From: "John & Christine Thompson" To: Subject: Chaosium Digest v34.06 Date: Wednesday, August 01, 2001 5:18 AM Chaosium Digest Volume 34, Number 06 Date: Wednesday, August 1, 2001 Number: 2 of 4 The Deep Ones of Shellbourne (pt. 2) by Mervyn Boyd - jack@ktana.freeserve.co.uk Fishleigh House For the best fish and chips in all of Devon head to Fishleigh House, a 14th-century thatched-roof pub situated right in the middle of Shellbourne. Fresh fish is delivered daily from the local trawler. Served in small, medium and large portions, you can expect to find bass, skate, lemon sole, and whole Dover sole, and the ever-popular cod, haddock and plaice deep-fried in a light and crispy batter. Crab and other seafood platters are also available as are sandwiches, ploughman's lunches, and sirloin steak with pepper sauce. The inn also boasts a friendly atmosphere, an open fire, antique furniture, original fixtures, and a private well. Jim Monroe runs Fishleigh House with his wife Victoria, who actually owns the establishment having inherited it from her father. The building has always been under Fishleigh control since it was built some 200 years ago. Rooms can be rented on a nightly basis, if so desired at the cost of 8 shillings with breakfast, lunch, dinner and supper thrown in for a further 15 shillings extra (for a total of £1 and 3 shillings). A pint of beer or ale costs 6d (6 pence). Jim's a big lad, weighing 250 lbs and standing at 6'2". Despite his size he is a very jovial person, always telling jokes and spinning yarns (to tourists) of the old days of smuggling. Jim also doubles as the lighthouse keeper. The Lighthouse Located about a quarter mile west from town, the cliff top beacon warns seafarers of the Devil's Rock Ridge, a series of jutting craggy rocks on which many a ship has foundered. Perched on the cliffs 300 ft above the sea, the lighthouse itself is 120 foot high and fully automated. It last saw a full-time resident some 15 years ago when Randolph Carter was keeper, but he had to retire due to old age (83 years old) and has since died. The main tower adjoins a small bungalow, much of which is empty save for the odd bit of furniture. The door to the lighthouse is always kept locked and the windows are boarded to keep out the elements. The bottom level of the lighthouse is largely taken up with a gasoline generator, fuel tank and fuel containers. Access to the light is by a spiral staircase, that breaks intermittently at intervening floors. The top floor comprises the light and glass enclosure, and affords an excellent view of the bay and surrounding area. Contained within a cabinet is a flare gun, a box of 24 emergency flares, spare bulbs and toolkit. Hanging from a hook is a large pair of powerful binoculars. Every night when it begins to get dark, Jim Monroe the current keeper fires up the generator and then switches it off in the morning. Shellbourne Church & War Memorial The new church of Shellbourne was brought into being on September 7th 1786 after the old one was gutted by fire. The princely sum of its construction (£500) was raised by way of a Bazaar, and the building work was carried out by Jones and Daly - both still local names today. There was then, as is today, a small active congregation, a church committee, a Sunday School and a weekly church meeting. Senior church members generally undertake the running and organization in most matters. Sunday worship is at 3.00 pm. Pastor Irving Shipley is the current minister and has held office for over 40 years. Despite his age, late 60s early 70s, he's still sprightly and is a keen rambler and naturist. The distinguished gentleman sports a bald pate with a crescent of pure white hair. He also wears half-moon spectacles. It is also possible that he may have even christened any local characters should they be young enough. Quite recently - within the last few months, the church has had some renovation work carried out which includes a new roof and spire as well as general maintenance. The war memorial was erected by the people of Shellbourne to commemorate those who did not return from the great war. 17 went to fight in France. Only three returned. Pitch and Putt Like regular golf only smaller. Much smaller. It's played on a green about two acres in size. Not to be confused with crazy golf which has the player trying to hit his ball over ramps, through tunnels, round corners while avoiding obstacles and barriers. It costs 1/4d (a farthing) for a round of 18 holes. Library The library contains a small collection of books. Perhaps as many as 1,000, the vast majority being reference books, such as: Natural History, Local History, Travel, Anthropology. A tiny section contains works of fiction, horror stories, pulp novels and occult references. Extensive reading of any of the afore mentioned topics will raise the relevant skill by 5% providing an IDEA check is made. Anyone interested in researching local history and the occult can do so with a LIBRARY USE check and a R/W ENGLISH check. Local History has already been briefly outlined elsewhere in this scenario. As for occult references; the player can find one book Witchcraft in Devon by Alfred Tuck (Nelson Thomas & Sons Publishing, London, 1911). The book asserts the belief that witchcraft is not yet dead in Devonshire, and that it has a long rich tapestry of such credence and is given to all kinds of weird superstitions, particularly that of "the evil eye". The book also cites modern cases of witchcraft, of not many years ago. It depicts a case of a young woman who alleged that she was given a potion outside a grocers shop by an old gypsy woman, and as a result of either the draught of which, or the incantation given when she took the bottle, she was getting thinner every day. Another case tells the story of a woman who was suspected of being a witch, who was buried, but on several occasions her spectre was seen wandering the town cursing all who saw her. She was later reburied with her toes downward and the spectre was never seen again. (Witches are believed to be able to exercise a malign influence even after death, unless they be buried with their toes downwards.) Several other cases are detailed but all in all the book offers nothing in the way of real knowledge, or spells except for the description of a ring, which when made from three nails or screws that have been used to fasten a coffin and dug up in a graveyard, will act as a charm against convulsions and fits of every kind. Whether this works or not is left to individual belief. The Caves These are outlined in detail later in the scenario. The Standing Stones These seven large free-standing granite rocks can be found on a hill on the nearby moor-land. Legend has it that in ancient times seven tribal chiefs held a secret meeting at that very spot in agreement to unite and overthrow the local Roman governor, Vespasian. Alerted by a spy, Vespasian sent a detachment to route them, and in a show of strength and power the roman commander called upon power of a god who turned the plotters into stone where they stood. After that, the place became a place of veneration and in AD 43 an unnamed Roman general and six centurions were sacrificed there in retribution, and the stones soaked with their blood. The stones and their occult significance has long since fell into disuse, and serve no bearing in this scenario. Timetable & Other Developments The following timeline is arranged on a day to day basis. They outline what happens, with expansions given, where necessary - should the players take an active roll. The framework is by no means complete, so the keeper is free to throw in, remove, or change events to suit his/her needs. * Tuesday, 7 September, 1920 and before The week leading up to today is fraught with anxiety. Three children have gone missing, the most recent being only yesterday. Inspector Thatcher conducted an investigation, but made no progress. General suspicion fell on Lenny, the village idiot, but he protested his innocence which was pretty much accepted with a large bucket of salt, since nothing was found to incriminate him. Not everybody was satisfied with this. Inspector Thatcher stated two other possibilities: 1) The girls wandered off and got lost, and 2) the disappearances may be attributed to a vagrant or gypsies. Both these theories are only conjecture, and are not readily accepted. These days also allow tourists to get acquainted with Shellbourne, its layout, its history, its people, etc.. Start * Wednesday, 8 September. 1920 The sunny, dry day stretches out like any other of the last week, then Inspector Thatcher beings news of Lennys' murder. Not everyone is shocked, some are happy. Suspicions are raised. Who did it? Gossip and theories begin. Concerns are raised for the missing girls. What if Lenny has hidden them somewhere without food or water? This gives something the players can get involved in. Inspector Thatcher and Dr. Curwin conduct an investigation for the rest of the day. Lenny's home is searched, statements are taken. A post mortem is performed on Lenny's body, the results of which are made known later that night or tomorrow. Play begins around noon in Fishleigh House where the characters are either trying to enjoy their lunch in peace, or are involved in a heated debate over the missing children. If it's the former, then they just can't not overhear what's being said. Jim Monroe (the proprietor) is unsuccessfully trying to keep the noise down (glancing embarrassed at the investigators if they are visitors and not locals). The topic of discussion: What to do with Lenny. Others defend him due to his severe stupidity. "He wouldn't know what to do. He just doesn't have the brains." argues one man. Man Two OK, maybe not, but what's that got to do with it...? The big lummox would probably only want to play. He just doesn't know is own strength, a man like that could do a lot of damage. Remember the last time whe... Man One (interrupting) Inspector Thatcher has already spoken to him and searched both his home and garden, and the farm he works on, and there's nothing. Nothing to link him to the disappearances. Man Two So, what are we supposed to do...sit here and wait for number four? You know, that ox isn't as half stupid as he makes out to be. I say we go and speak to him ourselves. This last remark gains the support of several other patrons. Just then, Inspector Thatcher steps into the room from outside having heard the last remark through an open window. "That won't be necessary. Lenny is dead." This brings a silence to the room, no one utters a word. No one moves, save for eyes shifting from person to person. "How?" asks a solitary voice. Inspector Thatcher Don't know for sure. Local Murder... suicide? Thatcher That's the strange thing. He was outside with his shotgun, both barrels empty. There's no obvious clue as to how he died. I'm sure Dr. Curwin will find the cause, he's up there now. If any of you know something, or know somebody who might be involved please come see me as soon as possible. Thatcher then leaves, returning to his office for something or other before returning to the murder scene - Lenny's house. It takes about 5 minutes to get there, should the players be interested in tagging along, as several other patrons indeed are. By the time everyone assembles at Lenny's house there'll be a crowd of at least 20 people, all talking amongst themselves. Speculation and conjecture on everyone's lips. Lenny's bungalow is on the outskirts of town. Built in the 1860's, it has, by now, seen better days. A dilapidated dry-stone wall surrounds the building. The gardens, both front and back are overgrown and weed choked. A small vegetable patch has been carefully looked after however. At the far end of the back garden is a chicken run that has been busted up pretty badly. Wood torn away and smashed, chicken wire bent and mangled. Several loose chickens scratch or peck the dirt, while others lie dead. Viewing the body causes 0/1 sanity loss for anyone not accustomed to seeing dead bodies. There they see Dr. Curwin at work; marking Lenny's outline with pegs and string, taking notes. He wears a frown on his face. (A PSYCHOLOGY check reveals it to be more of a puzzled grimace.) Lenny lies sprawled on his front, just outside his backdoor amidst weeds. A patch of wet earth below his head. A 20 bore double-barreled shotgun held loosely in an outstretched arm. Curwin won't be pleased at the assembled crowd and asks Thatcher to get rid of them for fear that they may destroy valuable evidence. The crowd, on Thatcher's bidding eventually breaks up only to shuffle back to Fishleigh House to continue their speculation. The players are free to remain if they so desire, but Curwin becomes irritable if they get under his feet. Thatcher won't mind if they keep their distance, but if they are more of a nuisance, or a hindrance he'll try to get rid of them. If, however, the characters can convince either Thatcher or Curwin that they can be of some help, then their assistance will be gladly accepted on the condition that nothing should be said to the locals until things can be confirmed. "We don't want false rumours or accusations to start flying." As Thatcher and Curwin, try to determine what happened, they discuss certain details, which the characters can easily overhear. Dr. Curwin announces that Lenny is not more than 9 hours dead. That'd put his death to around 3.00 am, give or take half an hour. He then draws Thatcher's attention to the wet patch, stating that it's not a puddle, but fluid draining from Lenny's nose and mouth. There are no obvious signs (other than the liquid) of how he died, such as stab wounds, gunshot wounds, or bruising to indicate that he had been clubbed. He's sure that a post mortem will reveal more. Thatcher then runs through his idea on how Lenny died: He was awoken by whatever was happening in the chicken run. He hastily put his trousers on, but didn't have time to sling his braces over his shoulders. He grabbed his shotgun and came out in his bare feet after switching on the kitchen light. He fired - twice. Bang. Bang. And nothing, he obviously scared off what, or whoever was here. Then he keeled over and died. Why? How?? Once Thatcher and Curwin are satisfied that the crime scene has been well documented and all relevant clues noted, Curwin, then has the body removed to the morgue for later examination. Thatcher remains to conduct a search of the area, including Lenny's home. As the players conduct their own investigation, while being careful to avoid destroying evidence, they discover: * (MEDICINE check) Characters of a medical background, or who would know, concurs with Dr. Curwin's estimation that Lenny has been dead about 9 hours. * (SPOT HIDDEN check) A cursory check of the body shows no sign that Lenny was shot, stabbed or otherwise assaulted. There are marks and abrasions, but these are simply minor scrapes that occurred as Lenny stumbled and fell. They are certainly not bad enough to cause serious injury. * (TRACK check) A mere success uncovers no tracks or spoors to follow, however an impale uncovers single partial impression of what appears to be a clawed print in the dirt, but nothing can be learnt from it. * (KNOW roll) Tasting the water discovers it to be salt water. Only applicable if the water is actively tasted. * (SPOT HIDDEN check) A spatter of blood on a broken wooden joist. Due to the elapsed time, it's nothing more than a brown stain, with a couple of congealed blobs. Careful lab tests and a successful BIOLOGY or CHEMISTRY check proves the blood to be neither human, chicken, dog, fox or anything for that matter. In facts it appears to be from something else entirely... * (SPOT HIDDEN check) 1d3 large scales are found on the ground close to the chicken run. They measure three quarters of an inch in height and a half inch wide. No other scales can be found and there are no dead fish in the trash can, or indeed anywhere close by. Comparative testing and a NATURAL HISTORY check are inconclusive as to what they belong to. A big fish perhaps, or snake? Not even the local fisher men can positively identify them for sure. Those familiar with Deep Ones may recognise the scales for what they are. * (SPOT HIDDEN check) If the characters search the house they find that the kitchen light is still on. Aside from that they take note that the house is quite untidy, and grimy. Lenny slept on a simple mattress on the floor. Searching the home thoroughly takes several hours. There is no cellar, but there is an attic. Nothing out of the ordinary can be found. No diaries. No weird dusty tombs. What they do find is junk mostly. Certainly nothing to incriminate Lenny in the abduction of the little girls. * Thursday, 9 September. 1920 Inspector Thatcher and Dr. Curwin continue their investigation, following leads that go nowhere. No one comes forward with any information. Curwin completes his post mortem. Lenny died as a result of acute sea water asphyxiation - drowning. His lungs had ruptured from the pressure. He drained nearly 2 pints of pure sea water from his lungs. This puzzles them. They return to Lenny's home for a more detailed examination. There they find blood samples and scales - unless the players have previously taken these. There is definitely nothing more that can lead to the missing girls. Around noon, Inspector Thatcher discloses the assumption that he's working on about how Lenny died, but not the cause, he withholds the fact that Lenny apparently drowned. He then again asks the public to come forward if they know anything, even if it's nothing more than when they saw Lenny last. No further progress is made. The players are free to do what they want. Note: Thatcher's assumption is quite correct. Lenny was in deed awoken at around 3.00 am with something breaking into his chicken coup. He quickly pulled on his trousers, grabbed his shotgun and went to chase off, or kill what he thought would be a fox... Entering the kitchen he switched on the light before venturing outside. He wasn't prepared for what he saw. Three Deep Ones. He drew down and fired, injuring one of them. In retreat, and in retaliation one of them cast the spell Breath of the Deep, in which a victims lungs fill with sea water, resulting in death by drowning. * Friday, 10 September. 1920 Another commotion unsettles the town. Jim Monroe's body is found. Dead. At the lighthouse. His body has been removed to the morgue. Inspector Thatcher investigates. There he finds a set of bloody webbed footprints leading from the body to the water's edge. They are photographed. Post mortem results conclude Jim died of several deep stab wounds to the torso, probably made by a spear or some kind, as well as having his neck crushed. Only his distraught wife can give any leads, and they soon turn out to dead ends. The killer, whoever, or whatever he/she/it is got away again. Inspector Thatcher remains tight-lipped about the murder, proclaiming that at the moment there is no evidence as to who the assailant was. Perhaps Jim disturbed an intruder; perhaps it may even have been the alleged vagrant who has been blamed for the abduction of the three girls. The webbed footprints are not revealed to the public and Jim's wife is told not to mention them - to anybody. Lenny is buried today. A few people attend the service. Other than this the day passes uneventfully until 7 pm when the church holds it's weekly bingo night. It costs 2d (two pence) to join. The prize of four shillings is up for grabs. That night, around 3.00 am a storm brews. Investigating further This information can be easily learnt from Thatcher, but if the characters wish to talk to Victoria in her current condition, they'll need a successful PERSUADE roll, though if they are sympathetic and show compassion she'll talk without a roll. From statements, this is what can be learnt. Jim was alerted by his wife that the light had gone out, just before they were to go to bed around midnight. He went out to tend to the problem and she didn't wait up because he could be out there for just for a minute to change a bulb, or longer if the mechanics had failed as had happened before. She woke the next morning and saw that he still wasn't home decided to take him some hot coffee and something to eat. That's when she found him, laying there in a pool of his own blood, next to the generator. She dropped the thermos flask, screamed then ran to inform Thatcher. A PSYCHOLOGY roll allows characters to detect, that although what she says is the truth, there's something she's keeping back (the footprints). Something which she'll deny of course. Continuing to pester her causes her to break into tears and accuse the character of being heartless, before slapping somebody. After hearing of this the players will probably visit the lighthouse. There is a 35% chance that either Thatcher or Curwin is there. In the main tower on the ground floor (generator room) there is a chalk outline of Jim, a pool of blood and a trail of bloody footprints. Something with webbed feet walked through Jim's blood. The trail leads outside, then down to the waters edge then disappears...This causes 0/1 sanity loss. Those familiar with Deep Ones may recognise the prints. * Saturday, 11 September. 1920 Today concerns grow about three missing fishermen. They are well past due. Inspector Thatcher and Dr. Curwin are at a loss on how to proceed in their investigation and take time to review what they have. Various people come forward stating they have seen the vagrant or somebody suspicious (are the players up to some midnight shenanigans?). These sightings are mostly centered around night or just before dawn. Thatcher decides to call all able bodied people to join an extensive search. Later in the day the missing fishing boat is seen drifting in the bay. No sign of life. Maybe later that night a survivor struggles home. Fishermen missing The fishing boat generally goes out at 11 pm and returns at 5 am. Their boat isn't in the harbour, and no one is home. Later in the day, about 6 pm their boat is seen drifting on the tide. A rescue party is sent - which may include some or all of the players. As the boat approaches the fishing trawler, voices are raised which gains no reply. Somebody speculates whether they were washed overboard with last night's storm. Closer still, and evidence of a struggle becomes visible. Boarding the stricken vessel they find conclusive signs of a struggle. Utensils strewn everywhere, broken windows, cracked and splintered wood. Evidence of a small fire in the wheel-house. Nobody on board, just a lingering rank smell. A feted, repulsive stench. A SPOT HIDDEN check enables a keen eyed investigator (or NPC) to find, in the galley, a severed hand laying amidst a pool of blood. Large; green; scaly; and webbed. (Anyone who has tangled with Deep Ones before may recognise it as such.) It causes 0/1d3 sanity loss, unless characters are familiar with Deep Ones. A meat cleaver is deeply embedded into the wooden floor next to the hand - obviously the implement of amputation. I've seen him Reports come in from various sources, each saying: "I saw the vagrant, a shabby man from the distance. I saw him." These accounts, however, often conflict with each other, especially when a description is given. Descriptions range from: short, tall, thin, stocky, hunch-backed, one-eyed, a hook where his hand should be....and so on. In light of these sightings Inspector Thatcher calls on all able-bodied volunteers so that a search of the surrounding area can be established. Areas to include the shoreline, and the surrounding countryside including farms, woods, fields, thickets, shacks, abandoned buildings, automobiles, vacant houses and barns. These random searches enable the keeper to throw in a few wild goose chases that could lead somewhere - or nowhere. This would be a good way to get rid of a day or two in the blink of an eye. One possible way to shunt the scenario along would be for Inspector Thatcher to instruct the players to search the bluffs... which would in turn lead to a search of the caves, and what dwells therein. * Sunday, 12 September. 1920 The searches continue. Nothing in particular happens today, except for church (and what may spin off from it). There's no need to impress the fact that players have to attend church. Not every one in town attends. If a sole fishing survivor is to be included, he awakes today and tells his story. 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