0 0
25 12 5 10 5 2
10 5 2

7
25 12 5 0
35 17 7
0
Susanne was the second child (and unwanted daughter) to quickly became the Attorney General.
Abraham Prescott. Shipped off at a young age to a
boarding school, Susanne excelled and dedicated herself Though a divorcée, Susanne enjoys life. Between drugs,
to proving her father wrong. alcohol, luxury travel, and multiple relationships with
younger men, Susanne is always up to something.
In her 20s, she graduated law school with straight As and
set out as a Crown Attorney. She shot up the ranks and

Susanne is quite attractive, despite her age, but her plastic I prefer a diplomatic approach - why fight when you can
surgeon deserves most of the credit. Susanne is thin, with flatter? People do what I want when they think it's what
very short white hair and large tortoise-shell glasses. they want.

Working women like myself need to prioritize ambition


above all else. When my husband got in the way of my
career, I got rid of him.

My brother, George. We hated each other for most of our Kleptomania: the compulsive urge to steal.
young lives, but we've come to have a reluctant respect for
each other. He sure works harder than Douglas ever did.

Castle Kilmarnock is my childhood home, and I'm not


letting George inherit it just because he's a man.

I never leave the house without my Dolce & Gabbana


handbag: inside, I have everything a woman needs.

Snazzy pantsuit Corvette Convertible $1000


Hip flask Blackberry $6000
Tortoiseshell Glasses
D&G Handbag $600000, including her home, car, stocks and bonds.

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