Professional Documents
Culture Documents
N O. 1 I SSUE 1 S PRING 2 0 1 4
CEPHALOPHOBIA
In This Issue...
Two Years of Squamous Horror 3
Academic Departments
Classics Department 4
Cryptozoology 13
Vocational Education 16
Economics 21
History 27
Modern Languages & Literature 29
Study Abroad 31
2
F OUN DER’S IN T ROD U CT ION
Two Years
of
Squamous Horror
Two years since we started. I’d love to say I I’ve also been deeply gratified by the amazing response from
knew this crazy idea would last. but the truth is that I had the Call of Cthulhu community. It’s hard to believe that
no idea what would come of it. I’ve listened to podcasts our listenership numbered in the single dig-
since late 2005, but making one was a whole new world. its when we began two years ago. And
while other podcasts may boast larger
In many ways, it started with Paul Maclean and numbers at their second anniver-
Yog Radio. It was the first podcast I ever lis- sary, I think the MUP community
tened to, and Yog-Sothoth.com (YSDC) stands out as one of the most ac-
still stands out as a shining example of tive, informative and friendly on-
amazing community builiding. It’s also line groups in Lovecraftian gaming.
fair to say that Paul was responsible for
creating the entire genre of recorded I’m humbled by the support and
“live play” role playing games when friendship from everyone. It is an
he accidentally left an audio recorder honor and privilege to supply an
running during a D&D session back entertaining and informative presen-
in 2003. When he later shared that file tation that benefits this amazing com-
with the YSDC community, he changed munity.
the hobby in a single stroke. YSDC set a
benchmark for role playing game audio that We are in an exciting time for the role play-
has served as an inspiration for me and many other ing game hobby in general, and Call of Cthulhu
podcasters. in particular. I’m proud to be a part of keeping you in-
formed and entertained in our little niche of a niche. We
The Miskatonic University Podcast has been enormously have some pretty cool plans for the podcast to come. Here’s
gratifying for me. Through this endeavor, I’ve met some to the next year, and whatever the future may bring.
amazing people. My co-hosts have become my closest
friends, without whom this show would have exploded on Go Pods!
Dan Kramer
the launch pad. When I made the post on the Yog-Sothoth
forums asking if anyone was interested in co-hosting, I
didn’t expect to be so fortunate to find people I would bond
with like family. Dan Kramer
Producer & Captain, Miskatonic University Podcast
3
CEPHALOPHOBIA
Eternal
Spring
Classics Department
Scenario Background
This adventure is meant to expose the players to aspects of Greek mythology. It could be used as a
diversion during a long campaign (e.g., The Legacy of Arrius Lurco) or as an introductory adventure for
getting a new group of Cthulhu Invictus characters together. To that end, it’s fairly straightforward and
intended to run in a single session, perhaps 3 hours.
Keeper’s Introduction
Since time immemorial, the naiad (a water spirit) Corycia has been linked to a spring on the slopes
of Mount Parnassus near Delphi. The local tribes honored her with offerings as she kept the waters
flowing.
One day, Apollo caught sight of her and fell in love, wooing her in the way that gods do. She named
the son born from this union Lycoreus. Coming of age, the young man sought to challenge the gods
for his rightful place in the heavens. He set off for the peak of Mount Parnassus to demand his birth-
right, and she never saw him again. Struck down by Zeus for his hubris, Lycoreus’ body has lain on the
peak for centuries, his lemure haunting the desolate peak.
Not knowing the fate of her son, Corycia has mourned for long centuries. The spring that she pro-
tected flows no longer, depriving the nearby trees of life-giving water. Eventually, the locals forgot
about Corycia, and stopped bringing tribute to her. Over the years, a number of hapless shepherds and
adventurers have stumbled upon her cave. One by one she entranced them, slowly feeding on their
life-force in her grief for Lycoreus.
Now, it is 54 CE, and Marcus Meridius Flavius, a young Roman patrician, has gone missing while
exploring the foothills of Mount Parnassus. He stumbled across the naiad’s cave while looking for trea-
sure, fell under her spell, and has lain in the cave for several weeks, slowly dying. His death is certain
unless the investigators intervene and relieve Corycia’s grief.
4
CL AS S IC S DE PARTM E N T
Investigators’ Introduction Involving the Investigators
Marcus Meridius Flavius and his sister Flavia - wealthy, The keeper should have a reason for the players to become
young and decadent Roman patricians - had been tak- involved in the search; perhaps they are looking for a patron,
ing their leisure in Delphi, visiting there in advance of the or in need of money; or they need something else from Fla-
upcoming Pythian athletic games. Flavia spends her days via, for example, an invitation to consult with the Oracle, or
flirting with young athletes who train for the games. Her perhaps an introduction to someone important. The play-
younger brother set about finding his own sort of thrill. ers may have a contact in common with her, or one of her
agents (a trusted household slave) may contact them, having
Flavius, intrigued by a legend of buried treasure in the near- heard that they are worthy investigators. The keeper should
by hills told to him by locals over cups of wine in the local tailor their involvement based on the group’s needs.
taverna, set off to find it. The story of a guardian spirit did
not dissuade him; on the contrary, it inflamed his interests
even more. Excited by the prospect of adventure, he set off Lycoreus my son, Offspring
for the foothills of Mount Parnassus with a single slave at
his side. of Apollo, He sought the
Two days later, the slave returned alone, explaining how highest peak To challenge
Flavius commanded him to search an alternate path up the
mountain. Finding nothing, the slave returned to the spot the gods. To question their
where they separated, but was unable to find Flavius and
eventually returned to Delphi. When the slave could do no wisdom. To ascend to his
more than describe the general area where Flavius disap-
peared, Flavia had him tortured to extract the truth. Under rightful place amongst
this maltreatment, he eventually died without revealing any
further useful information. them. Alone now forever I
While the local authorities mounted a cursory search for
pine for his return.
him nothing was found, and they have been too busy with
the upcoming Pythian games to devote more resources to Corycia’s Lament
locating the young Roman.
5
CEPHALOPHOBIA
6
CL AS S IC S DE PARTM E N T
Following the creek into the cave, the creek’s channel leads • Art or Metallurgy or Engineering: these
to an ancient stonework wall in which is carved a recumbent items are many hundreds of years old, if
man, who holds an amphora on his hip, turned on its side. not older.
Water appears to once have flowed from the mouth of the
amphora. To one side of the carving, the stonework has been • Occult or Religion: these items were prob-
pried out, stones and mortar spilled onto the floor, and an ably offerings placed here by worshippers
opening big enough for a man to crawl through has been long ago. What they were worshipping is
made in the wall. unknown, although ancient peoples often
worshipped water entities.
7
CEPHALOPHOBIA
Several skeletons of various ages and states of decay are scat- If they persist in moving Flavius’ body, she will repeat her
tered about the room. On the floor near the altar is Flavius. warning “Touch not the mortal for he is mine! He shall sus-
Although he initially appears lifeless, upon closer inspection tain me until my son returns!” and then use her POW at-
he is not dead – there are no significant wounds on his body. tack on one of the players who is trying to remove Flavius.
The pommel of his dagger bears the seal of House Meridius. The attack instantly freezes the victim in place, and initiates
a POW vs POW contest. While the victim of this attack
could be carried out of the grotto, he will suffer at least two
Medicine: There are no wounds on Flavius, rounds of POW attacks from her before the other players
and while his flesh is pallid and cool, and his can remove him from the cave. She won’t leave the cave or
breath is shallow and infrequent and his pulse follow after them. If they make no effort to remove Flavius,
weak, he does not appear to be suffering from she will not physically attack them, crying out in vain for
any disease or poison. He does appear to be her missing son as they leave.
slowly wasting away, however, his muscles be-
ginning to atrophy and flesh sunken. He ap- If she is banished (by fully draining her Magic Points (MP)
pears to be slowly starving to death. or through physical violence – see below), Flavius can be re-
moved from the cave, and will eventually recover and, now
released from her presence, will come out of his coma, but
Once the players have been in the room long enough to he has lost considerable MP to her and is dehydrated and
investigate, or as soon as they touch Flavius, Corycia will starving. With successful Medicine or First Aid and given
appear out of thin air, perhaps behind the players. She ap- food and water he will recover his health but not his MP.
pears as a nude, lithe, beautiful young woman whose skin He’ll never be quite the same again.
is exceptionally pale and bluish. At first she is confused and
thinks that one of the male players is her son Lycoreus, ex- If they back off from Flavius, her demeanor will calm a bit,
claiming that he has finally returned to her after so long, she but her eyes and skin continue to flicker with color changes
will move to him and plant kisses on his brow. Her touch as her emotions ebb and flow beneath the surface.
is exceptionally cold and inhuman, calling for a SAN check
on anyone touched (0/1d2 SAN). She’ll quickly realize her If the players engage her in conversation, perhaps asking
error, though, and move to Flavius, caressing him and la- what happened to Lycoreus, she will respond:
menting that he has left her, only to suddenly realize that
he is not her son either. She is confused and has very little “Lycoreus my son,
comprehension of mortal time, to her Lycoreus might have Offspring of Apollo,
left days ago, or it might have been centuries. He sought the highest peak
To challenge the gods.
If the players try to take Flavius away, her visage will become To question their wisdom.
a mask of sorrow, pain and anger, her eyes suddenly burning To ascend to his rightful place amongst them.
with a cold flame and her skin turning black as night. See- Alone now forever I pine for his return.”
ing this calls for a SAN check for all present (1/1d3 SAN)
as she shouts out: Corycia will not negotiate or bargain with the players; she
is a wild spirit: dangerous, willful, and chaotic. She’ll make
“Touch not the mortal for he is mine! it clear that she will only release Flavius if her son Lycoreus
For if I cannot have my son, is returned to her.
then this mortal shall suffice
To sustain me in my long mourning. Finding Lycoreus
My son Lycoreus, long gone from my heart
Trekking to the top of the mountain requires a few hours
Left me here to await his return.
but is fairly straightforward; eventually the players will be
Long suffering, beyond grief, beyond despair.
caught in a vicious afternoon thunderstorm. If they can
My tears no longer shed for him
make a Navigation roll, they will find shelter under an
I have withered in mourning.”
overhang of rock; otherwise, unable to take shelter from the
storm on the bleak mountainside, a lightning bolt will arc
8
CL AS S IC S DE PARTM E N T
from the clouds above. This triggers a party Luck roll. If this Initially the ghost is very hazy and insubstantial, appearing
is failed, the player with the lowest Luck is struck by light- as a handsome young Greek, his face creased with anger.
ning, suffering 1d8 armor-independent damage. The other He’ll curse the players:
nearby players suffer 1d3 armor independent damage. All
players are deaf for several minutes, and the targeted player “Begone, foolish ones, torment me no more!
is made deaf for 1d4 hours. All are knocked to the ground, Begone, pawns of the gods.
stunned for several minutes. Mighty Zeus! Have you not punished me enough?
Lo these years I have been bound to this haunted crag.
Leave me be! Let me rest in peace!”
The Mountaintop
Eventually, the players follow a winding path to the moun- If they bring word of his mother, he will initially think
taintop. A search of the peak will turn up Lycoreus’ long- that this is some trick of the gods, taunting him with tales
dead corpse on a precipice of rock. Bones, rusted armor, and from the living. However, with a successful Persuade roll
brittle, rotted leather are all that remain, except for an un- the spirit will calm down and listen more closely to them.
naturally beautiful, gleaming dory, a long, ash-hafted bronze Otherwise, it will continue to listen, but be reticent to ac-
spear that appears to be untouched by the ages of exposure cept that they are not mortals tricked by Zeus into coming
on the mountaintop. If any of the remains are disturbed, here to torment him further; they will need to be clever in
Lycoreus’ ghost will appear. Players must make a SAN check convincing him otherwise.
(1/d6 SAN) for seeing the lemure.
POW vs POW Attack: She will use this attack if a player tries to remove Flavius or if she is
attacked. The target is immediately frozen (paralyzed rigidly) in place, and then is forced into
a POW vs POW resistance contest with her each round; each round of failure drains d6 per-
manent Magic Points (MP) from the victim; if the target wins the round, Corycia loses d6 MP.
If a player is reduced to 0 MP, he falls unconscious and will not awaken until she releases him
from her spell, at which point he will have 1 MP. She may choose to restore a character’s permanently lost MP if they bring
evidence of her son’s death to her. She can switch this attack at will to different characters; however, she can only attack once
per round with it.
If she is reduced to 0 MP she is banished and cannot reappear until the next full moon. If this happens after she has com-
pletely reduced a player’s MP, that player will be released from her spell, but will be unconscious until the following day,
when he recovers to 1 MP.
She is impervious to normal physical weapons (including fists), fire, and poisons. If attacked with an enchanted weapon
(either Lycoreus’ spear or some other enchanted weapon) she can attempt to Dodge; more likely she will make her POW vs
POW attack on the player attacking her; if she takes damage in excess of her HP, she is banished until the next full moon as
if she had been reduced to 0 MP.
.
9
CEPHALOPHOBIA
If they gain some trust with him, he will explain how he If the players take the spear (or any of Lycoreus’ remains)
came to find out that his father was Apollo and had given and do not do as he asks, he will continue to haunt them at
him the enchanted spear; his hubris lead him to believe that inopportune moments, causing a SAN check (1/1d6 SAN)
as an offspring of a god, he had a rightful place amongst to anyone nearby every time he appears. The lemure will
the gods, and he went to the top of Parnassus to demand continue to harass them even if they travel far away from
his birthright as a hero, as a son of the gods. This of course Delphi.
was fruitless, and Zeus, the king of the gods, struck him
down. His lemure has haunted this mountaintop for centu-
The Sunbather
ries awaiting someone to lay his spirit to rest.
The path Lycoreus indicated approaches a high cliff, passing
If they win his trust, he will ask them to do two things for through a narrow cleft in the rock. Entering the cleft leads
him: down a steep defile, ending in a rocky cave entrance.
1. Locate the nearby entrance to Hades. He has been un- As the players approach this narrow gap, the sun comes out
able to cross the River Styx into the underworld because and the clouds part. Ask for a Spot Hidden roll. If this is
he did not possess the coin necessary to pay for passage. made successfully, they can see a woman near the opening
If they can find the entrance, enter it, and leave a coin of this cleft, basking in the sun on a rock. If they fail the
on the boat which floats near the bank of the under- roll, they do not see her until they are much closer. If they
ground river, his spirit can go to the Elysian Fields and call out to her from afar, she will stand and beckon them.
finally know rest. Players can attempt to avoid her, although there is no direct
way around her – a risky series of Climb rolls is required to
2. Return his physical remains to his mother so that she bypass the gap in the cliff.
will know what happened to him, and apologize to her
for him for his hubris. If they do see her and approach with some stealth (requir-
ing successful Sneak rolls to get close without alerting her),
If asked, they are free to keep his spear, as he has no more her eyes will be closed as they approach. She appears to be
need for it. He will point out the direction of the entrance a youngish woman who is basking in the warmth of the
to Hades, near a cliff at the edge of the peak. If they agree sunlight after the storm. Her damp tresses are splayed over
to do the things he wants, his lemure will fade away, but will her shoulders; her simple wool chiton, wet from the thun-
return to prod them along until they carry out his wishes if derstorm, steams as the sun dries her.
they tarry.
If they do not see her from afar, or if they fail to sneak up on
her, she will stand up, startled. If they call out to her from
The Spear far away, she will beckon them. When they approach closely
His spear, a greek dory, was enchanted by Apollo, and is pre- enough, she will smile, revealing long, serpent-like fangs
ternaturally sharp. It is especially light and quick and allows and reptilian eyes. They must make a SAN check (1/1d6
him to attack earlier in a combat round (as if his DEX were SAN) at seeing this Child of Lamia close up. With a growl,
1 point higher). It will never rust or become dull. However, she will spring forth and attack them. She is a vicious op-
it attracts the attention of nearby magical/mythical entities, ponent, and will try to grapple the nearest player and use her
making the bearer more likely to be attacked first by malevo- deadly Blood Drain on them.
lent magical beings. If the bearer is hiding from a mythos
or mythical entity, he is also at -20% to his Hide and Sneak
rolls against such creatures.
10
CL AS S IC S DE PARTM E N T
cave. A failed roll indicates that they cannot bear the stench,
Child of Lamia vomiting and gagging reflexively and scramble back out into
the clean air. The deeper they go, the stronger this smell
STR 13 CON 14
becomes. Allow them a bonus to the roll if they cover their
SIZE 10 INT 12
faces with a wet cloth or other crude protection.
POW 14 DEX 13
APP 12 Move 10
After a few minutes of downward progress, the passage
HP 12 Damage Bonus: +d4
widens into a room. Visibility is low due to the smoke and
fumes. From one side of the room to the other a bubbling,
Grapple: 45% (+Blood Drain); Bite: 50% (d3+DB);
roiling river flows through openings in the stone walls. The
Dodge: 30%
river appears to be the source of the fumes, and in places
the surface is on fire. Near the edge of the river cower and
Blood Drain: When successfully grappling, she gets
crouch ephemeral spirits of the dead victims of Corycia –
an automatic bite on the victim and begins draining
those who have died in the centuries of her mourning for
d6 STR from him each round (in addition to the ini-
Lycoreus.
tial Bite damage). Once the target’s STR reaches 0,
she begins draining CON at the same rate. When the
Upon entering, investigators are mobbed by these spirits,
target’s CON reaches 0, the victim dies. Each point
who beg, plead with, threaten, and harass them in an agony
of STR or CON drained by the Child refreshes her
of madness and frustration – they all desperately want to
HP. A victim left alive by the Child of Lamia regains
reach the underworld but cannot because of their deaths
STR and CON at the rate of one point per day of the
at the hands of the naiad. Like the lemure of Lycoreus, they
player’s choice.
are incorporeal and cannot physically harm the players, but
experiencing this pitiful and hideous scene causes a SAN
Armor: 4 points of tough skin
check (1/1d2 SAN). These tortured souls have gone mad
over the centuries and there is nothing the players can do to
• Occult or Other Kingdoms (Greece): Lamia help them reach the Elysian fields.
was a mortal with whom Zeus fell in love. Jeal-
ous, Hera cursed Lamia to become part serpent, At the edge of the river floats a small boat, unharmed by
part human. She devours children, slaying the flames. Approaching the river close enough to place
their parents. She gives birth to cold-blooded something in the boat causes 1d6 damage to a player. If the
serpent-human hybrids who drink the blood of player attempts to get into the boat, he will suffer an addi-
humans. tional 1d6 damage per round he is in it. If the investigator
becomes immersed in the water, he will suffer 4d6 damage
per round.
The Path to Hades If the players place a coin in the boat, Lycoreus’ spirit ap-
The rocky path descends into a natural cave. pears in the room and gets into the boat, which begins to
drift into the current and quickly floats out of sight. As he
disappears he thanks them, reminding them to return his
mortal remains to his mother and give her his apologies.
Track: Only recent tracks from the Child of
Lamia are visible.
When Lycoreus disappears, the hovering lemures scream out
in agony as they realize that they are now forever prevented
The passage descends slowly into the earth. Within, a nox- from travelling to a peaceful afterlife. These terrible wails
ious smell arises - a mixture of the rot of death, the stench provoke an additional SAN check (0/1 SAN) to those that
of sulfur, and the choking smoke of burned charcoal. Inves- hear them.
tigators must make a CONx5 check to continue into the
11
CEPHALOPHOBIA 2012-2014
Returning to Corycia with tiny white flowers. They are releasing a strong aromatic
fragrance that fills the hillside. The creek now flows with
If the players return to the grotto with the remains of
water once again down toward the city of Delphi.
Lycoreus, Corycia will tell them:
12
Cave Beast
by E. Walker Lindsey
Cryptozoology
confines of the cave, but it was also surprisingly thin, being indeed large-
ly absent save on the head, where it was of such length and abundance
that it fell over the shoulders in considerable profusion… The inclination
of the limbs was very singular, explaining, however, the alternation in
their use which I had before noted, whereby the beast used sometimes all
four, and on other occasions but two for its progress. From the tips of the
fingers or toes long nail-like claws extended. The hands or feet were not
prehensile, a fact that I ascribed to that long residence in the cave which,
as I before mentioned, seemed evident from the all-pervading and almost
unearthly whiteness so characteristic of the whole anatomy. No tail
seemed to be present.”
-H.P. Lovecraft, “The Beast in the Cave”, 1918
Cave beasts are human beings or decendants of human beings who have adapted to subterranean
conditions. Cave beasts can move either on two legs standing upright, or on all fours like an ape. The
first impression upon seeing one is of a white ape larger than a chimpanzee and smaller than a gorilla,
with thin white body hair, and lots of hair on the head and face. Upon close examination, their faces
are human, but with deeply sunken eye sockets, and all black eyes without irises.
Cave beasts will avoid combat, but will attack if at all threatened or cornered. They prefer complete
darkness and will retreat from bright lights. They are very strong, but due to weak nutrition have a poor
constitution and low hit points. They can exist singly or in groups.
Investigators will not be able to examine a cave beast without injuring, capturing or killing one, in
which case, a successful spot hidden, biology or natural history roll will reveal it’s human origins. Sanity
loss for realizing you have just killed a human being is 0/1D4. If captured, the beast may be able to
communicate in rudimentary English, or another appropriate language.
13
CEPHALOPHOBIA
Cave Beast
Characteristic Rolls Averages Average Damage Bonus: +1d4
STR 3d6+6 16 or 17 Weapons: Claws 45%, Damage 1d8 + Damage Bonus;
CON 2d6+2 9 Bite 30%, Damage 1d6 + Damage Bonus
SIZ 2d6+6 13
Skills: Hide 60%, Jump 45%, Sneak 30%, Grapple 35%
INT 1d6+1 4 or 5
POW 3d6 10 or 11 Habitat: The beast is known to inhabit Mammoth Caves
in Kentucky, but similar adaptations could exist in cave or
DEX 3d6 10 or 11
tunnel systems throughout the world.
MOVE: 5 HP: 7-8
Homunculus
by Jon Hook
14
CRY P TO ZOOLO G Y DE PARTM e N T
New Spell:
Create Homunculus
A homunculus is a miniature representation of a human one point of POW, spend another five Magic Points, and
being. The homunculus can be constructed out of inanimate lose 1d4 Sanity Points.
materials to look something like a miniature human, or it
could be the animated body of a diminutive human corpse A caster is limited to only having one homunculus slave at a
that has been well preserved. time. Should the homunculus be destroyed, and the special
bond between creator and homunculus is broken, then the
The caster must spend thirty nights constructing the caster suffers a backlash of magical energy and loses one
homunculus, imbibing it with oils and incense each night; in point of POW. Thereafter, the caster is then free to create a
addition, the caster must also spend five Magic Points each new homunculus.
night. On the thirtieth night, the caster must then sacrifice
15
Fixer
The
by Charles Gerard
Need an NPC who can get you a car on short notice with
no questions asked? Connect you to the black market?
Vocational Education
Sometimes, you need a local contact to help you get things done. When a foreign journalist travels
to an unfamiliar place to cover a story, his or her first move is to hire what’s known as a “fixer.”
These professionals serve as the expert eyes an outsider lacks. They arrange things – transportation,
accommodation, meetings, interviews, permits, or even hiring and managing local workers. They are
the keystones of foreign reporting and many other kinds of overseas operations. They work miracles.
They keep you safe. And their heroism usually goes unsung.
A good fixer knows the social landscape, the political nuances, and the cultural landmines. Sometimes
a translator or a guide can also serve as a fixer, but they have very different skill profiles. There’s plenty
of overlap, but if you only ask for a translator, you might end up with a university student who studies
English, but has no idea how to blend in, to screen sources, or to call a bluff when needed. Still, there’s
plenty of overlap in these professions.
16
VO C AT ION AL E D U C AT ION
The fixer not only has to know their own culture and Specialist Fixers
subcultures, but has to understand the inscrutable mindset
of the foreigner. In some countries, there can be a vast Fixers often specialize, so their skills match up to the kind of
mismatch in sense of time and urgency. In some languages, clients they work for. The following are a few examples of
the word for “tomorrow” can mean anytime in the next few the many kinds of Fixers that Investigators may encounter.
days – that can spell disaster for a journalist working on
hour-by-hour deadlines. Training a green fixer is a species Journalist Fixers
of torture. A fixer for journalists would have contacts in the government,
would know good local journalists, would know key players
The fixer position can carry a certain amount of local status. in health, agriculture, disaster relief, and would likely have
Thus, in places where the demand for the position is high, worked as a local journalist themselves.
local jealousies can come into play, even sparking conflicts
between villages, tribes of families. If a Kurdish fixer seems to Suggested Profession Skills: Bargain, Fast Talk, Psychology,
be hogging all of the work, for example, a Shi’a Fixer might Photography, Law, Credit Rating, History (own) + 2 to 5
become suspicious, undercutting the Kurd’s reputation – Additional Languages.
or worse. These sort of games are much more likely with
inexperienced staff.
17
CEPHALOPHOBIA
ConstantinE Kalitrates
Landon Murrow Research/Academic Fixer
xer
Film Industry Fi Location: Crete, Greece
n: Lo s An geles Era: Classic Era (1920s)
Locatio 930s-50s)
of Hollywood (1
Era: Golden Age
SIZ 13 STR 12 DEX 9
DEX 13 SIZ 15
STR 12 INT 15
APP 14 EDU 17 APP 14
EDU 12
INT 16 CON 13
SAN 60 POW 13 SAN 60
POW 12
CON 9 LUCK 60
HP 11 KNOW 60
KNOW 60 HP 14
LUCK 60
%,
%, Bargain: 50 Bargain: 60%, Fast Talk:
Ra tin g: 65 % , Persuade: 60 y) : 25 %, 55%, Law: 70%, Credit Rat
45%, Library Use:
Credit emetograph
ar m 40 % , Art/Craft (Cin Ta lk 40 % (Classical Greece) 70%, Tur
ing: 65%, History
Ch %, Fast
%, Drive Auto: 25 kish: 50%, German:
Accounting: 20 40%, Archaeology: 45%
ent
the entertainm
w has been in ter
Landon Murro days when to ur in g th ea Constantine Kalitrates is
one of the most
si nc e th e ve nt of sought-after liaisons with
business the ad
uc tio ns we re the rage. With w as ab le in post-Great War Greece. Pri
cultural authorities
prod d that he
ry, Murrow foun is or to the outbreak
the film indust to the new tim es . M ur ro w of the Great War, he studie
d ancient history at
qu ite ni ce ly es an d the University of Vienna. Aft
to adapt finding equipmen
t, venu er the war, it was
ul ar ly ad ep t at largely through Kalitrates’
partic e.
moment’s notic efforts that several
even extras at a major archaeological project
s were successfully
’s carried out during the pol
do with Murrow itical, economic and
sm al l pa rt of that skill has to w ho co nt ro l military turmoil in Greece
No “b usinessmen ” throughout the
w ith lo ca l L. A. 1920s. He is perhaps best kno
connections al commerce in wn for facilitating
et-level, unoffici excavations on the island
much of the stre tim e, the newspaper of Algina by James
ro ns . From time to role Penrose Harland in 1926-7
and its en vi an uncredited .
s on screen in crime
boy who appear of a lo ca l
son or nephew ain
is actually the for making cert A respected and influential
. M ur ro w ha s a reputation ai n ci rc le s, the Eastern Orthodox Chu
lay member of
boss In cert
ms “disappear.” ep rch in and around
delicate proble lling st ri ng s to ke Athens, Kalitrates is not
notoriety for pu ing adverse to using
he gained some un de ra ge st arlet from mak his ecclesiastical contacts
to broker business
eg na nc y of an on s. arrangements when the nee
the pr row reas
rt of the job, Mur d arises.
headlines. All pa
18
VO C AT ION AL E D U C AT ION
19
CEPHALOPHOBIA
20
What’s it
worth to ya?
Some thoughts on handling bribes and tips in classic-era Call of
ECONOMICS DEPARTMENT
Cthulhu games | By the MUP Faculty and Logar
Ed Dillon, investigative reporter, has just tracked Emeline Kelly to the Chesterton Hotel, a
somewhat seedy establishment in a low-rent Boston neighborhood. After searching her room in
her absence, he’s come up with the evidence he’d hoped to find – the wealthy socialite is in fact
the high priestess of a strange cult operating somewhere near the waterfront district. But his
job is only half done. Now he needs her to lead him to the dockside warehouse where her sinister
congregation holds its rituals.
Struck by sudden inspiration, Dillon stops in the hotel lobby where a sullen desk clerk is on duty.
DILLON: I go up to the clerk and say, “Hey, buddy, what’s your name?”
KEEPER: The clerk gives you a considering look and shrugs. (Still suspiciously) “Depends.
What’ve you got in mind?”
DILLON: “You know Mrs. Kelly, right? The lady in room 23?”
DILLON: “Tell you what, Harry. Next time you see her come in, give me a call at this number.” I’m
going to produce my calling card, write the newsroom’s phone number on it, and fold three twenty
dollar bills around it. Then I push it across the counter to him.
KEEPER: The clerk’s eyes widen. “Holy smokes! Sixty bucks? Yeah, sure, Mister. I’ll let you
know when she stops back in.
DILLON: “And she doesn’t need to know about this – right, Harry?”
KEEPER: “Oh, yeah, right. Mum’s the word!” He slips the card money into his pocket and gives
you a broad grin.
OW MUCH is too much for a bribe? Is hard cash a reliable way to get crucial information or
cooperation? What might happen when a bribe goes wrong and why?
Tips and bribes are are familiar strategies to investigators who want to cut through red tape and get to
a desired result with a minimum of fuss or scrutiny. Unsurprisingly, such transactions are among the
most useful tools Call of Cthulhu players have for moving the story along rather than getting bogged
down in minutiae, or trying to explain the unxplainable to an uninformed NPC (“So, you’re telling me
you need the key to Room 23 because the lady staying there is the high priestess of what church?”) But
even moderately experienced CoC players sometimes struggle with economic transactions in games set
in other eras. This is particularly true of classic-era (1920s) investigations, where the currency is familiar
enough to seem intuitively recognizable to players, and yet is significantly different in terms of actual
21
CEP H ALOPHOBIA
purchasing power. While pages 144-5 of the 6th edition Bribery as an Economic Transaction
rulebook provide some useful guidelines for ballparking
bribe amounts and outcomes with respect to law enforce- You gave him how much???
ment officers, they leave a somewhat incomplete picture of All too often, Keepers see investigators hand out $10 and
what we might think of as the labor value and/or social ca- $20 bank notes (or even more) as if they’re just generous
chet of the dollar, or other mediums of exchange, especially tips, but not necessarily eyebrow-raising payoffs. The
in the 1920s. problem here is relatively simple – an unclear sense of the
power of the dollar in the pre-Depression economy.
This is further complicated by the fact that such transac-
tions are not only financial in nature – they have important A reasonable first step addressing this is to consider what
social and psychological dimensions as well. Tips and bribes the hourly, weekly or monthly wage might be for the target
often test the limits of what individuals may find personally, of the tip or bribe. Both Keepers and investigators may
professionally or socially acceptable. How any given NPC well be unfamiliar with hourly rates and wage scales for
might respond to an attempt to purchase their knowledge skilled or unskilled labor in the 1920s, but a little creative
or cooperation should not only be contingent upon the digging can provide useful resources for establishing the
amount being offered, but upon a range of variables includ- economic context. According to advertisements posted in
ing that character’s ethical standards, personal motives or the classifieds section of a 1922 edition of the Boston Globe,
pressures, social position, political or professional environ- for example, we find that a billing clerk might draw a wage
ment, or even physical context. of $20 per week. An educated guess might place Harry’s
income in the same ballpark – perhaps $25 per week for
The following are some considerations for Keepers and in- simplicity. [Additional examples of wages by profession
vestigators for handling tips and bribes in their classic-era in the Boston area for 1922 can be found on page 25 of
games. We’ll look at some useful methods for determining Cephalophobia, courtesy of MUP Forum member Logar.]
plausible amounts for bribes, and address possible fallout
As it is, Ed Dillon’s $60 “suggestion” that Harry monitor the
when Investigators bid too far above that threshold of plau-
movements of a paying guest roughly equates to something
sibility. We’ll also consider problems arising from over-re-
close to three times the desk clerk’s weekly pay. By way of
liance on bribery as an information-gathering method. Not
perspective, we can use the Inflation Calculator provided
all such transactions need to be played out in excruciating
by the U.S. Department of Labor Statistics to arrive at a
detail at the game table, of course. But Keepers and investi-
modern equivalent of Dillon’s bribe – approximately $832
gators should be aware of how these kinds of exchanges can
as of 2013. Given the context and circumstances, $60 is
be leveraged as opportunities for building game authenticity
likely to be far more cash than Harry usually handles at any
and encouraging good roleplaying.
given moment – the Hotel Chesterton is not the Waldorf
Astoria, after all.
22
ECONOMIC S DE PARTM E N T
Potential Fallout from Overbidding the more likely that may be to manufacture their product
When investigators routinely exceed the limits of plausibility to meet demand. This is especially true when inordinately
in handing out tips and bribes, it opens the door to large sums are on offer. In the case of Harry the Desk Clerk,
potentially serious gaffes in an investigation. In cases where it’s not unlikely that he will be motivated to keep feeding our
these kinds of gratuities are meant to purchase the silence or investigator information so long as it seems to be of value –
tacit cooperation of their targets, over-tipping/bribing may even if he has to invent arrivals and departures, mysterious
yield unexpected results, possibly even the opposite of what visitors, or other potentially marketable “facts” concerning
is intended. Here are a few possibilities building off of our the elusive Emeline Kelly. In such cases, the target of the
example of Ed Dillon and Harry the Desk Clerk from the bribe will probably try to ascertain more about what kind of
Chesterton Hotel: information the investigator is after, and invent accordingly.
There’s One Born Every Minute: When information or It’s a Free Market: Once an investigator demonstrates that a
cooperation acquires a monetary value, it easily becomes given piece of information has monetary value, the possessor
“tainted.” Said another way, once the target of a bribe knows of that information may choose to seek out competitive
that their knowledge or help is of value to an investigator, offers. An opportunistic (it is perhaps redundant to say
23
CEPHALOPHOBIA
24
E C ONO M IC S DE PA RTM E N T
25
CEP H ALOPHOBIA
Male
Position/Job Advertised Wage Position/Job Advertised Wage
Billing Clerk $20/wk Hospital Orderly $40/month w/
Blacksmith 65-75¢/hr room & board; $75/
Boilermaker 65-75¢/hr month w/meals only
Bookkeeper $20-30/wk Laborer (general) $45-50/month
Butcher/Sausage Maker $25/wk Ledger Clerk $25/wk
Carpenter/Joiner 65-75¢/hr Machinist 65-75¢/hr
Car Inspector/Repairman $65/month Manager, retail $40/wk
Chauffeur (experienced) $25/wk Packer $20/wk
Chef (pastry, Sous, general - Press Operator $30/wk
for hotels, schools) $30-35/wk Plumber $30-35/wk
Dentist $30-35/wk Shipping/Receiving Clerk $20/wk
Druggist $30-35/wk Stenographer $20/wk
Druggist, Junior $25/wk Stockboy $10-12/wk
Fireman $25/wk
Female
Position/Job Advertised Wage Position/Job Advertised Wage
Bookkeeper $16-20/wk Maid (cleaner) $10-12/wk
Candy Packer $12/wk Office Worker (general) $12-15/wk
Cook (pastry or general) $25/wk Pantry Girl $8/week w/room &
Dishwasher $9-10/wk board
File Clerk $12/wk Salesgirl/Counter Girl $12-20/wk
Hospital Attendant (asylum) $10/wk w/room & Stitcher $12/wk
board Stenographer $20/wk
Laundry Sorter $25-30/month Switchboard Operator $15/wk
Light Factory Work $10-12/wk Typist $15-18/wk
Lunch Counter Girl $10/wk Waitress $8-12/week
26
The Plawson
Tapes
The secret history of the mysterious video footage that captures the
HISTORY DEPARTMENT
heart of depravity and madness | By Brian Sammons
I N 1983 a series of horrible sex crimes rocked the small town of Plawson, Michigan. Over a dozen
people were raped, sexually tortured, and murdered. The victims ranged in race, sex, and age and
there seemed to be no common thread connecting them. After ten months of nightmares, the terror
just stopped and the killer was never arrested, but what turned this tale of murder and madness into an
urban legend was a news report that discarded wrappers to blank Betamax video cassettes were found at
three of the crime scenes. It was believed that the sexual sadist recorded his atrocities. Since then there
has been whispers that men with deviant tastes might acquire these snuff films if they knew what dark
shadow to look in.
The “Plawson Tapes” have since been transferred to DVD. The identity of whomever first made the cop-
ies is unknown, but it is believed to have been the original murderer. It is unknown how many copies
exist, but DVDs have been recovered from triple homicide crime scene in 1998 and in the collections
of three serial killers. The location of only one of these DVDs remains known, that being in a Boise,
Idaho police evidence room. The rest of the DVDs have disappeared. Perhaps quite coincidently, several
police officers either disappeared or committed suicide shortly after the DVDs vanished. In one famous
instance a Cleveland homicide detective murdered his entire family before putting a bullet through his
head. What was not reported was that a melted DVD was found in his fireplace.
As for the original Betamax tapes, their location, like the identity of the one that made them, remains
a mystery.
The truth behind all this is a man named Paul Culkly. In the early 80s, Paul was a very jaded devotee
of pornography. In a quest to push his limits and feed his deviant desires, he found a group of secretive
hedonists and managed to not only join them, but read their most forbidden text; excerpts from The
Revelations of Glaaki, Volume XII. In doing so he became a conduit of Y’golonac, the lord of deprave de-
sires and destructive self-indulgence. However instead of being used and quickly consumed by the glut-
tonous Great Old One, as most are, the ancient evil allowed him to live. Perhaps Y’golonac found Paul
to be a vessel worthy of repeat possessions, for the ancient evil would step into the man’s flesh, enjoy
its pleasures, and then leave until the next time the Hand That Feeds’ hideous hungers needed sating.
It is unknown if it was Paul or Y’golonac that first thought to record their crimes, but the end result
was a video diary of depravity. These videos provide a first person view of rape, torture, and murder.
The video quality is jittery, blurry, and often static filled due to the poor quality from one of the first
commercially available camcorders. The complete Plawson Tapes run over five hours and shows four-
teen men, woman, and children being victimized in various ghastly ways. The face of the cameraman is
never shown, but his hands are. Sometimes they are the bloodstained hands of Paul, using instruments
of torture. Otherwise they are the bloated, empty, and green-tinged hands of Y’golonac wearing Paul’s
flesh. In these instances they never hold weapons. They caress the cringing victims, leaving bleeding bite
27
The Plawson Tapes
Video Mythos Tome - in English, recorded by unknown (Paul Culkly), 1983, 318 minutes.
An unknown number of copies of these videos exist but the wrath of Y’golonac who may send some of his loyal de-
they are very rare. The vast majority are on DVD, although generates to deal with the viewers, or take more direct means
Paul still owns the nine original Betamax tapes. Watching to smite them.
the video without the sound causes 1D4 SAN loss per hour
by all but the most hardened, or sociopathic, individuals. Spells: in hour three of the video there is a scene of Paul’s
Watching the video with the sound on causes 1D6 SAN hands using blood to write on a bare wall in a mix of English,
loss per hour for the combination of atrocities and mythos gibberish, and strange symbols. During this, the psychopath
knowledge gleaned from Paul quoting from The Revela- can be heard chanting alien sounding words. When finished
tions of Glaaki. This also grants +1% to Cthulhu Mythos the hands disappear from view, then grunts and sickly gur-
per hour. gling sounds can be heard and a green glow commences.
When next the hands appear they are the large, green-tinged
Worst of all, just as reading a single page of Volume XII of hands of the “second cameramen” (Y’golonac). This is the
The Revelations of Glaaki draws the attention of Y’golonac, spell Contact Y’golonac and performing it is very danger-
so does watching the Plawson Tapes, but only with the ous as it draws the Great Old One’s attention and ire just
sound on. If the viewer is of a morally debased nature then as if the caster had read the dreaded twelfth volume of The
they may become a vessel of the Great Old One and find Revelations of Glaaki.
themselves possessed by the deity. Otherwise they will draw
28
Y.GOLO.NET
T eddy often sat in the silence of a darkened bedroom, a room rank with the smells of teenage sweat
and filthy clothes, lit only by the pale glow of a monitor and disturbed only by the soft sounds of
gasps and grunts from the computer’s speakers. He typed quickly and his breath was quick, his breath
was hot and shallow, and moist. His eyes would often be narrow with concentration, his whole being
focused on the images that scrolled past, downloading, uploading, always waiting with his teeth half-
bared and sticky in impatience. He sometimes would lean forward as the intensity of his gaze turned
yet more tense, and he would exhale in a low hiss. This was his church, his worship, and the glistening
images and the sounds of ecstasy and degradation were his deity, for a time.
Teddy never saw the men who watched him, grim-faced men in dark suits who sweated and stank in
the endless stillness of their own observation. He would never see them, but strange cameras clicked and
whined away the hours as he sat before his console, his altar, his shrine to breathless heat and hatred.
The men wore bland, bored expressions, staring, waiting. Only one of them was not blank, as he sipped
a cup of lukewarm coffee and looked at the others and wondered if their memories haunted and chilled
them. He spoke into a tiny microphone. “Zero three thirty four hours. Subject is viewing a digitized
film of a woman trying to fuck a German shepherd, and the rest of us are bored as hell. You think that
says something bad about him, or us?”
A tinny voice replied in irritation. “You’ll break my heart, Kelley. Now shitcan the philosophizing.”
Teddy’s destruction began when he was fourteen years old, lying with a broken nose on a detention hall
floor. Air conditioning units rumbled overhead, and dust motes shone in a beam of harsh light which
pierced the shade. The teacher stood over him, flushed and angry. They were alone. “That’s a lesson to
you,” the man said huskily, and his voice held a different menace than his fist. “Now get up. You know
what to do, you little faggot, you little cocksucker.” Teddy looked up and knew fear and loathing, hatred
and helplessness. An old book lay open on the table, its pages yellow and limp over a cracked spine to
reveal the words most sacrosanct. He knew what to do.
Not long after he met a girl named Ashley Miller. She was young and pretty and conciliatory, and they
both knew that she wasn’t the sort who talked to kids like Teddy, but she talked to him anyway. She
would laugh and chat and sometimes he would make jokes and he would forget what he had to do, and
one day he told her about secrets that he knew.
He touched her, his wet palms licking her face as he forced himself to breathe. She cringed, then she
screamed and shoved him away.
The next day Teddy kneeled in an ill-lit room, the air choked with dust, the slough of a thousand or
a million dying bodies. His eyes were slitted, his pupils dilated, his breath shallow, his skin dry and
29
CEP H ALOPHOBIA
hot, his brain afire, his mouth slick and oily. The teacher wide.” The chair creaked with the weight of bloating lumi-
was gone, for a time. You know what to do, you little cock- nescent flesh. A massive hand grasped the agent’s face, si-
sucker. He looked up at a luminescence of bloated decaying lencing his scream as a hungry tongue and glistening teeth
flesh. “You are too slow,” the voice told him. “Finish your met his own.
task, and I will judge it. These morsels are not enough. Let
them know My name that I may find them, and feed.” The The window shattered inward as a bullet slammed into the
words of the old book seemed to rise fluid into the air and back of the hulking thing that once was Teddy. The other
drift, poison truth, into the ether. He knew what to do. agent’s eyes widened for an instant as the thing turned to
him, and then his weapon flashed and the swollen flesh
He sat alone again in his room, dazed, insensate, sending erupted in oily blood and fetid meat.
words out to the world. The screen flickered and died, and
the sound with it, as power was cut off to the house. He did “Beta team, report!”
not stir. Softly the door opened and two black-clad figures The agent’s gun clicked as it emptied the last round into the
appeared, and then a red pinpoint of light formed upon his shivering dead mass. He stared with wide eyes. His partner
forehead, gleaming through the window-pane. He did not writhed on the floor, somehow holding in his screams as he
stir. One intruder drifted in with quick steps and went to the grasped the ruin of his face. Teddy’s bloody hand lay weedy
console. He produced a wire cutter and in slightly over two and weak nearby, the dead glow already fading to darkness.
seconds severed the computer’s links to the outside world.
“Kelley, what the fuck is going on over there?”
***
The words of the book The bizarre phenomenon continued today of copycat kill-
ings and mutilations, all bearing similar patterns of un-
seemed to rise fluid into the usual tooth-marks, with savage attacks occurring in New
York, Atlanta, Great Falls, Vancouver, Istanbul, Notting-
30
Terror on
the
Scenario Seed by E. Walker Lindsey
Deep
T HIS scenario seed takes place on a transatlantic steamship on its return voyage from New York
to Liverpool. It can be played on its own, or as part of a larger campaign. It would be ideal for
connecting a US based campaign with the soon to be re-released Horror on the Orient Express campaign.
Keeper information:
STUDY ABROAD
In the weeks leading up to the departure, industrialist Samuel Armstrong has been preparing a human
sacrifice to wake a being known as the “Dreaming King”. In order to wake the King, which he believes
to be an ancient god, the sacrifice must be carried out at a particular point in the Atlantic Ocean. In
preparation for this, Armstrong has assembled a temple, complete with alter and other elements in the
cargo hold of the ship. To protect his project, He has booked a large portion of the cargo area from the
steamship line with the instructions that no crew member enter it. He also has a small contingent of
“employees” guarding the cargo.
Mr. Armstrong is the owner of Armstrong Forge, a manufacturing firm that rose to prominence in the
Great War, and many on board believe that he is transporting a new weapon prototype to London, a
belief that Armstrong has encouraged.
In order to complete his ritual, Armstrong will need to complete the following objectives:
• Divert the ship to a particular set of coordinates far off of the usual course.
• When the ship reaches the desired coordinates, he must make the sacrifices in the presence of
a horrific idol, which he keeps in his stateroom.
In pursuit of these goals, Armstrong will also attempt to cut off communication from the ship by sabo-
taging the radios.
The Investigation:
When the investigators arrive on the boat, they hear gossip about the infamous Mr. Armstrong and
his secret cargo. Different NPC’s might speculate on what sort of secret weapon is being prepared by
Armstrong Forge for the next war against the Germans.
Investigators will become aware of a problem on the ship when the radio is disabled, or when people
start going missing onboard. The first missing persons could be explained as a tragic accident, but this
becomes less and less likely as more people disappear. At this point, Mr. Armstrong may seem to be an
ally, as he expresses concern about both the sabotage and the disappearances.
31
CEP H ALOPHOBIA
When someone tries to break into Armstrong’s private cargo Customizing the Scenario Seed:
area, suspicion may fall on Felix Schmit, a mysterious ger-
This scenario seed is meant as a jumping off point, and could
man who some NPCs think was a spy during the Great War.
be added to or customized to fit the needs of the Keeper.
Armstrong will encourage these suspicions.
Anything is possible, but here are some suggestions:
As the investigators are isolated on the boat, much of the re-
search will be limited to interviewing passengers, examining • Much of the story could be moved to New York,
physical evidence, and perhaps perusing recent newspapers where there are more investigation options. In this
brought on board before departing New York. The path of case, the investigators are probably aware of Arm-
the investigation should lead the the investigators from be- strong’s plans before they board the ship.
ing suspicious that Schmit is a spy/saboteur to realizing that
• In lieu of or in addition to a temple, Armstrong
he is aware of Armstrong’s plan and is trying to thwart it.
could be transporting a Shoggoth or other creature
Once investigators trust him, Armstrong will quickly kill
that needs to consume a certain number of passen-
Schmit or otherwise eliminate him as a threat. Depending
gers before reaching the intended destination. In
on how much information they gain from Schmit, the in-
this case the the Idol could be used to control this
vestigators will become Armstrong’s next target.
creature.
In order to prevent the ritual from taking place, the inves- • The presence of Armstrong’s Idol might drive some
tigators must either divert the ship away from the desired of the more sensitive passengers insane, leading to a
coordinates, destroy the temple, destroy the idol, or prefer- spate of violent incidents.
ably all three.
Mythos Threats:
Armstrong can summon some mythos creatures such as
Byakhees and Fire Vampires, or others as deemed appropri-
ate by the Keeper.
i n g K i n g ”
“The Dream
s,
The identity of the “Dreaming King” is up to the Keeper. He may truly be one of the mythos deitie
or a member of a lesser race masquerading as one.
If the investigators prevent Armstrong from awakening him, they may never learn. If they fail, and
Armstrong completes his sacrifice, the Dreamer is just as likely to turn on Armstrong as help him.
32
STUDY ABROAD
33
Image Credits
Cover art: Beginnings by Ian MacClean, Interior design elements adapted by MUP Staff from original illustration.
Used by kind permission. All rights reserved.
Notices
All written works of H.P. Lovecraft are in the United States public domain. The Call of Cthulhu Roleplaying Game
is the property of Chaosium, Inc. Original content of Cephalophobia is the exclusive property of their respective
authors. Cephalophobia is made available freely under the Creative Commons Attribution / Non-Commercial /
Share-Alike License.
Submissions
Guidelines for submissions to Cephalophobia are available on the Miskatonic University Podcast Campus Forum at
http://mu-podcast.com/campus/index.php
Website: www.mu-podcast.com
Campus Forum: http://mu-podcast.com/campus/
Providence, RI Phone: (401) 400-0MUP (0687)
Email: Feedback@MU-Podcast.com