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Cephalophobia

N O. 1

I SSUE 1

S PRING 2 0 1 4

CEPHALOPHOBIA

In This Issue...
Two Years of Squamous Horror

Academic Departments
Classics Department

Cryptozoology 13
Vocational Education 16
Economics 21
History 27
Modern Languages & Literature

29

Study Abroad 31

The editors of Cephalophobia are particularly grateful


to Ian MacLean for the use of his wonderful illustration
Beginnings featured on the cover of this publication
and as design elements throughout.
We also wish to acknowledge MUP forum member
Wordcraftian, whose suggestion Cephalophobia was
adopted as the official title of this publication.

Cephalophobia is a free publication for the listenership of the


Miskatonic University Podcast and other Lovecraft enthusiasts.
Supervisory Editor: Keeper Murf
Associate Editor and Layout: Professor O.E. Scriven
Additional Copyediting: Professor Charles Gerard

F OUN DERS IN T ROD U CT ION

Two Years
of

Squamous Horror
Two years since we started. Id love to say I

knew this crazy idea would last. but the truth is that I had
no idea what would come of it. Ive listened to podcasts
since late 2005, but making one was a whole new world.
In many ways, it started with Paul Maclean and
Yog Radio. It was the first podcast I ever listened to, and Yog-Sothoth.com (YSDC)
still stands out as a shining example of
amazing community builiding. Its also
fair to say that Paul was responsible for
creating the entire genre of recorded
live play role playing games when
he accidentally left an audio recorder
running during a D&D session back
in 2003. When he later shared that file
with the YSDC community, he changed
the hobby in a single stroke. YSDC set a
benchmark for role playing game audio that
has served as an inspiration for me and many other
podcasters.
The Miskatonic University Podcast has been enormously
gratifying for me. Through this endeavor, Ive met some
amazing people. My co-hosts have become my closest
friends, without whom this show would have exploded on
the launch pad. When I made the post on the Yog-Sothoth
forums asking if anyone was interested in co-hosting, I
didnt expect to be so fortunate to find people I would bond
with like family.

Ive also been deeply gratified by the amazing response from


the Call of Cthulhu community. Its hard to believe that
our listenership numbered in the single digits when we began two years ago. And
while other podcasts may boast larger
numbers at their second anniversary, I think the MUP community
stands out as one of the most active, informative and friendly online groups in Lovecraftian gaming.
Im humbled by the support and
friendship from everyone. It is an
honor and privilege to supply an
entertaining and informative presentation that benefits this amazing community.
We are in an exciting time for the role playing game hobby in general, and Call of Cthulhu
in particular. Im proud to be a part of keeping you informed and entertained in our little niche of a niche. We
have some pretty cool plans for the podcast to come. Heres
to the next year, and whatever the future may bring.
Go Pods!

Dan Kramer

Dan Kramer

Producer & Captain, Miskatonic University Podcast

Classics Department

CEPHALOPHOBIA

Eternal
Spring
A short, non-mythos adventure set in ancient Greece, for the Cthulhu
Invictus setting | by Matt Puccio
Scenario Background
This adventure is meant to expose the players to aspects of Greek mythology. It could be used as a
diversion during a long campaign (e.g., The Legacy of Arrius Lurco) or as an introductory adventure for
getting a new group of Cthulhu Invictus characters together. To that end, its fairly straightforward and
intended to run in a single session, perhaps 3 hours.

Keepers Introduction
Since time immemorial, the naiad (a water spirit) Corycia has been linked to a spring on the slopes
of Mount Parnassus near Delphi. The local tribes honored her with offerings as she kept the waters
flowing.
One day, Apollo caught sight of her and fell in love, wooing her in the way that gods do. She named
the son born from this union Lycoreus. Coming of age, the young man sought to challenge the gods
for his rightful place in the heavens. He set off for the peak of Mount Parnassus to demand his birthright, and she never saw him again. Struck down by Zeus for his hubris, Lycoreus body has lain on the
peak for centuries, his lemure haunting the desolate peak.
Not knowing the fate of her son, Corycia has mourned for long centuries. The spring that she protected flows no longer, depriving the nearby trees of life-giving water. Eventually, the locals forgot
about Corycia, and stopped bringing tribute to her. Over the years, a number of hapless shepherds and
adventurers have stumbled upon her cave. One by one she entranced them, slowly feeding on their
life-force in her grief for Lycoreus.
Now, it is 54 CE, and Marcus Meridius Flavius, a young Roman patrician, has gone missing while
exploring the foothills of Mount Parnassus. He stumbled across the naiads cave while looking for treasure, fell under her spell, and has lain in the cave for several weeks, slowly dying. His death is certain
unless the investigators intervene and relieve Corycias grief.

CL AS S IC S DE PARTM E N T
Investigators Introduction

Involving the Investigators

Marcus Meridius Flavius and his sister Flavia - wealthy,


young and decadent Roman patricians - had been taking their leisure in Delphi, visiting there in advance of the
upcoming Pythian athletic games. Flavia spends her days
flirting with young athletes who train for the games. Her
younger brother set about finding his own sort of thrill.

The keeper should have a reason for the players to become


involved in the search; perhaps they are looking for a patron,
or in need of money; or they need something else from Flavia, for example, an invitation to consult with the Oracle, or
perhaps an introduction to someone important. The players may have a contact in common with her, or one of her
agents (a trusted household slave) may contact them, having
heard that they are worthy investigators. The keeper should
tailor their involvement based on the groups needs.

Flavius, intrigued by a legend of buried treasure in the nearby hills told to him by locals over cups of wine in the local
taverna, set off to find it. The story of a guardian spirit did
not dissuade him; on the contrary, it inflamed his interests
even more. Excited by the prospect of adventure, he set off
for the foothills of Mount Parnassus with a single slave at
his side.
Two days later, the slave returned alone, explaining how
Flavius commanded him to search an alternate path up the
mountain. Finding nothing, the slave returned to the spot
where they separated, but was unable to find Flavius and
eventually returned to Delphi. When the slave could do no
more than describe the general area where Flavius disappeared, Flavia had him tortured to extract the truth. Under
this maltreatment, he eventually died without revealing any
further useful information.
While the local authorities mounted a cursory search for
him nothing was found, and they have been too busy with
the upcoming Pythian games to devote more resources to
locating the young Roman.

Lycoreus my son, Offspring


of Apollo, He sought the
highest peak To challenge
the gods. To question their
wisdom. To ascend to his
rightful place amongst
them. Alone now forever I
pine for his return.
Corycias Lament

Since then Flavia has consulted with an haruspex, an augur


who reads the entrails of animals; she has repeatedly prayed
and sacrificed at the various temples in Delphi, and has finally paid a large donation for a consultation with the Pythia, the Delphic oracle. While the Pythias next available
appointment is more than a week away, Flavia seeks investigators to go and find out what happened to her brother.

CEPHALOPHOBIA
Meeting with Flavia

Beginning the Search

Flavia takes her leisure in a luxurious tent on the grounds of


the athletic fields of Delphi, where young men are training
and practicing for the upcoming Pythian games. When the
players arrive, she is busy flirting with one of the young athletes; at their appearance, she dismisses him, her demeanor
rapidly changing to a more somber tone.

One of Flavias slaves can show the players where the search
focused. If the players do any research in the town, with
a successful Persuade roll in a local taverna they can find
someone who knows the legend of a spring, a treasure and
its guardian spirit. They can hire their own local guide if
they dont trust Flavias slave. One way or another they can
find the approximate location of the cave, although its exact
location will require a bit of searching.

Flavia is an attractive woman in her early 30s, who has no


qualms about disregarding the social rules by example, the
only chaperone in her tent is a young slave girl. Meeting
with strange men in a private tent would be scandalous to
most unmarried Roman women, but Flavia doesnt seem to
care about rumors that this meeting might arouse.
She will speak openly and frankly with the players, employing whatever face seems most appropriate to the group: flirtatious and forward if the group has attractive young bravos;
savvy and political if the group is more intellectual; or demure and decorous if the players are more proper and staid
or when speaking to any female investigators.
Flavia asks the players to locate her brother, who disappeared
several weeks ago. She will provide any of the details from
the Investigators Introduction. She realizes that hes probably dead, and asks them to recover his body to be returned
to Rome, properly consecrated, and interred in the family
crypts. She will agree to a sum of 500 sestertii to return his
body, less if they can only provide proof of what happened
to him.

Insight: Flavia seems truly mournful


about the loss of her brother, but she is
easily distracted by the sight of an athletic,
oil-slicked bicep.
Empire: Flavia and Flavius are from a
Patrician family in Rome. Their father has
recently passed away, making Flavius the
pater familias. Rumor has it that Flavia
has a scandalous reputation, while Flavius
is known as an unmotivated rake whos
squandering his familys political fortune.

Although its been too long since Flavius disappeared for


a Track roll to be useful, a successful Navigation roll will
speed up the time it takes players to find a dried up creek
bed that flows down the hillside from the slopes of Mt. Parnassus, the most likely direction that anyone searching for a
cave would travel.

Natural World or Idea: Its been a


particularly wet springtime, and this
creekbed should be flowing with water
but strangely, is not.

The Naiads Cave


If the players follow this creekbed upstream, they eventually
come to a cave entrance. Outside the cave is a large copse of
very tall Thuja trees, a type of coniferous cypress, which are
all dead and dried up. Close inspection reveals that nothing
grows along the banks of the dried-up creek bed.

Natural World: Thuja trees are resistant to


insects, are used to treat warts, ringworm
and thrush, the concentrated oil of the tree
can be toxic, and they are normally very
aromatic.

Occult or Other Kingdoms (Greece):


Thuja trees are often associated with nature
spirits.

CL AS S IC S DE PARTM E N T
Following the creek into the cave, the creeks channel leads
to an ancient stonework wall in which is carved a recumbent
man, who holds an amphora on his hip, turned on its side.
Water appears to once have flowed from the mouth of the
amphora. To one side of the carving, the stonework has been
pried out, stones and mortar spilled onto the floor, and an
opening big enough for a man to crawl through has been
made in the wall.

Art or Architecture or Engineering: The


wall, cistern, and carvings appear to be
centuries old.

Occult or Other Kingdoms (Greece):The


carving in the wall is of Kephisos, a river
god, his great-great-grandson Delphus
founded the town of Delphi.
Half Occult/Other Kingdom: Kephisos
daughter Corycia was a naiad, a type of
female spirit who presides over springs,
wells, and other bodies of fresh water.
Critical Occult/Other Kingdom: Naiads
are known to be nearly invulnerable.
Fire does not burn them. No weapon of
iron can wound them. Snakes bite them
without effect.

Art or Metallurgy or Engineering: these


items are many hundreds of years old, if
not older.

Occult or Religion: these items were probably offerings placed here by worshippers
long ago. What they were worshipping is
unknown, although ancient peoples often
worshipped water entities.

Critical Occult or Augury: Knucklebones


were used in astragalomancy, prophecy by
throwing knucklebones, and were often
left as offerings to spirits.

Players who search through these items in detail and who


make a Spot Hidden can either find a small item of rough
jewelry, a handful of ancient coins, or a small figurine with
minor value, none of which are more than a handful of sestertii. All of these were at one time offerings to the water
naiad by ancient peoples.
In the center of the grotto room is a deep, dark cistern: the
hole plummets further into the earth than any light can reveal. Anything that falls in is lost; anything dropped in may
bounce off the walls but is never heard to reach the bottom.
Although its easy to avoid the hole if the grotto is sufficiently lit, keepers can allow a player who for some reason
does fall in to make a Luck Roll to grab onto the edge; those
failing the roll fall into the earth, never to be seen again.

The Grotto
Beyond the broken wall, a rough tunnel leads up into the
mountain. Torches or lamps will be needed to see. After
a short distance, the passage levels out and widens into a
grotto. At the far side of the room an altar-like mound of
rock rises out of the floor. There is evidence that water once
drained out of a small hole in the altar, and down a channel
worn in the rock floor, pooling in a deep cistern in the floor
of the room; this then flowed out of the room into the passage. All are dry as a bone.
The floor of the room is littered with debris pottery shards,
clay statuettes, bronze figurines, knucklebones, the occasional clay flute or iron or bronze ring, and other items.

Occult or Other Kingdoms (Greece):


There is a legend of a young girl who was
turned into a water nymph in order to help
her escape from a river god who sought to
rape her; the nymph is said to inhabit an
underground river that connects Greece
with Sicily. Interested keepers could use this
as a scenario seed for fallen investigators.

CEPHALOPHOBIA
Several skeletons of various ages and states of decay are scattered about the room. On the floor near the altar is Flavius.
Although he initially appears lifeless, upon closer inspection
he is not dead there are no significant wounds on his body.
The pommel of his dagger bears the seal of House Meridius.
Medicine: There are no wounds on Flavius,
and while his flesh is pallid and cool, and his
breath is shallow and infrequent and his pulse
weak, he does not appear to be suffering from
any disease or poison. He does appear to be
slowly wasting away, however, his muscles beginning to atrophy and flesh sunken. He appears to be slowly starving to death.

Once the players have been in the room long enough to


investigate, or as soon as they touch Flavius, Corycia will
appear out of thin air, perhaps behind the players. She appears as a nude, lithe, beautiful young woman whose skin
is exceptionally pale and bluish. At first she is confused and
thinks that one of the male players is her son Lycoreus, exclaiming that he has finally returned to her after so long, she
will move to him and plant kisses on his brow. Her touch
is exceptionally cold and inhuman, calling for a SAN check
on anyone touched (0/1d2 SAN). Shell quickly realize her
error, though, and move to Flavius, caressing him and lamenting that he has left her, only to suddenly realize that
he is not her son either. She is confused and has very little
comprehension of mortal time, to her Lycoreus might have
left days ago, or it might have been centuries.
If the players try to take Flavius away, her visage will become
a mask of sorrow, pain and anger, her eyes suddenly burning
with a cold flame and her skin turning black as night. Seeing this calls for a SAN check for all present (1/1d3 SAN)
as she shouts out:
Touch not the mortal for he is mine!
For if I cannot have my son,
then this mortal shall suffice
To sustain me in my long mourning.
My son Lycoreus, long gone from my heart
Left me here to await his return.
Long suffering, beyond grief, beyond despair.
My tears no longer shed for him
I have withered in mourning.

If they persist in moving Flavius body, she will repeat her


warning Touch not the mortal for he is mine! He shall sustain me until my son returns! and then use her POW attack on one of the players who is trying to remove Flavius.
The attack instantly freezes the victim in place, and initiates
a POW vs POW contest. While the victim of this attack
could be carried out of the grotto, he will suffer at least two
rounds of POW attacks from her before the other players
can remove him from the cave. She wont leave the cave or
follow after them. If they make no effort to remove Flavius,
she will not physically attack them, crying out in vain for
her missing son as they leave.
If she is banished (by fully draining her Magic Points (MP)
or through physical violence see below), Flavius can be removed from the cave, and will eventually recover and, now
released from her presence, will come out of his coma, but
he has lost considerable MP to her and is dehydrated and
starving. With successful Medicine or First Aid and given
food and water he will recover his health but not his MP.
Hell never be quite the same again.
If they back off from Flavius, her demeanor will calm a bit,
but her eyes and skin continue to flicker with color changes
as her emotions ebb and flow beneath the surface.
If the players engage her in conversation, perhaps asking
what happened to Lycoreus, she will respond:
Lycoreus my son,
Offspring of Apollo,
He sought the highest peak
To challenge the gods.
To question their wisdom.
To ascend to his rightful place amongst them.
Alone now forever I pine for his return.
Corycia will not negotiate or bargain with the players; she
is a wild spirit: dangerous, willful, and chaotic. Shell make
it clear that she will only release Flavius if her son Lycoreus
is returned to her.

Finding Lycoreus
Trekking to the top of the mountain requires a few hours
but is fairly straightforward; eventually the players will be
caught in a vicious afternoon thunderstorm. If they can
make a Navigation roll, they will find shelter under an
overhang of rock; otherwise, unable to take shelter from the
storm on the bleak mountainside, a lightning bolt will arc

CL AS S IC S DE PARTM E N T
from the clouds above. This triggers a party Luck roll. If this
is failed, the player with the lowest Luck is struck by lightning, suffering 1d8 armor-independent damage. The other
nearby players suffer 1d3 armor independent damage. All
players are deaf for several minutes, and the targeted player
is made deaf for 1d4 hours. All are knocked to the ground,
stunned for several minutes.

The Mountaintop
Eventually, the players follow a winding path to the mountaintop. A search of the peak will turn up Lycoreus longdead corpse on a precipice of rock. Bones, rusted armor, and
brittle, rotted leather are all that remain, except for an unnaturally beautiful, gleaming dory, a long, ash-hafted bronze
spear that appears to be untouched by the ages of exposure
on the mountaintop. If any of the remains are disturbed,
Lycoreus ghost will appear. Players must make a SAN check
(1/d6 SAN) for seeing the lemure.

Initially the ghost is very hazy and insubstantial, appearing


as a handsome young Greek, his face creased with anger.
Hell curse the players:
Begone, foolish ones, torment me no more!
Begone, pawns of the gods.
Mighty Zeus! Have you not punished me enough?
Lo these years I have been bound to this haunted crag.
Leave me be! Let me rest in peace!
If they bring word of his mother, he will initially think
that this is some trick of the gods, taunting him with tales
from the living. However, with a successful Persuade roll
the spirit will calm down and listen more closely to them.
Otherwise, it will continue to listen, but be reticent to accept that they are not mortals tricked by Zeus into coming
here to torment him further; they will need to be clever in
convincing him otherwise.

Corycia (Lamenting Spirit)


STR 8
CON 18
APP 16
MAGIC POINTS 16
SIZE 9
INT 14
HP 10
Dodge 50%
POW 16
DEX 12
MOVE 8
Armor: Special

Corycia appears as a nude, lithe, beautiful young woman whose skin is exceptionally pale and
bluish. Grief-maddened, wild and dangerous, Corycia is a dangerous adversary should players
attempt to confront her by force.
POW vs POW Attack: She will use this attack if a player tries to remove Flavius or if she is
attacked. The target is immediately frozen (paralyzed rigidly) in place, and then is forced into
a POW vs POW resistance contest with her each round; each round of failure drains d6 permanent Magic Points (MP) from the victim; if the target wins the round, Corycia loses d6 MP.
If a player is reduced to 0 MP, he falls unconscious and will not awaken until she releases him
from her spell, at which point he will have 1 MP. She may choose to restore a characters permanently lost MP if they bring
evidence of her sons death to her. She can switch this attack at will to different characters; however, she can only attack once
per round with it.
If she is reduced to 0 MP she is banished and cannot reappear until the next full moon. If this happens after she has completely reduced a players MP, that player will be released from her spell, but will be unconscious until the following day,
when he recovers to 1 MP.
She is impervious to normal physical weapons (including fists), fire, and poisons. If attacked with an enchanted weapon
(either Lycoreus spear or some other enchanted weapon) she can attempt to Dodge; more likely she will make her POW vs
POW attack on the player attacking her; if she takes damage in excess of her HP, she is banished until the next full moon as
if she had been reduced to 0 MP.
.

CEPHALOPHOBIA
If they gain some trust with him, he will explain how he
came to find out that his father was Apollo and had given
him the enchanted spear; his hubris lead him to believe that
as an offspring of a god, he had a rightful place amongst
the gods, and he went to the top of Parnassus to demand
his birthright as a hero, as a son of the gods. This of course
was fruitless, and Zeus, the king of the gods, struck him
down. His lemure has haunted this mountaintop for centuries awaiting someone to lay his spirit to rest.
If they win his trust, he will ask them to do two things for
him:
1. Locate the nearby entrance to Hades. He has been unable to cross the River Styx into the underworld because
he did not possess the coin necessary to pay for passage.
If they can find the entrance, enter it, and leave a coin
on the boat which floats near the bank of the underground river, his spirit can go to the Elysian Fields and
finally know rest.
2. Return his physical remains to his mother so that she
will know what happened to him, and apologize to her
for him for his hubris.
If asked, they are free to keep his spear, as he has no more
need for it. He will point out the direction of the entrance
to Hades, near a cliff at the edge of the peak. If they agree
to do the things he wants, his lemure will fade away, but will
return to prod them along until they carry out his wishes if
they tarry.

The Spear
His spear, a greek dory, was enchanted by Apollo, and is preternaturally sharp. It is especially light and quick and allows
him to attack earlier in a combat round (as if his DEX were
1 point higher). It will never rust or become dull. However,
it attracts the attention of nearby magical/mythical entities,
making the bearer more likely to be attacked first by malevolent magical beings. If the bearer is hiding from a mythos
or mythical entity, he is also at -20% to his Hide and Sneak
rolls against such creatures.
Damage: 1d10+1 - HP: 30 - Other stats as per a hasta spear
in the Cthulhu Invictus book.

10

If the players take the spear (or any of Lycoreus remains)


and do not do as he asks, he will continue to haunt them at
inopportune moments, causing a SAN check (1/1d6 SAN)
to anyone nearby every time he appears. The lemure will
continue to harass them even if they travel far away from
Delphi.

The Sunbather
The path Lycoreus indicated approaches a high cliff, passing
through a narrow cleft in the rock. Entering the cleft leads
down a steep defile, ending in a rocky cave entrance.
As the players approach this narrow gap, the sun comes out
and the clouds part. Ask for a Spot Hidden roll. If this is
made successfully, they can see a woman near the opening
of this cleft, basking in the sun on a rock. If they fail the
roll, they do not see her until they are much closer. If they
call out to her from afar, she will stand and beckon them.
Players can attempt to avoid her, although there is no direct
way around her a risky series of Climb rolls is required to
bypass the gap in the cliff.
If they do see her and approach with some stealth (requiring successful Sneak rolls to get close without alerting her),
her eyes will be closed as they approach. She appears to be
a youngish woman who is basking in the warmth of the
sunlight after the storm. Her damp tresses are splayed over
her shoulders; her simple wool chiton, wet from the thunderstorm, steams as the sun dries her.
If they do not see her from afar, or if they fail to sneak up on
her, she will stand up, startled. If they call out to her from
far away, she will beckon them. When they approach closely
enough, she will smile, revealing long, serpent-like fangs
and reptilian eyes. They must make a SAN check (1/1d6
SAN) at seeing this Child of Lamia close up. With a growl,
she will spring forth and attack them. She is a vicious opponent, and will try to grapple the nearest player and use her
deadly Blood Drain on them.

CL AS S IC S DE PARTM E N T
Child of Lamia
STR 13
SIZE 10
POW 14
APP 12
HP 12

CON 14
INT 12
DEX 13
Move 10
Damage Bonus: +d4

Grapple: 45% (+Blood Drain); Bite: 50% (d3+DB);


Dodge: 30%
Blood Drain: When successfully grappling, she gets
an automatic bite on the victim and begins draining
d6 STR from him each round (in addition to the initial Bite damage). Once the targets STR reaches 0,
she begins draining CON at the same rate. When the
targets CON reaches 0, the victim dies. Each point
of STR or CON drained by the Child refreshes her
HP. A victim left alive by the Child of Lamia regains
STR and CON at the rate of one point per day of the
players choice.
Armor: 4 points of tough skin

Occult or Other Kingdoms (Greece): Lamia


was a mortal with whom Zeus fell in love. Jealous, Hera cursed Lamia to become part serpent,
part human. She devours children, slaying
their parents. She gives birth to cold-blooded
serpent-human hybrids who drink the blood of
humans.

The Path to Hades


The rocky path descends into a natural cave.

Track: Only recent tracks from the Child of


Lamia are visible.
The passage descends slowly into the earth. Within, a noxious smell arises - a mixture of the rot of death, the stench
of sulfur, and the choking smoke of burned charcoal. Investigators must make a CONx5 check to continue into the

cave. A failed roll indicates that they cannot bear the stench,
vomiting and gagging reflexively and scramble back out into
the clean air. The deeper they go, the stronger this smell
becomes. Allow them a bonus to the roll if they cover their
faces with a wet cloth or other crude protection.
After a few minutes of downward progress, the passage
widens into a room. Visibility is low due to the smoke and
fumes. From one side of the room to the other a bubbling,
roiling river flows through openings in the stone walls. The
river appears to be the source of the fumes, and in places
the surface is on fire. Near the edge of the river cower and
crouch ephemeral spirits of the dead victims of Corycia
those who have died in the centuries of her mourning for
Lycoreus.
Upon entering, investigators are mobbed by these spirits,
who beg, plead with, threaten, and harass them in an agony
of madness and frustration they all desperately want to
reach the underworld but cannot because of their deaths
at the hands of the naiad. Like the lemure of Lycoreus, they
are incorporeal and cannot physically harm the players, but
experiencing this pitiful and hideous scene causes a SAN
check (1/1d2 SAN). These tortured souls have gone mad
over the centuries and there is nothing the players can do to
help them reach the Elysian fields.
At the edge of the river floats a small boat, unharmed by
the flames. Approaching the river close enough to place
something in the boat causes 1d6 damage to a player. If the
player attempts to get into the boat, he will suffer an additional 1d6 damage per round he is in it. If the investigator
becomes immersed in the water, he will suffer 4d6 damage
per round.
If the players place a coin in the boat, Lycoreus spirit appears in the room and gets into the boat, which begins to
drift into the current and quickly floats out of sight. As he
disappears he thanks them, reminding them to return his
mortal remains to his mother and give her his apologies.
When Lycoreus disappears, the hovering lemures scream out
in agony as they realize that they are now forever prevented
from travelling to a peaceful afterlife. These terrible wails
provoke an additional SAN check (0/1 SAN) to those that
hear them.

11

CEPHALOPHOBIA
Returning to Corycia
If the players return to the grotto with the remains of
Lycoreus, Corycia will tell them:
My heart of hearts knew the truth
His hubris was his end.
Not even his father could shield him
From the wrath of the gods.
I thank you for returning him to me.
I can now truly mourn as only a mother can.
Please, sacrifice a ram at his fathers temple
that his name can be cleansed
And he can finally know peace.

with tiny white flowers. They are releasing a strong aromatic


fragrance that fills the hillside. The creek now flows with
water once again down toward the city of Delphi.

Returning to Flavia
If the players return without Flavius (perhaps because they
could not remove his body from the grotto), and tell Flavia
that he is dead or unrecoverable, she will be mournful but
thank them for finding the truth. She will give them 100
sestertii to pay them for their service. If the keeper has
a need for the players to visit the Pythia, she will
also give them her reservation, handing them
a small clay token inscribed with the symbol
of the serpent Python.

With that she begins to cry; as her


tears fall onto the altar, the spring
begins to flow and (magically) fill
the deep cistern, eventually flowing
out of the room and into the channel outside, then pouring into the
creekbed. She fades from view as the
water flows.

Pythian Token

With this, Flavius (along with any ensorcelled investigators) is released from the grip
of her spell and his Magic Points are restored, although he will still be unconscious, weak and starving until
Medicine or First Aid is used on him successfully. He will
have to be carried down to Delphi for he is too weak to
walk.
When the players leave the cave, they will note that the grove
of Thuja trees has sprung back to life, and are blossoming

12

2012-2014

If they return with Flavius, whether


conscious or not, she will embrace
him with tears in her eyes and call for
a doctor to treat him (if none of the
players have been able to do so). She will
thank the players graciously and give them
500 sestertii, as well as her reservation token
with the Pythia.

Sanity Awards



For rescuing Flavius +1 SAN


For slaying the Child of Lamie +1d2 SAN
For laying Lycoreus ghost to rest +1d2 SAN
For informing Corycia of Lycoreus fate and restoring
the spring +1d2 SAN

Cave Beast
by E. Walker Lindsey

-H.P. Lovecraft, The Beast in the Cave, 1918

Cave beasts are human beings or decendants of human beings who have adapted to subterranean
conditions. Cave beasts can move either on two legs standing upright, or on all fours like an ape. The
first impression upon seeing one is of a white ape larger than a chimpanzee and smaller than a gorilla,
with thin white body hair, and lots of hair on the head and face. Upon close examination, their faces
are human, but with deeply sunken eye sockets, and all black eyes without irises.

Cryptozoology

It appeared to be an anthropoid ape of large proportions, escaped, perhaps, from some itinerant menagerie. Its hair was snow-white, a thing
due no doubt to the bleaching action of a long existence within the inky
confines of the cave, but it was also surprisingly thin, being indeed largely absent save on the head, where it was of such length and abundance
that it fell over the shoulders in considerable profusion The inclination
of the limbs was very singular, explaining, however, the alternation in
their use which I had before noted, whereby the beast used sometimes all
four, and on other occasions but two for its progress. From the tips of the
fingers or toes long nail-like claws extended. The hands or feet were not
prehensile, a fact that I ascribed to that long residence in the cave which,
as I before mentioned, seemed evident from the all-pervading and almost
unearthly whiteness so characteristic of the whole anatomy. No tail
seemed to be present.

Cave beasts will avoid combat, but will attack if at all threatened or cornered. They prefer complete
darkness and will retreat from bright lights. They are very strong, but due to weak nutrition have a poor
constitution and low hit points. They can exist singly or in groups.
Investigators will not be able to examine a cave beast without injuring, capturing or killing one, in
which case, a successful spot hidden, biology or natural history roll will reveal its human origins. Sanity
loss for realizing you have just killed a human being is 0/1D4. If captured, the beast may be able to
communicate in rudimentary English, or another appropriate language.

13

CEPHALOPHOBIA

Cave Beast
Characteristic
STR
CON
SIZ
INT
POW
DEX

Rolls
3d6+6
2d6+2
2d6+6
1d6+1
3d6
3d6

MOVE: 5

HP: 7-8

Averages
16 or 17
9
13
4 or 5
10 or 11
10 or 11

Average Damage Bonus: +1d4


Weapons: Claws 45%, Damage 1d8 + Damage Bonus;
Bite 30%, Damage 1d6 + Damage Bonus
Skills: Hide 60%, Jump 45%, Sneak 30%, Grapple 35%
Habitat: The beast is known to inhabit Mammoth Caves
in Kentucky, but similar adaptations could exist in cave or
tunnel systems throughout the world.

Homunculus
by Jon Hook

A homunculus is a miniature representation of a human


being; this magically created creatures sole purpose is to
be a slave to the caster. The alchemical process to create a
homunculus is an intensely evil one; it creates a link between
creator and homunculus that allows the caster to see and
hear through the homunculus construct at will.
The sight and sound link between the creator and homunculus
is not continuous or involuntary; the creator must make a
conscious effort to reestablish the link, but the creator is
able to do so without spending any Magic Points. Also, the
creator may access and view any memories the homunculus
has collected while the creator was not mentally connected
to the homunculus.
Due to its low intelligence, the homunculus is unable to
make complex decisions on its own. Similar to a chimpanzee
or a dog, the homunculus can be taught simple commands
and tasks, to include limited grammatical and spelling skills

14

for written communication. A homunculus is incapable of


vocal speech, regardless of how or what it is constructed
with.
The shared bond between creator and homunculus also
allows the creator to use the homunculus as a conduit to
cast spells through. The caster can see and hear through
the homunculus slave, and then cast a spell as if the caster
were standing in place of the homunculus. Because the
homunculus is only a lens by which the caster is channeling
a spell through, it is not required that the homunculus be
capable of the complex speech or dexterous gestures that
may be required to cast a spell.
A homunculus slave, by its very nature, is small, quiet, and
inconspicuous, making it an excellent spy for its creator.
And while a homunculuss intelligence may be limited, it
can be quite proficient at tasks that it has learned through
repetition. A homunculus is a creature of habit, and never
tires of its duties.

CRY P TO ZOOLO G Y DE PARTM e N T

Homunculus (Diminutive Slave)


Characteristic
STR
CON
SIZ
INT
POW
DEX

Rolls
1d3
3d6
1
1d6+1
1
3d6

MOVE: 3

Average HP: 5-6

Averages
2
11-12
1
3-4
1
11-12

Average Damage Bonus: -1d6


Weapons: None
Armor: Usually none, but if the homunculus was constructed out of durable materials, then it might have 1 point of
armor, or it could be resistant to fire or other harmful elements.
Skills: Climb 60%, Conceal 75%, Creators Language 35%,
Listen 40%, Sneak 60%

Sanity Loss: 1/1d4 sanity points to see a homunculus, but


the Keeper should feel free to adjust the potential sanity loss
based upon what the homunculus is constructed out of. If
the creature has a cloth body with a gourd for a head, then
1/1D4 would be appropriate, but if it were the animated
corpse of a deformed two-headed baby that had been preserved in a jar of formaldehyde, then maybe 2/1d8 sanity
points would be more appropriate.

As we reached the top of the staircase, the dinimut


ive
shadow fled once again around the corner but
we had
seen just enough to confirm our mutual impressions
.
Good God, Evanston, said my companion in a hoa
rse,
shaking voice. It is a child . . . an infant!
But what kind of infant could move with such unn
atural
agility and silence, or have so terrible an aspect?

New Spell:

Create Homunculus
A homunculus is a miniature representation of a human
being. The homunculus can be constructed out of inanimate
materials to look something like a miniature human, or it
could be the animated body of a diminutive human corpse
that has been well preserved.
The caster must spend thirty nights constructing the
homunculus, imbibing it with oils and incense each night; in
addition, the caster must also spend five Magic Points each
night. On the thirtieth night, the caster must then sacrifice

one point of POW, spend another five Magic Points, and


lose 1d4 Sanity Points.
A caster is limited to only having one homunculus slave at a
time. Should the homunculus be destroyed, and the special
bond between creator and homunculus is broken, then the
caster suffers a backlash of magical energy and loses one
point of POW. Thereafter, the caster is then free to create a
new homunculus.

15

Fixer
The

Vocational Education

by Charles Gerard

16

Need an NPC who can get you a car on short notice with
no questions asked? Connect you to the black market?
Broker delicate, backroom agreements? Obtain travel
permits to get you out of war torn, third world nations?
You need a Fixer.
Sometimes, you need a local contact to help you get things done. When a foreign journalist travels
to an unfamiliar place to cover a story, his or her first move is to hire whats known as a fixer.
These professionals serve as the expert eyes an outsider lacks. They arrange things transportation,
accommodation, meetings, interviews, permits, or even hiring and managing local workers. They are
the keystones of foreign reporting and many other kinds of overseas operations. They work miracles.
They keep you safe. And their heroism usually goes unsung.
A good fixer knows the social landscape, the political nuances, and the cultural landmines. Sometimes
a translator or a guide can also serve as a fixer, but they have very different skill profiles. Theres plenty
of overlap, but if you only ask for a translator, you might end up with a university student who studies
English, but has no idea how to blend in, to screen sources, or to call a bluff when needed. Still, theres
plenty of overlap in these professions.

Language skills are a


prerequisite. A good
fixer would know a local
language or two on top of
the lingua franca... Social
skills and adaptation are
also key qualities. Having
relevant connections is
a must the more well
connected, the higher the
value.

Fixer skills will match the profession theyre serving. A


journalists fixer is often a freelance hack or a working
journalist on loan from a local paper. An archeologists fixer
probably has some connection to the field. Word of mouth
is the best way to find a fixer. Reputation is the fixers most
important feature. Check references. Youll be sorry if you
dont.
Though a fixer might have to broker shady arrangements or
navigate corrupt systems, integrity is their currency. They
know that winning the trust of one client leads to more
business, repeat business, and higher pay next time around.
The best ones are legendary, and sometimes form lifelong
partnerships with particular clients. An Egyptologist or a
survey team might employ the same fixer for every visit to the
country. The BBC might rotate new foreign correspondents
in New Delhi for a few years per posting, but a good local
fixer would remain constant, keeping a relationship with
the same post for decades, passing from reporter to reporter.

VO C AT ION AL E D U C AT ION
The fixer not only has to know their own culture and
subcultures, but has to understand the inscrutable mindset
of the foreigner. In some countries, there can be a vast
mismatch in sense of time and urgency. In some languages,
the word for tomorrow can mean anytime in the next few
days that can spell disaster for a journalist working on
hour-by-hour deadlines. Training a green fixer is a species
of torture.
The fixer position can carry a certain amount of local status.
Thus, in places where the demand for the position is high,
local jealousies can come into play, even sparking conflicts
between villages, tribes of families. If a Kurdish fixer seems to
be hogging all of the work, for example, a Shia Fixer might
become suspicious, undercutting the Kurds reputation
or worse. These sort of games are much more likely with
inexperienced staff.
Language skills are a prerequisite. A good fixer would
know a local language or two on top of the lingua franca.
In the Peruvian Andes, if your guide speaks Spanish but
not Quechua, youll run up against big cultural barriers.
Even if your fixer knows how to speak the local language,
ethnic sensitivities are always a factor. Its not unusual to
hire multiple fixers or fixers who hire other fixers when
operating in a diverse region. Social skills and adaptation are
also key qualities. Having relevant connections is a must
the more well connected, the higher the value.

Specialist Fixers
Fixers often specialize, so their skills match up to the kind of
clients they work for. The following are a few examples of
the many kinds of Fixers that Investigators may encounter.

Journalist Fixers
A fixer for journalists would have contacts in the government,
would know good local journalists, would know key players
in health, agriculture, disaster relief, and would likely have
worked as a local journalist themselves.
Suggested Profession Skills: Bargain, Fast Talk, Psychology,
Photography, Law, Credit Rating, History (own) + 2 to 5
Additional Languages.

Eddy al Wahid
Crackerjack Jour
no- & Developmen
t Fixer
Location: Yemen
Era: Present Day
STR 10
INT 15
CON 15
LUCK 55

DEX 14
EDU 13
POW 11
KNOW 65

SIZ 10
APP 11
SAN 55
HP 13

Arabic: 75%, Be
dawi: 65%, Engli
sh: 40%,
German: 30%, Fr
ench: 30%, Bargain
45%, Fast
Talk: 50%, Psycho
logy: 30%, Photog
raphy: 20%,
Law: 25%, Credit
Rating: 55%, Histo
ry: 35%
Eddy walks a fin
e line as a fixer
for Western
journalists in one
of the most volat
ile areas of
the Middle East.
He is known as a
fair-minded,
scrupulously ethi
cal contact who ca
n be trusted
by multiple news
agencies and loc
al groups.
Much of that cr
edibility is genera
ted by his
widely recognize
d sense of respon
sibility in
communicating th
e human toll resu
lting from
the ongoing confl
ict between milita
nt groups
(including AQAP
), governmental
forces and
Western powers.
Eddy makes his pe
rmanent home in
the capital
city of Sanaa, bu
t also has extens
ive familial
ties among the tri
bal Bedouin comm
unities.

17

CEPHALOPHOBIA
Film Industry Fixer

Researcher/Academic Fixer

These individuals know how to deal with government


permits for film, and would have some working knowledge
of the technical requirements for a production, or how to
wrangle up a large cast of local extras. Not a few are adept
at striking deals with the right kind of people to ensure
that directors, producers and stars are wined, dined and
entertained in the manner to which theyre accustomed.

Fixers for archeologists or academics understand the permit


process for setting up a dig site, as well as (possibly) how to
calm tensions over the disturbance of ancestral burial sites
or sacred ground. They might know a local shaman or priest
who could ask permission or give symbolic sacrifices to
restive spirits. They would know how to hire careful laborers,
especially if there had been disasters in previous local digs.

Suggested Profession Skills: Credit Rating, Persuade,


Bargain, Charm, Art/Craft (Cinematography), Law, Drive
Auto, Procure, 2 Additional Personal Focus Skills

Suggested Profession Skills: Bargain, Fast Talk, Library


Use, Law, Credit Rating, History, 2 Additional Languages,
1 Academic Specialty

Landon Murrow

xer
Film Industry Fi
geles
An
s
Lo
n:
Locatio
930s-50s)
of Hollywood (1
Era: Golden Age
SIZ 13
DEX 13
STR 12
APP 14
EDU 12
INT 16
SAN 60
POW 12
CON 9
HP 11
KNOW 60
LUCK 60
%,
%, Bargain: 50
, Persuade: 60
%
65
%,
g:
25
tin
:
Ra
y)
Credit
emetograph
Art/Craft (Cin
,
%
%
40
40
lk
m
Ta
ar
Ch
%, Fast
%, Drive Auto: 25
Accounting: 20
ent
the entertainm
w has been in
ter
ea
th
g
in
ur
to
Landon Murro
days when
e
th
of
e
nc
nt
si
ve
the ad
business
the rage. With
re
le
we
ab
ns
as
w
tio
uc
he
prod
d that
ry, Murrow foun
is
w
ro
ur
M
.
es
the film indust
the new tim
to
ly
ce
ni
d
an
ite
es
qu
t, venu
to adapt
finding equipmen
at
t
ep
ad
ly
ar
ul
partic
e.
moments notic
even extras at a
s
do with Murrow
that skill has to
l
of
ro
rt
nt
pa
co
l
al
ho
w
sm

No
usinessmen
b
l
ca
lo
ith
A.
w
L.
connections
al commerce in
et-level, unoffici
much of the stre
e, the newspaper
tim
From time to
.
ns
role
ro
vi
en
its
and
an uncredited
s on screen in
crime
l
ca
lo
a
boy who appear
of
son or nephew
ain
is actually the
for making cert
s a reputation
ha
s,
le
w
rc
ro
ci
ur
n
M
ai
.
boss
In cert
ms disappear.
ep
ke
to
s
ng
ri
st
delicate proble
lling
notoriety for pu
ing
he gained some
arlet from mak
st
ge
ra
de
un
an
of
y
nc
s.
na
on
eg
the pr
row reas
rt of the job, Mur
headlines. All pa

18

ConstantinE Kalitrates
Research/Academic Fixer
Location: Crete, Greece
Era: Classic Era (1920s)
STR 12
INT 15
CON 13
LUCK 60

DEX 9
EDU 17
POW 13
KNOW 60

SIZ 15
APP 14
SAN 60
HP 14

Bargain: 60%, Fast Talk:


45%, Library Use:
55%, Law: 70%, Credit Rat
ing: 65%, History
(Classical Greece) 70%, Tur
kish: 50%, German:
40%, Archaeology: 45%
Constantine Kalitrates is
one of the most
sought-after liaisons with
cultural authorities
in post-Great War Greece. Pri
or to the outbreak
of the Great War, he studie
d ancient history at
the University of Vienna. Aft
er the war, it was
largely through Kalitrates
efforts that several
major archaeological project
s were successfully
carried out during the pol
itical, economic and
military turmoil in Greece
throughout the
1920s. He is perhaps best kno
wn for facilitating
excavations on the island
of Algina by James
Penrose Harland in 1926-7
.
A respected and influential
lay member of
the Eastern Orthodox Chu
rch in and around
Athens, Kalitrates is not
adverse to using
his ecclesiastical contacts
to broker business
arrangements when the nee
d arises.

VO C AT ION AL E D U C AT ION
Diplomatic Fixer/Driver

Non-Governmental Organization Fixer

Diplomatic Fixer/Drivers might be defined as one part


chauffeur, one part diplomat, and one part security
personnel. These individuals tend to be experts in local
street conditions, particularly when they are driving on
their native turf. These fixers understand how to navigate
the complex web of geography and culture that determines
how efficiently a group of investigators can get around in an
unfamiliar location.

A Fixer for Non-Governmental Organizations (in the


U.S. we call them nonprofits) would also have an intimate
knowledge of other organizations in addition to those
contacts a journalist fixer would have. The two are often
interchangeable.

Governmental Fixer/Drivers might be employees of an


actual foreign service agency. These professionals are trained
in liaising with local authorities, assessing the landscape,
protective driving techniques, evasion, reaction to attack
and coordinated, multi-car formations.
Suggested Profession Skills: Drive Auto, Local Geography,
Psychology, Fast Talk, 2 Languages, Bargain, Mechanical
Repair, Handgun, Procure

Eduardo CaLveras
Diplomatic Driver/Fixer
Location: Caracas, Venezuela
Era: Present Day
STR 14
INT 15
CON 12
LUCK 55

DEX 15
EDU 14
POW 11
KNOW 70

SIZ 10
APP 9
SAN 55
HP 11

Bargain: 40%, Psychology


: 35%, Mechanical
Repair: 45%, Local Geogra
phy: 65%, English:
65%, Portuguese: 40%, Dri
ve: 70%, Handgun:
55%
Eduardo Calveras is an Americ
an of Venezuelan
descent. At age 23, he was
recruited out of a
police special forces trainin
g program in New
Mexico to join the Foreign
Service working in
mobile diplomatic security.
He was assigned
to the American embassy
in Caracas, and is
responsible for conveying
dignitaries and
other state officials safely
to and from various
destinations throughout the
city and beyond.

Suggested Profession Skills: Accounting, Bargain, Etiquette,


Credit Rating, Language (Other), Psychology, Persuade +1
other skill

Leeches
Then, there are the terrible fixers. They often turn up where
demand is high. In a rural natural disaster, for example, few
people on the ground will have the needed skills. But in
desperate circumstances, scam artists pop up like worms
in a rainstorm. As journalists and aid workers flock to the
affected area, flush with foreign currency, anyone with a car
suddenly becomes a fixer. Smart foreign journalists in these
circumstances will travel with trusted staff, who in turn
subcontracts good helpers. It can be a hot mess.
One more warning: Its not unheard of for foreign nations to
recruit local fixers as intelligence assets. The practice would
extend, of course, to other interested employers. Consider
Hakim from the Cairo chapter of Masks of Nyarlathotep
aggressively helpful citizens should always draw extra
scrutiny.

Caveat Emptor
Fixers usually charge a daily rate that compares favorably
to a local salary. In contemporary Southeast Asia, a local
journalist could normally earn about $1000 per month, but
earn $100-$200 per day as a fixer. Translators might only
get half of that amount. The rate in conflict zones is much
higher; $300-$600 per day where local salaries are similar.
In the 1920s, a reputable fixer in an undeveloped part of the
world might earn $5-10 per week.

Part of Calveras work involv


es keeping an ear
to the ground by gathering
intelligence from
non-official sources stre
et rumor, barroom
talk, and so on. He tends to
keep his profession
as an employee of the Am
erican government
confidential. He is unmarr
ied and unattached.

19

CEPHALOPHOBIA
I know a guy who knows
this other guy. . .
Notable Fixers in Fiction or Fact
Sallah Mohammed Faisel el-Kahir (Raiders of the Lost
Ark, Indiana Jones and the Last Crusade, et. al.): Sallah is
much more than a certain globetrotting archaeologists
sidekick. The portly Egyptian exemplifies how valuable
local ties and connections are when it comes to
booking passage on a freighter, bargaining for camels
and horses, or securing the services of a translator of
ancient languages. Sallahs large family also plays an
understated, but important part in Indys adventures,
demonstrating why its useful to have a Fixer who has
substantial roots in the community where he operates.
Mr. Ugarte (Casablanca): You know, Rick, I have
many a friend in Casablanca, but somehow, just
because you despise me, you are the only one I trust.
Some might think of Ugarte simply as a petty crook,
but its clear that he knows how to weasel his way fairly
well through the treacherous streets and backrooms
of Casablanca, which can be useful to himself and
others. Ugarte is the type of Fixer who can can be quite
resourceful in obtaining difficult-to-find items such
as exit visas providing you can meet his price, and
arent inclined to ask too many questions. Ultimately,
though, hes unreliable and reckless, which makes him
dangerous to himself and others.
Dith Pran (The Killing Fields): Dith, a photojournalist,
served as a partner, translator and an all-around fixer
for New York Times correspondent Sydney Schanberg
while he was covering the genocide perpetrated by
the Khmer Rouge in Cambodia during the 1970s.
Schanberg credited Dith with saving his life by
successfully negotiating at gunpoint with Khmer Rouge
militants. Schanberg was later able to engineer his
own escape, and that of Diths family, from Cambodia.
Dith, however, was obliged to remain behind and was
taken into custody by the Khmer Rouge. He was
interned in a work camp for four years before making
his escape on foot to Thailand. Dith is an outstanding
example of a Fixer who is driven by ideological and
humanitarian motives rather than private gain a
reliable, resourceful and heroic ally.

20

New Skills for the Fixer Profession


Procure Miscellaneous
Yes, there are plenty of skills that cover this, but I think its
time to put this specific skill description in the toolbox. Face
from A-Team had it, and the best fixers have it in spades. You
need a jar of Jiffy Peanut Butter in the middle of Tanzania? Got
it. Need the chemical components for thermite? Done.

Local Geography
The derived know ability just doesnt cover the degree to
which a fixer can tell you exactly where something or someone
is. This degree of local knowledge is represents conflates both
geographical and cultural sense, the ability to understand not
only where things are located, but why.

Etiquette
A huge part of a fixers value is knowing how to avoid offending
locals. Is this a country where I cant touch my shoes in
public? Should I point to my right elbow when I hand money
to someone? This skill could also be used to diffuse volatile
situations, smooth over tensions, or to loosen up distrustful
NPCs.

Look, whatever you do, dont forget that you


never, ever greet somebody using your left
hand in this country, got it? You might as well
suggest that they stick their fingers up your
backside while youre at it, because thats
essentially what youre telling them to do.
Wait. . . what? You already did . . . . ? Oh, boy,
thats going to make it about ten times more
expensive to get that dig permit now . . .

Whats it
worth to ya?
Ed Dillon, investigative reporter, has just tracked Emeline Kelly to the Chesterton Hotel, a
somewhat seedy establishment in a low-rent Boston neighborhood. After searching her room in
her absence, hes come up with the evidence hed hoped to find the wealthy socialite is in fact
the high priestess of a strange cult operating somewhere near the waterfront district. But his
job is only half done. Now he needs her to lead him to the dockside warehouse where her sinister
congregation holds its rituals.
Struck by sudden inspiration, Dillon stops in the hotel lobby where a sullen desk clerk is on duty.
DILLON: I go up to the clerk and say, Hey, buddy, whats your name?
KEEPER: (Suspiciously) Harry. Why?
DILLON: Want to make some easy money, Harry?
KEEPER: The clerk gives you a considering look and shrugs. (Still suspiciously) Depends.
Whatve you got in mind?
DILLON: You know Mrs. Kelly, right? The lady in room 23?
KEEPER: Yeah, what about her?
DILLON: Tell you what, Harry. Next time you see her come in, give me a call at this number. Im
going to produce my calling card, write the newsrooms phone number on it, and fold three twenty
dollar bills around it. Then I push it across the counter to him.
KEEPER: The clerks eyes widen. Holy smokes! Sixty bucks? Yeah, sure, Mister. Ill let you
know when she stops back in.
DILLON: And she doesnt need to know about this right, Harry?
KEEPER: Oh, yeah, right. Mums the word! He slips the card money into his pocket and gives
you a broad grin.

OW MUCH is too much for a bribe? Is hard cash a reliable way to get crucial information or
cooperation? What might happen when a bribe goes wrong and why?

ECONOMICS DEPARTMENT

Some thoughts on handling bribes and tips in classic-era Call of


Cthulhu games | By the MUP Faculty and Logar

Tips and bribes are are familiar strategies to investigators who want to cut through red tape and get to
a desired result with a minimum of fuss or scrutiny. Unsurprisingly, such transactions are among the
most useful tools Call of Cthulhu players have for moving the story along rather than getting bogged
down in minutiae, or trying to explain the unxplainable to an uninformed NPC (So, youre telling me
you need the key to Room 23 because the lady staying there is the high priestess of what church?) But
even moderately experienced CoC players sometimes struggle with economic transactions in games set
in other eras. This is particularly true of classic-era (1920s) investigations, where the currency is familiar
enough to seem intuitively recognizable to players, and yet is significantly different in terms of actual

21

CEP H ALOPHOBIA
purchasing power. While pages 144-5 of the 6th edition
rulebook provide some useful guidelines for ballparking
bribe amounts and outcomes with respect to law enforcement officers, they leave a somewhat incomplete picture of
what we might think of as the labor value and/or social cachet of the dollar, or other mediums of exchange, especially
in the 1920s.
This is further complicated by the fact that such transactions are not only financial in nature they have important
social and psychological dimensions as well. Tips and bribes
often test the limits of what individuals may find personally,
professionally or socially acceptable. How any given NPC
might respond to an attempt to purchase their knowledge
or cooperation should not only be contingent upon the
amount being offered, but upon a range of variables including that characters ethical standards, personal motives or
pressures, social position, political or professional environment, or even physical context.
The following are some considerations for Keepers and investigators for handling tips and bribes in their classic-era
games. Well look at some useful methods for determining
plausible amounts for bribes, and address possible fallout
when Investigators bid too far above that threshold of plausibility. Well also consider problems arising from over-reliance on bribery as an information-gathering method. Not
all such transactions need to be played out in excruciating
detail at the game table, of course. But Keepers and investigators should be aware of how these kinds of exchanges can
be leveraged as opportunities for building game authenticity
and encouraging good roleplaying.

Bribery: Not an Exact Science


The Call of Cthulhu 6th edition rulebook
provides useful tips for calculating plausible
bribes for police officers as they relate to
misdemeanors, civil or criminal infractions in
relation to daily, weekly or monthly pay scales, as
well as the risk vs. gain ratio.
It would be a mistake, however, to assume
that the price of cooperation or information
is arbitrary. Less quantifiable, but just as
important, are the context, circumstances and
(above all) motives and personalities of those
involved in the transaction.
22

Bribery as an Economic Transaction


You gave him how much???

All too often, Keepers see investigators hand out $10 and
$20 bank notes (or even more) as if theyre just generous
tips, but not necessarily eyebrow-raising payoffs. The
problem here is relatively simple an unclear sense of the
power of the dollar in the pre-Depression economy.
A reasonable first step addressing this is to consider what
the hourly, weekly or monthly wage might be for the target
of the tip or bribe. Both Keepers and investigators may
well be unfamiliar with hourly rates and wage scales for
skilled or unskilled labor in the 1920s, but a little creative
digging can provide useful resources for establishing the
economic context. According to advertisements posted in
the classifieds section of a 1922 edition of the Boston Globe,
for example, we find that a billing clerk might draw a wage
of $20 per week. An educated guess might place Harrys
income in the same ballpark perhaps $25 per week for
simplicity. [Additional examples of wages by profession
in the Boston area for 1922 can be found on page 25 of
Cephalophobia, courtesy of MUP Forum member Logar.]
As it is, Ed Dillons $60 suggestion that Harry monitor the
movements of a paying guest roughly equates to something
close to three times the desk clerks weekly pay. By way of
perspective, we can use the Inflation Calculator provided
by the U.S. Department of Labor Statistics to arrive at a
modern equivalent of Dillons bribe approximately $832
as of 2013. Given the context and circumstances, $60 is
likely to be far more cash than Harry usually handles at any
given moment the Hotel Chesterton is not the Waldorf
Astoria, after all.

Risk and Effort vs. Gain

As the 6th edition rulebook suggests, investigators as well as


Keepers should ask themselves what the target of the bribe
has to risk or invest in effort in order to fulfill the terms of
the transaction. As risk and effort increases, so too does the
threshold of the bribe.
What Dillon is asking of the desk clerk involves relatively
minimal risk to Harry himself, and while its not necessarily
ethical for an employee of Hotel Chesterton to spy on the
movements of a paying guest, its not so far over the line as
to justify a $60 payoff. A more reasonable amount might
be a full days pay at best. Assuming Harry works a 40 hour
work week (an innovation gaining traction around this
time), we are dealing with amounts in the $5 to $6 range.
Had Dillon tried to recruit Harry to actually tail Mrs. Kelly
or search her room, the amount should change accordingly.

ECONOMIC S DE PARTM E N T
Potential Fallout from Overbidding

When investigators routinely exceed the limits of plausibility


in handing out tips and bribes, it opens the door to
potentially serious gaffes in an investigation. In cases where
these kinds of gratuities are meant to purchase the silence or
tacit cooperation of their targets, over-tipping/bribing may
yield unexpected results, possibly even the opposite of what
is intended. Here are a few possibilities building off of our
example of Ed Dillon and Harry the Desk Clerk from the
Chesterton Hotel:

the more likely that may be to manufacture their product


to meet demand. This is especially true when inordinately
large sums are on offer. In the case of Harry the Desk Clerk,
its not unlikely that he will be motivated to keep feeding our
investigator information so long as it seems to be of value
even if he has to invent arrivals and departures, mysterious
visitors, or other potentially marketable facts concerning
the elusive Emeline Kelly. In such cases, the target of the
bribe will probably try to ascertain more about what kind of
information the investigator is after, and invent accordingly.

Theres One Born Every Minute: When information or


cooperation acquires a monetary value, it easily becomes
tainted. Said another way, once the target of a bribe knows
that their knowledge or help is of value to an investigator,

Its a Free Market: Once an investigator demonstrates that a


given piece of information has monetary value, the possessor
of that information may choose to seek out competitive
offers. An opportunistic (it is perhaps redundant to say

What Should I Roll for That?


Roleplaying a bribe attempt can be a great opportunity for character building and a test of the ingenuity and
inventiveness of the investigators. Rather than relying solely upon a pass-fail die roll to determine the success
of a bribe attempt, Keepers and Investigators can leverage character skills, attributes or personality aspects
to inform a good strategy for framing the bribe. Keepers should reward Investigators who ask perceptive
questions or make sound deductions in making bribes, no matter what the dice say. Die rolls should accentuate
good roleplaying, never replace it.

Psychology

Idea Roll

Know Roll

The Psychology skill is the favored goto method for reading personalities,
motivations or intentions. Players
will commonly invoke this skill when
making bribe attempts to get a sense
of the targets character or state of
mind. A Psychology check might
even indicate whether or not an NPC
can be bought off in the first place.
But Keepers should also remember
that NPCs may be just as invested in
understanding (and exploiting) the
Investigators intentions.

Keepers may consider using the Idea


roll as the measure of an investigators
ability to intuit or deduce information
about the target of a bribe from
any number of environmental or
behavioral clues, then volunteer (or
withhold) information accordingly.

How an investigator approaches a


bribe attempt may also be informed
by more general knowledge about
the target or environment. In some
locales, knowing who to bribe may
be just as important as knowing how
much to offer. Knowing which officers
are on the take in the local police
department is something that an
investigative reporter like Ed Dillon
might be privy to.

Example: Ed Dillons player makes a


successful psychology check (31 out
of 35) while chatting up Harry. The
Keeper shares that Harry doesnt
seem particularly surprised that
Dillon is asking after Emeline Kelly
in fact, the normally garrulous desk
clerk seems rather guarded. Does he
already know or suspect something
about her? Could it even be that hes
one of her agents? Dillon makes a
note of this and frames his approach
accordingly, asking more probing
questions before proffering his money.

Example: As Ed Dillon continues to


chat up Harry, the Keeper calls for
an Idea roll. Dillons player makes an
outstanding success 11 out of 75.
The Keeper tells Dillon that Harrys
eyes seem unusually bloodshot, and
the telltale gin blossoms are evident
in his nose and cheeks. His glance
keeps straying to an empty bottle of
what was probably liquor sticking
out of a half-open drawer.
At that
point its up to Dillon to take the hint
and leverage it or not. Dillon slips a
bank note out of his wallet and places
it on the counter: You know, Harry,
even five bucks could buy a guy a lot
of liquid comfort . . . if you take my
meaning.

Credit Rating
While Credit Rating is often used
simply as an index of character
income, the 6th edition rulebook
clearly indicates that it has less
quantifiable dimensions as well. A
character with high credit rating
is capable of expressing not just
economic status, but also social
connectedness and confidence. When
making bribe attempts, characters
with high credit ratings might
persuasively indicate that they
have the resources and connections
to make life much easier or very
difficult for the NPC in question.

23

CEPHALOPHOBIA
unethical) individual may even rat out an investigator
in hopes of doubling his or her paycheck. Depending on
how enterprising he is, Harry the Desk Clerk could even
approach Mrs. Kelly with an offer to disclose information
about the people on her trail for the right price, of course.
Chum in the Water: Perhaps Harry the Desk Clerk is a very
prudent fellow, but then again perhaps not. Its entirely
possible that news of his $60 windfall may get around.
Flashing about large sums can effectively paint a target on an
investigator not only for other leeches, but for out-and-out
thugs as well. Investigators who are prone to buying their
way through obstacles should carefully consider the effects
of showing a well-filled wallet in even moderately respectable
environments. Keepers should also treat with skepticism
investigators who claim to carry hundreds in cash on their
person at any given time. At the very least, investigators
who are unwarrantedly liberal in their tips and bribes will
find it extraordinarily difficult to keep a low profile, much
less anonimity a distinct hazard in a role playing game in
which discretion and secrecy is often essential.

Offering an implausibly large sum as


a bribe is a good way to spook the
target, attract unwanted attention,
or compromise the value of the
cooperation or information received.
Im in Over My Head: Unusually large bribes may spook a
target rather than entice them. Harry the Desk Clerk might
be wholly justified in thinking that the stakes are too large
for him if $60 is on offer just to make a phone call. Maybe
shes in trouble with the Feds, or shes a mobsters girlfriend
on the run, or something else of that nature. Harry may
not be above taking a bribe on ethical grounds, but there are
some situations its simply better to stay out of.
The Untouchables: On a related note to the above, Keepers
and Investigators should remember that some people just
cant be bought, and will dig their heels in more deeply as
the amounts on offer increase. Bribery, in essence, is an
assault on a persons ethical boundaries, and their sense of
self-worth and integrity. The aphorism that every man has
his price might sound true enough in theory, but the reality
is often less simplistic.

24

Other Considerations
Bribery as a Social Institution

Often enough, bribery and public corruption become so


endemic as to achieve a certain degree of legitimacy. This
is particularly true in developing nations or countries
under severe economic and social pressures, where the civil
administration is incapable of meeting the needs of the
public it ostensibly serves. In such places, bribery is often
simply an accepted way of doing business, almost as if it were
a legitimate surcharge or tax on regular civil transactions.
In some parts of east Africa, such as Tanzania for example,
the extra gratuities and payoffs are simply and openly called
paying the corruption.
Police or public officials in places where bribery is endemic
are likely to shake down locals on a regular basis, and will
probably be inclined to come down especially hard on
outsiders. Knowing who to bribe and when can be a critical
factor in navigating such environments (see Know Roll
on the previous page). Employing a local fixer (see pages 1316) is often a necessary and worthwhile investment. Buying
favor strategically rather than wholesale may make all the
difference to the success or failure to an investigation.

Money Doesnt Always Talk

In some cases, cash itself becomes more of a liability than


an asset. This is particularly true among the disenfranchised
vagrants, beggars, children, etc. who lack the social
credibility to use currency, especially in large amounts.
Such persons are easily victimized, not only by members of
so-called respectible society who may choose to shortchange
or cheat them, but by their own peers as well. Hard cash in
significant denominations is often hard for disenfranchised
persons to protect.
Investigators may consider alternative methods of buying
cooperation and information when dealing with persons on
the margins of society. Offers of food, protection or (sadly)
liquor (c.f. the Shadow Over Innsmouth) will often yield
more reliable and efficient results than the cash equivalent.

Tips vs. Bribes: Whats the Difference?

On the face of it, the distinction between a tip and a bribe


seems intuitive enough as to not warrant particularly
close scrutiny. But that distinction can be quickly (and,
sometimes, usefully) blurred. Simply put, a tip is a gratuity
for a service received, generally as part of the legitimate
social or professional relationship between the parties
involved. When that exchange exceeds the legitimate roles
of the participants, we have moved into the realm of bribery.

E C ONO M IC S DE PA RTM E N T
For example, if Ed Dillon tips the hotel concierge to hail a
taxi for him, that is a simple gratuity. However, if Dillon
tips that same concierge to make sure he gets a taxi, but is
unaccountably unable to flag one down for Emeline Kelly a
few minutes later that constitutes a bribe.
As mentioned earlier, bribery involves testing the limits of
what the target of the bribe may consider to be either ethical
or merely pragmatic. Enterprising investigators will look for
ways to rhetorically frame a bribe as a tip so as to undercut
the psychological pressure on the target by providing a
rationalization to accept. Look, Harry, Ed Dillon might
say, I dont have time to explain, but the lady is in serious
danger if she leaves this hotel. Do me a favor and make sure
she stays put, at least for ten, fifteen minutes, okay?

In Conclusion
Over-reliance on bribery may a game culture in which
players assume they can buy their way past obstacles or
plot points simply by throwing enough money at them.
Investigations that are resolved by determining who has the
deepest pockets tend to be unsatisfying and contradictory
to the ethos of the game. On the other hand, when played
judiciously, bribery is a great engine for generating story
and adding greater depth and color to the world around
the investigators by contributing a certain degree of
economic, social and psychological realism. It can elevate
dull, two-dimensional NPCs to memorable figures with
personalities, motives and priorites of their own. Keepers
and investigators alike will find it well worth their effort to
imaginatively leverage these kinds of opportunities as they
present themselves.

Appendix: Sample Boston 1922 Wage Scales


The following is a cross section of jobs and pay scales taken
from employment advertisements appearing in a 1922
edition of the Boston Globe. Having real-world benchmarks
like these can help orient players and Keepers in terms of
the economics of the 1920s, and discourage the incautious
or inaccurate use of currency during the game. Actual
wages and prices from sources such as period newspapers
give Keepers steadier, more purposeful numbers, building
game authenticity and player immersion.
This is, of course, not meant to be a comprehensive list, but
it can provide enough context for Keepers and investigators
to make reasonable ballpark guesses at the income of other
types of professions. Broadly speaking, we might assume
the following for pay scales:
Heavy, unskilled labor draws roughly $12/week.
A general job with some necessary skill or training
(e.g. shipping clerk or stenographer) draws about
$20/week.
Tradesmen such as plumbers, blacksmiths or
engineers bring in about 65 per hour, or $26 per
40-hour week.
Managerial/foreman positions earn $40/week.

Its worth pointing out that for some professions (cooks,


hospital staff, domestic servants, etc.), room and board
are commonly included as part of the compensation. Jobs
in sales can vary widely in terms of pay depending on
the amount of experience or the product(s) in question.
Similarly, professions in academe (professors, headmasters,
etc.) command different amounts based on the type of
institution and the credentials of the individual.
On
average, a school teacher might bring in about $800 to
$1,000 per year.
Lastly, keep in mind that these pay scales relate to male
and female workers in the Boston area. The same job
might command a noticeably different wage in rural or
economically depressed areas. For more comprehensive,
less location specific references about professions and their
earning power in the later 1920s, you can also consult the
federal Prices and Wages Guide on the University of
Missouris library website at http://libraryguides.missouri.
edu/content.php?pid=298741&sid=2450560.

25

CEP H ALOPHOBIA
Male
Position/Job
Billing Clerk
Blacksmith
Boilermaker
Bookkeeper
Butcher/Sausage Maker
Carpenter/Joiner
Car Inspector/Repairman
Chauffeur (experienced)
Chef (pastry, Sous, general for hotels, schools)
Dentist
Druggist
Druggist, Junior
Fireman

Advertised Wage
$20/wk
65-75/hr
65-75/hr
$20-30/wk
$25/wk
65-75/hr
$65/month
$25/wk
$30-35/wk
$30-35/wk
$30-35/wk
$25/wk
$25/wk

Position/Job
Hospital Orderly

Laborer (general)
Ledger Clerk
Machinist
Manager, retail
Packer
Press Operator
Plumber
Shipping/Receiving Clerk
Stenographer
Stockboy

Advertised Wage
$40/month w/
room & board; $75/
month w/meals only
$45-50/month
$25/wk
65-75/hr
$40/wk
$20/wk
$30/wk
$30-35/wk
$20/wk
$20/wk
$10-12/wk

Female
Position/Job
Bookkeeper
Candy Packer
Cook (pastry or general)
Dishwasher
File Clerk
Hospital Attendant (asylum)
Laundry Sorter
Light Factory Work
Lunch Counter Girl

26

Advertised Wage
$16-20/wk
$12/wk
$25/wk
$9-10/wk
$12/wk
$10/wk w/room &
board
$25-30/month
$10-12/wk
$10/wk

Position/Job
Maid (cleaner)
Office Worker (general)
Pantry Girl
Salesgirl/Counter Girl
Stitcher
Stenographer
Switchboard Operator
Typist
Waitress

Advertised Wage
$10-12/wk
$12-15/wk
$8/week w/room &
board
$12-20/wk
$12/wk
$20/wk
$15/wk
$15-18/wk
$8-12/week

The Plawson
Tapes

N 1983 a series of horrible sex crimes rocked the small town of Plawson, Michigan. Over a dozen
people were raped, sexually tortured, and murdered. The victims ranged in race, sex, and age and
there seemed to be no common thread connecting them. After ten months of nightmares, the terror
just stopped and the killer was never arrested, but what turned this tale of murder and madness into an
urban legend was a news report that discarded wrappers to blank Betamax video cassettes were found at
three of the crime scenes. It was believed that the sexual sadist recorded his atrocities. Since then there
has been whispers that men with deviant tastes might acquire these snuff films if they knew what dark
shadow to look in.
That legend is true.

The Plawson Tapes have since been transferred to DVD. The identity of whomever first made the copies is unknown, but it is believed to have been the original murderer. It is unknown how many copies
exist, but DVDs have been recovered from triple homicide crime scene in 1998 and in the collections
of three serial killers. The location of only one of these DVDs remains known, that being in a Boise,
Idaho police evidence room. The rest of the DVDs have disappeared. Perhaps quite coincidently, several
police officers either disappeared or committed suicide shortly after the DVDs vanished. In one famous
instance a Cleveland homicide detective murdered his entire family before putting a bullet through his
head. What was not reported was that a melted DVD was found in his fireplace.
As for the original Betamax tapes, their location, like the identity of the one that made them, remains
a mystery.
The truth behind all this is a man named Paul Culkly. In the early 80s, Paul was a very jaded devotee
of pornography. In a quest to push his limits and feed his deviant desires, he found a group of secretive
hedonists and managed to not only join them, but read their most forbidden text; excerpts from The
Revelations of Glaaki, Volume XII. In doing so he became a conduit of Ygolonac, the lord of deprave desires and destructive self-indulgence. However instead of being used and quickly consumed by the gluttonous Great Old One, as most are, the ancient evil allowed him to live. Perhaps Ygolonac found Paul
to be a vessel worthy of repeat possessions, for the ancient evil would step into the mans flesh, enjoy
its pleasures, and then leave until the next time the Hand That Feeds hideous hungers needed sating.

HISTORY DEPARTMENT

The secret history of the mysterious video footage that captures the
heart of depravity and madness | By Brian Sammons

It is unknown if it was Paul or Ygolonac that first thought to record their crimes, but the end result
was a video diary of depravity. These videos provide a first person view of rape, torture, and murder.
The video quality is jittery, blurry, and often static filled due to the poor quality from one of the first
commercially available camcorders. The complete Plawson Tapes run over five hours and shows fourteen men, woman, and children being victimized in various ghastly ways. The face of the cameraman is
never shown, but his hands are. Sometimes they are the bloodstained hands of Paul, using instruments
of torture. Otherwise they are the bloated, empty, and green-tinged hands of Ygolonac wearing Pauls
flesh. In these instances they never hold weapons. They caress the cringing victims, leaving bleeding bite

27

The Plawson Tapes

Video Mythos Tome - in English, recorded by unknown (Paul Culkly), 1983, 318 minutes.
An unknown number of copies of these videos exist but
they are very rare. The vast majority are on DVD, although
Paul still owns the nine original Betamax tapes. Watching
the video without the sound causes 1D4 SAN loss per hour
by all but the most hardened, or sociopathic, individuals.
Watching the video with the sound on causes 1D6 SAN
loss per hour for the combination of atrocities and mythos
knowledge gleaned from Paul quoting from The Revelations of Glaaki. This also grants +1% to Cthulhu Mythos
per hour.
Worst of all, just as reading a single page of Volume XII of
The Revelations of Glaaki draws the attention of Ygolonac,
so does watching the Plawson Tapes, but only with the
sound on. If the viewer is of a morally debased nature then
they may become a vessel of the Great Old One and find
themselves possessed by the deity. Otherwise they will draw

the wrath of Ygolonac who may send some of his loyal degenerates to deal with the viewers, or take more direct means
to smite them.
Spells: in hour three of the video there is a scene of Pauls
hands using blood to write on a bare wall in a mix of English,
gibberish, and strange symbols. During this, the psychopath
can be heard chanting alien sounding words. When finished
the hands disappear from view, then grunts and sickly gurgling sounds can be heard and a green glow commences.
When next the hands appear they are the large, green-tinged
hands of the second cameramen (Ygolonac). This is the
spell Contact Ygolonac and performing it is very dangerous as it draws the Great Old Ones attention and ire just
as if the caster had read the dreaded twelfth volume of The
Revelations of Glaaki.

marks in their wake. Often the ghastly images on screen are


bathed in a sickly green light.
The sounds that accompany these nightmarish images largely consist of the screams and pleas of the victims. When
Ygolonac is in charge the Great Old One only chuckles low
and menacingly. When Paul is in control he taunts the victims, shouts profanities, giggles insanely, and worst of all,
recites passages from The Revelations of Glaaki.
As for what happened to Paul Culkly, he is still alive all
these years later and still one with Yglonac. He is now in
his mid-sixties and while his whereabouts are unknown, he
often haunts the darkest corners of the internet in the chat
rooms where pedophiles, snuff film fans, those looking for
real rape films, and anyone wanting the hardest of hardcore
porn lurk. If he finds a truly depraved soul he just might offer to send them a copy of Plawson Tapes for both their, and
Ygolonacs, amusement.

28

Short Fiction by Shane Ivey

1998 by Shane Ivey. Reprinted by permission.

eddy often sat in the silence of a darkened bedroom, a room rank with the smells of teenage sweat
and filthy clothes, lit only by the pale glow of a monitor and disturbed only by the soft sounds of
gasps and grunts from the computers speakers. He typed quickly and his breath was quick, his breath
was hot and shallow, and moist. His eyes would often be narrow with concentration, his whole being
focused on the images that scrolled past, downloading, uploading, always waiting with his teeth halfbared and sticky in impatience. He sometimes would lean forward as the intensity of his gaze turned
yet more tense, and he would exhale in a low hiss. This was his church, his worship, and the glistening
images and the sounds of ecstasy and degradation were his deity, for a time.
Teddy never saw the men who watched him, grim-faced men in dark suits who sweated and stank in
the endless stillness of their own observation. He would never see them, but strange cameras clicked and
whined away the hours as he sat before his console, his altar, his shrine to breathless heat and hatred.
The men wore bland, bored expressions, staring, waiting. Only one of them was not blank, as he sipped
a cup of lukewarm coffee and looked at the others and wondered if their memories haunted and chilled
them. He spoke into a tiny microphone. Zero three thirty four hours. Subject is viewing a digitized
film of a woman trying to fuck a German shepherd, and the rest of us are bored as hell. You think that
says something bad about him, or us?
A tinny voice replied in irritation. Youll break my heart, Kelley. Now shitcan the philosophizing.
Teddys destruction began when he was fourteen years old, lying with a broken nose on a detention hall
floor. Air conditioning units rumbled overhead, and dust motes shone in a beam of harsh light which
pierced the shade. The teacher stood over him, flushed and angry. They were alone. Thats a lesson to
you, the man said huskily, and his voice held a different menace than his fist. Now get up. You know
what to do, you little faggot, you little cocksucker. Teddy looked up and knew fear and loathing, hatred
and helplessness. An old book lay open on the table, its pages yellow and limp over a cracked spine to
reveal the words most sacrosanct. He knew what to do.
Not long after he met a girl named Ashley Miller. She was young and pretty and conciliatory, and they
both knew that she wasnt the sort who talked to kids like Teddy, but she talked to him anyway. She
would laugh and chat and sometimes he would make jokes and he would forget what he had to do, and
one day he told her about secrets that he knew.
He wants me to be his priest, Teddy said.
His what? Who?
You could come, too. You could see his hands.

MODERN LANGUAGES & LITERATURE

Y.GOLO.NET

He touched her, his wet palms licking her face as he forced himself to breathe. She cringed, then she
screamed and shoved him away.
The next day Teddy kneeled in an ill-lit room, the air choked with dust, the slough of a thousand or
a million dying bodies. His eyes were slitted, his pupils dilated, his breath shallow, his skin dry and

29

CEP H ALOPHOBIA
hot, his brain afire, his mouth slick and oily. The teacher
was gone, for a time. You know what to do, you little cocksucker. He looked up at a luminescence of bloated decaying
flesh. You are too slow, the voice told him. Finish your
task, and I will judge it. These morsels are not enough. Let
them know My name that I may find them, and feed. The
words of the old book seemed to rise fluid into the air and
drift, poison truth, into the ether. He knew what to do.
He sat alone again in his room, dazed, insensate, sending
words out to the world. The screen flickered and died, and
the sound with it, as power was cut off to the house. He did
not stir. Softly the door opened and two black-clad figures
appeared, and then a red pinpoint of light formed upon his
forehead, gleaming through the window-pane. He did not
stir. One intruder drifted in with quick steps and went to the
console. He produced a wire cutter and in slightly over two
seconds severed the computers links to the outside world.

The words of the book


seemed to rise fluid into the
air and drift, poison truth,
into the ether.
The figure looked up with a start as he heard a tinny voice
report in his earpiece: Shes down, subject is down. Marks
look the same. Beta team, report.
The agent in the doorway kept a submachine gun trained on
Teddy, whose eyes turned dully now to regard the men with
a trace of comprehension.
The man in the doorway hissed coldly. On the floor, now,
you little
cocksucker
bastard. You know what to do.
Teddys eyes and mouth widened in hatred, and then they
dulled and were swallowed by something else. The voice
seemed to come from the chair, though it was not Teddys.
You are too late. The doors of my temple have opened

30

wide. The chair creaked with the weight of bloating luminescent flesh. A massive hand grasped the agents face, silencing his scream as a hungry tongue and glistening teeth
met his own.
The window shattered inward as a bullet slammed into the
back of the hulking thing that once was Teddy. The other
agents eyes widened for an instant as the thing turned to
him, and then his weapon flashed and the swollen flesh
erupted in oily blood and fetid meat.
Beta team, report!
The agents gun clicked as it emptied the last round into the
shivering dead mass. He stared with wide eyes. His partner
writhed on the floor, somehow holding in his screams as he
grasped the ruin of his face. Teddys bloody hand lay weedy
and weak nearby, the dead glow already fading to darkness.
Kelley, what the fuck is going on over there?
***
The bizarre phenomenon continued today of copycat killings and mutilations, all bearing similar patterns of unusual tooth-marks, with savage attacks occurring in New
York, Atlanta, Great Falls, Vancouver, Istanbul, Nottingham, Singapore.
At this time the FBI has offered no official statement. All
representatives of the vaunted Behavioral Sciences unit
declined to be interviewed officially, but Special Agent
Jean Qualls acknowledged the common circumstances of
such widespread attacks are most unusual. She would not
divulge any details, however, saying only, We are on the
case.
Now heres Nightly Reports Jeff Chambers with the Lifestyle Report.
Thank you, Trudy. Youve probably heard about it before.
It is a problem of growing concern among internet users:
Junk Mail. It costs us time, and as every company manager
can tell you, time is money! Over the past few days millions
of computer users logged on to find the same unsolicited
mail in their virtual in-baskets, a piece of bizarre apocalyptic correspondence called thelets see if I pronounce this
rightthe Ygolonac mail, from the weird name in the
subject heading and in the body of the message. Religious
experts are at a loss, and most say this is probably just a
prank by some bored kid.
***

Terror

on
the

Deep

Scenario Seed by E. Walker Lindsey

HIS scenario seed takes place on a transatlantic steamship on its return voyage from New York
to Liverpool. It can be played on its own, or as part of a larger campaign. It would be ideal for
connecting a US based campaign with the soon to be re-released Horror on the Orient Express campaign.

In the weeks leading up to the departure, industrialist Samuel Armstrong has been preparing a human
sacrifice to wake a being known as the Dreaming King. In order to wake the King, which he believes
to be an ancient god, the sacrifice must be carried out at a particular point in the Atlantic Ocean. In
preparation for this, Armstrong has assembled a temple, complete with alter and other elements in the
cargo hold of the ship. To protect his project, He has booked a large portion of the cargo area from the
steamship line with the instructions that no crew member enter it. He also has a small contingent of
employees guarding the cargo.
Mr. Armstrong is the owner of Armstrong Forge, a manufacturing firm that rose to prominence in the
Great War, and many on board believe that he is transporting a new weapon prototype to London, a
belief that Armstrong has encouraged.
In order to complete his ritual, Armstrong will need to complete the following objectives:
Divert the ship to a particular set of coordinates far off of the usual course.
Secure a large number of sacrificial victims.

STUDY ABROAD

Keeper information:

When the ship reaches the desired coordinates, he must make the sacrifices in the presence of
a horrific idol, which he keeps in his stateroom.
In pursuit of these goals, Armstrong will also attempt to cut off communication from the ship by sabotaging the radios.

The Investigation:
When the investigators arrive on the boat, they hear gossip about the infamous Mr. Armstrong and
his secret cargo. Different NPCs might speculate on what sort of secret weapon is being prepared by
Armstrong Forge for the next war against the Germans.
Investigators will become aware of a problem on the ship when the radio is disabled, or when people
start going missing onboard. The first missing persons could be explained as a tragic accident, but this
becomes less and less likely as more people disappear. At this point, Mr. Armstrong may seem to be an
ally, as he expresses concern about both the sabotage and the disappearances.

31

CEP H ALOPHOBIA
When someone tries to break into Armstrongs private cargo
area, suspicion may fall on Felix Schmit, a mysterious german who some NPCs think was a spy during the Great War.
Armstrong will encourage these suspicions.
As the investigators are isolated on the boat, much of the research will be limited to interviewing passengers, examining
physical evidence, and perhaps perusing recent newspapers
brought on board before departing New York. The path of
the investigation should lead the the investigators from being suspicious that Schmit is a spy/saboteur to realizing that
he is aware of Armstrongs plan and is trying to thwart it.
Once investigators trust him, Armstrong will quickly kill
Schmit or otherwise eliminate him as a threat. Depending
on how much information they gain from Schmit, the investigators will become Armstrongs next target.

In order to prevent the ritual from taking place, the inves-

tigators must either divert the ship away from the desired
coordinates, destroy the temple, destroy the idol, or preferably all three.

Customizing the Scenario Seed:


This scenario seed is meant as a jumping off point, and could
be added to or customized to fit the needs of the Keeper.
Anything is possible, but here are some suggestions:
Much of the story could be moved to New York,
where there are more investigation options. In this
case, the investigators are probably aware of Armstrongs plans before they board the ship.
In lieu of or in addition to a temple, Armstrong
could be transporting a Shoggoth or other creature
that needs to consume a certain number of passengers before reaching the intended destination. In
this case the the Idol could be used to control this
creature.
The presence of Armstrongs Idol might drive some
of the more sensitive passengers insane, leading to a
spate of violent incidents.

Mythos Threats:
Armstrong can summon some mythos creatures such as
Byakhees and Fire Vampires, or others as deemed appropriate by the Keeper.

g
n
i
K
g
n
i
The Dream
s,
The identity of the Dreaming King is up to the Keeper. He may truly be one of the mythos deitie
or a member of a lesser race masquerading as one.
If the investigators prevent Armstrong from awakening him, they may never learn. If they fail, and
Armstrong completes his sacrifice, the Dreamer is just as likely to turn on Armstrong as help him.

32

STUDY ABROAD
Key Non-Player Characters
Samuel Armstrong, Industrialist/Warlock
Age: 45

HP: 12

MP: 13

STR: 10

DEX: 8

SIZ: 12

INT: 16

EDU: 12

APP: 12

CON: 11

POW: 11

SAN: 55

LUCK: 55

KNOW: 60

Spells: Contact Drowned Dreamer, Summon/Bind


Byakhee, Summon/Bind Fire Vampire, Summon/Bind
[Keepers Choice]

Armstrong is a wealthy British industrialist based in New


York but with holdings in both countries. His company,
Armstrong Forge was instrumental in producing machine
guns, tanks, and war gasses during the Great War.
He is also a Warlock, and a follower of being he knows as
the Dreaming King. The King speaks to him through an
obscene idol which he acquired during the Great War, and
it has promised to help him take political control of Great
Britain, and remake the British Empire.
Other motivations could be used at the Keepers discretion.

Skills: Dagger 35%, Pistol 30%, Fast Talk 65%, Cthulhu


Mythos 80%, others as needed

Felix Schmit, Former Spy


Age: 35

HP: 11

MP: 10

STR: 11

DEX: 10

SIZ: 11

INT: 17

EDU: 11

APP: 9

CON: 10

POW: 10

SAN: 50

LUCK: 50

KNOW: 55

Schmit is a former German intelligence officer who came in


contact with the Mythos and Armstrong during the Great
War. No longer affiliated with the German government,
he has become unhealthily obsessed with Armstrong and
thwarting his plans.

Skills: : Pistol 45%, Sword Cane 35%, Cthulhu Mythos


35%, Sneak 65%, others as needed

33

Image Credits
Cover art: Beginnings by Ian MacLean, Interior design elements adapted by MUP Staff from original illustration.
Used by kind permission. All rights reserved.
Page 7 Sources: Adapted from iStock Photo and www.texturelib.com
Page 9 Source: Adapted from an original photograph by Alaskdan Dude on Flickr.com. Used in accordance with the designated Creative
Commons attribution license.
Page 12 Sources: Adapted from original photographs by Dynamosquito and Anders Sanberg on Flicker.com. Used in accordance with
the designated Creative Commons Attribution, Share Alike license.
Page 13 Source: Adapted from an original photograph by Mike Baird on Flicker.com. Used in accordance with the designated Creative
Commons Attribution license.
Page 14 Source: Adapted from an original photo by Dan Brandenberg / iStock Photo
Page 16 Source: Adapted from decisiveimages / iStock Photo
Page 17 Source: Adapted from U.S. Library of Congress / Bain Collection
Page 21 Soruce: Adapted from an original photo by Wystan on Flicker.com. Used in accordance with the designated Creative Commons
Attribution License
Page 26 Sources: Adapted from an original photo by Wystan on Flicker.com. Used in accordance with the designated Creative Commons
Attribution License; Coins image adapted from an original photograph by Jason Lugo / iStock Photo
Page 27 Source: sumnersgraphicsinc / iStock Photo
Page 28 Sources: Compact disc image by Jonas_ / iStock Photo. Spatter image by Zeds-Stock / deviantART
Page 29 Sources: Adapted from Microsoft Clipart. Elder Sign from 4Vector http://4vector.com/free-vector/elder-sign-clip-art-110926
Page 31 Source: Adapted from U.S. Library of Congress / Bain Collection
Pages 32-33 Source: Original photo by kirbyzz / iStock Photo

Notices
All written works of H.P. Lovecraft are in the United States public domain. The Call of Cthulhu Roleplaying Game
is the property of Chaosium, Inc. Original content of Cephalophobia is the exclusive property of their respective
authors. Cephalophobia is made available freely under the Creative Commons Attribution / Non-Commercial /
Share-Alike License.

Submissions
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http://mu-podcast.com/campus/index.php

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