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Trail of Cthulhu

A Submission for

Commoriom
"I have yet to translate the terrible and abominable legend telling how a certain doughty citizen of Commoriom returned to the city after its public evacuation, and found that it was peopled most execrably and numerously by the fissional spawn of Knygathin Zhaum, which possessed no vestige of anything human or even earthly " ! "he #amily "ree of the $ods, Clar% &shton 'mith The protagonists are members of an expedition to excavate an ancient settlement buried beneath the Greenland ice. Faced with conflict within and without, the expedition degenerates into a struggle to survive as the team members realise that some archaeological sites should not be disturbed and some truths should not be revealed. This scenario is inspired by the Hyperborean Cycle stories of Clark shton !mith, particularly The Testament of Athammaus and Ubbo-Sathla. "t is recommended that the #eeper reads these short stories before running this scenario. The story of the $athieson %xpedition is told in the Call of Cthulhu scenario Trail of Tsathoggua by the late #eith Herber and published in the supplements Trail of Tsathogghua, &'() and The Compact Trail of Tsathoggua, &''*.

The Horrible Truth


The archaeological site dates to the dawn of humankind. "t is the ruin of Commoriom, the first capital of the lost civilisation of Hyperborea, which thrived before the last ice age. %ntombed in the city is an ancient device that grants visions of the disturbing origins of life on earth, along with a dormant, monstrous race descended from Tsathoggua.

The Spine
The protagonists attend a Briefing in which their expedition leader, 1rofessor %thelrod, reveals suppressed evidence of an unknown civilisation from the $athieson %xpedition of &'+,. The team members voyage to Godth2b, Greenland where they can confront a Rival Expedition from Germany. They land in Evighedsfjorden, and make an arduous overland trek. Tensions increase between %thelrod and Granger, another veteran, who is struggling to conceal his alcoholism. fter a strange footprint is found in the snow, an argument between %thelrod and the drunken Granger ensues leading to The Death of Ethelrod. From %thelrod they can ac3uire a dictionary of the lost Tsath-Yo language. The team receives A Call for Help from the crew of the German base ship, which has lost contact with the overland team, giving the protagonists a moral dilemma. The team finds evidence that strange0looking %s3uimaux are watching them. 4ear the site valley, the protagonists can discover Human Remains of the German expedition after being attacked by an unknown animal. mong their belongings are an interpretation of glyphs that seem to refer to the history of the site. The protagonists can use

The Hook
"n &'+,, an archaeological team from $iskatonic -niversity found evidence of an ancient settlement beneath an ice cap in a remote valley in the mountains of .est Greenland. The protagonists are members of a &'/+ follow0up expedition to excavate the site.

%thelrod5s dictionary to give a more accurate understanding. Arriving at the Site, the protagonists have several areas they can investigate. There is a Cube-Shaped Temple with walls inscribed with a history of the pre0humans who first settled there. 4earby, the remains of the last members of the German expedition can be found in what appears to be a !re. 6n the valley floor, a "!sterious Stru#ture is visible under the ice. mysterious Beast of the $#e Sheet attacks the team. They may be able to link it with the clan of Blond Es%uimaux that has been following them, and which they may choose to confront. Ex#avating the Stru#ture will lead to the discovery that it is the upper0part of an ancient tower with a partially intact stairway. 7igging into The $#e-Cho&ed stair'a! uncovers a frie8e describing a history of Hyperborea and a strange toad0shaped lump that appears to be a statue or idol. This dormant, parasitic organism can awaken and attempt to infect a team member. Further digging reveals a fissure that expands into a navigable ice0tunnel and eventually leads to a Cit! (nder the $#e. $ore artifacts may be found including The Elder )ens* which can send a viewer5s mind into the past, eventually to the disturbing origins of life on earth. The city5s inhabitants begin to awaken. They attempt to trap the humans under the ice and free their 9#ing5, potentially leading to the A'a&ening of +n!gathin ,haum. The protagonists must prevent this and escape.

sometimes 9Hyperborea5 or 9 tlantis5=. The purpose of the expedition is to 9reclaim the ruins of Thule5 for Germany. !eeing themselves as cultured and honourable men of science, they are mostly non0aggressive towards their rivals. However, political relations with ?ritain and the -! are tense and the Germans subscribe to a supremacist ideology that seems to @ustify the most ruthless behaviour ;as history testifies=. They could become openly hostile if provoked or if their goals are obstructed. nd if an opportunity presents itself to glorify the Fatherland at the expense of other nations, they may take it. 6nce they have lost contact with their forward expedition, the surviving members are more pleasant and cooperative. They seek to persuade the %thelrod %xpedition to delay the dig in order to find the missing Germans. The ?lond %s3uimaux ;see below= will hold a special fascination for them. %ven more so, a device that allows them to see the 9glory of their ancestors5 and access the 9truths of the ncients5 might be enough to tempt them to betray or attack the %thelrod %xpedition. The strange, Blond Es%uimaux are among the last direct descendants of the original Hyperboreans left in Greenland. Their shamans have long warned of a terrible cursed city that would one day overrun the world with evil and the clan seeks to drive all intruders away or destroy them. They are vulnerable and few in number and must rely on stealth, local knowledge, and their ancient songs for calling the Gnoph-keh from the icy wastes. The third group of antagonists are the Spa'n of +n!gathin ,haum > descendants of Tsathoggua with a kinship to the formless spawn ;and less visibly to the pre0human :oormis=. The presence of human beings will cause them to begin to awake from their aeon0long hibernation. To them, human beings are both unwelcome invaders and a food source. Their kinship to humans allows them to parasiti8e them, and take control of their minds. They will attempt to trap the humans under the ice to present them as a gift for their #ing > #nygathin Ahaum. They are stealthy, intelligent and mobile and will attempt to lure humans into becoming infected, until they have the numbers and access to e3uipment needed to order to hasten the awakening and liberation of their father.

Victory Conditions
:ictory in this scenario means realising the horror that lies in Commoriom, and surviving it, preferably with the site safely sealed.

Antagonist Reactions
The rival -erman Expedition is not a 94a8i expedition5 in any official sense ;there is no such thing until the formation of the hnenerbe in &'/<=, but it does include several party members and it has received support from nationalist organisations including the 4a8i 1arty. !ome Germans at this time > especially the esoterically inclined > believed in occult theories of the uni3ue ;or divine= origin of their ancestors on a lost northern continent ;referred to as 9Thule5 or

Running Commoriom with the Armitage Inquiry


This scenario takes place in $ay &'/+ > a time when the rmitage "n3uiry is in its formative stages. "n &'+(, rmitage, Bice and $organ scored a victory against the 7unwich Horror and soon 7r lbert .ilmarth @oined them following his encounter with the 96uter 6nes5 in the hills of :ermont. "n &'/&, the 1abodie %xpedition returned from ntarctica with stories of unknown life forms and a vast range of mountains dotted with strange structures. 6n his deathbed in &'+', 1rofessor Curtis $athieson revealed a number of unpublished secrets about the &'+, expedition to his colleague 7r Francis $organ. $organ shared the story with 1rofessor rmitage and soon they were working with 1rofessor %thelrod in %ngland to organise a follow0up expedition for &'//. However, in late &'/&, word reached them of a rival German expedition to the same region planned for &'/+ and their pro@ect was hastened by a year. -nfortunately, this meant 7r $organ was unable to take part, but he persuaded Charles Granger, a veteran of the $athieson %xpedition, to @oin. .S!mbol/ Armitage $n%uir!0 This symbol defines sections that apply only to running the scenario as part of the rmitage "n3uiry.

> represented for game purposes as a minimum 6utdoorsman rating of & and thletics of /. The expedition leader is highly xenophobic and French applicants in particular are not considered.

Scenes
Briefing
S#ene T!pe/ Core ;"ntroduction= )ead-1ut/ 1reparations, The tlantic :oyage Core Clue/ Ethelrod and -ranger &no' the route to the ar#haeologi#al site2 .S!mbol/ Armitage $n%uir!0 The briefing takes place in a seminar room at the rchaeology 7epartment of $iskatonic -niversity. ssociate 1rofessor Francis $organ is a self0assured yet soft0 spoken field researcher in his early /Cs, who expresses regret at being unable to attend the expedition due to it being brought forward by a year. He introduces expedition leader 1rofessor %thelrod, a renowned linguist from Cambridge and veteran of the $athieson %xpedition Ar#haeolog!/ 7r $organ has a good reputation as a scientist, adventurer and a man of integrity. 3oint spend/ "t is also rumoured that he has previously been involved in expeditions and research of a rather unconventional and slightly controversial nature. .S!mbol/ Standalone0 The briefing takes place in a basement seminar room of the ?ritish $useum. 7r Granger has crossed to tlantic to @oin the team.

Running Commoriom as a standalone


This scenario can be run as a standalone adventure or mark a dramatic beginning to an ongoing campaign. The difference is that %thelrod has organised the expedition with the ?ritish $useum, independently of rmitage and his colleagues, who may have little insight into what really happened on the $athieson %xpedition. .S!mbol/ Standalone0 This symbol defines sections that apply only to running the scenario as a standalone.

Ethelrods Presentation
tall, distinguished0looking man in his <Cs walks to the front of the room and stands in front of the blackboard. He has a slight limp, but seems to be in good shape for his age. Ar#haeolog!* Anthropolog!* -eolog! or Histor!/ 7uring the &'+, $athieson %xpedition, %thelrod led an overland trek that discovered artifacts that have not been explained to everyone5s satisfaction. )anguages 3-point spend or Anthropolog!/ %thelrod has a reputation as an intelligent and accomplished academic specialising in the development of "ndo0%uropean languages. He is rumoured to have an aristocratic family. "n a polished, upper class %nglish accent, he introduces himself and, without wasting time on niceties, launches into the briefing.

Beginning the Expedition


ppropriate roles for the expedition include archaeologists, geologists, anthropologists, biologists, explosives experts, drill engineers and radio engineers. ll team members should be healthy and fit, and be capable cross0country skiers

"n $ay &'+,, the $athieson %xpedition of $iskatonic -niversity investigated a stone wall of impressive dimensions found in the Helheim Glacier on the east coast of Greenland. He passes around a photograph of the stone block with the expedition ship alongside. "t appears to be about /CC wide and approaching +CC feet high. "t is dominated by a carving of a human figure with a curved blade, bending over some kind of slain animal. Cthulhu "!thos will allow the viewer to recognise the figure as consistent with inhabitants of legendary Hyperborea as described in the Liber Ivonis, for example. 1ictographs found on the wall seemed to describe a large and ancient settlement in the .estern mountains. %thelrod led a trip overland in search of the site of the settlement. The team found itself attacked by a large polar bear that stalked them into the mountains, leaving several members of the team dead or in@ured. However, they found a site with evidence of former habitation, including remains of a religious site and tantalising evidence of a ma@or structure underneath the thick ice cap. He produces a photograph of a vaguely circular shadow beneath a thick ice sheet. The expedition ended rather abruptly after several team members were killed or in@ured by a combination of climbing accidents and attacks from the bear. The site was of such significance that the team agreed not to release full information until a second expedition could investigate it fully. The ill health and death of 1rofessor Curtis $athieson in &'+' delayed a second trip under consideration. However, $iskatonic -niversity has been working closely with 1rofessor %thelrod to organise a second expedition, which was originally planned for the spring of &'//, but plans were rushed forward, when it was learned that a team from Germany planned to investigate the same area in the prior year. Begrettably, this meant that 7r $organ could not take part as planned due to his commitment to the upcoming 4ew $exico dig. 1rofessor %thelrod stresses his 3ualifications as a hard0nosed scholar not prone to flights of fancy or bi8arre speculations. However, there were many things he experienced that shocked him and caused him to reconsider ideas about the world. He believes that what they found in the Greenland ice were remains of a lost prehistoric civilisation, perhaps hinted at in Greek myths. He suggests that

while he cannot reveal everything @ust yet, team members will similarly be shocked by what they see. $oreover, there may have to face physical dangers too. He introduces Charles Granger, a red0haired, red0 faced man of around /C, a second veteran of the $athieson %xpedition who will be @oining them on this trip. .S!mbol/ Armitage $n%uir!0 1ral Histor! 3oint spend/ There are rumours that 7r Granger has a drink problem. %thelrod asks each team member to introduce themselves and assigns roles. The team will depart in three weeks on a research vessel. The voyage to Godth2b will take , days. .S!mbol/ Armitage $n%uir!0 The expedition ship is the arlena, the same $iskatonic0owned geological research vessel used in the &'+, expedition. "t will depart from ?oston. .S!mbol/ Standalone0 The expedition ship is the !eatrice, an rctic research vessel leased by the Boyal Geographical !ociety. "t will depart from !outhampton. The two vessels are otherwise treated the same. 6nce resupplied, the ship will sail north to %vighedsf@orden, where it will disembark and use dog sleds and a snow tractor to the site, via a longer, but more accessible route than the first expedition. 6nce at their destination the team will expose the site using a drilling rig, blasting e3uipment, an electric ice melting machine, and other e3uipment. Team members will be armed with rifles to protect themselves from dangerous animals. %thelrod asks each team member to introduce themselves and assigns roles. Assess Honest!/ Henry %thelrod is reserved, somewhat aloof and doesn5t give much away. Ar#haeolog! or Anthropolog!/ ccording to the expedition report, the team made transcriptions of a number of carvings on a large stone slab found at the face of Helheim Glacier on the east coast. rchaeologists have subse3uently associated these carvings with a Greenlandic colony of the extinct 7orset Culture. 3-point spend/ !ome odd artifacts featuring strange figures wearing hoodless parkas with tall collars and women with large hairstyles were found on Cape 7orset on ?affin "sland in &'+,. "t is generally thought that the Greenlandic

7orset culture is limited to the north0west coast of the island. Biolog! or 1utdoorsman 3- oint spend/ 1olar bears are mostly found in coastal regions in the north and east of Greenland > they are largely unknown in the mountains although females with cubs are sometimes found in coastal mountainous areas in the north.

r Charles !Chuck" #ran$er


Granger is an archaeologist who studied with 1rofessor Curtis $athieson, took part in the $athieson %xpedition and has recently completed an archaeology doctorate at $iskatonic -niversity. nyone spending a significant amount of time with him will find him a friendly and competent scientist. "edi#ine will reveal the symptoms of long0term alcohol abuse. Assess Honest! will note that much of the time he seems to be suppressing some kind of strong emotion. "f asked about drinking or his mental health, he denies there is a problem. He has convinced %thelrod that he has recovered and is so used to lying about this that ordinarily ssess Honesty won5t pick up on it. s!#hoanal!sis notes that he may have a mental health issue. "n fact, although he has tried to get some help for it, Granger still suffers from 9shell shock5 from his experiences on the $athieson %xpedition. This has only exacerbated his drinking problem and now he is a full0blown alcoholic. Abilities/ thletics *, Health ), !cuffling ,, Firearms / Hit Threshold/ / Armor/ 0& vs all ;if wearing rctic gear= 4eapon/ 0+ ;fist=, E& ;./C0C, bolt action rifle=, E& ;%thelrod5s ./( revolver=

Questions and Answers


%thelrod will ask if there are any 3uestions. He may provide the following additional details and any others the #eeper deems appropriate. D $athieson remained onboard ship, due to health problems. He died of a heart condition in &'+'. D The top of the structure was estimated to be under at least &<0+C feet of ice and to extend to unknown depths. He declines to speculate on the age of the structure. D t an international archaeology conference in 1aris last year, 7r !ummers of %dinburgh -niversity, heard reference to a forthcoming expedition to explore what was 9nonsensically5 described as 9ruins of Thule found in .est Greenland5. "t isn5t known what si8e the rival team is or when they will arrive. He will wrap up the briefing after three or four 3uestions, or if he doesn5t like the direction the 3uestions are going. Assess Honest!/ .hen asked about the specifics of the first expedition, why the details were not released or why the second expedition was delayed for so long, %thelrod seems somewhat evasive. 3 oint Spend/ He is deliberately hiding something. %thelrod will wrap up the briefing after three or four 3uestions, or if he doesn5t like the direction the 3uestions are going.

Preparations
S#ene T!pe/ 6ptional ;Transition= )ead-$n/ ?riefing )ead-1ut/ The tlantic :oyage There are several potential areas of research the protagonists may choose to investigate. %ach of these topics will take up to a week to research.

Henry Ethelrod
To interact with %thelrod significantly, ?ritish characters need a Credit Bating of <E, mericans and other %uropeans need ,E. nyone else will need to make a &01oint spend in Credit Bating on each significant occasion. Abilities/ thletics <, Credit Bating *, Firearms *, Health *, !cuffling *, .eapons , Hit Threshold/ / Armor/ 0& vs all ;if wearing rctic gear= 4eapon/ E& ;./( revolver=, E& ;./C0C, bolt action rifle=, 0& ;knife=

%esearchin$ #reenland
)ibrar! (se/ Time spent in a ma@or library will grant a dedicated pool point for investigative spends in any field as it relates to Greenland, for example, nthropology, rchaeology, History, Geology, 6ccult or 6utdoorsman. 3-point spend will grant + dedicated pool points. 5-point spend will grant /.

%esearchin$ the #reenland

&ytholo$y

of

)ibrar! (se/ fter his travels between //C ?C and /+C ?C, the Greek explorer 1ytheas makes the first known reference to the mysterious island of Thule

Fsix daysG sail north of ?ritain, and near the fro8en seaH. He claimed that people keep bees in this place and in summer, nights are only two or three hours long. "t5s not clear whether he is referring to "celand, Greenland, 4orway or somewhere else altogether. The ncient Greeks also tell of the Hyperboreans who live beyond the north wind ;the literal meaning of 9Hyperborea5=. Their land was perfect, with the sun shining +) hours a day, and the people free from war, disease and old age and always happy. The people were blond and very tall. Hyperborea has variously been located in north0east sia, .estern %urope or ?ritain. "n the &*th Century, some !candinavians identified their own land as Hyperborea. 3 oint Spend/ ?y the late &'th and early +Cth Century, the idea of ThuleIHyperborea as a lost continent ;possibly the same place as tlantis= had become popular in certain %uropean occult circles, including Theosophists, and German vJlkisch ;nationalist= groups. 3 oint Spend/ ccording to the !ook of "ibon > a book, according to legend, written by a Hyperborean sorcerer > the original capital of Hyperborea was Commoriom and known for its marble and granite buildings and lofty spires.
The Boo& of Eibon

,utdoor Trainin$
:arious independently sourced courses in outdoor skills may grant a protagonist up to + dedicated pool points in thletics or 6utdoorsman, to be used in rctic and !ubarctic environments.

The Atlantic Voyage


S#ene T!pe/ 6ptional, Transition )ead-$n/ ?riefing, 1reparations )ead-1ut/ Godth2b This is an opportunity to roleplay various interactions between player characters as they get to know one another and their leader. The voyage for Godth2b takes six days, giving the 1rotagonists plenty of time to get to know the other members of the team or to read in their cabins if they prefer. n thletics test against 7ifficulty / is re3uired avoid seasickness. The effect is the same as being Hurt and lasts for +) hours. N?egin sidebarO

The Crew
The ship5s crew consists of the Captain, First $ate, Chief 1etty 6fficer and a crew of ( sailors.

Captain -ames &acAllen


tall, lean, dour man who looks older than his )< years. He doesn5t say much, but commands the respect of his crew. Abilities/ thletics ), Health <, !cuffling ,, .eapons + Hit Threshold/ / 4eapon/ 0+ ;fists=, 0& ;boat hookIimprovised=

The library of the $iskatonic -niversity and the ?ritish Kibrary have copies of this book. )ibrar! (se 3 oint Spend will locate it. S&imming this will give the following informationL T?7

The &athieson E'pedition of ()*+


)ibrar! (se/ The information on the $athieson %xpedition report, the 7orset Culture and the distribution of polar bears described in the Briefing can be uncovered in a good0si8ed academic library by substituting point spends in Kibrary -se.

.irst &ate /ill Hewlett


n experienced seaman who has worked closely with $ac llen for years, Hewlett is a somewhat portly man in his early )Cs, with red hair. Abilities/ thletics /, Health <, !cuffling ), .eapons + Hit Threshold/ / 4eapon/ 0+ ;fists=, 0& ;boat hookIimprovised=

The #erman E'pedition


Finding out more about this expedition is very difficult as there is nothing published about it publically. Reassuran#e or 6latter! will get 7r $organ or 1rofessor %thelrod to reveal that an associate of %thelrod5s, 7r !ummers of %dinburgh -niversity, heard a reference to this at an international archaeology conference in 1aris last year. $oreM

Chief Petty ,fficer Anders Pihl


1ihl is a large, friendly man of 7anish nationality. He is /*, has a full beard and en@oys a drink. Abilities/ thletics ,, Firearms ), Health *, !cuffling (, .eapons /

Hit Threshold/ / 4eapon/ 0+ ;fists=, 0& ;boat hookIimprovised=, E& ;Kee %nfield rifle= N%nd sidebarO

#ettin$ to 0now Ethelrod


%thelrod is reserved and rather snobbish. nyone who spends a significant time with him 3uickly recognises that he regards most people are not upper0middle class ?ritons with disdain. He will generally avoid the company of the uneducated or mericans, who he generally regards as vulgar. He passionately despises the French in particular. Assess Honest!/ %thelrod may be hiding something. 3- oint spend indicates that behind the stiff0upper lip, %thelrod is apprehensive about the expedition and that there are certain things about the current of previous trip that he is concerned people don5t know. Reassuran#e, or 6latter!L %thelrod may also be asked 3uestions about the the expedition. !ee the Briefing for details.

traditional %skimo huts of stone and turf with a few !candinavian0style structures of imported wood. The main industries here are whaling and fishing and there is a blubber boiling plant @ust outside of town. There is also a general store, a newspaper office, a small school, a seminary and a government building with a radio station. To the east lies Godth2bsf@orden, the long, meandering f@ord with many inlets where the $athieson %xpedition landed. )anguages 7Danish or $nuit8 A9D 1ral Histor! or Reassuran#e 76loating8/ "f the 1rotagonists go ashore and talk to the locals, they will hear of another foreign research ship that arrived over a week earlier. 6ollo'-(p 7Credit Rating* Reassuran#e* 6latter! or Bargain8/ The vessel dropped off a German research team in Godth2bsf@orden and left shortly afterwards. %thelrod will get this information one way or another > from a member of the crew if not from the 1rotagonists. He is furious and curses the German 5race5. Reassuran#e 3- oint Spend/ He suspects that the German authorities were tipped0off about the site by a veteran of the first expedition, Pean Baymond Gobineau, who @oined the 4a8i cause a few years ago. N!idebarO

Surreptitiously Ethelrods Cabin

Accessin$

"f protagonists try to search %thelrod5s 3uarters discretely, they will be confronted with a locked door, re3uiring )o#&smith to open. They will also have to pass a !tealth test of 7ifficulty ) to avoid being spotted acting suspiciously. Conse3uences of being caughtM For the details of the contents of %thelrod5s cabin, see %thelrod5s 1ersonal %ffects.

1ationalism in Europe in the 23s


.ith the benefit of historical hindsight, we know to what horrors German nationalism led. Today, 4a8ism is almost universally synonymous with almost stereotypical evil. nd indeed ?ritish and mericans would often have been less than favourably disposed towards the Germans, but probably for slightly different reasons. .hile many people regarded the 4a8is as despicable at the time, overt racism was far more socially acceptable and the logical conse3uences of 4a8i rule were less clear. nimosity from ?ritish and mericans towards Germany at the time would probably have had more to do with nationalist and colonialist competition and memories of the Great .ar. 1layers might even decide that their characters are broadly sympathetic with 4a8i goals. nd indeed this would be an ideal set0up for the 9?ig Beveal5 at the climax of the scenario. NI!idebarO

odth!"
S#ene T!pe/ Core )ead-$n/ ?riefing, 1reparations, The tlantic :oyage )ead-1ut/ Bival %xpedition, %vighedsf@orden The ship makes a scheduled stop in Godth2b, the capital of Greenland, for three days, to refuel, collect supplies and meet the sledding team. 6nce the ship is prepared, a local boat is to transport the sleds and sled dogs to %vighedsf@orden in a separate boat. Greenland at this time is a colony of 7enmark and uses 7anish currency and mostly 7anish place names. Godth2b is the capital and has a population of around +CCC, mostly %s3uimaux, but with a few people of !candinavian descent. Houses are mostly

Ri#al Expedition
S#ene T!pe/ 6ptional, Boleplaying )ead-$n/ Godth2b )ead-1ut/ %vighedsf@orden The following day, a small freighter flying the German flag > the #i$$er > arrives in port to resupply. %thelrod will refuse to have anything to do with themQ however, the protagonists may choose to approach them. 6nboard is a crew of seven sailors, a radio engineer and an archaeological research assistant. They are in regular radio contact with the German team, although reception is increasingly patchy. The Germans will boast about being the first to reach and explore Fthe ruins of ThuleH, about having a special right to the heritage of their ancestors. The resulting humiliation is a &01oint !tability test for the protagonists. $ntimidation/ The characters can avoid humiliation by giving as good as they get. 3- oint spend allows them to recover & !tability point or tricks the Germans into revealing the expedition route from Godth2bsf@orden north0northeast ;the same route as the $athieson %xpedition=. Reassuran#e or 6latter! 3- oint SpendL The German team become more amicable and recognise at least some of the group as kindred ;either literally or in a spiritual sense= and will invite them onboard the ship, offering them drinks and food. nyone who accepts will find themselves lectured about the Fnoble origins of the ryan raceH and how archaeological sites all over the world prove that their ancestors brought civilisation to the ancient world. nyone who vigorously disagrees finds the offer of hospitality prematurely withdrawn. Reassuran#e or 6latter! 3- oint spend/ The Germans reveal their route ;north0northeast from Godth2bsf@orden, the same route as the $athieson %xpedition=. Assess Honest!/ ?ehind the bragging, there is a slight sense of uneasiness. 3- oint spend/ the German crew seem to be worried about their team. 6ollo'-up/ Reassuran#e 5- oint spend will get the Germans to admit that they are being lead to the site by Pean Baymond Gobineau, a $athieson %xpedition veteranQ however, several of them believe he is unstable. His behaviour is strange and occasionally violent and he drops hints of terrible creatures up on the ice sheet.

!tealth test against 7ifficulty ) will allow the protagonists to make a 3uick and surreptitious search of the ship under some pretext. !tealing one of the books re3uires a Conceal or Filch test against 7ifficulty <. Simple Sear#h/ The ship contains some supplies of food, fuel ammunition, radio e3uipment and so forth. There is also a small library of books on relevant geographical, geological, anthropological, archaeological, historical, linguistic and occult sub@ects, almost all in German, including !trabo5s Geographica and Hermann .irth5s er Aufgang $er %enschheit ;The %mergence of $ankind=. )anguages 7-erman8/ n protagonist skimming the latter ;+ hours= will learn about nationalist German beliefs in their decent from a 4ordic super race that originated in the rctic region and once ruled the known world. &oring over it ;&C hours= grants + dedicated pool points in rchaeology, nthropology, 6ccult or Kanguages. Eviden#e Colle#tion/ lso here is an enthusiastic letter of support from a senior member of the 4ational !ocialist German .orkersG 1arty named Heinrich Himmler to 7octor %kkehardt ?auer, leader of the expedition. Himmler refers to the site as both F-ltima ThuleH and F tlantisH and refers to something he calls 9Thor5s Hammer5, a weapon of their divine ancestors said to be capable of flattening mountains.

Captain Alfred

reher

round /C years old, and fit, 7reher is in command of base0ship operations. 7reher is a keen German patriot and a true believer in the Thule myth.

#erald Huber
Huber is a round0faced ?avarian. He is a little overweight, fairly 3uiet and serious, and a little less nationalistic than his companion is. Abilities/ thletics ), Firearms /, Health ), !cuffling / Hit Threshold/ / Alertness "odifier/ C Stealth "odifier/ C 4eapon/ E& ;$auser Gewehr '( rifle=, 0& ;#nife=, 0+ ;fists=

,ther Crew &embers


Abilities/ thletics ,, Firearms ), Health *, !cuffling (, .eapons / Hit Threshold/ /

4eapon/ 0+ ;fists=, 0& ;knife or improvised weapon=, E& ;$auser Gewehr '( rifle=, E& ;Kuger 'mm=

Ar#ti# travel on foot

E#ighedsf$orden
S#ene T!pe/ Core, Transition )ead-$n/ )ead-1ut/ %vighedsf@orden Glacier bout &CC miles north of Godth2b, is the port of !ukkertoppen, where the ship may harbour overnight. nother /C miles beyond that is the f@ord of %vighedsf@orden, which flows through a deep canyon in a steeply mountainous and uninhabited area. lthough the %vighedsf@orden route to Commoriom is slightly longer than the one from Godth2bsf@orden, the ascent is gentler, allowing the transportation of drilling e3uipment. The route from Godth2bsf@orden involves two steep climbs. The expedition vessel is met here by a local barge that drops off the sleds, sled dogs and mushers ;dog sled drivers=. The plan then is to use it to ferry supplies, e3uipment and the expedition members onto the muddy shore. Nbegin sidebarO

Cross0country skiing costs ) thletics, Fleeing or Health per day in these conditions. .ithout skis the speed is halved.
Travel b! dog-sled

This re3uires 7riving ;7og !led= in addition to the costs above. 7og teams will use , thletics pool points ;or Health once these are depleted= each day, / points are replenished at the end of the day if the dogs are rested and well0fed.
Effe#ts of Climate

s long as they are wearing rctic clothing, the characters will suffer no ill effects from the temperature here at this time of year ;averaging around +CRF in the day and &CRF at night=. .ithout protective clothing, 1rotagonists should be treated as Hurt. 4ote that rctic clothing also provides & point of rmor.
Communi#ations

%thelrod and the crew of the ship agree to communicate by radio twice a dayL once at * $ and once at (1$.

Sleddin$ Teams
There are three sleds with ten dogs per sled and three mushers ;or fewer if any 1rotagonists are able drive a dog0sled=.
(&ale%

The Trek to Commoriom


The team has three 4ansen sledges and a snow tractor. Team0members are on cross0country skis. musher drives each 4ansen sledge, skiing alongside it. They carry mostly food, camp gear and lighter excavation e3uipment. The diesel0powered snow tractor seats two, pulls the heaviest e3uipment on a series of four 4ansen sledges ;the drill, the diesel generator, the electric ice melter and a do8en barrels of diesel= and sets a steady pace. "f none of the 1rotagonists has 7riving ;Tractor=, %thelrod will drive it. There is space for one passenger in the covered cabin. 1rotagonists with the highest Credit Bating scores will be invited first. There are three mushers or fewer if any of the 1rotagonists have this ability. 1utdoorsman is re3uired to avoid getting hopelessly lost. 4avigating under difficult circumstances > without a map, a compass or in poor visibility will re3uire 6utdoorsman spends in order to progress in the correct direction.

stocky "nuit with bad teeth who seems to show them off with his smile almost all the time. pproaching middle age, he is an expert hunter and outdoorsman. He speaks "nuit and 7anish. Abilities/ thletics ,, 7riving ), Firearms (, Health ,, 6utdoorsman <, !cuffling /, .eapons * Hit ThresholdL / Alertness "odifier/ E+ Stealth "odifier/ E+ 4eapon/ 0+ ;fists=, 0& ;knife=, E& ;rifle=, Armour/ 0& vs any ; rctic clothing=
Tiria%

Tall for an "nuit and around /C, with a wispy moustache. He speaks "nuit and 7anish. He is an expert at dog0handling and sled0maintenance. Abilities/ thletics ,, 7riving <, Firearms +, Health ,, 6utdoorsman /, !cuffling ), .eapons < Hit Threshold/ / Alertness "odifier/ E& Stealth "odifier/ E&

4eapon/ 0+ ;fists=, 0& ;knife=, E& ;rifle=, Armour/ 0& vs any ; rctic clothing=
:a&ob S;rensen

!Srensen is a highly skilled cross0country skier of and mountaineer as well as an experienced outdoorsman and guide. s the name suggests, he is of 7anish descent and speaks "nuit, 7anish and some %nglish. Abilities/ thletics ', 7riving ), Firearms ), Health (, 6utdoorsman /, !cuffling <, .eapons ) Hit ThresholdL ) Alertness "odifier/ E& 4eapon/ 0+ ;fists=, 0& ;knife=, E& ;rifle=, Armour/ 0& vs any ; rctic clothing=
Sled Dogs

any 1rotagonists who are driving dog sleds this is a 7riving test against 7ifficulty <. Failure means that one of the dogs is in@ured or the sled is stuck, resulting in delays. For dogs this costs &C thletics pool points.

5ce .alls
s they progress up the canyon, have everyone make a !ense Trouble test at 7ifficulty ) to spot ice tumbling from a tributary into the path of one of the sleds. nyone who succeeds with !ense Trouble can call out a warning allowing the driver to take evasive action. voiding this re3uires a 7riving test against 7ifficulty < ;) if !ense Trouble is passed=Q otherwise, all on board ;and the dogs= take E& damage and the supplies and e3uipment on the sled may be damaged.

Abilities/ thletics &+, Health <, !cuffling , Hit Threshold/ ) Alertness "odifier/ E/ 4eapon/ 0& ;bite= Armour/ 0+ vs any ;thick fur=

%owling
4ear the top of the canyon, have the 1rotagonists make !ense Trouble tests ;7ifficulty /= to hear strange howling sounds. nyone with 1utdoorsman can reassure themselves and other characters that this is purely a natural phenomenon caused by the wind funnelling down the canyon, allowing any !ense Trouble points spent to be refunded. 6therwise, this is a &01oint !tability test. Assess Honest!/ Granger is showing signs of stress or agitation. "f asked, he refuses to talk about it and denies that anything is wrong.

E'pedition E4uipment
This is a non0exhaustive list of e3uipment for the expedition that hasn5t already been mentionedL Tents, arctic clothing, ice picks, axes, ,C T4T explosive charges with detonators, rifles, trail radio ;&CC ., nominal range <C miles, &CClbs, battery +Clbs=, chain saws ;gasoline=, electric ice melter ;about &CCClbs=, /CC. diesel generator ;(Clbs=, && x << gallon tank diesel ;//C lbs each=, & x << gallon tank gasoline ;//C lbs=, water pump ;diesel, /CClbs=, ?uckets, Food for dogs and humans for , weeks
Chainsa'

A Quarrel
t the end of the day, the group needs to make a camp near the top of the canyon. That evening, a 3uarrel can be heard in %thelrod and Granger5s tent. Shado'ing or 3- oint Spend in Eviden#e Colle#tion/ %thelrod is repremanding Granger for drinking. He threatens to throw away his alcohol supply.

"f someone should use this as a weapon at an stage, give it damage E&, but due to its general unwieldiness, users make attack tests at 0&. Nend sidebarO

Polar /ear

E#ighedsf$orden

lacier

S#ene T!pe/ Core, Challenge )ead-$n/ %vighedsf@orden )ead-1ut/ The Climb to the "ce !heet The first stage of the @ourney is likely to last one day and is very challenging. The loaded dog sleds must run uphill along the bottom of the canyon on gravel and mud, avoiding ice0falls from the glaciers overhead. The canyon is about &/ miles long. For

female polar bear with cubs in the hills nearby is attracted by the sounds and smells of the expedition. !he will approach the camp after everyone has retired. !ense Trouble test against 7ifficulty ) ;7ifficulty + if someone is keeping watch= will give 1rotagonists an early warning, as the dogs become unsettled. t its current distance of &<C yards, a second !ense Trouble test ;7ifficulty ,= is needed to spot the bear. "t approaches cautiously and soon everyone is woken

by the dogs5 barking. !potting the bear now at )C yards is a 7ifficulty < !ense Trouble test. The hungry bear will now approach get close enough to attack the humans in the camp in two rounds. ?eing attacked by the bear is a /0point !tability test.
olar Bear

1utdoorsman or Eviden#e Colle#tion 3- oint spendL Karge, strange footprints can be seen in the snow, perhaps distorted by melting. ;"f none of the protagonists finds it then one of the mushers does.= 1utdoorsman or Biolog!/ The prints appear to be those of a large carnivoreQ however, an extended claw in the middle of the foot shows that this wasn5t a bear. "n fact, they don5t belong to any identifiable creature. 3- oint spend/ There is something very strange about the gait. 5- oint spend/ The bi8arre pattern of prints would almost seem to imply that it was moving on six legs some of the time. Cthulhu "!thos or 1ral Histor!/ This may be the legendary six0legged beast of the rctic, called Gnoph-keh. The mushers know these stories.
They become 3uite excited and Tiria3 refuses to continue. %thelrod struggles to convince him. 3- oint Reassuran#e spend will suffice. "n contrast -kale3 and to a lesser extent !Srensen want to hunt and kill it. %thelrod is not convinced. 3- oint Reassuran#e or 6latter! spend will change his mind. s soon as 7r Granger sees the print, he becomes extremely agitated and begins muttering to himself about Fthe unspeakable beast of the ice sheetH.

The bear can attack twice in a round > two claws or a claw and a bite. "f it loses half it5s Health, it will flee. Abilities/ thletics &), Health &C, !cuffling &, Hit Threshold/ ) Alertness "odifier/ E+ 4eapon/ E& ;claw=, EC ;bite= Armour/ 0)

The Clim" to the Ice &heet


S#ene T!pe/ Core, Challenge )ead-$n/ %vighedsf@orden Glacier )ead-1ut/ cross the "ce, Graves This day begins with an even more difficult climb up a broken, icy slope onto the ice sheet above. !omehow, the sleds, the tractor and their loads need to be raised onto the ice sheet. 6ne method ;both %thelrod and 1utdoorsman will suggest this= is that most members of the team climb the slope on foot, carrying ropes, ;a 7ifficulty / thletics test, with failure resulting in a damage roll at 0+=. 4ext, the team pulls various loads up using the ropes. %ach of these steps re3uire pigg'backe$ thletics tests against various difficulties, with failure resulting in a retry and a loss of & Health > at the #eeper5s option, a result of & might result in a tumble and damage for whatever load is being pulled up the slope. The dog teams are led up ;7ifficulty /=, then the humans and dogs together pull the tractor up ;7ifficulty <= > if a 1rotagonist can drive it, they will also need to make a 7riving test against 7ifficulty < to avoid problems as above. Then tractor, humans and dogs bring up four regular loads ;7ifficulty /= and the drill ;7ifficulty )= on sleds. The entire process will take at least / or ) hours and by the end of it, the players themselves should be feeling tired. Following %thelrod5s directions, the team can spend the last hours of the day sledding in a south0easterly direction across the ice0sheet, before camping for the night.

Assess Honest! or s!#hoanal!sis/ He doesn5t seem to be calming down. 3 oint spend in s!#hoanal!sis/ He may have a phobia or have had a traumatic experience in the past that has triggered extreme anxiety. Assess Honest! 3- oint spend/ %thelrod also seems somewhat alarmed although he is far more in control of himself. Eviden#e Colle#tion 3- oint spend/ The character notices that Granger is secretly drinking from a hip0 flask.

Huntin$ the /east


"f the team attempts to hunt the beast, a 3- oint 1utdoorsman spend is re3uired per day to track it on a wandering route roughly east southeast. fter about three days, they will arrive at the sceneL 9-raves5. 7uring this trip the hunters may experience being spied on by a strange %skimo ;see cross the "ce, The .atcher=.

The 'eath of Ethelrod


S#ene T!pe/ Core )ead-$n/ The Climb to the "ce !heet )ead-1ut/ Call for Help

Core Clue/ The route to Commoriom <alle! Consider bringing Granger out into the open and shooting at the entire crew. %thelrod5s death early in the scenario is important for several reasonsL firstly it puts the protagonists into the driving seat and secondly it potentially reveals several more aspects of the mystery. "t also foreshadows the insanity ahead and removes a source of security. "f %thelrod5s death is somehow prevented here, it is recommended that he is killed in some other, preferably non0trivial, way. For example, he could be killed by the gnoph0keh. .hen the team sets up camp for the night, %thelrod discusses techni3ues for avoiding crevasses and the route ahead. Granger meanwhile has retired to the tent. t the end of the evening, %thelrod retires. gain, 3uarrelling can be heard from the tent he shares with Granger. "t escalates, there is shouting, sounds of a struggle, then suddenly, a gunshot. nyone entering the tent will find Granger sitting bolt upright on his camp bed, deliriously talking to himself and obviously intoxicated. %thelrod5s still smoking pistol lies on the floor and %thelrod lies near it, mortally wounded. "f anyone enters the tent suddenly, Granger will grab for the gun and attempt to hold them at bay. He will shoot anyone who gets too close. Reassuran#e/ Granger calms down and lowers the gun. 3- oint spend or successful 1sychological Triage ;Trail of Cthulhu rulebook p*'= convinces him to relin3uish it. successful First id test against 7ifficulty ) will revive %thelrod and make him comfortable enough that he can talk. He will tell the protagonist to follow the route marked on the map in his personal pack ;#ore* floating #lue=. He will also warn them not to enter the temple in the valley without first reciting the rite of placation found within the pages of his notes on the Liber Ivonis. nother Reassuran#e 3- oint Spend or 1sychological Triage will get Granger talking. He raves and mutters incoherently about Fblond %s3uimauxH, Fthe man0eating beast of the iceH, Fthe city of evilH, Fthe formless guardian of the templeH and %thelrod stealing his whisky. He soon lapses into a state of muttering, incoherent catatonia, from which, as s!#hoanal!sis indicates, he is unlikely to recover without lengthy therapy.

Ethelrods Personal Effects


%thelrod left most of his personal possessions on one of the sleds. Beliant as they were on %thelrod, the rest of the team do not know with certainty the route to their goal. They may find this material while looking for his maps. %thelrod5s possessions includeL Core Clue/ detailed map of .est Greenland with handwritten markings showing both the route taken by the $athieson %xpedition and the route planned for the current expedition "thelro$(s )otes on the Liber Ivonis ;see 9%thelrod5s !ecrets5 sidebar= Clue 7 ipe8/ A &reliminar' Interpretation of the Tsath-Yo Language ;see 9%thelrod5s !ecrets5 sidebar= &ictographs in the Temple of the *oth-A++ua ;see 9%thelrod5s !ecrets5 sidebar=

N?egin !idebarO

Ethelrods Secrets
Ethelrod=s 9otes on the )iber $vonis

)anguage/ %nglish S&im/ + hours ore/ +C hours These handwritten notes were written in the late &'+Cs, based on the Katin version of the !ook of "ibon. %thelrod5s notes focus on language, the geography, history and culture of Hyperborea, the pre0human ,oormis and the worship of their god *hotha++uah. S&imming this provides & dedicated pool point to be used for 6ccult, nthropology or Cthulhu $ythos spends relating to Hyperborea and Tsathoggua. oring over it provides another + dedicated pool points.
A reliminar! $nterpretation of the Tsath->o )anguage* b! Henr! Ethelrod and Curtis "athieson

)anguage/ Tsath0To to %nglish S&im/ / hours ore/ /C hours %thelrod and $athieson compiled this provisional dictionary and grammar of the Tsath-Yo heiroglyphic language based on their work prior to the &'+, expedition and the glyphs they found in Greenland. 6nce S&immed, this book can be used as a reference, with sufficient time and point spends, texts written in Tsath0To can be translated

with a reasonable level of accuracy. oring over it grants + dedicated pool points in Kanguages ;Tsath0 To=.
i#tographs in the Temple of ,oth-A%%ua

A Call for %elp


S#ene T!pe/ Core, Boleplaying )ead-$n/ The 7eath of %thelrod )ead-1ut/ .aiting on the "ce, cross the "ce "f the team maintains the agreed schedule of twice0 daily radio communications, the following morning they receive some news. The team will probably be breaking the news of %thelrod5s death in the same broadcast. The base ship has been approached by crewmembers of the German base ship re3uesting assistance. The German expedition has been out of radio contact for three days. .hile this may simply be a technical problem, the Germans are concerned and would like help in looking for their teammates. This is honourable behaviour between international expeditions. "n particular, they would like to send two representatives to @oin forces with them.
Captain 7reher, captain of the German base0ship, is available to speak directly to the characters if they wish.

)anguage/ %nglish S&im/ + hours This contains %thelrod5s translations of a set of Tsath0To hieroglyphs found on the walls of a temple in the valley of Commoriom. He describes the pictographs as being of a more primitive type than previously seen and postulates that it was created by a people he calls 9,oormis( and that the Hyperboreans adopted this language and refined it. Anthropolog! or Ar#haeolog! reminds the reader that such notions don5t correspond with accepted human prehistory. people called ,oormis came to this fertile valley from far to the south and built a city dedicated to their god *oth-A++ua. Cthulhu "!thos identifies this as Tsathoggua. The temple was consecrated by summoning one of Aoth0 33ua5s children to guard it. The high priest was then ceremonially sealed alive in the burial chamber behind the altar. Cthulhu "!thos identifies the reference to a spawn of Tsathoggua. The temperature grew colder and people stopped following Aoth0 33ua and began to worship other gods, especially A$uk-u that came from the north and was associated with the dropping temperatures. Cthulhu "!thos suggests that this might be "tha3ua. civil war broke out between the followers of Aoth0 33ua and dukwu and the heretics were forced out of the city, and hunted down. few survived in the mountains. !trange people with no hair on their bodies, only on their heads, came from the north in boats made of skin ;the ancestors of the Hyperboreans, %thelrod suggests=. They began to trade, the builders of the city taught them writing, and the newcomers 3uickly learned the ways of economics and government. The land continued to get colder, and trade dwindled. The coming of the cold was a curse from dukwu or his long0dead followers. There is a prophecy that the bare0skinned people would take the city. %ventually it would lie abandoned and ravaged by the cold.

Helping the Germans would mean a wait of two days on the ice. 6n the other hand, by bringing a further two men with them and a sledge, the Germans could take %thelrod5s body and an incapacitated Granger back to Godth2b. They could also bring supplies and could simply take the places of %thelrod and Granger. This is an ethical and practical dilemma for the protagonists. "t is recommended that that the #eeper bring character 7rives into play here by using !oft ;or even Hard= 7rivers, ideally encouraging conflict between characters. For example, the rrogance or Thirst for #nowledge 7rives might favour pressing on without the Germans, while 7uty may encourage a character to do 9the right thing5. "f they decline to accept, the Germans send a two0 man team to make its way independently. The investigators may encounter them later and the Germans will be less than positively disposed towards them. n obvious third option is that the protagonists agree to look for the missing team, which the Germans will gratefully accept.

(aiting on the Ice


S#ene T!pe/ 6ptional, Transition )ead-$n/ Call for Help

N%nd !idebarO

)ead-1ut/ cross the "ce "f the protagonists decide to wait for the Germans to reach them, they face a wait of two days on the ice.

An 6nearthly Howl
fter sunset on the first day there is a distant, but terrible and strange howl, which will be noticed with a successful !ense Trouble test against 7ifficulty <. Hearing it is a &01oint !tability test, mythos0related. Biolog! or 1utdoorsman 3- oint spendL This sound is not recognisable as a known inhabitant of Greenland.

$athieson %xpedition who moved to ?erlin in the late &'+Cs ccording to Gobineau, the creature that attacked the $athieson %xpedition was not a bear, but something far worse There is a temple in the valley that one must utter a special invocation to enter. Gobineau claimed to know this, but protected it fiercely. The linguist and anthropologist Herman .irth translated glyphs found on a monolith in Finland describing the history or mythology of this city

The Two #ermans


The Germans will be very grateful to the team for delaying their expedition in order to help and they will make it clear that their interest is in the search and rescue of their compatriots and are happy to follow the %thelrod %xpedition5s lead on other matters. They will, however try to persuade the %nglish0 speakers to help them actively search for the Germans, perhaps by giving them some men to take on a more southerly course towards where radio contact was lost ;i.e. in the direction of the scene, -raves=. Be@oining the main group from this point would re3uire a steep climb ;see 1n the Edge=. Captain 7reher decides to lead the rescue operation personally, leaving his first mate in charge of a ship manned by a radio engineer and a skeleton crew. He brings Gerald Huber with him on a dog sled with eight dogs. !ee 1age UU for details of these two. !ections of the scenario that apply if the Germans have @oined the team are marked with the following symbolL .S!mbol/ -erman Expedition "embers0

Across the Ice


S#ene T!pe/ Core, Clue ;?onus= )ead-$n/ Call for Help )ead-1ut/ The expedition is now heading southeast over the fractured surface of the Greenland ice sheet. Twice a day, each member of the team must make a !ense Trouble test against 7ifficulty ) ;7ifficulty / for vehicle drivers= to safely avoid crevasses. "f this fails, a 7riving test ;7ifficulty /= is re3uired to avoid falling in for E& damage and possible loss or damage to vehicles, loads or dogs. This stage will take two days. However, if the team passes a piggybacked 7riving ;Tractor or 7og !led as applicable= test against 7ifficulty <, reduce this to one day.
The 4at#her

s the @ourney progresses, the team gradually approaches a range of nunataks ;mountains emerging from the ice sheet= to the southeast. There are a few smaller nunataks along the way. Towards the end of the last afternoon here, a !ense Trouble test against 7ifficulty ) will allow the protagonists to spot someone watching them from the top of a ridge ahead. He is perhaps half a mile away. 1reparedness test ;7ifficulty /= will give an 1rotagonist 3uick access to binoculars. "f viewed through binoculars, he appears to be an %skimo, but dressed rather strangely in a high collared parka. Anthropolog! or Biolog! 3- oint spendL His features are unusual for an %skimo, with a long face, large nose and elongated earlobes. Anthropolog! or Ar#haeolog! 3- oint spend will then suggest that his appearance is reminiscent of figures depicted in artifacts of the extinct 7orset Culture. Cthulhu "!thos/ The figure5s appearance

5n7esti$ation
Reassuran#e or 6latter!/ The German expedition was following the same route as the $athieson %xpedition. %ach of the following additional pieces of information re3uires a 3- oint spendL The site is thought to be a city called 9-ltima Thule5, the capital of the lost continent of Thule, ancient homeland of the ryan race "nformation about the site came from Pean Baymond Gobineau, a veteran of the

is reminiscent of descriptions of the inhabitants of Hyperborea. <01oint 1reparedness test will allow a character to produce binoculars 3uickly enough to see that the %skimo has a long, pale face and is strangely dressed in a high0collared parka with a sort of pointed hat instead of a hood. He 3uickly disappears from view whether seen or not. Climbing the ridge is a /01oint test. Failure results in / points of damage. 1utdoorsman will find his tracks. 3-point spend/ The tracks appear to come from the east ;the direction the expedition is headed= and return the same way. nother 5- oint spend is re3uired to follow the tracks a significant distance. skier will be able to travel faster than the man on level ground, however he deliberately heads over rough terrain, re3uiring a Chase using thletics versus thletics, with the %skimo receiving a free success at the start of the chase representing the head start he has and a 7ifficulty reduced to / representing his experience of the terrain. nyone winning this Chase will have an opportunity to take a single shot at the strange0 looking %skimo if they have a rifle ready. fter that, he disappears from view and a !ense Trouble test against 7ifficulty , is re3uired to avoid being ambushed by a ferocious attack with a hand0axe. He will fight to the death rather than be captured. !een close0up, it is clear that the man is no ordinary %skimo. He is lean, with fair hair, and a long face with elongated nose and ears. He appears to be in his mid to late twenties. He will refuse to talk and will try to escape at the first opportunity. $nterrogation/ "n broken Greenlandic "nuit, he will warn that the outsiders have strayed onto forbidden land, protected by the ancestors. They must leave at once or they will die a horrible death. 5- oint spend persuades him to give his name and that he is a member of a small family that lives in a house several days to the west of here. Assess Honest! reveals no hint of deception. .S!mbol/ -erman Expedition "embers0 The Germans, are extremely excited by the discovery of 9blond %skimo5 announcing that it is proof of a former ryanI4ordic civilisation in Greenland. Anthropolog! 3- oint spend/ :ilh@almur !tefansson reported blond %skimo in the :ictoria "sland area of Canada in &'&C and there have been several such reports, including in Greenland, since the &*th Century.

&aakuk8 the /lond Eskimo8 A$e *9


Abilities/ thletics &C, !cuffling (, .eapons &&, Health ' Hit Threshold/ ) ArmorL 0& vs all ;hide= Stealth "odifier/ E+ Alertness "odifier/ E+ 4eaponL EC ;stone axe= The team won5t be able to travel much further today.

)n the Edge
S#ene T!pe/ Clue ;?onus= )ead-$n/ cross the "ce )ead-1ut/ The German Camp, rriving at the !ite bout a day from their destination, the expedition is moving along the top of a steep ridge. 1utdoorsman or Eviden#e Colle#tion/ There is a dark red spot on a slope, about a mile or so from the bottom of the ridge. ?inoculars suggest that it is a patch of blood with debris of some kind nearby. The face of the ridge, which would need to be descended to reach the camp, is a near0vertical wall of icy rock over &CC feet high. Climbing down is an thletics test ;7ifficulty ,=. Climbing back up the wall is 7ifficulty (. "n either case, damage is & die E/, however, if a safety rope is used, unless the roll is a natural & ;in which case the rope doesn5t hold=, the damage is reduced to 0&, with a second thletics test re3uired to complete the climb. pproaching the red spot brings the protagonists to Human Remains. 1utdoorsman/ nother route is possible that avoids the steep climb. "t would mean going back along the ridge then heading south. 6n foot, this would take about a day each way, on unloaded dog sleds about half that, and on loaded sleds or a snow tractor, about , hours. 1utdoorsman or Eviden#e Colle#tion/ ?olts have been left where someone climbed up the face of this ridge. 3-point 1utdoorsman spend confirms that this was within the last week or so. nother 3oint spend indicates that there were three in the climbing party. nyone remaining behind and passing a !ense Trouble test against 7ifficulty , will spot a figure, similar to the previous one, watching them from a mountainside to the north. Beaching the spot will take about half an hour and a climb re3uiring an

thletics test against 7ifficulty ). 1utdoorsman 3oint spend will successfully locate his tracks, while another 3- oint spend will allow them to be followed westward and higher up the mountain where they are lost on the rocky surface. "f none of the protagonists remain here, the mushers will report the figure when they return and can take the characters close to the spot where the figure stood. The expedition will probably need to camp somewhere on the ridge or tonight.

The creature hunted him down, killed him and consumed his body at leisure.

ra#es
S#ene T!pe/ 6ptional, Clue ;?onus= )ead-$n/ Human Bemains, The Climb to the "ce !heet )ead-1ut/ Human Bemains, The Climb to the "ce !heet Three mounds rise in the snow here marked with simple wooden crosses. crushed man0drawn sled has also been abandoned here, its load partially still loaded and partially arranged on the snow nearby. Nwould they have left a letter for their missing team0matesMO Simple Sear#h/ The mounds are of course graves. "dentity papers on the bodies will identify them as German nationals. Simple Sear#h/ The sled holds camp gear, provisions and a broken radio. Eviden#e Colle#tion 3- oint spend/ -nder a layer of snow there are numerous empty rifle cartridges as if there had been a substantial fire fight. 1utdoorsman or Eviden#e Colle#tion/ There are several sets of footprints around the graves and signs snow that has been dug up to pile on the graves. 3- oint spend reveals a snow0covered trail hinting that something large trampled through this part of the valley several times, before the tracks were mostly covered in snow. .ith another 3- oint spend, its route can be followed either to Human Remains or to The Climb to the $#e Sheet. "n either case, 1utdoorsman will indicate that after a couple of hundred yards the tracks have little or no snowfall on them. 6orensi#s/ "f disinterred and examined, one of the bodies appears to have been crushed, one appears to have deep lacerations to the upper body and the third has a deep, impaling wound in the abdomen. 3-point spend/ The first also had symptoms of frostbite. 3-point spend/ The wounds on the second man are consistent with being mauled by a large carnivore, but a bear5s claws are not sharp enough to have inflicted those in@uries. Eviden#e Colle#tion/ There are tracks on the mountainside further up the valley. These have far less snow on them. 3- oint spend/ Close by is a figurine made out of ice, a strange six legged animal with a horn. Cthulhu "!thos/ This is a representation of a Gnoph0keh. 3- oint spend/

%uman Remains
S#ene T!pe/ 6ptional, Clue ;?onus= )ead-$n/ 6n the %dge, Graves )ead-1ut/ Graves, 6n the %dge "n addition to the large patch of blood are some pieces of bone and clothing. .itnessing this is a /0 point !tability test. Simple Sear#h locates papers that identify the victim as Pean Baymond Gobineau, a French national, German resident and a member of the 4!7 1 ;4a8i 1arty=. 6orensi#sL The remains have probably been here for almost a week. 3- oint spend/ The bones are gnawed and crushed. The tooth0marks are possibly from a bear or other large carnivore. Eviden#e Colle#tion or 1utdoorsman/ The man5s prints can be seen coming from the south. Karge, footprints can be seen in the snow, possibly distorted by melting. ?oth sets of tracks have followed the same route. 1utdoorsman or Biolog!/ The prints appear to be those of a large carnivoreQ however, the extended claw in the middle of the foot shows that this wasn5t a bear. "n fact, they don5t belong to any identifiable creature. 3- oint spend/ There is something very strange about the gait. further 3- oint spend/ The bi8arre pattern of prints would almost seem to imply that it has six legs. Cthulhu "!thos/ This may be the Gnoph0keh, the legendary six0legged beast of the rctic. 1utdoorsman 3- oint spend/ Tracing the prints to their origin will take characters to -raves. Following the creature5s subse3uent route will take them northeast, deeper onto the ice sheet. fter two hours, snowfall obliterates the trail.

:hat Happened Here;


.hen surprised by the Gnoph0keh at the site of the scene 9-raves5, Gobineau ;like many others= fled.

!uch sculptures are used in rituals for calling the Gnoph0keh.

:hat Happened Here;


The German expedition having ignored their warning, one of the Komaruit ;?lond %s3uimaux= sang the old song to call the Gnoph0keh. The beast stalked the expedition, called up a bli88ard and attacked them. N7id it kill the summoner firstMO !ome of them tried shooting at it without much success. Three mere were killed and the rest fled. Gobineau was followed and killed by the creature. nother man ;6tto $et8ger= died of hypothermia on the ice. Three regrouped at the same spot later, buried their dead and gathered their possessions to continue.

phantoms. !ense Trouble test against 7ifficulty / allows 1rotagonists to hear a strange droning sound. This is a natural effect caused by the wind blowing between the mountains and through the valley. 6nce this is established, allow any !ense Trouble points spent to be reclaimed.

The

erman Camp

S#ene T!pe/ 6ptional, Clue ;?onus= )ead-$n/ The Temple of Ahotha33uah, The 1yre, The $ysterious !tructure )ead-1ut/ The Temple of Ahotha33uah, The 1yre, The $ysterious !tructure The camp consists of two tents with two sledges parked nearby. There is bedding for three men here. "t appears to be deserted. 1utdoorsman/ The camp has not been used for days. Simple Sear#h/ The camp contains some supplies of food, kerosene, skis, ice picks, rifle ammunition, and so forth. Eviden#e Colle#tion 3 point spend is re3uired to find each of the following in the campL +C dynamite charges with detonators and fuse wire &C flamethrower ignition cartridges The Pournal of %kkehardt ?auer The kraf@all !aga

Arri#ing at the &ite


S#ene T!pe/ Core )ead-$n/ 6n the %dge )ead-1ut/ The Temple of Ahotha33uah, The German Camp, The 1yre, The $ysterious !tructure Core Clue/ The "!sterious Stru#ture Gobineau5s head placed on a stack of stones in the middle of the pathM s the team progresses along the ridge, they see two mountain peaks ahead, between which they are heading. ?eyond that, according to %thelrod5s map, lies the valley of Commoriom. The @ourney is uphill and hard going, re3uiring ) thletics, Fleeing or Health pool points for half a day. The team reaches the top of a rise in the natural pass between the two peaks and has view of a mountainous plateau, a valley around a mile across, with an ice cap covering what was once a valley. bout + miles away, on the other side of the valley, a dark cube ;The Temple of ,hotha%%uah= s3uats on the lower slopes of the highest mountain. bout one mile away, on another slope of tundra is a small camp. Eviden#e Colle#tion* 1utdoorsman or -eolog! 7Core Clue8/ lso about a mile away, close to the middle of the ice0covered valley is a shadow that matches the one %thelrod showed the group in the briefing ;see The "!sterious Stru#ture=. -eolog!/ The ice could be up to a thousand feet thick. The wind blows harshly through the high valley, whipping up particles of ice and snow into dancing

The -ournal of Ekkehardt /auer


)anguage/ German S&im/ ) hours 7octor %kkehardt ?auer was the leader of the German expedition. ?y the time the protagonists find him, he is dead. This is his @ournal, beginning several months before the expedition started. "t includes 3uotations from Himmler, Herman .irth, and the .era Lin$a !ook/ "t includes the following cluesL The purpose of the expedition is to find evidence that the ancestors of the Germans had a civilisation in ancient Greenland. This search is supported by certain nationalist groups, and organisations, including important members of the 4!7 1 ;4a8i party=. "n &'+', Pean Baymond Gobineau, veteran of the $athieson %xpedition and grandson of rthur de Gobineau the famous race theorist, had recently moved to ?erlin and @oined the

4!7 1. He contacted Gustaf #ossinna, 1rofessor of German rchaeology at the -niversity of ?erlin with unpublished information about the &'+, expedition. #ossinna, himself a nationalist and race theorist, encouraged ?auer to organise an expedition. Kike %thelrod and $athieson, Gobineau called the site 9Commoriom5 in reference to a city mentioned in the Livre $("ibon. #ossinna called it 9-ltima Thule5. 6n invitation, Gobineau @oined the expedition. "t arrived in Godth2b in late pril and, following Gobineau5s directions, landed in Godth2bsf@orden where the ship anchored in order to maximise radio reception. ?auer describes Gobineau as obnoxious and mentally unstable. ?auer feels he is more of a hindrance to the mission than a help. ?auer and Gobineau fight sporadically. !trange0looking %s3uimaux were spotted watching from a distance. Kater one of them approached. He was a bearded old man with fair complexion and elongated facial features. He resembled a !candinavian. ?auer felt certain that this was proof of the origin of the ryans on ThuleIGreenland. The man was not friendly. !peaking in a strange dialect, he appeared to threaten or warn them and left. The following day, while caught in a sudden bli88ard, they were attacked by a huge, bear0 like thing that was nevertheless definitely not a bear. They tried to shoot it without success. 6nce they regrouped, they found that three of them were dead and two missing. They decided to press on with only three men left in the expedition.

A go$$ess arose out of the earth an$ se$uce$ a human/ She gave birth to the Go$-%an/ The Go$%an became a brave -arrior an$ a lea$er/ .irth associates this with the 0arelian stor' of "lmatar, the spirit of the air who gives birth to :VinVmJinen, the first man. There -as a cit' in a high, fertile valle' in Thule, -ith mountains to the -est an$ forests to the south/ The people of the cit' -ere envious of the Go$-%an an$ took him prisoner/ The' cut off his hea$ an$ burie$ the bo$', but he arose, an$ kille$ one of the people/ The' e1ecute$ him again an$ the same happene$/ %ost of the people fle$ the cit'/ .n the thir$ occasion, he reveale$ his $ivine form an$ $evoure$ man' of the people until the last of them fle$/ Years later, one of the inhabitants of the cit' returne$ an$ foun$ the cit' populate$ -ith a race $escen$e$ from the go$s/ Thus began the civilisation of Thule an$ the Ar'an race/ This myth, argues .irth, is an account of the divine seed from which the supreme 4ordic0 ryan race appeared on Thule before they went on to rule the ancient -orl$/ 2e also speculates e1tensivel' on the relationships bet-een the pictographs an$ )or$ic runes/ Clue 7)everaged8/ "f using %thelrod5s Tsath0To dictionary, every six hours work and 5 point spends in Ar#haeolog!, )anguages, Cr!ptograph!, Anthropolog! or Cthulhu "!thos, one of the following points is translatedL !oldiers from Commoriom captured the outlaw #nygathin Ahaum and brought him back to the city. ccording to rumour, #nygathin Ahaum was the product of the union of the Shaklip > the 9granddaughter5 of the god *hotha++uah and a sub0human :oormis. The city executioner beheaded him three times and each time, witnesses later saw him alive, more monstrous than before. 6n the first and second occasion, #nygathin Ahaum killed and ate one of the inhabitants of the city. ?y the third reappearance, he had metamorphosed into a fully alien entity, and had devoured many of the citi8ens, forcing the final abandonment of the city. former inhabitant of Commoriom returned to the city one day and discovered it repopulated

The Akraf<all Sa$a =>e7era$ed clue?


)anguage/ Tsath0To and German S&imming Time/ The German translationL + hoursQ translating from Tsath0To takes longer ;see below= This book is a speculative translation by Herman .irth of certain pictographs found etched onto a monolith in Finland. .irth interprets the symbols according to his own linguistic theories and wishful thinking. nyone familiar with Tsath0To will recognise the glyphs. )anguages 7-erman8 will reveal .irth5s interpretationL

with the monstrous offspring of #nygathin Ahaum. Translating it or reading an accurate translation will grant & point of Cthulhu $ythos. The #eeper might consider using or adapting Clark shton !mith5s story The Testament of Athammaus for the content of the main body of the story.

The Pyre
S#ene T!pe/ 6ptional, Clue ;?onus= )ead-$n/ The Temple of Ahotha33uah, The $ysterious !tructure, The German Camp )ead-1ut/ The Temple of Ahotha33uah, The $ysterious !tructure, The German Camp Eviden#e Colle#tion or 1utdoorsman/ s one approaches the cube0shaped structure, a blackened, scattered pile of debris can be seen on the ice. "n fact, this is the remains of the German expedition. There are two bodies here and a blackened mass of some sort. 6ne man is lying about +C yards away from the others. The following items are obviousL / $auser rifles / pairs of skis .echselapparat 9.ex5 Flamethrower ;with five ignition cartridges remaining=

toad0like form with a fat body, half0closed eyes, large ears and a lolling tongue. !eeing this is a &0 point !tability test, $ythos related. nyone failing this test is disturbed by a haunting sense of recognition, as if of a childhood memory or a dream. That night, they are visited by an unpleasant dream of this corpulent entity leering at them in some dark, subterranean place. They will lose a second point of !tability. Cthulhu "!thos/ 3point spend reveals that similar toad0like statues were used by extinct merican "ndian tribes in Canada and 4ew %ngland. They supposedly represent a being called Tsathoggua. There are interesting parallels with an entity called Sa$og-ah associated with witchcraft in the uvergne region of France. The worship of this god supposedly began on the mythical lost continent of Hyperborea, where he was known as *hotha++uah. 1utdoorsman or Eviden#e Colle#tion/ 3- oint spend in either of these is needed to reveal each of the followingL Three sets of footprints coming from the direction of the cube0shaped structure. They were running. faint trail of fro8en moisture, mucus or slime, also coming from the cube0shaped structure

Eviden#e Colle#tion/ There are rifle cartridges scattered around. t least , shots were fired. There is a large, dark mark on the ice around two of the men and covering one of them completely > an oily or tarry residue with a strange smell. Chemistr!/ The smell includes burned petrol or dieselQ however, there is another strange and unfamiliar odour there too. 6orensi#s or "edi#ine/ 3 oint spend in either of these is needed to establish each of the following factsL 6ne man seems to have died of a skull fracture The second ;covered in the dark residue= appears to have been crushed to death and smothered by the dark substance. He also has burns across his body. third ;about +C yards from the others= has two broken legs, burns and scorch marks to his body and died of hypothermia

:hat Happened Here;


The three surviving members of the expedition entered the temple and ;as instructed by Gobineau= recited the spell he brought with him ;Contact !pawn of Tsathoggua=. They entered and began to explore. 6ne of the men could not resist taking the idol of Tsathoggua from the altar when they left. They fled, pursued by the spawn. They fired on it to no effect, but managed to set it on fire with their flamethrower. ?efore dying and dissolving into the ice, it killed two men, the third, his legs broken and suffering from burns, died of hypothermia. N?egin !idebarO

1ew :eapon
4e#hselapparat ?4ex= 6lamethro'er

Eviden#e Colle#tion/ 4ext to the first man is a dark stone statuette. "t is a s3uat, grotes3ue, vaguely

This model is surplus from the Great .ar and consists of a backpack with fuel cylinders and a no88le connected by a hose. $echanical Bepair test against 7ifficulty ) is re3uired to understand the firing mechanism, with failure resulting in a wasted shot. Gasoline, kerosene or diesel can be used as fuel. &C0chambered cylinder in the no88le contains the ignition cartridges. "ts heavy ;,< lbs=

and cumbersome nature and high visibility make it dangerous to wear, decreasing the wearer5s Hit Threshold by & and increasing thletics and Fleeing 7ifficulties by &. "t5s also 3uite fragileL treat as having + rmour and / Health if damaged. Damage/ E& ;and see below= Shots/ &C Range/ 4ear 9otes/ 6nce hit, a target will continue to burn, inflicting EC damage for &7, rounds ; thletics test against 7ifficulty , to extinguish=. 0& to wearer5s Hit Threshold. user can also douse an area before ignition, creating a fireball that inflicts similar damage to an exploding stick of dynamite ;see Trail of Cthulhu rulebook p,*=. N%nd !idebarO

green, several feet wide around it. Chemistr! or Ar#haeolog! recognises it as extremely ancient bron8e covered in thick verdigris. The bowl is six feet across and three deep. "f examined, the inside of the bowl is untarnished, in near0perfect condition. Eviden#e Colle#tion/ The feet are in the shapes of feline0like claws. The floor is seen to be tiled in a strange pattern of large, irregular, five0sided flagstones. h!si#s or Ar#hite#ture/ This pattern of tessellated pentagons is unfamiliar and implies a sophisticated understanding of obscure geometry. !trange hieroglyphs ;identifiable as a primitive version of Tsath0To= can be seen covering the walls, in some still covered in frost and some already exposed. The glyphs relate a history of the original builders of the city as translated in %thelrod5s &ictographs in the Temple of *othA++ua. 6n the back wall is an empty two0tiered altar. Eviden#e Colle#tion/ bare spot in the frost and wear on the stone indicates that an ob@ect rested on this altar for a long time time. 3- oint spend recognises the outline of the statuette found at The !re.

The Temple *hothaqquah

of

S#ene T!pe/ 6ptional, Clue ;?onus= )ead-$n/ The 1yre, The $ysterious !tructure, The German Camp )ead-1ut/ The 1yre, The $ysterious !tructure, The German Camp This mysterious, ancient, weathered cube s3uats on the mountainside like a tomb or a memorial to something incomprehensibly ancient. "t is built of dark grey stone with sides fifty feet, narrow slits high in the walls and an open, s3uare doorway about nine feet wide. Eviden#e Colle#tion or 1utdoorsman/ There is a faint, short path leading from the ice plain to the doorway. -eolog!/ The building is constructed of basalt. 3 point spend/ The profound erosion of this hard stone appears to imply that it is tens or hundreds of thousands of years old. Ar#hite#ture/ %ach wall appears to be formed of a single natural block. 3 point spend/ The building bears no relationship to any known architectural style. The walls and floor are covered in thick frost. There are footprints across the floor and in places the frost has been scraped from the walls. Eviden#e Colle#tion 3 oint spend/ "n other places, the frost has been melted from the walls as indicated by dark scorch marks. Pust inside the door is a huge, three0legged basin of a corroded greenish material that forms a pool of

The /urial Chamber


?ehind the altar, what may once have been a hidden doorway lies open with fragments of corroded bron8e chain on the floor nearby. Chemistr! indicates that the chain fragments have been in this position for only a few years. Green stains on the door itself imply that the door was probably chained for millennia. The windowless chamber beyond is almost fifty feet wide and about ten feet deep. 6pposite the door seated on a large, bron8e throne is the striking figure of a mummified baboon0like ape dressed in the remnants of a red and purple robe and a feathered headdress. Tufts of orange hair poke through holes in the robe. This is a /01oint !tability test ;$ythos related=. Biolog!/ The creature is of no known species of ape and possesses certain features, for example the structure of the foot, which places it closer to human beings. The throne is again of heavily corroded bron8e, but in better condition than the basin. There is a long stone table at one end of the chamber, which is empty apart from a few

fragments of ancient organic matter ;the remains of flowers, fruit and other foods=.

The +ysterious &tructure


S#ene T!pe/ Core )ead-$n/ The Temple of Ahotha33uah, The 1yre, The $ysterious !tructure, The German Camp )ead-1ut/ The Temple of Ahotha33uah, The 1yre, The $ysterious !tructure, The German Camp 4ear the centre of the ice cap, there is a dark spot of roughly circular shape and about forty feet in diameter. Eviden#e Colle#tion/ structure of some kind, the top of which is around fifteen feet beneath the surface, descends deep into the ice. Eviden#e Colle#tion 3 oint spend or Ar#hite#ture/ "t is difficult to see through the distortion, but it has a resemblance to the top of a tower complete with railed balcony. N!idebarO

!ense Trouble test against 7ifficulty ( allows a character to hear a murmuring, chanting sound carried on the wind.

The Beast of the Ice &heet


S#ene T!pe/ ntagonist reaction Trigger/ !econd night after Arriving at the Site This event will occur on the second night after the protagonists arrive at the site. "f an "nvestigator makes a !ense Trouble test against 7ifficulty ) he will awake to hear a distant, rhythmic singing on the wind. "f followed, the sound seems to come from a low hillock at the foot of one of the southern peaks. nother 7ifficulty ) !ense Trouble test is needed to locate the source of the singingL a white haired and bearded old man in an %skimo parks sitting, huddled against the cold. 7ifficulty ) !tealth test ;7ifficulty < during the day= is necessary to creep up undetected. 6therwise, the man will attempt to escape up the mountain. "sma, the head of the clan calls the Gnoph0keh. "f unable to escape, "sma will defend himself ferociously with his spear. "f allowed to complete the spell unmolested, "sma attracts the attention of a Gnoph0keh, and it may kill him before moving on to attack the camp. !ense Trouble test against 7ifficulty ) alerts an "nvestigator to a brief cry in the night, soon followed by the sound of the creature5s approach. 6nce close to the camp, the creature will summon up a bli88ard, and attack. "f it loses over half of its Health, the Gnoph0keh will retreat back to the ice0 plains.
-noph-&eh

Antagonist Reactions of the Blond Esquimaux


The tiny clan of ?lond %s3uimaux has camped near the valley in order to drive the outsiders away and interfere with the dig. This takes the form of sabotage and singing the ancestral song for summoning the Gnoph0keh from the ice0plains to wreak havoc in the valley. ll of the following antagonist reaction scenes run concurrently with exploration and excavation in the valley until either the outsiders leave the area or the %s3uimaux are defeated.

Trackin$ the Es4uimau' to their Camp


1utdoorsman/ 3- oint spend will allow tracks to be followed southwest to the Es&imo Camp. "f this is attempted at night, this is a 5- oint spend. 4ote that if the clan is not effectively defeated ;killed, captured, scattered etc=, it will continue to be a thorn in the expedition5s side by repeatedly calling the Gnoph0keh andIor sabotaging the dig while the team is exploring Commoriom.
NI!idebarO

For full details of the Gnoph0keh see the Trail of Cthulhu rulebook p&/). thletics ', Health &<, !cuffling +& Hit Threshold/ < Alertness "odifier/ E& Stealth "odifier/ E+ 4eapon/ E/ ;horn=, E& ;claw= Armour/ 0< vs any ;furry hide= Stabilit! )oss/ EC "f the sound is investigated, or in any case, when daylight comes, Eviden#e Colle#tion reveals the body of a mature and weather0beaten man with long features, white hair and beard and dressed in an unusual hoodless parka and peaked hat.

&inging
S#ene T!pe/ ntagonist reaction Trigger/ First night after Arriving at the Site

Anthropolog!/ The man is clearly not an %skimo. His long features and fair colouring make him look more like a !candinavian, although smaller in stature. 6orensi#s/ The man appears to have been gored and crushed to death. Eviden#e Colle#tion 3- oint spend/ Close to the body is a figurine made out of ice, depicting a strange six legged animal with a horn. Cthulhu "!thos/ This is depiction of a Gnoph0keh. 3- oint spend/ !uch sculptures are used in rituals for calling the Gnoph0keh.

This small clan has built a temporary camp about two hours from the edge of the valley. The shelter is a whalebone and hide construct, covered in ice and snow and out of sight of the valley. trickle of hearth smoke often emerges from a hole in the roof. 4ear the fire is a makeshift altar and a grotes3ue idol. The altar is a @agged, natural rock. "n front of it, is a bowl of blood and the heart of a polar bear, sprinkled with tiny flowers. 1erched on the altar is a small, crude whalebone statue of a s3uatting creature with tentacles for a face. !eeing this re3uires a &0point !tability test, $ythos related. Cthulhu "!thos identifies it as a depiction of Cthulhu. ll of the surviving males of the clan will be here. pproaching without alerting anyone is a !tealth test against 7ifficulty *. "f alerted, they will flee a strong group or attack a weak one. "f surprised, they will be in or around the shelter. "f cornered, they will fight fiercely to the death. N?egin !idebarO

&a"otage
Trigger/ Third night after Arriving at the Site The team awakes to discover that some of their e3uipment is sabotaged > the drill in need of $echanical Bepair, the "ce melter destroyed or most dramatically, the diesel tanks set on fire. !ense Trouble test against 7ifficulty ) will allow the protagonists to hear the culprits > most likely the two younger ?lond %s3uimaux > at work.

The Blond Esquimaux


These natives are, to the best of their knowledge, the last of an ancient race that once had great cities here. $ost of their civilised culture has been lost > they are now simple hunter0gatherers, living harsh lives in the more remote parts of Greenland. Their ancient religion has been lost and they make their offerings and prayers to Cthulhu, who they call 90ulu(. 1hysically, they look very different from other %skimo people, being blond, with long faces, elongated ear0lobes and substantial facial hair. They wear hoodless, wide0collared parkas with hats.

noph,-eh comes a &econd Time


Trigger/ Fifth day after Arriving at the Site unless the Es&imo Camp has been visited and the %s3uimaux there have been incapacitated This event is the same as The Beast of the $#e Sheet except thatL "t occurs during the day ;decrease !ense Trouble 7ifficulty by & and increase !tealth 7ifficulty by &= "t is the angekok, -lat who calls the Gnoph0keh this time "f -lat is pursued he will mutter incomprehensible curses and wave his hands around in a bi8arre, intimidating fashion. s a last resort he will attempt to defend himself with spells or a knife. -lat5s long, colourful parka is decorated with a3uatic designs. Cthulhu "!thos 3- oint spend/ The images of odd, octopoid beings dwelling in undersea towers on the shaman5s long parka seem to be a depiction of Cthulhu and his race.

6lat8 Shaman8 Priest of 0ulu


This white0bearded man may be in his ,Cs. He wears a long parka decorated with strange motifs and symbols and an odd, pointed hat. thletics ,, !cuffling <, .eapons <, Health , Hit Threshold/ / 4eaponL 0& ;knife= Stealth "odifier/ E+ Alertness "odifier/ E+ Spells/ 7read 4ame of 8athoth, Contact Gnoph0 keh, Contact Cthulhu, Contact !pawn of Cthulhu, Contact 7eep 6nes

The Es-imo Camp


S#ene T!pe/ Core )ead-$n/ !inging, The ?east of the "ce !heet, !abotage, Gnoph0keh comes a !econd Time

5sma8 The .ather


ged ),, this gri88led patriarch is the head of the clan. His hair is greying, but he is still fierce and strong. thletics *, !cuffling (, .eapons ', Health , Hit Threshold/ ) 4eaponL EC ;spear= ArmorL 0& vs all ;hide= Stealth "odifier/ E& Alertness "odifier/ E& Spells/ Contact Gnoph0keh

N?egin sidebarO

Exca#ation +ethods
%xact rates of excavation are not important. Guidelines for the timings of the various phases of excavation are provided ;in M= below. The #eeper should feel at liberty to modify these timings for dramatic effect. There are several methods at the team5s disposal for excavating the siteL

>aatuk and &aakuk


These two men are the sons of the patriarch, aged +* and +(. They are fierce, agile and almost fearless. Abilities/ thletics &C, !cuffling (, .eapons &&, Health ' Hit Threshold/ ) ArmorL 0& vs all ;hide= Stealth "odifier/ E+ Alertness "odifier/ E+ 4eaponL EC ;stone axes, spears=

rillin$
The drill provided for the expedition is a standard cable tool rig, which can be operated by single engineer. "t operates by repeatedly lifting and dropping a heavy boring tool at the end of a cable, pulverising everything beneath it. .ater is added to the hole and debris collected periodically with a scoop0like device attached to the cable. This process creates a borehole ' inches wide. %ither the ice melter or explosive charges could be used to widen the shaft enough for a man to be lowered on a rope. The operator;s= must have $echanical Bepair.
oint Spend Benefits

5n7esti$ation
Anthropolog!/ These men do not appear to be a members of any known %skimo tribe, either in terms of their clothing or in terms of their fair hair, slender build, long faces, large noses or long ear lobes. 6ne man, who may be a shaman, has motifs on his clothing and ornamentation in an unfamiliar style and a3uatic theme. 3- oint spend/ :ilh@almur !tefansson reported blond %s3uimaux in northern Canada in &'&C, and there have been such reports since the &*th Century. Cthulhu "!thos/ The images of odd, octopoid beings dwelling in undersea towers on the shaman5s long parka seem to be a depiction of Cthulhu and his race.

"n any given phase of the excavation, a character running the drill can spend up to two pool points of $echanical Bepair and reduce the length of that phase by one day per point.
Resour#es Consumed

C.< barrels of diesel per day ;M=

&anual E'ca7ation
$anual excavation is slower, involves breaking the ice apart with ice picks and chainsaws then removing it with shovels and buckets.
oint Spend Benefits

1ew Spell
Conta#t -noph-&eh

This spell must be cast in the fro8en wastes of Greenland or the 4orth 1ole. small effigy of the beast must be made out of snow and ice. Stabilit! Test Diffi#ult!/ < ;) with !inging= Cost/ / !tabilityI$agic Time/ &< minutes of eerie singingQ the beast appears in about half an hour. Nend sidebarO

"n any given phase, a character excavating manually can spend up to two pool points of thletics and reduce the length of that phase by one day per point.
Resour#es Consumed

dditional man0days of foodM

5ce &elter
The ice melter is essentially an electric device with long cable that heats up when connected to a power source. "n combination with a water pump, it can

clear significant amounts of ice with little assistance. 1ower for both the melter and the pump are supplied by the diesel generator. The operator;s= must have %lectrical Bepair.
oint Spend Benefits

-eolog!L The tower is black gneiss basalt. 3oint spend establishes that it is tens of thousands of years old. Ar#hite#tureL The style doesn5t resemble that of any known architectural tradition.

"n any given phase, a character operating the ice melter can spend a pool point of %lectrical Bepair and reduce the length of that phase by one day.
Resour#es Consumed

Exca#ating the Cham"er


S#ene T!pe/ Core )ead-$n/ ccessing the !tructure )ead-1ut/ Clearing the Chamber ?y default this phase takes * days. .ith Ar#haeolog! or Eviden#e Colle#tion the remains of an unknown metallic device can be found in the upper chamber of the tower. -eolog!* Craft or Ar#haeolog!/ "t was decorated with gold, emeralds and rubies. Astronom! or 3- oint spend in Ar#haeolog!* h!si#s or "e#hani#al RepairL "t was an optical device of some kind, possibly a telescope.

C.< barrels of diesel per day ;M=

E'plosi7es
%xplosive charges can be used to widen existing boreholes 3uickly or, used with great care, to break up ice inside the tower itself. The character using explosives must have the %xplosives general ability.
oint Spend Benefits

"n any given phase, a character overseeing the use of explosives can spend up to two pool points of %xplosives and reduce the length of that phase by one day per point spent.
Resour#es Consumed

Clearing the Cham"er


S#ene T!pe/ Core )ead-$n/ %xcavating the Chamber )ead-1ut/ The "dol Thaws, 7escent into the 7epths Core Clue/ The stru#ture des#ends deep into the i#e-sheet2 There is a semi-inta#t stair'a! leading do'n2 ?y default, this phase takes * days. Ar#hite#ture 7Core #lue8/ There is a stairway descending deeper into the ice. pictographs, GbooksG M .ith Ar#haeolog! or Eviden#e Colle#tion a strange and grotes3ue ob@ect is uncovered in the ice near the top of the stairwell. "t looks like a grotes3ue idol fashioned of some dark, mottled material, vaguely toad0like in shape, very dense and about the si8e of a melon. !eeing this re3uires a /0 point !tability test, $ythos related. Cthulhu "!thos/ !tatues of grotes3ue, toad0like forms are used in the worship of Tsathoggua. -eolog! or Chemistr!/ The ob@ect is not made of any known material. "n fact, the ob@ect isn5t a statue at all. "t is a dormant organism > one of the !pawn of #nygathin Ahaum. 6nce uncovered, the spawn will begin to thaw and awaken. !ee The $dol Tha's. This nominally takes

+ detonators per day. NI!idebarO

Accessing the &tructure


S#ene T!pe/ Core )ead-$n/ The $ysterious !tructure )ead-1ut/ %xcavating the Chamber ?y default this phase takes ) days. The top of the structure is about &*5 below the surface. ?eneath that is the roof of the structure and a chamber > in fact the upper chamber of a tower. "t is assumed that the team will create a shaft of pit to reach the tower then excavate the inside of it. The #eeper may have to improvise somewhat if they take a very different approach. The characters may decide to build a shaft next to the tower and enter via one of the doors or windows on the balcony, or they may simply bore a hole directly through the roof. Ar#haeolog! or Ar#hite#ture/ The roof and floor are already partially collapsed.

+) hours or ( hours if left in a warm place, like an inhabited tent, however it should take as long as is dramatically interesting.

:oormis liberation, worship of Tsathoggua !erpent 1eople found civilisation in Hyperborea ;with :oormis slaves=

'escent into the 'epths


S#ene T!pe/ Core )ead-$n/ Clearing the Chamber )ead-1ut/ ?y default this phase takes < days until breaking through to the ice0free section of the stairwell. !tairwell runs around perimeter of tower. !olidly constructed from basalt, most of it is still intact. There are places where steps have eroded or broken and places where there are gaps. 1ictographs in stairwell tell history of Hyperboreans in reverse going back to their arrival on Hyperborea. Heyday of Commoriom showing current kings :arious older dynasties %ncroaching cold 1rophesy of !ybil of 1olarion Bise of Thoundeh cult Komar and Aobna 6ther settlements %arly Tsathoggua cult :oormis driven to $t. :oormithadreth Aon $e88amalechM Founding of Commoriom Hyperboreans leaving homelands ;KomarM=. rrival of Hyperboreans 1eople of Komar arrive from Aobna, driven by cold The "ce ge is brought about by the combined power of "tha3ua and phoom Ahah. Gradual collapse of :oormis civilisation Gnophkeh and :oormis at war. Former driven to Komar. :oormis settlement and temple of Ahotha33uah Humans appear on earth

they break through to an ice0free section of the stairwell, stretching down into darkness. "t widens allowing much faster progress. The stairs descend over ,CC feet into the ice0sheet. 7ue to the tower walls it is very dark and artificial light is essential. Getting to the bottom will take at least around half an hour. Three thletics tests are re3uiredL one at 7ifficulty ), one at 7ifficulty , and one at 7ifficulty ). There are also four places where the stairs have completely collapsed creating gaps. These will need to be bridged somehow or climbing gear will need to be used. Gap W&L , feet, 7ifficulty /, 7amage & die Gap W+L &+ feet, 7ifficulty <, 7amage & die E/ Gap W/L &) feet, 7ifficulty <, 7amage & die Gap W)L ( feet, 7ifficulty ), 7amage & die "f a safety rope is used, unless the roll is a natural & ;in which case the rope doesn5t hold=, the damage is reduced to 0&, with a second thletics test re3uired to complete the climb. NsidebarO

(hat if they Bore a Vertical &haft.


The protagonists may decide to forego the stairway altogether and instead use the drill in combination with explosive charges to bore a vertical shaft down to the base of the glacier > either through the centre of the tower or elsewhere. Beaching the base of the ice sheet will take &< days, modifiable by up to < $echanical Bepair or %xplosives point spends as described in the %xcavation $ethods sidebar on 1age UU. This will produce a relatively smooth and vertical shaft with a diameter of / feet on average. 1eople can be lowered or lifted one at a time by a companion on the surface using a belay device. This is an thletics test against a 7ifficulty of < for the person on the surface. N.hat if they failMO "t will take around &C minutes to be lowered to the bottom and +C minutes to be lifted back up. The protagonists may be able to devise a faster or safer

method using dog sleds, drilling e3uipment or the snow tractor. NIsidebarO

The Idol Thaws


S#ene T!pe/ 6ptional, ntagonist Beaction Trigger/ Clearing the Chamber s it thaws, especially if it has been brought back to the camp, the dogs begin to act in a disturbed way, barking all day and night. 6nce it has awakened, this intelligent, sentient organism will escape, and scuttle across the ground at night, on many limbs or slide under the edges of tents in order to find a sleeping host. The spawn will attempt to enter a sleeping or subdued human host, smothering their sounds as it forces itself down their throat and takes up residence in their body. -nless one of the protagonists unwittingly sets himself up as an obvious target, the spawn should attack a 41CL one of the mushers or Germans. His tent mate wakes up to see it and screams out for help before being attacked and infected himself. successful !ense Trouble test against 7ifficulty , ;' if the attack is at night= will allow protagonists to hear a strange sound in the camp. "f they rush out immediately they will catch sight of a bi8arre black thing like a huge spider attempting to crawl into one of the tents. ttacking it will cause it to attack the protagonist. Following it, he will witness it attacking the mushers. "n any case, the 1rotagonists will automatically be woken by a blood0curdling scream that is suddenly cut short. Eviden#e Colle#tion/ There are traces of a dark greyish slime on both bodies and at the edge of the tent where the canvas seems loose. 6utcome for the victimM !ense Trouble test against 7ifficulty < ;( at night= will alert a character to an imminent attack. Hunting it down, while it hides in the camp has the same 7ifficulty. 4oticing the thing attack a companion sleeping in the same tent is a 7ifficulty , test. N?egin sidebarO

except that they are smaller ;about the si8e of a ?order Collie=, and can invade and live inside human hosts. Kike the formless spawn, they are black, oo8ing, plastic entities capable of taking almost any shape and of s3uee8ing themselves under doors and through small holes. 7ue to their li3uid nature, normal physical wounds will flow closed. However, this process is not instantaneous. They may be temporarily incapacitated by physical attacks, but even if completely dismembered and the members scattered, the parts will reassemble > by flowing, rolling into balls, s3uee8ing through cracks or even breaking out of containers ;controlled by a unifying intelligence, thletics can still be used in this state= until the parts gather together and the creature is intact once more. They cannot be killed in this way > the amount of damage they take only affects the amount of time it takes for their Health to get above C and able to act once more. Fire damage does not heal in this way, nor may some magical or chemical attacks. 7ue to the hominid strain in its ancestry, the spawn has an affinity for human biology and can live inside a human being, substituting natural biological functions with its own. They will attempt to subdue a target and then, in li3uid form, typically force itself down his throat. The victim may be incapacitated or even killed during the attempt. The spawn will need to remove most of the victim5s internal organs in order to make space for it5s own body. This will take about < minutes. The rest of the body, including the brain will remain alive, provided for by the spawn. The spawn will then take control of the brain, raiding his memories and taking control of his actions. -ntil it fully settles in, for the first )( hours, a !tability test against 7ifficulty , will allow the host to have full control for a few minutes or allow some recollection of the attack event. N!tability test to resist it when it asserts controlMO The host5s previous 7rive disappears and instead is subconsciously substituted with the spawn5s goals. To an observer, the host5s personality and mind seem to be intact, but Assess Honest! will detect a listless or 9off5 3uality that may be mistaken for shock or other mental health issue. 3- oint spend suggests that the host seems to lack sincere emotions. Suffo#ate/ The creature can use a limb to sei8e a victim around the neck or simply smother with its viscous body. pply the 7rowning and !uffocation

Spawn of 0ny$athin @haum


lso known as 91arasitic !pawn of Tsathoggua5, these entities bear some similarity to their cousins,

rules ;Trail of Cthulhu rulebook 1,(=. .hen being strangled, successful thletics contest will allow a victim to break free. -rab/ Tendrils or limb attacks can be used to immobilise a target or cling to the target. 6nce grabbed, an thletics contest is re3uired to break the grip. $nvade Host/ The creature can force itself into a victim via a bodily orifice ;usually the mouth= if the target has been successfully suffocated or grabbed in the previous round or is unconscious. gainst a conscious victim, this is an thletics contest with the spawn rolling against a 7ifficulty 4umber of /. "f the mouth is being used as an entrance, the victim will suffer the effects of !uffocation ;as in !trangling above=, until the contest is over and for another / rounds.
Spa'n of +n!gathin ,haum

"t will attempt to ambush a lone individual, probably surprising them with a suffocation attack . nyone alone in Commoriom for a significant time is a potential target. !ense Trouble against 7ifficulty < to detect its approach. "f ambushed it is recommended the #eeper takes that player aside to resolve outcome in secret. "f the creature successfully invades or incapacitates its host then that character infected and is likely to come under the control of the spawn within hours. Their first action on waking will be to hide any blood and tissues expelled during the implantation process. ;Can it assert control immediatelyM= "f infected, the character will have no memory of events. The #eeper should ask the 1layer to roleplay their ignorance and > when prompted to do so > the growing influence that the spawn has over them. This can be handled in much the same way as roleplaying insanity. 6nce fully under the control of the parasitic spawn, the infected character will secretly seek to awaken #nygathin Ahaum at The PunctionIThe !3uare or rouse more spawn using the ice melter, fire, excavation tools or if, necessary, explosives. This should not occur until the team has found The %lder Kens. !ee A'a&ening of +n!gathin ,haum. N%nd !idebarO

thletics &+, Health ,, !cuffling +C Hit Threshold/ ) Stealth "odifier/ E& ;EC in snow and ice, E/ in shadows or darkness= 4eapon/ 0& ;tendril=, EC ;limb=, E& ;pseudopod= Q can extend tendril attack at near rangeQ can attack one to three targets with a limb simultaneously, adding one to the Hit Threshold for each additional targetQ can attack other targets even when inside a host Armor/ 0) vs any, when within a host. Heals physical damage ;except fire, chemicals, explosives= at , Health per round. Stabilit! )oss/ E& .hile in a fro8en, dormant state, although very hard, the spawn can be cut or physically damaged. However, once it thaws, it will regain the ability to physically reassemble itself. Treat it as having , Health and rmor of 0< ;vs all= in a dormant state. N%nd sidebarO N!idebarO

City /nder the Ice


The /ase of the Tower
Bubble, ice and a few bones including human

The 5ce Corridor


"ce0walled tunnel follows ancient path over rock and cobble surface of prehistoric pathway, descending from base of tower in a series of stairways for about /CC yards before reaching the $ain !treet.

Anta$onist %eactions of the Spawn


s soon as the protagonists enter Commoriom, the spawn will begin to gradually thaw and awaken. Eviden#e Colle#tion/ thawing of ice, water collecting, dripping, rivulets, pitting of ice. "nitially a single spawn on the loose. !ense Trouble test against 7ifficulty , to catch glimpse of movement or sound ;could be anywhere=.

&ain Street
From the "ce Corridor this can be followed left and slightly uphill or right and slightly downhill. Keft leads to the ruins of an ancient library and the :ault. Bight leads to The !3uare. Haunting view of primordial city imprisoned in iceL streets, buildings, homes, towers, palace etc 1itted, dripping walls of ice with a narrow crawlspace. The spawn are dormant in here.

Ex#avation/ reveals strange channels, possibly more 9toad idols5 and explosives could result in accelerated awakening of the spawn

The S4uare
Central space, crossroads with fossilised blockM ;6r is this where #A is still fro8enM= Human remainsM Ex#avation/ reveals strange channels, possibly more 9toad idols5 and explosives could result in accelerated awakening of #A and the spawn

The >ibrary
$ore documentation of history, possibly more artifacts. !omewhere there may be a spell for G!peaking with Ahotha33uah as his !tatueG. 1ossibly a spell to call dukwa from the icy wastes.

Aault
This place must be accessible and obvious. .here is itM -nder the libraryM -nder a templeM -nder the tower itselfM The historical frie8e spirals at right angles towards a plinth built into the middle of the room and spiral around the plinth to its top. pale stone about the si8e of a small orange is mounted there. "tGs entirely possible that the crystal is embedded in a wall, table, statue etc. The Commorians I Commorian sorcerer could have done so after ac3uiring it from A$. This might make it feel less arbitrarily present.

:iewing the crystal sends the user5s mind into the past and connects it with the mind of a long dead Hyperborean sorcerer A$ and via A$5s use of the crystal to the ancestral memory of the species. This ancestral memory is in fact the mind ;or proto0 mind= of -bbo0!athla, the proto0shoggoth created by the %lder Things to spawn the first shoggoths and from which all earthly life spawned as a by0 product. These ancestral memories are predominantly from direct ancestors, but they also @ump from other, nearby branches. Communion with the 1roto0$ind and its many branches through time and space produces a cumulative loss of self0 identity and a dissociation with what humans call GrealityG. This is reflected as a loss of !anity, and occurs irrespective of whether anything is recalled or not. !anity reduced to 8ero in this manner causes a total loss of selfhood. fflicted in this way, a person may walk into moving traffic, sit and stare into space or simply wander into oblivion and disappear. :iewing crystal regresses user to A$ ;loss of & !anity ;discreet=
Compulsion/

!tability test against 7ifficulty ) is re3uired to resist viewing the stone again. lso current 7rive becomes meaningless. Beplaced with 7riveL Thirst for #nowledge of the Tablets of the %lder Gods NpermanentMO
$nitial union 'ith the mind of ,"

The Elder 0ens


# 9Crystal of Aon $e88amalech5, 9%ye of -bbo0!athla5 :isions of the past, initially back to sorceror, then @umps to A$. Then barrier then @umps into past all the way back to -! and tablets. lso addictive and leads to disillusionment with present0day reality which appears to be unreal. "dentification with A$ then once past GbarrierG disidentification and loss of selfhood. To onlookers, perhaps enters comatose state, then a while later suddenly leaves and disappears ;if somehow followed, seems to have killed self=.

N/ point !tability test, + point !tability recovery for those with 1illar of !anityL Family ;9Hyperborea Hypothesis5=, plus drive superseded with Thirst for #nowledge of the Tablets of the %lder GodsO %ach !ubse3uent useL loss of & !anity ;discreet=, & 1oint !tability test Test at 7iff < to regress furtherL loss of & !anity plus & more per / hours Begression all the way to the beginnings of earthly life takes &7,E/ hours. $ental union with -bbo0 !athla in this way causes an additional loss of & point of !anity. Begression can be interrupted. For each hour of regression there is one potential recollection. "mmediate recollection of each memory is a !tability test against 7ifficulty <. 6nce the number of recollections is established, roll on the table below for details of any revelations. $emories may also surface hours or even years

Aiewin$ the Elder >ens


For characters with the following drivesL nti3uarianism, dventure, Curiosity, Thirst for #nowledge > the temptation to view the Kens is a Hard Driver. For all other characters, this is a Soft Driver.

later, especially in dreams or under hypnosis. E& Cthulhu $ythos is granted for every two recalled memories. There may be costs to !tability and !anity on recollection. 4ote that the costs of having a 1illar of !anity smashed or a 7rive rendered meaningless, override any other stated cost for that revelation. lsoL !piders, amphibians 1rimitive vertebrates Trilobites, molluscs, sponges etc "f the regression process of completed, the final memory experienced with be union -bbo0!athla as the origin of all earthly life. -bbo !athla produces the first earth life lose 3 Stabilit'45 Sanit'/ &illars of Sanit' smashe$6 7amil', 2uman ignit' an$ ,alue, 8eligion/ rives meaningless6 Anti+uarianism, Thirst for 0no-le$ge 6ther revelations may be chosen by the #eeper or rolled on the table below. !tart by establishing the number of memories recalled and then establish what they are.
1ther Revelations during Regression Take two d,s and decide which is FtensH and which is FonesH ;like percentile dice=. Boll belowL (esult && > &, Human kingdom of Hyperborea, battles

,alue, 8eligion/ rives meaningless6 Anti+uarianism, Thirst for 0no-le$ge


<& > <+ !erpent people civilisation wiped out by

rise of dinosaurs lose < Stabilit'45 Sanit'


</ > <) !hoggoth rebellion defeated

lose < Stabilit'45 Sanit'


<< > <, !erpent people kingdom of :alusia

lose < Stabilit'45 Sanit'


,& > ,+ Cataclysm raises BGlyeh, arrival of

Cthulhu. .ar of Cthulhu and %lder Things lose = Stabilit'49 Sanit', rives meaningless6 Anti+uarianism, Thirst for 0no-le$ge
,/ > ,) %lder thing experiments create vertebrates

lose 3 Stabilit'45 Sanit'/ &illars of Sanit' smashe$6 7amil', 2uman ignit' an$ ,alue, 8eligion/ rives meaningless6 Anti+uarianism, Thirst for 0no-le$ge
,< > ,, Tablets of the %lder Gods

lose 3 Stabilit'45 Sanit'/ rives meaningless6 Anti+uarianism, Thirst for 0no-le$ge

Awa-ening *haum

of

1nygathin

The spawn and #A gradually begin to wake up, which builds into an antagonist reaction climax. 6nce they begin to awaken en0masse, the spawn will abandon the infection strategy, switching instead to openly capturing the remaining humans.

with :oormis, rise and fall of various cults etc 9 point Stabilit' test
+& > +, G.hite apesG ;actually relatives of

Chase
Typically this will constitute a Combat :ictory

:oormis= under hidden influence of Great Bace, raise city in Congo, rapidly evolving spread out across world as early humans. 9 point Stabilit' test/ &illars of Sanit' smashe$6 7amil' :2'perborea 2'pothesis;, 8eligion/
/& > /, :oormis gain freedom from !erpent

0ny$athin @haum
The entity that was known an age ago, by the name 9#nygathin Ahaum5 is a dark, mottled and mammoth0si8ed entity > a bloated trunk, with a one0eyed 9face5 emerging from its midsection, and a second eye beneath that. Two long tentacles with 9fingers5 like knots of writhing snakes emerge from its 9shoulders5 and a cup0like mouth protrudes at the top. The lower limbs are a mass of slender proboscides covered in suckers.

1eople, found Hyperborean colony 5 point Stabilit' test


)& > ), !erpent people in Toth genetically

engineer simians into land hominids ;voormis= and a3uatic hominids ;deep ones= to serve as slaves lose 3 Stabilit'45 Sanit'/ &illars of Sanit' smashe$6 7amil', 2uman ignit' an$

#nygathin Ahaum can attack with each of its two tentacles in a single round. Kike his spawn, he can assume the form of a viscous, black li3uid. nd most forms of physical in@ury will simply flow closed. thletics &C, Health ++, !cuffling +( Hit Threshold/ / 4eapon/ E< ;trample=Q E+ ;tentacle=Q E+ ;lithe, sucking proboscides=Q a successful tentacle attack may, instead of inflicting damage, pull the victim to the many mouths for automatic damage on each following round Armour/ 0+ ;thick, mottled membrane= Heals most physical damage at , Health per round Stabilit! )oss/ E+

amidst the @ungles of Aesh in the land of 1harnath, abandoning forever splendid Commoriom to the abnormality #yngathin AhaumX 0 The ?ook of %ibon XFew had escaped the holocaust of inconceivable cold that blew ravening down from the boreal 1ole, and those few had fled the metropolis into the south. 4ow deserted -8uldaroum stood fro8en, sheathed in iceQ ice flashed and glittered on the streets and spires, the temples and towers. !oon 0 horribly soon 0 the Great "ce would come grinding down, and all those parts of Hyperborea would @oin 1olarion and $hu Thulan, :araad and crumbling Commoriom, in their glacial and eternal tombs. For phoom Ahah was at last set free to wreak his awful fury on the lands of men, and it would be many slow and tortuous ages before the %lder Gods returned to seal him once again within his 1it.X 0 1nakotic $anuscripts X...the wise shall not too 3uickly dismiss the eventuality that the plaguing presence is to be identified with the black spawn of #nygathin Ahaum which once overran Commoriom.X 0 The %pistle of %ibon to #ing Thaboam of #alnoora

Temporary Appendix
XThe sorceror %ibon, son of $ilaab, was born in the city of "33ua in the Tear of the Bed .orm. "n that same year the doom whereof the .hite !ybil had spake a century before came down upon the famous city of Commoriom and the king thereof, Kor3uamethros, and all his folk, rose up and fled into the south to establish the city of -8uldaroum

All products and trademarks mentioned here are the properties of their respective owners. Trail of Cthulhu is 2008 Pelgrane Press Ltd. Call of Cthulhu is !8 " Chaosium" #nc. This scenario su$mission is written $% &ustin 'ar(uhar.

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