Three Evenings Of Nightmare Handouts

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three evenings of nightmarehandoutsThis supplement is best used with the Call of Cthulhu roleplaying game (7th Edition), available separately.Gateways to Terror copyright 2019 Chaosium Inc. All rights reserved.Call of Cthulhu (7th Edition) copyright 1981, 1983, 1992, 1993, 1995,1998, 1999, 2001, 2004, 2005, 2015, 2019 Chaosium Inc. All rights reserved.Call of Cthulhu, Chaosium Inc., and the Chaosium dragon are registered trademarks of Chaosium Inc. All rights reserved.This is a work of fiction. This book includes descriptions and portrayals of real places, real events, and real people; these maynot be presented accurately and with conformity to the real-world nature of these places, people, and events, and are reinterpreted through the lens of the Cthulhu Mythos and the Call of Cthulhu game in general. No offense to anyone living or dead,or to the inhabitants of any of these places, is intended.This material is protected under the copyright laws of the United States of America. Reproduction of this work by any meanswithout written permission of Chaosium Inc., except for the use of short excerpts for the purpose of reviews and the copyingof character sheets and handouts for in-game use, is expressly prohibited.

CREDITSAuthorsCall of Cthulhu Line EditorLeigh CarrJon HookTodd GardinerMike MasonSpecial ThanksSpecial thanks to Todd Gardiner, Michael O’Brien, ShaunHately, Sascha Karner, the Call of Cthulhu Melbourne Group,and all of the play testers who helped to craft these scenarios.Leigh Carr would like to thank Regina and Lyra (“you are theworld to me”). Our thanks also to the play testers: Regina Carr,Alex Wright, Adrian Overbury, Romey, Jonathan Strugnell,Jasper, Luke “Mecha” Giesemann, Kymmy Scribendi, AndySmith, Cooper, Steve Glackin, Mark Platt, Falk Scholer,Martin Plowman, Lance Ratliff, Melaina Ratliff, AllisonMoses, and Ed Possing.Editing and DevelopmentLynne Hardy and Mike MasonArt DirectionLynne Hardy and Mike MasonCover ArtMariusz GandzelInterior ArtClear CreditChris Huth“The Necropolis” written by Leigh Carr and originally editedby Shaun Hately, later developed by Mike Mason and LynneHardy. “What’s in the Cellar?” written by Jon Hook, withediting and development by Mike Mason and Lynne Hardy.“The Dead Boarder” written byTodd Gardiner with MikeMason, with development and editing by Lynne Hardy withMike Mason.Cartography and HandoutsMatt RyanProofreadingTim GrayLayoutNicholas NacarioThis supplement is best used with the Call of Cthulhu roleplaying game (7th Edition), available separately.Gateways to Terror copyright 2019 Chaosium Inc. All rights reserved.Call of Cthulhu (7th Edition) copyright 1981, 1983, 1992, 1993, 1995,1998, 1999, 2001, 2004, 2005, 2015, 2019 Chaosium Inc. All rights reserved.Call of Cthulhu, Chaosium Inc., and the Chaosium dragon are registered trademarks of Chaosium Inc. All rights reserved.This is a work of fiction. This book includes descriptions and portrayals of real places, real events, and real people; these maynot be presented accurately and with conformity to the real-world nature of these places, people, and events, and are reinterpreted through the lens of the Cthulhu Mythos and the Call of Cthulhu game in general. No offense to anyone living or dead,or to the inhabitants of any of these places, is intended.This material is protected under the copyright laws of the United States of America. Reproduction of this work by any meanswithout written permission of Chaosium Inc., except for the use of short excerpts for the purpose of reviews and the copyingof character sheets and handouts for in-game use, is expressly prohibited.Find more Chaosium products at chaosium.comChaosium Inc.3450 Wooddale CourtAnn Arbor, MI 48104CHA23140978-1-56882-445-1Printed in Lithuania

THE NECROPOLISName:Archaeologist, age 36STR 60CON 50 SIZ 50DEX 50APP 60POW 40 EDU 80 SAN 40DB: 0Build: 0Move: 8MP: 8Luck: roll 3D6 and multiply result by five.BackstoryRecently, you have had the good fortune of being privatelyfunded to work in Egypt. After a long time with no notablefindings, you have been granted only one more season ofwork, with an expectation that you produce results or elseyour funding will be pulled. The good news is that yourcurrent dig seems to be the answer to your prayers, as youhave uncovered an ancient stone path leading into a cliffface. You and your companions could be on the verge of abig and career-making discovery!INT 70HP 10Luck:CombatFighitng (Brawl)Dodge25% (12/5), damage 1D325% (12/5)SkillsAppraiseArchaeologyClimbCredit RatingDrive AutoFirearms (Handgun)First AidHistoryJumpLanguage (Arabic)Language (English)Library UseListenMechanical RepairNavigatePersuadeSpot HiddenStealthThrow60% (30/12)70% (35/14)40% (20/8)40% (20/8)40% (20/8)20% (10/4)30% (15/6)60% (30/12)20% (10/4)50% (25/10)80% (40/16)50% (25/10)20% (10/4)40% (20/8)40% (20/8)50% (25/10)50% (25/10)20% (10/4)20% (10/4) Traits: you have a passion and drive to succeed in yourwork, and you crave the fame that a big discovery wouldbring. Ideology/Beliefs: you’re not sure you share the ancientEgyptians’ belief in an afterlife. Meaningful Location: Egypt—where else? The sceneof so many triumphs, but also so much disappointment.Roleplaying hooksIf you don’t find something this time, your career is prettymuch over—so find something.PossessionsA satchel containing a trowel, small brush, matches, andfour candles.Player Notes:3

GATEWAYS TO TERRORBerlinName:Professor of Languages, age 40STR 50CON 40 SIZ 50DEX 45APP 70POW 60 EDU 80 SAN 60DB: 0Build: 0Move: 8MP: 12Luck: roll 3D6 and multiply result by five.CombatFighting (Brawl)DodgeSkillsAnthropologyCharmClimbCredit RatingFirearms (Handgun)First AidJumpLanguage(Egyptian Hieroglyphs)Language (English)Language (German)Language (Latin)Library UseListenMechanical RepairPsychologyOccultStealthSpot HiddenThrowBackstoryYears of studying Egyptian hieroglyphics at UniversityCollege, London have surprisingly limited occupationalopportunities despite the international renown of some ofyour former tutors. Consequently, you have spent most ofyour professional career translating Germanic documents(another language for which you have a natural flair).Now you have the chance to work on something reallyworthwhile. You have been summoned to Egypt to a newdig that promises to unearth some fabulous finds.INT 60HP 9Luck:25% (12/5), damage 1D325% (12/5) Traits: eager to finally put your training to good use. Ideology/Beliefs: you believe in yourself—whatever lifethrows your way, you can handle it. Probably. Treasured Possessions: a signed copy of Ancient EgyptianLegends by your former tutor, Margaret Murray.50% (25/10)30% (15/6)20% (10/4)40% (20/8)20% (10/4)30% (15/6)20% (10/4)Roleplaying hooksThis dig is finally a chance to be part of a major discovery(which is always good for the career). Then, perhaps, peoplewill employ you for your first love: hieroglyphics.70% (35/14)80% (40/16)60% (30/12)50% (25/10)60% (30/12)40% (20/8)10% (5/2)50% (25/10)25% (12/5)20% (10/4)45% (22/9)20% (10/4)PossessionsBeef jerky, pen and pencils, writing pad, cigar and matches.Player Notes:4

THE NECROPOLISName:Dilettante, age 44STR 50CON 40 SIZ 60DEX 60APP 50POW 70 EDU 80 SAN 70DB: none Build: 0Move: 7MP: 14Luck: roll 3D6 and multiply result by five.BackstoryA noble of the British Empire, your great wealth meansthat you have been able to pursue your studies withoutthe need to work. Spurred by your fascination with allthings ancient, you funded an archaeological dig in Egypt,hoping to uncover priceless artifacts and hidden lore. Youare excited, as your dig team believes they have found theentrance to a previously unknown necropolis.INT 50HP 10Luck:CombatFighting (Brawl)Dodge25% (12/5), damage 1D330% (15/6)SkillsArt/Craft (Painting)ClimbCredit RatingFast TalkFirearms (Handgun)Firearms (Rifle/Shotgun)First AidIntimidateJumpLawLanguage (English)Library UseListenLocksmithMechanical RepairNavigateOccultPersuadePsychologyRideSpot HiddenStealthThrow30% (15/6)30% (15/6)70% (35/14)25% (12/5)20% (10/4)50% (25/10)30% (15/6)60% (30/12)20% (10/4)25% (12/5)80% (40/16)50% (25/10)30% (15/6)20% (10/4)10% (5/2)10 (5/2)60% (30/12)30% (15/6)10% (5/2)50% (25/10)45% (22/9)40% (20/8)20% (10/4) Traits: driven by a thirst for knowledge and wonderfulthings. Ideology/beliefs: there is more out there than man iscurrently aware of, both literally and metaphysically. Treasured Possessions: your cigarette case—a gift from aformer, much missed lover.Roleplaying hooksSeek out of the secrets of ancient civilizations—whatwonders could you learn?PossessionsWater flask, pocketknife, ink pen, notebook, matchbook,cigarette case.Player Notes:5

GATEWAYS TO TERRORBerlinName:Ex-Soldier, age 29STR 80CON 60 SIZ 70DEX 65APP 40POW 50 EDU 50 SAN 50DB: 1D4 Build: 1Move: 8MP: 10Luck: roll 3D6 and multiply result by five.BackstoryYou fought in Egypt during the Great War. You weredishonorably discharged from the Army due to an incidentwith an officer that ended in fisticuffs. But fighting is allyou know and now you’ve gained the only employment youcan muster—landing you straight back in Egypt, providingsupport at archaeological digs in the Valley of Kings.Despite the heat and the flies, the pay is good.Word has reached you that the Archaeologist has founda tomb and your latest employer, the Dilettante, has arrivedon site for the grand unveiling. You’d better look sharp andgo see what’s happening.INT 55HP 13Luck:CombatFighting (Brawl).32 revolverDodge70% (35/14), damage 1D3 1D4or knife 1D8 1D460% (30/12), damage 1D850% (25/10)SkillsClimbCredit RatingFirearms (Rifle/Shotgun)First AidIntimidateJumpLanguage (English)ListenMechanical RepairNatural WorldNavigatePsychologySpot HiddenSurvival (Desert)StealthThrowTrack40% (20/8)20% (10/4)45% (22/9)50% (25/10)40% (20/8)20% (10/4)50% (25/10)20% (10/4)40% (20/8)30% (15/6)30% (15/6)10% (5/2)45% (22/9)50% (25/10)50% (25/10)20% (10/4)30% (15/6) Traits: frustrated by the blemish on your military recordand fed up with being stuck in the desert. Ideology/beliefs: in the end, the only person you can relyon is yourself. Significant People: your former Army mates, althoughyou haven’t seen them in such a long time.Roleplaying hooksYou need to impress the boss to ensure they keep you onthe payroll.Possessions.32 revolver loaded with 6 bullets, 4 spare bullets, fightingknife.Player Notes:6

THE NECROPOLISHandout: Necropolis 17

Player map for the Necropolis—1GATEWAYS TO TERRORBerlin8

THE NECROPOLISPlayer map for the Necropolis—29

GATEWAYS TO TERRORBerlinName:The Author,age 33, relative of Arthur BlackwoodSTR 40CON 60 SIZ 70DEX 45APP 75POW 45 EDU 75 SAN 45DB: 0Build: 0Move: 7MP: 9Luck: roll 3D6 and multiply result by five.BackstoryYou are an author, specializing in books about the occult,unexplained mysteries, and other strange phenomena. Youare related to Arthur Blackwood through your maternalgreat-grandmother. Arthur has requested your assistancein proving his innocence; he said it was vital that you meetwith his defense attorney, Joseph Klein, then go on to thefamily’s cabin up near Whitehall once you’d heard what hehad to say.You were once close to Arthur, but you drifted apartsome time ago, so this request is a little odd, even thoughit fascinates you immensely from both a personal anda professional standpoint. Still, if you can’t look to yourfamily in your hour of need, who can you turn to?INT 50HP 13Luck:Fighting (Brawl) 40% (20/8), damage 1D3Dodge 25% (12/5)SkillsAnthropologyArt/Craft (Writing)CharmClimbCredit RatingFirearms (Handgun)First AidHistoryJumpLanguage (English)Library UseListenMechanical RepairOccultPsychologySpot HiddenStealthThrow20% (10/4)35% (17/7)65% (32/13)20% (10/4)25% (12/5)35% (17/7)30% (15/6)45% (22/9)25% (12/5)75% (37/15)45% (22/9)40% (20/8)10% (5/2)65% (32/13)60% (30/12)55% (27/11)20% (10/4)35% (17/7) Traits: curious by nature; intrigued by the mystery of whomurdered Rose Blackwood. Ideology/beliefs: you don’t believe Arthur could becapable of murdering Rose, no matter what anyone elsesays— he loved her far too much for that. Significant People: your grandmother, who used to tellyou all sorts of fascinating stories when you were a child.It’s probably down to her that you now do what you do.Roleplaying hooksYou wish to clear Arthur Blackwood’s name and work outwho murdered Rose. If Arthur didn’t do it, who did? Andcould there even be a book in it for you?PossessionsPocket flashlight, notepad, and pen.Player Notes:10

WHAT'S IN THE CELLAR?Name:The Private Detective, age 41STR 70CON 50 SIZ 65DEX 80APP 35POW 50 EDU 60 SAN 50DB: 1D4 Build: 1Move: 8MP: 10Luck: roll 3D6 and multiply result by five.CombatFighting (Brawl).38 Auto PistolDodgeBackstoryYou are a private detective, hired by the law office ofBlackwood and Klein to assist in proving the innocenceof one of the firm’s partners: Arthur Blackwood. You arerecognized by the court as having the authority to collectevidence from the cabin where Mrs. Rose Blackwood wasmurdered, so it may be used in Arthur’s defense. Not thatyou’re expecting to find much—after all, the police and theprosecution team have been all over the scene of the crime,so it’s unlikely they’ll have missed anything important.Still, there’s no harm in looking, especially as there’s a nicepay packet in it for you regardless of what you find.INT 80HP 11Luck:45% (22/9), damage 1D3 1D460% (30/12), damage 1D1040% (20/8)SkillsArt/Craft (Photography)35% (17/7)Climb30% (15/6)Credit Rating20% (10/4)Disguise35% (17/7)Drive Auto20% (10/4)Fast Talk45% (22/9)First Aid40% (20/8)History25% (12/5)Intimidate25% (12/5)Jump30% (15/6)Language (English)60% (30/12)Law25% (12/5)Listen40% (20/8)Locksmith35% (17/7)Persuade30% (15/6)Psychology70% (35/14)Spot Hidden55% (27/11)Stealth40% (20/8)Throw30% (15/6) Traits: meticulous and professional. Ideology/beliefs: you wish you could believe that justiceis blind, but you’ve been doing this job for far too long tofall for that one. Treasured possessions: your trusty .38 automatic pistol—it’s got you out of many a jam in the past.Roleplaying hookYou intend to do a good and thorough job, just like youalways do. If you can also find evidence to prove Arthur isinnocent, then so much the better.PossessionsGood-quality flashlight and a .38 automatic pistol.Player Notes:11

GATEWAYS TO TERRORBerlinName:The Psychologist, age 55STR 30CON 40 SIZ 55DEX 40APP 60POW 60 EDU 70 SAN 60DB: 0Build: 0Move: 5MP: 12Luck: roll 3D6 and multiply result by five.BackstoryYou are a psychologist, hired by the law office of Blackwoodand Klein to assist in proving the innocence of ArthurBlackwood in the small matter of the murder of hiswife, Rose. Your expertise is required to ascertain ArthurBlackwood’s mental state at the time of the murder; thus, invisiting the murder scene, you hope to build a better pictureof Arthur and determine whether or not he’s fit to take thestand at his upcoming trial.INT 65HP 9Luck:CombatFighting (Brawl)Dodge25% (12/5), damage 1D320% (10/4)SkillsAnthropologyClimbCredit RatingFirearms (Handgun)First AidJumpLanguage (English)Language (Latin)Library UseListenMedicineNatural WorldOccultPersuadePsychoanalysisPsychologySpot HiddenStealthThrow30% (15/6)20% (10/4)40% (20/8)20% (10/4)60% (30/12)20% (10/4)70% (35/14)10% (5/2)45% (22/9)45% (22/9)60% (30/12)25% (12/5)10% (5/2)40% (20/8)65% (32/13)50% (25/10)35% (17/7)20% (10/4)20% (10/4) Traits: questioning and broad-minded. Ideology/beliefs: never take anyone at face value; after all,everyone has their secrets. Treasured Possessions: your qualifications certificates—quite a few people didn’t think you’d stick the course, butthese are the proof that they were wrong.Roleplaying hooksDetermine whether Arthur Blackwood is, indeed,delusional. There’s something about the Blackwood namethat rings a bell in your mind; you vaguely remember yourgrandmother mentioning the Blackwood family back inyour youth. If only you could remember more—perhaps it’simportant?PossessionsA lantern you found in the Blackwood cabin’s kitchen.Player Notes:12

WHAT'S IN THE CELLAR?Name:The Architect,age 34, friend of the Blackwood familySTR 35CON 55 SIZ 60DEX 50APP 65POW 60 EDU 70 SAN 60DB: 0Build: 0Move: 7MP: 12Luck: roll 3D6 and multiply result by five.CombatFighting (Brawl)DodgeSkillsAppraiseArt/Craft(Technical Drawing)CharmClimbCredit RatingFirearms (Handgun)First AidJumpLanguage (English)LawLibrary UsePsychologyScience (Mathematics)Spot HiddenStealthThrowBackstoryYou are an architect and also a close friend of ArthurBlackwood. And Rose, too, while she was still alive, Godrest her poor soul. Arthur has requested that you assistthe law office of his business partner, Joseph Klein, to helpprove his innocence. You’re not really sure what he expectsyou to do, but Arthur’s always been good to you, so howcould you refuse?INT 50HP 11Luck:35% (17/7), damage 1D335% (17/7) Traits: friendly and helpful, but distinctly bemused byyour current situation. Ideology/beliefs: architecture can be artistic as well asfunctional—just look at Frank Lloyd Wright’s work. Meaningful location: the college where you did yourarchitectural training. Ah, those were the days.20% (10/4)60% (30/12)35% (17/7)25% (12/5)60% (30/12)20% (10/4)30% (15/6)20% (10/4)70% (35/14)40% (20/8)25% (12/5)10% (5/2)40% (20/8)40% (20/8)20% (10/4)20% (10/4)Roleplaying hooksYou are horrified by Arthur’s plight and want to helpclear his good name. You’ve also been itching to take alook at the famed Blackwood holiday cabin—you’ve heardthe scenery is spectacular, even if the building’s design isallegedly a little humdrum and folksy. Still, not everythingcan be cutting edge design, can it?EquipmentA lantern you found in the cabin’s kitchen.Player Notes:13

GATEWAYS TO TERRORBerlinHandout: Cellar 114

WHAT'S IN THE CELLAR?Handout: Cellar 215

GATEWAYS TO TERRORBerlinHandout: Cellar 316

WHAT'S IN THE CELLAR?Player map for What's in the Cellar?17

GATEWAYS TO TERRORBerlinName:The Landlord or Landlady*, age 38STR 50CON 70 SIZ 80DEX 50APP 40POW 60 EDU 50 SAN 60DB: 1D4 Build: 1Move: 7MP: 12Luck: roll 3D6 and multiply result by five.BackstoryYou live in Providence, Rhode Island, in Ma Shanks’ BoardingHouse, a three-story building, where you run things on behalfof Ma Shanks, the elderly owner of the property.You are widowed and now it’s just you and your 11-year-oldson Tommy, who you love very much. Because you lost yourown spouse, you sympathize with Mrs. Madeira, who livesacross the hall from another of your tenants, Mr. Gardiner.(Her husband was killed in an industrial accident last March.)You know all of the other tenants in the building to differentdegrees: the Bookstore Owner, the Business Associate, and theNosy Neighbor (all player characters), as well as the Skirgailafamily (Lithuanian brothers and sisters who are, for the mostpart, hard workers, with jobs in the city).You wish to find love again, and perhaps you have.James Gardiner—Mrs. Madeira’s neighbor—has lived inthe boarding house for around two years. He has utterlycaptured your heart. True, he’s not acted to reciprocate yourlove, but deep down, you know that, somehow, he lovesyou too. You are the only one in the boarding house thathe spends time with, the only one that he talks to, even ifyour talks are rare. Should anything happen to your adoredtenant you would rain down vengeance on that person. Noone would escape your wrath if he were slighted or injured.You would do anything within your power to seek thatperson out for special punishment.Strangely, James has not been seen for two days, althoughthat’s not unusual. He prefers to work and makes his ownmeals in his room. But, despite your knocking, there’s beenno answer at his door. You are getting concerned and some ofthe other tenants appear to want to talk to James, too. So, youhave agreed to unlock the door to his room, to check he’s okay.INT 60HP 15Luck:CombatFighting (Brawl)Dodge50% (25/10), damage 1D3 1D425% (12/5)SkillsArt/Craft (Cooking)Art/Craft (Painting)Art/Craft (Plumbing)CharmClimbCredit RatingElectrical RepairFirearms (Handgun)First AidIntimidateJumpLanguage (English)Language (Portuguese)ListenLocksmithMechanical RepairPersuadePsychologySleight of HandSpot HiddenStealthThrow25% (12/5)60% (30/12)40% (20/8)15% (7/3)20% (10/4)50% (25/10)30% (15/6)40% (20/8)30% (15/6)70% (35/14)20% (10/4)50% (25/10)50% (25/10)20% (10/4)40% (20/8)35% (17/7)10% (5/2)60% (30/12)10% (5/2)45% (22/9)25% (12/5)25% (12/5) Traits: highly protective of those you care for; lonely andin search of love. Ideology/beliefs: everyone deserves a second chance. Significant people: your son, Tommy. He means theabsolute world to you.*Decide what gender your character is (or passes as). Whethertheir love for Gardiner is forbidden love due to your genderselection or simply unrequited love is up to you.Roleplaying hooksYou have a personal desire to make sure James Gardiner isokay. You are secretly in love with James Gardiner.PossessionsMaster key for the building.18

THE DEAD BOARDERName:come in this month, but it is a significant one—however,there is one small problem.Your business affords you the opportunity to readthrough all sorts of arcane books, typically of an occultbent. While most of your business is conducted with clientsaround the world, you have a special place in your heart forthe local customers. A year ago, Mr. Gardiner, who actuallylives in the same boarding house as you, approached you tohelp make contact with an estate sale of books. The smallfee you earned was appreciated and you were able to pickup a few old tomes as well. Apparently, Mr. Gardiner gotwhat he wanted and for a very reasonable price; althoughhe never talked about what book he might have purchased.Mr. Gardiner seemed obsessed with dreams. You both havetalked on the subject at length in your store. You wouldn’treally call him a friend but certainly a colleague. When heasked to borrow a few books from your store, you were happyto make a short-term loan. Unfortunately, one of the booksyou loaned him is the one the collector wishes to purchase. Allyou need to do is get the book back from Mr. Gardiner.Compounding the problem is the fact that you’ve seenneither hide nor hair of Mr. Gardiner for a week. You’ve askedif the other tenants in your boarding house have seen Gardinerbut none of them have, so you’ve asked the landlord to checkup on him—giving you the chance to enter his room and findthe book. After all, if this sale goes through, your shop will beable to stay open for at least another six months.You have loaned James Gardiner the following books:The Bookstore Owner, age 29STR 60CON 50 SIZ 60DEX 40APP 50POW 50 EDU 80 SAN 45DB: 0Build: 0Move: 8MP: 10Luck: roll 3D6 and multiply result by five.INT 70HP 11Luck:CombatFighting (Brawl)Dodge45% (22/9), damage 1D340% (20/8)SkillsAccountingArt/Craft Credit RatingCthulhu MythosDream InterpretationFirearms (Handgun)First AidHistoryIntimidateJumpLanguage (Ancient Greek)Language (English)Library UseListenNatural WorldOccultPersuadePsychologySleight of HandSpot HiddenStealthThrow20% (10/4)25% (12/5)50% (25/10)40% (20/8)50% (25/10)30% (15/6)20% (10/4)40% (20/8)5% (2/1)25% (12/5)20% (10/4)30% (15/6)60% (30/12)15% (7/3)20% (10/4)40% (20/8)80% (40/16)60% (30/12)40% (20/8)50% (25/10)70% (35/14)10% (5/2)45% (22/9)10% (5/2)45% (22/9)20% (10/4)20% (10/4) The Dreamer’s Dictionary, a rare 1815 first edition—this isthe book the collector wants to buy. Myths and Legends of Ancient Greece and Rome, by E.M. Berens. The Interpretation of Dreams, by Sigmund Freud. A Primer in Greek Vocabulary. Traits: afraid you are about to lose the business you’ve workedso hard to build, but determined to save it, come what may. Ideology/beliefs: from everything you’ve read overthe years, you’re pretty certain there’s more to life thanmankind is currently aware of. Meaningful locations: your beloved bookstore.BackstoryYou live in Providence, Rhode Island, in Ma Shanks’Boarding House. The Depression has hit your bookstorebusiness very hard. You may have to give up your dreamof selling rare books, all because the flow of orders hasdropped to a trickle. Only one order from a collector hasRoleplaying hooksGet The Dreamer’s Dictionary back from Gardiner. Checkthat Gardiner is okay and not sick or something.PossessionsNotebook, engraved fountain pen.19

GATEWAYS TO TERRORBerlinName:city for making bootleg spirits has been a very lucrativebusiness. You don’t worry about being busted, as you aren’tactually handling illegal hooch. All you have to do is get thematerials required to the basements around the city wherethe production work is done.Recently, a small mishap in another business ventureleft you temporarily short on funds. You had to juggle alittle money from the Mob’s expenses to temporarily coveryour other debts. Simple. But complications followed, andyou found yourself having to skim more money just tokeep afloat.You’ve always been able to acquire things for people(antiques, rare goods, and less than legal items). Sometimes,this little sideline has proved profitable. About a year ago,James Gardiner, who lives in the same boarding house asyou, asked you to make use of your talents to acquire a pairof obsidian knives. “No questions asked,” has always beenyour motto. In exchange, you asked Gardiner to “fix” youraccounting ledger by creating a false ledger—something toshow the Mob if “Double Barrel” Angelo comes calling toask awkward questions about the missing money.Problem is, no one has seen Gardiner in days. He’s notanswering knocks at the door. You need your receipts andthe two ledgers. Only last night you heard that Angelo hasbeen asking questions and mentioning your name. You’vepestered the boarding house’s landlord to open Gardiner’sdoor under the pretense of checking he is okay—giving youa chance to follow inside and hopefully get your ledgers.The Business Associate, age 34STR 50CON 40 SIZ 50DEX 50APP 60POW 60 EDU 70 SAN 60DB: 0Build: 0Move: 8MP: 12Luck: roll 3D6 and multiply result by five.INT 80HP 9Luck:CombatFighting (Brawl).25 Derringer (1B)Dodge45% (22/9), damage 1D360% (30/12), damage 1D630% (15/6)SkillsAccountingAppraiseArt/Craft (Business)Art/Craft (Cooking)CharmClimbCredit RatingDrive AutoFast TalkFirst AidIntimidateJumpLanguage (English)LawListenMechanical RepairPersuadePsychologySleight of HandSpot HiddenStealthThrow40% (20/8)50% (25/10)55% (27/11)50% (25/10)50% (25/10)20% (10/4)50% (25/10)40% (20/8)35% (17/7)50% (25/10)30% (15/6)20% (10/4)70% (35/14)40% (20/8)20% (10/4)20% (10/4)30% (15/6)40% (20/8)30% (15/6)25% (12/5)60% (30/12)30% (15/6) Traits: once full of self-confidence, now you feel as if you’realways looking over your shoulder. Ideology/beliefs: the Law is an ass, and it’s every manfor himself. Significant people: “Double Barrel” Angelo—he gave youyour start in this business and you kind of feel bad aboutskimming from him. Plus, you fear what he’ll do to youif he ever finds out.BackstoryYou live in Providence, Rhode Island, in Ma Shanks’Boarding House.We all make decisions for the best of reasons. Sometimes,those decisions have long-lasting and dangerousconsequences. Moving grain and other supplies into theRoleplaying hooksGet into Gardiner’s room and get your receipts and thetwo ledgers.Possessions.25 Derringer pistol, four spare bullets.20

THE DEAD BOARDERName:The Nosy Neighbor, age 58STR 70CON 50 SIZ 60DEX 80APP 50POW 50 EDU 40 SAN 50DB: 1D4 Build: 1Move: 7MP: 10Luck: roll 3D6 and multiply result by five.CombatFighting (Brawl)DodgeWhat you do know about Gardiner is that he hides inhis room all of the time. Late at night, you’ve heard himreciting some odd-sounding poetry before going to bed.The poetry isn’t in English and has had you wonderingabout what he’s been doing in there.But today, everyone seems to be talking about him.Apparently, no one has seen him for a few days and some aregetting worried. Well, this sounds right up your street—timeto put your detective hat on. The landlord is going to unlockhis room to check on him; perhaps you can follow in and geta good look to see just what Gardiner has been up to.INT 60HP 11Luck:50% (25/10), damage 1D3 1D440% (20/8)SkillsAccounting50% (25/10)Art/Craft (Woodworking) 40% (20/8)Charm15% (7/3)Climb25% (12/5)Credit Rating20% (10/4)Fast Talk30% (15/6)Firearms (Handgun)20% (10/4)Firearms (Rifle/Shotgun) 50% (25/10)First Aid50% (25/10)Intimidate15% (7/3)Jump20% (10/4)Language (English)40% (20/8)Language (German)60% (30/12)Listen20% (10/4)Mechanical Repair20% (10/4)Natural World60% (30/12)Persuade10% (5/2)Psychology15% (7/3)Ride40% (20/8)Sleight of Hand30% (15/6)Spot Hidden45% (22/9)Stealth40% (20/8)Survival70% (35/14)Throw25% (12/5)Track60% (30/12)What you know about the other tenants: The Landlord/Landlady (player character) and their11-year-old son, Tommy: about the only person Gardinerseemed to bother with, apart from the Business Associate(although their friendship is a relatively recent thing). The Bookstore Owner (player character): owns a localbookstore of weird and old books. The Business Associate (player character): seems a shadyone and never discusses exactly what line of work they’re in. Ma Shanks: the frail and elderly building owner. Mrs. Madeira: lives across the hall from James Gardiner.Her husband died in an accident last March. She doesn’tseem to like you. The Skirgaila family: Lithuanian brothers and sisters.Anikke, Dovana, and Konstantinas are hard workers, withjobs in the city. Petras, the other brother, just seems to hangaround the room they share all day. Except today.BackstoryYou live in Providence, Rhode Island, in Ma Shanks’Boarding House. Your family is all grown up and movedaway; your spouse died in the influenza epidemic twelveyears ago. You know everyone in the house and make ityour business to also know their business.But James Gardiner, who lives on the third floor, is a mysteryto you. Who

Tim Gray Layout Nicholas Nacario Call of Cthulhu Line Editor Mike Mason Special Thanks Special thanks to Todd Gardiner, Michael O’Brien, Shaun Hately, Sascha Karner, the Call of Cthulhu Melbourne Group, and all of the play testers who helped to craft these scenarios. Leigh Carr would l

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