Chaosium Digest Volume 24, Number 10 Date: Sunday, April 5, 1998 Number: 2 of 5 Contents: >From Foreign Shores, Part 2 (Paul Williams) CALL OF CTHULHU -------------------- From: "Paul Williams" Subject: From Foreign Shores, Part 2 System: Call of Cthulhu Scene 15: An Assassin by Any Other Name Barely have the Investigators left Ibrahim's shop when an unknown assailant attacks them. As the first Investigator passes a small alleyway a garrotte is placed around his throat and then pulled tight. If the others attack the assassin he releases the garrotte and pulls a long curved dagger from his belt. The assassin is completely fanatical and will kill himself rather than risk capture by the Investigators. Anyone stopping to study the situation may make an Idea roll. If successful they notice that the assassin looks as if he is in some sort of trance; his eyes are showing very little expression. Once despatched, a search of the assassin's body reveals no clues to his identity. The only items on him are his garrotte and his knife. If the Investigators fetch Ibrahim from the shop to look at the body he does so without question, then shrugs and says. "It is a dead man. I do not study dead men." If they mention his bizarre stare he shrugs once more and says, "Many people smoke hashish in these parts." The police will be of no help either; merely telling the Investigators that muggers are always present in that part of town and that they should take more care in future. The police know full well that the assassin is a member of the Brotherhood of the Black Pharaoh but are too afraid to act against them, instead they sweep such attacks under the carpet and ignore them. Checking a sample of the assassin's blood, which requires a successful Medicine or First Aid roll as well as access to the proper medical equipment (such as those available at the asylum), reveals large amounts of hashish present. Scene 16: The Greco-Roman Museum The Museum of Greco-Roman Antiquities is situated in The Rue de Muse, opposite the town hall. It is open from 9.30 am to 12.10 p.m., and then again from 3.00 p.m. to 5.30 p.m. daily. Admission tickets cost 2 P.T. and are purchased either from the Investigators' hotel or from the booth at the museum entrance. The museum contains the best artefacts from the Greco-Roman occupation of Alexandria, although ancient Egyptian relics can also be found in some of the rooms. The Cairo Guidebook (an excellent CoC supplement) has a floorplan map of the museum. The director of the museum is Professor E. Breccia. He is an expert on Greco-Roman Alexandria and can be found in his office during opening hours. Security within the museum is rather lax, consisting of a few security guards that pay little attention to the artefacts they are supposed to be watching. Investigators could probably steal small items without too much bother if they are inclined. Investigators who are caught are taken away, charged and sentenced harshly to ten years imprisonment. There is no appeal system in Egypt. If the Investigators have heard mention of the Sea People they may try to seek out artefacts from that culture in the museum. In a small wooden cabinet in room 221 (the Fresco Room) there is a section of wall decorated with scenes of a battle. An army of Egyptian soldiers is being beaten by an army of bipedal figures wearing what looks like fish scales as armour. The caption, which is written in Arabic, French, and English, proudly proclaims that the "Army of Rameses III defeats the invading Sea People." Investigators making a successful Idea roll quickly realise that the truth is almost exactly the opposite, judging by the artwork. Scene 17: Meeting the Director Professor Breccia is in his office when the Investigators enter the museum, assuming they enter during opening hours. If they seek him out they need to make Fast Talk or Credit Rating rolls to successfully gain admittance to his office. Once they are inside the professor listens to their story with interest. He knew Professor Hutchinson very well and was shocked to hear what the professor has apparently done. If asked about the artefacts from the professor's dig he admits that the police brought them here after they arrested Professor Hutchinson. The items were taken to the storeroom to await examination by experts. He also mentions that the Museum was sponsoring part of the professor's dig and that certain pieces were to be offered to the Museum first. These were mainly large statues and sphinxes that the professor's team had located under the water on previous expeditions. Investigators who question the professor about the Sea People discover that they were a race who came from "the western ocean" and were amongst the first soldiers to wear what later became known as scale mail armour. They are always shown with this armour on, even in scenes that do not involve warfare. He knows very little else about them except that they were effectively wiped out during a natural cataclysm many millennia ago. Scene 18: A Storehouse of Artefacts If the investigators wish to see Professor Hutchinson's artefacts Professor Breccia leads the Investigators through a locked door marked, in French, English, and Arabic, "Employees Only" and down several flights of stairs. At the bottom of the stairs is a dimly lit corridor that ends in a sturdy wooden door with two locks in it. After a few seconds trying to find the right key, Professor Breccia opens the door and leads the Investigators into the museum's storeroom for artefacts that need studying, need conservation work, or have nowhere to go upstairs. Much of the stuff in here is junk or badly damaged, some of it through years of neglect by the museum staff. Ancient Greek, Roman, and Egyptian artefacts lie side by side gathering dust; statues, vases and scrolls are piled willy-nilly wherever room can be found for them. There is no cataloguing system for these artefacts and Professor Breccia does not know where the items the Investigators are searching for are exactly. He is happy to let them browse so long they do not break or steal anything. Scene 19: A Most Bizarre Skull Whilst browsing through the artefacts piled up in the museum basement the Investigators may make Spot Hidden rolls. Those who succeed spot a rather strange looking fish skull buried under some Greek statues of Poseidon. The skull is most definitely that of some sort of fish but is larger than a man's and a successful Natural History rolls reveals that it is of no recognisable species. Professor Breccia, when he sees the Investigators studying the skull, nods a few times and says to them. "A most strange find. One of our research teams was sailing around the area a few miles to the west of the city, by a small island chain, when they spotted this washed up upon a beach. It is very large and must be from a prehistoric fish-monster. It is probably tens of thousands of years old at the very least, do you not think?" The skull is in fact that of a deep one who lived near the island chain of which the curator speaks. Many decades ago there was a prosperous fishing village inhabited by deep one/human hybrids on the site but Father Dagon ordered it abandoned when Alexandria began to expand. Scene 20: Testing the Skull If the Investigators wish to borrow the skull to perform some tests on it Professor Breccia is only too happy to let them. To him the skull is practically worthless and if these mad Westerners wish to spend money studying old fish bones then he is happy to let them--after all, he can then find out any useful information for free. In order to test the skull the Investigators will need access to a scientific lab, like those found at the University or the Museum itself. For a nominal fee Professor Breccia willingly lets the labs out to the Investigators. He initially requests 20LE per day but will settle for 3LE if pushed hard. To successfully determine anything about the skull the following skill checks must be made. Each roll is assumed to take one hour of time and may be repeated with no penalty. This represents the Investigators trying different tests to achieve results. * A Chemistry roll determines that the Investigator cannot easily calculate the age of the creature, as he has no references to work with. However, he can reasonably deduce that the skull was in the water for around thirty years. A long way off the "ten of thousands of years" that Professor Breccia spoke of. * A Natural History roll determines that the creature, although aquatic and undoubtedly fish-like, shows definite signs of having been bipedal and most definitely had forward facing eyes. Small bone-ridges along the "cheeks" indicate that it may have gills. * A Biology roll determines that the creature was around seven-foot long (or high) and had a brain of a size roughly equal to that of a human being. The teeth show that it was probably carnivorous in nature, although it being omnivorous cannot be ruled out. * A Cthulhu Mythos roll reveals that the skull might belong to a Lesser Servitor race, although one can never be sure when dealing with such forbidden knowledge. Scene 21: The Golden Pyramid After an hour or so of rummaging around, the Investigators find a small box labelled in English. The label reads "Professor Hutchinson - Alexandria East Harb. Dig." The box is not locked nor has it acquired much dust. Inside the box are several pieces of pottery, some tarnished but readable copper coins, a few pieces of statuary, and something wrapped in an oiled-leather cloth. Anyone making a successful Archaeology roll can determine that the finds date from around the time of Cleopatra VII (the best known of the Ptolemys), although further tests would be needed to confirm this. Unwrapping the cloth reveals a lump of gold about the size of a child's hand. It is irregularly shaped, although the sides and angles are cut straight. There are no rounded corners or curves. The outer surfaces are dotted with hieroglyphs. A successful Idea roll allows the Investigator to realise that it is part of a larger item, some sort of puzzle. At a guess it could be pyramidal in shape. Professor Breccia can, if so asked, read the hieroglyphs on the Investigators' behalf. He looks the thing over, scratches his head a few times and then emphatically states, "It cannot be read without some more words! It is just nonsense, single words that have no context. Maybe there is more here somewhere!" No matter how hard or how long the Investigators look, there are no more pieces of the golden puzzle to be found here. Scene 22: A Day Trip to the Island The island where the fish skull was found can be reached by boat from Alexandria in a little over three hours. A suitable vessel can be hired through their hotel for 1LE for the day. If the Investigators decide to visit the harbours and hire their own vessel they will undoubtedly be charged considerably more. Their Dragoman has a cousin who will take them for 3LE and he promises a comfortable journey. Either way, the Investigators set sail for the island chain. The captain of the boat in which they travel knows a little of the island; he says, "it is cursed because the people who lived there turned away from Allah and returned to worshipping the old gods." He does not know which old gods they worshipped, nor does he wish to find out. After roughly three hours a small group of islands comes into view. The captain will moor the boat as close to the beach as he can and say that he is going to wait on board the boat. He wishes to be long gone from the island before nightfall and makes that very clear to the Investigators ac they disembark. Scene 23: A Long-Lost Shrine Once safely ashore the Investigators can begin to search the ruins of the fishing village. Have each of them make a Spot Hidden roll as they perform their investigation. A successful roll reveals a large piece of stone sticking out from the ground that looks as if it has been deliberately buried. An hour of digging is required to remove the dirt and sand from around the object. Once cleared of debris the stone can be seen to be part of some kind of crude altar that looks extremely weathered. Some kind of carving adorns the sides of the altar. A Geology roll is required to give any sort of date to the altar, allowing for weathering. A successful roll determines it to be approximately four hundred years old. The carvings on the altar reveal men with the heads of fishes dancing around a gigantic man-fish figure. A successful Occult roll allows the investigator to deduce that the altar is probably dedicated to Oannes, or maybe some other anthropomorphic fish deity, and is no doubt s left over from more barbaric days. There is nothing else of interest to the Investigators on the island. The captain will not let the Investigators bring any items from the island onto his boat without some very heavy baksheesh. A small bribe in the order of 5LE satisfies him. Scene 24: Visiting the Professor's Dig Following the death of three of the research team and the incarceration of Professor Hutchinson, work on the dig has temporarily been halted. The few remaining Arkham University workers are in a hostel near to the harbour front. Whilst work has stopped they spend their time writing up their notes in preparation for the return to Arkham. Temporary leadership of the expedition has fallen on the shoulders of William Franklin, an archaeology major in his final year. He is also staying at the hostel. When the Investigators arrive they find William copying inscriptions from small pieces of pottery found al the dig. He recognises some of The Investigators from the University campus and the town of Arkham itself and is very glad to see them. Refreshments are soon made available. William cannot be of much help, as he readily admits. "The Prof. was looking forward to this season's work as he was convinced that he had discovered the real location of Cleopatra's palace complex under the eastern harbour water. On the journey over he began to act a little strangely and looked tired, although he seemed even more eager to get to the site and start work. "Once we arrived he set us to work straight away and he accompanied every diving team we sent down. After about... oh... three weeks or so, he began to act very strangely. He looked nervous and kept looking over his shoulder as if someone was following him. It was about that time that he picked up some sort of infection, for the skin on his face began to discolour. "I was working on shore on that fateful day. The Prof. and three of the lads, Hilly Watson, Kenneth Cristie and Phillip Bartholomew, went out with the Arab pumpmen as normal. I don't know what happened but next thing I know the boat has raced home, the Prof. is in deep shock and the Arabs kept shouting that Professor Hutchinson had murdered his men. Then the police came and took the Prof. away to the asylum. "Since then we haven't been allowed to dig underwater so we spend our time writing up our notes. How is Professor Hutchinson?" If asked to show the Investigators their finds he only has a few bits of pottery and some almost unreadable coins to show them. He complains that "the police took most of the interesting pieces to the museum for safekeeping. We haven't been allowed to study them. The Prof. sold a few minor pieces to Mr. Schuler a few weeks back. He might let you see them if you ask." William directs the Investigators to Mr. Schuler's shop if they ask for directions. If not, their Dragoman knows where it is. Scene 25: Diving for Clues The Investigators may decide to visit the bottom of the harbour for themselves and see what clues they can find. The Arkham dig team has several spare diving suits (enough for each of the Investigators) and the current acting-team leader, William Franklin, is happy enough to let them borrow them for although the Arkham team are banned from diving the Investigators are not. A boat with five Arab rowers, who also work the air pumps, are made available and they row out to where the professor last dived into the water. The Arabs help the Investigators into the bulky diving suit and make sure that all the hoses are connected properly. The leader of the Arabs, Abdul, explains that the bottom of the harbour is very sandy and the water is extremely murky, even in the best of conditions. Walking about only kicks up the sand so he urges the Investigators to take slow, deliberate steps and not to move too fast. If the Investigators ask for spear guns the Arabs laugh loudly whilst talking swiftly in Arabic amongst themselves. The leader explains that there are no sharks in the Mediterranean so they will not need them. Talk of fish-men only causes the Arabs to laugh louder. Once suited up the Investigators enter the quiet, murky depths of the eastern harbour water. Scene 26: Another Golden Pyramid After a half-hour or so of intensive searching around the bottom of the harbour have each Investigator make a Spot Hidden roll with a -20% penalty. Keep making this roll every hall-hour until someone succeeds or the party gives up. The Investigator who succeeds and rolls the lowest spots something glinting dimly in the murky waters. A few brief moments of shifting the sand away from it, which incidentally makes visibility even worse, reveals an irregularly shaped golden object, the sides and angles of which are cut straight. There are no rounded corners or curves. The outer surfaces are dolled with hieroglyphs. If the Investigators have already acquired one or more pieces of this item they will immediately recognise it for what it is. A successful Idea roll allows the Investigator to realise that it is part of a larger item, some sort of puzzle. At a guess it could be pyramidal in shape. Scene 27: More Translations Professor Breccia of the Museum of Greco-Roman Antiquities can, if so asked, read these hieroglyph' on the Investigators' behalf. He marvels at the two pieces as he fits them together and looks the thing over, scratches his head a few times, and then sighs heavily. "It makes a little more sense now," he says. "It says something about a tomb in the marsh to the west and the Night of Thoth, but there are still crucial words missing. You will need to find the other piece so I can translate the full text. When you find the missing piece the museum will happily take possession of such a glorious find when you come to hand it over to the Department of Antiquities." Investigators making a successful Law roll know that removing artefacts from Egypt without the proper paperwork is an offence punishable by up to twenty years imprisonment. Inspector el-Mahduk happily explains this to the Investigators if they ask him about the "exporting" of artefacts from Egypt. Scene 28: First Contact Whilst diving through the murky water each Investigator should make a Luck roll. Ask for continuing rolls every half-hour of game time until an Investigator fails. If more than one fails choose the one who failed by the most. As that particular Investigator passes by the remains of a toppled pillar, half-buried in the sand, a deep one suddenly emerges from the gloom in full view of the Investigator. It slops a few feet short of him, stares for a moment and then darts back into the murky water, stirring up clouds of sand and is very quickly lost to the Investigator's sight. Describe the deep one in vague and horrifying terms. The Investigator should now make a SAN check. Because of the eerie surroundings and the totally unexpected shock, the penalty for failing the roll is 1d6+1 SAN points. Even passing the Sanity check costs the Investigator 1d3 SAN points from the sheer fright. If the Investigator suffers from temporary insanity he immediately drops whatever he is carrying and flees towards the surface. Any sensible Investigator would also try to get to the surface as quickly as possible as well! An insane Investigator will be shaking uncontrollably and does not wish to enter the water again. This feeling lasts for at least 24 hours, the shaking for only a few minutes. If asked to describe what he saw the Investigator may call the creature a fish-man (or man-fish if he prefers) but should not use the term deep one, no matter how much the player knows about that particular race. If the Investigator who saw it has any score in Cthulhu Mythos he may make a test against it. If successful he can reveal that it was definitely a member of a Lesser Servitor race, although he does not know the name of the race. Further dives incur no further encounters with deep ones, although the pyramid, if not already found, may still be located. Scene 29: Schuler's Antique Shop Mr. Leo Schuler's shop is at 6 Rue Sherif Pasha and he specialises in old and rare books and antiques. He has all the correct licenses needed to buy and sell antiquities, although he is not allowed to export them. The shop is open between 8.00am and 6.00pm, although it closes between noon and 2.00pm for lunch and to allow Schuler to conduct business transactions. He has no knowledge of the Mythos. When the Investigators enter the shop he is dealing with a customer, a British gentleman, and he briefly speaks to the Investigators, saying, "I'll be with you in a minute gentlemen." This gives the Investigators a chance to browse. The shop has dozens of shelves crammed full of old books written in Arabic, Latin, and Greek. Many are worth hundreds, if not thousands of dollars and really belong in museums. Amongst the antiques are statues of various Egyptian gods, Roman and Greek statuary, vases, golden scarab,s and other jewellery and various unguents said to be from the tombs of the Pharaohs. Everything is an original and the average price for an item is 500 LE. If the Investigators decide to go shopping the referee will have to play it by ear. After a few minutes the business deal is completed and the British gentleman leaves the shop with a small parcel tucked under his arm. Schuler asks the Investigators if he can help them. If they mention Professor Hutchinson by name Schuler looks quite sad and mutters, "Such a great waste. He was a brilliant archaeologist you know." He is more than happy to show the Investigators the few trinkets that he acquired from the professor. None are particularly valuable, and the collection consists of some coins, small statues of beautiful young women, a statue of Horus, and a small gold ring with a scarab emblem engraved on it. Schuler is willing to sell the entire lot for 500 LE, although he settles for 300 LE if the Investigators haggle. --