diff --git "a/rules.json" "b/rules.json" new file mode 100644--- /dev/null +++ "b/rules.json" @@ -0,0 +1,2573 @@ +Quick-Start Rules +“The oldest and strongest emotion of mankind is fear.” +—H. P. Lovecraft + +CREDITS +Authors + +Mike Mason with Paul Fricker, +Sandy Petersen, and Lynn Willis + +Editorial + +Lynne Hardy + +Cover Art +Lin Hsiang + +Interior Art + +Lin Hsiang, Victor Leza, Rachel Kahn, +Andrey Fetisov, and Albeerto Bontempi + +Layout + +Nicholas Nacario + +Licensing + +Michael O’Brien, James Lowder, and Mike Mason + +Call of Cthulhu Creative Director +Mike Mason + +Clear Credit + +The Call of Cthulhu roleplaying game was originally written by Sandy Petersen, with later revisions by Lynn Willis and others. The 7th edition of the +game was a collaboration between, and written by, Mike Mason and Paul Fricker. This Quick-Start revision written by Mike Mason and based upon +work by Paul Fricker and Mike Mason. Investigator sheet design by Matt Ryan and Max Harrison. +Cthulhu of Cthulhu: Quick-Start Rules © 1990, 2007, 2018, 2021 Chaosium Inc. All rights reserved. +Call of Cthulhu © 1981–2021 Chaosium Inc. All rights reserved. +Call of Cthulhu, Chaosium Inc., and the Chaosium logo are registered trademarks of Chaosium Inc. +This is a work of fiction. This book includes descriptions and portrayals of real places, real events, and real people; these may not be presented +accurately and with conformity to the real-world nature of these places, people, and events, and are reinterpreted through the lens of the Cthulhu +Mythos and the Call of Cthulhu game in general. No offense to anyone living or dead, or to the inhabitants of any of these places, is intended. +This material is protected under the copyright laws of the United States of America. Reproduction of this work by any means without written +permission of Chaosium Inc., except for the use of short excerpts for the purpose of reviews and the copying of character sheets, maps, and handouts +for in-game use, is expressly prohibited. +Chaosium recognizes that credits and copyrights for the Cthulhu Mythos can be difficult to identify, and that some elements of the Mythos may be +in the public domain. If you have corrections or additions to any credits given here, please contact us at mythos@chaosium.com. +chaosium.com +Chaosium Inc. +3450 Wooddale Ct. +Ann Arbor, MI 48104 +Chaosium publication 231@@ +ISBN-13: 978-1-56882-@@@-@ +Printed in @@@@@. + + TABLE OF CONTENTS +DO YOU HEAR THE CALL OF CTHULHU? 5 +Overview 6 +Roleplaying Dice 6 +Equipment Required 7 + +INVESTIGATORS 8 +GAME SYSTEM 10 +Skill Rolls and Difficulty Levels 10 +Opposed Rolls 10 +Bonus and Penalty Dice 11 +Luck Rolls 12 +Sanity  12 +Combat  12 +Close Combat 13 +Fighting Maneuvers 13 +Outnumbered 14 +Firearms 14 +Hit Points, Wounds, and Healing 14 +Other Forms of Damage 15 + +THE HAUNTING  25 +Collected Player Handouts  32 + +READY-MADE INVESTIGATORS  34 + + 4 + + welcome to + +DO YOU HEAR +THE CALL OF CTHULHU? + +Call of Cthulhu is a horror-themed roleplaying game +concerning both horrors from beyond and from within. The +game is inspired by the 20th century horror and weird fiction +written by H. P. Lovecraft and other writers like Frank +Belknap Long, Lin Carter, and August Derleth, as well as +contemporary writers like Ramsey Campbell (to name but +a few). The game draws upon the fictional invention of what +has become known as the “Cthulhu Mythos,” a selection of +stories sharing common plot elements—such as mythical +books of arcane lore and alien god-like entities. The game +draws on the imaginative ideas and creations arising from +the Cthulhu Mythos, while avoiding Lovecraft’s own +distasteful personal views and racism, which have no place +in the game. If you have not read any Cthulhu Mythos +stories we encourage you to do so—there are many to +be found alongside Lovecraft’s own, including modern +reinterpretations of the Cthulhu Mythos seen through the +eyes of differing cultures and heritages. +These Quick-Start Rules gives you all the information +you will need to begin playing and having fun with the Call +of Cthulhu roleplaying game, and include a brief overview +of the core rules and how to play the game. If you enjoy +the experience, we recommend you consider moving on to +the Call of Cthulhu Starter Set, which includes the full basic +rules, a simplified investigator creation system, and four +introductory adventures. Once you have mastered and played +through the material in the Starter Set, you’ll be ready to use +the Call of Cthulhu: Keeper Rulebook, which contains the full +rules and a complete investigator creation system, as well +as a plethora of game information. You can purchase these +products from good game and hobby stores, large bookstores, +online, and directly from chaosium.com. + +Interested in Chaosium’s Call of Cthulhu? You are not alone! +Call of Cthulhu is Chaosium’s tabletop roleplaying game of +mystery and horror, where ordinary people delve into weird +events and lore, and confront the terrifying and alien forces +of the Cthulhu Mythos. +The game has won many awards for gaming excellence and +is published by Chaosium Inc., one of the oldest roleplaying +game companies in the world. Chaosium is famous for +publishing engaging games—including Call of Cthulhu, +RuneQuest, Pendragon, 7th Sea, and many more. +All you need to play Call of Cthulhu for the first time is +this Quick-Start Rules guide, some polyhedral dice (or a +dice-rolling app), plenty of imagination, and your friends. +Welcome to the worlds of Call of Cthulhu! + +INTRODUCTION + +Call of Cthulhu is a game full of secrets, mysteries, and horror. +Playing the roles of steadfast investigators, you and your +friends will travel to strange and dangerous places, uncover +foul plots, and stand against the terrors of the night. Within +strange and forgotten tomes of lore you may discover secrets +that humanity was not meant to know. Along the way, sanityblasting monsters and insane cultists work to bring about +your demise. You and your companions may well decide the +fate of the world! + +5 + + WELCOME TO CALL OF CTHULHU + +1 +2 +3 +4 +5 +6 +7 +8 +9 +0 + +AN OVERVIEW +OF THE GAME + +Keeper takes on the roles of all the supporting characters and +monsters in the adventure, while each of the players just plays +one role—that of their investigator. +“Winning” in such a situation depends on whether the +investigators succeed in their goal, and “losing” is what happens +if they fail to achieve it (though they may be able to try again +later). During the game, investigators may become injured, +suffer sanity-shattering experiences, or even die! However, +someone has to make a stand against the cosmic horrors of the +Cthulhu Mythos, and the death of a single investigator matters +little if it means repulsing Cthulhu’s master plan to enslave the +Earth! In the game, investigators are mostly ordinary people +forced into heroic roles, but they are still fragile humans and +prone to injury and death. If an investigator must “retire” from +play, their player can pick up or create a new investigator to +join the team and continue the story. +Investigators who survive gain knowledge of horrendous +monsters, power from arcane volumes of forgotten lore, and +advancement in their skills as they become more experienced; +thus, the players’ investigators continue to progress until their +demise or retirement—whichever comes first. + +The aim of playing Call of Cthulhu is to have fun with your +friends as you explore and create a story of mystery and horror. +One player takes the role of game moderator, known as the +Keeper of Arcane Lore (“Keeper” for short), whose role is to +run the game for the rest of the players and apply the rules as +necessary. Everyone else takes the parts of intrepid Investigators +of the Unknown (“investigators”)—the heroes of the story— +attempting to seek out, understand, and eventually confront the +horrors, mysteries, and secrets of the Cthulhu Mythos. +As you are the person reading this book, we will assume +that you are going to take on the role of Keeper for the first +few games you play. The Keeper picks a story to run—these +are known as “adventures” or “scenarios.” You can find an +introductory adventure at the back of this book—a scenario +called The Haunting (page 17). Each adventure provides the +Keeper with the structure of a story (the plot) to present to +the players. The Keeper’s role is a little like that of a director +making a movie in which the actors don’t know how the story +will develop. The players are like actors, who have the freedom +to improvise their own scripts and actions within the game. +The investigators need not be anything at all like the +people who play them. Indeed, it is often more rewarding +and enjoyable for players to create characters entirely unlike +themselves—such as tough private eyes, wisecracking +journalists, or learned academics. Most of the game play is +a verbal exchange. The Keeper sets the scene, describing the +environment, the individuals, and encounters to the players. +The players tell the Keeper what they intend for their +investigators to do, how they interact with people and things, +and so on. The Keeper then tells the players what happens. +In play, the game takes the form of a group conversation, +with many twists and turns and fun along the way. Together, +everyone tells the group’s story—their version of how their +characters overcame (or not) the challenges of the adventure. +The game’s rules use polyhedral dice to determine if an +investigator’s action succeeds or fails when a dramatic “conflict” +presents itself—for example, whether the investigators are able +to leap out of the way of a giant statue about to crash down +upon their heads! The rules in this Quick-Start describe how +to decide the outcome of such conflicts. + +ROLEPLAYING DICE + +The Keeper and players use a set of roleplaying dice in the game. +These polyhedral dice include: percentile dice (D100), a foursided die (D4), a six-sided die (D6), an eight-sided die (D8), +and a twenty-sided die (D20). Such sets can be purchased from +game hobby stores—only one set is needed, although players +often like to have their own dice sets; alternatively, you may +prefer to use a dice-rolling app instead. The letter “D” stands for +“dice.”The number after the D is the range of numbers available: +1D8 generates random numbers 1 through 8, for instance, while +1D100 generates the numbers 1–100. In an adventure, the text +will call for different dice rolls using this terminology. So, if the +text says a monster delivers 1D8 damage, then roll the 8-sided +die once to determine how much damage is actually caused. +Reading D100 (Percentile Dice) + +Winners and Losers + +In Call of Cthulhu there are no winners and losers in the standard +competitive sense—play is cooperative. The participants work +together to attain a common goal—usually to discover and +then foil a nefarious plot being perpetrated by the minions +of a dark cult or some devious monster. The opposition that +the investigators face can often be an alien or hostile situation +controlled by an impartial Keeper, not another player. The + +6 + + WELCOME TO CALL OF CTHULHU + +NEVER PLAYED A ROLEPLAYING GAME BEFORE? +If you’ve never played a roleplaying game before you may +be wondering what this is all about. To set you on the right +track, it may be useful to describe an average session of play, +which can take place in person around a table or online over +a video conference. + +responds to this, putting on the voice of their investigator to say +that such things are “Complete hokum.” As the story unfolds, +everyone becomes involved, describing what their characters are +doing or saying. Some of the players decide to speak in the manner +of their characters, such as with a New York accent, while others +prefer not to “act” out their character and just speak normally. +Dramatic conflicts arise and dice are rolled to determine the +outcome, with John being the referee of the rules. +Sometimes the players get their way, while at other times +events appear to conspire against them. It is all played out simply +by talking and rolling dice to determine the outcome of certain +situations; people aren’t getting out of their chairs to act it out, +neither are they donning costumes. +Everyone ceases play at around ten-thirty, and then chat for a +while before calling it a night at around eleven o’clock. Everyone +is looking forward to meeting up again next week to find out how +the story develops. + +Debbie and their partner Alex, along with their two friends +Morgan and Susan, meet up at John’s house on Friday evening +at around seven o’clock. After catching up on the week’s news and +getting some drinks and nibbles, they sit down in the lounge, +ready to play. John hands out some ready-made investigators +along with some paper and pencils, and everyone is ready to start. +It’s now about eight o’clock. John kicks off the game by describing +the opening scene from the adventure they have chosen to play, +telling how the investigators find themselves talking with a man +who wants them to check out an old property he owns; rumor +has it that it might be haunted! One of the players immediately + +Percentile dice usually consist of two 10-sided dice, which +are rolled together at the same time. One die (units) is +numbered 1 to 0, the other die (tens) being numbered 10 +to 00. Both dice are rolled and should be read together— +e.g. “30” on the tens die and “05” on the units die is read as +35%. A roll of “00” (tens die) combined with a “0” (units die) +indicates a result of 100%, while a roll of “00” on the tens die +combined with any other roll on the units die indicates a roll +of under 10%; for example, a roll of 00 on the tens die and 3 +on the units die is read as 3%. + +EQUIPMENT REQUIRED +When you are ready to begin playing Call of Cthulhu, you’ll +need a few things to start: +• +• +• +• +• +• + +This Quick-Start Rules guide. +A set of polyhedral (“roleplaying”) dice or a dice-rolling app. +Some notepaper. +Some pencils. +At least one other person to game with. +A quiet place to play, such as around a kitchen table or +lounge. +• Two to four hours in which to play. +Of course, playing online is possible too. Instead of +a set of real dice you could use an online dice roller,” and +you could share investigator sheets as PDFs (you can +download writable PDF sheets at chaosium.com). Any video +conferencing platform could be used—you just need to make +sure everyone can see and hear everyone else in the game. + +Dice Roll Variations +Sometimes, a dice notation is preceded by a number other +than “1”—this means that more than one such die should be +rolled, with their results added together. For instance, 2D6 +means that two 6-sided dice are rolled and totaled (or roll a +D6 twice and add the results together). +You might also see 1D8+1 or 1D6+1, for instance. This +means that the number following the plus sign should be +added to the result of the die roll. For 1D6+1, the result must +be 2, 3, 4, 5, 6, or 7. If a monster claws for 1D6+1+2D4 damage, +find the result of the attack by rolling the two requested dice, +totaling the results, and adding 1 (rolling 1D6 and 2D4, then +adding 1 to the total rolled across all of the dice). + +7 + + WELCOME TO CALL OF CTHULHU + +1 INVESTIGATORS +2 +3 +4 +5 +6 +7 +8 +9 +0 + +box would be “30” (half of 60) and the lower box would be +“12” (one-fifth of 60). See Skill Rolls and Difficulty Levels, +page 10, for what these values mean in play. +Each of the characteristics measures a certain attribute: + +This Quick-Start guide does not include the rules for creating +investigator characters from scratch—those rules are included +in the Call of Cthulhu Starter Set and the Call of Cthulhu: Keeper +Rulebook. Instead, at the back of this book you will find four +ready-to-play investigators—note that PDF versions of these +characters are available to download from chaosium.com. The +players can pick from these pre-generated characters and use +them when playing the included adventure, The Haunting. To +help understand the investigator sheet, here’s the lowdown on +what everything means. +Players record the details of their character on an +investigator sheet, which holds all the information they need +in the game. Each sheet is divided into sections: + +• STR: the raw physical power your investigator can bring +to bear. + +• CON: the health and hardiness of your investigator. +• SIZ: an abstracted value of your investigator’s height and weight. +• DEX: physical agility and speed. +• APP: the physical appeal or how “good looking” your +investigator is. +• EDU: a measure of the knowledge that your investigator +has accumulated through formal education or the venerated +“school of hard knocks” (i.e. street smarts). +• INT: a measure of your investigator’s cunning, problem +solving, and ability to make leaps of logic and intuition. +• POW: a combination of force of will, spirit, and mental stability. + +1. About Your Investigator: your investigator’s name, age, +gender, and occupation, as well as their birthplace and current +residence. In Call of Cthulhu, an investigator’s occupation +determines the skills they are most proficient with. +2. Characteristics: there are eight characteristics used to measure +Strength (STR), Constitution (CON), Size (SIZ), Dexterity +(DEX), Appearance (APP), Education (EDU), Intelligence +(INT), and Willpower (POW). Each of these has a “Regular” +percentile value between 1 and 100; thus, STR 60 means +Strength 60%. Note that there are two smaller boxes to the +edge of each characteristic—the upper small box is half value +(or “Hard” value, i.e. the Regular value divided by 2), while the +lower small box is the one-fifth value (or “Extreme” value, i.e. +the Regular value divided by 5). E.g. with STR 60, the upper + +In addition,there there are four key values for an investigator— +Hit Points (HP), Magic Points (MP), Luck (Luck), and Sanity +(SAN). These values may go up and down in play. +• Hit Points (HP): when your investigator suffers damage, +deduct damage points from hit points—at zero hit points +your investigator falls unconscious and may die—see Hit +Points, Wounds, and Healing, page 14. +• Magic Points (MP): used to cast a spell or some other magical +effect. When spent, magic points regenerate at a rate of 1-point +per hour. If a character uses up all of their magic points, any +further expenditure is taken from their hit points (becoming +physical damage)—see Corbitt’s Spells, page 31, in The +Haunting for an example of how magic points are used. +• Luck: used to determine whether external circumstances are +with or against your investigator (whether your investigator +can find a lantern in a dark barn, and so on)—see Luck +Rolls, page 12. +• Sanity (SAN): measures your investigator’s ability to deal +with the shock and corruption from exposure to alien and +mind-bending horrors of the Cthulhu Mythos. Sometimes, +when such things overcome your investigator, they lose Sanity +points, reflecting the lingering effect of such trauma—see +Sanity, page 12. Note that “Starting” SAN begins equal to +POW, but may later rise or fall through play, and the “Insane” +box is used to write in one-fifth of the “Starting” SAN value. +Running along the bottom of this section are Temporary +Insanity, Indefinite Insanity, Major Wound, Unconscious, +and Dying—these are checked when certain events happen +during the game. + +8 + + WELCOME TO CALL OF CTHULHU + +3. Skills: this section lists all of the common skills available. +Your investigator can attempt to use most of these skills +using the “base value” noted in parentheses next to the skill, +e.g. “Accounting (05%)” means that everyone has a 5% skill +in accountancy. On the ready-made investigator sheets you +can see that each character has increased values for certain +skills (these higher values supersede the base values). The +ones with increased values are the skills your investigator +is relatively proficient in; the higher the value, the more +skilled they are. +Note that there are two boxes to the right of each skill +box—the middle box is half value (or “Hard” value, i.e. +the Regular value divided by 2), while the box on the +right is the one-fifth value (or “Extreme” value, i.e. the +Regular value divided by 5). E.g. with a Charm skill of +50%, the middle box would be “25” (half of 50) and the +box to the right would be “10” (one-fifth of 50). See Skill +Rolls and Difficulty Levels, page 10, for what these +values mean in play. +4. Weapons: notes any weapons possessed by your investigator. +Each weapon has an entry for its Regular, Hard, and +Extreme skill values, the damage it can inflict (usually a die +roll), and the number of attacks (per round) it can be used; +and, for firearms, its range, ammunition, and its malfunction +number—see Combat, page 12, for more details. +5. Action Reference: this is a quick reference area showing +Move (the human average is Move 8), Build, Damage Bonus +(DB), and also a duplicate of your investigator’s Dodge skill +value—all useful during combat and other dramatic events! +6. My Story: use this to write in the personal history of your +investigator. You might add to and develop this during play. +7. Backstory: each entry is a way to further describe your +investigator, whether it’s a short description of how they +appear, their ideology and beliefs, or their traits and +mannerisms. You can also make a note about any significant +people in their life, treasured possessions, and locations that +are important to them. Most times, filling in two or more of +these sections helps to round out your character. Note that +Injuries & Scars, Phobias & Manias, Arcane Tomes, Spell & +Artifacts, and Encounters with Strange Entities are usually +filled out during play rather than beforehand. +8. Gear and Possessions: record important items, equipment, +and weapons carried on your investigator’s person. As a rule +of thumb, an investigator would be carrying the items they +would use day-to-day in their occupation, so there’s no need +to write every single thing down—only the important and +relevant stuff. + +CREDIT RATING +Credit Rating is a skill on the investigator sheet, and can be +used as a means to exemplify your investigators wealth (or +lack of it) and social status. +• +• +• +• +• +• + +Credit Rating of 0: Penniless, living on the streets. +Credit Rating of 1–9: Poor, has the bare minimum. +Credit Rating of 10–49: Average, a reasonable comfort level. +Credit Rating of 50–89: Wealthy, some degree of luxury. +Credit Rating of 90–98: Rich, great wealth and luxury. +Credit Rating of 99–100: Super rich, money is no object. + +9. Wealth: don’t worry about this section—it’s just for advanced +games, where a character’s money on hand and savings might +be important (these are covered in the Call of Cthulhu: Keeper +Rulebook)—see the nearby box about Credit Rating. +10.Fellow Investigators: record the names of the other +players in your game, as well as their investigators’ names. +11.Quick Reference Rules: a handy rules reminder and +something you might refer to once you have more +experience of playing the game. + +9 + + WELCOME TO CALL OF CTHULHU + +1 GAME SYSTEM +2 +3 +4 +5 +6 +7 +8 +9 +0 + +If you can justify it through your investigator’s actions, you +can “push” a failed skill roll. Pushing a roll allows you to roll the +dice a second time; however, the stakes are raised. If you fail a +second time, the Keeper gets to inflict a dire consequence upon +your character—you might partially succeed in your goal or not, +depending on the Keeper’s determination, but either way, your +investigator will pay some sort of price for failing the roll. Before a +pushed roll is made, the Keeper has the option of foreshadowing +what might happen if the pushed roll is failed; the player can then +decide whether it’s worth the risk to take the second roll or not. + +“Skill rolls” may be called for during dramatic situations in +the game. Walking down a well-lit hallway is not a dramatic +situation, whereas running down a rubble-strewn corridor +while being chased by monsters most definitely is! Only +make a skill roll when the outcome is uncertain and dramatic. +When attempting a skill roll, you should first agree a +goal with the Keeper—what is your investigator trying to +achieve? If your skill roll is successful, you achieve your goal. +Additionally, when you successfully roll a skill, put a check +mark in the box next to it on your investigator sheet. You +can only get one check per skill at a time. At the end of the +scenario, that skill could increase due to experience—your +Keeper will ask you to “roll for skill increases,” if you roll over +a checked skill’s value, you gain +1D10 points to that skill +(with a checked Climb skill of 40, you roll 1D100 and get +58, as this is above 40, you get to add 1D10 points to Climb). +In other words, the more you know, the hardier it is to learn +something new or to get better. +On occasion, you may need to roll a test that is not covered +by the skills on your sheet. If so, look at your investigator’s +characteristics and determine which one of them is best to +use and treat it like a skill. + +Example: your investigator is trying to open the heavy stone +door of a crypt—the goal is “open the crypt.” The Keeper decides +this is very difficult and asks for a STR roll, specifying that a +“Hard success” is required. Your investigator’s STR is 60, so a +Hard success requires a roll of 30 or below. You roll the dice but +the result is 43—you have failed, as you rolled above half your +investigator’s STR. You ask if you can push the roll, saying that +your character is picking up and using a spade to help lever the +door. The Keeper permits a second roll, but warns that if you fail +this roll, not only will the door still be closed but “something” +may hear you and could be coming for your blood! Note that we +used the STR characteristic here, as opening the door is feat of +strength rather than a specific skill; if the door had a lock on it, +you might instead use the Locksmith skill at Regular difficulty or +a Mechanical Repair roll at Hard difficulty. + +SKILL ROLLS AND +DIFFICULTY LEVELS + +OPPOSED SKILL ROLLS + +Your Keeper will tell you when you should attempt a skill +roll and how difficult the task is—you just describe what your +investigator is doing, and the Keeper will advise you if a skill +roll is needed. + +If two investigators are opposing one another, or if an +investigator is in a conflict with a significant Keepercontrolled character (a monster or NPC, i.e. one for whom +statistics are listed in the scenario), the Keeper may require +an “opposed roll.” To resolve an opposed roll, both sides +make a skill (or characteristic) roll and compare their levels +of success. A Regular success beats a Fail, a Hard success +beats a Regular success, and an Extreme success beats a Hard +success. In the case of a draw, the side with the higher skill +value wins—if both skills are equal, then have both sides roll +1D100, with the lower result winning. + +• A regular task requires a roll of equal to or less than your +skill value on 1D100 (a Regular success). +• A difficult task requires a 1D100 roll result equal to or less +than half your skill value (a Hard success). +• A task approaching the limits of human capability requires a +1D100 roll equal to or less than one-fifth of your skill value +(an Extreme success). + +LEVELS OF SUCCESS +(worst) FAIL — REGULAR SUCCESS — HARD SUCCESS — EXTREME SUCCESS (best) + +10 + + WELCOME TO CALL OF CTHULHU + +Bonus and Penalty Dice + +(see fig 1.) The units die reads 4 and can be paired with either of +the two tens dice to give scores of 44 or 24. Malcolm’s player takes +the lower result 24—a Hard success. Malcolm wins the opposed +roll, and his proposal of marriage to Lady Greene is accepted. + +Sometimes, the prevailing conditions for the investigators, +their environment, and/or the time available can hinder or +benefit a skill or characteristic roll. Under certain conditions +the Keeper may grant a “bonus” or a “penalty” die to a roll. +One bonus die and one penalty die cancel each other out. +Such bonuses and penalties operate in a similar way to +raising the difficulty of a roll, and can be used instead of, +or in addition to, an increased difficulty. Normally, though, +bonus and penalty dice are used primarily with opposed rolls. + +For each penalty die: roll an additional “tens” die alongside +the usual pair of percentile (D100) dice. You’re now rolling +three separate dice: one “units” die and two “tens” dice. For a +penalty, use the “tens” die that yields the worst (higher) result. +Example: in a dire turn of events, two investigators—Felix and +Harrison—have been captured by the cultists of the Scarlet Smile. The +cultists decide to have some “fun” at the investigators’ expense, decreeing +that both must undertake the Ordeal of Pain, from which only one can +survive as the loser will be sacrificed to the cultists’ foul god. +The Ordeal of Pain involves lifting a huge rock and holding it +aloft. Whoever holds the rock up the longest wins. This requires an +opposed STR roll from each of the investigators; however, the Keeper +rules that Harrison must take a penalty die, as he recently suffered a +major wound (he received an injury when he was captured by the +cultists) and is still recovering. Felix’s player rolls 51 against STR +65—a Regular success. Harrison’s STR is 55. His player rolls 20 +and 40 on two tens dice and 1 on the units die (see fig 2.), which +can be combined to read 21 or 41. The extra die was a penalty die, so +Harrison must take the higher result—a Regular success +Both players have achieved a Regular success; Felix wins +because he has the higher STR value. Felix is able to hold the rock +above his head for longer than Harrison. The cultists jeer and lead +Harrison off towards their altar… + +For each bonus die: roll an additional “tens” die alongside +the usual pair of percentile (D100) dice when making a roll. +You are now rolling three separate dice: one “units” die and +two “tens” dice. To take the benefit of the bonus, use the +“tens” die that yields the better (lower) result. +Example: two rival investigators, Malcolm and Hugh, are vying +for the affection of Lady Greene. Only one can gain her hand in +marriage, so the Keeper decides that an opposed roll is needed to +determine the outcome of their wooing. It is decided that an opposed +Charm roll should fit the scene. The Keeper reviews the events of the +scenario so far: Malcolm has visited Lady Greene twice, each time +lavishing expensive gifts upon her, while Hugh has only visited +once and brought no gifts at all. The Keeper states that Malcolm has +an advantage and receives a bonus die in the opposed roll. +Hugh’s player rolls first against his Charm skill of 55, getting +45—a Regular success. Malcolm’s player rolls against his Charm +skill with one bonus die, rolling one units die and two tens dice + +Fig. 1 + +Fig. 2 + +11 + + WELCOME TO CALL OF CTHULHU + +1 +2 +3 +4 +5 +6 +7 +8 +9 +0 + +LUCK ROLLS + +In addition, when falling insane, an investigator suffers +a “bout of madness”—roll 1D10 and refer to the Bouts +of Madness Table (page 29). If the investigator is in the +presence of other investigators, play out the result round +by round (the player has, more or less, control of their +character, but should be guided by Keeper in terms of their +investigator’s portrayal of madness). If the investigator is +alone you may use the result to describe how the investigator +is found sometime later in a bad way, perhaps hiding in a +cupboard, drunk in a gutter, or unconscious under a tree. +If your investigator is temporarily insane, the Keeper +may decide to add a phobia or mania to your sheet +(such as “fear of the dark,” “fear of confined spaces,” or +“kleptomania, an irrational compulsion to steal things”). +Alternatively, they may decide to rewrite one of your +existing backstory entries, perhaps corrupting it in some +way (where you wrote “Trusting” under Traits, the Keeper +corrupts this to “Fearful.”) +While temporarily insane, the Keeper may present your +investigator with “Delusions” (hallucinations)—is that a +zombie creeping up on you or is it just a homeless person +asking for spare change? You can only be certain by asking +to make a “reality check”—electing to make a Sanity roll; +if you’re successful, you see through the hallucination, but +if you fail, you fall deeper into the madness and believe +the delusion! +Once 1D10 hours have passed, the investigator is sane +once more and cannot be affected by more delusions; +however, altered backstories or phobias or manias gained +while insane remain in effect. +Unfortunately, regaining lost Sanity points can be a long +and arduous process. Checking characters into some form +of care while they take a break from the action, or undergo +some form of psychotherapy, are ways to recover small +amounts of Sanity. Successfully completing investigations +also provides a way to gain Sanity points. But, such gains +often do not outweigh the steady loss of Sanity, which tends +to be a downward spiral. As Sanity slips away, investigators +become less stable and their ability to deal with new horrors +diminishes. Full rules for Sanity and Insanity in the game are +more fully explained in the Call of Cthulhu: Keeper Rulebook. + +Luck rolls may be called for by the Keeper when +circumstances external to an investigator are in question, +and also when determining the fickle hand of fate. If, for +example, an investigator wants to know if there is an item +lying nearby that could be used as weapon, or if the flashlight +they have found has any juice left in it, then call for a Luck +roll. Note that if a skill or characteristic is more appropriate +to a situation, then it should be used rather than Luck. To +succeed with a Luck roll, the investigator must roll equal to +or under their current Luck value. +If the Keeper calls for a “group Luck roll,” the player whose +investigator has the lowest Luck score (among those present +in the scene) should make the roll on behalf of the group. +Example: finding a cab doesn’t require a dice roll, but getting one +before the investigators lose sight of the car that they wish to pursue +could. Credit Rating could be a factor in attracting the attention +of a cabdriver on the lookout for a well-dressed fare who may tip +generously. However, quickly getting a ride at two o’clock in the +morning on the undesirable side of town might not be so easy. +Would there even be a cab to hail? No skill is going to make a cab +appear at that moment. It is a matter of chance whether a cab may +be driving down that road, hence a Luck roll is required. + +SANITY (SAN) + +Whenever an investigator encounters the horrors of the +Cthulhu Mythos or comes across something mundane yet +horrific (such as stumbling across a friend’s mutilated corpse), +make a percentile roll against the investigator’s current Sanity +score. If you roll over your current Sanity, you lose a greater +amount of Sanity points. If you roll under, you will lose less +or none. The Sanity loss is generally described for an event as +something like “0/1D6” or “2/1D10.” The number before the +slash mark tells you how much Sanity your character loses +if the roll is equal to or under their current Sanity score; the +number after the slash is how much your investigator loses +if you roll over their current Sanity score (the worst result). +When you fail a “Sanity roll” the Keeper gets to +momentarily dictate your investigator’s next action as the +fear takes hold; perhaps they unwittingly scream, freeze, or +squeeze the trigger of the gun they are holding. +If an investigator loses 5 or more Sanity points as the +consequence of a single Sanity roll, they have suffered major +emotional trauma, and the player must roll 1D100. If the +result is equal to or less than their Intelligence (INT), the +investigator fully understands and comprehends what has +been seen and goes temporarily insane (for 1D10 hours). If +they fail the roll, their mind is closed to the horror and they +remain sane (for now). + +COMBAT + +When you are confronted with the horrors of the Cthulhu +Mythos it is generally a better idea to run away or avoid +confrontation altogether, as such entities are very powerful +and often resistant to bullets! However, sometimes there is +no other choice than to go in, guns blazing, and make the +best of it. + +12 + + WELCOME TO CALL OF CTHULHU + +When a combat occurs, all investigators, as well as +characters and monsters controlled by the Keeper, act in +order of their DEX values. The investigator, character, or +monster with the highest DEX acts first and then the others +go in descending order from there. +The duration of a combat round is best described as “long +enough for everyone to take one significant action.” The +Keeper controls the flow of the round. On each character’s +DEX turn, the Keeper decides or asks (if an investigator) +what action is being taken; usually this is something as +simple as, “I attack the monster,” “I pull out my revolver,” or “I +run away!” The Keeper should give everyone a chance to do +something, while being aware of the narrative flow of the +events taking place. +Investigators have three combat skills: Fighting, Dodge, +and Firearms. Two of these skills are made up of multiple +specializations, such as Fighting (Brawl) or Firearms +(Rifle/Shotgun)—each investigator may have different +specializations (or none at all). Note that the Fighting +(Brawl) skill includes unarmed combat and the use of simple +weapons (like knives and clubs); however, wielding a sword +requires the Fighting (Sword) specialization. +You make a combat roll using the appropriate skill, just +like any other skill roll; however, you don’t get to “push” +combat rolls—you simply make another attack next round. + +“extreme damage” if they win the combat with an Extreme +success—if a blunt weapon, extreme damage deals maximum +damage plus damage bonus (if any); if an impaling weapon +(like a knife), extreme damage deals maximum damage (of +the weapon) plus an additional dice roll for the weapon’s +damage and also damage bonus (if any). E.g. when a +knife with 1D4 damage causes extreme damage, it deals +4+1D4+damage bonus (if any). + +Close Combat + +If a player describes a goal in combat that is something +other than simply inflicting harm, it can be resolved with +a “Fighting Maneuver.” A successful maneuver allows the +character to achieve one thing, such as: + +Example: a ghoul initiates, swinging a clawed hand at Susan, +who elects to dodge. The Keeper rolls 03—an Extreme success +(below one-fifth of the ghoul’s skill). Susan rolls 20 for her Dodge +roll—a Hard success. The attacker has achieved a better level +of success than the dodger, so Susan is hit, automatically taking +maximum damage of 6+1D4 (1D6+1D4 damage bonus) because +the attack was an Extreme success. +The ghoul is a monster with 3 attacks per round (all of its +attacks take place simultaneously on its DEX). On its second +attack it tries to bite Susan, who fights back. Susan achieves a +Hard success; the ghoul achieves a Regular success. Susan has +a better level of success than the ghoul, so she successfully fights +back—not only does she avoid injury, but she also inflicts 1D3 +points of damage on the ghoul. + +Fighting Maneuvers + +On a character’s turn in the DEX order, they may choose +to initiate an attack against an opponent. In addition, each +time a character is attacked, they get to choose how they will +respond, be it by dodging (attempting to avoid the attack +completely) or fighting back (attempting to avoid, block, or +parry an attack while also hitting back). Both attacker and +defender roll percentage dice (1D100) and compare their +levels of success. + +• Disarm an opponent. +• Knock an opponent to the floor. +• Seize and hold an opponent, whereupon the opponent must +apply one penalty die to their actions until they can break +free with an opposed STR roll. + +• If you are initiating the attack: roll your Fighting skill and +compare the result to your opponent. +• If you are responding—fighting back: use your Fighting +skill. You need to achieve a higher level of success than +your attacker (you inflict damage instead of your opponent). +• If you are responding—dodging: use your Dodge skill. Your +attacker needs to achieve a higher level of success than you +(if you equal or exceed your attacker’s level of success, you +successfully dodge and avoid taking damage). + +A maneuver is treated the same way as a normal Fighting +attack, using the Fighting (Brawl) skill. The opponent may +dodge or fight back as usual. Compare the Build of the two +combatants. If the character initiating the maneuver has a +smaller Build than their opponent, they take a penalty die for +each point of difference (to a maximum of two penalty dice). +If an opponent exceeds the attacker’s Build by three or more +points, any fighting maneuvers are ineffective; the attacker +may be able to lay hands on their opponent, but lacks the +strength and size required to take advantage of their grip. + +The winning side avoids receiving any damage and inflicts +damage (unless they are dodging) on their opponent. Note +that, when fighting back (responding to an attack on you), +the best a person can achieve is “regular” damage, whereas +a character initiating an attack (if successful) could achieve + +Example: Susan attempts to push a ghoul out of a window (a +Fighting Maneuver). Susan’s Build is zero and the ghoul’s Build is +1, so Susan suffers one penalty die on her attack roll. Susan rolls 02 + +13 + + WELCOME TO CALL OF CTHULHU + +1 +2 +3 +4 +5 +6 +7 +8 +9 +0 + +and 22; as she had a penalty die, she must take the higher result—a +Hard success (under half Susan’s Fighting skill). The ghoul is +fighting back, and it rolls a Regular success on its Fighting skill. +Susan has achieved a better level of success and so her maneuver is +successful—she shoves the ghoul through the window. + +through stabilizing the character. If a character suffers points +of damage greater than or equal to their maximum hit points +in a single blow, they die instantly. +• Characters without a major wound naturally heal 1 hit point +per day. +• Characters with a major wound must make a healing roll +(rolling equal to or under their CON) at the end of each +week—if successful, they regain 1D3 hit points, or 2D3 +points for an Extreme success. The major wound condition +is removed if either an Extreme success is rolled or current hit +points are healed to half their maximum value or greater. Thus, +it may take a number of weeks for a major wound to heal. + +Outnumbered + +A character outnumbered by the opposition is at a disadvantage. +Once a character has responded to an attack (either fought back +or dodged) in the present combat round, all subsequent melee +attacks on them (in the same round) are made with one bonus +die. This does not apply to attacks made using firearms. + +Firearms + +You may shoot a firearm on your turn in the DEX order +to initiate an attack (usually, firearms cannot be used in +fighting back reactions). Make a percentile (1D100) roll and +compares the result with the Firearms skill. + +Successful First Aid can heal 1 hit point, as well as rousing +a character from unconsciousness. If First Aid is used on +a dying character it, extends the character’s life so that the +Medicine skill can use used. The Medicine skill can heal +1D3 hit points, but takes at least one hour and appropriate +equipment and supplies. If Medicine is used on a dying +character, it allows a healing roll at the end of one week. + +• Readied firearms act at DEX+50 for the purpose of +determining the DEX turn order. +• If firing 2 or 3 shots from a handgun in one round, apply +one penalty die to each shot. +• If at point-blank range (within one-fifth of DEX in feet), +the shooter gains one bonus die on the skill roll. + +Example: Brian starts with 12 hit points. On Monday he gets in +a barroom brawl, taking damage from three separate slugs to his +jaw of 4, 2, and 4 points. This is a total of 10 damage, reducing +his hit points to 2. He has not taken a major wound (as no single +attack delivered significant damage) and recovers at the rate of +1 hit point per day. On Thursday, Brian (now at 5 hit points) +clumsily falls out of a window; suffering 7 hit points of damage. +This is a major wound (7 damage is more than half of Brian’s + +The target of the shot cannot fight back (you can’t +dodge a bullet) but may instead “dive for cover” by rolling +against their Dodge skill. If the Dodge roll is successful, the +attacker’s roll(s) to hit are made with one penalty die (i.e. +make the Dodge roll before the Firearms roll). A character +that opts to dive for cover forfeits their next attack or action +(regardless of whether they were successful or not), or if they +have already used their attack this round, they forfeit their +attack in the following round. + +WEAPON DAMAGE +• +• +• +• +• +• +• + +Unarmed attacks (human): 1D3 + damage bonus +Small knife: 1D4 + damage bonus +Machete: 1D8 + damage bonus +Small club: 1D6 + damage bonus +Baseball bat: 1D8 + damage bonus +Handgun: 1D10 +Shotgun: 4D6 (at close range*, otherwise 2D6; does not +impale) +• Rifle: 2D6+4 + +HIT POINTS, +WOUNDS, AND HEALING + +Points of damage are deducted from a character’s hit points. +Hit points cannot fall below zero, so do not record a negative +value. When a character’s hit points reach zero, they fall +unconscious and, in some situations, may die. +When a character takes damage of greater than or equal +to half their full hit points in a single blow, they have +received a “major wound”—they must make a CON roll or +fall unconscious. If a character with a major wound falls to +zero hit points they are close to death (dying). They must +make a successful CON roll at the end of the following +round and every round thereafter or die. Only successful +use of the First Aid skill can alleviate the dying condition, + +*Close range: within DEX in feet (i.e. if DEX is 60, close +range is 60 feet). + +14 + + WELCOME TO CALL OF CTHULHU + +maximum 12 hit points). A friend administers First Aid and +rushes him to hospital. After seven days have passed, a successful +CON roll is made for Brian and he regains 2 hit points on a +1D3 die roll. At the end of the second week, Brian’s player rolls +an Extreme success on the CON roll and regains 4 hit points on +a 2D3 roll of the dice, and his current hit points now stand at +6. This erases his major wound marker (he has regained half his +maximum hit points), after which he heals at 1 hit point per day. + +ABOUT THE READY-MADE INVESTIGATORS +The four ready-made investigators are designed to be used +with The Haunting. Give these to your players and get them +each to pick whichever one they prefer. Each player can decide +the name and gender of their investigator, and write these +details in the top left-hand box on their character’s sheet. The +four characters are a team, brought together to solve a case, +although it’s ok if you have less than four players—every +player takes on the role of one of these characters. + +OTHER FORMS OF DAMAGE + +Often the Keeper will be forced to judge the amount of +damage caused by some random event. Whatever the cause, +consider the likely injury and rate it against the left-hand +column on the Other Forms of Damage Table. Each injury +type is for one incident or one combat round (one round +of being punched by an attacker, one bullet, one round of +drowning, one round of being burned, etc.). The character +takes further damage on each successive round that they are +exposed to the source of the harm. + +• +• +• +• + +A weary private detective +An enthusiastic graduate student +An open-minded academic +An author with an interest in the occult + +OTHER FORMS OF DAMAGE +Injury + +Damage + +Examples + +Minor: a person could survive numerous +1D3 +occurrences of this level of damage. + +Punch / kick / head-butt / mild acid / breathing smoky atmosphere / a +thrown fist-size rock / falling (per 10 feet) onto soft ground. + +Moderate: might cause a major wound; +1D6 +it would take a few such attacks to kill. + +Falling (per 10 feet) onto grass / club / strong acid / breathing water / +exposure to vacuum / small-caliber bullet / arrow / fire (burning torch). + +Severe: likely to cause a major wound. +One or two occurrences would render a 1D10 +person unconscious or dead. + +.38 calibre bullet / falling (per 10 feet) on to concrete / axe / fire +(flamethrower, running through a burning room) / being 6 to 10 yards +from an exploding hand grenade or stick of dynamite / mild poison. + +Deadly: the average person has a 50% +2D10 +chance of dying. + +Hit by a car at 30 mph / being 3 to 6 yards from an exploding hand +grenade or stick of dynamite / strong poison. + +Terminal: outright death is likely. + +4D10 + +Hit by a speeding car / being within 3 yards of an exploding hand +grenade or stick of dynamite/lethal poison. + +Splat: outright death is almost certain. + +8D10 + +Being involved in a high-speed head-on collision, being hit by a train. + +15 + + 16 + + THE +HAUNTING +PREPARING FOR PLAY + +This scenario is designed for new Keepers and players. Advice +for the Keeper is included within the text (Keeper’s Notes) on +how and when to use dice and rules, as well as guidance on how +to run the scenario. Once you have read through this scenario, +copy or print out the ready-made investigators and ask your +players to each choose one to play. +The boxed text within the scenario is meant to be read aloud +to the players—paraphrase these lines in your own words or +just read out what is written. +Player handouts are marked in the text and have been +collected at the end of the scenario to allow Keepers to copy +them for presentation to the players when directed. +The year is 1920 and the location is Boston, Massachusetts, +although this scenario could be transported to a modern setting +if desired. + +Give each of your players one of the four ready-made +investigators (pages 34–41). If you have more than four players, +just duplicate the sheets as necessary. Each player can decide +their character’s name and gender. When ready, tell the players +the premise of the scenario. +You are going to be hired to investigate an old house in 1920s +Boston—rumor has it that it may be haunted! +The players are a team of professional and amateur detectives +who have volunteered for the task. Encourage the players to +introduce their characters and write a few notes about their +backgrounds in the My Story box, and discuss how they know +each other. Keep it all reasonably brisk and avoid getting +bogged down with unnecessary details. +Note down each investigator’s name, appearance (APP), +Credit Rating score, and any notable aspects of their backstory +for your reference during play. + +THE KEEPER’S SECRET + +The body of Walter Corbitt is buried in the basement of the +Corbitt house. The mind of Walter Corbitt still lives, aware of +events within the house. He haunts the place. Corbitt knows +Mythos magic that preserves his identity and enables him to +animate his body after death. He sometimes vampirically preys +upon residents of the house, driving away or slaying those who +learn his secret. +To solve the mystery posed to them, the investigators must +learn about Corbitt. While they do this, Corbitt will be aware +of the investigators and will try to mislead them and scare them +away. Failing that, he will try to murder them. + +LOCATION 1: +INTRODUCTION +KEEPER’S NOTE: This introduction takes place with +the investigators meeting up with the landlord. Perhaps in +his home or in a café. The location isn’t overly important, but +take a moment to set the scene. Then read the following aloud, +roleplaying the landlord’s discussion with the players. . + +17 +17 + + WELCOME TO CALL OF CTHULHU + +1 +2 +3 +4 +5 +6 +7 +8 +9 +0 + +Handout 1 + +The clippings files are not open to the general public and the +investigators will have to Persuade Arty Wilmot (a Boston +Globe editor) of their case for access. Arty enjoys the little +power he has and will try to deny the investigators access; +play up his pomposity and encourage the players to strive to +gain access to the morgue. + +A landlord, Mr. Knott, asks you to examine an old house +in central Boston, known as the Corbitt House. The former +tenants, the Macario family, were involved in a tragedy and +the owner wishes to understand the mysterious happenings at +the house and set matters straight. Mr. Knott has been unable +to rent the house out since the tragedy and hopes that you can +clear things up and restore its good name. He offers to pay for +your time and trouble, at a rate of $20 per day. The landlord +gives you the keys, the address, and $20 cash in advance. +Knowing your jobs, you will want to conduct some +research before you head to the house. You could check out old +newspaper articles at the offices of the Boston Globe, head +to the Central Library, or go to The Hall of Records. The +choice is yours. + +Using Dice To... +Gain Access To The Clippings Files +KEEPER’S NOTE: Usually when encountering a +neutral non-player character you should roll versus the +investigator’s APP or Credit Rating; however in Arty’s case +the decision is preordained—he’s unhelpful. +First, establish a goal with the players, along the lines of +“gain access to the clippings files.” +Roleplay the interaction between Arty and the +investigators. Based on the way the roleplay goes, choose one +of the following options: + +Pass Handout 1 (page 29) to the players in case they +wish to refer to it later. Give them time to absorb the +information, discuss matters, and decide on a course of +action. Some players will be keen to head straight to the +house, but you should suggest that they would be better off +conducting some research first. +Mr. Steven Knott recently inherited the property and +would like to make a profit on the place somehow, either by +renting it or selling it, but has been unable to do either due +to the terrible reputation of the place. +Proceed to Location 2, 3 or 4, depending where the +players decide to go next. + +• If the investigator is trying to win Arty round with +friendliness, use the Charm skill. +• If the investigator is being aggressive towards Arty, use the +Intimidate skill. +• If the investigator is using rational arguments to persuade +Arty, use the Persuade skill. +• If the investigator is trying to con Arty, use the Fast Talk +skill. + +KEEPER’S NOTE: It is up to you to describe the locations +as you wish. Use your imagination and try to evoke the feel +of the places; the smell and noise of the printing presses at the +Boston Globe, for example. There is no need to go in to detail +when it comes to moving between locations—just cut to the +investigators arriving at the a new location. + +Ask the player doing most of the talking to roll percentage dice +(1D100) and compare the result with his or her investigator’s +Persuade, Fast Talk, Charm, or Intimidate skill, as appropriate. +If the roll is equal to or lower than the skill, the investigator has +succeeded in gaining access for the group. +KEEPER’S NOTE: Notice here how the difficulty level +for the players versus Arty is Regular; Arty’s profession +does not require a professional level (50%+) in Persuade, +Charm, Intimidate or Psychology. If it did, the difficulty +level would be Hard. + +LOCATION 2: +THE BOSTON GLOBE + +Pick up the roleplay again and incorporate the outcome of +the skill roll in to what Arty says: + +A DAILY NEWSPAPER OF GOOD REPUTE +KEEPER’S NOTE: As the players make their initial +enquiries at the newspaper offices, roleplay the people they +could meet—the desk clerk, a journalist, or one of the editors. +Be sure to mention the “morgue” (the newspaper clippings +files) in the basement of the Boston Globe. + +• If the investigators have won, have Arty back down in a +way that seems appropriate to you and allow them access +to the files. +• If the investigators failed, have Arty puff himself up and tell +the investigators to leave. + +18 + + WELCOME TO CALL OF CTHULHU + +Pushing The Roll? + +If an investigator flirts with or befriends Ruth Blake, the +record keeper in the clippings file (don’t bother with dice +here, the information isn’t crucial), she remarks that the +Globe files go back no further than a fire in 1878. If the +Corbitt House is mentioned earlier than that, there is no +record of it here. + +If the players fail the roll, ask if they want to persist in their +efforts to gain access to the clippings files. If they choose +to do so, they may attempt a Pushed roll by continuing to +pressure Arty in some way (they may change their approach +and use an alternate method at this point). +Depending on their course of action you should decide on +what will happen if they fail (a consequence); for example: + +LOCATION 3: +THE CENTRAL LIBRARY + +• If the investigators are using Intimidate, the consequence +might be that Arty calls their bluff, leading to an exchange +of blows. +• If the investigators are using Charm or Persuade, the +consequence might be that Arty takes offence and screams +at them to leave. + +This worthy institution has several interesting items tucked +away. For each half-day spent in research at the library, ask +each player to make a Library Use roll (rolling equal to or +less than their skill on 1D100). If failed, there is no need to +push the roll; the players can simply keep trying again and +again, but each roll means they have spent half a day more +in research. If they spend more than a day researching, have +their employer, Mr. Knott, contact them to ask how things are +progressing, urging them to resolve their investigations—time +is money after all. +For each success, give out one of the following Handouts +(in order). + +Whatever the consequence, ensure that it escalates beyond +Arty just asking them to leave—for example, have Arty call +on some strong-armed maintenance men for backup. + +The Clippings Files + +If the investigators gain access, describe the dusty shelves of +the clippings files morgue. +You are taken down some steps by Ruth Blake, the records +keeper, into a dusty basement filled with filing cabinets and +stacked high with old newspapers and other assorted junk. +The whole room smells musty and the boiler system in the +corner gives out a lot of heat. + +Handout 3 + +In 1835, a prosperous merchant builds the house, but +immediately falls ill and sells it to a Mr. Walter Corbitt, esquire. + +Handout 4 + +The pertinent clippings are filed by street address. Since +the players have already had to succeed in dice rolls to get +in to the morgue it would be churlish stop them getting +the one clue that is here, so it should be made obvious. Pass +Handout 2 (page 30) to a player. + +In 1852, Walter Corbitt is sued by neighbours, who petition +to force him to leave the area “in consequence of his surious [sic] +habits and unauspicious demeanor.” + +Handout 5 + +Evidently Corbitt wins the lawsuit. His obituary in 1866 +states that he still lived in the same place. It also states that +a second lawsuit was being waged to prevent Corbitt from +being buried in his basement, as provided by his will. + +Handout 2 + +Unpublished Story, Boston Globe 1918: A feature story, +which was never published. It states that in 1880, a family +of French immigrants moved into the house but fled after +a series of violent accidents left the parents dead and three +children crippled. The house long stood vacant. +In 1909, another family moved in and immediately fell +prey to illnesses. In 1914, the oldest brother went mad and +killed himself with a kitchen knife, and the heartbroken +family moved out. In 1918, a third family, the Macarios, +rented the house, but they left almost immediately under +mysterious circumstances. + +Handout 6 + +No outcome to the second lawsuit is recorded. + +19 + + WELCOME TO CALL OF CTHULHU + +1 LOCATION 4: +2 HALL OF RECORDS +3 +4 +5 Handout 7 +6 +7 +8 +9 +0 + +• Charm skill: A flutter of eyelids might gain access for a +charming investigator. +• Fast Talk skill: Perhaps this involves flashing a fake I.D. +This is a risky approach given the location. + +Ask for a Library Use roll. If successful, pass Handout 7 +to the players. Use the same guidelines as for the Central +Library. + +If the roll is successful, pass Handout 8 to the player. +If the players fail their roll, ask if they wish to continue +their efforts. They need to justify a Pushed roll. If using +Credit Rating, Persuade, or Charm, they risk overstepping +the mark, leading to a consequence such as causing offence +and earning the antipathy of the police (perhaps receiving a +shakedown or threats). + +Civil court records show that the executor of Walter Corbitt’s +will was Reverend Michael Thomas, pastor of the Chapel of +Contemplation and Church of Our Lord Granter of Secrets. +The register of churches (also available in the Hall of Records) +notes the closure of the Chapel of Contemplation in 1912. +If the players think to look up the Chapel of Contemplation +in criminal court records, they find references to actions +taken in 1912; however, the actual records are not present. If +the investigators have been courteous to the clerk, he points +out that serious crimes would be handled in the county, +commonwealth, or federal courts. A successful Law skill +roll can indicate the same thing. The records of city officers +participating in arrests or seizures are filed at the Central +Police Station. + +Handout 8 + +The file concerns a secret raid on the Chapel of +Contemplation. The police raid was occasioned by affidavits +swearing that members of the church were responsible for +the disappearances of neighborhood children. During the +raid, three policemen and seventeen cult members were +killed by gunplay or fire. Autopsy reports are singularly +lacking detail and uninformative, as though the coroner had +not actually performed examinations. +Though 54 members of the church were arrested, all but +eight were released. The records hint of illegal intervention +in the proceedings by an important local official offering +stories of the battle—the biggest criminal action in the city’s +history—that never appeared in print. +Pastor Michael Thomas was arrested and sentenced to 40 +years in prison on five counts of second-degree murder. He +escaped from prison in 1917 and fled the state. + +LOCATION 5: +HIGHER COURTS; +CENTRAL POLICE STATION + +Gaining access to these records will prove difficult, requiring +at least one player to make a successful skill roll. Players can +use one of the following: + +LOCATION 6: +THE NEIGHBORHOOD + +• Law skill: To establish that an investigator has an existing +contact within the courts who will grant access. If failed, +the player can ask to Push the Law skill roll to establish a +contact. You should make a concealed roll on behalf of the +player. Do not inform the players of the outcome of the +roll. Regardless of the dice roll, the investigator knows Kim +Debrun, a clerk in the Court offices. If the roll is successful, +Kim is warm and friendly and will allow the investigators +access to the file (Handout 8). If the roll is a failure, Kim is +unscrupulous and will demand a bribe before reneging on +the deal and claiming not to know the investigators. +• Credit Rating: If the player makes a successful roll and has +a Credit Rating score of 75 or more, they may impress a +clerk sufficiently to gain access. +• Persuade skill: The player should present a good case for +why access should be granted. + +Most of the people who lived in the area before the Great +War have moved away or died. New offices and businesses +have replaced the nineteenth-century homes, and the house +in question (the “Corbitt House”) with its overgrown front +yard is now the only private residence on the block. If the +investigators ask around they find a Mr. Dooley, a vendor of +cigars and newspapers, who knows the area. + +Using Dice To... +Gauge Mr. Dooley’s Reaction to the Investigators + +Establish Mr. Dooley’s reaction to investigators who +speak to him by rolling 1D100 and comparing it with the +investigator’s APP or Credit Rating. A dice roll that is equal +to or lower than one of these yields a positive reaction from +Mr. Dooley. Otherwise Dooley is less than forthcoming to + +20 + + WELCOME TO CALL OF CTHULHU + +that particular investigator. A different investigator may try +a Charm, Fast Talk, Persuade, or Intimidate roll to get +Dooley to talk. + +The Keeper can answer more questions, but Gabriela is +unable to give specific information. +The Keeper should end the interview quickly, since the +investigator’s questions will greatly upset her. +The two young Macario boys are being cared for by relatives +in Baltimore. The investigators can visit, but they know +nothing except that they miss their parents and that in their +former home they often had nightmares of a strange man with +burning eyes. + +Dooley Talks + +If the players manage to get Dooley talking and ask about +the Chapel of Contemplation, he is able to point out where +it stood a few blocks distant. If asked about the house, he will +refer to it as “the Corbitt House.” +Encourage the players to roleplay and engage Mr. Dooley +in conversation. Draw upon the following points and +incorporate them in to the conversation: + +LOCATION 8: +THE CHAPEL OF +CONTEMPLATION + +• The Macario family moved into the house a couple of years ago. +• A year after moving in, the father had a serious accident and +shortly thereafter went violently mad. +• They say he babbled about a haunting form with burning +eyes. +• About a month back, the old lady, Mrs. Macario, also went +mad. +• Mrs. Macario is with her husband over in Roxbury +Sanitarium, a few miles from Boston. +• The kids were taken in by relatives down in Baltimore. + +Read the following to the players: + +What is left of the old church stands at the end of a crooked, +dingy street. The ruins are so weathered and overgrown +with greenery that the grey stone rubble seems more like +natural stone than former walls and foundation. You pass a +slumping wall bearing white-painted symbols, apparently +freshly swabbed—three Y’s arranged in a triangle so that +the top elements of each Y touch the other two Y’s. In the +center, so created, is painted a staring eye. + +KEEPER’S NOTE: Portray Dooley as you wish and +improvise his dialogue freely—not everything spoken +by a non-player character has to be true and he may well +exaggerate. He is a salesman and used to engaging in banter +and gossip. + +Handout 9 is an image of this symbol. Show it to the players. + +LOCATION 7: +ROXBURY SANITARIUM + +If the players decide to visit the sanitarium, they will find +Vittorio Macario is quite mad. He is clasping a bible to his +chest. At some point he may open the bible at a random +place (you decide where) and point to a passage (apparently +quoting), “By his own weapon is the devil worsted!” While +not a genuine quotation from the bible, this is a useful clue. +If remembered later on in the scenario, an attentive player +might realize that Corbitt may be killed with his own dagger. +Don’t overplay it—leave it up to the players to take note of +the clue or not. Nothing more can be gleaned from Vittorio. +Gabriela Macario is conscious and approachable. She can +explain that an evil presence lives in the house. At night she +would sometimes wake to find “it” leaning over her. When it +was angry, the thing might cause dishes or other objects to +fly around the room. Mostly, it hated her husband, Vittorio, +and concentrated its anger on him. + +While the investigators are near the signs, subtly describe +to the players how they begin to feel tingles in their +foreheads, like headaches, but not quite. When they leave, +the irritation stops. +Encourage the players to explore the ruins; try to describe +the scene and ask what they are doing. Prowling the chapel, +they find mostly blocks of granite, old half-burned timbers, +and ancient rubbish. At some point they should become +aware that the earth they stand on is covering weakened +floorboards. Call for Luck rolls: those that fail their Luck + +21 + + WELCOME TO CALL OF CTHULHU + +1 +2 +3 +4 +5 +6 +7 +8 +9 +0 + +rolls must attempt a Jump roll to leap to safety or find +themselves falling as the floor gives way. The fall is ten feet +into the basement. + +The tome is a copy of the Liber Ivonis. A cursory look at the +book will show that it is in Latin and deals with matters of an +occult nature. An initial reading of this book (requiring either +a Read Latin skill of 50% or more, or a successful Read Latin +roll) will take a minimum of three hours. If an investigator +takes the time to do this then have that investigator gain 2% +Cthulhu Mythos knowledge (and reduce Maximum Sanity +by the same amount, from 99 to 97). + +• If the Jump is failed, ask the players if there’s anything they +can do to justify Pushing the Jump roll—perhaps they make +a last minute grab for the edge. +Each falling investigator loses 1D6 hit points. Increase +the consequence if a player fails a Pushed roll, though +perhaps rather than simply increasing the damage have that +investigator lose or break a personal possession. + +LOCATION 9: +THE OLD CORBITT PLACE + +KEEPER’S NOTE: This fall may be the first incident of +physical damage in the game. Tell the players to subtract the +damage from their current hit points. Refer to Hit Points, +Wounds, and Healing (page 13) as to whether a Major +wound has occurred and for rules on treatment, recovery, +and healing. + +Read the following aloud to the players: + +The brick building is overshadowed by taller, newer office +buildings on either side. The house fronts the street. In the +rear are overgrown plantings and a half-collapsed arbor. +Access to the rear exists on either side of the residence. + +If an investigator falls, read the following aloud: + +Studying the house, the observer is impressed by the way +the house seems to withdraw into the shadows cast by the +flanking buildings, and how the blank curtained windows +hide all understanding of what lies within. + +You’ve fallen in to a part of the basement that was sealed off +from the rest, originally reached by separate stairs now buried +under tons of rubble. Within this room, next to a cabinet, are +two skeletons dressed in tattered silk robes; perhaps they hid +from the police and then perished in the fire. + +The front door is secured with a single lock. Four additional +bolts seem to have been added within the last year or two. +If the investigators think to test the ground floor windows, +they find them all nailed shut from the inside. +Study the plan provided on the next page. Sketch out each +floor on a sheet of paper as the investigators explore it, or use +the “investigator” version of the plan provided on page @@. + +If the players search the cabinet it is found to contain +moldering church records. If they don’t think to look under +the cabinet, ask for a Spot Hidden roll—only point out the +journal and tome if player succeeds in the skill roll. Allow +the players to Push the Spot Hidden roll if they volunteer to +conduct a thorough, more time-consuming search. If +they fail the pushed Spot Hidden roll, they might step +on a nail or ruin their clothing. +With a successful Spot Hidden roll allow a player +to find a journal (of cult activities) and a tome. Read +the following aloud: +The musty old journal falls to pieces as you turn the +pages, but the name Walter Corbitt catches your eye. +An entry records that Walter Corbitt was buried in +the basement of his house, “In accordance with his +wishes and with the wishes of that one who waits +in the dark”. +Alongside the journal is an enormous volume, +handwritten in Latin, but so rotten and worm-eaten +that whole sections no longer can be understood.” + +22 + + WELCOME TO CALL OF CTHULHU +Corbitt House Map (Keeper Version) + +23 + + WELCOME TO CALL OF CTHULHU + +1 GROUND FLOOR +2 INTERIOR +3 ROOM 1, A Storage Room +4 +5 +6 +7 +8 +9 +0 + +ROOM 4, The Living Room +This room contains conventional furnishings: a radio, couch, +stuffed chairs, and shelves laden with gewgaws. You cannot +help but notice the unusual quantities of crosses, images of +the Virgin and other Catholic artifacts. + +The room is filled with boxes and junk, such as rusted water +tanks and old bicycles. At the right end of the room is a +cupboard, boarded shut. + +KEEPER’S NOTE: Try to build a creepy atmosphere +as the players explore the house. Remember Corbitt haunts +the place and at any time a noise might be heard upstairs +(Bedroom 3). + +If the cupboard is wrenched open, three bound books are +found within—the diaries of a certain W. Corbitt, a former +inhabitant of the house, as the address on the flyleaf of +volume one testifies. +The Corbitt Diaries are in English, though sometimes +strangely phrased. The three volumes take a total of two days +to read, adding +4 to Cthulhu Mythos skill and losing 1D4 +Sanity points. +The diaries describe Corbitt’s various occult experiments, +including the summoning of some unearthly spirit and other +magic, and clearly describe a spell entitled “Call Forth the +Opener of Ways” (an alternative title for the spell Summon +/ Bind Dimensional Shambler). No other spells exist in the +diaries. The spell takes 2D6 weeks to learn after the diaries +have been read. + +ROOM 5, The Dining Room +This is the dining room, complete with a long mahogany +table, a built-in sideboard, and seven chairs. Three places are +set and unused. Scraps of rice soup rot in a tureen. + +ROOM 6, Kitchen + +A conventional kitchen, with icebox, wood-fed stove and +oven, plus a meager larder. Some of the foodstuffs may be +edible—there is canned soup and meat, rice kernels, several +pastas, and a few bottles of homemade wine. The produce +which has not spoiled has been eaten by rats, judging by the +spoor left behind. + +KEEPER’S NOTE: This spell is not intended for use in +this scenario and is included as an added feature. It is unlikely +that this investigation will continue long enough for this spell +to be of use—not that summoning a dimensional shambler is +likely to be beneficial in any case! Details of the spell can be +found in the full Call of Cthulhu: Keeper Rulebook. + +UPPER FLOOR +ROOM 1, Main Bedroom +An ordinary bedroom, with a double bed, bookshelf and +window view. Apparently the room of Vittorio and +Gabriela. More crosses and many candles are here, and a +rosary and breviary rest on a table beside the bed. + +ROOM 2, A Second Storage Room +This room contains old furniture that might be broken up to +burn in a wood stove. + +ROOM 2, Children’s Bedroom + +ROOM 3, The Mud Room + +This room contains two small beds, toys, and dressers. +Pictures of aircraft and cowboys mark this as the children’s +bedroom. + +Here hang overcoats, galoshes, hats, and umbrellas. Several +bags of coal for the living room’s freestanding stove are here. +You notice that the side door is secured with three bolts and +two locks. + +24 + + WELCOME TO CALL OF CTHULHU + +ROOM 3, Spare Bedroom + +KEEPER’S NOTE: It is important to remain impartial +as Keeper, so when inflicting a dangerous event on the +investigators it is best to pick one of them at random. To do +this, choose the investigator with the lowest Luck score or +simply roll randomly. When selecting a player to be attacked +by the bed, be clear on who is standing next to the window, +and select among them at random. + +This room contains a bed frame, bare bedsprings, and a +dresser. Though unused, this room looks like the other two +bedrooms. +This was once the room of old Corbitt himself. He stayed +here so long that his psychic influence lingers on and he is able +to will certain deeds to happen in this room. Whenever he +does, a horrible smell manifests—a sure sign of the Mythos! + +If the investigator is struck by the bed, he or she is thrown +through the window. The broken glass and fall costs the +victim 1D6 + 2 hit points. +Anyone who witnesses the bed move of its own accord +should make a Sanity check (SAN 1/1D4). Those who pass +should lose one Sanity point, and those who fail should roll +1D4 to determine how many Sanity points they lose. + +KEEPER’S NOTE: Though Corbitt lays low at first, if +the investigators seem determined to learn the secrets of the +house then Corbitt tries to convince them that this room is +the centre of the psychic disturbance. To this end, he makes +pools of blood appear and tries to frighten the investigators +off with thumping sounds on the doors and walls. If an +investigator is not convinced by Corbitt’s haunting routine, +Corbitt tries to lure him or her into this room to be killed (see +Bed Attack), attracting the investigator to the window by +making it rattle. + +KEEPER’S NOTE: The bed attack has the potential to +deliver a major wound to an investigator. In the unlikely +event of investigator death, have Mr. Knott (the landlord) +brought in for use by that player. + +ROOM 4, Bathroom + +Pick any of the following events and have them happen as +and when you wish: + +A bathroom containing a sink, bathtub, and a water closet with +an overhead tank. Towels and other possessions are still here, +typical to a family of four. A brackish pool of water has collected +in the bathtub, fed by a dripping faucet which cannot quite be +closed off. + +• Corbitt can cause loud thumping noises to emanate from +this room. These noises can be heard from anywhere in +the house. +• Corbitt can form a pool of blood on the floor or to drip +down from the ceiling or walls. +• Corbitt can make a rattling, scratching sound on the +windowpane or door. +• Corbitt can impel the bed at good +speed, fast enough to strike a strong +blow against anything in the room +(see below). + +Bed Attack + +Corbitt will lure the investigators to +inspect the window in the spare bedroom, +then make the bed fly across the room +at high speed toward an unfortunate +investigator. Ask the player of the +investigator inspecting the window to +make a Spot Hidden roll: if successful +the player may attempt a Dodge roll to +avoid being hit by the bed. + +25 + + WELCOME TO CALL OF CTHULHU + +1 THE BASEMENT +2 ROOM 1: Storage +3 +4 +5 +6 +7 +8 +9 +0 + +With a successful Spot Hidden roll, the investigator finds +Corbitt’s knife (see The Floating Knife) and may pick it up. +Once picked up, the knife will try to wrest itself free from the +investigator’s grasp and attack the investigator (see Having +Hold of the Knife). +If the player fails the Pushed Spot Hidden roll, the +unaware investigator catches a hand on the possessed knife +and it slashes him or her for 1D4+2 hit points of damage. + +The door to the basement has a lock and three bolts, able to +be opened from the upstairs side only. Below is the main +basement storage room. The stairs are in poor repair and the +electric light bulb does not work. The walls of the basement +are lined with closely fitted boards. + +KEEPER’S NOTE: Notice how you can inflict automatic +damage as the result of a failed Pushed roll. There’s no need +for an attack roll in this instance—the harm was the +consequence of failing a Pushed roll. + +Corbitt has turned off the electricity to the basement at the +fuse box upstairs in the kitchen—if the investigators turn it +back on, Corbitt can switch it off again when it best suits him. +The stairs are perilous; all the more so because Corbitt +can make them move. One at a time, ask each investigator +descending the stairs to make a DEX or Climb roll. Treat +this as a Combined roll: the players should roll dice once and +compare the result with their DEX and Climb skills. Rolling +equal to or below one of these values counts as a success. +Anyone failing the DEX / Climb roll should be told +that the stairs are too dangerous and that to go further risks +injury. They now have a choice: remain upstairs or Push the +roll and risk falling. Failing the Pushed roll will result in the +loss of 1D6 hit points as the investigator slips and crashes to +the basement floor. + +The walls are lined with wooden boards, a cursory inspection +of which will reveal hollow areas (rooms 2 and 3). + +The Floating Knife + +An old knife with an ornate hilt, whose blade is coated with +oddly thick rust. This is Corbitt’s magic dagger and the rust +is the dried blood of victims. If the players find it, Corbitt +will use it to attack. If they do not find it, he will attack +them with it if they begin tearing down the wooden wall that +conceals his body. +Attacking With the Knife +The knife floats into the air and stabs at an investigator. This +costs Corbitt 1 Magic point per combat round. The knife can +make one attack per round. + +KEEPER’S NOTE: In a situation such as this, one +investigator (who successfully negotiates the stairs) might +volunteer to help another. You need to be a little creative +with the rules in such a situation. As one investigator has +already been successful, grant the second player a bonus die, +but this time if the roll is failed then both fall and take +damage. In this way the player who is pushing the roll has +an increased chance of success, but both players are sharing +the risk. This creates a moment of tension and drama, exactly +as dice rolls should do. + +• Roll 1D100 and compare the result with Corbitt’s POW. +• Ask the player to roll 1D100 and compare the result with the +investigator’s Dodge roll. +• Compare Levels of Success and decide whether the +investigator is hit: +• If Corbitt rolls a Fail (91 or over), the investigator has +avoided being hit with the knife. +• If Corbitt achieves a Regular success (46 to 90) and the +investigator achieves a Fail, inflict 1D4+2 damage. +• If Corbitt achieves a Hard success (19 to 45) and the +investigator achieves a Fail or Regular success, inflict 1D4+2 +damage. +• If Corbitt achieves an Extreme success (18 or below) and +the investigator achieves a Fail, Regular, or Hard success, +the attack has impaled, driving deep into the investigator’s +vitals and inflicting 6+1D4+2 damage. +• If the investigator picks up a garbage can lid for protection, +grant a bonus die on the Dodge roll. + +Tell the players that in this smallish room are scattered +tools, pipe, a trash can lid, lumber, nails, screws, and so +forth. If an investigator searches through the mess, ask the +player to make a Spot Hidden roll. Treat this as an Obscure +Clue (don’t give the clue out if the player fails the roll). The +player might Push the roll by taking time to conduct a more +thorough search. You can foreshadow the consequence of +failure by pointing out the many sharp things among the +mess and the risk of injury. + +26 + + WELCOME TO CALL OF CTHULHU + +• If the investigator is unaware of the attack, ask the player to +make a Spot Hidden roll to notice the dagger floating into the +air. If the investigator fails to notice the dagger, award a bonus +die to the attack roll and do not allow a Dodge roll. The attack +inflicts 1D4+2 damage, or 6+1D4+2 if an Extreme success is +rolled, and only misses if a fumble (100) is rolled. +• Seeing the knife attack in this manner requires a Sanity check +(SAN 1/1D4). If successful, the investigator loses 1 Sanity point. +If unsuccessful, lose 1D4 Sanity points. +KEEPER’S NOTE: When the knife floats in to the air you +should begin a combat round. Corbitt’s DEX is low, so the +investigators will probably get to act first. If they decide to flee, +the knife will attack anyone left in the basement or the last person +to get to the stairs (it moves quite fast). Whether it pursues people +through the house is up to you. + +Having Hold of the Knife + +If an investigator has hold of the knife, Corbitt may attempt +to wrench it away on future rounds: each combat round +costs Corbitt another Magic point. To keep hold of the +knife the player must succeed in an opposed roll, using the +investigator’s STR versus Corbitt’s POW. + +Room 2: +An Empty Storage Bin + +A storage bin, once intended for coal. The door to the outside +coal chute has been nailed firmly shut. + +ROOM 3: Corbitt’s Hidden Lair + +Using a Fighting Maneuver to Grab the Knife +The investigators can try to grab the knife out of the air using +the Fighting Maneuver rules (see Fighting Maneuvers, page +13). The player’s goal is to grab the knife. The players use their +investigator’s Fighting (Brawl) skill in an opposed roll against +Corbitt’s POW. +If the player scores a higher level of success than Corbitt then +the knife has been grabbed. In the case of a draw, the side whose +turn it is wins the roll (if it was Corbitt’s action, the knife would +hit on a draw; if it was the investigator’s action they would grab +the knife on a draw). Usually a player would compare his or +her investigator’s Build with that of the opponent to resolve +a fighting maneuver, but since no one is actually holding the +dagger this can be ignored. If the players are creative and use a +thick coat to help them in catching the knife, you +may award a bonus die. +KEEPER’S NOTE: All characters present in +the basement get to initiate one action each combat +round, and this includes Corbitt, using his floating +knife. The one Magic point Corbitt spends to +activate the knife covers all actions made with it +during that round. + +27 + +If the boards in the cellar are broken or removed, a crawl +space is revealed between two wooden walls. Foul odors +emanate from the rats that nest here. +A pack of rats live in the wall. If the investigators do not +give the rats room to escape, they attack whoever tries to +explore this space. The rats will use their Overwhelm attack +against one investigator. Once one rat has been killed, those +remaining will flee. + +Rat Pack + +Individual rats are not worthy opponents; however, an +infestation of rats can be daunting. Assume ten rats per pack. +A successful attack by an investigator kills one or two rats +and usually chases away the rest of that pack. +Rat packs exist only for the purposes of gaming. + + WELCOME TO CALL OF CTHULHU + +1 +2 +3 +4 +5 +6 +7 +8 +9 +0 + +RAT PACK + +STR 35 +CON 55 SIZ 35 +HP: 9 +Average Damage Bonus: -1 +Average Build: -1 +Move: 9 + +POW 50 + +OPTION: Corbitt Casts the Dominate Spell + +DEX 70 + +At any time, whether he has moved or not, Corbitt may cast +his Dominate spell (see Corbitt’s Spells). He does not need +to move at all to cast the spell. The casting time for the spell +is instantaneous. Add 50 to Corbitt’s DEX for determining +his turn in the round if he is casting this spell. Casting the +spell in combat requires him to use his action for the round. +He may choose to cast it as the investigators are breaking +through the wall. + +Combat +Attacks per round: 1. +Fighting attacks: Rats attack with teeth and claws. + +ROOM 4: +CORBITT’S HIDING PLACE + +Overwhelm (fighting maneuver): As a pack they may assault +and overwhelm an individual using the Fighting maneuver +rules, because of their numbers they gain one bonus die on +the attack. Such an attack would involve swarming over the +target, biting, and scratching as they do so. + +Lying motionless and seemingly dead on a pallet in the +centre of the room is a drawn, wooden-looking, wizened +figure of some six-feet. Skinny and naked, with ghastly +wide-flaring, saucer-like eyes and a nose like a knife blade. +Some sort of chain rests around his neck. He has lost all hair +and his shrunken gums make his teeth look very long. From +him comes a sharp, sweet, churning scent, like rotten corn. +The floor is earthen and there is a table in the southwest +corner with some curled papers on it. + +Fighting 40% (Hard 20/Extreme 8), damage 1D3 +Overwhelm (fighting maneuver) damage 2D6 +Dodge +42% (Hard 21/Extreme 8) +Carved into the inner wall of the crawl space are the words +“Chapel of Contemplation” in irregular, scratchy letters (treat +this as an Obvious clue, do not ask for a Spot Hidden roll— +not finding it will not add anything to the game). +If the investigators break through this wall, they find +themselves in Room 4. + +The papers on the table crumble to dust if touched. What the +investigators can see upon the papers looks like a horoscope. +If they retrieve or photograph this material, the Keeper +should disclose its true nature in some later adventure— +whatever this may be is up to the Keeper to determine and +is placed here as a scenario seed for Keepers to +use in future adventures with the same group of +investigators. + +Corbitt Attacks + +By spending 2 Magic points, Corbitt can move +his body for five combat rounds. Given the cost, +he is reluctant to move at all unless threatened. +SANITY ROLLS: When he rises from his pallet, +ask all players who have an investigator present to +make a Sanity roll (1/1D8). Those who fail the +roll make one involuntary action of the Keeper’s +choice, perhaps dropping their gun or screaming. +If an investigator loses 5 or more Sanity points, +the player should make an INT roll. If the INT +roll is passed, the investigator has understood the +full implications of the situation and is driven +temporarily insane (see Temporary Insanity as +a Result of Meeting Corbitt). If the INT roll is +failed, the character is shaken but remains sane. + +28 + + WELCOME TO CALL OF CTHULHU + +USING DICE TO RESOLVE COMBAT: A combat +round will begin when Corbitt first moves. Draw up a list +of the investigators and Corbitt in DEX order, highest first. + +BOUTS OF MADNESS + +• If a character has a gun drawn already, add 50 to the +investigator’s DEX on the list. If an investigator draws a +gun, it will be ready to use on the character’s regular DEX +this round. +• Start with the first name on the list. Given Corbitt’s DEX +of 35, it is safe to assume that an investigator will go first, +unless Corbitt is casting his Dominate spell, in which case +he acts on his DEX + 50 (during rounds in which he does +not cast the spell you should continue to use his DEX 35). +Ask what the player is doing. +• If an investigator is attacking Corbitt using the Fighting +skill, Corbitt fights back using his Fighting skill. Corbitt +will also fight back against subsequent attacks in the round +using his Fighting skill. +• If an investigator is attacking Corbitt using the Firearms +skill, simply roll to hit. Corbitt will not Dive for Cover. If +close enough, shots are made at point-blank range, granting +a bonus die to the attack. +• The second investigator to attack Corbitt should get a bonus +die for outnumbering the target (see Outnumbered, page 13). + +(CHOOSE OR ROLL 1D10) + +1. AMNESIA: The investigator has no memory of events that +have taken place since they were last in a place of safety. It seems +to them that one moment they were eating breakfast and the +next they are facing a monster. This lasts for 1D10 rounds. +2. PSYCHOSOMATIC DISABILITY: The investigator +suffers psychosomatic blindness, deafness, or loss of the use +of a limb or limbs for 1D10 rounds. +3. VIOLENCE: A red mist of rage descends on the afflicted +investigator and he or she explodes in a spree of uncontrolled +violence and destruction directed at their surroundings, allies +and foes alike, for 1D10 rounds. +4. PARANOIA: The investigator suffers severe paranoia for +1D10 rounds. Everyone is out to get them! No one can +be trusted! They are being spied on; someone has betrayed +them; what they are seeing is a trick. +5. SIGNIFICANT PERSON: Review the investigator’s +background entry for Significant People. The investigator +mistakes another person in the scene for their Significant +Person. Consider the nature of the relationship; the +investigator acts upon it. This lasts 1D10 rounds. +6. FAINT: The investigator faints, recovering after 1D10 +rounds. +7. FLEE IN PANIC: The investigator is compelled to get as +far away as possible by whatever means are available, even +if it means taking the only vehicle and leaving everyone else +behind. They travel for 1D10 rounds. +8. PHYSICAL HYSTERICS OR EMOTIONAL +OUTBURST: The investigator is incapacitated laughing, +crying, screaming, etc. for 1D10 rounds. +9. PHOBIA: Investigator gains a new phobia, such as +Claustrophobia (fear of confined spaces), Demonophobia +(fear of spirits or demons), or Katsaridaphobia (fear +of cockroaches). Even if the source of the phobia is not +present, the investigator imagines it is there for the next +1D10 rounds. +10. MANIA: The investigator gains a new mania, such +as Ablutomania (compulsion for washing oneself ), +Pseudomania (irrational compulsion for lying), or +Helminthomania (an excessive liking for worms). The +investigator seeks to indulge in this new mania for the +next 1D10 rounds. + +Temporary Insanity +as a Result of Meeting Corbitt + +Bout of Madness: If an investigator goes temporarily insane +roll 1D10 and refer to the Bouts of Madness table. If the +investigator is in the presence of other investigators, play +out the result round by round. If the investigator is alone +you may use the result to tell how the investigator is found +sometime later in a bad way, perhaps locked in a cupboard or +drunk in a gutter. +Backstory: Take the investigator sheet and add a suitable +entry based upon the nature of the investigator’s bout of +madness. +Delusions: The investigator will remain insane for 1D10 +hours or until leaving the Corbitt House and having a good +night’s rest. Until then, the investigator will be prone to +delusions; however, given that the only event that has the +potential to cause insanity in this scenario is likely to occur in +the final scene, the scope for using delusions is limited. Here +are some suggestions: +• If the deluded investigator flees the cellar, have him or her +find a photo in the house that appears to be evidence that +Corbitt is his or her ancestor; it shows Corbitt and the +investigator’s grandfather together and names them as + +29 + + WELCOME TO CALL OF CTHULHU + +1 +2 +3 +4 +5 +6 +7 +8 +9 +0 + +Extension + +brothers (though in actuality is nothing more than a scrap +of old newspaper). +• If the deluded investigator stays in the cellar, pass the player +a note to the effect that another investigator’s face and voice +have somehow changed and that he or she is mumbling +something in Latin (this is of course only a delusion). + +Keepers will have noticed the freshly painted sign on the rubble +at the Chapel, as well as the evidence of the cover-up following +the raid in 1912. Connections to what may be a great conspiracy +are available and might be returned to at some later time. +Also, consider the strange, crumbling paper that looked +like a horoscope—is this connected to the conspiracy or +something altogether different? +Both of these clues could lead the way into further +adventures of your own devising for this group of +investigators. + +Reality Checks: If the player questions a delusion, suggest +to the player that a Reality Check roll might be made if the +investigator wishes to discern the truth. If the player wishes +to make a reality check, ask for a Sanity roll: + +Walter Corbitt, Undead Fiend + +• If successful, drop the delusions and don’t present that player +with any more. +• If failed, have that investigator lose 1 Sanity point and +experience another Bout of Madness, and escalate the +delusions. + +STR 90 +CON 115 SIZ 55 +INT 80 +POW 90 DEX 35 +APP 05 +EDU 80 +SAN: 0 (ignore Sanity costs for spells) +HP: 16 +Damage bonus: +1D4 +Build: 1 +Move: 8 +Magic points: 18 (if spent, recover 1 per hour) + +Given that the temporary insanity is caused by a +manifestation of the Cthulhu Mythos, 5% should be added +to the investigator’s Cthulhu Mythos skill. + +Roleplaying hooks: +• Corbitt is full of malice and will seek to divide investigators +and turn them against one another. +• Corbitt seeks excitement and perverse amusement at the +investigators’ expense. +• He will seek to acquire any sources of Mythos knowledge +that are bought in to the house (such as the Liber Ivonis). + +CONCLUSION + +If the investigators have solved the mystery and +overthrown Corbitt, Mr. Knott the landlord pays them +promptly and happily. +If they fail to dispose of Corbitt and simply report to Mr. +Knott that nothing was wrong, he spends a night in the house +to make sure and is stabbed to death in the basement by +Corbitt’s magic dagger. The investigators will then be sought +by the police and must then seek to prove their innocence. +Of course things may not go so well for the investigators. +Both the knife and Corbitt are dangerous and, depending +how the dice roll, the players may find their investigation +ends in death or madness. +One possible ending would be to describe a brief epilogue +for each player: dead investigators are perhaps reanimated +by Corbitt’s magic, to repair the basement walls before their +bodies crumble to dust. Insane investigators flee screaming +into the night, never to return. +If the investigators are victorious then you may wish to +ignore the ongoing effects of Corbitt’s Claw attacks. + +KEEPER’S NOTE: Keep careful track of Corbitt’s Magic +points. Be sure to remember that he recovers at the rate of 1 +point per hour. Corbitt casts Flesh Ward as soon as anyone +enters the house. If intruders head straight to his body, they +may encounter Corbitt before he has regained those two +points. +Combat +Attacks per round: 1 +Fighting attacks: When animated, Corbitt is able to make +all regular attacks (kick, punch, etc.). Being wounded by +Corbitt’s clawed fingernails risks serious disease; if he lands +a successful attack upon an investigator, a Luck roll should +be made. If it is failed, the investigator has been raked by +Corbitt’s claws and a day later the victim becomes delirious +and must make a CON roll: + +Rewards + +If Corbitt is conquered and destroyed, each participating +investigator gains 1D6 Sanity points. +The investigators can claim the worm-eaten book from +the Chapel for their own. +Finally, the landlord gladly pays their fee plus a bonus of $30. + +• Failure: Delirium lasts 1D10 days; lose 1D10 CON. +• Success: Delirium lasts 1D6 days; no further CON loss. +• Repeat the procedure until the investigator recovers or dies. +CON lost does not regenerate. + +30 + + WELCOME TO CALL OF CTHULHU + +Corbitt’s Spells + +Weapon: Floating magical dagger. See The Floating Knife (see +page 23). Spending a Magic point to cause the dagger to attack +for 1 round counts as Corbitt’s combat action for the round. +Fighting +Dodge + +DOMINATE (Corbitt’s variant): Costs Corbitt 1 Magic +point and takes one round to cast. +With his version of the Dominate spell, Corbitt can +mentally cloud the mind of one investigator at a time, as long as +the target is physically in the Corbitt house. The player should +make an opposed POW roll versus Corbitt’s POW of 90. +If Corbitt succeeds, the target is in a daze for 1D6+1 +combat rounds. While in this dazed state, the victim is +subject to telepathic commands from Corbitt. These may +take the form of subtle and creepy hallucinations or direct +commands at the Keeper’s discretion. He or she will not +commit suicidal acts, though homicidal, idiotic, or reckless +acts (such as trying to swallow a butcher’s knife) might be +attempted. Waking, the victim will not recall what happened. + +50% (Hard 25%/Extreme10%), damage 1D3 + +damage bonus(1D4) + possible infection (see above). +17% (Hard 8%/Extreme 3%). + +Skills +Cthulhu Mythos 17%, Intimidate 64%, Listen 60%, Sleight +of hand 30%, Stealth 72%. +KEEPER’S NOTE: Only a few skills are listed for +Corbitt—those that might come into play. You may +improvise others if required. +Armor: Each point of armor reduces the damage received by +1 point. Corbitt has cast Flesh Ward already. Roll 2D6 for +his armor. Reduce his armor by one point for each point of +damage he suffers. +Spells: Dominate (variant, see below), Flesh Ward, +Summon/Bind Dimensional Shambler. +Magical Artifact: Floating dagger. +Sanity Loss: 1/1D8 Sanity points to see him move. + +FLESH WARD: Corbitt will already have cast this spell +before the investigators get to him, to provide himself with +armor (see Armor above). +• Cost: variable magic points +• Casting Time: 5 rounds +Grants protection against physical attack. Each magic point +spent gives the caster or the chosen target 1D6 points of +armor against non-magical attacks. This protection wears off +as it blocks damage. For example, if a character has 12 points +of Flesh Ward as armor and suffers 8 points of damage, the +character suffers no damage but the Flesh Ward is reduced to 4 +points. The spell lasts 24 hours or until the protection is used up. +Once cast, the spell may not be reinforced with further magic +points, nor recast until the old spell’s protection has been used up. + +ABOUT W. CORBITT, ESQ + +He might be silent at first, but at some point during the +confrontation with the investigators it will be more +convincing to have him growl, screech, cackle, or mock. He +does not breathe at all. +Corbitt is not truly a vampire, nor any recognizable monster— +he is a sorcerer in the process of transforming himself into +something entirely inhuman. +Sunlight causes him pain and is too bright for him to see +comfortably. It might kill him, but whether it does so is for +the Keeper to determine. Although he drinks blood for food, +he could also eat carrots—drinking blood is just more fun. +His Flesh Ward spell operates as described below, but +characterise its effect like this: bullets and blows only +chip off pieces of his body, making him look even more +horrific than he already does. His dried, iron-hard flesh is +invulnerable so long as the spell holds. If damage exceeds +the armor, his hit points reduce normally. He never heals +and cannot be knocked unconscious. Reaching zero hit +points, Corbitt crumbles into dust and never returns. +Corbitt controls the floating dagger, but if the +investigators manage to wrest control of it and successfully +stab Corbitt with it, he will quickly turn to ashes and dust, +regardless of any spells. + +31 + + WELCOME TO CALL OF CTHULHU + +1 +2 +3 +4 +5 +6 +7 +8 +9 +0 + +Handout 5 + +Handout 1 + +Evidently Corbitt wins the lawsuit. His obituary in 1866 +states that he still lived in the same place. It also states that +a second lawsuit was being waged to prevent Corbitt from +being buried in his basement, as provided by his will. + +A landlord, Mr. Knott, asks you to examine an old house +in central Boston, known as the Corbitt House. The former +tenants, the Macario family, were involved in a tragedy and +the owner wishes to understand the mysterious happenings at +the house and set matters straight. Mr. Knott has been unable +to rent the house out since the tragedy and hopes that you can +clear things up and restore its good name. He offers to pay for +your time and trouble, at a rate of $20 per day. The landlord +gives you the keys, the address, and $20 cash in advance. + +Handout 7 + +Civil court records show that the executor of Walter +Corbitt’s will was Reverend Michael Thomas, pastor +of the Chapel of Contemplation & Church of Our Lord +Granter of Secrets. The register of churches (also available +in the Hall or Records), notes the closure of the Chapel of +Contemplation in 1912. + +Knowing your jobs, you will want to conduct some +research before you head to the house. You could check out +old newspaper articles at the offices of the Boston Globe, +head to the Central Library, or go to The Hall of Records. +The choice is yours. + +Handout 8 + +The file concerns a secret raid on the Chapel of +Contemplation. The police raid was occasioned by affidavits +swearing that members of the church were responsible for +the disappearances of neighborhood children. During the +raid, three policemen and seventeen cult members were +killed by gunplay or fire. Autopsy reports are singularly +lacking detail and uninformative, as though the coroner +had not actually performed examinations. + +Handout 2 + +Unpublished story, Boston Globe 1918. +1918 feature story, which was never published. It states that +in 1880, a family of French immigrants moved into the house +but fled after a series of violent accidents left the parents dead +and three children crippled. The house long stood vacant. + +Though 54 members of the church were arrested, all but +eight were released. The records hint of illegal intervention +in the proceedings by an important local official, offering +stories of the battle—the biggest criminal action in the +city’s history—that never appeared in print. + +In 1909 another family moved in, and immediately fell +prey to illnesses. In 1914, the oldest brother went mad and +killed himself with a kitchen knife, and the heartbroken +family moved out. In 1918, a third family, the Macarios, +rented the house, but they left almost immediately after +they all became ill at the same time. + +Pastor Michael Thomas was arrested and sentenced to 40 +years in prison on five counts of second-degree murder. He +escaped from prison in 1917 and fled the state. + +Handout 3 + +Handout 9 + +In 1835, a prosperous merchant builds the house, but +immediately falls ill and sells it to a Mr. Walter Corbitt, +esquire. + +Handout 4 + +In 1852, Walter Corbitt is sued by neighbors, who petition +to force him to leave the area “in consequence of his surious +[sic] habits and unauspicious demeanor.” + +Handout 6 + +No outcome to the second lawsuit is recorded. \ No newline at end of file