From: "John or Christine Thompson" To: Subject: Chaosium Digest v32.12 Date: Tuesday, June 12, 2001 11:46 PM Chaosium Digest Volume 32, Number 12 Date: Tuesday, January 30, 2001 Number: 1 of 3 Contents: * The Resurrection Spell: Bringing Back The Dead (CTHULHU) by James D. Collins - collwood@gte.net * ZOMBIE REMORTIFICATION (CTHULHU) by Mervyn Boyd - jack@ktana.freeserve.co.uk Editor's Note: A sincere apology to everyone for how long it's taken to get this issue out. Holiday and end of the year hassles combined with upgrading to a new computer and my usual inability to remember what day it is all conspired to produce this delay. Future issues should, hopefully, return to their regular schedule. We have two excellent Call of Cthulhu articles for you today. Enjoy! Announcements * TENTACLES NEWS POST Volume 2, Nummer 1, 1. January 2001 ~~ S L U R P A g a i n F o l k s ! ~~ The Countdown is running for Tentacles 2001 - the international Hero Wars and Call of Cthulhu Fest! The event will take place at Castle Stahleck in Germany from the 1st - 4th June 2001. Visit: www.tentacles-convention.de for information about this wonderful (in)famous convention. You can register yourself online! I fear we will be booked out soon... Fabian -- ~Tentacles Convention~ www.Tentacles-Convention.de ~ Tentacles 2001 ~ The Hero Wars and Call of Cthulhu Fest 1st - 4th June 2001 Castle Stahleck, Germany ---------------------- The Resurrection Spell: Bringing Back The Dead by James D. Collins - collwood@gte.net So what do you do if one of your investigators uses the Resurrection spell to bring another investigator back from the dead? Assuming the resurrected investigator survives with his or her Sanity (for the most part) intact, you (as the Keeper) have a number of questions to answer. If the Sanity loss is too great, you still have some options (see below). The easiest way to deal with the Resurrection spell is not to let your investigators have access to a copy of the spell. While this is a viable alternative, I think that you're denying yourself (as the Keeper) one of the many joys of gamemastering: Knowing the secrets behind your campaign. It's great fun to stand back and watch as your players discover the world that you've created. Besides, we've already got one of your investigators bringing another one back with the spell which assumes they already have a copy. 8) It is "an unholy thing to do," this business of raising the dead. Resurrection is also a "rare, misleadingly named spell" that brings back "the form and soul of the deceased" or "onlie the liveliest awfullness" if you don't have the complete corpse. The Resurrection spell doesn't restore the dead to life, only "the form and soul" are brought to a semblance of life. I've chosen to define this state as a ghost with an ectoplasmic form that mimics life. The ectoplasmic form will pass the medical examinations of the 1920s. The same could be said for the less sophisticated diagnostics of the 1890s and the more technological capabilities of the present day (that used to be the 1990s). Of course, we're told that "the processes of metabolism had become retarded to a degree beyond precedent" in "The Case of Charles Dexter Ward" so irregularities will be noted to some extent in any era. Perhaps in a less sophisticated time (such as the 1890s) when the study of the occult is not ridiculed, these irregularities will be noted more seriously than in the present. Physical irregularities might be written off as human error or system glitches in the present day. The ectoplasmic form mimics life and ectoplasm responds to belief and thought (at least it does within this frame of reference). In superficial terms, the resurrected investigator is alive. He (or she) must eat and sleep, requires air and water, and can be killed. Let's examine the specifics of this existence, that's where things get interesting. "The Case of Charles Dexter Ward" speaks of "revolting cases of vampirism" and "the inordinate amounts of meat and fresh blood" later required by Mr. Ward's household. Perhaps your resurrected investigator will develop a taste for raw meat or fresh blood. Or not... If the resurrected investigator requires sleep, can he (or she) enter the Dreamlands? That's up to the individual Keeper, but maybe Heaven and Hell are the Dreamlands of the dead. Think of a horrific twist on "What Dreams May Come." The need for air and water are habits of the living. Maybe as the investigator becomes more comfortable in their resurrected existence, they forget to breathe or drink. As other investigators notice this disturbing tendency, Sanity losses might begin (for the resurrected investigator and the observing investigator). Death can occur from a variety of methods (your resurrected investigator is intimately aware of at least one cause of death). Injuries can result from acid, drowning and suffocation, explosion, falling, fire, and poison (as well as combat). Drowning and suffocation is addressed with the need for air (see above), but as the resurrected investigator continues his new existence perhaps he (or she) will learn to ignore the effects of acid or poison. Before we explore "onlie the liveliest awfullness" and insanity resulting from returning from the dead, let me state that how far you take this is up to your own campaign. If you chose to explore the other sides of horror and allow superhuman characters (White Wolf Studios comes to mind), you may go much further than my suggestions. Sanity losses can go up (or down) depending upon your campaign's needs. If you want the resurrected individual to be relatively normal, go ahead. If not, here are some really strange possibilities. We're told that an incomplete corpse brings forth "onlie the liveliest awfullness" -- what does that mean exactly? One possibility is that the resurrected mass is incapable of existence (at least in any playable manner). Perhaps, this "liveliest awfullness" is an animated corpse (similar to an intelligent zombie with the Power that it had before it died) that "literally must be hacked apart before it ceases to act" (although fire seems to work as well). The munchkin player might enjoy this invulnerability until he (or she) realizes that the corpse continues to rot (losing points in Strength, Dexterity, and Appearance as the corruption continues). Sanity losses will continue as the decay worsens. Maybe this "awfullness" is a small shoggoth-like form (now that would make an interesting character in the right campaign...). Your examples of "liveliest awfullness" might include ghosts, mummies, skeletons, vampires, werewolves, wraiths, and zombies (of the unintelligent variety). If you don't want the player to use the resurrected investigator, you have many options. If you want the player to continue with the resurrected investigator, a campaign that might include a ghost, mummy, skeleton, vampire, werewolf, wraith, or zombie (intelligent or unintelligent variety) would certainly be interesting. If the resurrected investigator loses too much Sanity to continue play (0 Sanity), then I advocate removing him (or her) from play. If the resurrected investigator suffers from Indefinite Insanity, then we have other options... Structure your resurrected investigator's Indefinite Insanity to your investigator's condition. Since my ectoplasm responds to belief and thought, Indefinite Insanity will certainly create some interesting situations. Suppose the resurrected investigator's ectoplasmic form exudes an appalling odor (perhaps the smell of rotting meat or a musk of sulfur and brimstone). Perhaps the investigator develops a taste (and need) for raw meat and fresh blood (maybe the investigator cannot regain magic points without indulging his appetites). Maybe the investigator cannot enter a house with invitation, must shy away from crosses (or other religious symbols), or cannot cross running water. What if the resurrected investigator now frightens animals (there goes that Riding skill!)? Maybe the ectoplasmic form has no body heat or doesn't cast a shadow or a reflection. What if the character's body no longer heals naturally or regains magic points naturally? Maybe the ectoplasmic form grows a third arm, a demon's tail, or cloven hooves. Perhaps holy water acts as acid or sunlight burns the ectoplasm. The bottom line is that this is your campaign. What works in my campaign, might not fit into your game world. As with any set of rules (or rule suggestions), take what you want and ignore anything else. ---------------------- ZOMBIE REMORTIFICATION by Mervyn Boyd - jack@ktana.freeserve.co.uk 178 Dickson Drive, Irvine, Ayrshire, Scotland, KA12 9HB Foreword Because I am not a great creative writer there will probably be many entries that are vague in content and description causing the adventure to appear disjointed, or be excessively wordy. While provisions has been made for all places that the investigators are likely to visit, it is up to the keeper to improvise, and flesh out all other areas - as well as NPC personalities. The scenario is suitable for any character, however, for ease of their introduction, it is advised that at least one character be a Senior Medical Doctor, Surgeon, Biologist, or have a relevant medical skill above 50%. Failing this prerequisite, the keeper will need to sort out some logical way of involving the characters. There is no real time frame involved, thus allowing new players of Call of Cthulhu time to adapt. If they need month to read a hefty tome to learn a particular spell, then they can with no problem. However the keeper is advised to keep the scenario moving along by discouraging the players from lounging around too long with no action on their part. Non-player characters have important things to get on with also. The scenario is intended to be set in the 1920s, but at the keeper's discretion the year and location may be altered to fit in with something he/she is more familiar with - maybe his/her own home town - today in the year 2000. The scenario, it seems, would fit in well as part of an ongoing campaign. If it is to be used so, then it is up to the individual keeper to make all the necessary corrections to make the transition from one scenario to another flow smoothly. Keeper's Information The small town of Uffington on the Marsh in Cornwall, England has for the last six months has been beset with tragedy. On average two people a month has died from a disease the locals call "The Fever". The local General Practitioner (GP) is at a loss and cannot find the cause for it. Desperate, he contacts an old friend and mentor to come and help him solve the mystery. The investigators arrive and are soon embroiled in the unholy activities of the local Squire and his zombie horde. Player Introduction The investigators start play in London on the morning of Friday, March 12,1920. Any suitable character receives a letter (player handout 1) from Dr. Timothy Cockcroft, an old friend and colleague who is requiring his assistance on a baffling case in the small township of Uffington on the Marsh. This friend hasn't been seen in almost ten tears. Having read the letter the player will no doubt want to know more about this friend of his and then make travel arrangements. Dr. Timothy Cockcroft (What the player knows) This should be modified accordingly. Timothy was an old student, and friend of the character (if applicable). They became friends at University after Timothy proved to the character that he had an amazing aptitude for the subject of Anatomy and Surgery. Otherwise, he's just an old friend from college or university. They bunked in the same dorm, attended the same classes, had the same interests, vied for the attentions of the same girl, but both lost out in the end to some other guy. It was inevitable that they would become friends. Either way, after graduation they went their separate ways and just lost contact with each other. That was almost ten years ago. Uffington On The Marsh Aside from the spate of deaths attributed to the Fever, Uffington has been rocked by the murder of Rita Kerr. Several weeks ago Rita discovered an awful scene. She found out that the local mine is not abandoned as is generally thought, but is being worked by a team of zombies (made from those who have "died" from the Fever) that Bedford has had created. Unfortunately, Rita was caught snooping around by one of Bedford's lackeys and detained. She threatened to go to the police and tell, but Bedford couldn't take that chance. His attempts at silencing her failed, and fearing that his plans might be exposed Bedford decided upon using her in one of his rituals. Her body was later buried in a shallow grave, which was subsequently discovered. Sergeant Michaelson investigated her death but came up empty handed. Uffington is small with all the bare necessities although there are no libraries or newspaper printer. It has a couple of churches, a few stores, a pub, a school, a courthouse and a small cop shop with two police in residence - a Sergeant and a Constable. The last census revealed the town had roughly 705 citizens. The town also has a tin mine which is located two kilometres to the north across the moors. (The mine will not be known to the investigators until they learn more of the squire.) The village is inhabited by simple country folk who are riddled with superstitions and are dominated by the Squire who is responsible for the well being of everyone and who acts as coroner and magistrate, judge and jury. Uffington's main economy is by way of farming grain or livestock. Travelling to Uffington is completed in two stages. First the train ride out to Cornwall, then a cab ride out to Uffington itself. Alternately, the characters can drive out there themselves. Clouds are beginning to build and darken by the time the investigators arrive at the outskirts of Uffington whenever that may be. They see a funeral procession which solemnly winds its way through the town beginning to cross a bridge on its way to the nearby church. Unable to pass the characters are forced to stop. Leading the precession, right before the coffin is a deeply saddened man who's mourning for the loss of his brother. Just then, five red tunic-clad horsemen and several dozen hounds gallop over the bridge jostling the pall bearers who drop the coffin over the bridge down an embankment where it lands on the rocks below with a splintering crack. The lid springs open to reveal a pallid male corpse. (A sanity roll is required with a loss of 0/1. No loss is had for those with medical experience or have seen plenty of bodies.) The horsemen do not stop and gallop off. The mourning man rushes to the bridge's side and stares down in complete horror, disbelief and anger. Some people jump down to close the coffin, retrieve it and carry it to the church for later burial. Others shout abuse and shake their fists at the fleeing horsemen. Somebody else approaches the man to comfort him but is shrugged off as the angry man storms off clenching his fists in anger. A LISTEN roll should be made to overhear someone say to his friend: "What a bloody disgrace. No respect for the dead. We'll have to see the Squire about this." Attempting to ask a local anything requires a successful POWx3 roll to get an answer, otherwise the local gives the character the cold shoulder and walks hurriedly away after giving a blunt and stunted excuse. After several frustrating attempts at gaining information and following people around the investigators find themselves just outside the Three Crows Inn. Perhaps it's time for a drink. The Three Crows Inn The first time the characters enter the pub, everyone stops talking and silently watch the investigators before being distracted, as are the characters, by a thump as a short and scrawny sneering-looking bald man drops his bucket and begins to mop the floor, his overly protuberant eyes wash over everyone in the Inn. The denizens then resume their chatter albeit more hushed now. The fat, balding inn keeper leans on the counter, wiping a mug and says: "You must excuse them, we don't get many visitors in these 'ere parts. Anything I can 'elp you with?" Chances are the characters will concern themselves with a few questions such as: "Do you know where a Dr. Cockcroft lives?", and "What was all that about out side just now.?" Any answers given will continue to be stilted and uncertain, and phrased in such a way as to form a question as the local begins to get more suspicious. Information to these question can be found later.and how much the players learn is for the keeper to decide, though some information will never be learnt. Later, when the investigators return here - or when/where ever it is convenient, they will come across Dr. Cockcroft having an argument with several other locals, one of whom is the saddened man they saw when they first arrived. They catch the tail end of the argument: "You are not cutting up may brother or anyone else for that matter and that is final!", to which Cockcroft feebly replies "But.!" The saddened man then interrupts, raising his hand in absolute disapproval, shouting "Enough! I don't want to hear it." before storming away with his friends. Chasing after him to ask question him only serves to anger him even more at which he takes a swing at the offending character. Before things get too out of hand he friends haul him away. Dr. Timothy Cockcroft Finding Cockcroft's home and practice is easily done. Anybody will point out his home/practice with some disdain. His home appears to be an extension of his practice, with old out-of-date scientific books and journals (some of which are in Latin), racks of test tubes, and bottled chemicals, mentholated spirit Bunsen burners and assorted experiments on the go. When Cockcroft first sees his old friend, his face brightens up and he rushes over for a good vigorous handshake, while thanking the character for coming and welcoming the other unknown characters. Once the small talk is out the way, business talk will ensue. Cockcroft invites them home, and offers them tea, coffee or something stronger if they prefer. His two cats - Tinky and Cloudy - begin to investigate the strangers. Anyway, back to the business at hand, Cockcroft explains his problem, reiterating the recent deaths (not Rita's). He wants to perform a post-mortem as that may shed light on their deaths and the Fever, but through the insistence of the people Squire Bedford has disallowed him to carry out such an act. He finds this lamentable and very restrictive. Normally, he respects their wishes in this matter, but due to the spate of deaths he feels it is necessary. He's tried to put his case forward time and time again for the necessity of a post mortem, but because the people of Uffington are very superstitious and insular they are rather ignorant about modern medicine and practices. They simply do not want their kin folk cut up. It's time to join the rest of the world. Also, blood tests prove negative. Cockcroft also informs the investigators that there are three other people in town suffering from the Fever, though they are in varying degrees of sickness. He's asked the families to carefully watch the patients and inform him of any change in their state, for example, if they appear to be getting better, or develop symptoms outward of those already noted in the other 20 or so cases. The players can look into these cases if they so desire, however there is nothing that they can do to help. Dr. Timothy Cockcroft, 33 STR CON SIZ INT POW DEX MOVE HITS 9 9 13 16 12 12 8 11 WEAPON ATTK % DAMAGE Skills: Chemistry 70%, Credit Rating 25%, Fist 50 1d3 Biology 70%,, First Aid 80%, Medicine 75%, Psychoanalysis 37%, Psychology 40%, Latin 90% Cockcroft is one of the few "normal" people the players will meet in this quaint backwards town - the other being the local constabulary. Cockcroft is willing to openly talk about whatever the players want touching on the fact that he is tired and lost in this matter. These are a few things the players may want to know more about. Cont. -- To unsubscribe from the chaos-digest ML, send an "unsubscribe" command to chaos-digest-request@chaosium.com. Chaosium Inc., Call of Cthulhu, and Nephilim are Registered Trademarks of Chaosium Inc. Elric! and Pendragon are Trademarks of Chaosium Inc. All articles remain copyright their original authors unless otherwise noted.