Chaosium Digest Volume 24, Number 12 Date: Sunday, April 5, 1998 Number: 4 of 5 Contents: >From Foreign Shores, Part 4 (Paul Williams) CALL OF CTHULHU -------------------- From: "Paul Williams" Subject: From Foreign Shores, Part 4 System: Call of Cthulhu Scene 49: The Night of Thoth As the sun sets over the western horizon and the constellation of Orion rises in the east the dying beams of sunlight strike the face of the great tomb at the end of the valley. A single beam is centred exactly on the stone-blocked alcove. Suddenly, with no smoke, loud noises, or noisome stenches, the alcove is filled with a deep red light that seems to come from within the rock itself. Although the light is not painful to look at it is too bright to see through. After a few seconds the sun sets completely below the horizon and the light fades. Where in the alcove there was once stone there is now only air, allowing passage into the tomb beyond. Investigators who make successful Astronomy rolls, or those who make POW x2 rolls, see a faint pattern of stars in the sky over the tomb that have the definite shape of an ibis--the sacred bird of Thoth and one of his hieroglyphic symbols. Of course, the tomb is not going to stay open forever and the stone in the alcove will reappear at dawn the next morning. This gives the Investigators around eight hours to explore the tomb and thwart the foul machinations of the Old Ones. Scene 50: The Great Tomb The deep ones used the tomb as their main refuge after Santorini exploded violently, devastating their Mediterranean colonies. With their number drastically reduced the Egyptians rose up and overthrew them, forcing them into the now dry marshes. The tomb was built as a sanctuary for Father Dragon (who had been magically trapped by the summoning magic going awry) and to allow the deep ones somewhere to re-populate the colony in safety. After several score years their numbers were strong and the tunnels were growing cramped. To make matters worse the marsh outside the tomb was rapidly succumbing to the desert and was becoming too dry for them to survive in. So the deep ones elected to travel deeper into the marshes in search of habitable areas. The tomb was sealed with great magics to protect the imprisoned Father Dagon. As the desert crept nearer and nearer, so the deep ones were pushed towards the centre of the marsh, and when that eventually dried the deep ones perished in the scorching desert sun. All that remains in the tomb are the dead, a few foul underworld creatures which have entered the tomb since the deep ones' departure, some left over items that were overlooked, and Father Dagon. Somewhere in the endless expanses of desert lie the sun-scorched remains of the last deep ones to perish following the exodus. As forecast by the astrologer Ibrahim, when the stars are right, as they were on the fateful night that Santorini chose to explode, the tomb will open and Father Dagon will walk the Earth once more, freed from his chains. For even though the deep ones abandoned the tomb Father Dagon rests still within the chambers, awaiting the day when he will be freed from his magical shackles. That day has come. The air inside the tomb is breathable, if a little musty. There is no source of lighting so the Investigators need to provide their own. [Keepers will clearly need to design a map to go with this portion of the adventure.] Shrine to Dagon: Across from the door through which the Investigators enter is a forest of pillars, each around twelve feet high and carved with the likeness of a fish-man. There are seventy-two pillars and atop them is a large flat platform. Two stone doors flank the pillars (See Dagon's Prison, room 3 below, for more details on the doors). What the Investigators cannot see from this room is that atop the platform stands an altar to Father Dagon (Oannes). The altar is carved from large pieces of bone and Investigators making successful Natural History rolls recognise them as being from different species of whales, found normally in the warmer waters around the Caribbean Sea. Standing before the altar, like two silent sentinels, are the statues of two seven feet tall fish-men. These actually represent Father Dragon and Mother Hydra. Oracle room: As the Investigators approach this small side room the light from their lanterns reflects from the oily skin of a giant fish-man which leers at them from the dark. Each Investigator must make a single successful San roll to avoid losing 1d2 SAN points. The creature is actually a stone statue of Father Dagon and is extremely life-like, although it is only ten feet high. The walls of the chamber are covered with a script that closely resembles Egyptian hieroglyphs but is also noticeably different. A Language (Egyptian hieroglyph) roll can decipher the text with a -30 percentile point penalty. Once deciphered the text is revealed as a ritual spell (see Appendix A for further details. The spell takes 2d6 weeks to learn (as normal) but the reader loses no San and gains no Mythos knowledge. Copying the spell down increases the language penalty to -40%, to allow for errors or ambiguous symbols. The statue acted as an oracle for the deep ones, who would leave offerings here for their living god in return for blessings or receiving dreams on how to overcome a problem they faced. If the Investigators should leave an offering for Father Dagon then nothing untoward happens. The statue can be used as part of the Contact Deep One spell, in which case the number of deep ones increases by an extra 2d6. Dagon's Prison: The two doors that lead to this chamber from the Shrine (room 1) have a grid carved onto them consisting of sixteen prefect squares. The squares actually depress into the door and represent a lock. To crack the code the Investigators need to consult the bizarre fragment from the diary purchased in Schuler's shop. The answer can be found by reading every fourth word starting with "from" after the semi-colon. Every time the Investigators enter the wrong code the ground shakes a little, getting progressively worse each time. On the tenth incorrect go a Cthonian, summoned by the magic contained within the lock, bursts through the floor of the shrine and attempts to devour all present. Each lock is identical, but they are effectively joined together. Thusly they do not have twice the chances to crack the code. Once the code has been successfully entered both doors retract into the ceiling and lock in place. They will not shut again unless the code is entered in reverse order. Seated upon a throne is a 30-foot high stone statue of a fish-man creature, undoubtedly a representation of the Sea Peoples' foul god Oannes. The statue is grotesquely life-like and Investigators with low SAN are likely to see it twitch or spot one of its eye following them around the room. Seeing the figure costs the Investigators 1 SAN point each unless they make a successful SAN check. The figure is in fact the magically imprisoned Father Dagon, whose frozen appearance gives him the look of a statue. His skin although cool to the touch like stone, also feels unmistakably clammy, like a fish's scales. Touching the statue and realising this costs the Investigator a SAN single point unless a SAN check is passed. Until he awakens the magic protects him from any mundane weapon (including dynamite). Stood on both sides of the statue are rows and rows of wooden statues of deep ones. Each is full size and is well carved, although not in enough detail to scare the Investigators. A total of sixty statues are here. These were left as symbolic guardians of Father Dagon and cannot harm the Investigators. The walls are richly decorated with scenes depicting the glory of Father Dagon. Whilst not bizarre or alien enough to cause any Sanity loss they are unsettling in their content and investigators who view them shudder uncontrollably for a brief second. The magic imprisoning Father Dagon in this tomb shatters on this night, as foretold in the legend given to them by Ibrahim the astrologer. Exactly when Father Dagon is released is pretty irrelevant but the investigators should have been given chance to explore some of the complex before he is released. When he finally gets free go to the scene below; The God Awakens! Decorative Room: This room's walls are covered in one long and continuous painting that starts to the left of the doorway and runs right around to the right side. It depicts a giant fish-man hybrid creature devouring Egyptian soldiers by the handful. If the picture is an accurate representation the creature is over twenty feet tall. If the Investigators have spoken to Professor Breccia they may assume that this is the Sea Peoples' god Oannes being praised by his followers. Viewing the painting costs the Investigators a single SAN point unless they make a successful SAN roll. The creature is Father Dagon and the scene commemorates his defeating the Egyptian army when the deep ones first settled in Egypt some 4000 years ago. Built into the far wall is a cunningly disguised secret door, which can be opened by pressing the wall in certain points. A successful Spot Hidden With a 20-percentile point penalty reveals the location of the door and a Luck roll finds the catches if the Investigators search for them. The Long Stair: This long and narrow staircase leads up towards the top of the cliff. The passageway is only three feet wide and three feet high so Investigators have to either crawl or monkey-walk up them. The deep ones trapped the stairs shortly before they left to deter intruders or tomb-robbers. Collapsing Stair: This stair is designed to collapse when anyone walking down the stairs treads on it. The activation stair is situated eight steps above it and so Investigators walking up the stairs are quite safe. When the stair is trodden on it collages, ensuing the Investigator to make a DEX x2 roll to avoid falling downstairs for 1d6+1 damage. The trap cannot reset itself. Scarab Pit: The small landing is also trapped. The entire area is a false floor, the release bolts to which activate when the intruder steps on the fourth stair of the next flight of stairs. Thus once again the area is safe going up but is dangerous when coming down. Anyone who steps onto the false floor when the trap has been activated falls twelve feet into a pit filled with flesh eating scarab beetles, taking 1d4 damage per round until rescued or dead. The trap cannot reset itself. Folding Stairs: The last trap is a double trap. The last ten stairs that lead to the lift mechanism fold flat, thus causing the intruder to slide down the stairs and, potentially, to plummet into the scarab pit. Stepping on the last step before the lift mechanism chamber activates the trap. Sliding down the stairwell causes 1d4 damage and the Investigator must make a Luck roll to avoid activating the scarab pit trap. Those who fail this roll fall into the pit and are attacked by the hungry beetles. Secret Entrance: This small chamber has a raised area in the centre of the floor. If any weight of more than 100lbs is placed on the platform the Investigators hear the grinding of gears and the platform begins to rise slowly towards the ceiling. When the platform is eight feet from the ceiling a hatch in the ceiling opens, letting sun or moonlight stream through. The platform stops when it is level with the desert sands above. Any Investigator who travels on the platform finds himself on the cliffs that loom over the entrance to the tomb. There is no way that the Investigators can find this hatch if they search the top of the cliffs before entering the tomb. When the weight is removed and then replaced the platform lowers itself back into the tomb and the hatch closes shut. When the platform reaches the floor it will not rise until the weight has been removed for at least one minute (whilst the machinery resets itself). The Cracked Room: The walls, floor and ceiling of this chamber are riddled with deep cracks and holes, each no wider than a man's finger. The Investigators cannot see down the holes. Investigators who make a successful Geology roll know that these cracks and holes were made sometime back in antiquity and show all the hallmark of being caused by acidic erosion. The holes, in fact, lead down into the underground tunnels where formless spawn make their home. Passing through the chamber sets off enough vibrations to bring one to the surface for a look. By the time the Investigators return through the room the area of floor by the door is coated in a black, shiny substance covering two square meters (the spawn). An Idea roll is required to notice this as having appeared since they entered the chamber. The Formless spawn attacks once the Investigators are within in range. If damaged down to one-quarter or less of its normal hit points it slithers away through a crack in the wall. It follows if the Investigators run back through the other rooms along this passageway as it knows there is no other way out. The Room of Future Prophesies: Within this chamber are three extremely large paintings that cover the entire walls on which they are drawn. The deep ones recorded certain facts relevant to their existence and that of the world around them. Painting One shows an island sinking into, or possibly rising from, a large expanse of water. Above the island is a representation of the night sky and familiar star patterns are easily visible. Investigators making a successful Astronomy roll determine that the star formations point to the date of December 23rd, 2012. This mosaic actually shows the next rising of R'lyeh. Painting Two shows a sun disc with rays emanating from it that end in hands coming down from a black hole in the sky. All around the sun disc lie the prone bodies of people. It is hard to tell if the bodies are dead or merely lying down. The people depicted in the scene do not look particularly Egyptian. An Investigator making an Anthropology roll can determine that the people represented are South American Indians, a breed of people whose existence could not have been known in this part of the world when this tomb was built. A successful Archaeology or History roll reveals that the sun disc is a representation of the Aten, a nameless and faceless god who ruled without other gods and who was worshipped by the renegade Pharaoh Akhenaten. This actually represents the daemon sultan Azathoth and shows the permanent gates in Mexico which allows him access to Earth. Painting Three shows a black skinned Pharaoh set upon a golden throne flanked by two winged serpents. There are no hieroglyphs stating who the pharaoh is. Investigators who make their History rolls know that an old Egyptian legend says "an evil Pharaoh with skin as black as night was overthrown by a mighty hero and the Pharaohs name was stricken from the records and monuments of the land. The Pharaoh did not die but instead sleeps an endless sleep, awaiting to be resurrected by his evil minions." The figure is in fact Nyarlathotep in his guise as the Black Pharaoh. The Treasury: When the deep ones abandoned the tomb they took all their valuables with them. However, a few small items were overlooked in the confusion and they lie around the floor of the old treasury, in which the Investigators now stand. For every five minutes of searching through the remains of chests and caskets have each Investigator make a Spot Hidden roll. If the roll is successful the Investigator finds some small trinket, such as a gold coin, a ring, or maybe a necklace. Allow a total of live items to be found before the treasury has been finally emptied. An investigator who makes an Archaeology roll can determine that the items date back to the time of the reign of Akhenaten, although none bear his image or that of any other Egyptian ruler. On a Special success the Investigator turns over a chest which has a false floor panel. Inside is a large golden stylised wadjer eye (the Eye of Horus). Not only is it worth a large sum of money but it can also be used as an Elder Sign. An inscription in hieroglyphs on the back reads, "The Eye of Horus Which Keeps the Foul Serpents in the Underworld." The deep ones stole the casket from an Egyptian tomb (after all why would they need an Elder Sign?). Any Investigator who fumbles his roll discovers a large poisonous spider in the casket into which he has just thrust his hand. The Library: When the tomb was in operational use as a home to Father Dagon and his deep ones this room housed the library. Upon stone shelves sat hundreds, if not thousands, of papyrus scrolls covering all manner of topics. However, the sealing in the tomb was not perfect (and several other tunnels to the outside air have been made) and the vast majority of them have crumbled away. Investigators who search the chamber easily discover a complete scroll, still in its case (see Appendix A, the Gemhetep Papyrus). This was stolen from the same tomb as the Eye of Horus above. The other scrolls that are intact are written in an ancient and extinct language used only by the deep ones and their human mating partners. The Map Room: This small chamber has inscribed on its longest wall a detailed map of the entire world. The map is in accurate detail, showing major mountain ranges, rivers and valleys, is drawn from a Northern Hemisphere view, and seems to be centred on Egypt. Investigators making a successful Idea quickly realise that something is wrong with the drawing of Antarctica. It is shown with valleys and mountains and seems to be free of glaciation. Investigators making a successful History, Archaeology or Idea roll knows that Antarctica has supposedly been covered with ice for millions of years. The map also contains five large red stones, which are placed on Australia, Egypt, China, Israel and Antarctica. The stones are big enough to make an accurate guess impossible as to exactly where in the country they are supposed to represent. Spawning Chambers: This series of chambers was once used as a spawning ground for the deep ones, which dwelt in the tomb. When the tomb was abandoned the chamber was cleared of all inhabitants. Now only a single, foul creature lurks in the unlit recesses of the chambers. When the Investigators enter the last chamber they notice a faintly luminescent sphere roughly two yards across hovering just of the ground in the far corner. The sphere is slimy-looking and covered in small pulsating nodules. If the Investigators approach the sphere it elongates and lunges for them with lightning speed. The creature is a Shoggoth and fights until defeated. If the Investigators flee from the chambers the loathsome abomination follows, seeking to devour them. It crawled up from the underground tunnels hundreds of years ago and hat been here ever since. Ante-chamber: Lying in the middle of the floor of this chamber are two naturally mummified deep ones. Their skin is hard and sunken and their bodily fluids have long since evaporated. They are also extremely fragile and moving them causes large chunks to crumble away to dust. There is no way the Investigators can return them to civilisation intact. They can be photographed without causing them any damage. The two deep ones elected to stay behind with Father Dagon during the exodus and managed to crawl here before they died of thirst. Ghast Chamber: At the bottom of the stairs stand a dozen-gilded sarcophagus belonging to humans who lived and mated with the deep ones who inhabited the tomb. When they died the deep ones mummified them in the manner of the Egyptian style. However, several decades after the tomb was first built ghasts dug their way up from below ground and entered this chamber. Unable to discover the secret passage that lead to the main part of the complex and too afraid to venture through the gateway into the Underworld they remained here. After eating the inhabitants of the sarcophagi they took over them for their own sleeping areas. A total of three ghasts currently remain in the chamber. Once they are gone there will be no more. Any investigator who opens a sarcophagus is instantly attacked by a ghast (regardless of which one he opens first), and within seconds the other two ghasts have joined the fray. Appropriate SAN checks should be made. The tunnel through which the ghasts came is barely navigable and any Investigator who travels down it soon becomes helplessly stuck and at the mercy the foul beasts that dwell beneath the Earth. Boat Chamber: Dominating this chamber is a full sized boat, built in the classical Egyptian design. The vessel is painted in bright colours and is completely seaworthy, as any Investigator who makes a successful Pilot (Boat) roll can tell. Against the wall, pointed to by the bow of the vessel, stand two colossal statues of human-fish hybrid creatures that stand almost thirty feel tall. Anyone seeing them must make a San roll or lose 1d4 SAN. Even a successful roll costs the Investigator one point of SAN. The statues represent Father Dagon and Mother Hydra. Between the statues is a large opening in the wall, measuring ten feet across and twenty feet high. The opening is perfectly cut and stairs can be seen descending into the inky darkness below. A wind blows from below up into the chamber causing the Investigators' lanterns to flicker. Those who succeed in a Listen roll can hear what sounds like rushing water. Those who roll a Special success can also hear the roar of some unknown subterranean beast. Those that hear (he beast must make a SAN roll to avoid losing one SAN point. These stairs lead into places that no sane human would dare to travel and they link up with N'Kai eventually. They also lead to an underground river that eventually links up with the Mediterranean. Travelling these tunnels, which are inhabited by formless spawn and flying polyps, amongst other horrors, is beyond the scope of this adventure and almost guaranteed to he the death of all the Investigators. When it became clear that the tomb colony was doomed to failure the deep ones attempted to tunnel down to the underground river they knew existed. They were driven back by the foul creatures that dwell in the natural tunnels and gave up trying to find the river. Of course, the doorway they carved allows access both ways. --