commoriom submission v3,16

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    Exavating the Struture under the #e leads to

    the discovery of an ancient tower entombed in ice.

    3igging into The #e-Cho%ed stair!a&uncovers a

    frie7e describing a history of Hyperborea and

    eventually leads to a Cit& "nder the #e. "n a vault

    under the ruins of a library is a crystal that can send

    the mind back in time to the disturbing origins of

    life on earth.

    s the city1s inhabitants begin to awaken they try to

    free their 8Father1, leading to the A!a%ening of

    'n&gathin (hau). The protagonists1 only hope is

    to flee.

    However, even if they escape, the insight granted

    by the crystal may still claim their minds.

    Victory Conditions9ictory in this scenario means realising the horror

    that lies in Commoriom, and surviving it,preferably with the site safely sealed.

    Antagonist ReactionsThe rival Ger)an Expeditionis not a 85a7iexpedition1 in any official sense :there is no such

    thing until the formation of the hnenerbe in &'/; especially the

    esoterically inclined > believed in occult theories of

    the uni2ue :or divine< origin of their ancestors on a

    lost northern continent :referred to as 8Thule1 or

    sometimes 8Hyperborea1 or 8tlantis1 a time

    when the rmitage "n2uiry is in its formative

    stages. "n &'+(, rmitage, Bice and $organ scored

    a victory against the 3unwich Horror and soon 3r

    lbert ilmarth 4oined them following hisencounter with the 86uter 6nes1 in the hills of

    9ermont. Aust a few weeks ago, the =abodie

    %xpedition returned from ntarctica with stories of

    unknown prehistoric life forms and a vast range of

    mountains dotted with strange structures.

    6n his deathbed in &'+', =rofessor Curtis

    $athieson revealed a number of unpublished

    secrets about the &'+ expedition to his colleague

    3r Francis $organ. $organ shared the story with

    =rofessor rmitage and soon they were workingwith =rofessor %thelrod in %ngland to organise a

    follow0up expedition for &'/+. However, in late

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    &'/, word reached them of a rival German

    expedition to the same region planned for &'/& and

    their pro4ect was hastened by a year. -nfortunately,

    this meant 3r $organ was unable to take part, but

    he persuaded Charles Granger, a veteran of the

    $athieson %xpedition, to 4oin.

    *S&)bol+ Ar)itage #n,uir&This symbol defines

    sections that apply only to running the scenario aspart of the rmitage "n2uiry.

    Running Commoriom as astandalone

    This scenario can be run as a standalone adventure

    or mark a dramatic beginning to an ongoing

    campaign.

    The difference is that %thelrod has organised the

    expedition with the ?ritish $useum, independently

    of rmitage and his colleagues, who may have little

    insight into what really happened on the $athieson

    %xpedition.

    *S&)bol+ Standalone This symbol definessections that apply only to running the scenario as a

    standalone.

    Creating the Protagonistsppropriate roles for the expedition include

    archaeologists, geologists, anthropologists,biologists, explosives experts, drill engineers and

    radio engineers. ll team members should be

    healthy and fit, and be capable cross0country skiers

    > represented for game purposes as a minimum

    6utdoorsman rating of & and thletics of /. The

    expedition will also need someone with $edicine

    rating of &D and First id of +D to fill the role of

    medic.

    The expedition leader is highly xenophobic and

    French applicants in particular are not considered.

    *S&)bol+ Ar)itage #n,uir& "f the expedition is

    organised by $iskatonic -niversity, team members

    are likely to be merican, perhaps students or

    professors at the $iskatonic. ?ritish team members

    may have accompanied %thelrod.

    *S&)bol+ Standalone "f the expedition begins inGreat ?ritain it is likely that most of the team

    members would be ?ritish. merican members

    may travelled with Granger.

    Prologue:Candidate Interviews

    Arhaeolog& or Geolog& or Histor&+6verview of several recent polar expeditions 0

    RasmussenEs Thule expeditions :3enmark, &'&+ 0

    present 0 he is currently in %ast Greenland&'+)< was designed to

    attack the great primary problem of the origin of

    the %skimo race.

    The mathieson %xpedition :&'+; or + the %i&&er> arrives in port to

    resupply. %thelrod will refuse to have anything to

    do with them however, the protagonists may

    choose to approach them. 6nboard is a crew of

    seven sailors, a radio engineer and an

    archaeological research assistant. They are in

    regular radio contact with the German team,

    although reception is increasingly patchy.

    The Germans will boast about being the first to

    reach and explore Nthe ruins of ThuleO, about

    having a special right to the heritage of their

    ancestors. The resulting humiliation is a &0=oint!tability test for the protagonists.

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    #nti)idation+The characters can avoid humiliation

    by giving as good as they get. 3-/oint spendallows them to recover & !tability point or tricks the

    Germans into revealing the expedition route from

    GodthLbsf4orden north0northeast :the same route as

    the $athieson %xpedition

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    High, steep cliffs. hales, seals, and some

    icebergs.

    Ianding only possible between Auly and !eptember

    lthough the %vighedsf4orden route to Commoriom

    is slightly longer than the one from

    GodthLbsf4orden, the ascent is gentler, allowing the

    transportation of drilling e2uipment. The route from

    GodthLbsf4orden involves two steep climbs.

    The expedition vessel is met here by a local barge

    that drops off the sleds, sled dogs and mushers :dog

    sled drivers

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    ?elow +UF exposed characters without rctic

    clothing on act as if hurt. ?elow 0+UF, charactersmust make thletics tests :3ifficulty /< to keep

    moving. t 0)UF the 3ifficulty is ) at 0UF the

    3ifficulty is ; and so on. 3ifficulty is increased by

    + if the character isn1t wearing protective clothing.

    Characters who stop moving lose & Health every &;

    minutes or every ; minutes in a bli77ard.

    rctic clothing also gives & point of rmor, but

    increases the 3ifficulty of thletics and Fleeing

    tests > and anything else re2uiring extensive

    mobility > by &.

    tent and small stove effectively raise the

    temperature by +UF. cabin and more powerful

    stove raise it by /UF, /;UF with the stove on full

    power.

    Co))uniations

    %thelrod and the crew of the ship agree to

    communicate by radio twice a day once at *$

    and once at (=$.

    Sledding Teams

    There are three sleds with ten dogs per sled and

    three mushers :or fewer if any =rotagonists are able

    drive a dog0sled

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    must run uphill along the bottom of the canyon on

    gravel and mud, avoiding ice0falls from the glaciers

    overhead. The canyon is about &/ miles long. For

    any =rotagonists who are driving dog sleds this is a

    3riving test against 3ifficulty ;. Failure means that

    one of the dogs is in4ured or the sled is stuck,

    resulting in delays. For dogs this costs & thletics

    pool points.

    Ie 7alls

    s they progress up the canyon, have everyone

    make a !ense Trouble test at 3ifficulty ) to spot ice

    tumbling from a tributary into the path of one of the

    sleds. nyone who succeeds with !ense Trouble

    can call out a warning allowing the driver to take

    evasive action. voiding this re2uires a 3riving test

    against 3ifficulty ; :) if !ense Trouble is passed

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    the creature. %thelrod is not convinced. 3-/oint

    spend inReassurane or :latter&will change hismind.

    s soon as 3r Granger sees the print, he becomes

    extremely agitated and begins muttering to himself.

    Evidene Colletion+ 3-/oint spendallows a

    character to overhear him mutter about a Nmonster

    of the iceO.

    Assess Honest& or /s&hoanal&sis+He doesn1t

    seem to be calming down. 3 /oint spend in

    /s&hoanal&sis+ He may have a phobia or have had

    a traumatic experience in the past that has triggered

    extreme anxiety. Assess Honest& 3-/oint spend+%thelrod also seems somewhat alarmed although he

    is far more in control of himself.

    Evidene Colletion 3-/oint spend+The characternotices that Granger is secretly drinking from a hip0

    flask.

    Hunting the -east

    "f the team attempts to hunt the beast, a 3-/oint1utdoors)an spendis re2uired per day to track iton a wandering route roughly east southeast. fter

    about three days, they will arrive at the scene

    8Graves1. 3uring this trip the hunters mayexperience being spied on by a strange %skimo :see

    cross the "ce, The atcher

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    :irst Aid 6ore4 floating lue7+This general ability

    in this case used as an investigative ability.

    %thelrod is mortally wounded, but he comes round

    briefly. He will tell the protagonist to follow the

    route marked on the map in his personal pack. He

    also warns them that the Nguardian of the temple

    must be placatedO but slips into unconsciousness

    before he can explain how.

    third Reassurane 3-/oint Spendor

    =sychological Triage will get Granger talking. He

    raves and mutters incoherently about Nblond

    %skimoO, Nthe man0eating beast of the iceO, Nthe

    city of evilO, Nthe formless guardian of the templeO

    and %thelrod stealing his whisky. He soon lapses

    into a state of muttering, incoherent catatonia, from

    which, as /s&hoanal&sisindicates, he is unlikely

    to recover without lengthy therapy.

    !thelrod"s Personal !ffets%thelrod left most of his personal possessions on

    one of the sleds. Beliant as they were on %thelrod,

    the rest of the team do not know with certainty the

    route to their goal. They may find this material

    while looking for his maps.

    %thelrod1s possessions include

    Core Clue+ detailed map of est Greenland

    with handwritten markings showing both the

    route taken by the $athieson %xpedition and

    the route planned for the current expedition

    !thelro&s (otes on the "iber #$onis:see

    8%thelrod1s !ecrets1 sidebar the drill in need of

    $echanical Bepair, the "ce melter destroyed or,

    most dramatically, the diesel tanks set on fire. The

    cabin itself may even be set on fire. !ense

    Trouble test against 3ifficulty ; will allow the

    protagonists to hear the culprits > most likely the

    two younger ?lond %skimo > at work. "f someone

    is on watch, success indicates that their approach

    has been noticed.

    Trac+ing the "s+imo1utdoors)an+ 3-/oint spendwill allow tracksto be followed southwest for about three miles from

    the valley edge to a cramped shelter in the snow. "f

    this is attempted at night, this is a 9-/oint spend.

    QK!idebarR

    The &now &helterSene T&pe+6ptional

    Following the tracks will lead to a small igloo, after

    about an hour.

    Anthropolog&+This small type of igloo is typicallybuilt as a temporary shelter for hunting trips, often

    on sea ice.

    Hanging over the doorway is the skull of a bear.

    stone spike has been driven through its nose, giving

    it an almost Bhinoceros0like appearance.

    Anthropolog&+ This may be a totem animal spirit,

    probably to protect the igloo.

    Si)ple Searh+ "nside the igloo are a hearth, foodfor several days, bedding for one, and possible

    spare clothes or a stone spear, axe or knife.

    1utdoors)an+ Tracks of a dog sled can be found

    nearby. 3-/oint Spendis needed per day to trackthem to the homestead.

    The "s+imo %omesteadSene T&pe+6ptional

    bout four days away by dog sled, the clan1shomestead is huddled in a narrow valley in the wild

    mountains near %vighedsf4orden.

    The house is large structure of whalebone and hide

    construct, covered in ice and snow and out of sight

    of the valley. trickle of hearth smoke often

    emerges from a hole in the roof.

    5ear the fire is a makeshift altar and a grotes2ue

    idol. The altar is a 4agged, natural rock. "n front of

    it, is a bowl of blood and the heart of a polar bear,

    sprinkled with tiny flowers. =erched on the altar is asmall, crude whalebone statue of a s2uatting

    creature with tentacles for a face. !eeing this

    re2uires a &0point !tability test, $ythos related.

    Cthulhu 5&thos identifies it as a depiction of

    Cthulhu.

    ll of the surviving members of the clan will be

    here. pproaching without alerting anyone is a

    !tealth test against 3ifficulty *. "f alerted, they will

    flee a strong group or attack a weak one. "f

    surprised, they will be in or around the shelter. "f

    cornered, they will fight fiercely to the death.

    Q?egin !idebarR

    The Blond "s+imoThese natives are, to the best of their knowledge,

    the last of an ancient race that once had great cities

    here. $ost of their civilised culture has been lost >

    they are now simple hunter0gatherers, living harsh

    lives in the more remote parts of Greenland. Their

    ancient religion has been lost and they make theirofferings and prayers to Cthulhu, who they call

    8/ulu.

    =hysically, they look very different from other

    %skimo people, being blond, with long faces,

    elongated ear0lobes and substantial facial hair. They

    wear hoodless, wide0collared parkas with hats.

    They believe that the thing that comes from the ice

    in answer to their song is a 8hite ?ear !pirit1 and

    wear amulets, mistakenly believing that they can

    offer protection from the Gnoph0#eh.

    Anthropolog&+This primitive 4ewellery is an

    amulet depicting a fierce, stylised polar bear and

    possibly intended to offer protection of some kind.

    $iolog&+The pendant looks like polar bear boneand the necklace is decorated with bear teeth and

    claws.

    &lat the Angekok

    This white0bearded man may be in his s. He

    wears a long parka decorated with strange motifsand symbols and an odd, pointed hat.

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    "f -lat is pursued he will mutter incomprehensible

    curses and wave his hands around in a bi7arre,

    intimidating fashion. s a last resort he will attempt

    to defend himself with spells or a knife.

    -lat1s long, colourful parka is decorated with

    a2uatic designs. Cthulhu 5&thos 3-/oint spend+

    The images of odd, octopoid beings dwelling in

    undersea towers on the shaman1s long parka seemto be a depiction of Cthulhu and his race.

    Abilities+ thletics , !cuffling ;, eapons ;,

    Health

    Hit Threshold+ /

    8eapon 0& :knife in fact the upper chamber of a tower.

    "t is assumed that the team will create a shaft of pit

    to reach the tower then excavate the inside of it.

    The #eeper may have to improvise somewhat ifthey take a very different approach. The characters

    may decide to build a shaft next to the tower and

    enter via one of the doors or windows on the

    balcony, or they may simply bore a hole directly

    through the roof.

    Arhaeolog& or Arhiteture+ The roof and floor

    are already partially collapsed.

    Geolog& The tower is black granite gneiss. 3-

    /oint spendestablishes that it appears to be

    extremely ancient, perhaps tens or even hundreds ofthousands of years old.

    Arhiteture The style doesn1t resemble that ofany known architectural tradition.

    "#ca!ating the ChamerSene T&pe+ Core

    0ead-#n+%xcavating the !tructure under the "ce

    0ead-1ut+Clearing the Chamber

    This phase takes +) days.

    5ethods "sable+$anual %xcavation, "ce $elter,%xplosives

    Arhaeolog&orEvidene Colletion+ The remains

    of an unknown metallic device can be found in the

    upper chamber of the tower. n astrolabe,

    planetarium or similar

    Geolog&4 Craft or Arhaeolog&+"t was decorated

    with gold, emeralds and rubies.

    Astrono)& or 3-/oint spend in Arhaeolog&4/h&sis or 5ehanial Repair "t was an opticaldevice of some kind, possibly a telescope.

    Accessing the &tairwaySene T&pe+ Core

    0ead-#n+%xcavating the Chamber

    0ead-1ut+The "dol Thaws, Tunnelling the

    !tairway

    Core Clue+ The struture desends deep into the

    ie-sheet2 There is a se)i-intat stair!a& leadingdo!n2

    This phase takes &+ days.

    5ethods "sable+$anual %xcavation, "ce $elter,

    %xplosives

    pictographs, EbooksE X, map showing location of $t

    9oormithadrethX

    Arhaeolog& orEvidene Colletion+ strangeand grotes2ue ob4ect is uncovered in the ice near

    the top of the stairwell. "t looks like a grotes2ueidol fashioned of some dark, mottled material,

    vaguely toad0like in shape, very dense and about

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    the si7e of a melon. !eeing this re2uires a /0point

    !tability test, $ythos related.

    Cthulhu 5&thos+!tatues of grotes2ue, toad0likeforms are used in the worship of Tsathoggua.

    Geolog& or Che)istr&+The ob4ect is not made of

    any known material.

    "n fact, the ob4ect isn1t a statue at all. "t is a dormantorganism > one of the !pawn of #nygathin @haum.

    6nce uncovered, the spawn will begin to thaw and

    awaken. !ee The #dol Tha!s.

    Arhiteture or Arhaeolog& 6Core lue7+Thereis a stairway descending deeper into the ice.

    Tunnelling the &tairwaySene T&pe+ Core

    0ead-#n+ccessing the !tairway

    0ead-1ut+3escent into the 3epths

    "t takes ' days to reach the ice0free section of the

    stairwell.

    5ethods "sable+$anual %xcavation, "ce $elter,

    %xplosives

    stairwell runs around the inner perimeter of the

    tower. !olidly constructed from granite, most of it

    is still intact. There are places where steps have

    eroded or broken and places where there are gaps.

    Arhiteture+The stairway is constructed in apossibly uni2ue way, with the spiral of the stairway

    growing narrow as one descends and the base of

    one level seemingly supported by the level beneath

    it.

    6n the wall, there is a series of long panels,

    seemingly of ancient ivory, with images and Tsath0

    o hieroglyphs. These tell a history of Hyperborea,

    beginning with the time of construction and going

    deep into the past.

    $iolog&+Confirms the material is ivory. How it gothere from frica or sia is a mystery. 3-/oint

    spendnotes that the ivory must have come from

    unusually large elephants.

    Anthropolog&4 Arhaeolog&4 Cr&ptograph&4

    0anguages4 or Cthulhu 5&thos+ith the help of

    the Tsath0o dictionary, each panel is about a yard

    wide and can be translated in about an hour. Three

    panels are probably excavated in a day. For every

    five panels translated, a 3-/oint spendis needed.

    The content of the panels is as follows&. There are several yards where the panelling

    is blank

    +. The cult of houndeh, the %lk Goddess,

    forbids the worship of the old god

    @hotha22uah. 5ot daring to destroy them,

    the @hotha22uah1s cube0shaped temples are

    barred and locked.

    /. #ing Io2uamethros is on the throne of

    Commoriom, a high city of many spires and

    gardens. @ylac the rchimage, apprentice ofHormagor, is granted 8The !eer1s Tower1 in

    Commoriom

    ). @ylac, uses sorcery to create a tower of

    black gneiss in $hu Thulan

    ;. The cult of houndeh becomes the royally

    appointed religion. great temple is built in

    Commoriom.

    . The wi7ard Hormagor of bormis dies at

    the hands of the !phinx of bormis. The

    town is abandoned.

    *. The great wi7ard @on $e77amalech

    disappears mysteriously in $hu Thulan.

    (. #ing $ennamethros of Commoriom gives

    @on $e77amalech a tower in Commoriom,

    now called 8The !eer1s Tower1

    '. @on $e77amalechparts the northern seaand leads the army of #ing =harogill of

    $hu Thulan there to plunder the treasures

    of athousand sunken galleys&. @on $e77amalech has a tower of copper

    built in $hu Thulan

    &&. The hite !ybil of =olarion, a strange

    woman from the realms of ice, foretells an

    undescribed and abominable doom for all

    mortal beings who dare to remain in

    Commoriom

    &+. Zueen Iuthomne takes the throne of

    Commoriom. !he hold ecclesiastical courts.

    !he builds a high tower in Commoriom,

    which takes thirty years.

    &/. !econd city is built called -7uldaroum

    &). The Beign of #ing Hom2uat begins in

    Commoriom

    &;. Founding of Commoriom

    &. City called 8Iomar1 settled by people from

    @obna in the north

    &*. %arly humans build temples to @hotha22uahthe old god of Hyperborea, in imitation of

    the sub0human 9oormis

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    &(. The 9oormis are driven away. They

    congregate around $t. 9oormithadreth

    &'. 3escendents of tall, thin antehumans leave

    homelands in -ltima Thule in the north and

    arrive in Hyperborea.

    +. Cold causes the gradual decline of the

    9oormis civilisation

    +&. 9oormis build a settlement at Commoriom

    including a cube0shaped temple to

    @hotha22uah

    ++. The gods "tha2ua and phoom @hah cause

    the continent to get steadily colder. realm

    of glaciers gradually grows in the north.

    +/. @hotha22uah destroys the colony of serpent0

    men. Their former slaves, the 9oormis, are

    free and begin to establish their own

    civilisation on Hyperborea with@hotha22uah as their primary deity.

    +). !erpent0men survivors from sinking of the

    continent of 9alusia, found a colony in

    Hyperborea, bringing 9oormis as slaves and

    food source

    t the end of this phase :where does this occur in

    terms of the panelsX

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    The organism will scuttle across the ground on

    many limbs and attempt to escape, probably at

    night. "t can escape through holes smaller than &

    inch diameter, although such a small orifice would

    take it two minutes to oo7e through. %scaping under

    the sides of tents won1t present much problem nor

    will getting through the interior door of the cabin.

    The door and walls of the cabin are well protected

    against the elements and it will take a couple of

    minutes to pass through the keyhole.

    QdefineK map layout of cabinR

    This creature will attempt to hide among the

    outhouses and e2uipment and ambush a lone human

    as they wander outside. "f necessary it might enter

    the cabin and attack a lone sleeping host.

    The spawn will attempt to enter unconscious or

    subdued host, smothering their sounds as it forces

    itself down their throat and takes up residence intheir body.

    -nless one of the =rotagonists unwittingly sets

    himself up as an obvious target, the spawn should

    attack a non0player character one of the mushers or

    Germans :if present the amount of damage they take only determines

    the amount of time it takes for their Health to get

    above and able to act once more. Fire damage

    does not heal in this way, nor damage from magical

    or chemical attacks.

    3ue to the hominid strain in its ancestry, the spawn

    has an affinity for human biology and can live

    inside a human being, substituting natural

    biological functions with its own. They can attempt

    to subdue a target and then enter the body via an

    orifice :probably the mouth

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    sometimes confused about normal behaviour and

    culture. Assess Honest&will notice something isamiss if the host is observed closely or interacted

    with.

    Suffoate+The creature can use a limb to sei7e avictim around the neck or simply smother with its

    viscous body. pply the 3rowning and !uffocation

    rules :Trail of Cthulhu rulebook =(

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    stone door scattered around it. The doorway leads

    to The 0ibrar&. The passage continues for asimilar length before reaching a second doorway.

    This door is intact and open. =assing through the

    doorway leads to The High Streetwhere one can

    turn left or right.

    Closing the door for the first time is an thletics

    test against 3ifficulty &; and re2uiring tools to usefor leverage. For subse2uent attempts, it is

    3ifficulty &+.

    Exavation

    allsX CobblesX ncient 3oorsX

    High Street

    From the "ce Corridor this can be followed left and

    slightly uphill or right and slightly downhill. The

    left branch terminates in a wall of ice and rock after

    some + yards. The right branch leads to TheS,uare.

    The street is wide and the forms of ancient homes,

    towers, sidestreets and so on can be glimpsed along

    it1s length offering a haunting vista of a primordial

    city imprisoned in ice.

    The walls are wet and pitted with narrow fissures.

    There are also walls of huge stone blocks, with

    what appear to be doorways and window spaces.

    =rehistoric plantsX

    Exavation+ 39 hours

    %xcavation of the fissures reveals they are channels

    leading into the ice.There are also fissures behindthe walls, doorways and windows. ?uried deep in

    the ice, eventually another hibernating spawn will

    be found. $ore of these can be found with a few

    more hours of excavation.

    The S

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    E!peaking with @hotha22uah as his !tatueE. =ossibly

    a spell to call dukwa from the icy wastes.

    /ibrary Eault

    Core Clue 6:loating7+The E&e of "bbo-Sathla

    This chamber is accessible only if the %ye of -bbo0

    !athla has not been located elsewhere.

    nother historical frie7e is carved across the stone

    walls of this circular chamber. pale stone about

    the si7e of a small orange :The %ye< is mounted on

    a plinth in the middle of the room.

    The "ye of -o*&athlaThe finding of %ye of -bbo !athla is a FI6T"5G

    event, in that it is discovered wherever the

    =rotagonists excavateCthulhu 5&thos+ccording to the ?ook of %ibon,@on $e77amalech possessed a cloudy scrying stone

    called 8The %ye of -bbo0!athla1

    3This ,i4ar&0 ,ho ,as mighty among sorcerers0

    ha& foun& a clou&y stone0 orb-like an& some,hat

    flattene& at the en&s0 in ,hich he coul& behol&

    many $isions of the terrene past0 e$en to the !arth5s

    beginning0 ,hen Ubbo-Sathla0 the unbegotten

    source0 lay $ast an& s,ollen an& yeasty ami& the

    $aporing slime . . . ut of that ,hich he behel&0 )onMe44amalech left little recor&6 an& people say that

    he $anishe& presently0 in a ,ay that is not kno,n6

    an& after him the clou&y crystal ,as lost.3

    9isions of the past, initially back to sorceror, then

    4umps to @$. Then barrier then 4umps into past all

    the way back to -! and tablets. lso addictive and

    leads to disillusionment with present0day reality

    which appears to be unreal. "dentification with @$

    then once past EbarrierE disidentification and loss of

    selfhood. To onlookers, perhaps enters comatose

    state, then a while later suddenly leaves and

    disappears :if somehow followed, seems to have

    killed self

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    Hypothesis1 ) !erpent people in oth genetically

    engineer simians into land and a2uatic

    hominids to serve as slaves

    lose 7 Stability89 Sanity.

    /illars of Sanit& s)ashed+Family,Human 3ignity and 9alue, Beligion.

    Drives lost+nti2uarianism, Thirst for

    #nowledge

    ;& > ;+ !erpent people civilisation wiped out by

    rise of dinosaurs

    lose ; Stability89 Sanity

    ;/ > ;) !hoggoth rebellion defeated

    lose ; Stability89 Sanity

    ;; > ; !erpent people kingdom of 9alusia

    lose ; Stability89 Sanity

    & > + Cataclysm raises BElyeh, arrival of

    Cthulhu. ar of Cthulhu and %lder Things

    lose < Stability8: Sanity0

    Drives lost+nti2uarianism, Thirst for

    #nowledge

    / > ) %lder thing experiments create vertebrates

    lose 7 Stability89 Sanity.

    /illars of Sanit& s)ashed+Family,

    Human 3ignity and 9alue, Beligion.

    Drives lost+nti2uarianism, Thirst for#nowledge

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    ; > Tablets of the %lder Gods

    lose 7 Stability89 Sanity.

    Drives lost+nti2uarianism, Thirst for

    #nowledge

    Q!idebarR

    Antagonist Reactions of

    the &pawnThawing

    s soon as the protagonists enter Commoriom, the

    spawn will begin to gradually thaw and awaken.

    Evidene Colletion+

    &. Temperature rising

    +. $elting thawing of ice, water collecting,

    dripping, rivulets,

    /. Holes growing larger pitting of ice

    Someone"s ,issingF

    "s there a screamX !ense Trouble

    5on0=layer Character working or moving alone

    in the city ruins is noticed to me missing. fter a

    search, they are found unconscious.

    %vidence Collection blood nearby, attempts to

    cover the blood, or snow used to clean blood, blood

    on clothingForensics blood on clothing suggests bleeding

    from face and anus

    $edicine

    ,ore Thawing

    &. ?lack oo7e dripping from holes in High

    !treet or one of the Cul de !acs

    +. hen revisited the oo7e is gone "f a sample

    is taken the container is later found broken

    or overturned and the sample missing

    A Protagonist is Attaked

    Besult of & or + on !ense Trouble test 0 character is

    automatically infested and has no recollection. 6r

    too meanX lternative is event occurs out of view

    of other characters

    !ense Trouble test against 3ifficulty to catch

    glimpse of movement or sound :could be

    anywhere when prompted to do

    so > the growing influence that the spawn has over

    them. This can be handled in much the same way as

    roleplaying insanity. Qor make them think it is

    insanityR

    ,utiny of the Infested6nce fully under the control of the parasitic spawn,

    the infected character will secretly seek to awaken

    #nygathin @haum at The AunctionKThe !2uare or

    rouse more spawn using the ice melter, fire,

    excavation tools or if, necessary, explosives. This

    should not occur until the team has found The %ye

    of -bbo0!athla.

    ttempt to sabotage escape route

    6r draw others inside first

    -se of explosives%xcavation of spawn tunnels

    "f it appears that defeat threatens, the spawn will

    attack from within the host body. The eyes will roll

    back and turn black, sticky black tendrils will shoot

    from the nose and mouth and strike anyone in

    range. !tability test, surprise.

    -lak Doom

    Bun as modified Chase. 3efine =rotagonistEs head

    start from & to & with each unit of 3istancerepresenting perhaps +; yards. "f a =rotagonist

    passes an thleticsKFleeing test, add & to 3istance.

    hen a pursuing spawn passes they subtract &

    :check consistency with 5?

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    from Cul0de0!ac &, which will have to be killed or

    delayed.

    How to define when they reach various landmarks? eg!ul"de"#ac $% &ase of shaft% surface etc

    'nly one roll for group of spawn

    ?y those rules it will be hard for them to escape.

    Give them opportunities to create delays 0knockdown obstacles, pull closed doors, use explosives

    to cause collapse of ceilings or stairs, use fuel to

    create fire barrier. hat elseX spending

    rchitecture =oints, %xplosives =oints, Geology

    points. Iighting flamethrower fuel.

    However, this will only ever create a delay. $ore

    are coming :3istance of / behind leaders< and

    behind them can be heard something larger

    crashing :3istance of * behind