Friday Game Notes are a weekly post of the random and essentially unedited setting and character notes I wrote before the game. This was written for my home group and was never meant to be seen online. BE WARNED!
C.1000AD- Vikings settle the Miskatonic Valley. During one winter most of the men leave to hunt leaving the women in charge. When the slightly reduced band of hunters returned they are ambushed by their own wives and murdered. Lisbet, Greloo, and Asta rule the village from then on.
C.1200 Kree-kolen-ben a Misqat Indian discovers that her hunter husband has been visiting the settlement of white people in the woods in the valley. She kills Greloo in rage after her own village exiles her for crazy stories. She becomes a new witch.
C.1400 Harag-Dan kills her mother Lisbet.
Sath Sincaul kills her mother Asta.
1652 Keziah Mason and Mary Ayer accidentally discover the small settlement of degenerate Vikings. They become fascinated with the power these people apparently wield and decide to murder Harag-Dan and Kree-kolen-ben.
1692 Keziah Mason is accused of witch craft during the Salem Witch Trials. She flees to a higher dimension.
1699 Agatha the daughter of Sath Sincaul and an Arkham settler kills her mother.
C.1750 Pearl Face a vengeful servant of Mary Ayer murders her after Mary tortured Pearl’s husband.
1926 Keziah mason is overpowered and killed.
1932 Channel Delapore murders Pearl Face.
193x Samantha follows clues in the Thaumaturgical… Canaan to find the Witch’s Sabbat and takes on Keziah Mason’s role.
History of the Witches
In 1000AD three women found a pale stone on top of a hill about which a large oak had grown. A large rat squatted next to the tree and directed the women to touch the stone. When they did each of their minds were touched by Shub-Niggurath. The rat, actually Nyarlathotep laughed, yet another seed of chaos had been planted. The women, now filled with the consciousness of an outer god became all power but with a hideous fate hanging over them. To survive they must continue to sacrifice genetic material to Shub-Niggurath. Shub-Niggurath wants new material from earthly dimensions to expand her influence.
Every time one of the women is killed their consciousness transfers to the body of the murderer. However keeping Shub-Niggurath in ones head is a terrible experience and because of the type of her brain that the women have only female minds may accept the chore. If a man kills the woman the consciousness attempts to fill their mind, usually driving the man mad and then once being rejected returns to the woman’s body resurrecting her for a short while. The woman’s body in this state is highly unstable, leaking pure energy from Shub-Niggurath. The body constantly distorts and infects its environment. The body seeks out a woman and forces them to kill it so that Shub-Niggurath can travel to a new body. If the body is trapped and fails to transfer it dies permanently. This happened when Keziah Mason was strangled in the Witch House and she was trapped in the room.
The woman’s duties are complex to keep themselves stable in this dimension as the filling presence of Shub-Niggurath preys on their brain. First of all they must sacrifice a baby every May-eve to sate Shub-Niggurath’s appetite for new DNA. They are aided in this by Nyarlathotep who appears as the Blackman. He has taught the persistent consciousnesses a lot, including how to travel in hyperspace. The three women must be guided by hyper dimensional creatures who when folded into the dimensions we can see appear as small animals with the faces of old men with human hands for limbs.
Samantha was always interested by the legends of the Witch House and Keziah Mason in Arkham and she was present when the menagerie of skeletons was lowered from its shattered attic. One day she followed clues in the Thaumaturgical Prodigees of the New English Canaan to the house of Agatha and there learnt about the existence of the witch cult. She was initiated that year as a witch and sometime in 1941 she will touch the white stone and take on a part of Shub-Niggurath. When Huey announced the prophesy to GPS Samantha was intrigued and told the coven about it. The witches consulted the Blackman and he told them what to do. The witches will sow the seeds of chaos in Arkham and cause Huey’s folly to come true. The sacrifice of citizens around Arkham will feed Shub-Niggurath beyond the goddesses wildest dreams and the witches would be allowed to rest for a decade.
The witches have become the masterminds of the entire campaign tormenting GPS and inciting its enemies. They are behind every threat to Arkham and personally haunt the investigators dreams. They will appear at the window, will do their best to hurt them, and crush them under their thumbs. And when the investigators start to stop them they will fight back. Only Samantha can be saved if she can be prevented from touching the stone of Shub-Niggurath. She will likely destroy herself if that happens.
- Charming people – ribbons for Channel, Samantha marked stones –
- Transportation, movement through dimensions, turning corner at right place and disappears – sets up dimensional feeling before meeting Agatha
- The only absolute way to find a witch is to show they can’t drown.
The sounds of breaking glass is intolerable to a witch.
Samantha hasn’t touched the stones yet that will put a part of Shub-Niggurath’s consciousness into her head. So far she has only signed the Blackman’s book. This will let Benoit save her – leading to conflicts with his wife.
Has met Benoit & was part of GPS
- Smiling knowingly
- Giving frank looks
- Reading books
- Samantha is incredibly curious about history and old things.
- Samantha loves books and probably will be happy to suggest interesting things to read or be introduced to new authors.
- Samantha will lose track of the world when she has her nose in a book.
- Samantha is quick witted and seems to have an uncanny knack for catching lies.
- Samantha seems slightly jealous of her academic superiority.
Allies & Enemies:
Channel Delapore– Enemy Agatha Collins– Ally, Huey McCabe– Enemy/ex Ally
- “Bumps” into Benoit
- Casts dream spell on Benoit
- Comes to Benoit in distress and seeking help – she thinks Channel is going to kill her
Progression of Samantha’s Witch Line
Diana (Diana, in game killed Samantha and took on her position) is the continuation of Samantha, Keziah, Harag-Dan, and Lisbet.
Lisbet – the leader and the youngest of the three original witches, the wife of the chief. She hoped to expand the witches while the other two tried to keep power to themselves.
Trait: Want to build a larger witch cult.
Harag-Dan – A young and battered down girl who was under the yoke of Lisbet most of her life. Considered ugly by the other witches it wasn’t until what would be her middle age before finally murdering her mother and taking on her power. She was always pushed around by Sath-Sincaul who ruled the witch cult.
Trait: A sudden ability to sucker punch people with magical power.
Keziah Mason – powerful with hyperspace magic and more tied to Nyarlathotep than the other witches she was accused of witchcraft during the trials and went into hiding. She came back to prey on people and turn them into pipers until one over powered her.
Trait: Very crafty, using her powers to travel in hyperspace to create secret spaces and keen to trick others.
Samantha Philips – An obsessive and intellectual woman who only became a witch by accident when she found Keziah Mason’s remains in the destroyed Witch House. While building back up the power lost when Keziah died she used her powers to try to destroy Benoit and Diana’s marriage to make them perfect sacrifices.
Trait: A sheer amount of knowledge both historical and occult.
After graduating from Miskatonic Girls College in 1930 at 20 Samantha Phillip was recommended to Father Daville as a potential recruit for GPS. Taken under the wing of Professor Rice while at the University Samantha gained a huge interest in the occult, and especially the history of witches. Samantha continued her pursuit of this topic while a member of GPS. In March, 1931, Samantha was called by Professor Rice that he had been called to investigate the recently collapsed Witch House. Samantha quickly grabbed her coat and set out.
The Witch House roof had been wrecked by a gale the night before and construction workers had been called to clear away the debris. Underneath it all they had found an odd crawlspace. In it were several human skeletons, a pile of odd objects of no known origin, and a small monkey sized skeleton with tiny human hands and feet. This was the house of Keziah Mason, who had been put on trial for being a witch in 1698. Legend claimed she had escaped from her cell and she certainty hadn’t been hung, and still haunted Arkham with her familiar Brown Jenkins.
Confronted with the reality of her suspicions Samantha became obsessed. Now she knew witches were real she set out to find a living one. To her surprise she discovered one quickly. Two witches were currently living in Arkham, Pearl Face and Agatha Collins. She quickly befriended Pearl and Agatha, both ancient ladies, and was learning quickly. In 1932 she was again shocked when Pearl was murdered by Channel Delapore.
Since Keziah Mason was killed the vast store of magical knowledge had been lost. Samantha is stepping into her place but has to take a more direct method of becoming a witch. She has already participated in a ceremony with the Blackman and has signed his book. The last step is to touch the white stone in the Valley. This will be the final step in absorbing part of Shub-Niggurath’s mind into herself. This will completely destroy her personality and make her a full “witch.”
When Huey invented his prophesy in 1940 Samantha was overjoyed and instantly quit GPS to spread rumors of this new fate. Samantha has been seen chatting with the homeless, criminals, students, and gossips to instil a fear of fire in Arkham.
The book has a lot more information on the witches than he had previously. Samantha used this book to track down the witches. Of note she mentions another woman who had done a similar task and had started her on that path, Interesse Anguis.
She figured out that the witches existed and their lineage from Interesse’s own notes which were buried with her body.
Samantha also mentions her one and only meeting with Pearl Face before her murder by Channel. She mentions that Pearl taught her a lot but that Pearl had left a spell in her home that would help teach more about the other witches.
Misquat Indians were the only ones living in the valley when brave settlers came, but the savages claimed that there were white monsters here already. Considering the standing stones the Indians worshipped at on each hill it is no wonder their imagination was fired by the new white families moving in. The neighboring Indians were afraid of the Misquat and they had a lot of legends about cannibal monsters and worse in this valley. The locals said that the Misquat were descended from warriors who came into the valley long ago to fight the monsters there, that they were the only ones brave enough to settle there.
“Interesse said that her parents though French Hill and Hangman’s hill were two ancient sites that the Indians shunned. They certainly didn’t worship there. I found an old write up at the Orne of an interview with one of the last Misqat here and the old crone said that her people never went up the hill, or crossed the river to the North side because it was “bad power” there. If the old witches lived anywhere it was up on those hills.”
One of the most horrific stories is the murder of Mary Ayer a patron of Arkham in Essex County Mass. The poor women, whose money had funded much of the Town including schools and churches, was strangled by one of her slaves. When the black deed was done the whole house trembled and they say the woman’s spirit was imbued in her portrait and the judgmental eyes turned the slave’s heart to stone, striking her dead on the spot.
“How ridiculous, a quick check of a newspaper published around then reveals that the poor Mary was in fact a torturess most foul. When they broke into her house they found the slaves raped, whipped and sometimes chopped to bits. Three children’s bodies were found, including one identified as Mary’s own son, supposedly missing when a visiting priest insisted his imaginary friend Clootie was not real!
In fact I talked with the slave in question, the venerable Pearl Face, still alive since murdering her mistress in 1753. Her magic kept her alive and she promised to tell me much. In fact she left a powerful spell there in her house to help me if she hadn’t been murdered the day after!”
The case of Keziah Mason in the Witch Trials of Salem is quite incredulous. One of the many women dragged before a court for her evil acts as a witch. However before her trial she vanished from the cell she was held in, a strange symbol written on the wall in blood. Still the locals claim a rat like creature accompanies a ghost like crone that they whisper is the spirit of Keziah back to take revenge on the people of her town.
“Surprisingly close to truth! Of course Rev. Phillips, not a relative thank the gods, wouldn’t know that the symbol was the secret to much of Keziah’s mischief and ghost hood is the farthest from the truth one can get! Keziah was perfectly alive, but was indeed getting revenge, taking men in the night to sign the Book! At least that’s what Interesse said her parents told her. Shame her notes went into the grave with her! Perhaps I’ll have to take a visit!”
Interesse knew a lot from her parents and had managed to track back many of their lineage. She had tracked Keziah’s line back to Lisbet and tracked Mary Ayer’s line as well.
She wasn’t sure why the Viking women had murdered their husbands when they returned but they did, she knows there was a lot of in fighting. She managed to connect the Cannibal story to one death and figured out that she was then killed by Mary who ruled as an Arkham matron for decades, being “resurrected” as her daughter whenever necessary.
She is buried in the Christchurch Cemetery in the Anguis Plot beside her parents. The Christchurch is well tended by Eugenia Salomon a batty middle aged lady who has taken it up as a hobby. She is keen to help fellow occult minded folks, quick to warn of ghosts, and often comments on the “power” of people. Her biggest fear is of grave robbers and for this purpose owns a guard dog named Faust and a shotgun named Mephistopheles. With these she patrols the graveyard all night with a lantern, perhaps accounting for her craziness during waking hours.
“I talked to old Matron Pattit last night while mother was making coffee. The old woman always gets quite loquacious with a tot of rum in her drink and she opened up to my mother’s horror right in front of me. She said that she remembers the old stories about the Three Grey Ladies on the hill. Mother shut her up quickly after that, she must be afraid what I might learn.”
“I found legends about a white settlement from some explorer a long time ago. The Misqat Indians were always afraid of parts of the valley. They said that one of their women killed her husband on a hunt when she met three white goddesses living in the trees here. Maybe this was the white settlement and they were recruiting Indian women into the cult? The rule of three seems to persist as well.”
“We have a lineage of three witches, from things said by mother and the other women the lineage goes on when a worshiper kills one of the three. So the three settler women so long ago, their daughters killing them, some of the Indian women as well. All the way to the present? Is mother planning something?”
“Keziah Mason and Mary Ayer seem to be the two witches who lived through the witch trials. Was the third killed off by the others? All the stories say the three fought a lot.”
“Mary was infamous around here, though she was a patron to all sorts of things around Arkham and she was the only one with a house on French Hill before all the factory men moved in. They said she kept salves and would torture them horribly. She would rape the men while whipping them and make their wives watch, horrible. Apparently one of her slave women got to her eventually. Maybe that’s when her line ended.”
“Keziah must have escaped her cell when she was accused in Salem. They say there was some weird symbol on the wall and she was gone. Of course her old house still is said to be haunted by her and Brown Jenkins.”
“Found a weird story about the plague in 1888, besides the sickness they say there was this weird crow that would fly into windows and strangle infants with its human hands. Maybe a witch familiar?”
“Keziah’s familiar Brown Jenkins supposedly was a rat with human hands and face that always accompanied her. Clearly they had familiars, and weirder than any black cat.”
“There was a stone on French Hill that they worshipped, it would have been there when Mary had her house up there, but it must have been moved at some point. 1780 – May 14? Dark Ravine?”
Situated on the western side of Downtown is a ten story building built over the Stock and Price Camera Shop. Samantha lives on the sixth floor reached either by a grimy and dingily lit stair well, or a well rusted elevator manned by Tony, an elderly black man. The elevator always seems to get stuck in between the fourth and fifth floors.
Down a dark green hallway that smells like mold is Samantha’s rooms. A pair of old ladies named Tibitha and Terry twitter in the room next door and a thin vampiric looking young man named Tip lives across the hall. The room on the other side is empty. All three of these neighbors know Samantha well, but have been enchanted into liking her and never giving up information about her. Tibitha is hard of hearing. However the charm isn’t very strong and asking the question three times will break it. If the neighbors hear a crash or people moving about in her room while she is not there they will quickly call the police. Several small white stones secreted around the apartment also start to vibrate if any stranger is nearby warning her telepathically that someone is breaking in.
The interior is modern and clean compared to the slight grunge of the rest of the apartment. Every room is wall papered in a nice floral pattern and a striped table cloth has been put out to cover the tiny table. In one room is a single bed with a modest covering and a small bedside table. Beside a lamp are the Book of Ibon and Witch Cults of Western Europe. Book marks and cursive annotations fill both volumes. The kitchen is the messiest room featuring a pile of herbs and spices, as well as some odder things in jars. On the stove is a large metal pot constantly foaming. A rich mushroom scent fills the room, though a bitter scent seems to undercut the more pleasant earthiness. The stew, a classic witches brew bestows random effects on the drinker. It tastes like fire and hatred all mixed together. Some random effects for investigators are:
- Changing hair color
- Changing into a frog
- Periodically teleporting to a different dimension
- Becoming paralyzed
- Turning red
- Teleporting to Witch Island
- Thinking they are a bird
Other side effects are for the Keeper to decide.
- Sirens heard outside
- Neighbor knocks on door concerned
Ultraviolet: Channel is enacting her magic in the ultraviolet realm, tying the ribbons to people’s minds in ultraviolet. The ultraviolet realm is where the invisible beings from Out of Beyond live and Channel sees these creatures every day.
In fact when she sacrifices babies to the grey ant on the altar she is sacrificing to a great ultraviolet serpent that represents the interest of Nyarlathotep.
If she wants she can make other see the ultraviolet dimensions opening them up to horrific sights. Horrific sights that want a bite of these morsels that just so stupidly revealed their existence to them.
High wide cheekbones tapering to a narrow chin. Thin lips that oddly enough that seem to be smiling, especially when she is insulting people. She has a wide forehead but it is most obscured by her frizzy red hair. She has very flat eyebrows high above her eyes which are slightly more slanted for a Caucasian woman. Most people who meet her get a good view of her nostrils since she always walks with her head tilted back. However her nostrils are small and people have often theorized that she is so mean because she doesn’t get enough oxygen.
- When pretending to be Lulu she tries to act glamorous but uptight.
- She hates water, children and men.
- She manipulates everyone. Those she can’t manipulate she charms with magic.
- High pitched giggle/voice
- Checking her makeup while other people are talking
- She is incredibly skinny.
- Channel seems more inclined to listen to women than men.
- Channel thinks very highly of herself. A little bit of flirting or some compliments will go far.
- Channel works hard writing the Lulu Gossaph articles, maybe showing that you’ve read some of them will get her to open up.
- Channel seems to get flustered around children, maybe having a child around will make her nervous.
- Channel seems to act like any man has to do what she says. If you prove her wrong maybe it will unnerve her.
- For some reason Channel seems to hate the rain and the river. Maybe bringing up water will put her on edge.
Allies & Enemies
Samantha Phillip – Enemy, Agatha Collins – Ally, Aldrich Cornstuck – Lover/Slave, Lavinia Wilson – Enemy, Silas Virginia – Worshipper, Weasel Thing – Guide
- Channel doesn’t fight people directly but instead tries to bewitch them. She will cast a spell on a group of people. If she can overcome their will power she then can force them to kill themselves, each other or anything she bids. After they have been enthralled an extreme Pow or Cthulhu Mythos roll is needed to break out. Once cast Channel doesn’t need to pay attention to it.
- This spell is visible to those who can see into higher dimensions as a string of ribbons tied to the afflicted person to Channel. If a person can see these ribbons they can cut them and remove the spell. Alternatively they might be able to tangle the ribbons or otherwise use them to trap Channel. This would harm who ever is being bewitched.
- Prints story that no one but investigators were privy to
- Prints a story insinuating investigators are criminals – can get Malcolm in trouble
- Appears at Silas’ house
- Summons dimensional shamblers
- Tying ribbons in pattern near investigator’s home
Channel knows that the investigators are coming for them. She hopes to get to them first, getting to their family members to tie ribbons to their brains and controlling them. If she’s spotted hypnotizing them she’ll make the investigator see ultraviolet revealing destructive monsters that will hunt the investigators until she escapes.
Their attacks remove flesh from existence letting the organs or muscles underneath explode outwards. Dodging will be the only way to escape a successful attack, any strikes fighting back will simply pass through the creature. If the target closes their eyes the creature can’t attack them.
Channel’s main source of magic is her hypnosis where she ties ribbons to their brains.
Her other power is to be able to pull herself into hyperspace so only a cracked fluttering thing is visible, having always been bad at hyperspace she can’t go into it more than that. However learning to be stealthy from her memories as Kree-kolen-ben she uses this to her advantage to hide in dark corners or observe people.
Attacks: Tying knots in her ribbon she either blasts people with power with high velocity winds, or rakes at people’s minds telepathically causing excruciating pain. She only spends 2 or 3 magic points per attack as she prefers magical effects than killing.
Defenses: Ribbons as shields, balls of protection. Her actions are lightening fast deflecting attacks with a flick of wide ribbons of orange and red.
Effects: Once she has dominated a victim she chains them to her will tying ribbons around their brain effectively mind controlling them.
If she doesn’t have time she will quickly force them to see the ultraviolet spectrum and the monsters there.
Flies floating around her mouth. Neck that extends.
In 1932 Channel murdered Pearl Face in her home. Having killed one of the three Witches of Arkham Channel was flooded with Pearl’s arcane knowledge and power. Channel instantly recognized her new potential and went on the attack, manipulating the Witch Cult’s many enemies.
In 1933 she met Aldrich Cornstuck who was trying to resurrect the Long Pork Club. The two became lovers and Channel quickly found Aldrich was incredibly pliable. Aldrich, obsessed with magical powers, was trying many different occult rituals, and with the help of Channel’s backstage magic, he thought he was succeeding.
In 1935 Channel hit upon manipulating the Cthulhu cultists of Kingsport and Arkham and circulated the pamphlet GPS received in the Kingsport section. Knowing ahead of time the fate that would come to the cultists she happily abandoned them to be murdered by Osric Somme.
Back in Arkham Channel had Aldrich comfortably tucked under her thumb Channel happily convinced him to create a plot to burn Arkham to the ground to comply with Huey’s false prophesy. In order to do this Channel has become a full time member of the Long Pork Club as well.
Channel also has an alter-ego from before her murder of Pearl Face. She works for the Arkham Advertiser as Lulu Gossaph, the resident tabloid columnist. She gleefully spreads false and secret information in her articles. Tales of brutal murders, ghost hauntings and astrology are extremely common. Channel also takes perverse pleasure in reporting on her own acts, including when she murdered Pearl Face.
Channel has gained a lot of knowledge from her past lives as well as some personality ticks.
She is afraid of water.
She hates kids and is very disdainful of men.
She is excellent at manipulating people both with magic and without.
Channel’s most recent personality. Pearl was perhaps the most humane of the many women who became witches since the White Stone was discovered by the Norse Women settlers in the 1000s.
Pearl used her powers to heal those around her only allowing herself a few of the Blackman’s ceremonies each year. Keziah Mason, coming from her interdimensional hide out, attacked Pearl in revenge for the death of Mary. This caused the Dark Day in new England on May 19 1780.
Pearl abstained from marrying until the early 1800s. But once she had she quickly had many children and soon was a grandmother. Amongst a growing population of a marginalized black worker population her folk magic and real treatments made her a popular person. This receded as years went by as rationalism grew in the 1900s until she was murdered in 1932 by Channel.
Mary Ayer guessed what she might be getting into when she and Keziah Mason discovered the coven of witches living near their new home of Arkham. The two of them, already knowledgeable in black magic of Europe suspected them of devil worship and decided to kill two of them for their secrets.
Mary killed Kree-kilen-ben and became a full fledged witch. Glorying in power and immortality she happily used her husband to gain political power in the Arkham village and was quickly the richest person in town. She personally forced Keziah Mason into poverty and was personally present for Keziah’s Salem trial in 1692. Mary however was never good at interdimensional magic so had to keep a low profile for most of her life. Her husbands, of which there were two, she kept completely devoid of their senses after a “mental fit” soon after the marriage. Her many black servants she treated equally badly, often raping and murdering the men and torturing the women. Finally in 175- she was slain by Pearl Face in revenge for the killing of Pearl’s fiancé.
A young Misqat Indian woman who lived on the north shore of the Miskatonic River. Her husband one day disappeared while hunting and Kree-koeln-ben went looking for him. To her despair she found him amongst a tribe of white women. In anger she attacked and killed Greloo, becoming a witch. She tried to return to her people but they suspected she had killed her husband. (Only partly true, he became one of the pipers.) She was cast out by her people. She became very antisocial and stayed away from people until slain by Mary Ayer in the 1600s.
She hated men and because of the stories told about her in her tribe she became a cannibal.
An ancient old woman even when she traveled with the Norse settlers trying to find Vinland. Her husband drowned as they traveled across the Atlantic and she has been instilled with a fear of water. The other settlers thought Greloo brought bad luck. Many local children tossed rocks at her. When she, Lisbet and Asta found the White Stones atop the hill Greloo found great delight in retreating into a sub-dimension and letting only a little of her exist in our dimension, appearing as a flapping mangled bird straining at the air.
Once becoming Aldrich’s lover Channel convinced him to buy her own house. After a short search they found a suitable abode just beside Carmela Chadburry’s townhouse. The house is a modern white stucco edifice with curved walls and large glass windows kept modestly blocked by mauve curtains. The house has two doors, a front door off center on the right hand side, and one that opens onto the spacious back yard.
Inside the entire house save one room is clothed in velvet and mauve hangings as if every room was a tent. There appears to be no kitchen, nor a bathroom since Channel believes it is unladylike to use either. One room is filled with a massive bed and two dozen pillows. The bed is obviously well used. By the front door is a suitcase with a mans clothes, all for a large man. Often Aldrich sleeps over and changes here. Also in every room are incense burners that keep the entire house smelling of forgotten dreams and haunting vistas. Apt since they keep details hazy and indistinct. On the walls are skeletons of babies all posed in slightly twisted poses.
Hiding amongst all of this mess is Channel’s pet familiar a weasel thing. Like Brown Jenkins her ferret has human hands where its paws should be and a twisted fanged human face. It twitters and snarls as it attacks strangers in its home.
One room has been left completely bare on the upper floor. Facing the window is a small desk with a large type writer. Next to the table is a glass orb on an iron stand. Here Channel sits to write her newspaper articles, using the orb to gain valuable visions of events as they happen, or as they may happen in the future.
Like Samantha Channel has protected her house with charms and alarms. Unlike Samantha’s Channel has gone for a more direct method. All of the neighbors claim to love Channel without question and will attack anyone inside her house when Channel is not there while doing so. Ribbons have been tied all over the street and anyone who can see into other dimensions will notice thin wires from each entering houses surrounding her house. When someone enters her house uninvited her ferret fights back and through the fog of incense come any nearby neighbors all chanting “I love Channel.” Killing them is a grievous things since they do not realize what they are doing.
- The join is different from other gate spells instead of three intersecting lines it is four making a triangular section rising from the floor meeting at a point with the ceiling. It looks odd and distorted from any direction except standing directly on the right or left side of the wall. Then the lines align to create the appearance of a doorway.
- Once the doorway has been revealed a door handle can be seen only from that angle. On one is an embossed ant the other an embossed lion.
- The ant has a poisoned needle that extends out of a small holes around the outer edge of the handle. The poison causes the eyes to bleed and swell in the head until the intruder is blind. To circumvent the poison it can be washed off by water poured on the handle, using thick gloves, or a tool to open the door without being pricked. The door leads to the altar.
- The lion is covered in a salve that causes the offending hand to burn in pain and inflame. The eyes are the only thing that isn’t covered in the nearly clear salve. The eyes are designed for a key, but fingers also serve the same purpose. With the eyes the handle can be turned without touching the salve. The door leads to the lab.
The window seems to show some blasted grey heath. In the lab are many pots and vials and an extensive set of taxidermy tools. In one corner is a broken tanks with two newts in it.
Just outside the small shack is a large altar made of a see through green stone that throbs. The scrappy grey shrubs that live on the heath seem to keep their distance from this altar. On the altar is no statue, but a huge withered brown ant. The ant, while clearly dead, still bites whoever touches it, permanently grabbing on.
Channel enacts her sacrifices to the Black Man here. She approaches with a baby, singing hymns. She forces the baby to nod before the altar in a show of acceptance and then cuts its throat letting the blood soak the green stone. The blood seems to be absorbed and curious investigators will notice that red filled veins seem to fill the green stone. Once the baby has bled out she slashes its stomach and examines the organs for signs of the future. Most of this is then burnt on the altar. The burnt remains and the altar both give off a heady black smoke. Finally the thigh bones are wrapped in fat and left on the altar, Channel either eats or stuffs the rest.
In her workshop is a large broken tank holding one single newt. Newts have invaded the rest of Arkham from here, falling through the cracks in the pavement of space. Newts crawl from the sewers or tumble out of high gutters. These newts do deadly battle with the crows of Arkham, each one biting harmlessly baiting the birds into eating their poisonous flesh, or chewing off their malleable limbs only to grow them back. This is the sign of Channel’s power battle with Agatha, the mistress of Crows.
- Dramatic moment discovering that Carmela Chadburry is one of these neighbors
- A spinning top spins on her desk next to the type writer
- Someone falls through corner into secret room
- Some one spots ferret thing
- Neighbors arrive to stop investigators
Channel has created a ferret thing akin to Keziah Mason’s Brown Jenkin’s. It has little human hands for feet and a bizarrely human like face.
Agatha chases the players in a horrifying way. However unless they stupidly let themselves be caught, either stopping to confront her or failing to hide in some other dimension she never seems to catch up. This is in fact because she is chasing them towards the dimension filled with Shub-Niggurath, a new morsel for Agatha’s mother.
Players who manage to hide may leave assuming Agatha has been distracted by something else and is not still looking for them.
- During rituals she is wild going into trances and chanting lists of numbers: 12, 4, 9, 123, 54, 60, 1, 2, 5, 79, 12, 11, etc.
- Roaring – freezes foes she catches.
- Her face extends into a nearly snouted shape, still clearly a woman’s face, but elongated and pinched as if of clay. She raises her head into the air and cries out, half moan half scream but the sound is a deep call, a man’s voice coming from a woman’s body.
Allies & Enemies:
Samantha Phillip – Ally, Channel Delapore – Enemy
- Agatha’s arms grow into huge muscle veined limbs tipped with three huge stone claws. The victim is flung away from Agatha.
- If Agatha can catch up to a target she can freeze them to the spot. She doesn’t have to touch them but must be at touching distance and able to see them. The target is frozen in place unable to move as their muscles constrict painfully dealing damage for every round they hold themselves like that. If Agatha has been trapped or killed the target may make Pow rolls to unfreeze and overcome their muscles instinct to stay contracted.
- Gets up like old crone and then runs at investigators
- Appears in dimension beside theirs
- Turns into large inhuman creature
Agatha Collins is the oldest of the three Arkham witches and by far the most powerful. It is good for the rest of the town that Agatha doesn’t have the same worldly ambitions of Samantha and Channel. Instead Agatha has her hands in dimensions not our own. As an enemy she is a terrifying whirlwind of claws and teeth, striding ten feet tall through different times and places in an instant. Her house exists in multiple dimensions at once, a terrifying place for investigators to be. If Agatha catches anyone there she runs after them.
Agatha is the powerhouse of the cult, she has progressed far farther than either of the other two. She has forcefully unlocked the cupboards of the human mind and expanded herself outwards mentally nearly as far as a human can. It will not be surprising for investigators to see her haunting their dreams. But this extension is dangerous to her as well. While she is nigh-invincible physically her soul is easy to steal. Cameras will capture her soul and lock her in a two dimensional world that she can’t escape.
Channel doesn’t like Agatha much, thinking her old fashioned. The two have started a massive power struggle over Arkham, Channel’s newts doing battle against Agatha’s army of crows. Agatha is content to not fight her battle in person and realizes that if Channel were to attack her personally she would be in grave danger. Both women have been trying to influence Samantha’s decisions to aid them. So far she hasn’t taken sides.
Agatha has no need for humanity in protecting herself. Instead she lets the city work for her. Her home is the picture of a witches house, and in the depths of the Lower South Side truly it is. Anyone looking for it must walk widdershins around the maze like blocks of the South Side until they come out into a shaded square, though where the shade comes from they can not tell. None of the buildings around this square have windows facing outwards. At the center of this space is a small cottage shaded by two old trees. It has a white picket fence and a slightly overgrown front garden. Below its slumped thatch roof are two accusing windows. As investigators try to walk around the house they find the two windows always face them. They can only enter by the front door. Agatha waits like a crouching frog within.
Inside the house its appearance always changes. At first it seems to be a stony cave, then a rustic log cabin, then an ancient stone tower, then a smooth metal cylinder. Ancient stone circles, empty wood clearings, palace rooms, and mansion wings flick past as people move about. Inside Agatha chases whoever enters her domain through the maze of times and spaces. Investigators can always tell she is the dimension just behind them catching up. If she catches them she will quickly catch them up in her massive claws and curse them forever.
The investigators only hope is to capture Agatha in some way. They may try to do this physically but it is incredibly dangerous to face her. Her soul is extremely vulnerable and may be absorbed by a camera. Once trapped or killed Agatha’s magic fade reverting the house to its normal state, a tired looking cottage overshadowed by two taller tenant houses.
Stone tower with spiral stairs
Toad stool circle
Brick boiler room
- Keep on getting lost in streets
- Trip over Smelly Trevor in the neighborhood
- Enter house and come out in different building
Agatha’s familiar and guide to hyperspace. The Crow thing takes the form of a large crow with human hands for feet and a distorted human face instead of a beak. The crow was famous in 1888 for strangling babies who cried during the flood and epidemics of that year.
Agatha uses the crow thing, and a greater army of crows to spy on the whole city.
Steward of the Oak
- The Steward will do anything to keep his home safe.
- The Steward seems to think that Leslie and Dr. Middleton are his family. If he thinks they are in danger he may be forced to act.
The witches moved the White Stone of Shub-Niggurath away from French Hill, but the ancient oak that grew around it still stands. An ancient man, possibly one of the men who traveled with the Vikings in c.1000 AD or perhaps someone much older.
This ancient man took care of the tree for many years until the 1850s when the rich industrial minded men of Arkham began to build their French Hill Mansions. The fate of the old oak has been lost to time but the Steward came to live in Sans Souci, a house built by Mr. Pother Dodge at the height of the mill craze.
The Steward found his way inside the walls of the house and has constructed a nest for himself there between the insulation and wood panels. He steals food from a hole behind the pantry and sneaks electronic bits and bobs which he wires together into unusual devices imitating his secretly adopted ward, Leslie Middleton.
The Steward’s actions come off as a haunting. The lights in the house flicker, things disappear and the noise of music can be heard floating from odd corners of the house. But over all the Steward is a benign member of the household, watching over Leslie in his own mad way. Should Leslie be threatened in the house the Steward will try to protect the child in secret ways.
The Steward’s Cubby
The walls of Sans Souci are thick and there are odd portions that can’t be reached letting the Steward move about the inside of the house like a ghost. On the third floor he has a secret cubby where he has removed enough insulation to have a whole room to himself. There he has stashed all of the radios, electric wires and gizmos that he has nicked from Leslie’s desk through out the child’s life.
He has constructed a huge radio array that picks up all sorts of odd frequencies. The radio catcher causes any radio set in the house to play odd music and alien sounding programs
His tapping into the electrical wiring inside the house has also led to the lights to flicker randomly and occasionally the fuses blow to the annoyance of the whole household.
The Steward can access the basement the easiest and uses it to exit his interior hideout. He crazily dons a tattered sheet to “hide and be safe” while outside. His work in the house has broken the heater in the basement as well.
Lastly a secret passage inside the wall of the basement leads down into the mound that once topped French Hill. Built up by artificial construction the hill has lost its artificial tip but the cavern underneath is still accessible through the Stewards passages. Below is the last branches of the Oak grown into a scraggly bush that haunts Leslie’s dreams.
The Oak Cavern
Down an ancient stone cavern, natural bedrock carved into perfectly smooth steps each 16 inches tall and only three inches wide. Despite the smoothness, (an effect impossible for the age of these steps
Keziah Mason joined Mary Ayer in 1652 in killing two of the Viking Witches. They absorbed their portion of Shub-Niggurath and gained their power. However Mary was a scheming woman and quickly felt threatened by Keziah’s uncanny ability with hyper space. Secretly she told Cotton Mather in Salem about Keziah and she was soon publically accused. Keziah admitted much about her craft, but did not give up the facts of her coven. That night she used her magic to escape her cell and disappear into thin air.
She stalked Arkham along with her hyperspatial guide, Brown Jenkins, a Rat Thing and in 1933 was killed by a man when she was weakest, Walpurgis Night. This disaster, on the only day a witch could be killed by a man, left the coven without a third of its power.
Now Samantha Philips is taking over Keziah’s role. But her intelligence and knowledge has been lost. Instead Samantha must take on Shub-Niggurath’s mind directly into herself.
The Witch House
The house was damaged by a falling tree in 1935 and demolished. Workmen were shocked to find a strange crawlspace filled with bones, many were babies, one was of an ancient woman a last was that of a huge rat like creature with seemingly human hands and head.
Channel knew witch’s weakness to the sound of glass breaking, so when visiting the old blind lady pretending to be her granddaughter she smashed the second story windows to stun the old lady before stabbing her with the closest thing to hand, an antique top.
Newspaper Article: Pearl Face’s Murder
Pearl Face Murdered at 100
One of the oldest women in Arkham was killed last Sunday when someone broke into her house. Every window on the second floor were broken and she was stabbed several times with the spiked top of a top. Pearl, grandmother of five, was found by her eldest grandchild who was visiting from Boston.
“It was dreadful, she was lying there all covered in red. It’s so horrible, poor Pearl was blind as a bat, I can’t imagine why anyone would kill her. And her with salt on all the window sills! We were always saying she was a witch” said Emma Face on Monday.
Pearl left her house in the North Side, a small cottage to her family. Now a happy woman, her daughter, Oralee Face, has retired hoping her grandchildren visit. The only thing of note she knows was left by Pearl was a portrait, a portrait of a horrible looking white woman with a black slave. She hated the portrait, her mother used to say it reminded her of the hardships she had overcome, but it just made her daughter afraid. She sold it to the University and it now hangs in the Historical Museum.
The Portrait is of Mary Ayer and in the background her then slave Pearl Face. The portrait acts as a gate drawing a magician saying the right words, written on the table in the background, into her workshop where she was did her magic and divining.
Her workshop is an old kitchen, warm and humble, Pearl’s cabin before her slavery to Mary. There’s a man’s coat hanging on the peg next to a woman’s scarf. A metal oven still burns warm and snow falls outside the windows in the indistinct snowscape outside. If they do go outside there is a small garden growing herbs of all kinds. A washbasin is filled with a silver liquid and inside is Channel Delapore. The bowl can’t be picked up or spilled but can only be turned as if a strong magnet keeps it held in place.
When turned the bowl moves through time showing the life of the witch now known as Channel from the present all the way back to Greloo touching the stone in the forbidden glade.
The Miskatonic river runs through town crossed by one iron rail bridge and three tall bridges. A little north of the train crossing a small island has formed to the side of the sluggish channel. The island is overgrown with low vine covered trees. As the adventurous rower lands on the island the sounds of the city fade away and a deep silence descends. The island feels absolutely ancient. Six pale stones are built in a rough “V.” As you walk to the end of the V a high pitched sound gets louder and louder. Looking down the edge of each inside side of the stones makes the stones seem to recede into the distance infinitely farther than the actual island.
Out side of this is a large crouching cauldron squatting on a pile of embers. No one seems to be able to tell if the embers have just cooled or have been cold for some time. Three ancient brooms have been leant up against the old tree, and some archaic doodler has scratched a crescent moon into the bark. In the cauldron is a white bone, suggestively shaped like a human’s, though too small to be a grown person’s. The bone is slightly worn at the sides as if skinned by a dull knife, and the ends are smooth from boiling. On the island are six salamanders, all native varieties, mostly orange and spotted.
The large stones, completely unweathered in appearance, have stored magic points. As they approach the closer end of the stones they seem to flip again narrowing at the other end. The stones seem also to glow slightly, and because of their stored energy they will give off slight electrical shocks to someone touching them. If someone tries to touch all of them they will be zapped.
- Salamander tries to bite
- Skull and bones in cauldron
The dark scar on the west side of Meadow Hill just outside of Arkham. The ravine has always been considered dangerous by Arkhamites. Its sloped sides hide hidden snags and a stream that gurgles suggestively. The trees and vines shadow it entirely giving its name.
Darker legends are told about the ravine by the granddames of Arkham. They say people used to worship there around a great white stone. In fact in 1933 police arrested a whole gang of people dancing in the ravine on Walpurgis Night (May Eve).
The Ravine is the home to the Mormo Stone, the pale artifact the Viking witches discovered once upon a time at the top of the then nameless hill. The witches moved the stone on May 14, 1780, causing the pitch black sky on that day. Pearl Face and Keziah Mason fought over the event and eventually were made to agree to put the stone in the ravine.
The stone forms one of the three points around Arkham that form powerful streams of power. The other two points are it’s original resting place and mound on French Hill and the standing stone on Hangman’s Hill.
These tree points form a triangle, one end pointing at the eddy of magic around Agatha’s house. Witch Island lies on the line between Hangman’s Hill and the Ravine. The places where these intersect are powerful places for spells, especially ones to contact Yog-Sothoth or Shub-Niggurath.
The Dark Forest
In the back garden some shrubs have grown thick in the corner leaving a rounded hollow underneath. Every now and then Luna ducks into this space and vanishes within. A person can follow, but on all fours, thorns catching at hair and clothes. The tunnel never opens up, always cramped, completely surrounded by branches and never open to the sky, in fact once inside it seems like the sky above would be on some alien planet not on Earth. If you turn around in the tunnel you are suddenly back at the exit crawling out.
The tunnel leads to a variety of locations. Each fork gives a hint of each place, sounds or smells wafting to the explorer. The branches of the path are so thick that they can’t be pushed through. Each location can only be visited once.
The Dusty Knight
The sound of shuffling and a faint metal clanking drifts down the path.
Along the path trudges a knight in thick grey armour. It appears to be made of stone and he drags his sword along the ground. The knight never stops walking along the path, though he never seems to get anywhere. His shield has an upside-down torch on it.
The old knight talks… very… slowly. He explains that there is a dragon near by that he is going to kill.
The Witches Sabbat
The discordant bars of piping seem to slither down the path.
The path ends at the edge of the dark ravine which has grown thick with thorned shrubs. The distant notes of flute music seem to be coming from the opposite side up the hill some distance. In the clearing three women naked from the neck down cavort around the white stone. Each woman, two younger, one crone like with saggy breasts, wear headdresses made from fur and leaves with no facial features. A stone throne has appeared at the end of the ravine, the two bear corpses leaned against the back of it like guards, though both of their heads have been removed.
On the throne sits a man, clearly old from the grey hairs on his chest, he too is naked from the neck down, his phallus erect and enormous between his legs. As the women dance to the flute music they take turns climbing up to him and thrusting themselves on it, gyrating for a minute before exploding off in orgasm. The man’s head is covered with the two bear heads, each sewn back to back. Two eye holes have been cut and his sharp piercing eyes stare down at the white stone. He never moves a muscle.
The women laugh and scream as they dance and fornicate with the man. One has a high pitched cackle, one sounds familiar, and the old chrone seems to chant numbers.
The Faerie Glade
This path smells of mushrooms.
The path opens on a grassy clearing sloping down to a stream glinting golden in the soft light pushing it’s way through the leaves. Wild mushrooms grow along the bank and in a ring on the opposite bank. It seems idyllic.
However the faerie ring is a nest and disturbing it will disgorge the tiny pests, humanoid in limbs but insectoid in configuration with no head but chomping human teeth. They swarm out and attack their botherer biting at toes, climbing pant legs to savage the face or pull the hair.
The mushrooms are all poisonous and cause the eater to become paralyzed. When this happens the faeries come and chop off locks of their hair and if they are particularly unlucky will bite off their finger.
The path continues across the stream. The stream itself leads to the Faerie Queen.
The Faerie Churner’s Path
A sound of buzzing sounds in the distance.
As the explorer walks along suddenly the buzzing and chopping sounds get much louder and a huge beast, wielding buzz saw hands bashes through the path, destroying the trees and bushes as it goes. It wears an apron and it’s arms are mechanical tools tipped with saws and powered claws. Occasionally a steam valve in one arm leads out a gout of steam with a whistle. It’s head is featureless but is split with a huge set of gnashing teeth.
It stops for nothing and any attempt to prevent it destroying trees is met either with no reaction or a savage flailing of one of it’s arms.
Following the swathe of destruction to its origin leads to the Faerie Queen.
The Faerie Queen
The golden stream and swathe of destruction leads to a beautiful meadow amidst the trees. The sky is still not visible as the trees arch over the meadow. Amongst the trees beautiful creatures, humanoid in shape seem to stand moving along as if they are sliding the very forest around to suit them. Some lie in the grass eating fruit, others play ghostly music on lyres. Occasionally one of the smaller pixies or a churner is spotted playing the part of a pet or guard.
One creature approaches the explorer hardly moving as the trees move to suit its whims. It seems too beautiful, its features perfectly symmetrical. A mix of human and insect it’s limbs are that of an insect, segmented and far too many tucked under its clothes. Its upper limbs hang in front of it as if it is always supplicating the explorer. Its head appears human, nose eyes and brow all normal, but its jaw is missing and instead has folded mandibles that click and whirr in greeting. Despite speaking in clicks it is perfectly understandable.
The faerie queen wants the explorer to give it their teeth. The faerie’s are obsessed with human teeth since they do not have any and they create their monsters with this in mind. The faerie will offer to lead the explorer out of the forest or to a certain spot in the forest if they agree to give them their teeth. If they do agree several unobserved faeries grab the explorer from behind and take them to a dentist chair like stump in the forest. Then the queen uses her insect hands to pull each tooth out one by one. They then comply with the agreement.
The Naiad’s Stream
The sound of rushing water can be heard down this path.
A waterfall falls into a crystal clear stream. The thick bushes crowd around the trees making a nearly perfect round clearing. The path picks up above the waterfall up a steep scramble up the rocks.
In the pool are white egg sacks which disgorge the dragon fly/human naiad’s. They are very knowledgeable and may appear like alluring human women from behind before they reveal their dragon fly head or legs.
If the explorer can stomach their presence they can answer any questions about the forest and what else is there. They refuse to talk about Nyarlathotep at all and only have a foggy understanding about Yog-Sothoth.
The Satyr’s Temptation
The sound of drums and pipes haunt down the path.
Coming the opposite direction is a parade of satyrs, appearing as shaggy wild faced men with goat legs and horns, they cavort down the path with pipes and drums, drinking from brimming goblets. Their music is alluring making the explorer want to dance along in the stamping fashion of the goat men.
If they join the parade they soon lose all sense of time, dancing drinking and stamping along until they find themselves thrust out of the woods, legs bruised weak, feet bloody, nails missing and heels gashed. They suffer a massive hangover and fear the sound of pipe music ever more.
The path seems to be widened and large footprints lead up this path.
The path ends at a glade where a massive tree has fallen leaving a dark cavern underneath its uprooted base and the hole in the ground. A deep growling breathing can be heard from within. The ground is dark with foot prints that seem to have bruised the very ground, and three dead stags have been dragged to the edge of the cave, blood seeping from horrible gashes. A human body is there too dressed like a 13th century monk his head ripped off.
In the cave is a centaur, a chimeric creature a horse rump with a human torso twisted on, the horse legs and human arms making its four limbs, and a lion’s head. Three penises snake out of its horse loins. The back of the human torso and horse body are lined with thick grey feathers, though there are no wings. The whole beast is curled up, arms hugging the horse legs, the lion head asleep, feathers bristling with each breath.
The beast is dangerous, grabbing with its human arms as it stands upright on the horse hind legs or biting with the lions jaw.
A scent of sweet flowers, nearly sweat enough to be gagging, floats down the path. Little white flowers bloom along the path growing more common the further along they go.
A small clearing opens filled with the white flowers making it appear almost snowy if it wasn’t for the thick canopy above. One shaft of light falls on a pale white bust on a pillar in the center of the glade. The state is the bust of a classical looking style, young with blank eyes, a straight nose, small mouth and soft facial features, its gender completely indeterminate.
Upon examine the statue closely the person starts to fall in love with it, admiring the way the ears peak from the curly hair, the smooth outline of their neck slightly to the side, even the firm square base where the bust intersects with the pillar. The subtle flair of the nostrils, the pert, almost wet looking lips, the brows, kind but sharp, the hair, pleasingly curly and high on the head, the clear brow.