The investigators receive a telegram requesting their help investigating the disappearance of Professor Steven Walters from Grantham College. Upon arriving at the college in the pouring rain, they are met by Charles Davis and brought to a meeting with the other college trustees. The trustees explain that Professor Walters had recently returned from a sabbatical in Jerusalem but has now gone missing. They were last seen by the custodian Clarence Smith carrying something into his office in Whitmer Hall. The trustees request the investigators' help in locating Professor Walters and hope they can provide more clues, as the police may have additional information from their investigation as well.
The investigators receive a telegram requesting their help investigating the disappearance of Professor Steven Walters from Grantham College. Upon arriving at the college in the pouring rain, they are met by Charles Davis and brought to a meeting with the other college trustees. The trustees explain that Professor Walters had recently returned from a sabbatical in Jerusalem but has now gone missing. They were last seen by the custodian Clarence Smith carrying something into his office in Whitmer Hall. The trustees request the investigators' help in locating Professor Walters and hope they can provide more clues, as the police may have additional information from their investigation as well.
The investigators receive a telegram requesting their help investigating the disappearance of Professor Steven Walters from Grantham College. Upon arriving at the college in the pouring rain, they are met by Charles Davis and brought to a meeting with the other college trustees. The trustees explain that Professor Walters had recently returned from a sabbatical in Jerusalem but has now gone missing. They were last seen by the custodian Clarence Smith carrying something into his office in Whitmer Hall. The trustees request the investigators' help in locating Professor Walters and hope they can provide more clues, as the police may have additional information from their investigation as well.
Written By: Justin From Game On! YouTube Introduction: The Cursed Sabbatical is a Call of Cthulhu module for 1-5 players, though plays best with 3-4. The module is designed to be used with the Call of Cthulhu free quick start rules that can be found on Chaosium’s website. The module is useful for both new gamekeepers and veteran gamekeepers. New gamekeepers will benefit from an easy to understand outline with tips and tricks to help the game go smoothly, and veteran players will have the option to expand and add their own flair by adding side quests and characters and can change the quest hook to fit an existing campaign. Keepers, one of the best parts of this game is roleplay, make sure you allow enough time in a session to let the players roleplay for a good amount of time. Premise Professor Steven Walters, a theology and archeology professor from the small Christian school “Grantham College” in Mechanicsburg Pennsylvania went missing. The day after Easter, you’ve been requested by the college to help investigate the disappearance of the professor creating a missing persons game. Little do the PC’s know that sometimes even the most devout religious folk can be tempted into power by forces unfathomable. How to use this module: The module will be spelled out enough to help new gamekeepers feel comfortable running the game. Familiarize yourself with the module to understand the story and the cast. Some scenes will be ordered by number, but there will be a light sandbox element designated by letters. These can be tackled in any order the players wish. The language will have some vagueness to help veteran gamekeepers add their own twist to the game if they should want. Regardless, there will be cues helping the keepers know when a handout is available. There will be some words of advice in the module to help new keepers feel more comfortable running the game. It is suggested to keep the mood of the game dark and creepy by playing a thunderstorm in the background using an online radio or video playing website. If you feel comfortable, low volume music, even lower than the thunderstorm can also add to the atmosphere. If you can, also bring the lightning down. My playtest suggestions will be in green Written By Justin From Game On! Outline This is a low combat, high investigation style Call of Cthulhu scenario. There is some room for combat, but keepers and/or players may opt out of combat. The investigation takes place on the campus of Grantham College in select buildings as well as the City of Harrisburg. The story starts with the investigators on their way to the college. As soon as the investigators are given their mission, they are free to do anything in any order except Your Inner Grace. Keepers should use this as the end sequence of the investigation and story. It is ok to have missed one or two areas, but the investigators should really go to the church at the end. If the investigators attempt to go to the church as the first few spots, make it so the church is closed for decorating for the special service they wish to have [See handout]. This decorating will move at the speed of plot and will end when the investigators have been to most if not all locations elsewhere. Behind the scenes important information: Steven Walters has been captured by Yig and is going to be devoured at the church ceremony on Thursday that week. The statue of Yig was uncovered during the Mandatory Palestine riots as some buildings were demolished. Steven had been made aware of an uncovered burial site for the “ancient holy ones” whom he believed to be one of Jesus’s relatives' burial grounds. While all this was happening and well before it, the secret priests of Yig had been using these uneasy times to spread the message of their god, and targeted Steve and Grantham College as a whole along with Miskatonic University. The priests even sent both schools a statue of a man holding a 3 foot long snake disguised as a gift from the local peoples. The snake on that statue was a spy for Yig and subtly influenced Steven through whispers in an ancient tongue very few knew. When Steve found the Yig statue at the archeological site, he had the sudden urge to steal it and take it home. He was paranoid that he was being tracked by the locals all while misunderstanding if the statue of the snake was actually alive or not. After bringing the statue of Yig to his office, that’s when Yig struck and teleported Steven and itself back to Your Inner Grace (YIG) church where he will devour Steven and gain his intelligence in a special ceremony. Through roleplay and investigation, the investigator should uncover most of the story, but some, just like the mythos itself, will be left to mystery. Written By Justin From Game On! The Cursed Sabbatical 1.The investigators have been contacted by the board of trustees of Grantham College in Mechanicsburg Pennsylvania. The telegram [See Handout 1] has been given to the players, or the players have found it hoping to make a quick buck (Depending on the makeup of your party the hook may be slightly different). Read or paraphrase: The heavy rain drops splash on the roof of the car as it speeds down the highway towards Grantham college. The cold early April rain chills you to the bone, even in an enclosed car. A large cell of storms are forecasted for the area for days. Just the night after Easter, you no longer have a full belly of warm food and a pipe by your fireplace, but have taken it upon yourselves to answer this call from the college. Let the PC’s roleplay here and introduce themselves if they don’t already know each other. Allow them to make speculations about what is happening and why they are being summoned. Characters with a more criminal background may want to figure out a cover story for why they’re the ones there, if the characters are known for having investigative experience, they could possibly roleplay why they are being summoned and not the police. Either way, if you have time, let the players really discuss what they think they’re getting into. Read or paraphrase: You turn the car onto the main campus drive. Your car headlights glow across budding trees, causing the harsh shadows to dance over a large 4 story brick building with words “Campus Main”. Hopefully you have an umbrella, because the main door is a solid 100 paces away. The building is rectangular shaped with 10 windows on the side facing the parking lot. The stoop is uncovered, the awning flapping in the wind. The two large chestnut doors have cross shaped windows and “Grantham College” in white and blue painted on the doors. The path that leads to the stoop is cement with rows of newly planted bushes struggling to stay alive in the cold rain. Written By Justin From Game On! 2. The door is opened by a gentleman who seemed to be waiting for them at the front door. This is Charles Davis the man from the telegram. He leads the PC’s into a large board room with 3 others. Read or paraphrase: As you approach the door, it opens to a tall red haired man wearing a business suit in his late 30’s. “Please come in” he speaks in a worried voice. He looks you up and down for a quick second. “Right this way” he says as he points down a hallway to an open set of double doors. “Thank you for coming, I’m Charles Davis from the telegram. The other trustees are in the room waiting.” He leads you into a large boardroom, dominated by a sizable oak table. The three others, 2 men and a woman smile wearily at you as you enter. The pastries on the table look as delicious as the smell of the fresh brewed coffee that dances in your nose. A long day has been had by these 4, telling by their tired eyes, and you expect a long night ahead of you as well. The NPC’s in this room are Charles Davis, Nathaniel Fleming, Sarah Schroder and Michael Ewell (see NPC information section). Roleplay this part out and allow the PC’s to ask questions and get answers. The trustees of Grantham College need the PC’s help and are forthcoming about most things. There is one piece of information that the Trustees won’t say (in italics) unless an interaction roll such as persuade or intimidation roll is made. What the trustees know: • Steven Walters is a 47 year old Doctor of Theology and Archeology at the college • He had been on a Sabbatical from teaching this spring semester and took a trip to Jarusalem to see Cavalry and other significant locations of Jesus’s death. He left on December 28th last year. • He went this year because he wanted to wait until many of the Mandatory Palestine riots were over with. (You can either have players know automatically or have them roll a skill related to politics and geography, or just a straight INT or EDU roll to remember that the British in 1921 installed a new civil administration in the area, and not all the local inhabitants wanted to be “ruled” by an outside country.) • He came back on a boat 3 days ago, as he left that evening of Palm Sunday • That Friday morning he returned and took a train to Harrisburg where he presumably went home )Walters Apartment F (54 3rd St, Harrisburg), then came to the college. • School was off that week, and only a custodian Clarence Smith can confirm he saw him carrying something into his office. Clarence is in “Whitmer Hall” where Walter’s office is. • He was last seen by Clarence in Whitmer Hall but hasn’t been seen since. A police report was filed and they came to investigate, they may have better information. (Detective Francis Pratche) • The trustees will pay the players a $100 group sum upfront, then $20 a day each to help search for Walters. If they find his whereabouts within 4 days they will each get a $100 bonus. If the trustees don’t believe the PC’s are putting in an effort, after 8 days they will stop paying. Room and board will be provided for the PC’s as part of payment. • The campus is open to the investigators, if they need a door unlocked Clarence or one of the trustees can unlock the door and turn on lights etc. • The trustees didn’t want Walters to go to Jarusalem, as they had heard that another archeology professor from Miskatonic University had died last year doing the same excursion. They were afraid professors were being targeted Some of my players were interested in the other part of this building> I said there was a small kitchen area where they prepared food, but was more of a butlers pantry/kitchen than anything full fledged. None of my players decided to investigate it further, Written By Justin From Game On! 3.At this point, the PC’s are given the freedom to start the investigation wherever they wish. If the players are new, the keeper may want to give suggestions on where to start and other places they can collect information via an idea (INT) roll. Veteran players will more likely than not have ideas where to start and investigate. These places can be visited in any order, however the investigators may find more evidence in a location if they get hints about it from other locations. Here are the locations and a brief synopsis of them. A: Main- The building the investigators start in. If the investigators get stuck, there is alway a trustee here that can help them with an idea roll (keepers discretion) B: Nelson Apts- Where the investigators can spend the night, eat and have a safe quiet location to discuss the case. There are up to 4 beds in the apt and a couch. C: Whitmer Hall- This is where Steven Walters’ last known location was, as well as his office. Clarence Smith can be found here and can be questioned. D: Boyer Library- Some books Walters has written as well as some correspondence with Miskatonic University. It also contains the statue that has the missing snake. E: Harrisburg Sheriff's Dept: Investigators can meet Francis Pratche the lead investigator and some case notes. F: Walter Apt- Steven Walters’ apartment. There will be evidence there G: Harrisburg Station- The investigators may or may not go here, it will have info on what Walters brought home with him. H: Your Inner Grace Church- The new cult church of Yig set up in Harrisburg about 5 months ago. The church Walters has been attending recently. I had one veteran player and mostly new players play test this module. It was necessary for me to let my players know a few different times where they could go, and to remember this was an investigation. They were mainly D&D players and I needed them to realize they can’t just go around shooting people. Hopefully you don’t have that problem. They got the idea quickly that they have to be more thorough than a fighting based RPG. Written By Justin From Game On A: This is the administration building on Grantham Campus called “Main” The investigators will be able to come here and report their findings (if they so wish) to the trustees. Main usually closes at 6 PM however for such an occasion, there will always be a trustee there to talk to. Keepers: You can have any of the trustees you’d like to be here. This is more of a central hub for investigators to come if they get stuck, if you don’t want to call for an idea roll, or an idea roll could use expanding upon whichever NPC is there can help the investigators out if they get stuck. However, this NPC there can also give a little extra information. Read or paraphrase: The forecasted thunderstorm seems to only be getting worse, and shows no sign of stopping. The warm rooms of Main feel good for your chilly bones. The boiler is working hard keeping the building warm, but the fireplace in the boardroom is also going, filling your nose with the smell of seasoned wood burning. The crackling of the wood can barely be heard over the footsteps of insert chosen trustee here pacing back and forth. Extra information from trustee: • The trustee says that every once in a while, he (or they) hear what sounds like rattling and hissing, but they don’t know where from. • If the investigators find the newspaper in Boyer Library and bring the stolen snake artifact to his attention, he will elaborate with: It was assumed it was a prank that just the snake was taken the snake was never found a police report was filed, but the petty theft was not given much manpower the snake went missing on Good Friday, not the Saturday that was reported • A successful psychology check can confirm he is telling the truth and has not much else to say. He hopes the investigators find Walters My players never came back here, doesn’t mean yours won’t, but my players pretty much took control from then on. Written By Justin From Game On B: Nelson Apartments is the location the investigators will be staying in. There is a well stocked ice box for the investigators to eat, and a note allowing them to request more from Main . The investigators can come here to safely talk about the case they are working on. Well, at least it seems like a safe place. Keepers: Play up just how cold and rainy it is, and how having a nice warm bed and a safe place to relax helps the players. If this is a campaign, there is a devotional tract on the counter that an investigator can read to gain 1d6 sanity back. Read or paraphrase: The two bedroom apartment has 4 beds each and a very plush couch. The kitchen area shares a large room with the living room. It has a full kitchen and an ice box filled with food and a note on the counter allowing you to request more food down at Main. There is also a devotional tract one may read before bed left on the counter as well. A “please no smoking” sign sits on the coffee table in front of the couch. The smell of ammonia in the air indicates it has been recently cleaned. What the investigators find: • A successful listen check has the investigators believe they hear what sounds like a baby rattle, but the origin is unknown. A hard pass will allow the investigator to find the sound familiar, a hard natural world check can tell it sounds similar to a rattle snake not at all common to these parts. • A spot hidden roll sees the shadow of a figure on the outside walls of Whitmer Hall, the investigators can’t make it out, and it disappears from sight as if it went around a bend. The figure does walk with a cane and a limp however. Keepers: The shadow is Pastor Dudley Psoraman, however the investigators cannot make this out. He is on campus to make sure there isn’t much evidence left behind to show his church Kidnapped Walters however he’s no criminal mastermind and hasn’t cleaned up the clues that well. I suggest that on the occasion the investigators chase after the shadow, they don’t find him, but a scorch mark similar to the statue. Written By Justin From Game On! C: Whitmer Hall is where Walters was last seen by Clarence the night he disappeared (Good Friday). His office is on the second floor of this two floor building. It has 4 class rooms on the first floor, and 3 offices on the second plus a maintenance room. There is one main stairwell at the front of the building and a maintenance stairwell in the back. The classrooms are open but the 2 offices aside from Walters’ office are locked up. The offices have nothing of use to the investigators, the maintenance closet just might however. Read or paraphrase: Whitmer Hall is a well kept teaching hall with 4 large lecture classrooms on the first floor. The shine on the floor and the smell of polish indicates it was recently resurfaced. The storm outside is muffled allowing you to hear a whirring noise coming from upstairs. As you make it up to the second floor, a tall muscular man with short cropped hair and freckled skin is using a motorized floor sweeper and wearing dirty jump overalls. These new devices make a lot of sound, so the man doesn’t notice you as he is also facing the opposite direction. Three offices, one with “Dr. Steven Walters” make up the majority of the second floor. A door with a “Maintenance” sign is located where a 4th office could have been. Keepers: Look in the NPC description section for info on role playing Clarence. Play it up, RP is one of the best parts of this game! If investigators get hostile with Clarence he will leave allowing the investigators to continue, however he won’t give any information, nor open any doors for them if they need him to further down the story. Clarence may show the investigators the office of Steven Walters first, or he may answer the investigators questions first, whatever flows naturally in the roleplay. Either way, the door to the office is closed, but unlocked. A successful psychology roll shows that Clarence is not lying about anything, however he may be withholding something (in italics) and a skill or clever role play will have him say it. What Clarence knows: • Steven Walters came to his office at 3:00 PM last Friday (Good Friday) after his 3 ½ month trip to the Middle East. • He had a rather large object he was carrying with a red blanket covering it. Clarence couldn’t tell what it was, even though he opened the door for Walters as it required two hands to carry. • It smelled of Ozone, similar to what it smells after a long artillery barrage, but Clarence never mentioned or asked about it to Steven. • Steven was wearing a button blue button down dress shirt with black slacks and dress shoes. He had no tie.He looked pale, as if he wasn’t feeling well. • Steven put the object on his desk and Clarence asked if he needed help with anything. The answer was “no” and that was the last time he saw or heard him. • Steven looked like he was frightened of something. He couldn’t open the door to his office because his palms were sweaty and he had visible sweat stains around his armpits. • Clarence thought that ever since his disappearance he has heard a hiss or sometimes a rattle sound but can’t tell from where When the investigators go into Walters’ office, read or paraphrase: The office is a rather large one with a large desk in the middle of this square 30x30 room. Tall bookshelves from the floor to the ceiling line the walls to the right, left and directly behind the oak desk. Save from a book that has fallen off a shelf to the right of the desk, the room is clean and spotless, except for the floor which is not polished. There seems to be a scorch mark on the floor just in front of the desk. What the investigators find: • The scorch mark is about the size of the object Walters was carrying according to Clarence A successful science or natural world skill roll will allow the investigators to realize the scorch marks have a burned meat/metallic smell, which is not normal for fires. • The desk has a flyer for “Your Inner Grace” (H) church (Francis Pratche did not put it as evidence as he thought it was unrelated) [see handout 4] • A successful spot hidden roll will find the remains of a small varmint behind the row of books that had one fall on the floor. • Inside the desk, there is a small vial of yellow liquid. Medicine, science or a HARD first aid roll determines the vial to be anti-venom for snakes • Inside the desk there is a note from the librarian of Boyer Library [See Handout 2] • If asked, Clarence doesn’t know why there is a scorch mark there. It wasn’t there before he last was in the room with Walters before he disappeared. There was no fire that he knew of. A successful psychology roll proves he is being truthful. • A successful listen roll makes the investigators aware of a faint rattle sound coming from somewhere but they can’t pinpoint the sound origination (no matter how hard they look, it’s always somewhere in the background) • All the books on the bookshelf are of Middle Eastern cultures, theology and archeology. There is nothing of note here. If the investigators search the maintenance closet: • A successful spot hidden roll can see that in some of the garbage pails, there is what looks to be a dried natural material. • At keepers choice, a natural world, science, or INT/EDU roll can be made to determine it is a snake skin. A HARD roll determines a snake skin not known to these parts. • Clarence, if asked, will say he swept them up in Walters’ desk on Thursday, the day before he came back. It was just on the ground and he thought nothing of it. • The snake skin is 3 feet long Written By Justin From Game On! D: Boyer Library is an area for the investigators to go and find some extra information as well as find the statue with the missing snake. The most important pieces of information here are the snake and the handouts. Read or paraphrase: Boyer Library is one of the largest buildings on campus and for good reason, it holds thousands of books lining the walls of this arena sized enclosure. The cold rain and wind outside is muffled allowing you to take in the majesty of quietness. The smell of old books fills your nose. A marble statue of a man holding a large book and holding up an empty hand that looks cracked. A sign hangs over a half wall of cubby shelves that reads “special requests”. A thunderclap booms and flickers the lights on and off for a brief moment. The hanging lights sway from the rumble casting jagged shadows across the shelves filled with knowledge. What the investigators find: • The statue is a man holding a Bible. It is titled “Man & God Defeat The Serpent” on a brass plate on the base. • A successful spot hidden will see the cracks on the outstretched hand. Keepers can use their best judgement, but lesser used skills such as art/craft or appraise or a combination of skills you otherwise deem fit to realize that the outstretched hand was holding something and the was removed by force, hence the damage. • A successful library roll will allow the players to find these handouts[see handouts 3&5] quickly with the stack of reserved books. However since they are important to the story, if they fail it just takes much longer to find what is needed automatically. All my playtesters somehow screwed up their library roll, but I let them find the info anyway, it just took longer. My players also looked for books on Yig and the occult. Being a Christian school, they didn’t have much books, yet I allowed them to find a book in the archeology section about a snake god and how he needs to eat when summoned to gain his full strength. Of course in the book it was passed off as a local legend. Written By Justin From Game On! E:Harrisburg Sheriff’s Dept. This is the police force taking care of the investigation of Steven Walters’ disappearance. The head detective, Francis Pratche is located here as well as all the official case notes and logs. Pratche knows the college hired the investigators and will answer questions and show them evidence. Even though he is not thrilled with letting the investigators help him, he has a cold trail. He isn’t a new detective by any stretch, but you can tell he’s tired and handling many cases at once. Keepers: Make sure to role play how busy and tired Francis is. He’s very busy and is handling multiple cases. Make sure the investigators know he’s hesitant to let them help, but deep down, he’s happy someone is lending a hand. He is also racist and sexist as many were during the time Read or paraphrase: The Harrisburg sheriff’s department is filled with heavy hustle and bustle all around the tall historic structure downtown. Multiple officers are coming in and out of the rotating doors in the front of the station. When the investigators go in read or paraphrase: As busy as it was outside, it’s just as, if not more busy in the department itself. Operators sitting at multiple switchboards all speaking simultaneously over the sound of typewriters clacking and the tapping of dress shoes the officers wear. Most desks are empty, most are moving around the main station room with papers and files in their hands. Handcuffed individuals sit in silence as a few officers with revolvers stand by them, coffee in one hand and a cigarette in the other. You’d believe it was illegal to not smoke in here, as the harsh smoke burns your sinuses. In all this madness, there is a man sitting at a desk in a semi secluded cubicle to the left of the entrance. His head is in his hands, he looks very overwhelmed. The sign on the cubicle says “Detective F. Pratche, Missing Persons Div”. What the investigators find/learn: • The Harrisburg sheriff’s department was contacted on Saturday morning around 1:00 AM. Francis was called in to investigate, which started at 2:30 AM • If asked about the church pamphlet and why it wasn’t taken as evidence, Francis will say that he deemed it non-relevant to the case. • Francis ordered Clarence to not clean the office up in any way in case it was needed to re-examine the crime scene. • If asked, Francis will tell the investigators he swore he heard a hissing noise coming from somewhere, but because he was tired, he believed it was his imagination. • The investigators will be taken to the evidence room where they will be given some evidence. [see handout 6 ] • Francis will show the investigators his case logs as well.He will also suggest the investigators to search Walters house in case he missed something. Written By Justin From Game On! F:Walters Apartment (54 3rd St. Harrisburg) This is where Walters lives and thought to have gone home before he came to his apartment. Francis did part of his investigation here, but as he doesn’t know to look for certain evidence, he left some behind. There will be a sanity (POW) roll in the house when the investigators all hear a hissing sound. A pass on the sanity roll will net the investigators 1 sanity loss, whereas those who fail will lose 1d10 sanity. The house is cold and dark and hasn’t been lived in for 4 months. Keepers: Play up the empty sad and spooky atmosphere of this small apartment. Read or paraphrase: This two story townhouse building was once housing for the large trolley factory that was once a dominant employer in Harrisburg. Since the company sold its company housing the place actually looks pretty decent. The red brick is worn and darkened by its years of weathering. There is an African-American man at the door to the lower apartment. He is dressed in business clothes and wears a blue hat that matches his blue suit. The door opens and a middle aged white woman starts screaming about “pests”. The man quietly shakes his head and listens as the woman describes finding “dried skin” everywhere. After exclaiming that the man, being the landlord, should deal with it at once, she slams the door on his face. Here is some more role playing opportunities. Clifford James is the easiest way for the investigators to get into Walters’ second floor apartment. If they treat him poorly, he will walk away with dignity and order the investigators to stay off this property. What Clifford knows: • The lady Gurtrude (minor character) has found a couple pieces of skin from an animal laying around the property, but none in her apartment. If the PC’s ask, he’ll show them one that he just found. A successful natural world will allow the investigators to understand that the skin is snake skin and a hard pass allows them to know the snake is not from these parts. If they have already seen snake skins in another location, this is the same kind. • Clifford knows that Walters has been gone for a while, but he doesn’t enter the apartment unless something needs to be repaired, and since nothing seems to be out of the ordinary, he respects Walters privacy. • Clifford saw Walters come home after the early evening train arrived. He saw Walters come into his house with something large, but then immediately leave in a hurry. Clifford locked the door for him so no one would go in. • Clifford has been collecting the mail for Walters and puts the mail from the buildings mailbox into Walters locked mail slot in his door. • Clifford doesn’t know too much else about where Walters is or why he ran off so far. If asked, Clifford says all the mail seemed normal, and he received no packages. He knows the investigators are coming and will unlock the door to the upstairs apartment where Walters lives Written By Justin From Game On! The two story split home has an alleyway down the right hand side of the building between another similar brick house. The alleyway has some dumpsters and trash strewn about. There is a fire escape up to Walters’ house. If any investigators attempt to climb it, they will find a snake skin similar to what they’ve found before on the campus. If this is the first place the investigators go to, have them make a natural world, science (if it is relatable) or a INT/EDU (hard) roll to see if they know it is a snake skin. A HARD natural world or related science success lets the investigators know the snake is not from here but from the middle east. There isn’t a way into Walters’ apartment from the fire escape as it’s locked from the inside. The investigators can break the window, but Gurtrude will see this and report the investigators. Clifford or the police will find the investigators and charge them $25 for the window repair. The back of the building is flush with the one on the next street over, so there is no room behind it to explore. The left of the building is flush with another similar house and has nothing notable to explore. When the investigators start going up to the second story Read or paraphrase: Walking up the steep metal stairs end on a metal grating, roughly the size of a kitchen table, allowing just three of you to tightly squeeze onto it. The door is red with black trim and iron banded. The hinges suggest the door opens inwards and the heavy deadbolt on the door shows the wear of weathering from the wind that whips up from the Susquehanna river. A locked mail slot that reads “US Post” also shows signs of wear and exposure to the local weather patterns off the banks of such a large river. The wind is strong today, as the cold rain continues to pummel you. Being inside sounds like a very good idea right now. When the investigators open the door Read or paraphrase: The once lived-in apartment feels cold and dark, but at least it’s dry. The large pile of mail on the floor just behind the door shows that Walters must have been in a hurry. The cool air from outside flutters some papers on the table in the kitchen area, suggesting a draft of some sort in the apartment. The rain drops on the metal roof and a crackle of thunder in the distance fills your ears, almost drowning out the hissing a boiler line must be making,while the smell of mildew assaults your nose. The sound of breaking glass from another room in the apartment grabs your attention. Was it the rumble from the thunder? Maybe it was from the draft you can feel. Or is that odd hiss announcing something else is in the apartment with you? What the investigators find/learn: • There are about 30 pieces of mail left for Walters however 25 of them are brochures for the opening of the new Your Inner Grace church which opens soon. • There is also a newspaper on the ground [see handout 8] Written By Justin From Game On! • The kitchen cabinets are full of dishes and tableware of very little value. The ice box is empty, but there is still a small puddle of water inside the ice box from the melted ice. The air smells of mold. • There is some food in the cupboard, but the boxes have been chewed through by vermin, probably rats. • A successful listen roll can hear that the hissing is coming from the bedroom. SEE BOX TEXT • The bathroom is small but serviceable. There is vomit in the toilet. A first aid or medicine roll will determine it was produced within the last few days. There is also a hastily opened battle of nausea pills in the sink with some tablets spilled onto the floor. When the investigators go into the bedroom, read or paraphrase: The bedroom is small and quaint. A dresser with a mirror is against the wall across from the queen sized bed. A closed curtained window looks out over the street and a large bookshelf filled with old books is against the far wall. An antique glass vase is shattered on the floor and a piece of paper [see handout 9] in front of the large bookshelf. The air in here is cold and has a faint smell of ozone. You can taste copper in your mouth as the thunder rumbles the house. When the thunder settles, over the rain on the roof, you hear a hiss. When the investigators take a closer look at the bookshelf: The hiss grows louder as you get closer to the bookshelf as if it’s coming from the middle shelf, behind a row of large books. When the investigators examine the shelf: The hissing is coming from a large two headed snake, you can see the hind feet of two rats slowly entering the mouth of each head. The colors of the snake shimmer differently in the light, causing a hypnotic pattern. The two headed serpent raises its tail and you find yourself locked in a combination of fear and dread. At this point, each investigator must make a sanity roll if they pass, they take ONE sanity loss and can move, those that fail take 1d10 sanity and are paralyzed still with disgust and horror. The snake, in a flash of light and a cloud that smells of ozone, disappears out of existence, as if the air around it has consumed it. There’s not much more in the house other than this. There are some books on archeology and a few Bibles in a few different languages but all seems like standard fair. Depending on the sequence of events the investigators have followed, they may wait until the Your Inner Grace opens or they can keep exploring. It’s hard to predict what the investigators will do, but allow them to role play out their thoughts. Sometimes the investigators can come up with their own fears, and make the tension and atmosphere more horrific. This part of the module freaked my players out. Written By Justin From Game On! G: Harrisburg Station An optional investigation spot. The clues here are nice to have, but aren’t completely important. If the investigators are having a hard time drawing conclusions, call for an idea (INT) roll and a successful one leads the investigators to the station. Read or paraphrase: Harrisburg station is quiet for such a large city. Two grand glass doors with large brass handles lead into a cavernous building with tall marble columns and gold trimmed paint lining the walls. It smells of cigarette smoke and coal soot as you see and hear a large steam train blow its whistle as it leaves the enclosed boarding concourse. Men sit smoking pipes and cigarettes and read newspapers while women sit and have light conversation, some holding small children. There is a large departure board with a young man on a ladder swapping out arrival times for a train from St. Louis as an older gentleman with a nice suit looks at his pocket watch while standing below the ladder yelling “no, no! That’s all wrong! The freight train is coming from St. Louis at 9:05 PM on track THREE via the St. Louis and Erie lines and the New Haven Line is bringing passenger service on track TWO at 8:05 PM! I understand it’s not the easiest to comprehend, but for God sakes Travis, at least know the difference between passenger and freight!” The young man yells back down the ladder “but sir! What of that combined train we got the other day! Passengers AND freight! You even complained about that man who refused to put his statue in the box car and took it in steerage class!” The man just waves his hand as if he knows he’s been bested and walks back to and behind the service counter. The station master (the man behind the counter) is named Cecil. He is an older man who has an attitude of doing his job right the first time. He is missing his pinky finger on his right hand due to a train incident in the Great War as he was an American Expeditionary Force rail master. He’ll greet the investigators and ask them about where they are headed as he assumes they need tickets. Keepers, remember that documentation secrecy wasn’t as important in this day and age. If through role play the investigators don’t make it known that the local police know the investigators are helping them, Cecil will still reluctantly give up the information the investigators are looking for. However roleplay here may determine how nice Cecil is about it. Bottom line: He still gives the clues needed. What Cecil knows: • Walters was on the train that arrived in the late afternoon coming from New York City. He gave the conductor a hard time as he didn’t want to stow the large object he was carrying in the freight half of the train even though he was assured it would not be damaged. • The object was from a foriegn country so it was demanded that he give the conductor a copy of the customs claim he made at the NYC customs office. [See handout] • The conductor claimed he looked like he didn’t feel well, he was sweaty and feverish. • There weren’t many passengers on board and not too much cargo but Cecil will show the manifest to the investigators [See handout 11]Written By Justin From Game On! H:Your Inner Grace Church The church location is locked off until the PC’s have gathered all the clues and talked to who they can. This isn’t an artificial wall to avoid ending the game too early, the church states multiple times it will open the Thursday after Easter. This is where Walters has been taken to, and the church needs a few days for the venom the snakes bit Walters with to work to make him beg for death as he’s in such torturous pain. He’s in too much pain to do anything but lay on the ground in near shock in a pool of his own vomit, stool and blood. He was bit in the Middle East (hence why he was sick) and he is now at his worst. If the investigators go to the church before Thursday Read or paraphrase: The fenced in church exterior is a frenzy of movement as construction workers hurriedly work on exterior walls, the roof and painting. A foreman is barking orders “c’mon men work faster, our deadline is Wednesday and I want my bonus. Let’s move!” The large fence surrounding the church has signs reading “caution, men at work” and other various warnings. 4 police officers mill about at each corner. As much as the investigators will try to get into the church, they simply can’t. The construction workers will notice them sneaking in and the police officers will kindly show them out if they are caught. If the investigators use an interpersonal skill roll the police will determine they are vaguely working with Detective Pratche and won’t arrest them for trespassing. If the investigators get caught trying to look into the boarded up windows (it is impossible to see in) they will be arrested and the trustees will bail them out and give them a stern talking to. If the investigators attempt to sneak in at night, they will be greeted with 10 hired private security guards with lamps, flashlights and two dogs to keep people out. The construction continues at night, so there are portable work lights lighting up the building. Keepers: This is the hardest part of running this module, keeping the investigators out. I’ll leave it up to you if you wish to let the church open early if the investigators get the clues within a day or two to keep the game moving along. If you chose to do that, make sure the investigators hear on the radio that Your Inner Grace is opening early and then proceed to that nights events. When it becomes time for the investigators to get into the church Read or paraphrase: The church is buzzing with activity as parishioners of all walks of life congregate outside under the awnings and tents provided to keep them warm and dry. Music can be heard from the inside of the church, and it looks to be standing room only. Written By Justin From Game On! When the investigators get inside There is a man with a cane and a slight limp walking in circles around a man laying on the ground in front or the altar. People clap and cheer as he gives a speech. “Men and women, children of the serpent god. We are delighted to have you all here to experience the rise of our Father and Keeper!” The people scream in delight as the porcelain snake statue cracks revealing a bright light. “The portal is open, let us all celebrate Yig’s summoning!” The statue is a portal to summon Yig. The Investigators will have 2 rounds to figure out what they can do to stop Yig before he emerges. Depending on what the investigators do will determine what suggestions to follow. If the investigators watch- The serpent man (Yig) will slowly start to devour Walters as the people cheer and dance, speaking in tongues. If the investigators try to stop things non-violently- This can go multiple ways.I changed this battle scene as I believe I made it too harsh. Instead of Yig immediately being there devouring Walters, I made it so he is summoned through the snake statue as a portal. The investigators CAN SMASH THE STATUE WITH A ROLL OF YOUR CHOICE. THIS IS THE FASTEST WAY TO STOP YIG If the investigators look into the portal, they see horrific snake creatures wiggle and writhe about inducing the need for a sanity check. 1D10 if they fail.. Maybe they call the police, and if so, Dudley will try to escape. (He will always try to escape of captured) by using a pouch of venom powder and the investigators within 20 feet will need to make a successful CON roll.If they don’t make it, they are stupefied and start dancing and speaking in tongues, if they succeed, they can easily catch the limping Pastor. Yig is in his earliest form, he needs to eat more as he was just born onto the earth. The investigators can make STR, DEX or BRAWL rolls to wrangle up Yig who is very weak at this point. He can be tied up pretty easily. If the investigators fight- Dudley has no armor and 9 hit points. He will try to get away, but can easily die. His speed is 6. Yig is technically a god, but in his weakest form as he was just birthed. He has 3 points of armor and 30 hit points. He attacks twice (Brawl 60% 1d10+2) and has a speed of 12. He can choose to forgo his two attacks and use a special devour attack (Brawl 60%) and swallow an investigator whole. The group will have two rounds to kill Yig before the investigator inside dies.The swallowed investigator may make a some sort of skill roll to exit, however brawl and firearm will need a hard success as the investigator has a hard time moving. Only one investigator can be swallowed at a time, and is immune to taking damage from other investigators. Since I ran this differently, the investigators were already fighting Yig. I had them all make sanity rolls on his turn, losing 1d10 sanity if they failed. Even if the investigators don’t immediately fight Yig, I believe they should make a sanity check. Depending on how the investigators play this out the endings can be slightly different. Either way, the investigators get paid. If Dudley gets away- The police will put out a search for him and thank the investigators. If Dudley is captured- Dudley will reveal that Walters was bit in the Middle East and that Yig made Dudley do everything with mind control and threats to eat him. He is lying and is hanged for his crimes. If Yig is captured- The police call in the government and the Feds take over as if this never happened. All the parishioners are arrested and taken for questioning. Yig is put in a cage and the Feds explain to the investigators that this was all an experiment and offer them a job (to help continue the campaign if you so desire.) If the investigators don’t join, the Feds warn them they will be forever watched. If Yig dies- The same as if he’s captured, except he’s thrown in a box labeled “Specimen Y”. Keepers: If any of these endings don’t fit into your master plans of a long campaign, please change them as needed. If this is a one shot, you can have the Feds gun down everyone, even the parishioners to make sure no one knew what happened. Obviously that’s going to kill the investigators, making this a one shot. Written By Justin From Game On! In the end, my first time players averaged about 4 hours completing this module and they all killed Yig and all killed Dudley. I gave them a sanity reward for a job well done of 2D10+2. I hope you enjoy this module. I have been writing my own crazy concocted Call of Cthulhu adventures for a while, but I wanted to make a game a little more straight forward for newer keepers. I thank my Twitch and IRL friends for play- testing and giving input for the game. I also thank all the Game On! Subscribers and viewers on our YouTube channel for giving me the desire to self publish something. If you’re interested in our YouTube channel, you can view it here! If you have any feedback on the game, please drop us a comment on our email: gameonctyt@gmail.com We also have Twitter! @GameOn_CT Thanks everyone! -Justin Personal thanks to: Nikhendonia @nikhendonia (Twitter/Twitch) Okayest_Healer @Okayest_Healer (Twitch) LTxShocker And all others who tested the game!