Chaosium Digest Volume 31, Number 11 Date: Sunday, June 25, 2000 Number: 3 of 4 Terror At Erne Rock An Adventure for Call of Cthulhu BACKGROUND The investigators find themselves aboard the private family yacht of J. Krammer Worthington III, heir to a New York City publishing company, for a private party to Halifax, Nova Scotia for bootleg whiskey. Having made the acquaintance of young Mr. Worthington (from school or perhaps being covered in a previous adventure), the investigators believe themselves in for a few days of glorious rest & relaxation. The yacht, named "Globetrotter" has an additional 13 other passengers (besides the investigators) and 9 crewman. The voyage was supposed to be 4 days of festive celebration, but bad weather on the third day has most of the guests recuperating in their cabins after the first two nights. THE TERROR BEGINS The third evening of the trip begins with a attempt at serving dinner, which ends with the young Worthington drinking himself into a stupor over the failure of his party. As the waves roll the ship to pitch and yaw, the investigators find themselves in their cabins getting ready to sleep when at exactly 9:45 pm, a tremendous crash rocks the yacht, throwing them to the floor. Amidst the tossing and the listing of the yacht, the investigators rush to a lifeboat, containing themselves, the yacht captain, Richard Worthington, and two of Worthington's other guests, a crewman, and of all things, a pet poodle. The lifeboats can handle up to 10 passengers. (if there are less then three investigators, add extra NPCs to equal 8 passengers) Male investigators and other male lifeboat passengers are ordered to take oars, of which there are six. Any female passenger who takes an oar to is ordered by the captain "Give that oar to a MAN, our lives depend on it!". If there are less then 6 male passengers in the lifeboat, the captain reluctantly allows it. Of the other three lifeboats, roll a ship handling skill of 55% for each. If failed, the occupants of the investigators boat see a churning wave capsize that particular lifeboat, taking its' occupants to a watery grave and a SAN check (0/d8) for all who witness it. If the roll is a success, the occupants of the investigators lifeboat see those surviving lifeboats fade away into the driving rain and fog. The captain orders the rowers to make for where he believes shore is. After braving the fierce waves and winds of the storm while in the ocean, each passenger must roll LUCK to avoid being washed overboard. if failure occurs that passenger has 2 attempts to grab onto something to avoid going overboard, roll DEX x 5 on a d100 to grab onto something inside the boat, and if that fails roll again to grab onto the gunwale, a third failure will require the unlucky passenger a make a Swim Roll, if failure occurs again, consult the Drowning Rules. To make things really horrid for the investigators, have a random yacht crewmen swept overboard to his doom. (San Loss 1/1d6) After a half to 1 full hour of rowing, someone will spot a flashing light off in the distance (Keeper's choice or roll "Spot Hidden"). The Captain will identify it as a lighthouse, abet probably malfunctioning. Roll Boating skills to reach shore, roll strength/luck rolls to avoid Upon reaching the jagged shore, the party will be rescued by the Erne Rock lighthouse keepers, Ben Purdie and Dan O'Keilly. The rough nature of the island will make landing the boat very difficult. The Lighthouse Keepers take the party to their cabin, attached to a 60' tall cement block lighthouse, it's light turning around and flashing on and off in a slow and sputtering blaze, as if it is gasping for breath in the rain-choked wind. Purdie adamantly apologizes for the faulty light, which is caused by a pair of failing generators, but that he & his assistant O'Keilly will do their utmost to make them comfortable. While Purdie is cheerfully upbeat considering their predicament, O'Keilly is held back & reserved. A Psychology roll will indicate that he is holding something back from his fellow keeper and themselves. Captain Noble rants about the accident and threatens to have their jobs, if not having them thrown in prison, but no doubt the other party members will be relieved to dry their clothes and consume hot coffee & clam chowder. As the evening progresses, the storm outside intensifies and the electrical problems continue. Because of the flashing lightning, both the wireless and telephone are out of order. Due either to inquisitive investigators or plain boredom, Purdie begins telling the stories dealing with Erne Rock Point (see Legends of Erne Rock). The effect of the tales combined with the storm outside should be chilling, if not atmospheric. One tale is that of a battered lifeboat washing up on the rocks just last week; containing a dead man whom Purdie & O'Keilly buried behind the lighthouse. Little do the investigators know is that he may soon be getting company... TERROR ENSUES AT THE LIGHTHOUSE The first sign of trouble will be ominous flocks of seabirds; gulls, ernes, puffins, etc. At first, the birds swarm all over the lighthouse, then begin attacking anyone outside with beak and talon. Firing weapons only delays their enraged swoops, shotguns will bring down several birds until out of ammo. Anyone who steps out of the lighthouse or the cottage is instantly attacked by 2d10 enraged birds, who will peck and claw at that person's face, head, hands, and legs. Roll a SAN Check for anyone caught by this aerial assault (0/d3 loss); if Insanity ensues during a bird attack anytime during the scenario, the stricken will come down with a severe case of Ornithophobia (Fear of Birds) after coming to. Any type of flexible cover (raincoats, tarps, blankets, etc) held over someone going outside will reduce the number of attacking birds to 2d6; a more solid form of protection (boxes, tables, etc) will reduce the number to 1-3 birds. Meanwhile, yacht crewman Tomas Vila is becoming quite ill, complaining of aches and stomach cramps. Ideas of food poisoning, which will be alleged by Captain Nobel, will prove for naught as everyone ate the same items. Medical or First Aid rolls reveal nothing at this time. However, O'Keilly is acting twitchier than ever. Finally fed up with the apparent bungling of the lighthouse crew, the Captain drags O'Keilly up the lighthouse stairs to fix the light, ordering his charges to remain below in the bungalow. But just a few minutes later, as the birds start crashing into the cottage windows, a painful scream rings down the staircase,followed by the smoldering body of the Captain slowly thumping down the stairs. Investigators running up to investigate must make a DEX check to avoid being bowled over by the tumbling corpse (1d3 Dam if failed). Everyone who happens upon the body must make a SAN check (0/d6) upon seeing the dead Captain. O'Keilly will rundown, explaining that the Captain somehow electrocuted himself. A Medical or halved First Aid roll reveals this to be true, but how did the body manage to fall down the stairs? In reality, O'Keilly hit the unwary captain with a live wire and pushed him down to make sure of death. A Psychology or Psychoanalysis use will determine that O'Keilly is not truthful or sane. If pressed, he will panic and race to his room and bar the door. If not, he will become even more nervous. Normally this could be credited to the bird attacks and the captain's death, but using Psychoanalysis skill will reveal that something else is plaguing O'Keilly. THE HIDDEN HORROR Six days ago, the battered remains of a lone life boat containing the body of a young man with no identification and a trunk. The trunk, labeled in Italian, contained among other things a 12' tall statue of a nude Grecian youth. The idol is that of Gloon, an ancient Atlantian god entombed at the bottom of sea. Gloon uses the idols to first mentally possess a human (A POW resistance vs. an Active 21), then psychically drain the victim of 1 pt POW daily until dead or insane; poor O'Keilly has become such a victim. The intrusion of the castaways has heightened his paranoia about keeping the idol for himself. To his now insane mind, the interlopers all must die. And as to make things worse, the power of the idol is attracting the thousands of seabirds and also scores of Hybrid Deep Ones, who desire the idol themselves. These Deep Ones are not as advanced as their cousins across the globe, having once cross-evolved with the proto-human Voormis of prehistorical Hyperborea. These Deep ones have stringy, course black hair on their backs, only live about 250 years, and have not developed the cold scientific and artistic endeavors of their more southerly neighbors off of Innsmouth. They are worshipers of Gloon and the close proximity of the Idol of Gloon has begun to agitate them. The shipwreck survivors must discover how to rid themselves of the idol before the Deep Ones or the crazed assistant keeper kill them all. THE SECRET OF GLOON'S IDOL To uncover Gloon's presence, the investigators have two main avenues of research; the contents of the trunk (now in the root cellar) and the warped mind of keeper O'Keilly. The trunk contains the following; various articles of fine clothing, 3 fur stoles, the equivalent of $625 in 6 national currencies, over $500 in jewels, and a weathered manila enveloped addressed to a "Professor Milo Mannerheim, Miskatonic University, Arkham MASS, USA". It contains a denoting an ancient artifact found in the basement of the Helsinki Museum and a logbook written in German and emblazoned with a weathered gold eagle clutching anchors on the cover. This is the logbook of a German submarine commander from the Great War. This tells the tale of a doomed U-boat (which can be read straight from H.P. Lovecraft's "The Temple"), sent to oblivion by the evil curse of Gloon. With a successful German roll and 1d3 hours of reading with reveal the curse of idol. The captain reports sinking a neutral freighter and finding a drowned man clutching a statue, which was taken by the executive officer. But the statue was a idol of Gloon, and as with the dead man, the crew slowly began to go mad. As the sub's engines failed, crewman began dying, and after a mutiny attempt, only the commander and his insane second officer were left alive at the bottom of the Atlantic amid the ancient sunken city of Atlantis. After the crazed executive officer killed himself trying to swim to a brilliantly lit temple, the submarine commander put his log in a flask, determined to enter the underwater temple in a diving suit. The log was found last year and was being shipped to Miskatonic University's Archeology department with another Idol of Gloon (uncovered in Crete) when an unfortunate would-be thief broke into the shipping crate, took the idol and also was driven insane. The thief took the idol and his pilfered goods, stole a lifeboat, and died of thirst while out on the Atlantic, another victim of Gloon's terrible power. After becoming entranced with the statue, O'Keilly hid it in his nightstand, located in his small quarters on the second floor. Investigators who happen to walk in will quickly be set upon by O'Keilly, at first with objections of privacy, then with dark threats, and finally with violence if the intrusions continue. Investigators with sharp ears (i.e. 1/2 Listen rolls) may catch O'Keilly muttering about Gloon and "their" plans to deal with the intruders. Careful and skillful use of Psychology will reveal more then with forceful interrogations. O'Keilly will demonstrate clear signs of paranoia and the beginnings of sociopathic schizophrenia. As for the idol itself, an Archeology roll will indicate it is ancient, but not of Greco-Roman origin. A Natural Science or Geology roll will tell that the idol is made of some unknown material, an halved Occult roll will indicate the investigator has seen it in Theosophist Helena Blavatsky's book "Secrets of the Ancients" listed as "...a possible artifact of ancient Atlantis". A successful Cthulhu Mythos will indicate it as the Human manifestation of Gloon. UNINVITED GUESTS & MORE MAYHEM As the investigators ponder over the eerie events, one of the other survivors from the yacht, debutante Babs Tipperwinkle, will scream maniacally and claim that a "monster" peeked in the window. Naturally, there is nothing there now, so Purdie suggest that poor Babs lie down in O'Keilly's room as his own is badly leaking. This will infuriate the mad assistant even more; and after several agonizing moments he will try to violently remove the young woman from Gloon's presence. Purdie will try to stop O'Keilly, but will only be rewarded with an axe to head, killing him instantly. The investigators can either manhandle O'Keilly or shoot him in "self defense". If taken down alive with grappling or a well-aimed fist, O'Keilly will begin screaming for his precious and beloved Gloon; successful Psychology or Psychoanalysis rolls will reveal the cause for his insanity and the location of the idol in his bottom nightstand drawer. If indeed blasted by gun-toting investigators, O'Keilly will crawl to the drawer and grasp the Idol of Gloon one last desperate time. The investigators will have little time to try think things out by themselves, for soon more horrid dangers will start to surface. By this time, Vila is suffering with intense interior pains, muscle spasms, and insane babbling in Portuguese and English about "Returning Home to My Immortal Ancestors", "The Deep... the Deep..." Medical rolls will reveal that Tomas' entire body is undergoing some strange transformation. His body temperature is down to 90 degrees and falling, his skin is turning a greenish blue, his thick black hair is falling out in clumps, and his eyes are watery and becoming puffy and clouded. There are no known medical causes for this, but the true reason is that Vila is a hybrid Deep One/Human spawn of Innsmouth. Being only 26 years old, he is not yet due for his transformation, but the effect of the nearby Idol of Gloon has begun to accelerate the process. Soon, he will start muttering the Deep Ones' chant of "Ph'nglui mglw-nafl Cthulhu R'ylth wgah-nagl fthagen". A successful Cthulhu Mythos or Innsmouth Lore roll will reveal the nature of the chant. 1 hour: Stomach Cramps, intestinal pain, dizziness, chills. 2 hours: Hair Loss, Chills, skin discoloration, intense internal pain, watery, puffy eyes. 3 hours: Coughing up blood, peeling & discolored skin, nails start turning into claws. After four hours of close contact with the idol, he will seem to explode in a gruesome fountain of blood and skin and become a seminal Deep One (1/1d8 SAN Loss to witnesses), then turn on his fellows with claw and fang. If seriously wounded, "Vila" will try to escape to the sea and his ancient "homeland"; being of the immortal Innsmouth breed, he will help in the fight against the humans, but not to the death as this local species of Deep Ones will do. As the storm increases in intensity, the main generator will go out. Without 3 consecutive successful Electrical Repair rolls, the survivors will have to do with the lighthouse's 6 oil lamps (with sufficient fuel for a few weeks) and fireplace. Meanwhile, Bab's pet poodle will become agitated at "something" outside the cottage. Those "somethings" turn out to be an advance scouting party of 3 Deep Ones, armed with tridents. They sense the presence of the Idol and are trying find its exact location. If entered into combat with the party, one will try to get back to the main group while the other two conduct a delaying rearguard action. 3 Deep Ones Scouts- STR:15, CON:11, SIZ:16, INT:10, POW:10, DEX:11, HP:15, Move:8/10 Swim, Weapons: Claw 25%, Dam=1d6+1d4, Trident 30% DAM=1d6+db, Armor=1pt skin. SAN Loss: 0/1d6. Sneak:50% Swim:85% LAST STAND AT ERNE ROCK If the investigators cannot completely defeat the Deep One scouts, they can expect an attack by 5d10 fanatical Deep Ones in less then half an hour. If the investigators manage to defeat the scouting party, they will be visited by yet another scout group in 15-20 minutes, then by the main group 30 minutes later. If Deep One Vila managed to escape, he will have alerted the main party, and the second scout group is replaced with the main attack. The Deep Ones will try to take the cottage first, and if the investigators take the idol up the tower, the fishmen will follow with wave upon wave of their number. Their main tactic will be to storm the window and door openings, and if that fails; they will start tearing the cottage building down. Roll the Average Deep One STR vs. a Passive Resistance of 20 for the creatures to break opening a hole in the cottage building. The reinforced cement tower will be impervious to such damage, however, not the hinges holding the interior door to the tower. Meanwhile, the seabirds increase their attack to its full fury against the windows of the lamp room, shattering panes and letting in the wind-whipped rain. Investigators need to secure the electrical cabinets to prevent any short circuits. The Deep Ones morale is fanatical; and even though long-lived, they will fight to their very last member or the last investigator... HOW TO DEFEAT THE POWER OF GLOON First, Gloon's presence must be identified. This can be done by any of the following means: The statue can be found and identified with a 1/2 Archeology, or successful Occult or Cthulhu Mythos roll, Dan O'Keilly can be psychoanalyzed if he is still alive, references to the U-boat commander's diary (roll German skill), or through knowledge of the Atlantian myth (Roll 1/2 Archeology or History and a KNOW roll). Secondly, to dispose of the accursed thing, all one has to do is drop the idol into water of 100 feet deep or more. Unfortunately, anyone who picks up the idol must make a Resistance roll against an active Power of 21, or be possessed by Gloon and try to keep the Idol for themselves! It can be picked up by mechanical means with no danger of possession, but is not easy to grip. If picked up using several layers of material (about 4" thick) for insulation, add 20 to the Resistance roll. If the idol is smashed or broken, the thing will reassemble five minutes later, even if the pieces are separated; causing a SAN Loss of 1 for witnessing this trick. If the investigator choose to either hide the idol, simply toss it away, or dispose of it improperly, the Deep Ones will still appear and attack. If the idol is just given to the waterborne monstrosities, they will happily take it and then happily try to kill everyone anyway for their sacrilege against Gloon. The only way to deal with the attackers is either wipe them out or by flinging the Idol into the raging waves below. This requires a Successful THROW roll (along with the POW vs. POW possession test) or the Idol falls to ground below and the Deep Ones will continue their attack against the despoilers of their Idol. With the Idol of Gloon back in it's purifying element of the sea; the Deep Ones will cease their attack, the enraged birds will return to their normal behavior, and the storm shall subside until the morning sun arises across the Atlantic. FINISHING THE ADVENTURE Basically, all the investigators have to do is survive the Deep Ones' attacks and dispose of the evil idol. Surviving the night is rewarded with 1d6 SAN points plus an additional point for each NPC who also survives. Any investigator who goes temporarily Insane can either be afflicted with any of these phobias; fear of the sea, of Storms, of monsters, or Birds. Miskatonic University will reward the investigators $200 for the return of the diary. Getting rid of the statue imparts an extra 1d6 SAN knowing that no one else shall be endangered by the terrible power of Gloon--maybe.... LEGENDS OF ERNE ROCK The jagged and treacherous black crags of Erne Rock have inspired many countless ghost stories and bizarre legends. Here are a few: a) Erne Rock, named for the hundreds of sea eagles that roost there, was referred to by the local Indian tribes as the "gateway to the realm of the Great Raven God" and therefore a "forbidden" area. The first white men to explore here were Dutch traders who were attacked by the same natives for breaking the taboo. After defeating the "savages" with their superior firepower, the Europeans' ship mysteriously disappeared into an unseasonably dense fogbank, never to be seen again. b) The ghosts of deceased ship crews that perished off shore often wander the rocks never being able to rest. On dark and dismal nights, spectral figures have been sighted by lighthouse personnel, local fishermen, and even other ship crews and passengers. These tales are untrue, but can be quite unnerving to easily spooked investigators and quite funny to nasty Keepers. c) The lighthouse is actually the fifth to be built in 150 years; two were washed away by storms, one collapsed in on itself, and the third was burned to the ground by an insane keeper. If not for the danger to shipping, the current lighthouse would never have been built. d) On dark summer nights, the bellowing fog horn has often been know to be "answered" by some mysterious animal cry far off shore. The cry has been described as "timeless anguish, loneliness, and truly eerie". e) Some claim that Erne Rock was used for blasphemous rituals by a sinisterly evil group of Indians over 400 years ago, feared by all other tribes. These rituals allegedly involved mating with creatures from the deep bringing treasure, good fishing, and promised immortality in exchange for human sacrifice. The other tribes united against them and wiped out every single member of this evil tribe and then forsook their cursed land for generations. f) Back in the 1880s, an 25 year old assistant keeper murdered the other two keepers and then claimed that they were killed by "a horrible, slimy monster from Mars", which was then defeated by him with the help from "an English "Doctor" & a female barbarian accompanying him who materialized out of thin air in a 10 foot tall blue box that was bigger inside then out." The poor man lived out his days in the Nova Scotia Provincial Asylum for the Criminally Insane. KEY TO THE LIGHTHOUSE 1) COMMON ROOM: The main living area for the lighthouse keepers, this features a kitchen area with coal-fired cook stove, icebox, and dining table. A potbelly oven, an old Ottoman, two chairs, and a checker board bedecked table are in the SE corner. Next to the door is a "rescue Rack", contain various rescue supplies, which Purdie locks up when they first enter. 2) OFFICE: The "control center" of Erne Rock Lighthouse, this room features the wireless and the telephone, both of which are unnervingly out of working order. Various nautical charts are also found in here. 3) SUPPLY ROOM: This room is where the keepers stow most of their gear; notable lifesaving, boating, camping, and repair equipment. Outside: (2) 1000 gallon oil tanks. 4) CELLAR: Used for emergency shelter in event of fierce weather, the cellar features the malfunctioning 500kW Generator, the coal fired furnace, coal bin, and the root crop keeper. The generator cannot be fixed with an Electrical Repair roll since "something" is interfering with the electromagnets.... 5) PURDIE'S QUARTERS: A small room with a bed, a dresser with clothes and adventure books, a nice antique oil lamp accenting the overhead electric light, and unfortunately, several new leaks in the ceiling, so any female survivors would have to be offered.... 6) O'KEILLY'S QUARTERS: Much more cluttered then usual, this room contains the dreaded Statue of Gloon in the bottom of O'Keilly's nightstand, underneath several "naughty" Police Gazettes. 7) STORAGE & BATH: With no need for a third keeper, the spare room has been converted into storage space; it is where the recovered trunk containing the submarine log is kept. The bathroom contain a lavatory, a wash basin, and a cast iron tub (no running hot water). 8) LIGHTHOUSE TOWER: 110 feet of steel-reinforce concrete with 132 steps of a metal spiral staircase to the Lamp room above. On the bottom floor is the main junction box for the light; utilizing 5000 volts with conduit running up the sides. Up top is a trapdoor-type opening to the Lightroom. A fixed block and tackle trap door landing allows heavy supplies & equipment to be hoisted up either at the top or the base of the tower. 9) LIGHTROOM: The giant light takes up most of the room with it's pedestal and reflectors, the main lamp controls to the left and right of one entering, a telephone, and controls for the foghorn (located 20 yards away from the main complex.. Glass complete surrounds the room, with 4 overhead lights on the ceiling. Outside beyond two glass doors is a 3' wide promenade with 4 rail mounts for the telescopes on north, south, east, and west points. The trapdoor is unlockable, but various pieces of equipment can hold it down (Current Passive Resistance of 1d3x10). AVAILABLE EQUIPMENT AT THE ERNE ROCK LIGHTHOUSE COMMON ROOM: Antique Boer War Saber (1d8+1+db), fireplace poker (1d6), moose head (1d3+db+ block). In the Rescue Rack is the Line Throwing gun, a Remmington M1895 Breakaction 10g Shotgun & 12 rounds (4d6+2/2d6+1/d6), 12 Flaregun rounds (1d10+2), 9 line throwing rounds (1d8), (2) 100' ropes, 5 flares (1d4+db+1d3 Burn), and a Gaff (1d6+2+db). Kitchen Area: Cooking Fork (1d3+db=impale), flat iron (1d3+1+db) butcher knife (d6+db), paring knife (1d3+db), broom (1d2+db). Outside: (2) 12' Boat Hooks, 3 assorted oars. OFFICE: typewriter, letter opener (1d2+db), (2) electric torches & (8) cells, radio equipment, scissors (1d3+db), and Purdie's Flare gun. SUPPLY ROOM: 20 flares (1d4+db+1d3 Burn), (6) 100' ropes, Crow bar (1d4+1), (2) Hammers (1d4+1+db), 3 Kerosene Lanterns, (4) boxes of 100 Nails, Pickaxe (1d6+1+db), (3) Pipe Wrenches 1d6+1), Rake (1d2+db), 6 screwdrivers (1d2+db), 2 shovels (1d3+db), Sledge Hammer (1d8+2+db), Tank Sprayer & 10 gallons weed killer, Trowel (1d3+db+impale), (10) 30lb bags of cement, (12) 2lb bags of repair plaster, boxes with 24 light bulbs, and (2) Water-based fire extinguishers. CELLER: 50 bricks (1d4+1+db), Coal shovel (1d4+db), various lengths of chain (1d4+1+db), (30) 2x4s, 114 tins of various food, (5) Broken oars, (2) broken boat hooks, and a metal pole. UPSTAIRS: (5) Straight Razors (1d3+impale), Mirror (1d3+1d6), (10) "Police Gazette" magazines, (3) wash bowls, Broom (1d2+db), cast iron bath tub, 2 electric torches, assorted toiletries. LIGHTHOUSE TOWER: Water-based fire extinguisher, block & tackle (for hoisting equipment), LIGHTROOM: 2 telescopes, 3 binoculars, Spare Flare Gun (5 rds), and a Water-based fire extinguisher. NPCs: Jamison Krammer Worthington III, Tipsy Dilettante--- The quintessential party boy the 20's, Jamison is either non-chalantly upbeat and boisterous, or brooding & depressed when the party atmosphere disappears. While being intoxicated, he'll be suffering from a clear case of Panzism, and unable to denote that anything is wrong. STATS-- STR:12, CON:11, SIZ:12, INT:11, POW:10, DEX:14 (7 when drunk), EDU:16 HP:12 SAN:50. Skills-- Fast Talk: , Small Craft Sailing 21%, Mix & Pour Drink: 80%. Equipment: Rain coat, pocket watch, penlight, 3 bottles of scotch (1d3 unbroken, 1d4+impale if broken (use as knife); 1d3 Burn if set aflame. James Noble, Yacht Captain: A brash, heavy set man of 52 who doesn't believe in "old wives tales" like those of Erne Rock. He believes in good charts, good equipment, and blames the wreck on miserable weather forecasting by the Coast Guard and the incompetence of the lighthouse keepers. He will also berate all female investigators who try to lend a hand, fostering his belief that women should stick to the kitchen back on land. He will try to fix the broken light, but will instead die horribly at the hands of the insane assistant keeper. STATS: STR:13, CON:17, SIZ:16, DEX:11, INT:12, POW:14, EDU:12, HPs:16, Damage Bonus= 1d4, SAN:70. Skills--Small Craft Sailing 60%, Large Craft Sailing 78%, Navigation 55%, Electrical repair 35%, Swim 50%, Act Rude to Subordinates 70% Make Sexist Remarks to Women: 75% Equipment-- Flaregun, pocketknife, telescope, rain slicker, Map case with map of Nova Scotia area. Tomas Vila, Doomed Sailor- One of the surviving crewmen from the yacht, Tomas is however, of the Innsmouth blood, thus he shall become an immortal Deep One like his "father." At first young and viral, he becomes more and more invalid during his transformation. STATs- STR:15, CON:17, SIZ:13, DEX:11, INT:12, POW:11, EDU:9. Damage Bonus=+1d4, HPs:15, SAN:55. Skills- Small Craft Sailing 70%, Large Craft Sailing 50%, Swim 80%, Portuguese 30%, Punch 67%, Grapple 70%. Equipment: Fishing knife, flashlight, rubber boots, rain slicker Tomas as Deep One stats- STR:15, CON:11, SIZ:16, DEX:11, INT:11, POW:10, HP:15, Move:8/10 Swim, Weapons: Claw 25%, Dam=1d6+1d4, Armor=1pt skin. The Lighthouse Keepers Ben Purdie, Senior Lighthouse Keeper- Mr. Purdie is dedicated to his job of maintaining the light at Erne Rock Point, however, a rash of minor mishaps and malfunctions have reduced the lighthouse to aggravating labor. Constantly apologizing for the malfunctioning light, he tries to keep his new found guests entertained with his collection of stories dealing with Erne Rock. STATS: STR:12, CON:13, SIZ:14, DEX:10, INT:12, POW:13, EDU:12, HPs:13, SAN:60. Skills: Electrical Repair 40%, Small Craft Sailing 45%, Mechanical 55%, Spot Hidden 45%, Tell Sea-based Ghost Story 80%. Dan O'Keilly, Insane Assistant Lighthouse Keeper- Insane from picking up the Idol of Gloon, he sees everyone as threat to his "special" relationship with the statue. Small in stature and mousy in normal behavior, he more then makes up with the burning madness in his mind. If calmed down and thoroughly psychoanalyzed, he will be able to tell of crazed dreams of Atlantis and of the god Gloon (0/d3 SAN Loss to listen). STATS: STR:11, CON:14, SIZ:8, DEX:12, INT:10, POW:9, EDU:10, HPs:11, SAN:10. Skills: Pilot Boat: 40, Dodge 35%, Electrical Repair 45%, Cthulhu Mythos 30%, Wield Axe in Insane state 65%, The Yacht Guests: 1) Babs Tipperwinkle: A stereotypical New York debutante, she was one of Samisen's many female admirer; probably the 4th best admired by Jamison. Before the ship wreak, she was the life of the party, happily greeting all who met her, particularly ballplayer Dale Muhlenburg. However after the wreak, she will constantly complain about being wet, cold, hungry, the dingy surroundings, the storm, the food, and will scream maniacally at the appearance of mice, violence, and unusual events, particularly those involving monsters. She and any female investigators will appeal to the male Deep Ones' sordid mating instincts. STATS: STR:9, CON:10, SIZ:9, DEX:15, INT:12, POW:11, EDU:16, HP:10, SAN:55. Skill- Bargain 65%, Fast Talk 30%, Persuade Male:55%, Spot Hidden: 40% Scream Loudly:70%, Pamper Pet 75%. Equipment: Leash, makeup bag, 1a) "Pippy" the Poodle: Bab's obnoxiously annoying and pampered pet, Pippy will squeakily bark at all unusual events, sounds, and monsters (i.e. the alarm system). Bark Annoyinging: 85%, Attack: Nip 35%, 1-2 pts Damage, HPs:4. 2) Schuyler Morton: An bespectacled intellectual would-be weird fantasy writer from Manhattan, Schuyler will a source of numerous, and sadly erroneous information and tactics about the supernatural events. During any action, he will instead actively try to take detailed notes during the evening for an possible story, but will only panic and hide when serious danger erupts. STATS: STR:10, CON:11, SIZ:10, DEX:14, INT:17, POW:11, EDU:17, HP:10, SAN:55. Skills- English:88%, French 40%, History 65%, Latin:45%, Library Use 60%, Listen 40%, Occult:20%, Psychology:35%, Persuasion:35%. Equipment: Pad & Pen, Magnifying glass, copy of "Weird Tales #4" 3) Dale Muhlenburg: The brawny, blond third baseman of the New York Titans, Dale will try to prove his manliness during the adventure (mostly to Babs); being impulsive, rash, pushy, and a bit foolhardy in his actions. STATS: STR:17, CON:16, SIZ:16, DEX:16, INT:10, POW:11, EDU:10, HPs:16, Damage Bonus +1d6, SAN:55; Skills- Climb 55%, Club 45%, Kick 40%, Grapple:70%, German 15%, Head Butt 30%, Punch 60%, Spot Hidden 35%. Equipment: Louisville Slugger baseball bat (1d8+db). Monsters Hybrid Deep Ones- STR:15, CON:11, SIZ:16, INT:10, POW:10, DEX:11, HP:15, Move:8/10 Swim, Weapons: Claw 25%, Dam=1d6+1d4,Trident 30%, Armor=1pt skin. SAN Loss: 0/1d6. Hybrid Deep One Leaders (4)-- STR:16, CON:13, SIZ:17, INT:12, POW:13, DEX:12, HP:15, Move:8/10 Swim, Weapons: Claw 30%, Dam=1d6+1d4, Trident 40%, Armor=1pt skin. SAN Loss: 0/1d6. Hybrid Deep One Shaman (1)- STR:13, CON:12, SIZ:16, INT:15, POW:15, DEX:12, HP:14, Move:8/10 Swim. Weapons: Claw 25%, Dam=1d6+1d4, Armor=1pt skin. SAN Loss: 0/1d6. SPELLS: Command Seabird, Contact Gloon, Dampen Light, Mist of R'lyth, Wave of Oblivion (to be used as a last resort as The Idol of Gloon may be damaged or lost). --