Dungeon Design: EAT3 Mushroom Filled Dungeon

Mushroom FIlled Dungeon.png

Special Rules:

Gas: The gas is a green substance that is heavier than air. It is poisonous to breath and fire will not burn in it. Gas masks and flashlights are necessary to travel through it.

 

Mushrooms: If the mushrooms are hit with enough force, say by an attack with a weapon or a firing dart trap they explode violently into spores. The spores then root themselves and will grow into giant mushrooms in the future. The explosion is dangerous enough to do damage.

 

Anyone with spores attached to them may find mushrooms growing on them if left in armor or touching skin for too long.

Ogre Mage: The sound of fighting attracts the Ogre Mage from the ogre caverns, it will arrive at 5 and attack as soon as it sees humans.


1. A crossways with three passages. To the north there is a corner leading to a staircase. To the east there is a short passage ending in a corner and another staircase and to the south the passage intersects a large ogre dug cave.

There are two giant green mushrooms with red spots growing in the center of the area and the hallway is filled with green colored gas  that is poisonous to anyone without a gasmask.

Here the dungeon is filled with poisonous gas keeping adventurers from going in without gas masks. They can still see into the area from several areas but will die if they enter, forcing them to progress to other areas first. At the same time the explosive mushrooms add an extra element to combat.

2. A short passage that bends about halfway along to the north east. The westerly direction ends with a corner and some stairs. There is a locked iron door on the south wall where it bends.

Down the hall in both directions from the door are sets of torch sconces. They can not be lit because of the green gas. If the floor between the sconces is stepped on dart traps dire across the corridor.

A bright red “X” has been painted at the bottom of the stairs on the west side. A large mushroom on that side is directly in the way of the dart trap and will explode violently into spores if hit.

Here players have a clue that they shouldn’t activate any traps that might hit mushrooms. The gas doesn’t allow fire to burn inside it so the traps can’t be disabled.

3. A small burial chamber with no door. A huge quantity of the mushrooms have rooted around and on the coffin. The coffin contains a dead Elvish prince and his magical crown.

If the wall at the back of the burial chamber is removed there is a small chamber with a chest. Inside is a magical scimitar used by the dead elf, and two magical rings.

4. Another burial chamber. It contains a coffin in the center with an old corpse of a female elf. There is a hidden chamber on the left of the burial room. Inside is a chest with several magical items.

5. A passage with a dead end to the south. A little farther north there is an entrance to a tall vaulted room. Opposite the entrance is a large hole that leads into the ogre dens. There are several big mushrooms growing around the hall.

6. A tall vaulted chamber with entrances on the east and west. The North wall has been excavated revealing a collection of pots, several of which have been smashed by the digging. The south side has a raised platform with a flight of stairs leading up to it. Another portion of the wall has been excavated.

Another small group of looters is here. If looters from other parts of the dungeon have moved down into the gas filled areas they will join the men here.

7. A passage leading from a tall west side chamber and ending on the east end in a burial chamber. In the middle the north wall is broken up with a locked iron door. On the west side of the door is a candle stand standing in the middle of the room. If anyone walks around the candle stand dart traps fire at angles down the corridor. There are a couple of mushrooms  in the way of the darts.

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Saturday Session Prep: Flames Engulf 13

Saturday Session Prep are notes directly from my game sessions. They are completely unedited, sloppy, and unorganized, enjoy! They include both before and after session notes. 

SESSION 13

Ben writes to Laurenz about Dr. Dexter.

Malcolm gets his name on the Ghoulish Gabe newsletter.

$2000 have gone missing from the police.

Police have a tommy gun. They will be able to check the serial number under the stock.


Things going on:

  1. Aldrich attacks French hill pump.
  2. Having the force following him other very poor and disenfranchised people begin seeing Benoit as a medium to help them commune with the force and with Diana. The people take ownership over Benoit’s body, claiming they have a right to access to the spirits that commune with him and he can’t deny them.
  3. Bobby Young comes back to the Grotto to join GPS. When he’s around Leslie he has waves of memory, and begins to remember the Hound, a hound that might hunt Leslie too.
  4. Cohen sends his flesh golems to attack Daville.
  5. Silas is meeting with Aldrich every day to convey orders.
    1.  Silas is to use Donovan’s contacts to help them keep the government disinterested and Dr. Mason to help get rid of other annoying people.
    2. Aldrich goes to the park and Silas uses his invisibility to get to him without leading someone there.
  6. Lavinia wants to do a ceremony that will tell her more about the power her father says she has from “his mother.”

Benoit has published a pamphlet accusing Lulu, Aldrich and Radcliffe of being High Alchemists damaging this city. He made sure to be surreptitious and sent half of them to Rastapopoulus.

  1. Rastapopoulus will be furious and pleased at the same time. While it may endanger him he may get an influx of people joining the church. He has them hand out pamphlets around town. He starts collecting all the money he can get while stirring up trouble so that he can leave without any one knowing.
  2. Aldrich will make sure Silas comes along with him to the pumps to make sure they aren’t attacked. He also packs a .45 Lincoln and Washington are packing sawn offs.
  3. The Catholics, Benoit’s people, North Side House Worshipers all start protesting outside the police stations, other churches and any occult shop they can find. (Monty is planning on torching the Zither Boutique)
  4. Lulu publishes an article, she has some revealing comments, mentioning she was accused of witchcraft, though that wasn’t mentioned at all in the pamphlet. She doesn’t deny anything but does hint she knows who made the pamphlets.
  1. An unexpected advantage of the pamphlet is that Bitter Servant recruitment is up, however  most of the young people are joining out of selfish reasons, in order to work out their violent tendencies stirred up by the call to action, or those escaping the draft. Better to join an army with a profit!
    1. This has the huge disadvantage that most of the new kids are uncontrollable, expect to do little work, or start indulging in their personal vices.
    2. Some start terrorizing people on the street, they don’t even have to be members.
    3. Some start stirring up trouble with the police in the name of the gang or with the government.

Bangs!

  • While Leslie is locked up the Hound tries to kill them. It begins to materialize in the corner of the cell, slowly, blue light leaking out. If Leslie can get out of the room or find some way to curve the corners they can survive.
  • Agatha takes Ben to the Blackman to sign his book.
    • Agatha takes him to an alien library with alien readers. There he picks up the blue book that the creature sent to Benoit. There too in one of the dark stacks is the Black Man, a howling faceless creature with six legs, offers up the book for him to sign.
    • He is allowed free will in this “dream” but if he refuses to sign he’s abandoned there and he must go to the books for help. He must get an hard library use roll to find a book with a gate spell he can use. He appears again in a week just as the players arrive.
  • When the two Ben’s are confronted it tries to confuse them and failing that then runs for it running to his office, chased by Otto, barricading himself inside with the desk. Of course the creature can’t disappear if there’s an animal watching him, he strangles Otto and then vanishes.
    • The door will be barricaded by Ben’s desk and locked. The door can’t be bashed open but must be broken completely to get in. An ax, or similar item can be used to smash it open. It takes three strength rolls to make a hole big enough to get the door open.
    • They can hear Otto barking as other Ben moves the desk but then a yelp and a whine. He then chokes the dog to death. If any of the strength rolls are failed Otto is dead once they get in.
    • Otherwise the Other Ben is still strangling Otto, seeing that they’ve gotten inside he jumps through the window and tries to run.
  • Benoit is insane and is paranoid. The Forest starts to bleed into the real world. Any time he’s not with other party members things start to happen:
    • Toothed pixies swarm over a lamp post or devour a small dog in front of him.
    • Naiad’s splash in the stream or the river.
    • A doorway becomes the centaur lair.
    • The grey knight is walking down the street ignored by all.
    • A procession of satyrs playing flutes and dragging on more and more people, accompanied by worse monsters, shaggy clooties, legless haggard men, and a barely seen flapping thing all playing pipes and drums dancing on and on.
  • A young boy suddenly appears to hand Benoit the TPNC from Samantha’s apartment. (Point out a villain they’re chasing, tell them an important fact, etc.) He says that a man in a shop gave him a potion to make him smarter after he ran away from home after failing a test. He quaffs it as they watch and he is soon killed by the strong acid.
  • The people on Benoit’s lawn will love him even more, claiming the papers came from him.
  • Lulu will be trying to build her power quicker, going to protests and mind controlling several protestors to start riots.
  • The Catholics, Benoit’s people, North Side House Worshipers all start protesting outside the police stations, other churches and any occult shop they can find. (Monty is planning on torching the Zither Boutique)
  • Haruto is listening to the radio when Ben gets home one day. Except that it’s only playing static.
  • Lavinia asks Leslie to help her do a midnight ceremony to discover something about the power Aldrich says she’s imbued with.
  • Lulu sends in an article about the child killing cop from New York at large in Arkham. Everyone who knows Sam now hates him. (Isolate Investigator)
  • Someone tosses a brick through his office window with a note reading “CHILD KILLER.”
  • A group of thugs on the North Side start attacking cops and innocents claiming to be Bitter Servants.
  • A huge number of young men and women start showing up at the Tikal in order to join up with the Bitter Servants.
  • Bug man, man wearing hat and tie, holds out arms, bugs fly out of hat, shirt, sleeves, pants, always smiles.

Lavinia

Lavinia is the resurrected child, formed partly from Sam’s city magic and Atlach Nacha’s power she is the ultimate abomination. Aldrich had been teaching her how to use Aklo and other magic to converse with dark powers and she is starting to realize who her real parents are.

She has started to learn how to call spiders to her and use them as spies or soldiers for her use. At the same time knowing about the city has let her abuse that power, cutting into the flesh of the city to learn things about the city.

When she has learned more about her mother she starts to use spiders to torment people and consult the city, literally cutting furrows in it to learn about things.

The Ceremony

At midnight the ceremony begins. Three people must make a triangle and each must burn incense in a bowl in their hand. The most powerful third is an exhumed corpse. Standing on a high place (a roof will work) the three people must stand and chant until 13 minutes past midnight.

As it goes the scent starts sweet and biting but soon turns bitter burning the eyes and nostrils, it’s a struggle to hold the hot bowls steady and to not cry from the smoke.

A groan comes from the body and the mouth and eyes fly open belching smoke of an acrid blue color.

Then the person seeking knowledge must walk to the edge of the high place and converse with the things that come there.

The Things in the Air

A roiling mass of shadow, a faint sense of great flapping wings and great unthinkable weight and eight great burning eyes all moving separately around coalesce beyond the edge. Lavinia and the thing speak in Aklo.

San Loss (1D6/1D10)

Ink will say he can translate the conversation and extols Leslie’s bastard propensity to butting into a private conversation.

Lavinia asks the beast to tell her about herself. Who she is, where she really comes from.

It explains that the girl child is an abomination. Cast off by mother and father, ripped from home and denied love.

She’ll ask who her mother is.

It says her mother is the cold bite of the Plateau of Leng.

She’ll ask if her mother is alive, if she can meet her.

The thing says yes. But that she wouldn’t want to.

Lavinia denies it crying.

The thing insists, she is her mothers child, but she is also one from perverted origins, no one could love her.

Lavinia shouts in English: NO! I don’t care what you say! I’ll make her! I’ll make her!

The creature recedes like a fog to wherever it came. Lavinia turns, trying to stifle her tears


Samantha’s TPNC

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.

Interesse

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.

Pearl Face

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.

Homunculus

A little mental predator that managed to get into Ben’s body and form a little homunculus. It has started to consume bits of Ben to grow to real size. It seeks to use Ben’s body and voice to spoil his life. It will start by calling people close to Ben and insulting them. Then it will start committing crimes making sure to leave plenty of evidence that Ben was involved if not the committer. At first there are no fingerprints.

Dodge: 90%

Other wise it will take on Ben’s stats:

Fighting: 50% 1D3+1D4

If it can get out of sight it vanishes without a trace. It can reappear elsewhere where it’s not being observed by any animal.


Invisible World Church

A pseudo catholic church who firmly believes that God has called on them to rid the world of witches. Their priest Rastapoupolos is doing it for the money, he’s using a hallucinogen that comes in special “pharaohs cigars” to bestow visions on his most devoted disciples.

The Church is split into four levels:

Pilgrim

The normal church goers who have been drawn to the church. The attend Saturday’s and Sunday’s to hear “father” Rastapopoulos gives his sermons. Most find comfort that the evils they face in the world are the work of “witches” which they some day can defeat.

Most are devoted to becoming Brothers and Sisters by showing their devotion to the church, attending as many events as possible, once a Brother or Sister has seen their acts they made decide to enter a pilgrim into a raffle to be promoted.

Brothers & Sisters

Brothers and Sisters have been “chosen” by God to be his troops on Earth hunting out witches. They dress all in white with silver crosses and do God’s chosen work. Or in reality Rastapopoulos’s.

The Brothers and Sisters get sent out to protest or denounce people around town and to try to incite violent incidents. Once they’ve done enough Rastapopoulos promotes them to places of power over other Brothers and Sisters, despite the supposed “equality” within the group.

The Brothers and Sisters also attend special sermons on Fridays where Rastapopoulos burns incense that induces mild hallucination triggering the “visions” his church is growing famous for.

After being promoted Brothers and Sisters who donate large quantities of money to the church and into Rastapopoulos’s pockets he choses them to become “Visionaries.”

Visionaries

The Visionaries are Invisible World Church’s sponsors. Brothers and Sisters who have paid Rastapopoulos enough to be in his special sessions. These happen on Thursdays  and the Father gives everyone special cigars to invoke visions in his chosen few.

The Prophet

Rastapopoulos sits at the top of the stack.

The Church

The Invisible World Church is built like a fort, a large wall surrounds the very newly built building, originally planned to be a school but scooped up by Rastapopoulos when the construction failed. He spent every penny he had saved from his last scheme selling used  furniture in New York.

Inside the wall is one building, the entrance a small door on the side. The side doors are all kept locked and the handles removed. They can only be opened from the inside. The main entrance opens into a large hall, what was to be the cafeteria that is being used as the main chapel.

Mother Sluf Den

Clue: It’s living in the Train Tunnels

  • The neighbor hood just north of the river around Garrison street has less animals than it should. Most of the pigeons seem to be missing.
  • Trash around the neighbour hood are all inedible.
  • The spawn that the Mother Slug birthed is trying to coax dogs and such to its lair.
  • The Spawn are not very intelligent and can lead the investigators right to the Mother Slug.

The Mother Slug has dragged itself east to a tunnel under the Garrison Street Bridge. The tunnel is parallel to the train tracks under the bridge. The tunnel, originally designed for a parallel track, has been blocked on one end by a wooden plank and chain link fence. A track laying car has been left derelict in the tunnel after the project was canceled.

The rail yard is mostly inaccessible, a fence where ever the tracks aren’t walled in. The tracks, going under the streets in tunnels is the easiest way to get in.

The Mother Slug has made its nest in the tunnel dragging its smothered victims into the tunnel. Hair and small fragments of bone lead up to the tunnel. A lack of any animal life is also apparent around the tunnel. All the pigeons and stray cats having been eaten. Can’s and candy bar rappers have been licked clean in the vicinity.

In the nest are piles of the ill-born children of the Mother Slug, almost none of them surviving. A few squeak horribly, their organs malformed but shapely enough to work in a terrible survival. The young boy the Mother Slug ate has turned into spawn which brings it food.

When they discover it it’s eating a cat. It’s grasping it with one hand on its back. As the cat yowls and tries to scramble away the flabby thing pushes down sharply, breaking the cats spine with a sickening snap! The cat is still alive as the human faced slug thing puts the cat’s head in her mouth and bites down. Blood dribbles down her sunken chin, a long tongue extruding to suck every last drop up. She takes her time to suck out the insides of the cat before putting the furry mess into her mouth.

Mother Slug

Michalea has been transformed into a Mother Slug a hideous malformed creature. The top half has long arms and sad looking face. The rest of the body seems like a long distended slug like form with protruding breasts and a warty orifice at the end from which it gives birth.

Normally it tries to smother sleeping victims to devour completely.

If it must it will jump onto the back of a target and scratch and bite them. 1D6

HP: 15-4=11 11-8=3 3-5=-2

Spawn

Fighting: 25% 1D3

HP: 10-5=5 5-1=4 4-2=2

Friday Game Notes 13: Witches

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!

Historical Timeline

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.

Creepiness:

  • 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 Phillip

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

Characterization:

  • Smiling knowingly
  • Giving frank looks
  • Reading books

Buttons:

  • Persuade:
  • 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.
  • Fast Talk
  • 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

Brains: 80 Brawn: 45 Power: 80
San: 0 HP: 15 Db: 0

Bangs!

  • “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.

Centipedes?

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.

Samantha’s TPNC

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

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?”

 

 

Samantha’s Apartment

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:

  • Buoyancy
  • 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.

Bangs!

  • Potion
  • Sirens heard outside
  • Neighbor knocks on door concerned

Channel Delapore

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.

Characterization:

  • 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.

Buttons

  • 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

Brains: 75 Brawn: 25 Power: 101
San: 0 HP: 25 Db: -1D6

 

  • 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.

Bangs!

  • 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.

Ultraviolet Monsters

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 Magic

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.

Channel’s History

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.

Lulu Gossaph

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.

Past Lives

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.

Pearl Face

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

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.

Kree-Kolen-Ben

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.

Greloo

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.

 

Channel’s Townhouse

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.

Protection

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.

Gate Puzzle

  • 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.

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.

Altar

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.

Newts

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.

Bangs!

  • 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

Weasel Thing 

Brains: 15

Brawn: 50

Power: 15

San: 0

HP: 10

Db: +1D4

 

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 Collins

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.

Characterization:

  • 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

Brains: 101 Brawn: 10 Power: 101
San: 0 HP: NA Db: -1D6

 

  •  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.

Bangs!

  • 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’s Home

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.

Dimensions include:

Stone circle

Stone tower with spiral stairs

Wooden hut

Toad stool circle

Grassy tumulus

Brick boiler room

Colonial house

Barn

Bangs!

  • Keep on getting lost in streets
  • Trip over Smelly Trevor in the neighborhood
  • Enter house and come out in different building

Crow Thing

 

Brains: 15

Brawn: 50

Power: 15

San: 0

HP: 15

Db: +1D4

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

Buttons:

  • Persuade:
  • The Steward will do anything to keep his home safe.
  • Fast Talk:
  • 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.

Brains: 20

Brawn: 35

Power: 101

San: 0

HP: 25

Db: -1D4

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

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.


Pearl Face

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

Lulu Gossaph

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’s House

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.


Witch Island

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.

Bangs!

  • Salamander tries to bite
  • Skull and bones in cauldron

Black Ravine

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.

Centaur’s Den

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.

 

Hypnos’ Statue

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.

 

Saturday Session Prep: Flames Engulf 12

Saturday Session Prep are notes directly from my game sessions. They are completely unedited, sloppy, and unorganized, enjoy! They include both before and after session notes. 

SESSION 12

Benoit has a mania to make a hypnos statue or find the one in the forest again.

Patricia is making a Hypnos statue for Benoit.

Benoit wants to experiment with the Dark Forest.

  • Introduce pixies this way: the stones are still there but stacked on top of each other.

Leslie wants to make magical protection icons for Henry/Leslie/Ernest/Dr. Middleton

Leslie’s To do List:

  • Make spherical room
  • Take money from bank
  • Find Jane
  • Start killing people? Dr. Mason, Marilyn
  • Make Ernest a spherical tank

Leslie has agreed to destroy the scroll.


Things going on:

  1. Aldrich attacks the Downtown pump.
  2. The North Side voodoo and Espiritismo groups start forming a church to fight back against the dangers posed to Arkham.
  3. Lulu will go to the Hunter Tailor shop when only Selma is there (the other two out shopping) and mind control her. The unfortunate aunt will then observe whatever Sam is doing, rummage through his belongings every time he leaves and sends letters to Channel’s house each Tuesday.
  4. Dr. Mason and Marilyn try to interview Leslie to get them locked up in the asylum.
  5. The Madhouse Players move to Act 2 of their plan and try to kidnap one of the characters.
  6. One of Malcolm’s protection racket shops stops paying. They’re complaining that something is stealing their scraps and killed their pet dog. The neighbours young child have also gone missing. (It’s the Mother Slug eating them.)
  7. Silas is meeting with Aldrich every day to convey orders.
    1.  Silas is to use Donovan’s contacts to help them keep the government disinterested and Dr. Mason to help get rid of other annoying people.
    2. Aldrich goes to the park and Silas uses his invisibility to get to him without leading someone there.
  8. Aldrich visits Leslie with Lavinia and offers legal assistance if they agree to aid his plan to burn Arkham down.
    1. He uses Dr. Middleton’s name on the letters he sends to the judge to get them off. If Leslie threatens to betray him he threatens that it’ll be a shame if it turned out Leslie’s father had bribed a judge to get them out of the asylum. He says the bribes will be revealed if he dies also.
    2. Channel has cast a protection spell over Aldrich as well that will become visible if Leslie tries to hurt him with magical means. It appears as floating ribbons around him whenever it is hit. In the immortal words of Dune the slow blade enters the shield.
    3. Lavinia wont help Aldrich if Leslie attacks him, but does suggest that he has no magical power himself and that Channel put the protection spell around him. Lavinia offers to help Leslie stop the Hound from killing them.
    4. Aldrich knows that GPS has a spell that would dispel the Black Lord and he wants someone to destroy the scroll.
  9. The Homonculus strikes!

Bangs!

The Homonculus strikes

  • The Homonculus calls Malcolm and tells him that Justine is going to leverage Leslie’s confession about Deborah in order to get them to help with arresting Malcolm.
  • The Homonculus brakes into Sam’s office, pees on his Aldrich items and leaves Ben’s finger prints all over the windows.
  • The Homoculus sends a note to Sam that Benoit knows something important about Aldrich that he’s hiding from everyone. Meanwhile the Homonculus mails Benoit a cursed book with pages designed to murder him and Sam when they meet.
    • The Book: The book has sentient pages which crawl out it. They seek to cover the mouths of the offending readers and strangle them. They have a 70% chance to prevent people from noticing them moving without an extreme spot hidden roll. Once they cover someone’s mouth they must be ripped off with a Hard Strength roll, or cut with a sharp knife (Luck roll not to cut the victim). Removing the page causes 1D3 damage.
    • The book was from one of Benoit’s trips with Agatha. He grabbed it when Agatha wasn’t looking. (Play this as a flash back if they bring the book to Ben to find out where it came from. This can also be when he signs the Black Man’s book in the Great Library of Celaeno.)

Once Benoit has made the pamphlets:

  • Malcolm is called on by Radcliffe because of the pamphlets. He insists that Malcolm take care of the Danger Dogs NOW. They’re about to need that underground soon.
  • A masked man was seen walking through town in a cape with a box.
  • Play scene where Rastapoupolos gets the pamphlet’s for the first time.
  • Lulu’s article comes out at the end of the session.
  • (Make sure Malcolm does a scene gearing up with Papa Warrell, right when the cops show up. )The Police follow up clues that Papa Warrell might have been the owner of several guns used in crimes over the past six months.
    • The tommy gun thrown from the car was identified as one in a set sent to Arkham where ten guns went missing. The crate was signed for by Papa Warrell.
    • They request to check the serial numbers on the guns. (Papa may roll Brains to already have done this but Malcolm must make a half Law or extreme luck roll to know about the secret serial number under the stock.) Regardless the police take one Tommy gun and check to see if the bullets in the drive by and Pier 16 crime scenes match ones from these guns.
  • Channel visits the tailor shop and asks the Aunt’s about Sam’s stay in the asylum. Of course they already know so really it is to threaten Sam. (Isolate Investigator)
  • One of Malcolm’s rackets stops paying because of the Mother Slug.
  • North Side Puerto Ricans and Blacks start going on processions to a random house to the South. They fear the monsters that seem to be preying on them and start praying to a saint they claim lives in the house.
  • A large quantity of poor South Side people appear on Benoit’s lawn calling for him to be their oracle causing him to become possessed.
  • Aldrich and Lavinia find Leslie and promise to make Dr. Mason drop the whole matter, if Leslie helps them out. (Offer Protection)

Clue: Mother Slug ate Fink’s Dog

Fink’s Shoe

  • Third cobbler in New England and family run since it was founded.
  • Mob will send a guy around every now and then.
  • Fink’s Shoe Repair – a small brick shop in between two older townhouses. Covered in the smoke of the trains that pass a block south of here. Fink, the owner lives with his wife in a little upper floor temporarily built above the shop.
  • They’ve stopped paying their protection money. They claim their dog was killed and someone is digging through their trash.
  • Their rubbish bins have been picked clean of any food .
  • They kept their dog in a dog house in the alley.
  • The chain and collar are stretched out like the dog had been out as far as it could. The collar seems to have been undone normally and is not damaged at all.
  • From there dog hair is caught on several of the neighboring brick buildings and the rough pavement of the road.

Clue: the Mother Slug ate a child.

  • As they investigate the dog house a woman comes out from the neighbouring house with a frying pan. She thinks they might be a kidnapper returning to finish the job.
  • Her little son Bobby was stolen from his crib. He was just two last month. She put him down for a nap when she heard a crash yesterday afternoon. She ran into the room and he was gone. When she looked out the window she didn’t see anything.
  • Just below Bobby’s window is a space underneath the house, there’s an imprint in the wet dirt of something long and heavy. It doesn’t seem to be man shaped.

Saint of the House

A normal looking town house on the border between the poor North Side and the slightly better to do townhouses. The building is a two story brick building with small windows, a small white fence around a boring yard, and a plain yellow door. The paint is peeling of it, and when it rains the drains overflow. A young maple tree grows in the yard.

There is a back door, but both entrances are locked, all of the windows on the first floor are barred and the windows too grimy to see through. A smell of mustiness seems to waft from them despite being tightly shut. The processions of North Siders always stops at the door, they put candles and gifts on the steps (always gone by the next day, taken away by homeless and nameless city workers) and slip prayers into the mail box. Every now and again the prayer is interesting enough a note is thrown from an open upper window down to the crowd. They are very excited by this and try to figure out who it is for.

The worshipers claim that this house is a “Saint” who rules the city and who protects them from the dangers of the fires. They are very protective of the house and will try to prevent anyone from entering, with force if necessary. They keep the two Morales men posted as guards and they are surprisingly attentive since their brother has vanished.

In reality this is an element of Smelly Trevor’s avatar of the city. If an investigator does manage to get inside they find Smelly Trevor sleeping in the middle of the floor. His hands are covered in ink and he writes all the notes himself. The inside of the building seems to be a storehouse for city records, piles and piles of file boxes are rotting there and often the files are what are sacrificed to Trevor’s responses.

Friday Game Notes 12: Magic

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!

A rehash of the magic system for combat:

Combat Magic works between free flowing magicians. Magicians like Sam or Malcolm can’t use this sort of magic and must rely on helping their more mundane combats with magic.

To magically overcome or harm someone you roll a Pow vs. Pow. Before you roll you must declare how many magic points you are spending on your attack. If you succeed you can do 1D6 damage per magic point to any stat you think is related to your magical attack.

Any time two magicians are fighting they take turns attempting to damage each other. If one wizard wants to flee and succeeds in defending themselves they may exit the fight and try to get away before they are attacked again.

Once damaged the target may concede the battle. The attacker may forgo doing damage to the target if they wish. Then the attacking magician can apply any magical effect on the target they wish except death.(Of course if the magical effect is that the target is frozen in place there are plenty of ways to still kill them.)

If the target doesn’t concede the attacker does 1D6 damage per magic point spent to whichever stat they want. Once any stat reaches zero the attacker may narrate their grizzly magical death.

This works on any living creature magical or not however targets with magic have other ways of power up to increase their attacks or prevent them:

The wizards may both describe their magical attacks and defenses. A third party must decide whose description is most interesting. The winner then receives a bonus dice on their Pow vs. Pow roll.

Other wizards may aid in attacking and defending describing how their magic mixes with their comrade’s. This adds a further bonus dice.

Any magical items or spells prepared before hand also add bonus dice. These are always rendered useless after use. (see notes)

Magical items and pre prepared spells work for non magicians too so giving out magical items to friendly NPCs can help them survive in the long run.

Non combat magic works in a similar way. This type can be done by anyone.

If doing a small working a short description of how the wizard is using magic to aid in their mundane skill gets them a bonus dice on that roll.

If they wish to do a greater and more magical working they can describe how they are achieving something entirely with magic and roll Pow instead. However this sort of magic is always flashy and noticeable to at least other magicians.

The level needed to succeed is determined by the GM based on how difficult the magical working seems. Levitating a box is easy, just a normal success, levitating the town hall will need an extreme.

MAGIC:

Every round the attacker and defender declare magic points simultaneously. When the roll is tied each attack dice is cancelled out by the quantity of magic points

spend on defense. The defenders magic points are only spent if there is a tie.

Defense can’t be aided, but any one wizard can decide to try to defend against it with the target’s permission.

When aiding an attacking magician the helper has two options:

  1. Bolstering the power of the attack by spending magic points to add to their damage.
  2. Or aiding their chances of hitting by spending 1/5 of the magic points the total spent in the attack to add a bonus dice.

Area of Effect attacks can target a quantity of people up to 1/5 of the magic points spent on the attack with 1 penalty dice and any further targets add +1 penalty dice.

Damage to each target is half the magic points spent in dice plus the rest of the magic points divided by the number of targets.

Stats can be increased magically by absorbing them from other human.

Going out with a bang: A magician desperate and close to death can achieve one last stand if they are willing to sacrifice their very life. They may do a massive AoE attack

on everyone around them with magic points equal to 1/5 of their POW split evenly between all targets, damage one target for a flat 70 damage to one of their stats, or achieve

a massive reality changing non lethal magical effect. The dying magician gets to describe what happens.

Try Something New: Bangs!

Try Something New is an occasional series of articles about new things… to try! New game mechanics, play styles, or food! 

When planning for sessions of The Flames Engulf I wanted to keep it a more freeform style, especially since I wanted players to call scenes. This meant that I had to be able to throw complications into any scene at any time. The answer came from the Alexandrian, “Bangs.”

Bangs are moments that will suddenly throw the players into a decision making moment. New information, a sudden entrance of an enemy, all sudden moments that will change a scene.


What Worked

When I used them Bangs worked pretty well. For some characters it was great to be able to throw added drama into a flat scene. This worked especially well with the less interesting investigation scenes. Being able to have something to add when a character is in the library was very useful. It also was useful for adding twists to more tense scenes. A sudden entrance from an enemy, or information that suddenly twists the players plans could add a lot to the game.


What Didn’t

Of course the Alexandrian ends his article with a warning, using bangs can lead to railroads. The article describes it as using bangs to dictate what the players have to do. If found there is a different sort of railroad that can result. When planned too far ahead the bangs can make it seem that the players are having little to no impact on what bad things happen to them.

A player might decide to go to the library to research the history of the town, or they might go to interview a suspect, but either way the Bang “Aldrich the wizard attacks” happens either way. Soon it seems like no matter what they do there is no rest.

The other problem I found was that it was difficult to write bangs. Perhaps only because of my own personal folly, but I found that the investigative style and the thick background meant bangs were either nonexistent or too inevitable. I had written so much background detail that the game was too inflexible. If a player decided to go do a scene somewhere I wasn’t expecting and I couldn’t reasonably add in a real threat the bangs I had created were useless. If they wanted to do some simple risk free exploring of somewhere I knew there was plenty of risk I couldn’t not use the bangs even if the plot really called for a rest period.


Next Time

I want to still use bangs, but I need to practice with them. In the current game the players are much more free agents, not trying to save the world or solve deep mystery, this lets them make their own trouble. However as I plan to move to a more antagonistic plot I will probably use bangs to slowly up the stakes of the game.

Saturday Session Prep: Flames Engulf 11

Saturday Session Prep are notes directly from my game sessions. They are completely unedited, sloppy, and unorganized, enjoy! They include both before and after session notes. 

SESSION 11

Ben failed to prevent the homunculus getting into his body.

Ben has asked Justine to help him look into Mitsuko.

Malcolm uses one of the drive by vans for the bank heist. The police are on the lookout for it.

Patricia has a portrait of Gryffydd.

Ben’s credit rating should decrease.


Things going on:

  1. Aldrich and the “presidents” will attack the Water office for the keys to the pumps. (They want to make sure no one else can fix the pumps without breaking in.)
  2. Donovan, scared jumps the gun and burns the apartment building and collects the insurance money.
    • Silas tries to stop Donovan leaving but is forced to back off when Donovan claims to have maps of the pumps that they plan to attack.
    • Silas then hunts Donovan down.
  3. Bumping into Silas while he’s clearing out his house/attacking a pump and Aldrich orders Silas to attack
    • Showing how powerful Silas’s magic is – hounds and invisibility
    • Defers to Aldrich – gives Aldrich power
  4. Silas is meeting with Aldrich every day to convey orders.
    •  Silas is to use Donovan’s contacts to help them keep the government disinterested and Dr. Mason to help get rid of other annoying people.
    • Aldrich goes to the park and Silas uses his invisibility to get to him without leading someone there.
  5. Silas now has to help isolate GPS to stop them getting in their way. He uses Donovan’s contacts.
    1. He goes in with Dr. Mason to the APA to complain about Ben’s file problem.
    2. Lavinia and Dr. Mason work to get Leslie on their side.
  6. Silas is also to use force to keep GPS from getting in the way of Aldrich’s attacks.
  7. Radcliffe lets Cohen off the hook to start hunting Daville.
  8. Lavinia will try to convince Leslie to experiment on the housekeeper’s children. This will lead to her murdering them with magic and letting Leslie take the blame. (Kill Enemy)
  9. Michaela whose cat Malcolm squished will turn into some horrible monster.
    1. Have her try to reconcile with Malcolm. Assuming he fails she then returns home, bumps into Silas (A refined and elderly man, his face handsome for all the grey) and offers to walk her home “it’s dangerous out here…”
  10. Nyarly starts using his influence to help the players.
  11. The Dark Force takes root in Benoit’s garden.

Bangs!

  • Sam notices smoke coming out of the apartment building across from the tailor shop.
  • Luna returns to Benoit’s house.
  • The Darkness roots in Benoit’s backyard.
  • Malcolm notices a police tail & figures out the Grotto is being monitored.
  • Alice Huff tells Malcolm that he really upset Michaela and that he should find out if she’s alright and probably apologize.
  • Lavinia finds a way to kill one of the O’Hares. (Only on second run around)
  • When Leslie time travels they get a glimpse of something moving quickly towards them in broad angular patterns.
  • A possible witness they visit opens the door without them knocking saying their newspaper boy warned them they were coming. If they ask the paper boy they discover he had been mugged one night after borrowing $50 from his boss but he walked into a weird shop one night and the guy inside said he’d spot them the cash if he warned the witness that the investigators were coming.
  • Dr. Mason lodges a complaint with the APA about Ben’s lack of files and his problems with his wife and son. An investigation begins.
  • The Madhouse Players use their taxi to kidnap one of the investigators.
  • In the Asylum the Steward spots Leslie and tries to communicate with them.
  • While talking to Dr. Mason Leslie has a vision of the hound.
  • Dr. Mason pays a visit to Leslie with Dr. Blue to try to see if Leslie is dangerous. (Channel has told Dr. Mason to skew the results.)
  • Bobby Young returns to GPS, complaining that he’s been having weird visions (or memories) ever since bumping into Leslie. He says he remembers getting some amulet from a black haired woman who had a younger boy with her. The amulet made something bad happen and then there are the gnashing jaws again. Further contact with Leslie strengthens the visions.
  • The hound starts to attack Bobby while he’s there and he runs chased by it.

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. 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. One has a high pitched cackle, one sounds familiar, and the old chrone seems to chant numbers.

(San loss 1D4/1D6+2)

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.

Fighting: 25%  Bite: 1D3

(San loss 1/1D3)

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 (luck roll) 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.

Bash: 35% 1D10+5

(San loss 1/1D6)

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. (San loss 1D4/1D4+2) 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.

(San loss 1D4/1D6)

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. (San loss 1/1D4)

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.

Centaur’s Den

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. (San loss 1D4/1D6)

The beast is dangerous, grabbing with its human arms as it stands upright on the horse hind legs or biting with the lions jaw.

Fighting: 75% 1D8+1D4

Hypnos’ Statue

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. (San loss 1/1D6)


Monitoring the Grotto

The next time everyone is in the grotto Malcolm notices a wire running behind one of the bookshelves. Hidden behind the books is a microphone with a wire running up into the ceiling.

In the apartment directly above the Grotto is a listening office with Officer Wade Montana. He’s been writing down all their conversations and sending it to Justine.

He wont fight back against any attacker, happy to list all the crimes they’ve admitted to the microphone and how killing a cop will hardly endear them to the new Commissioner.


Finding Donovan:

Clue: Donovan has information on the Alchemists and Silas wants it.

  • Silas and Donovan meet and Donovan uses his pump map to get away.
  • The owner sees the conversation and happily collects his insurance pay out.

Clue: Donovan burnt the building for the insurance money:

  • The building owner has collected his insurance check from Donovan.
  • The building was owned by Donovan and he insured it against fire a couple of months ago with the help of the Contley Lawyers Office, a man named Monty Anguis signed the forms.
  • Monty Anguis used to play poker with Donovan, Faron, and Dr. Mason and happily helped him sign the insurance papers and make sure he could collect the money straight away.

Mother Slug

Note: I stole the idea for this monster from the amazing The Book of Unremitting Horror from Pelgrane Press.

After the fight with Malcolm Michaela walked home and bumped into Silas. He offered to take her home, but stopped to get her drunk first so he could do a ritual on her.

Clue: Something bad happened in her apartment.

  • There’s glass on the street and her window is smashed out.
  • The blinds on the window next to hers twitches shut as if someone was watching.
  • All the food not in cans has been eaten. Flour bags, candy and other stuff has all been eaten and licked clean with the patience of the hungriest dog.

Clue: The killer did some sort of sex ceremony with Michaela. And it was probably Silas that did it.

  • Parchment with bloody witch symbols have been tacked to all four corners of the bed. Candles were lit around the apartment and a thick fog of incense can still be smelt.
  • A circle of blood has been painted around the bed. It looks like someone tried to clean it up somehow, though all the cleaning supplies in the closet seem clean. One spot near the door looks different.
  • The bed has been pushed away from the wall. The mattress and sheets are stained with “fluids.” No blood. The covers are all messed up and it’s clear that at least two heavy people were on the bed. The bed has been moved a little out of the circle towards the window, like someone in the bed grabbed the window sill before they threw themselves through it.

Clue: Opal disrupted the ceremony.

  • There are a few scratches on the bed post that look like an animal grabbed onto the bed.
  • There’s a blood splotch about six feet up the door opposite the bed. The wall is dented slightly and there’s some cat hair stuck to the wall. This is directly over the spot on the circle.
  • The spot looks cleaner than the rest of the circle. A little of blood managed to get in between the floor boards where there is also a lot of cat hair.

Clue: Michaela came home drunk with an older man.

  • The window that twitched belongs to Tom, a nosy neighbor who watches the street.

He says that Michaela came home drunk hanging off some older man, he suspects he was what some women might call handsome. Michaela was holding a bottle and complaining that “Malcolm never was this nice.”

He heard the two of them through the wall quite clearly. There was some scrapping like they were moving some furniture around, and then a funny singing sound, all rhythmic and out of tune. Must have been Michaela drunk.

Then it was some other kind of rhythmic sound, the bed springs quite squeaky. Course Tom didn’t like hearing that too much. Then the man must of yelled and there was a yowling sound, probably one of her cats. There was a thunk as if someone threw something across the room.

After that was the weirdest bit of all. He heard the man swearing but nothing out of Michaela. He heard the front door slam and when he looked out the window he saw the man leaving. Funny too he had two black dogs with him on leashes, though he was certain the man hadn’t had any dogs with him before that.

Then it sounded like Michaela was back on the bed, all squeaky but less rhythmic, she was alone this time so who knows what she was doing? There was some thumping for a long while after she had finished. If the man hadn’t left Tom would’ve though he was draggin her body around. A sound like licking too.

Then there was that scrapping sound again and then smash from the window.

  • Tom peaked but wasn’t sure what he saw and he sure as well wont tell without some rum.

It was slug like, but with arms, it stopped for a moment behind the garbage bins and looked like it gave birth to something that Tom couldn’t see.

  • By the rubbish bins around the back is a dead cat. Weirdly its hair doesn’t seem to move, even though its fairly windy. The hair is actually made of teeth enamel. The rest of the body seems to be made wrong in the same way, organs all made of the wrong stuff.
  • Malcolm would recognize the cat as Opal.
  • One of the bins has been knocked over and all the food scraps inside have been eaten. Several candy bar wrappers look like they’ve been licked open and cleaned.