Download - Commoriom Submission v3,09
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A Submission for
Trail of Cthulhu
Commoriom
"I have yet to translate the terrible and
abominable legend telling how a certain doughty
citizen of Commoriom returned to the city after
its public evacuation, and found that it was
peopled most execrably and numerously by the
fissional spawn of Knygathin Zhaum, whichpossessed no vestige of anything human or even
earthly" ! he #amily ree of the $ods, Clar%
&shton 'mith
The protagonists are members of an expedition to
excavate an ancient settlement buried beneath the
Greenland ice. Faced with conflict within and
without, the expedition degenerates into a struggle
to survive as the team members realise that some
archaeological sites should not be disturbed and
some truths should not be revealed.
This scenario is inspired by the Hyperborean Cycle
stories of Clark shton !mith, particularly The
Testament of Athammaus andUbbo-Sathla. "t is
recommended that the #eeper reads these short
stories before running this scenario. The story of
the $athieson %xpedition is told in the Call of
Cthulhuscenario Trail of Tsathogguaby the late
#eith Herber and published in the supplements
Trail of Tsathogghua, &'() and The Compact Trail
of Tsathoggua, &''*.
The Hook"n &'+, an archaeological team from $iskatonic
-niversity found evidence of an ancient settlement
beneath an ice cap in a remote valley in the
mountains of est Greenland. The protagonists are
members of a &'/+ follow0up expedition to
excavate the site.
The Horrible TruthThe archaeological site dates to the dawn of
humankind. "t is the ruin of Commoriom, the first
capital of the lost civilisation of Hyperborea, which
thrived before the last ice age. %ntombed in the cityis an ancient device that grants visions of the
disturbing origins of life on earth, along with a
dormant, monstrous race descended from
Tsathoggua.
The SpineThe protagonists attend a Briefing in which their
expedition leader, 1rofessor %thelrod, reveals
suppressed evidence of an unknown civilisation
from the $athieson %xpedition of &'+.
The team members voyage to Godth2b, Greenland
where they can confront a Rival Expeditionfrom
Germany. They land in Evighedsfjorden , and
make an arduous overland trek. Tensions increase
between %thelrod and Granger, another veteran,
who is struggling to conceal his alcoholism. fter a
strange footprint is found in the snow, an argument
between %thelrod and the drunken Granger ensues
leading to The Death of Ethelrod. From %thelrod
they can ac3uire a dictionary of the lost Tsath-Yolanguage.
The team receives A Call for Helpfrom the crew
of the German base ship, which has lost contact
with the overland team, giving the protagonists a
moral dilemma.
The team finds evidence that strange0looking
%s3uimaux are watching them. 4ear the site valley,
the protagonists can discover Human Remainsof
the German expedition after being attacked by an
unknown animal. mong their belongings are aninterpretation of glyphs that seem to refer to the
history of the site. The protagonists can use
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%thelrod5s dictionary to give a more accurate
understanding.
Arriving at the Site, the protagonists have several
areas they can investigate. There is a Cube-Shaped
Templewith walls inscribed with a history of the
pre0humans who first settled there. 4earby, the
remains of the last members of the German
expedition can be found in what appears to be a!re. 6n the valley floor, a "!sterious Stru#ture
is visible under the ice.
mysteriousBeast of the $#e Sheetattacks the
team. They may be able to link it with the clan of
Blond Es%uimauxthat has been following them,
and which they may choose to confront.
Ex#avating the Stru#ture will lead to the
discovery that it is the upper0part of an ancient
tower with a partially intact stairway. 7igging into
The $#e-Cho&ed stair'a!uncovers a frie8edescribing a history of Hyperborea and a strange
toad0shaped lump that appears to be a statue or idol.
This dormant, parasitic organism can awaken and
attempt to infect a team member.
Further digging reveals a fissure that expands into a
navigable ice0tunnel and eventually leads to a Cit!
(nder the $#e. $ore artifacts may be found
including The Elder )ens*which can send a
viewer5s mind into the past, eventually to the
disturbing origins of life on earth.The city5s inhabitants begin to awaken. They
attempt to trap the humans under the ice and free
their 9#ing5, potentially leading to the A'a&ening
of +n!gathin ,haum. The protagonists must
prevent this and escape.
Victory Conditions:ictory in this scenario means realising the horror
that lies in Commoriom, and surviving it,
preferably with the site safely sealed.
Antagonist ReactionsThe rival erman Expeditionis not a 94a8i
expedition5 in any official sense ;there is no such
thing until the formation of the hnenerbe in &'/ especially the
esoterically inclined > believed in occult theories ofthe uni3ue ;or divine= origin of their ancestors on a
lost northern continent ;referred to as 9Thule5 or
sometimes 9Hyperborea5 or 9tlantis5=. The purpose
of the expedition is to 9reclaim the ruins of Thule5
for Germany.
!eeing themselves as cultured and honourable men
of science, they are mostly non0aggressive towards
their rivals. However, political relations with
?ritain and the -! are tense and the Germans
subscribe to a supremacist ideology that seems to@ustify the most ruthless behaviour ;as history
testifies=. They could become openly hostile if
provoked or if their goals are obstructed. nd if an
opportunity presents itself to glorify the Fatherland
at the expense of other nations, they may take it.
6nce they have lost contact with their forward
expedition, the surviving members are more
pleasant and cooperative. They seek to persuade the
%thelrod %xpedition to delay the dig in order to find
the missing Germans.
The ?lond %s3uimaux ;see below= will hold a
special fascination for them. %ven more so, a device
that allows them to see the 9glory of their ancestors5
and access the 9truths of the ncients5 might be
enough to tempt them to betray or attack the
%thelrod %xpedition.
The strange, Blond Es%uimauxare among the last
direct descendants of the original Hyperboreans left
in Greenland. Their shamans have long warned of a
terrible cursed city that would one day overrun theworld with evil and the clan seeks to drive all
intruders away or destroy them. They are
vulnerable and few in number and must rely on
stealth, local knowledge, and their ancient songs for
calling the Gnoph-kehfrom the icy wastes.
The third group of antagonists are the Spa'n of
+n!gathin ,haum> descendants of Tsathoggua
with a kinship to the formless spawn ;and less
visibly to the pre0human :oormis=. The presence of
human beings will cause them to begin to awake
from their aeon0long hibernation. To them, humanbeings are both unwelcome invaders and a food
source. Their kinship to humans allows them to
parasiti8e them, and take control of their minds.
They will attempt to trap the humans under the ice
to present them as a gift for their #ing > #nygathin
Ahaum. They are stealthy, intelligent and mobile
and will attempt to lure humans into becoming
infected, until they have the numbers and access to
e3uipment needed to order to hasten the awakening
and liberation of their father.
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Running Commoriom withthe Armitage Inquiry
This scenario takes place in $ay &'/+ > a time
when the rmitage "n3uiry is in its formative
stages. "n &'+(, rmitage, Bice and $organ scored
a victory against the 7unwich Horror and soon 7r
lbert ilmarth @oined them following his
encounter with the 96uter 6nes5 in the hills of
:ermont. "n &'/&, the 1abodie %xpedition returned
from ntarctica with stories of unknown life forms
and a vast range of mountains dotted with strange
structures.
6n his deathbed in &'+', 1rofessor Curtis
$athieson revealed a number of unpublished
secrets about the &'+ expedition to his colleague
7r Francis $organ. $organ shared the story with
1rofessor rmitage and soon they were working
with 1rofessor %thelrod in %ngland to organise afollow0up expedition for &'//. However, in late
&'/&, word reached them of a rival German
expedition to the same region planned for &'/+ and
their pro@ect was hastened by a year. -nfortunately,
this meant 7r $organ was unable to take part, but
he persuaded Charles Granger, a veteran of the
$athieson %xpedition, to @oin.
.S!mbol/ Armitage $n%uir!0This symbol defines
sections that apply only to running the scenario as
part of the rmitage "n3uiry.
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!mbol/ Standalone0 This symbol defines
sections that apply only to running the scenario as a
standalone.
Beginning the Expeditionppropriate roles for the expedition include
archaeologists, geologists, anthropologists,
biologists, explosives experts, drill engineers andradio 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 leader is highly xenophobic and French
applicants in particular are not considered.
Scenes
BriefingS#ene T!pe/Core ;"ntroduction=
)ead-1ut/1reparations, The tlantic :oyage
Core Clue/ Ethelrod and ranger &no' the
route to the ar#haeologi#al site2
.S!mbol/ Armitage $n%uir!0The briefing takes
place in a seminar room at the rchaeology
7epartment of $iskatonic -niversity. ssociate
1rofessor Francis $organ is a self0assured yet soft0
spoken field researcher in his early /s, whoexpresses regret at being unable to attend the
expedition due to it being brought forward by a
year. He introduces expedition leader 1rofessor
%thelrod, a renowned linguist from Cambridge and
veteran of the $athieson %xpedition
Ar#haeolog!/7r $organ has a good reputation as
a scientist, adventurer and a man of integrity. 3-
oint spend/ "t is also rumoured that he has
previously been involved in expeditions and
research of a rather unconventional and slightlycontroversial nature.
.S!mbol/ Standalone0The briefing takes place in a
basement seminar room of the ?ritish $useum. 7r
Granger has crossed to tlantic to @oin the team.
Ethelrods Presentation
tall, distinguished0looking man in his
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"n $ay &'+, the $athieson %xpedition of
$iskatonic -niversity investigated a stone wall of
impressive dimensions found in the Helheim
Glacier on the east coast of Greenland.
He passes around a photograph of the stone block
with the expedition ship alongside. "t appears to be
about / wide and approaching + feet high. "t is
dominated by a carving of a human figure with acurved blade, bending over some kind of slain
animal. Cthulhu "!thoswill allow the viewer to
recognise the figure as consistent with inhabitants
of legendary Hyperborea as described in theLiber
Ivonis,for example.
1ictographs found on the wall seemed to describe a
large and ancient settlement in the estern
mountains. %thelrod led a trip overland in search of
the site of the settlement. The team found itself
attacked by a large polar bear that stalked them into
the mountains, leaving several members of the team
dead or in@ured. However, they found a site with
evidence of former habitation, including remains of
a religious site and tantalising evidence of a ma@or
structure underneath the thick ice cap.
He produces a photograph of a vaguely circular
shadow beneath a thick ice sheet.
The expedition ended rather abruptly after several
team members were killed or in@ured by a
combination of climbing accidents and attacks fromthe bear.
The site was of such significance that the team
agreed not to release full information until a second
expedition could investigate it fully. The ill health
and death of 1rofessor Curtis $athieson in &'+'
delayed a second trip under consideration.
However, $iskatonic -niversity has been working
closely with 1rofessor %thelrod to organise a
second expedition, which was originally planned
for the spring of &'//, but plans were rushedforward, when it was learned that a team from
Germany planned to investigate the same area in
the prior year. Begrettably, this meant that 7r
$organ could not take part as planned due to his
commitment to the upcoming 4ew $exico dig.
1rofessor %thelrod stresses his 3ualifications as a
hard0nosed scholar not prone to flights of fancy or
bi8arre speculations. However, there were many
things he experienced that shocked him and caused
him to reconsider ideas about the world. He
believes that what they found in the Greenland ice
were remains of a lost prehistoric civilisation,
perhaps hinted at in Greek myths. He suggests that
while he cannot reveal everything @ust yet, team
members will similarly be shocked by what they
see. $oreover, there may have to face physical
dangers too.
He introduces Charles Granger, a red0haired, red0
faced man of around /, a second veteran of the
$athieson %xpedition who will be @oining them on
this trip..S!mbol/ Armitage $n%uir!01ral Histor! 3-
oint spend/ There are rumours that 7r Granger
has a drink problem.
%thelrod asks each team member to introduce
themselves and assigns roles.
The team will depart in three weeks on a research
vessel. The voyage to Godth2b will take days.
.S!mbol/ Armitage $n%uir!0The expedition ship
is thearlena, the same $iskatonic0ownedgeological research vessel used in the &'+
expedition. "t will depart from ?oston.
.S!mbol/ Standalone0The expedition ship is the
!eatrice, an rctic research vessel leased by the
Boyal Geographical !ociety. "t will depart from
!outhampton. The two vessels are otherwise treated
the same.
6nce resupplied, the ship will sail north to
%vighedsf@orden, where it will disembark and use
dog sleds and a snow tractor to the site, via alonger, but more accessible route than the first
expedition.
6nce at their destination the team will expose the
site using a drilling rig, blasting e3uipment, an
electric ice melting machine, and other e3uipment.
Team members will be armed with rifles to protect
themselves from dangerous animals.
%thelrod asks each team member to introduce
themselves and assigns roles.
Assess Honest!/Henry %thelrod is reserved,
somewhat aloof and doesn5t give much away.
Ar#haeolog! or Anthropolog!/ ccording to the
expedition report, the team made transcriptions of a
number of carvings on a large stone slab found at
the face of Helheim Glacier on the east coast.
rchaeologists have subse3uently associated these
carvings with a Greenlandic colony of the extinct
7orset Culture. 3-point spend/!ome odd artifacts
featuring strange figures wearing hoodless parkas
with tall collars and women with large hairstyleswere found on Cape 7orset on ?affin "sland in
&'+. "t is generally thought that the Greenlandic
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7orset culture is limited to the north0west coast of
the island.
Biolog! or 1utdoorsman 3-oint spend/1olar
bears are mostly found in coastal regions in the
north and east of Greenland > they are largely
unknown in the mountains although females with
cubs are sometimes found in coastal mountainous
areas in the north.
Questions and Answers
%thelrod will ask if there are any 3uestions. He may
provide the following additional details and any
others the #eeper deems appropriate.
D $athieson remained onboard ship, due to health
problems. He died of a heart condition in &'+'.
D The top of the structure was estimated to be under
at least &
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six days sail north of ?ritain, and near the fro8en
sea. He claimed that people keep bees in this place
and in summer, nights are only two or three hours
long. "t5s not clear whether he is referring to
"celand, Greenland, 4orway or somewhere else
altogether.
The ncient Greeks also tell of the Hyperboreans
who live beyond the north wind ;the literal meaningof 9Hyperborea5=. Their land was perfect, with the
sun shining +) hours a day, and the people free
from war, disease and old age and always happy.
The people were blond and very tall. Hyperborea
has variously been located in north0east sia,
estern %urope or ?ritain. "n the &*th Century,
some !candinavians identified their own land as
Hyperborea.
?y the late &'th and early +th Century, the idea of
ThuleIHyperborea as a lost continent ;possibly the
same place as tlantis= had become popular in
certain %uropean occult circles, including
Theosophists, and German vJlkisch ;nationalist=
groups.
ccording to the!ook of "ibon> a book of
allegedly Hyperborean origin > the original capital
was Commoriom and known for its marble and
granite buildings and lofty spires.
The &athieson E'pedition of ()*+
)ibrar! (se/ The information on the $athieson%xpedition report, the 7orset Culture and the
distribution of polar bears described in theBriefing
can be uncovered in a good0si8ed academic library
by substituting point spends in Kibrary -se.
The #erman E'pedition
Finding out more about this expedition is very
difficult as there is nothing published about it
publically. Reassuran#e or 6latter! will get 7r
$organ or 1rofessor %thelrod to reveal that an
associate of %thelrod5s, 7r !ummers of %dinburgh
-niversity, heard a reference to this at an
international archaeology conference in 1aris last
year. $oreL
,utdoor Trainin$
:arious independently sourced courses in outdoor
skills may grant a protagonist up to + dedicated
pool points in thletics or 6utdoorsman, to be used
in rctic and !ubarctic environments.
The Atlantic VoyageS#ene T!pe/6ptional, Transition
)ead-$n/?riefing, 1reparations
)ead-1ut/Godth2b
This is an opportunity to roleplay various
interactions between player characters as they get to
know one another and their leader.
The voyage for Godth2b takes six days, giving the
1rotagonists plenty of time to get to know the other
members of the team or to read in their cabins ifthey prefer.
n thletics test against 7ifficulty / is re3uired
avoid seasickness. The effect is the same as being
Hurt and lasts for +) hours.
M?egin sidebarN
The CrewThe ship5s crew consists of the Captain, First $ate,
Chief 1etty 6fficer and a crew of ( sailors.
Captain -ames &acAllen
tall, lean, dour man who looks older than his ) without a map, a compass or in
poor visibility will re3uire 6utdoorsman spends in
order to progress in the correct direction.
Ar#ti# travel on foot
Cross0country skiing costs ) thletics, Fleeing or
Health per day in these conditions. ithout skis the
speed is halved.
Travel b! dog-sled
This re3uires 7riving ;7og !led= in addition to the
costs above. 7og teams will use thletics pool
points ;or Health once these are depleted= each day,
/ points are replenished at the end of the day if thedogs are rested and well0fed.
Effe#ts of Climate
s long as they are wearing rctic clothing, the
characters will suffer no ill effects from the
temperature here at this time of year ;averaging
around +RF in the day and &RF at night=. ithout
protective clothing, 1rotagonists should be treated
as Hurt. 4ote that rctic clothing also provides &
point of rmor.
Communi#ations
%thelrod and the crew of the ship agree to
communicate by radio twice a dayO once at *$
and once at (1$.
Sleddin$ Teams
There are three sleds with ten dogs per sled and
three mushers ;or fewer if any 1rotagonists are able
drive a dog0sled=.
(&ale%
stocky "nuit with bad teeth who seems to show
them off with his smile almost all the time.
pproaching middle age, he is an expert hunter and
outdoorsman. He speaks "nuit and 7anish.
Abilities/thletics , 7riving ), Firearms (, Health
, 6utdoorsman
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Hit ThresholdO )
Alertness "odifier/E&
4eapon/0+ ;fists=, 0& ;knife=, E& ;rifle=,
Armour/0& vs any ;rctic clothing=
Sled Dogs
Abilities/thletics &+, Health
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Hit Threshold/)
Alertness "odifier/E+
4eapon/E& ;claw=, E ;bite=
Armour/0)
The Clim" to the Ice &heetS#ene T!pe/Core, Challenge
)ead-$n/%vighedsf@orden Glacier)ead-1ut/cross the "ce, Graves
This day begins with an even more difficult climb
up a broken, icy slope onto the ice sheet above.
!omehow, the sleds, the tractor and their loads need
to be raised onto the ice sheet. 6ne method ;both
%thelrod and 1utdoorsmanwill suggest this= is
that most members of the team climb the slope on
foot, carrying ropes, ;a 7ifficulty / thletics test,
with failure resulting in a damage roll at 0+=. 4ext,
the team pulls various loads up using the ropes.%ach of these steps re3uirepigg'backe$thletics
tests against various difficulties, with failure
resulting in a retry and a loss of & Health > at the
#eeper5s option, a result of & might result in a
tumble and damage for whatever load is being
pulled up the slope. The dog teams are led up
;7ifficulty /=, then the humans and dogs together
pull the tractor up ;7ifficulty if a 1rotagonist
can drive it, they will also need to make a 7riving
test against 7ifficulty < to avoid problems as above.
Then tractor, humans and dogs bring up fourregular loads ;7ifficulty /= and the drill ;7ifficulty
)= on sleds.
The entire process will take at least / or ) hours and
by the end of it, the players themselves should be
feeling tired.
Following %thelrod5s directions, the team can spend
the last hours of the day sledding in a south0easterly
direction across the ice0sheet, before camping for
the night.
1utdoorsman or Eviden#e Colle#tion 3-oint
spendO Karge, strange footprints can be seen in the
snow, perhaps distorted by melting. ;"f none of the
protagonists finds it then one of the mushers does.=
1utdoorsman or Biolog!/ The prints appear to be
those of a large carnivoreQ however, an extended
claw in the middle of the foot shows that this
wasn5t a bear. "n fact, they don5t belong to any
identifiable creature. 3-oint spend/There is
something very strange about the gait. 5-oint
spend/The bi8arre pattern of prints would almostseem to imply that it was moving on six legs some
of the time.
Cthulhu "!thos or 1ral Histor!/This may be
the legendary six0legged beast of the rctic, called
Gnoph-keh. The mushers know these stories.
They become 3uite excited and Tiria3 refuses to
continue. %thelrod struggles to convince him. 3-oint Reassuran#e spendwill suffice. "ncontrast -kale3 and to a lesser extent !Srensen
want to hunt and kill it. %thelrod is notconvinced. 3-oint Reassuran#eor6latter! spendwill change his mind.
s soon as 7r Granger sees the print, he becomesextremely agitated and begins muttering to
himself about the unspeakable beast of the icesheet.
Assess Honest! or s!#hoanal!sis/He doesn5t
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 triggeredextreme anxiety. Assess Honest! 3-oint spend/
%thelrod also seems somewhat alarmed although he
is far more in control of himself.
Eviden#e Colle#tion 3-oint spend/The character
notices that Granger is secretly drinking from a hip0
flask.
Huntin$ the /east
"f the team attempts to hunt the beast, a 3-oint
1utdoorsman spendis re3uired per day to track it
on a wandering route roughly east southeast. fter
about three days, they will arrive at the sceneO
9raves5. 7uring this trip the hunters may
experience being spied on by a strange %skimo ;see
cross the "ce, The atcher=.
The 'eath of EthelrodS#ene T!pe/Core
)ead-$n/The Climb to the "ce !heet
)ead-1ut/ Call for Help
Core Clue/ The route to Commoriom
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hen the team sets up camp for the night, %thelrod
discusses techni3ues for avoiding crevasses and the
route ahead. Granger meanwhile has retired to the
tent.
t the end of the evening, %thelrod retires. gain,
3uarrelling can be heard from the tent he shares
with Granger. "t escalates, there is shouting, sounds
of a struggle, then suddenly, a gunshot.nyone entering the tent will find Granger sitting
bolt upright on his camp bed, deliriously talking to
himself and obviously intoxicated. %thelrod5s still
smoking pistol lies on the floor and %thelrod lies
near it, mortally wounded.
"f anyone enters the tent suddenly, Granger will
grab for the gun and attempt to hold them at bay.
He will shoot anyone who gets too close.
Reassuran#e/Granger calms down and lowers the
gun. 3-oint spendor successful 1sychological
Triage ;Trail of Cthulhu rulebook p*'= convinces
him to relin3uish it.
successful First id test against 7ifficulty ) will
revive %thelrod and make him comfortable enough
that he can talk. He will tell the protagonist to
follow the route marked on the map in his personal
pack ;#ore* floating #lue=. He will also warn them
not to enter the temple in the valley without first
reciting the rite of placation found within the pages
of his notes on theLiber Ivonis.
nother Reassuran#e 3-oint Spendor
1sychological Triage will get Granger talking. He
raves and mutters incoherently about blond
%s3uimaux, the man0eating beast of the ice, the
city of evil, the formless guardian of the temple
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.
Ethelrods Personal Effects
%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.
%thelrod5s possessions includeO
Core Clue/ detailed map of est Greenland
with handwritten markings showing both the
route taken by the $athieson %xpedition andthe route planned for the current expedition
"thelro$(s )otes on the Liber Ivonis;see
9%thelrod5s !ecrets5 sidebar=
Clue 7ipe8/A &reliminar' Interpretation of
the Tsath-Yo Language ;see 9%thelrod5s
!ecrets5 sidebar=
&ictographs in the Temple of the *oth-A++ua
;see 9%thelrod5s !ecrets5 sidebar=
M?egin !idebarN
Ethelrods Secrets
Ethelrod=s 9otes on the )iber $vonis
)anguage/%nglish
S&im/+ hours
ore/+ hours
These handwritten notes were written in the late
&'+s, based on the Katin version of the!ook of
"ibon. %thelrod5s notes focus on language, the
geography, history and culture of Hyperborea, the
pre0human oormisand the worship of their god
*hotha++uah.
S&immingthis provides & dedicated pool point to
be used for 6ccult, nthropology or Cthulhu
$ythos spends relating to Hyperborea and
Tsathoggua. oringover it provides another +
dedicated pool points.
A reliminar! $nterpretation of the Tsath->o
)anguage* b! Henr! Ethelrod and Curtis"athieson
)anguage/Tsath0o to %nglish
S&im// hours
ore// hours
%thelrod and $athieson compiled this provisional
dictionary and grammar of the Tsath-Yo
heiroglyphic language based on their work prior to
the &'+ expedition and the glyphs they found in
Greenland. 6nce S&immed, this book can be used
as a reference, with sufficient time and pointspends, texts written in Tsath0o can be translated
with a reasonable level of accuracy. oringover it
grants + dedicated pool points in Kanguages ;Tsath0
o=.
i#tographs in the Temple of ,oth-A%%ua
)anguage/%nglish
S&im/+ hours
This contains %thelrod5s translations of a set of
Tsath0o hieroglyphs found on the walls of a
temple in the valley of Commoriom. He describes
the pictographs as being of a more primitive type
than previously seen and postulates that it was
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created by a people he calls 9oormis(and that the
Hyperboreans adopted this language and refined it.
Anthropolog! or Ar#haeolog!reminds the reader
that such notions don5t correspond with accepted
human prehistory.
people called oormiscame to this fertile
valley from far to the south and built a city
dedicated to their god*oth-A++ua. Cthulhu"!thosidentifies this as Tsathoggua.
The temple was consecrated by summoning one
of Aoth033ua5s children to guard it. The high
priest was then ceremonially sealed alive in the
burial chamber behind the altar. Cthulhu
"!thosidentifies the reference to a spawn of
Tsathoggua.
The temperature grew colder and people
stopped following Aoth033ua and began to
worship other gods, especiallyA$ukuthat
came from the north and was associated with
the dropping temperatures. Cthulhu "!thos
suggests that this might be "tha3ua.
civil war broke out between the followers of
Aoth033ua and dukwu and the heretics were
forced out of the city, and hunted down. few
survived in the mountains.
!trange people with no hair on their bodies,
only on their heads, came from the north in
boats made of skin ;the ancestors of the
Hyperboreans, %thelrod suggests=. They beganto trade, the builders of the city taught them
writing, and the newcomers 3uickly learned the
ways of economics and government.
The land continued to get colder, and trade
dwindled. The coming of the cold was a curse
from dukwu or his long0dead followers.
There is a prophecy that the bare0skinned
people would take the city. %ventually it would
lie abandoned and ravaged by the cold.
M%nd !idebarN
A Call for %elpS#ene T!pe/Core, Boleplaying
)ead-$n/The 7eath of %thelrod
)ead-1ut/aiting on the "ce, cross the "ce
"f the team maintains the agreed schedule of twice0
daily radio communications, the following morning
they receive some news. The team will probably be
breaking the news of %thelrod5s death in the same
broadcast.
The base ship has been approached by
crewmembers of the German base ship re3uesting
assistance. The German expedition has been out of
radio contact for three days. hile this may simply
be a technical problem, the Germans are concerned
and would like help in looking for their teammates.
This is honourable behaviour between international
expeditions. "n particular, they would like to send
two representatives to @oin forces with them.
Captain 7reher, captain of the German base0ship, isavailable to speak directly to the characters ifthey wish.
Helping the Germans would mean a wait of two
days on the ice. 6n the other hand, by bringing a
further two men with them and a sledge, the
Germans could take %thelrod5s body and an
incapacitated Granger back to Godth2b. They could
also bring supplies and could simply take the places
of %thelrod and Granger.
This is an ethical and practical dilemma for the
protagonists. "t is recommended that that the
#eeper bring character 7rives into play here by
using !oft ;or even Hard= 7rivers, ideally
encouraging conflict between characters. For
example, the rrogance or Thirst for #nowledge
7rives might favour pressing on without the
Germans, while 7uty may encourage a character to
do 9the right thing5.
"f they decline to accept, the Germans send a two0
man team to make its way independently. The
investigators may encounter them later and the
Germans will be less than positively disposed
towards them.
n obvious third option is that the protagonists
agree to look for the missing team, which the
Germans will gratefully accept.
(aiting on the IceS#ene T!pe/6ptional, Transition
)ead-$n/ Call for Help
)ead-1ut/ cross the "ce
"f the protagonists decide to wait for the Germans
to reach them, they face a wait of two days on the
ice.
An 6nearthly Howl
fter sunset on the first day there is a distant, but
terrible and strange howl, which will be noticedwith a successful !ense Trouble test against
7ifficulty
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Biolog! or 1utdoorsman 3-oint spendO This
sound is not recognisable as a known inhabitant of
Greenland.
The Two #ermans
The Germans will be very grateful to the team for
delaying their expedition in order to help and they
will make it clear that their interest is in the search
and rescue of their compatriots and are happy to
follow the %thelrod %xpedition5s lead on other
matters.
They will, however try to persuade the %nglish0
speakers to help them actively search for the
Germans, perhaps by giving them some men to take
on a more southerly course towards where radio
contact was lost ;i.e. in the direction of the scene,
raves=. Be@oining the main group from this point
would re3uire a steep climb ;see 1n the Edge=.
Captain 7reher decides to lead the rescue operation
personally, leaving his first mate in charge of a ship
manned by a radio engineer and a skeleton crew.
He brings Gerald Huber with him on a dog sled
with eight dogs. !ee 1age UU for details of these
two.
!ections of the scenario that apply if the Germans
have @oined the team are marked with the following
symbolO .S!mbol/ erman Expedition "embers0
5n7esti$ationReassuran#eor 6latter!/The German expedition
was following the same route as the $athieson
%xpedition. %ach of the following additional pieces
of information re3uires a 3-oint spendO
The site is thought to be a city called
9-ltima Thule5, the capital of the lost
continent of Thule, ancient homeland of the
ryan race
"nformation about the site came from Pean
Baymond Gobineau, a veteran of the$athieson %xpedition who moved to ?erlin
in the late &'+s
ccording to Gobineau, the creature that
attacked the $athieson %xpedition was not
a bear, but something far worse
There is a temple in the valley that one must
utter a special invocation to enter. Gobineau
claimed to know this, but protected it
fiercely.
The linguist and anthropologist Hermanirth translated glyphs found on a monolith
in Finland describing the history or
mythology of this city
Across the IceS#ene T!pe/Core, Clue ;?onus=
)ead-$n/ Call for Help
)ead-1ut/
The expedition is now heading southeast over the
fractured surface of the Greenland ice sheet. Twice
a day, each member of the team must make a !ense
Trouble test against 7ifficulty ) ;7ifficulty / for
vehicle drivers= to safely avoid crevasses. "f this
fails, a 7riving test ;7ifficulty /= is re3uired to
avoid falling in for E& damage and possible loss or
damage to vehicles, loads or dogs.
This stage will take two days. However, if the team
passes a piggybacked 7riving ;Tractor or 7og !led
as applicable= test against 7ifficulty
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from the east ;the direction the expedition is
headed= and return the same way. nother 5-oint
spendis re3uired to follow the tracks a significant
distance. skier will be able to travel faster than
the man on level ground, however he deliberately
heads over rough terrain, re3uiring a Chase using
thletics versus thletics, with the %skimo
receiving a free success at the start of the chase
representing the head start he has and a 7ifficulty
reduced to / representing his experience of the
terrain. nyone winning this Chase will have an
opportunity to take a single shot at the strange0
looking %skimo if they have a rifle ready. fter
that, he disappears from view and a !ense Trouble
test against 7ifficulty is re3uired to avoid being
ambushed by a ferocious attack with a hand0axe.
He will fight to the death rather than be captured.
!een close0up, it is clear that the man is no ordinary
%skimo. He is lean, with fair hair, and a long facewith elongated nose and ears. He appears to be in
his mid to late twenties. He will refuse to talk and
will try to escape at the first opportunity.
$nterrogation/ "n broken Greenlandic "nuit, he will
warn that the outsiders have strayed onto forbidden
land, protected by the ancestors.They must leave at
once or they will die a horrible death. 5-oint
spendpersuades him to give his name and that he is
a member of a small family that lives in a house
several days to the west of here. Assess Honest!reveals no hint of deception.
.S!mbol/ erman Expedition "embers0 The
Germans, are extremely excited by the discovery of
9blond %skimo5 announcing that it is proof of a
former ryanI4ordic civilisation in Greenland.
Anthropolog! 3-oint spend/:ilh@almur
!tefansson reported blond %skimo in the :ictoria
"sland area of Canada in &'& and there have been
several such reports, including in Greenland, since
the &*th
Century.
&aakuk8 the /lond Eskimo8 A$e *9
Abilities/ thletics &, !cuffling (, eapons &&,
Health '
Hit Threshold/ )
ArmorO 0& vs all ;hide=
Stealth "odifier/E+
Alertness "odifier/E+
4eaponO E ;stone axe=
The team won5t be able to travel much furthertoday.
)n the EdgeS#ene T!pe/ Clue ;?onus=
)ead-$n/cross the "ce
)ead-1ut/The German Camp, rriving at the !ite
bout a day from their destination, the expedition
is moving along the top of a steep ridge.
1utdoorsman or Eviden#e Colle#tion/There is adark red spot on a slope, about a mile or so from the
bottom of the ridge. ?inoculars suggest that it is a
patch of blood with debris of some kind nearby.
The face of the ridge, which would need to be
descended to reach the camp, is a near0vertical wall
of icy rock over & feet high. Climbing down is an
thletics test ;7ifficulty =. Climbing back up the
wall is 7ifficulty (. "n either case, damage is & die
E/, however, if a safety rope is used, unless the roll
is a natural & ;in which case the rope doesn5t hold=,the damage is reduced to 0&, with a second thletics
test re3uired to complete the climb. pproaching
the red spot brings the protagonists to Human
Remains.
1utdoorsman/nother route is possible that
avoids the steep climb. "t would mean going back
along the ridge then heading south. 6n foot, this
would take about a day each way, on unloaded dog
sleds about half that, and on loaded sleds or a snow
tractor, about hours.
1utdoorsman or Eviden#e Colle#tion/?olts have
been left where someone climbed up the face of this
ridge. 3-point 1utdoorsman spendconfirms
that this was within the last week or so. nother 3-
oint spendindicates that there were three in the
climbing party.
nyone remaining behind and passing a !ense
Trouble test against 7ifficulty will spot a figure,
similar to the previous one, watching them from a
mountainside to the north. Beaching the spot will
take about half an hour and a climb re3uiring an
thletics test against 7ifficulty ). 1utdoorsman 3-
oint spendwill successfully locate his tracks,
while another 3-oint spendwill allow them to be
followed westward and higher up the mountain
where they are lost on the rocky surface.
"f none of the protagonists remain here, the mushers
will report the figure when they return and can take
the characters close to the spot where the figure
stood.
The expedition will probably need to camp
somewhere on the ridge or tonight.
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%uman RemainsS#ene T!pe/ 6ptional,Clue ;?onus=
)ead-$n/6n the %dge, Graves
)ead-1ut/Graves, 6n the %dge
"n addition to the large patch of blood are some
pieces of bone and clothing. itnessing this is a /0
point !tability test. Simple Sear#hlocates papersthat identify the victim as Pean Baymond Gobineau,
a French national, German resident and a member
of the 4!71 ;4a8i 1arty=.
6orensi#sO The remains have probably been here
for almost a week. 3-oint spend/The bones are
gnawed and crushed. The tooth0marks are possibly
from a bear or other large carnivore.
Eviden#e Colle#tion or 1utdoorsman/The man5s
prints can be seen coming from the south. Karge,
footprints can be seen in the snow, possiblydistorted by melting. ?oth sets of tracks have
followed the same route. 1utdoorsman or
Biolog!/ The prints appear to be those of a large
carnivoreQ however, the extended claw in the
middle of the foot shows that this wasn5t a bear. "n
fact, they don5t belong to any identifiable creature.
3-oint spend/There is something very strange
about the gait. further 3-oint spend/The
bi8arre pattern of prints would almost seem to
imply that it has six legs.
Cthulhu "!thos/This may be the Gnoph0keh, the
legendary six0legged beast of the rctic.
1utdoorsman 3-oint spend/Tracing the prints to
their origin will take characters to raves.
Following the creature5s subse3uent route will take
them northeast, deeper onto the ice sheet. fter two
hours, snowfall obliterates the trail.
:hat Happened Here;
hen surprised by the Gnoph0keh at the site of the
scene 9raves5, Gobineau ;like many others= fled.The creature hunted him down, killed him and
consumed his body at leisure.
ra#esS#ene T!pe/ 6ptional,Clue ;?onus=
)ead-$n/Human Bemains, The Climb to the "ce
!heet
)ead-1ut/Human Bemains, The Climb to the "ce
!heet
Three mounds rise in the snow here marked with
simple wooden crosses. crushed man0drawn sled
has also been abandoned here, its load partially still
loaded and partially arranged on the snow nearby.
Mwould they have left a letter for their missing
team0matesLN
Simple Sear#h/ The mounds are of course graves.
"dentity papers on the bodies will identify them as
German nationals.
Simple Sear#h/ The sled holds camp gear,
provisions and a broken radio.
Eviden#e Colle#tion 3-oint spend/ -nder a layer
of snow there are numerousempty rifle cartridges
as if there had been a substantial fire fight.
1utdoorsman or Eviden#e Colle#tion/There are
several sets of footprints around the graves and
signs snow that has been dug up to pile on the
graves. 3-oint spendreveals a snow0covered
trail hinting that something large trampled throughthis part of the valley several times, before the
tracks were mostly covered in snow. ith another
3-oint spend, its route can be followed either to
Human Remains or to The Climb to the $#e
Sheet. "n either case, 1utdoorsmanwill indicate
that after a couple of hundred yards the tracks have
little or no snowfall on them.
6orensi#s/"f disinterred and examined, one of the
bodies appears to have been crushed, one appears to
have deep lacerations to the upper body and the
third has a deep, impaling wound in the abdomen.
3-point spend/The first also had symptoms of
frostbite. 3-point spend/The wounds on the second
man are consistent with being mauled by a large
carnivore, but a bear5s claws are not sharp enough
to have inflicted those in@uries.
Eviden#e Colle#tion/There are tracks on the
mountainside further up the valley. These have far
less snow on them. 3-oint spend/Close by is a
figurine made out of ice, a strange six legged
animal with a horn. Cthulhu "!thos/This is arepresentation of a Gnoph0keh. 3-oint spend/
!uch sculptures are used in rituals for calling the
Gnoph0keh.
:hat Happened Here;
The German expedition having ignored their
warning, one of the Komaruit ;?lond %s3uimaux=
sang the old song to call the Gnoph0keh. The beast
stalked the expedition, called up a bli88ard and
attacked them. M7id it kill the summoner firstLN
!ome of them tried shooting at it without much
success. Three mere were killed and the rest fled.
Gobineau was followed and killed by the creature.
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6n invitation, Gobineau @oined the expedition.
"t arrived in Godth2b in late pril and,
following Gobineau5s directions, landed in
Godth2bsf@orden where the ship anchored in
order to maximise radio reception.
?auer describes Gobineau as obnoxious and
mentally unstable. ?auer feels he is more of a
hindrance to the mission than a help. ?auer andGobineau fight sporadically.
!trange0looking %s3uimaux were spotted
watching from a distance. Kater one of them
approached. He was a bearded old man with fair
complexion and elongated facial features. He
resembled a !candinavian. ?auer felt certain
that this was proof of the origin of the ryans
on ThuleIGreenland. The man was not friendly.
!peaking in a strange dialect, he appeared to
threaten or warn them and left.
The following day, while caught in a suddenbli88ard, they were attacked by a huge, bear0
like thing that was nevertheless definitely not a
bear. They tried to shoot it without success.
6nce they regrouped, they found that three of
them were dead and two missing. They decided
to press on with only three men left in the
expedition.
The Akrafe7era$ed clue?
)anguage/Tsath0o and German
S&imming Time/The German translationO + hoursQtranslating from Tsath0o takes longer ;see below=
This book is a speculative translation by Herman
irth of certain pictographs found etched onto a
monolith in Finland. irth interprets the symbols
according to his own linguistic theories and wishful
thinking. nyone familiar with Tsath0o will
recognise the glyphs.
)anguages 7erman8will reveal irth5s
interpretationO
A go$$ess arose out of the earth an$ se$uce$ a
human/ She gave birth to the Go$-%an/ The Go$-
%an became a brave arrior an$ a lea$er/
irth associates this with the0arelian stor' of
"lmatar, the spirit of the air who gives birth to
:VinVmJinen, the first man.
There as a cit' in a high, fertile valle' in Thule,
ith mountains to the est an$ forests to the south/
The people of the cit' ere envious of the Go$-%an
an$ took him prisoner/ The' cut off his hea$ an$burie$ the bo$', but he arose, an$ kille$ one of the
people/ The' e1ecute$ him again an$ the same
happene$/ %ost of the people fle$ the cit'/ .n the
thir$ occasion, he reveale$ his $ivine form an$
$evoure$ man' of the people until the last of them
fle$/ Years later, one of the inhabitants of the cit'
returne$ an$ foun$ the cit' populate$ ith a race
$escen$e$ from the go$s/ Thus began the
civilisation of Thule an$ the Ar'an race/
This myth, argues irth, is an account of the divineseed from which the supreme 4ordic0ryan race
appeared on Thule before they went on to rule the
ancient orl$/ 2e also speculates e1tensivel' on
the relationships beteen the pictographs an$
)or$ic runes/
Clue 7)everaged8/ "f using %thelrod5s Tsath0o
dictionary, every six hours work and 5 point
spendsin Ar#haeolog!, )anguages,
Cr!ptograph!, Anthropolog!or Cthulhu
"!thos, one of the following points is translatedO
!oldiers from Commoriom captured the outlaw
#nygathin Ahaum and brought him back to the
city.
ccording to rumour, #nygathin Ahaum was
the product of the union of the Shaklip> the
9granddaughter5 of the god*hotha++uahand a
sub0human :oormis.
The city executioner beheaded him three times
and each time, witnesses later saw him alive,
more monstrous than before. 6n the first and
second occasion, #nygathin Ahaum killed and
ate one of the inhabitants of the city.
?y the third reappearance, he had
metamorphosed into a fully alien entity, and had
devoured many of the citi8ens, forcing the final
abandonment of the city.
former inhabitant of Commoriom returned to
the city one day and discovered it repopulated
with the monstrous offspring of #nygathinAhaum.
Translating it or reading an accurate translation will
grant & point of Cthulhu $ythos.
The #eeper might consider using or adapting Clark
shton !mith5s story The Testament of Athammaus
for the content of the main body of the story.
The Pyre
S#ene T!pe/ 6ptional,Clue ;?onus=)ead-$n/The Temple of Ahotha33uah, The
$ysterious !tructure, The German Camp
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)ead-1ut/The Temple of Ahotha33uah, The
$ysterious !tructure, The German Camp
Eviden#e Colle#tion or 1utdoorsman/s one
approaches the cube0shaped structure, a blackened,
scattered pile of debris can be seen on the ice.
"n fact, this is the remains of the German
expedition. There are two bodies here and a
blackened mass of some sort. 6ne man is lyingabout + yards away from the others. The following
items are obviousO
/ $auser rifles
/ pairs of skis
echselapparat 9ex5 Flamethrower ;with
five ignition cartridges remaining=
Eviden#e Colle#tion/There are rifle cartridges
scattered around. t least shots were fired.
There is a large, dark mark on the ice around two ofthe men and covering one of them completely > an
oily or tarry residue with a strange smell.
Chemistr!/The smell includes burned petrol or
dieselQ however, there is another strange and
unfamiliar odour there too.
6orensi#s or "edi#ine/ 3 oint spendin either
of these is needed to establish each of the following
factsO
6ne man seems to have died of a skullfracture
The second ;covered in the dark residue=
appears to have been crushed to death and
smothered by the dark substance. He also
has burns across his body.
third ;about + yards from the others= has
two broken legs, burns and scorch marks to
his body and died of hypothermia
Eviden#e Colle#tion/4ext to the first man is a
dark stone statuette. "t is a s3uat, grotes3ue, vaguelytoad0like form with a fat body, half0closed eyes,
large ears and a lolling tongue. !eeing this is a &0
point !tability test, $ythos related. nyone failing
this test is disturbed by a haunting sense of
recognition, as if of a childhood memory or a
dream. That night, they are visited by an unpleasant
dream of this corpulent entity leering at them in
some dark, subterranean place. They will lose a
second point of !tability. Cthulhu "!thos/ 3-
point spendreveals that similar toad0like statues
were used by extinct merican "ndian tribes inCanada and 4ew %ngland. They supposedly
represent a being called Tsathoggua. There are
interesting parallels with an entity called Sa$ogah
associated with witchcraft in the uvergne region
of France. The worship of this god supposedly
began on the mythical lost continent of Hyperborea,
where he was known as*hotha++uah.
1utdoorsman or Eviden#e Colle#tion/ 3-oint
spendin either of these is needed to reveal each of
the followingO
Three sets of footprints coming from the
direction of the cube0shaped structure. They
were running.
faint trail of fro8en moisture, mucus or
slime, also coming from the cube0shaped
structure
:hat Happened Here;
The three surviving members of the expedition
entered the temple and ;as instructed by Gobineau=recited the spell he brought with him ;Contact
!pawn of Tsathoggua=. They entered and began to
explore. 6ne of the men could not resist taking the
idol of Tsathoggua from the altar when they left.
They fled, pursued by the spawn. They fired on it to
no effect, but managed to set it on fire with their
flamethrower. ?efore dying and dissolving into the
ice, it killed two men, the third, his legs broken and
suffering from burns, died of hypothermia.
M?egin !idebarN
1ew :eapon
4e#hselapparat ?4ex= 6lamethro'er
This model is surplus from the Great ar and
consists of a backpack with fuel cylinders and a
no88le connected by a hose. $echanical Bepair
test against 7ifficulty ) is re3uired to understand
the firing mechanism, with failure resulting in a
wasted shot. Gasoline, kerosene or diesel can be
used as fuel. &0chambered cylinder in the no88le
contains the ignition cartridges. "ts heavy ;< lbs=
and cumbersome nature and high visibility make it
dangerous to wear, decreasing the wearer5s Hit
Threshold by & and increasing thletics and
Fleeing 7ifficulties by &. "t5s also 3uite fragileO
treat as having + rmour and / Health if damaged.
Damage/ E& ;and see below=
Shots/&
Range/4ear
9otes/6nce hit, a target will continue to burn,
inflicting E damage for &7 rounds ;thletics testagainst 7ifficulty to extinguish=. 0& to wearer5s
Hit Threshold. user can also douse an area before
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ignition, creating a fireball that inflicts similar
damage to an exploding stick of dynamite ;see
Trail of Cthulhu rulebook p*=.
M%nd !idebarN
The Temple of*hothaqquah
S#ene T!pe/ 6ptional,Clue ;?onus=
)ead-$n/The 1yre, The $ysterious !tructure, The
German Camp
)ead-1ut/The 1yre, The $ysterious !tructure,
The German Camp
This mysterious, ancient, weathered cube s3uats on
the mountainside like a tomb or a memorial to
something incomprehensibly ancient. "t is built of
dark grey stone with sides fifty feet, narrow slits
high in the walls and an open, s3uare doorway
about nine feet wide.
Eviden#e Colle#tionor1utdoorsman/There is a
faint, short path leading from the ice plain to the
doorway.
eolog!/The building is constructed of basalt. 3
point spend/The profound erosion of this hard
stone appears to imply that it is tens or hundreds of
thousands of years old.
Ar#hite#ture/%ach wall appears to be formed of a
single natural block.3 point spend/The buildingbears no relationship to any known architectural
style.
The walls and floor are covered in thick frost. There
are footprints across the floor and in places the frost
has been scraped from the walls.
Eviden#e Colle#tion 3 oint spend/ "n other
places, the frost has been melted from the walls as
indicated by dark scorch marks.
Pust inside the door is a huge, three0legged basin ofa corroded greenish material that forms a pool of
green, several feet wide around it. Chemistr!or
Ar#haeolog! recognises it as extremely ancient
bron8e covered in thick verdigris. The bowl is six
feet across and three deep. "f examined, the inside
of the bowl is untarnished, in near0perfect
condition. Eviden#e Colle#tion/The feet are in the
shapes of feline0like claws.
The floor is seen to be tiled in a strange pattern of
large, irregular, five0sided flagstones. h!si#s or
Ar#hite#ture/This pattern of tessellated pentagonsis unfamiliar and implies a sophisticated
understanding of obscure geometry.
!trange hieroglyphs ;identifiable as a primitive
version of Tsath0o= can be seen covering the
walls, in some still covered in frost and some
already exposed. The glyphs relate a history of the
original builders of the city as translated in
%thelrod5s&ictographs in the Temple of *oth-
A++ua.
6n the back wall is an empty two0tiered altar.Eviden#e Colle#tion/ bare spot in the frost and
wear on the stone indicates that an ob@ect rested on
this altar for a long time time. 3-oint spend
recognises the outline of the statuette found at The
!re.
The /urial Chamber
?ehind the altar, what may once have been a hidden
doorway lies open with fragments of corroded
bron8e chain on the floor nearby.
Chemistr!indicates that the chain fragments have
been in this position for only a few years. Green
stains on the door itself imply that the door was
probably chained for millennia.
The windowless chamber beyond is almost fifty
feet wide and about ten feet deep. 6pposite the door
seated on a large, bron8e throne is the striking
figure of a mummified baboon0like ape dressed in
the remnants of a red and purple robe and a
feathered headdress. Tufts of orange hair poke
through holes in the robe. This is a /01oint !tabilitytest ;$ythos related=.
Biolog!/The creature is of no known species of
ape and possesses certain features, for example the
structure of the foot, which places it closer to
human beings.
The throne is again of heavily corroded bron8e, but
in better condition than the basin.
There is a long stone table at one end of the
chamber, which is empty apart from a fewfragments of ancient organic matter ;the remains of
flowers, fruit and other foods=.
The +ysterious &tructureS#ene T!pe/ Core
)ead-$n/The Temple of Ahotha33uah, The 1yre,
The $ysterious !tructure, The German Camp
)ead-1ut/The Temple of Ahotha33uah, The 1yre,
The $ysterious !tructure, The German Camp
4ear the centre of the ice cap, there is a dark spot ofroughly circular shape and about forty feet in
diameter. Eviden#e Colle#tion/ structure of
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some kind, the top of which is around fifteen feet
beneath the surface, descends deep into the ice.
Eviden#e Colle#tion3 oint spendor
Ar#hite#ture/"t is difficult to see through the
distortion, but it has a resemblance to the top of a
tower complete with railed balcony.
M!idebarN
Antagonist Reactions ofthe Blond Esquimaux
The tiny clan of ?lond %s3uimaux has camped near
the valley in order to drive the outsiders away and
interfere with the dig. This takes the form of
sabotage and singing the ancestral song for
summoning the Gnoph0keh from the ice0plains to
wreak havoc in the valley.
ll of the following antagonist reaction scenes runconcurrently with exploration and excavation in the
valley until either the outsiders leave the area or the
%s3uimaux are defeated.
Trackin$ the Es4uimau' to theirCamp
1utdoorsman/ 3-oint spendwill allow tracks
to be followed southwest to the Es&imo Camp. "f
this is attempted at night, this is a 5-oint spend.
4ote that if the clan is not effectively defeated;killed, captured, scattered etc=, it will continue to
be a thorn in the expedition5s side by repeatedly
calling the Gnoph0keh andIor sabotaging the dig
while the team is exploring Commoriom.
MI!idebarN
&ingingS#ene T!pe/ ntagonist reaction
Trigger/First night after Arriving at the Site
!ense Trouble test against 7ifficulty ( allows a
character to hear a murmuring, chanting sound
carried on the wind.
The Beast of the Ice &heetS#ene T!pe/ ntagonist reaction
Trigger/!econd night after Arriving at the Site
This event will occur on the second night after the
protagonists arrive at the site.
"f an "nvestigator makes a !ense Trouble test
against 7ifficulty ) he will awake to hear a distant,
rhythmic singing on the wind. "f followed, the
sound seems to come from a low hillock at the foot
of one of the southern peaks. nother 7ifficulty )
!ense Trouble test is needed to locate the source of
the singingO a white haired and bearded old man in
an %skimo parks sitting, huddled against the cold.
7ifficulty ) !tealth test ;7ifficulty < during the
day= is necessary to creep up undetected.
6therwise, the man will attempt to escape up the
mountain.
"sma, the head of the clan calls the Gnoph0keh.
"f unable to escape, "sma will defend himself
ferociously with his spear.
"f allowed to complete the spell unmolested, "sma
attracts the attention of a Gnoph0keh, and it may
kill himbefore moving on to attack the camp.
!ense Trouble test against 7ifficulty ) alerts an
"nvestigator to a brief cry in the night, soonfollowed by the sound of the creature5s approach.
6nce close to the camp, the creature will summon
up a bli88ard, and attack. "f it loses over half of its
Health, the Gnoph0keh will retreat back to the ice0
plains.
noph-&eh
For full details of the Gnoph0keh see the Trail of
Cthulhurulebook p&/).
thletics ', Health &
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spend/!uch sculptures are used in rituals for
calling the Gnoph0keh.
&a"otageTrigger/Third night after Arriving at the Site
The team awakes to discover that some of their
e3uipment is sabotaged > the drill in need of
$echanical Bepair, the "ce melter destroyed or
most dramatically, the diesel tanks set on fire.
!ense Trouble test against 7ifficulty ) will allow
the protagonists to hear the culprits > most likely
the two younger ?lond %s3uimaux > at work.
noph,-eh comes a &econdTime
Trigger/Fifth day after Arriving at the Site unless
theEs&imo Camphas been visited and the%s3uimaux there have been incapacitated
This event is the same as The Beast of the $#e
Sheet except thatO
"t occurs during the day ;decrease !ense Trouble
7ifficulty by & and increase !tealth 7ifficulty by &=
"t is the angekok, -lat who calls the Gnoph0keh this
time
"f -lat is pursued he will mutter incomprehensible
curses and wave his hands around in a bi8arre,intimidating fashion. s a last resort he will attempt
to defend himself with spells or a knife.
-lat5s long, colourful parka is decorated with
a3uatic designs. Cthulhu "!thos 3-oint spend/
The images of odd, octopoid beings dwelling in
undersea towers on the shaman5s long parka seem
to be a depiction of Cthulhu and his race.
The Es-imo Camp
S#ene T!pe/ Core)ead-$n/!inging, The ?east of the "ce !heet,
!abotage, Gnoph0keh comes a !econd Time
This small clan has built a temporary camp about
two hours from the edge of the valley. The shelter
is a 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.
4ear the fire is a makeshift altar and a grotes3ue
idol. The altar is a @agged, natural rock. "n front of
it, is a bowl of blood and the heart of a polar bear,sprinkled with tiny flowers. 1erched on the altar is a
small, crude whalebone statue of a s3uatting
creature with tentacles for a face. !eeing this
re3uires a &0point !tability test, $ythos related.
Cthulhu "!thos identifies it as a depiction of
Cthulhu.
ll of the surviving males of the clan will be here.
pproaching without alerting anyone is a !tealth
test against 7ifficulty *. "f alerted, they will flee a
strong group or attack a weak one. "f surprised, theywill be in or around the shelter. "f cornered, they
will fight fiercely to the death.
M?egin !idebarN
The Blond EsquimauxThese natives are, to the best of their knowledge,
the last of an ancient race that once had great cities
here. $ost of their civilised culture has been lost >
they are now simple hunter0gatherers, living harsh
lives in the more remote parts of Greenland. Theirancient religion has been lost and they make their
offerings and prayers to Cthulhu, who they call
90ulu(.
1hysically, they look very different from other
%skimo people, being blond, with long faces,
elongated ear0lobes and substantial facial hair. They
wear hoodless, wide0collared parkas with hats.
6lat8 Shaman8 Priest of 0ulu
This white0bearded man may be in his s. Hewears a long parka decorated with strange motifs
and symbols and an odd, pointed hat.
thletics , !cuffling
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>aatuk and &aakuk
These two men are the sons of the patriarch, aged
+* and +(. They are fierce, agile and almost
fearless.
Abilities/ thletics &, !cuffling (, eapons &&,
Health '
Hit Threshold/ )
ArmorO 0& vs all ;hide=
Stealth "odifier/E+
Alertness "odifier/E+
4eaponO E ;stone axes, spears=
5n7esti$ation
Anthropolog!/These men do not appear to be a
members of any known %skimo tribe, either in
terms of their clothing or in terms of their fair hair,
slender build, long faces, large noses or long ear
lobes. 6ne man, who may be a shaman, has motifson his clothing and ornamentation in an unfamiliar
style and a3uatic theme. 3-oint spend/:ilh@almur
!tefansson reported blond %s3uimaux in northern
Canada in &'&, and there have been such reports
since the &*thCentury.
Cthulhu "!thos/The images of odd, octopoid
beings dwelling in undersea towers on the shaman5s
long parka seem to be a depiction of Cthulhu and
his race.
1ew Spell
Conta#t noph-&eh
This spell must be cast in the fro8en wastes of
Greenland or the 4orth 1ole. small effigy of the
beast must be made out of snow and ice.
Stabilit! Test Diffi#ult!/
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Resour#es Consumed
.< barrels of diesel per day ;L=
E'plosi7es
%xplosive charges can be used to widen existing
boreholes 3uickly or, used with great care, to break
up ice inside the tower itself.
The character using explosives must have the%xplosives general ability.
oint Spend Benefits
"n any given phase, a character overseeing the use
of explosives can spend up to two pool points of
%xplosives and reduce the length of that phase by
one day per point spent.
Resour#es Consumed
+ detonators per day.
MI!idebarN
Accessing the &tructureS#ene T!pe/ Core
)ead-$n/The $ysterious !tructure
)ead-1ut/%xcavating the Chamber
?y default this phase takes ) days.
The top of the structure is about &*5 below the
surface. ?eneath that is the roof of the structure and
a chamber > in fact the upper chamber of a tower.
"t is assumed that the team will create a shaft of pit
to reach the tower then excavate the inside of it.
The #eeper may have to improvise somewhat if
they take a very different approach. The characters
may decide to build a shaft next to the tower and
enter via one of the doors or windows on the
balcony, or they may simply bore a hole directly
through the roof.
Ar#haeolog! or Ar#hite#ture/The roof and floor
are already partially collapsed.
eolog!O The tower is black gneiss basalt. 3-
oint spendestablishes that it is tens of thousands
of years old.
Ar#hite#tureO The style doesn5t resemble that of
any known architectural tradition.
Exca#ating the Cham"erS#ene T!pe/ Core
)ead-$n/ccessing the !tructure)ead-1ut/Clearing the Chamber
?y default this phase takes * days.
ith Ar#haeolog!orEviden#e Colle#tion the
remains of an unknown metallic device can be
found in the upper chamber of the tower.
eolog!* Craft or Ar#haeolog!/"t was decorated
with gold, emeralds and rubies.
Astronom! or 3-oint spend in Ar#haeolog!*h!si#s or "e#hani#al RepairO "t was an optical
device of some kind, possibly a telescope.
Clearing the Cham"erS#ene T!pe/ Core
)ead-$n/%xcavating the Chamber
)ead-1ut/The "dol Thaws, 7escent into the
7epths
Core Clue/ The stru#ture des#ends deep into the
i#e-sheet2 There is a semi-inta#t stair'a! leadingdo'n2
?y default, this phase takes * days.
Ar#hite#ture 7Core #lue8/There is a stairway
descending deeper into the ice.
pictographs, books L
ith Ar#haeolog! orEviden#e Colle#tiona
strange and grotes3ue ob@ect is uncovered in the ice
near the top of the stairwell. "t looks like a
grotes3ue idol fashioned of some dark, mottledmaterial, vaguely toad0like in shape, very dense and
about the si8e of a melon. !eeing this re3uires a /0
point !tability test, $ythos related.
Cthulhu "!thos/!tatues of grotes3ue, toad0like
forms are used in the worship of Tsathoggua.
eolog! or Chemistr!/The ob@ect is not made of
any known material.
"n fact, the ob@ect isn5t a statue at all. "t is a dormant
organism > one of the !pawn of #nygathin Ahaum.
6nce uncovered, the spawn will begin to thaw and
awaken. !ee The $dol Tha's. This nominally takes
+) hours or ( hours if left in a warm place, like an
inhabited tent, however it should take as long as is
dramatically interesting.
'escent into the 'epthsS#ene T!pe/ Core
)ead-$n/Clearing the Chamber
)ead-1ut/
?y default this phase takes < days until breaking
through to the ice0free section of the stairwell.
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!tairwell runs around perimeter of tower. !olidly
constructed from basalt, most of it is still intact.
There are places where steps have eroded or broken
and places where there are gaps.
1ictographs in stairwell tell history of
Hyperboreans in reverse going back to their arrival
on Hyperborea.
Heyday of Commoriom showing current
kings
:arious older dynasties
%ncroaching cold
1rophesy of !ybil of 1olarion
Bise of houndeh cult
Komar and Aobna
6ther settlements
%arly Tsathoggua cult
:oormis driven to $t. :oormithadreth
Aon $e88amalechL
Founding of Commoriom
Hyperboreans leaving homelands ;KomarL=.
rrival of Hyperboreans
1eople of Komar arrive from Aobna, drivenby cold
The "ce ge is brought about by the
combined power of "tha3ua and phoom
Ahah. Gradual collapse of :oormis
civilisation
Gnophkeh and :oormis at war. Former
driven to Komar.
:oormis settlement and temple of
Ahotha33uah Humans appear on earth
:oormis liberation, worship of Tsathoggua
!erpent 1eople found civilisation in
Hyperborea ;with :oormis slaves=
they break through to an ice0free section of the
stairwell, stretching down into darkness. "t widens
allowing much faster progress.
The stairs descend over feet into the ice0sheet.
7ue to the tower walls it is very dark and artificial
light is essential. Getting to the bottom will take at
least around half an hour.
Three thletics tests are re3uiredO one at 7ifficulty
), one at 7ifficulty and one at 7ifficulty ). There
are also four places where the stairs have
completely collapsed creating gaps. These will need
to be bridged somehow or climbing gear will need
to be used.
Gap W&O feet, 7ifficulty /, 7amage & die
Gap W+O &+ feet, 7ifficulty
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6nce it has awakened, this intelligent, sentient
organism will escape, and scuttle across the ground
at night, on many limbs or slide under the edges of
tents in order to find a sleeping host. The spawn
will attempt to enter a sleeping or subdued human
host, smothering their sounds as it forces itself
down their throat and takes up residence in their
body.
-nless one of the protagonists unwittingly sets
himself up as an obvious target, the spawn should
attack a 41CO one of the mushers or Germans. His
tent mate wakes up to see it and screams out for
help before being attacked and infected himself.
successful !ense Trouble test against 7ifficulty
;' if the attack is at night= will allow protagonists to
hear a strange sound in the camp. "f they rush out
immediately they will catch sight of a bi8arre black
thing like a huge spider attempting to crawl into
one of the tents. ttacking it will cause it to attack
the protagonist. Following it, he will witness it
attacking the mushers.
"n any case, the 1rotagonists will automatically be
woken by a blood0curdling scream that is suddenly
cut short.
Eviden#e Colle#tion/There are traces of a dark
greyish slime on both bodies and at the edge of the
tent where the canvas seems loose.
6utcome for the victimL
!ense Trouble test against 7ifficulty < ;( at
night= will alert a character to an imminent attack.
Hunting it down, while it hides in the camp has the
same 7ifficulty. 4oticing the thing attack a
companion sleeping in the same tent is a 7ifficulty
test.
M?egin sidebarN
Spawn of 0ny$athin @haum
lso known as 91arasitic !pawn of Tsathoggua5,these entities bear some similarity to their cousins,
except that they are smaller ;about the si8e of a
?order Collie=, and can invade and live inside
human hosts. Kike the formless spawn, they are
black, oo8ing, plastic entities capable of taking
almost any shape and of s3uee8ing themselves
under doors and through small holes.
7ue to their li3uid nature, normal physical wounds
will flow closed. However, this process is not
instantaneous. They may be temporarilyincapacitated by physical attacks, but even if
completely dismembered and the members
scattered, the parts will reassemble > by flowing,
rolling into balls, s3uee8ing through cracks or even
breaking out of containers ;controlled by a unifying
intelligence, thletics can still be used in this state=
until the parts gather together and the creature is
intact once more. They cannot be killed in this way
> the amount of damage they take only affects 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 may some magical or chemical
attacks.
7ue 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 will attempt
to subdue a target and then, in li3uid form, typically
force itself down his throat. The victim may be
incapacitated or even killed during the attempt. The
spawn will need to remove most of the victim5sinternal organs in order to make space for it5s own
body. This will take about < minutes. The rest of
the body, including the brain will remain alive,
provided for by the spawn. The spawn will then
take control of the brain, raiding his memories and
taking control of his actions. -ntil it fully settles in,
for the first )( hours, a !tability test against
7ifficulty will allow the host to have full control
for a few minutes or allow some recollection of the
attack event. M!tability test to resist it when it
asserts controlLN
The host5s previous 7rive disappears and instead is
subconsciously substituted with the spawn5s goals.
To an observer, the host5s personality and mind
seem to be intact, but Assess Honest!will detect a
listless or 9off5 3uality that may be mistaken for
shock or other mental health issue. 3-oint
spendsuggests that the host seems to lack sincere
emotions.
Suffo#ate/The creature can use a limb to sei8e a
victim around the neck or simply smother with its
viscous body. pply the 7rowning and !uffocation
rules ;Trail of Cthulhu rulebook 1(=. hen being
strangled, successful thletics contest will allow a
victim to break free.
rab/Tendrils or limb attacks can be used to
immobilise a target or cling to the target. 6nce
grabbed, an thletics contest is re3uired to break
the grip.
$nvade Host/The creature can force itself into a
victim via a bodily orifice ;usually the mouth= if the
target has been successfully suffocated or grabbed
in the previous round or is unconscious. gainst a
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conscious victim, this is an thletics contest with
the spawn rolling against a 7ifficulty 4umber of /.
"f the mouth is being used as an entrance, the victim
will suffer the effects of !uffocation ;as in
!trangling above=, until the contest is over and for
another / rounds.
Spa'n of +n!gathin ,haum
thletics &+, Health , !cuffling +
Hit Threshold/)
Stealth "odifier/ E& ;E in snow and ice, E/ in
shadows or darkness=
4eapon/ 0& ;tendril=, E ;limb=, E& ;pseudopod= Q
can extend tendril attack at near rangeQ can attack
one to three targets with a limb simultaneously,
adding one to the Hit Threshold for each additional
targetQ can attack other targets even when inside a
host
Armor/ 0) vs any, when within a host. Healsphysical damage ;except fire, chemicals,
explosives= at Health per round.
Stabilit! )oss/ E&
hile in a fro8en, dormant state, although very
hard, the spawn can be cut or physically damaged.
However, once it thaws, it will regain the ability to
physically reassemble itself. Treat it as having
Health and rmor of 0< ;vs all= in a dormant state.
M%nd sidebarN
M!idebarN
Anta$onist %eactions of the Spawn
s soon as the protagonists enter Commoriom, the
spawn will begin to gradually thaw and awaken.
Eviden#e Colle#tion/thawing of ice, water
collecting, dripping, rivulets, pitting of ice.
"nitially a single spawn on the loose.
!ense Trouble test against 7ifficulty to catch
glimpse of movement or sound ;could beanywhere=.
"t will attempt to ambush a lone individual,
probably surprising them with a suffocation attack .
nyone alone in Commoriom for a significant time
is a potential target. !ense Trouble against
7ifficulty < to detect its approach.
"f ambushed it is recommended the #eeper takes
that player aside to resolve outcome in secret. "f the
creature successfully invades or incapacitates its
host then that character infected and is likely tocome under the control of the spawn within hours.
Their first action on waking will be to hide any
blood and tissues expelled during the implantation
process. ;Can it assert control immediatelyL=
"f infected, the character will have no memory of
events. The #eeper should ask the 1layer to
roleplay their ignorance and > 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.6nce fully under the control of the parasitic spawn,
the infected character will secretly seek to awaken
#nygathin Ahaum at The PunctionIThe !3uare 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 %lder
Kens. !ee A'a&ening of +n!gathin ,haum.
M%nd !idebarN
City /nder the IceThe /ase of the Tower
Bubble, ice and a few bones including human
The 5ce Corridor
"ce0walled tunnel follows ancient path over rock
and cobble surface of prehistoric pathway,
descending from base of tower in a series of
stairways for about / yards before reaching the
$ain !treet.
&ain Street
From the "ce Corridor this can be followed left and
slightly uphill or right and slightly downhill. Keft
leads to the ruins of an ancient library and the
:ault. Bight leads to The !3uare.
Haunting view of primordial city imprisoned in iceO
streets, buildings, homes, towers, palace etc
1itted, dripping walls of ice with a narrow
crawlspace. The spawn are dormant in here.Ex#avation/reveals strange channels, possibly
more 9toad idols5 and explosives could result in
accelerated awakening of the spawn
The S4uare
Central space, crossroads with fossilised blockL ;6r
is this where #A is still fro8enL= Human remainsL
Ex#avation/reveals strange channels, possibly
more 9toad idols5 and explosives could result in
accelerated awakening of #A and the spawn
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The >ibrary
$ore documentation of history, possibly more
artifacts. !omewhere there may be a spell for
!peaking with Ahotha33uah as his !tatue. 1ossibly
a spell to call dukwa from the icy wastes.
ault
This place must be accessible and obvious. hereis itL -nder the libraryL -nder a templeL -nder the
tower itselfL
The historical frie8e spirals at right angles towards
a plinth built into the middle of the room and spiral
around the plinth to its top. pale stone about the
si8e of a small orange is mounted there.
"ts entirely possible that the crystal is embedded in
a wall, table, statue etc. The Commorians I
Commorian sorcerer could have done so after
ac3uiring it from A$. This might make it feel lessarbitrarily present.
The Elder 0ens# 9Crystal of Aon $e88amalech5, 9%ye of
-bbo0!athla5
:isions of the past, initially back to sorceror, then
@umps to A$. Then barrier then @umps 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 A$
then once past barrier 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=.
iewin$ the Elder >ens
For characters with the following drivesO
nti3uarianism, dventure, Curiosity, Thirst for
#nowledge > the temptation to view the Kens is aHard Driver. For all other characters, this is a Soft
Driver.
:iewing the crystal sends the user5s mind into the
past and connects it with the mind of a long dead
Hyperborean sorcerer A$ and via A$5s use of the
crystal to the ancestral memory of the species. This
ancestral memory is in fact the mind ;or proto0
mind= of -bbo0!athla, the proto0shoggoth created
by the %lder Things to spawn the first shoggoths
and from which all earthly life spawned as a by0
product. These ancestral memories are
predominantly from direct ancestors, but they also
@ump from other, nearby branches. Communion
with the 1roto0$ind and its many branches through
time and space produces a cumulative loss of self0
identity and a dissociation with what humans call
reality. This is reflected as a loss of !anity, and
occurs irrespective of whether anything is recalled
or not. !anity reduced to 8ero in this manner causes
a total loss of selfhood. fflicted in this way, a
person may walk into moving traffic, sit and stare
into space or simply wander into oblivion and
disappear.
:iewing crystal regresses user to A$ ;loss of &
!anity ;discreet=
Compulsion/
!tability test against 7ifficulty ) is re3uired to
resist viewing the stone again.lsocurrent 7rive
becomes meaningless. Beplaced with 7riveO Thirst
for #nowledge of the Tablets of the %lder Gods
MpermanentLN
$nitial union 'ith the mind of ,"
M/ point !tability test, + point !tability recovery for
those with 1