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!
When writing the finale of Flames Engulf one idea was to send the players to separate alternate versions of Arkham and let them run from one to the other. This was scrapped but what I wrote was interesting enough to end up here. They were intended to be run as a sequence of scenes in order as the PCs begin to jump to the next one along and joining their friends but I have dispensed with that organization.
What I am trying to Achieve:
- Nyarlathotep is manipulating everything. He is the incarnation of perverse suffering.
- Ptof. Rice is killing people or doing other bad things to get the ingredients for the ceremony.
- Silas and Lavinia are using city magic to torture Trevor and drag him to them.
- Cohen is chasing and trying to kill them.
- Patricia is mad and is haunted by Agatha
- Make them scary and deadly
- All the Trevors have a fish hook stuck in them somewhere and a long cord stretched out to where they need to be to progress to the next section.
- In reflections the PCs see Lavinia and Silas enacting the ceremony.
- Starting immediately after last session: Sam is unconscious, Malcolm is at hospital, Ben is at Emmerson’s funeral, Leslie and Benoit are still on the roof with Sam.
- Silas’s working takes effect and begins drawing Trevor to him:
- The city starts swirling in a circle
- The magic fountains start disgorging magic everywhere
- A bright light blinds everyone
Arkham of the Abyss
Malcolm suddenly appears having fallen into the abyss and is about to drown when he is saved by his mother and introduced to a strange apocalyptic city.
- In a huge crevasse the city is built in six tiers over an inky body of water.
- Malcolm is a diver who is going to go diving tomorrow.
Ripped from the normal world and suddenly thrown into the abyss. He still has his wooden foot and other injuries. In is wearing an old tattered coat that has his protection sigils embroidered into it. He has several other things, a strange diamond shaped badge colored red, a ring with three keys on it, and a picture portrait of his uncle.
- The red diamond badge allows him access to the bottom three layers of the CITY. He can get to the hospital and the police station as well as some lower shops. He is forbidden from the richer areas above.
- The three keys. One is the key to the research station at the bottom of the CITY. Another opens his locker in the research station and the other his room in the research station.
- The picture portrait is water stained.
- In his locker is a wetsuit with his name on it. Next to it is a large harpoon gun. There is also a lunchbox with a half eaten and now moldy sandwich.
- His room has a tiny cot and a pile of clothes on a chair. His dog Jasper, old and a bit mangy looking sleeps beside it and is excited to see him.
The Research Station
A small platform and thrown together building perched at the very lowest point of the CITY. Besides the personal rooms there is a large lab space with a hangar door opening onto the diving platform built out over the abyss below. A large metal diving suit and air pumps are stationed by a large hatch that open over the water.
Mama Warrel, two workers, Malcolm and Jasper all live in the building.
You are the head of a small four man research team at the bottom of the CITY.
The things you would be surprised Malcolm doesn’t know:
- The CITY is a vertically built town of multiple tiers of buildings and walkways built where a continental plate split in half.
- In 1928, the year now called year 0, GOD was woken by evil magicians and GOD left the world behind causing the cursing of the surface and the destruction of humanity. The CITY survived by building into the chasm over an abyss of water.
- Sheriff Stanley has always been dubious about the research Mama’s team is doing and would like to stop it if possible.
Things that you are surprised Malcolm doesn’t know and have to tell him:
- Malcolm is the head diver of the research team and in two days is going to dive down into the deep to discover the “savior” a mystical sea creature that is rumored to be able to save humanity.
- There was an explosion from the lab and Malcolm must have fallen through the floor hatch and into the abyss. You assembled your diving suit and went down to get him. He seems to be badly injured from the explosion and he should be taken to the doctor’s hospital on LEVEL RED.
Procedure for a dive:
- Diver is put in metal suit.
- Diver is hooked up to a harness and breathing tubes
- Two hired laborers work on air pumps that keep air flowing into the suit.
- The diver is lowered by crane through the hatch and into the water.
- If the diver is exploring the bottom they are lowered until the rope goes slack.
- The diver can be pulled up if they tug three times on the rope.
- If the diver wants more slack they can tug once on the rope.
The Doctor’s Office
Built for function and not comfort. The waiting room is filled with waiting mothers with screaming children, coughing people and a few frail elders. A couple of nurses usher patients in and out somehow doing their work amidst the chaos.
The examining rooms have a simple cot and a desk with various medical instruments. It takes a long time for the doctor to come and look at each patient but she does eventually. Once she has done a quick examination of whatever is wrong with them she tries to treat them straight away. She then lets them rest for 10 minutes or so before kicking them out to free the space.
The doctor checks Malcolm’s wounds and makes sure his foot (which the doctor thinks he lost when he was attacked by a shark) is feeling okay. The doctor is very busy and doesn’t have time to do anything but bandage Malcolm’s wounds and quickly kick him out of the much needed bed.
Things the Doctor lets on:
Malcolm’s foot was the result of a shark attack while he was swimming in the abyss.
The Sheriff isn’t happy with the research team especially after that racket of an explosion.
The levels of the CITY go from Black, White, Red, Green, Blue, Yellow. Black is the poorest with mostly closed shops and poor shabby clothed people. The moisture from the water below makes the air thick and cloying and everything looks damp. The conditions improve until Red where most of the cities main shops and institutions are built including the Doctor’s office and the Police station. There’s also a bank and food stalls. Above that the layers are richer. Green has a series of artisanal shops and Blue and Yellow have large richly decorated houses nearly thee times as long as the small huts on Black and White levels.
- The lower levels have more people
- The higher levels have less
- Red level has huge crowds trying to get food, shop, or go to work
- Police spot Malcolm if he tries to climb a level
You, Sheriff Stanley, have been in charge of the CITY since its founding. In year 0 GOD was woken by evil magicians and fled the planet destroying and cursing the surface. Now anyone who tries to climb to the surface is horribly cursed with sickness, hair loss, red sores and bloody vomit and quickly death.
Of course no one has been on the surface for 13 years since year 0 so you are not sure if the surface is still cursed. You suspect it is too dangerous to check and if anyone did it may doom the entire population f the CITY.
To keep the CITY alive you have made some difficult decisions. For one you carefully police who can go where to keep order. Each LEVEL has a color and only people with that color badge can visit that LEVEL and the LEVEL’s beneath. There are six levels with colors from the bottom up: Black, White, Red, Green, Blue, Yellow.
You and your police force carry stun tubes that shoot an icy cold mist that paralyzes the target. If anyone is trespassing at the wrong level or is without their badge they are arrested and taken to the jail to be interrogated.
Recently Terrance, a dangerous inventor from LEVEL WHITE, was caught on LEVEL YELLOW trying to find a way to climb to the surface. He claims he has an invention that would let the CITY gain power from the sun. You have him locked in Cell 2. Cell 1 is open.
The Police Station
A small office with two cells built off of it. Office Montana sits at the front desk while the Sheriff and other officers patrol the CITY. Montana happily potters around getting coffee from an ancient coffee press and reading newspapers from the Old World at his desk with his feet up. Montana keeps the keys to the cells. Terrance is kept in Cell 2.
You are a young inventor on LEVEL WHITE and you have just broken the biggest mystery in your work. You think you have created a way to harvest power from the sun something that could save the CITY for good. However you were arrested by Sheriff Stanley for trespassing on LEVEL YELLOW. You suspect that the surface is not as dangerous as the Sheriff claims and feel like you must find a way up to investigate. You were arrested just as you found an old sealed door that may lead further up.
Malcolm can see that Terrance has a large fish hook attached to the inside of his cheek with a cord that leads out of the prison and upwards out of the city.
Malcolm is fitted with a large diving suit and hooked up to the pipes and dropped into the abyss. After what seems like an eternity he reaches the bottom.
- Streets are churned up forming strange cliffs and ravines.
- Buildings are at angles making hills pocked with chasms in the shape of windows and doors.
- Strange fish swim back and forth, the feeling of being watched is always present and something seems to be stalking him.
His suit gives him 20 armor. However any impaling attack against him may sever his air tube or line. His move is reduced to 4.
Under the abyss is the ruins of Arkham carved into cyclopean ruins by the water and the disaster that struck it. Over the hills of rubble shines one light, the light from a small one story brick shop with an old sign encrusted with barnacles and the letters ACC just visible.
Inside is an old antiquary shop filled with old items, antique side tables, candle sticks, and a collection of portraits. Behind the long solid counter stands a tiny black man wearing an old fashioned three piece suit. This man is Butwan Noire.
Butwan Noire greets Malcolm by name and jokes that with the amount of danger he has been in he is surprised he didn’t end up in his shop earlier. He will answer questions but will respond badly to insults.
What Butwan will reveal:
That some great magical power has caused Malcolm and those with their fates entwined to be thrown into alternate versions of Arkham.
That Terrance is the connection between them all, the avatar of the city itself. In every one there is a force that represents the city itself.
Malcolm can escape this dimension by taking Terrance to where the line is pulling him.
He was behind the destruction of the world in this reality by giving the spell to wake Nodens, the entity the CITY refers to as GOD, to the wizards.
He is also to blame for ruining the real world by helping to push the witches to spread the rumors about the prophesy and in fact gave the idea to Huey in the first place when he accidentally visited his shop.
Once he has been angered or has grown tired of the game he reveals more:
He is the crawling chaos. (This is accompanied by the banging of millions of claws against the back wall of the office.
Butwan is just a lure within the shop and is connected by strands to something in the back shop.
He knocks the walls of the shop down to reveal the mass of limbs all curled together behind the shop. And he attacks.
A mass of limbs wrapped together with a huge angler like maw. It can swim quickly but is slower when on land.
||Move: 16 (Swim) 10 (Land), Build 11
Once The Angler reveals itself Malcolm will likely wish to run. (If he doesn’t he will probably just be killed instantly.)
The magics holding the shop together are dissolved, the walls collapse, the ceiling crumbles and water rushes in.
Outside Malcolm’s line has been tangled with some of the ruins. He must climb to the top and disentangle it. (He may cut it, but would have to ditch the diving suit (and deal with the change in pressure and such not to mention drowning on the way up).)
The ruins are an old office building that have broken apart to leave a significant overhang. The rope has caught at the narrowest part
The Arkham Ripper
You arrived in the CITY at the same time as Malcolm and sniffing out the scent of the working that caused you to show up here you began searching for someone who appeared to have lost their memory. You question a few people, before killing them, and are on Malcolm’s trail. After he has completed has dive you are going to strike. Kill a few police to show how dangerous you are. Then go after Malcolm in a chase. He’ll probably get away but you will be chasing him through dimensions after this.
A padded cell that they haven’t had time to put a bed.
- There is a small hole in between padding on the left wall that peaks into Patricia’s room.
- A torn piece of padding at the back of the room reveals a photo of Sam’s wife and daughter hidden in the stuffing
Sam wakes up in a padded cell. He is wearing a patient’s uniform, a neutral grey shirt and pants with no belt. He has socks but no shoes.
When he meets Tyler he sees that the man has a large hook through his side with a long cord that leads out one of the windows and past the front gate.
You were travelling in Europe with your mother and your two eldest children. That’s all you recall before you awoke here. At least that’s what you tell yourself. That kind Doctor Rice keeps you medicated so you don’t have those nightmares anymore.
After much time you have collected enough art supplies in your cell to make the “weapon.” You don’t know what its for and you don’t really want to escape. Of course if you see anyone you think is evil you will kill them with it, and anyone who you don’t know is an enemy. Next door you’ve heard the big black man yelling and screaming a lot. He yells a lot about “Arkham.” You like that word and you like the big black man though the doctor’s say he’s dangerous. You figure you could kill him with the weapon if he attacked you.
It shouldn’t be hard for you to be convinced to escape with Sam and any of his friends. But you should resist for awhile. Make Sam work to convince your twisted mind that leaving the nice warm safety of the asylum is to your benefit.
Doctor Rice comes and visits Sam. He has his orderlies wait outside. He concludes by allowing Sam time in the community room during lunch. He informs him about the scheduled lobotomy tomorrow.
You woke up in an unfamiliar office. At first you were confused but soon those nice voices took over and you could just sleep walk around. They read the papers on the desk and realized you were “Doctor Rice” in charge of the third floor of the Danvers State Hospital an institute that takes care of the insane. Magic doesn’t seem to work here so the voices have to be more careful here.
First they spot a needed ingredient quickly the tongues of those traitors Philo and Tony. They are orderlies working underneath you. It wont be easy to get their tongues. If you can get Sam or someone else to beat them up maybe you could cut their tongues out then.
Sam’s file contains the following:
- Sam has been ranting about monsters, magic, and a city called Arkham since he killed two girls in New York.
- He is a violent patient who is kept sedated often and is scheduled for a lobotomy tomorrow.
- His wife and child moved to California and the wife has remarried.
You go to visit Sam in the morning.
- Do not reveal that you are not really Doctor Rice.
- No matter what Sam says or acts you decide he is safe to visit the community room for lunch.
- You should remind him about the scheduled lobotomy.
The Community Room
Overlooked by a nurses station and kept under the watchful eyes of Philo & Tony about a dozen small chairs and tables clutter the small space. Some are arranged in a fan about a radio mounted to the wall others cluster around tables with half set up board games. Patients during the day mutter to themselves while mindlessly push pieces around the boards or clap in delight at the sounds coming from the radio.
Philo & Tony
You guys are orderlies under Doctor Rice on the third floor of Danvers Asylum. You always help Rice with the dangerous patients like Sam.
Sam has been in Danvers for awhile after he snapped on a police investigation in New York and shot up two kids. He was arrested and thrown in here pretty quickly. He’s kept pretty well sedated during the day and let out to mix a little with the patients but is locked in his cell the rest of the time. You’ve heard him ranting to the doctor about monsters, magic, and some city called Arkham before.
You probably take a little too much pleasure keeping Sam oppressed. A few unneeded elbows to the ribs might just happen sometimes.
You are an ancient trucker who was interred in Danvers after you accidentally killed a man during a hallucination filled drunken bender. You would like to leave the asylum to visit your daughter who you know lives in Boston not far from Danvers.
You mostly have trouble speaking and mumble most of your words.
Inclusion of Character
After Malcolm has gotten out of the CITY he falls into the asylum. This lets him get his revenge on Philo & Tony. Meanwhile Doctor Rice is trying to find the moment he can cut their tongues out.
You appear soon after Malcolm and begin punching your way through the hospital. Now you can smell two of your prey. You should chase them from the building.
Trevor has to be broken out of the asylum somehow. Patricia can help out by using her gun but she will kill anyone other than who she has randomly decided are her friends.
The War Comes to Arkham
In the middle of a swath of destruction French Hill stands mostly intact.
The university has been bombed into ruins.
Smoke rises from downtown, fires still rage there.
The lower south side looks pitted and scarred, like bulldozers drove through the neighborhood ignoring streets.
Leslie comes to themselves near Sans Souci. However most of the city looks ruined. Leslie is wearing a dirty long jacket and boys clothes. Their hair is cut short but is long enough to keep on getting in their eyes. Blood trickles down their forehead and they have several burns on arms and legs. A tag tied around the wrist reads “Leslie Middleton, Sacramento”
A member of the resistance and harboring Rosenberg in Sans Souci. He notices Leslie first and goes to talk to them. He reveals:
That America is in the process of invasion and Arkham is being occupied by the Nazis. He and Rosenberg are about to start a magical resistance against them.
In 1928 the occult selection of the Orne Library were released to the public and magic became common place. Sadly German spies also had access and soon the Third Reich had figured out how to summon monstrosities. When Hitler was magically replaced by a Nyarlathotep cultist it became even worse.
Leslie was supposed to have been sent to California but Middleton was worried about the Japanese monster attacks there.
Henry died in the initial invasion.
In the 20s the occult libraries were plundered by the nations of the world and their scientists and magic became common place. You and some companions in the 30s tried to track down the Sedfkar Simulacrum and destroy it but you were used and the statue was given to a dangerous sect of Nyarlathotep cultists. You were there when their leader using the power of the statue assassinated and replaced Hitler. It was easy for him to use the already hate filled Nazi party to start the worst war ever witnessed on Earth and soon you had fled to America. Trapped in Arkham as the German shoggoth mechs march their way across the East Coast you have gathered a few like minded magicians to lead a resistance to try to fight back.
You, Dr. Middleton and other resistance magicians are planning your counter attack. One of your traps near the house has turned up a shock laden civilian and you must decide what to do with him as well.
Sadly your plan is doomed to failure and the shoggoth mechs are about to attack your HQ, the old Sans Souci. You, Dr. Middleton and the other magicians do their best to defend the house.
You were once the young assistant to Dr. Armitage, the head of the Orne Library and you were there when he was killed by Wilbur Whately. You were there when Dr. Morgan took over and you were there when he was mauled to death by his own guard dogs. You were also there when Prof. Rice became the new head and you were there when the governments science officer shot him and took the entire occult selection. Before that you had been there when Prof. Rice tattooed the important parts of the Necronomicon on your back before he burnt it.
You haven’t really paid attention to what you’ve been doing since then. You have a vague idea that you need to get out of the city and that if the right person, someone in the west, can read the words on your back they could stop all this death. But then you fell into that hole and those men with guns came to look at you and hauled you to their house. You’re not sure that they will kill you or not.
Then you were there when that kid showed up in the house. You think they might be able to get you out of here. You should stick with them.
After entering the house and speaking with their father and Rosenberg and meeting Tim a platoon of shoggoth mechs attack.
A nightmare of mythos monster and German engineering. The German magicians have added cabins on the top of the protoplasmic shoggoths. These are fitted with various limbs, weapons, and other devices for different purposes. The three attacking Sans Souci are fitted with two air cannons, and one set of grabbing arms. The air cannons shoot a blast of air shaped like a rune acting like a high powered magical cannon. The arms are used to rip the walls apart.
Rune Shoggoth Mech
A metal superstructure perched on a mass of black glossy matter that undulates and forms many legs, mouths and eyes. Painted with Nazi swastikas the metal structure is capped with a revolving turret with a wide but stubby barrel. Three pilots sit inside working the gun and controlling the shoggoth.
Arms Shoggoth Mech
A metal superstructure perched on a mass of black glossy matter that undulates and forms many legs, mouths and eyes. Painted with Nazi swastikas the metal structure holds up two long piston articulated arms. Three pilots sit inside working the arms and controlling the shoggoth.
While Leslie is exiting the caverns and out onto the streets from a hole created by a large bomb blast she and Tim start to follow Tim’s hook and cord.
Encounter 1: At some point they discover a contingent of six Nazi soldiers going house to house pulling people and valuables out. Any one that resists is summarily shot. In charge the sixth soldier has a red lining to his uniform and a rune shaped pin in his hat. He has no gun but only a short dagger in his belt.
The wizard attacks by using his dagger to cut his hand and draw runes in the air with his (floating) blood. He is the officer and will order the soldiers to also attack while he is magically attacking. He will waste no magic defending the others.
Encounter 2: In a small clearing Emmerson and Justine have been strung up as warnings of German citizens who betrayed the Reich. Prof. Rice is there cutting their eyes out unsure which is the eldest.
After the asylum you find yourself in a bombed out city remarkably like Arkham. Even more remarkably you stumble upon the next ingredients you need, the first born’s eyes. It seems Dr. Vogel’s eldest children were examples to the people of Arkham. You can easily remove both pairs of eyes from the strung up corpses, you never could remember which of the two was the eldest.
Magic works perfectly well in this dimension and you will defend yourself from any misguided attempt to kill you.
If you are damaged in two rounds in a row the voices recede and you are left as the panic filled Prof. Rice who doesn’t know what is happening. The voices can try to regain control every round and have a 50% chance of success.
You concede a magical combat once you are out of magic points or are brought out of the control of the voices. Once the voices have regained control you may attack again assuming they haven’t incapacitated you otherwise.
Inclusion of Characters
Once Malcolm and Sam have gotten out of the asylum they appear in some ruins near Leslie close to where a shoggoth mech is wandering.
By taking Trevor out of the city to where the smoke doesn’t cover the sky they can leave and go to the next section.
A patchwork of dimensions dragged together by the power of the witches. This is not an alternate dimension but instead a midway point.
Object 1: A great telescope made of huge copper tubes that look into the eye hole of a giant skull. A wheel attached to a series of cogs focuses the image. When looking into the small view port the observer sees a small flock of many legged sheep.
Amidst plowed furrows of earth.
Object 2: A series of metal bands formed into semi circles all attached at opposite ends to make a rough spherical space in the center. Long strands of spell weave have been raggedly draped across the bands. If the bands are spun the strands began tying into a knot. The knot swirls and unties itself summoning infinite small bugs. The bugs do 1 damage every round and multiply by 1D6 every round. They each have 1 HP. The portal can be shut with a magical working.
Amidst marble floors broken up by wooden pillars charred to points.
Object 3: A large floating ball with three mouths painted on it. Each mouth has a tongue hanging out of it just out of reach by the tallest investigator. The mouths will answer any question posed to it but always answer with a lisp.
Floating over purple grasses.
Object 4: A huge mix of cogs that whir constantly. Occasionally a piston shoots out the top and a pipe disgorges a small prickly looking fruit. If it is not taken it is grabbed by a claw and returned into the machine. The fruit tastes very good.
At the top of a small hill.
Object 5: A long sleeping snuffling thing shaped a little like a buffalo and a little like a crocodile. It wakes only to a nice petting on the nose. It really likes spiky fruit which it uses its fractal tongues to eat. The tongues cost 1D6 sanity to see.
Sleeping on a pile of wedding rings.
Object 6: A bell shaped cage filled with purple monkey shaped creatures that lie dead all along the bottom of the cage. They smell like pumpkins.
In a long trench ten feet deep.
Object 7: A small raised platform with five twenty sided shapes each within the other but never crossing each other. If someone stands on the dais and speaks the name of any creature the creature is summoned inside the shapes and is bound there. Larger creatures may only appear in sections. San loss applies.
Object 8: A large brass bathtub with lion feet. The water inside instantly starts boiling if anyone gets inside doing 1D4 every round until they get out. The sides are very slippery and need a Dex roll to grab on.
Object 9: A tall ornate coat rack with many pegs at different angles all the way up its hundred meters or so. The bottom is three chicken feet splayed out evenly. Several coats are hung on it including one tattered cloak that is seventy meters long.
In the center of it all is Diana, having done away with Channel she is doing a ceremony where she is about to sacrifice a baby (Trevor). She knows a lot about what is going on and can help the PCs get out of the collapsing alternate dimensions that Silas’s magic is whirling up.
Channel’s Ant Altar
In the middle of a chunk of heath there is a small raised platform of dirt is topped with 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.
Once Channel enacted her sacrifices to the Black Man here. She approaches with a baby, singing hymns. She forced the baby to nod before the altar in a show of acceptance and then cut its throat letting the blood soak the green stone. The blood seemed 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 slashed its stomach and examined the organs for signs of the future. Most of this was then burnt on the altar. The burnt remains and the altar both give off a heady black smoke. Finally the thigh bones were wrapped in fat and left on the altar, Channel either ate or stuffed the rest.
You have completed the combination with Channel and feel vastly more powerful but you also feel the hatred that Shub-Niggurath spews into your head like so much vomit. You have retreated to the patchwork dimension that you and the other witches have constructed alongside Arkham. Strange devices, creatures, and spells take up squares of oddly matched terrain fitted together like a huge non Euclidean jigsaw puzzle.
Amidst it all you were about to sacrifice a small baby on Channel’s old Ant altar when Benoit appeared. Rather surprised you stopped and froze him on the spot. You can free him later. Then as you are about to restart the sacrifice more of Benoit’s companions appear. You sigh inwardly as you prepare to speak to them.
What you know:
They are caught in rather powerful magic being done by Silas and someone gifted in city magic. The spell is calling all of the alternate dimensions Arkham inhabits to collapse in on themselves. Meanwhile they pull the avatar of the City closer and closer to the center where Silas must plan to use it to destroy the city once and for all.
You can help send the investigators back to the right Arkham to deal with Silas. However the next dimension has already killed their Avatar. Instead you can magically get them back to the real world but they will have to find a way to make themselves stand out. Something of enough magical potential to change the world that they are obvious through the fabric of space.
They are shunted between dimensions whenever they help the avatar move to a predetermined spot. It is likely the hooks and lines they see are representative of this. (The baby has one such hook which leads to a door which stands alone in the border between two of the patchwork areas.)
Once they’ve been brought back to their Arkham they will have to fight Silas and whoever is with him.
You have “dealt” with Channel.
Things you know but wouldn’t reveal:
If Silas is doing such powerful magic Agatha will surely have been stirred up. If you can get the avatar while the investigators are distracting Silas you should be able to go and start fighting her.
After conversing with Diana they know that the baby is one of the Trevor’s and the line leads to a door. Once they take him through it they come out into the next area.
Nyarlathotep has Already Won
The next dimension is then where Nyarlathotep has simply taken over. Of course this was always possible but he has found it is more fun to keep false hope in humanity.
Encounter 2: Several buildings have been gutted and in the space inside a huge grey stone statue of a elephant headed humanoid figure sits cross legged with hands out like a huge alien Buddha. When approaching the idol every character gains a random effect:
Encounter 3: A long street of rickety shops and stalls. Satyrs and large pulpy frog like creatures swap human teeth to buy various goods; human torsos, strange triangular books, and devices made of plants and gold swap tentacle to hand. In several more normal looking streets semi-humans scuttle between doorways. There is a trumpeting further down the street and people start scampering inside. A few remain outside looking terrified. A parade of the Brood of Eihort and Eihort itself. The huge many legged mass shambles along. It is adorned with rich fabric and gold bells. The other people on the street seem to panic and try to get into any of the houses on the street right up until they are swept up by the parade.
People of various sorts accompany the large creature all seem to dance a little to the rhythm of the bells. If any investigator gets close to these people the dancers try to grab them and spew tiny brood of Eihort at them. If any get in their mouth the brood start breeding in them and they are taken over after 1 round. A failed Con roll is needed to force them to throw up.
Encounter 4: A massive temple has been constructed over top of the railroad with a huge central dome and three large towers around it. Inside the writing and symbols of several religions are inscribed side by side and over each other while the railroad clock still perches out of place in the center of it all. A small shrine inside features the words in many different languages “The head of Saint Armitage lies within.” Many people peer through he stained glass but the door remains completely locked.
Encounter 5: Along the steps of the ziggurat pours floods of gore. The higher up steps suddenly open up revealing massive machines where tentacle headed monstrosities toss human sacrifices. With each corpse the cogs speed up. Gore is flung out of pipes and cascades down the stone slabs. Cowering near one are Philo and Tony unhinged once their boss went nuts. They had thought that Mallady was like them, but once all this happened he switched to being a nut worshipper of Nyarlathotep.
- The ziggurat is actually made up of a huge humanoid corpse filled in with rubble and carved into arcane friezes. The body was once the avatar. At the top Nyarly sits on a black throne and laughs.
You are Nyarlathotep’s human liaison and a loyal worshipper. You had helmed Nyarlathotep’s human meat industry back in the 1920s and you were there when Radcliffe betrayed your master in the name of “humanity!” That idiot never realized the wonders of the Black Man, the Crawling Chaos, the GOD! The Crawling Chaos is the force behind all misfortune, behind each decision and accident that pushes each person to do the worst, to hurt others and to be hurt by others. He is like a child throwing the chess pieces into the fire one by one, each tragic story culminating in ruin. The Crawling Chaos isn’t just the god of misfortune he IS misfortune itself! He is the causality behind the universe, no human would exist without him, and the world would be blank and featureless without him. And he does it all because it entertains him, he creates each character and sets them up to fall. AND IT IS WONDERFUL! He is true power, true godhood! There is nothing but him and there is nothing to worship but him!
Nyarlathotep took over the world as he rightly should around 1925 when his cults came together to open a rift in the skies above the Earth. With the universe itself ruptured Nyarlathotep covered the planet with everlasting night and his children the Elder Gods came down and joined him, they taught humanity the joys of killing and dancing and dying, no right and wrong, simply existence and death. You grovel at his feet as the creatures throw the bodies into the engines fueling the Magics.
But that Radcliffe keeps on annoying you. He keeps on showing up with that gun of his! The gal of that one, using a gift given to him by Nyarlathotep himself. It is time you ended him.
Once they have made their mark they feel hands grab them from behind and yank them backwards into space. They fall to the ground and land on rough concrete. Around them they see buildings swirl in a circle. They seem to be standing in the middle of Arkham. They are lying on a ring of a reservoir filled with swirling water of an unusual color. Silas, transformed into a horned monstrosity and Lavinia, in her lacy dress stand together by the edge and next to them Trevor stands wrapped over and over with chains that exude the stench of bad magic. He writhes in pain and is clearly unable to do anything, speak, move, or free himself.
Silas is standing with a staff carved with sick crawling symbols. His arms are outthrust facing the water screaming rough magic words. The water swirls more and more in front of him and the city in turn spins faster and faster about the reservoir. He turns dramatically and sees the party. He glares and sneers! He waves the stick in a circle and suddenly the party feels the reservoir move. The concrete underneath them never moving slides them further and further away from the magicians.
The spell is a simple misdirect and each round the players can make a Pow roll aided by everyone in the party (double for Sam) and overcome part of it. They need at least 4 successes to get close enough to do anything to Silas and Lavinia. Teleportation counts as double the success but Silas gets a free attack.
Lavinia crouches near the ground sawing at the concrete with a knife. From the spot blood leaks. Each time she stabs Trevor convulses and screams. Each time she does this a building explodes into dust in the swirling maelstrom outside the area. She does this once per round.