TEXT: 1 
   
   
   
  SUNKEN DREAMS 
  A Mythos nightmare from the deep 
  Credits 
   
  Author: Benton Hodges 
  Editing and Formatting: Benton Hodges 
  Map Creator: Robert Altbauer 
  Playtesters: Ben Faulkner, Bill Halls, Calum Macdonald, Charlie Topping 
   
  Disclaimer: I am in no way an Artist/Cartographer/Historian and any attempts on the subject matter are done to the best of my 
  ability. The map has been made by http://www.fantasy-map.net/. Any historical facts are as accurate as Web searches and a trip to 
  the library can offer me. All events presented in the scenario are fictional and are not meant to offend or inform. 
  Call of Cthulhu is a Trademark of Chaosium Inc. and is used with their permission via the OBS Community Content program.  
  For more information please visit Chaosium’s website: www.chaosium.com 
  The Miskatonic Repository Logo is used under license. 
   
  Copyright – Sunken Dreams, 31/01/2020, Benton Hodges 
   
   
  INTRODUCTION 
   
  This scenario is set during the 1920’s in a small coastal village in Massachusetts, known as Porham Cove. The module is suitable for 
  2-6 players and is written for 1 or more session of play. The players will take the role of curious Investigators, arriving in the village 
  to find the cause of the mysterious disappearances of several residents in the town. The scenario is divided into layers, depending on 
  how much information the Investigators have. Primarily, the Investigators will have to sort through ridiculous sightings, red herrings 
  and cryptid nonsense before finally zeroing into something truly horrible. 
  TABLE OF CONTENTS 
   
  1. 
  Background: The history of Porham Cove and an account of recent events. 
   
  2. Dramatis Personae: Character profiles for the NPC’s involved in this module 
   
  3. Layers of Knowledge: 
   
  Layer 1 – Sightings, Nonsense and Gossip 
  Layer 2 – Finding the link between the victims 
  
  2 
   
  Layer 3 – Finding the culprit & Finale 
   
  4. Wrapping it All Up: Advice on bringing the scenario to a conclusion 
   
  5. Appendices 
   
  • 
  Running this chapter 
  • 
  Dream Side Effect Rules 
  • 
  NPC and Monster Profiles 
  • 
  Pre-Generated Characters  
  • 
  Player Handouts 
   
  BACKGROUND 
  This 
  scenario 
  concerns 
  a 
  small 
  coastal 
  village 
  in 
  Massachusetts, known as Porham Cove. Porham Cove has 
  spent its relatively short existence as an unassuming fishing 
  village, built during the colonial era. With little to do but waste 
  the days fishing, people soon became bored and let their 
  minds run amok. The village is now regarded as a hot spot for 
  spying cryptids (Reptilians, monster fish and strange alien 
  lights), 
  most 
  of 
  which 
  are 
  claims 
  that 
  lack 
  any 
  credibility…most.  
  The local law spends it’s time denying these ridiculous claims, 
  as well as fighting an ongoing battle of escalation with 
  bootleggers and smugglers, who wished to use the deep and 
  labyrinth-esque caverns in Porham’s titular cove to stash 
  bootlegged liquor.  
  Recently, following the close of the Great War, the town has 
  seen the return of a few men who left to serve. They brought 
  back horror stories of the war, shellshock induced paranoia 
  and severe, life lasting war wounds that require the service of 
  a full doctor. Luckily just such a gentleman, Doctor Michael 
  Stewart, wanting to help the community; set up his local 
  practice and began to provide aid to the people of Porham 
  Cove, as well as provide dream therapy for those who need it. 
   
  THE CURRENT SITUATION 
  A dry dock to the North of Porham was recently commissioned 
  to produce a group of S- Class submarines, churning them out 
  with great speed and efficiency. Each sub slightly improved 
  than the last, in terms of depth. One managing to sink to 
  record depths, accidentally disturbed a wandering refugee of 
  the sunken city of R’lyeh, a Star Spawn of Cthulhu.  
  Aggravating the strange creature and luring it from its deep-
  sea abode; the creature destroyed the sub before being washed 
  down a current and left to wander once more. In search of 
  food, it has found its new home in the submerged section in 
  the caves of Porham Cove. Here it sends its dreams into fragile 
  minds to lure its prey, the people of Porham.  
  Following the recent disappearances, Ms Edina Fisher, a 
  reporter from Boston, visited the town to ask questions and 
  solve the mystery afoot. After gathering plenty of statements 
  from the towns people, she returned to Boston to publish her 
  findings (Handout 1). Upon its release, she received a phone 
  call from Gregory Ward, asking her to return to Porham and 
  help him uncover a dark truth. She hasn’t been seen since.
  DRAMATIS PERSONAE 
  Here is the key non player characters (NPC’s) of Porham cove 
  that are likely to be met by the Investigators.  
  RESIDENTS OF PORHAM COVE 
  Sally Rueman, 29, Hotel Owner 
  Known by the people of Porham Cove as the town Gossip and 
  for good reason. Owner of the only B & B in Porham; she talks 
  to the few visitors that they get. Friendly, approachable and 
  chatty, she tends to get a good amount of knowledge out of her 
  customers. On top of this, many denizens of Porham see her 
  as an Agony Aunt and seek her out as a trusting ear for their 
  problems. Sally is quick to spread these confidential thoughts 
  to everyone she knows in town, which is everyone. As someone 
  with their finger on the pulse of the small town, and the first 
  NPC the Investigators meet, it is very likely that they will use 
  her a source of knowledge in their investigations.  
  While she may be keen to spread other’s secrets, Sally has a 
  dire one of her own. Shortly before his untimely 
  disappearance, Sally was engaged in an affair with Maurine 
  Greer’s husband. He disappeared in transit between their 
  houses, late at night, and accidentally left his platinum cross 
  at Sally’s B&B, in her bedroom (The smoking gun). 
  • 
  Description: Long blonde hair, soft cherub like 
  face, button nose, bright blue eyes. 
  • 
  Traits: Keen to chat to Investigators, equally eager 
  to espouse knowledge of the town’s people 
   
  Walter Hopkins, 78, Elderly Sheriff 
  Walter had been on the force, in his tiny sheriff’s hut, for 
  almost 50 years before something interesting finally 
  happened. Most the time, his job entailed going around 
  disproving the many sightings that came his way. 
  
  3 
   
  While investigating a strange noise coming from a cave on the 
  beach, he discovered some bootleggers attempting to hide 
  their stash. He almost lost his life as the bootleggers opened 
  fire on him before disappearing further into the cave. Along 
  with his trusted deputy Thomas Adams, Walter managed to 
  arrest 3 of the 4 bootleggers and find most of their caches. As 
  far as he is aware, there were only 3 bootleggers, only his 
  deputy knows of the fourth’s fate. 
  • 
  Description: Wiry thin hair in a combover, 
  expanding beer belly and a hunched disposition. He 
  greets people with a warm smile and a story to tell. 
  • 
  Traits: While eager to share the ridiculous sightings 
  and rumors he has heard, he himself seems to be a 
  denier of their truth. 
  Thomas Adams, 20, Young Cop 
  Despite being too young to fight in the Great War, Thomas was 
  eager to serve his country. Fresh out of school; he has been on 
  the force for two years and has quickly learnt that most of it is 
  just dealing with small arguments and the occasional missing 
  item. However, unlike his partner, his big gunfight happened 
  after 2 years on the force and not 50.  
  Thomas has also learnt the troubles of being a police officer in 
  a small town that most of his job revolves around swinging his 
  weight and authority at family and friends, turning most to 
  animosity. Most the time they respect his authority, then 
  besmirch it behind his back, or will straight up disobey 
  anything he says.  
  This changed after the gun fight with the bootleggers. Most of 
  the town could hear the frequent gunshots erupting in the 
  caves and understood that the young police officer’s life was at 
  risk. While Walter was bringing the bootleggers to the police 
  office, Thomas was present in the cave to hear the 
  bloodcurdling screams of the one smuggler that evaded 
  capture. It haunts him to this day. 
  • 
  Description: Strong jaw, 6ft tall with bright blue 
  eyes and slicked back brunette hair, dark rings seem 
  to be forming under his eyes. 
  • 
  Traits: Gullible to the strange sightings, Thomas 
  knows something is in the cave and is horrified to 
  think what it may be.  
  Carter O’Hare, 64, begrudging farmer 
  Irish descendant but has lost his accent over years of living by 
  himself, Carter is a salt of the earth man. 
  If the Investigators run into Carter, he is very likely to mention 
  to them the threat of a werewolf. A rancher by trade, Carter 
  has recently begun to discover empty bottles and fire damage 
  on his property. In an attempt to scare people off his land, he 
  has begun to spread the rumor of werewolves, throughout the 
  town. Any Investigators succeeding a Hard Psychology roll 
  can deduce that the man is lying, but even when confronted he 
  will still spread his sightings of feral creatures the roam his 
  land.  
  Description: Graying, dark hair. A full farmers tan on a large 
  gruff body and a shaggy beard to complete the look. Late 
  nights attempting to catch the culprits has left him looking 
  sleep deprived.  
  Traits: Curmudgeon old man who wants to be left to his 
  privacy, even rudely ending conversations to get people away 
  from him. 
  Maurine Greer, 28, grieving widow 
  Maurine’s husband is among the many who have disappeared 
  from the town of Porham Cove over the last 3 months. 
  Originally hopeful that her hapless husband would walk 
  through the door at any minute, she has recently lost faith. She 
  lives the life of a shut in now, so getting to talk to Maurine will 
  be hard for the Investigators. She is friendly to talk to and on 
  the surface seems to be holding up quite well, but the smallest 
  provocation could set off an episode of hysteria. 
  Description: Long blonde hair, well-kept and brushed, 
  ironed smart clothes and bloodred straining blue eyes. 
  Traits: Naïve, unaware of her husband’s infidelities. 
  Attempting to move on with her life and keep herself afloat. 
  Michael Stewart, 55, Doctor 
  A kind, soft spoken man from Boston who came down to the 
  town almost 15 years ago to provide aid and get away from 
  the busy and often brutal city life. After the loss of his wife, 
  he was desperate to give a better life to his daughter, Portia. 
  While working at Porham Cove, he has certainly spent a lot of 
  time seeing the hypochondriacs of the town, mainly Maurine 
  Greer. He seems to spend most his time calming her down on 
  every little lesion or ache that she instantly reports.  
  In recent weeks though, he has seen a spike of insomnia 
  spreading through the town like wildfire. Hesitant at first, he 
  began to administer dream therapy to those who shambled 
  into his office, sleep deprived and barely lucid. The 
  descriptions of these horrific dreams have tested his sanity 
  and bombarded his sense of reason. Growing weary and 
  wearier from each session, his own sleep has begun to 
  become troubled. 
  Description: Albert always has his wide rimmed spectacles 
  on his face that amplify his brown soft eyes and will 
  periodically dab at his mouth with a handkerchief, a physical 
  compulsion that he doesn’t fully understand. 
  Traits: His empathy is his downfall and he feels the same 
  sanity shredding horror that his patients feel every night. 
  Always nervously checking the clock or his watch, frightened 
  of the next bout of sleep. 
  TEENS OF PORHAM COVE 
  Evan Dawson, 17, troubled teen 
  While Evan used to have the perfect life with a loving father 
  and mother, that all changed after the Great War. Leaving to 
  serve his country, his father never returned from overseas. The 
  sheer grief of losing her husband has left Evan’s mother an 
  unresponsive shell, which made her an easy target for the Star 
  Spawn when it began to lure those of fragile minds.  
  Evan woke one morning to discover he was an orphan. 
  Following this he was forced to move in with his aunt, another 
  local of the village 
   Needing something to numb the pain and drown out his 
  aunt’s incessant attempts to reach him, he decided to check 
  the caves beneath the lighthouse (responding to a vision of a 
  
  4 
   
  dream) and lucked out when he found a crate of moonshine. 
  After a few days, he managed to persuade his friends, the other 
  local teens, to come into the forest and drink with him.  
  Description: Thick black hair and a strong, albeit weary 
  handsome face, poorly kept clothes and equally deteriorating 
  hygiene, sunken brown eyes. 
  Traits: Understandably sullen, defensive and closed off from 
  the world. After a jug of moonshine though, he comes alive in 
  manic fits of laughing, crying and sudden confiding 
  Rebecca Adams, 17 
  A sweet, fresh-faced teenager and sister to Thomas. Out of 
  school and ready to experience life. With recent events, she 
  has been seen at the church frequently, giving a silent prayer 
  to the departed. Originally sweet on Evan, his sudden 
  detachment and spiral has made her worry about him 
  constantly. Should the Investigators approach her, she will 
  attempt to protect Evan and will lie about the moonshine. 
  Description: Fresh faced, innocent eyes and a bright, 
  contagious smile.  
  Traits: Eager to step up and help in the wake of the Pastor’s 
  absence and prove herself. Worries for Evan’s safety and when 
  pressured, agrees to partaking in the moonshine revelry. 
  Harry Milton, 17 
  A frustrated ball of pent up energy, angry that he was too 
  young for the war and doesn’t know what to do with himself. 
  Eager to leave this small town and make his mark on the 
  world, Harry will most likely try to convince the Investigator’s 
  he’s worth something and will want to lend a hand. 
  Description: Rebellious blonde locks, mischievous eyes and 
  a demeanor that immediately makes you suspicious. 
  Traits: Surprisingly resourceful. Not afraid to get his hands 
  dirty for any form of recognition.  
  Portia Stewart, 17 
  A girl of few aspirations or dreams but is always happy in the 
  moment. She doesn’t mind if she never leaves this town, if 
  she’s content. She enjoys the campfire moonshine revelries 
  with her friends and is quite clueless to Evan’s mental 
  deterioration. If asked about the recent disappearances, she 
  has no real opinion nor theories on the culprit. 
  Description: Cupid like face with soft features and black 
  hair. A loud raucous laugh and a fun-loving personality. 
  Traits: Will invite younger Investigators to moonshine 
  shindigs if they can prove they are fun enough. 
  SUBMARINE CREW 
  Alistair Riley, 34, Submarine Technician 
  Alistair was working in Comms, back on shore, the day the 
  submarine disappeared. It was late at night and he was the 
  sole member left to oversee the routine tests of the 12th 
  produced sub. He will never forget the transmission he 
  received before the sub went dark, though he will never share 
  what he heard to outsiders. In his report, he describes the 
  issue as a fault with the bilge, but in truth he knows the 
  submarine was attacked by something “Out there!”.   
  He has almost feinted from sheer terror when the bulkhead 
  was retrieved from the bottom of the ocean, showing thick, 
  constriction like damage across the entirety of the hull. 
  Whatever did it was strong, sizable and unknown to science. 
  Description: thinning, black hair and a short wiry frame. 
  Thick framed spectacles dominate most of his face. 
  Traits: Shaken to the core, hiding the secret that something 
  beneath the ocean tore the submarine apart and killed the 
  crew.  
  Gregory Ward, 42, Site Foreman 
  In recent years, Gregory has grown despondent of his job. 
  Once an easy gig, over the occasional ship project and just 
  make sure the scaffolding doesn’t break. However, with this 
  new task of developing submarines, his job has become far 
  more complicated. Furthermore, it has come with a whole new 
  layer of bureaucracy and secrets, yet his wage hasn’t seemed 
  to increase with the added pressure.  
  The final straw was the destruction of submarine 12, where 
  conflicting reports and his men being constantly on edge has 
  led him to believe that his own men are hiding something from 
  him. Gregory will gladly pay a small sum to anyone who can 
  source some information on the submarine’s fate for him, 
  whether that includes spying on his coworkers or not. 
  Description: Burly, shaved hair and a cropped moustache. 
  Always wearing thick grey overalls. 
  Traits: Is adamant that his men are hiding something from 
  him, not to mention the technicians attached to the 
  government request for more subs. He will find out what they 
  are hiding, no matter what. 
  GETTING THE INVESTIGATORS 
  INVOLVED 
  While this module is intended to assemble new groups of 
  Investigators, it can also be used for an existing party.  
  Typically, though, the main hook of Porham Cove is its 
  staggeringly 
  high 
  record 
  for 
  strange 
  sightings 
  and 
  disappearances, relative to such a small town. It is likely that 
  the Investigator has seen the news report by Edina Fisher, 
  stating 
  the 
  strange 
  circumstances 
  of 
  the 
  recent 
  disappearances. Handout 1 is an exert of her news report.  
  Therefore, the players should create Investigators who are 
  either; interested in unraveling a mystery (cryptid enthusiasts, 
  journalists or private eyes) or perhaps are only going there for 
  the cash reward. 
  Preliminary Investigations 
  Before heading out to Porham Cove the Investigators may 
  wish to do some research on the village. Information can be 
  found at libraries and government buildings. The information 
  available upon a successful Library Use roll: 
  • 
  The population of the village – around 200 
  • 
  The location of the village – along the Massachusetts 
  shoreline, south of a military dry dock 
  • 
  The history of the town – Founded in 1603 during the 
  Colonial Era, the town is renowned for sightings of 
  ghosts, UFO’s and Cryptids. 
  
  5 
   
  More importantly the Investigators can find the names of the 
  victims who have disappeared. Listed and in order of 
  disappearance 
  • 
  Richard Greer: Left his wife a widow. Went for a 
  walk, never returned home. Presumed Dead. 
  • 
  Marla Dawson: Widow and mother of one, 
  discovered missing in the morning by her Son, 
  presumed dead. 
  • 
   Pastor Frank Terrace: Was reported missing a 
  week after Richard by a member of his flock when the 
  rectory door was left wide open and no sign of him 
  was left, he is now presumed dead. 
  Investigators may also notice that, aside from the very recent 
  report from Edina, there is almost no official news reporting 
  from the small village. With no official reporter living in the 
  town (Edina is from Boston), there is very little in the way of 
  news. Furthermore, the large amount of cryptid sightings 
  seems to leave the village through word of mouth. 
  Getting to Porham Cove 
  Given the size of Porham Cove, it will be somewhat of a 
  challenge to find on a map. Those purchasing or borrowing 
  one from a public library would have to take a few minutes 
  before finding it along the Massachusetts coastline.  
  When determining what time the Investigators arrive at 
  Porham, ask for a Navigation or Natural World roll. (A 
  Group roll if they are arriving together or individual roll if 
  they are by themselves.) A successful roll identifies on the map 
  that Porham Cove is on a tidal Island and can only be reached 
  at certain hours of the day, 4-11am and 4-11Pm. With a 
  successful roll, they arrive in Porham as the sun is going down 
  and have enough time to find the B&B, chat with Sally and 
  settle down for the night.  
  A failed roll results in the Investigator (or the entire group) 
  arriving late at night, exhausted from getting lost in the 
  winding country roads before waiting a few hours to get onto 
  the island (They can swim the small channel, but no vehicle 
  can make it across). This results in a Penalty Dice on the 
  dream call POW roll of the first night. (Effects described in 
  Appendix: Dream Call, Page 15) 
  While in Porham, the weather is grey and over-cast, seemingly 
  in constant threat of raining. White horses on the waves crash 
  menacingly along the shark, teeth like rocks that line the 
  coastline.  
  Finding a Place to Stay 
  Unless the Investigators have elected to sleep rough, then they 
  will most likely look for lodging at Rueman’s Bed and 
  Breakfast. On the outskirts of Porham, located on the only 
  road leading into town, is Sally’s B&B.  
  For only a dollar a night to stay; with comfortable 
  accommodation in a classic colonial house and food in the 
  morning, this would seem like the preferable choice. The 2nd 
  Investigator to buy a room will find himself in the same room 
  that 
  Edina 
  was 
  staying 
  in 
  while 
  investigating 
  the 
  disappearances, Sally will mention this fact, explaining that 
  the last occupant booked it a week ago, stayed the night and 
  never returned to pick up her things so she has stored them 
  away. If the Investigator wishes to search the room, ask for a 
  Hard Spot Hidden. On a successful roll, they will find a small 
  exert of her notepad, torn out and slid behind the headboard 
  of the bed. This exert is Note #2 Edina’s Notes. The other 
  possessions Edina left in her room are non-descript items 
  such as spare clothes and writing equipment. 
  If the Investigators are in time for dinner (Succeeding their 
  Navigation rolls) then she will happily talk to them over 
  dinner and begin to spread the local gossip to the newcomers 
  (See What Sally Knows, nearby). If the Investigators arrive 
  late at night, or early in the morning, then she will show them 
  too their rooms and let them get some sleep, waiting till the 
  morning to have a chat with them.  
  If the Investigators succeed a Spot Hidden roll in the cozy 
  living room, they will notice a few photos of Sally, a few years 
  younger, next to a man and woman of similar age. If asked of 
  the context, she will sadly reveal the man to be Richard Greer, 
  the missing man and the woman next to him to be his wife, 
  now widow. Any Investigator that examines this photo will see 
  a cross necklace of great value wrapped around Richard’s 
  neck, that seems to be on him in every photo. 
  What Sally Knows 
  While having a few secrets of her own, Sally is renown in the 
  town for knowing almost everything about everyone. No one 
  else in the town is a better font of knowledge for local 
  happenings for Sally. While she will remain hesitant to dispel 
  her own secrets, she has no trouble telling others. With barely 
  any prompting she will tell the Investigators: 
  • 
   “There’s a poor boy, name’s Evan. Living with his 
  aunt now. His Dad died in the war and his mom, just 
  between us, didn’t take it so well, heard she didn’t 
  leave her room for months. Well she went missing 
  one morning and now that kids an orphan. I seem 
  him roaming the streets now, looking all gloomy and 
  sullen. My friend, Maurine, says she saw him lurking 
  down at the Cove.” 
  • 
  “Talk about crying wolf, Carter believes he saw 
  himself a werewolf a few nights ago on his own farm. 
  Came into the community center and proper worked 
  everyone up over a two-legged man-beast…that 
  being said, I did see some weird lights coming from 
  the trees the other day.” 
  • 
  “Police made a big bust recently, maybe you heard 
  about it in the city. Bunch of bootleggers came down 
  and tried to stash their booze in our cove, using all 
  those smuggler caves. We heard gunshots from here 
  and everything. Sheriff and his deputy managed to 
  beat them though!”  
  • 
  If asked about Maurine, Investigators succeeding a 
  Psychology roll may notice that she is not saying as 
  much as she is letting on. If pressed however, she will 
  quickly make an excuse and leave. Unless harassed, 
  she will say: “Maurine? She’s an old friend of mine, 
  we went to school together. Poor girl, her husband 
  came back from the war only to disappear a few 
  weeks ago. Apparently, their marriage had been a bit 
  rocky, poor girl got proper questioned by the Sheriff’s 
  deputy. They thinking maybe she be a (Mouthing) 
  Black Widow.” 
  • 
  “Poor Pastor went missing a week ago too. 
  Apparently last anyone saw him, he was locking up 
  the church, next morning he’s gone. Church remains 
  empty mostly now ‘cept for Rebecca. Young girl likes 
  to go there and pray, had a spare key I think, let’s a 
  few of the flock in to pray too. Yeah, Rebecca’s a 
  
  6 
   
  sweet girl, her brother’s the new deputy with the 
  Sheriff.” 
  Keeper Note: The order that these clues are delivered, 
  if all of them are used, can be changed at any point or used 
  in any combination to create a different experience each 
  time. While each of the clues are mostly benign, they each 
  have a modicum of truth which will lead the Investigators 
  to Layer 2 of clues. 
  Later, once the Investigators have been in the town for a day 
  or two, Sally may let slip some more relevant information. 
  • 
  If the Investigator’s mention the dry dock to the 
  North of the Town, Sally will say “Oh I heard about 
  that, Government moving in with some hushed up 
  project, Carter was walking his dog up there one 
  week and saw some big metal containers, he reckons 
  it’s one of those ships that goes under the sea from 
  the war, maybe their making new ones. Coupla’ fellas 
  who work there come into the town for supplies ever 
  so often.” 
  • 
  Should the Investigators reveal the missing necklace 
  found in her bedroom, she will burst into tears and 
  confess to the affair. “Oh god I feel awful about it. I 
  had loved him since school, but he was always sweet 
  on Maurine. When I heard their marriage was rocky, 
  I wanted to comfort him, but one thing led to 
  another. He was heading back to her house late in the 
  evening from mine when I never saw him again…” 
  Sally’s Room 
  Should the Investigators suspect something sinister of Sally or 
  are merely kleptomaniac, they will notice that she leaves 
  midday to go to the community center or to get supplies from 
  the general store, creating a perfect opportunity to search her 
  room. 
  Investigators who succeed a Spot Hidden, or specifically ask 
  to look in the back end of the cupboard, underneath the pile of 
  blankets, will find a small shoebox. Inside is the necklace 
  belonging to Richard Greer. A comparison against a photo of 
  him will easily confirm this and will likely push the 
  Investigators to confront her. 
  THE POLICE STATION 
  After a nice sleep at the B&B, the most likely course of action 
  for the Investigators will be to visit the Police Station. When 
  the Investigators arrive, the sheriff is caught in a state of 
  inertia, with nothing to do but listen to the radio. His deputy, 
  Thomas, is out examining Carter’s story.  
  If an Investigator is inflicted with 2 or more Dream Call 
  Points, then ask for a POW roll. If failed, the Investigator 
  hears strange, dissonant whispers in an unintelligible 
  language coming through the radio, costing 1d4 sanity. 
  The office itself is very small, with a desk and chair in each 
  corner, next to a file cabinet of false claims and bogus 
  sightings. In the back is a door leading to the small and meager 
  holding cells. 
  What Walter Knows 
  Walter, the older of the pair, has been on the force for so long; 
  he has heard just about every dumb claim the town has to 
  offer. Provided that the Investigators are friendly or at least 
  professional, and not armed to the teeth, he will happily 
  impart the knowledge of the town he has gained. He maintains 
  a nonchalant and laid back attitude as his speaks in a thick 
  accent. 
  • 
  Walter will confirm the sightings of werewolves, 
  reported by Carter. “Well the Ghoul sightings have 
  been around for years, but Werewolves…that’s a new 
  one. And Carter has never been one for believing 
  them, maybe he really has seen something.” 
  • 
  “That Greer Widow, Maruine, reported one last 
  night…Well, she reports most nights, poor girl. Says 
  she couldn’t sleep one-night, bad dreams or 
  something, and saw lights coming from the sea. Not 
  like a ship, but from beneath the waves. Proper 
  creepy lights too, scared her pale and shaking, says 
  it’s Aliens or something.” 
  • 
  “Yeah that Evan boy, we got a lot of complaints about 
  him just lurking about looking all suspicious. If he’s 
  just loitering and aint hurting nobody then yeah, I 
  ain’t gonna arrest a boy for being sad.” 
  • 
  “We been getting a lot of reports about strange lights 
  coming from the forest, yeah by the farm…yeah talk 
  to Thomas about that, he’s been looking into it..he’s 
  out at the moment but I’ll tell him you dropped by!” 
  • 
  “The silliest one I get though, and I get it a lot, is that 
  Sallly…yeah the one from the B&B, that she is one of 
  those reptile people in a skin suit…or human form or 
  something. I think it might be the teenagers just 
  playing a prank but…she does visit the doc a lot.” 
  (Investigator’s with Cthulhu Mythos knowledge 
  will know that those using Consume Likeness 
  spells don’t cast a shadow in human form. It’s a 
  complete red herring however, as Sally’s secret is 
  nothing of the like.) 
  • 
  If asked what the police are doing about the 
  disappearances, he will seem very apologetic. “Look, 
  we tried everything we could alright? There’s only 
  two of us. We took statements, that got us nowhere, 
  we asked local towns if they had any wanderers 
  coming through recently, none. It seems as if they 
  just up and vanished.” 
  • 
  If the Investigators mention Edina, Sheriff Hopkins 
  will have some choice words. “Yeah I met her. We 
  didn’t really see eye to eye. We go out of our way to 
  accommodate her, then she ups and ran off to belittle 
  our town behind our backs in the newspapers.” If 
  they ask what she was investigating he will say “She 
  was looking into the disappearances. Thought we 
  were sitting on our hand’s bout it. Told her all we 
  knew and sent her on her way.” He is unaware that 
  she returned to Porham and is currently missing. 
  A Meeting with Deputy Adams 
  Deputy Thomas Adams is currently looking into the 
  Werewolf crisis that is afflicting his town. While 
  investigating the werewolf issue, he found an empty jug 
  reeking of moonshine in the forest and believes the 
  bootleggers to be involved. Should the Investigators meet 
  him at Carter’s farm, he will still have said jug in his 
  hands.  
  When encountered for the first time, Thomas will be 
  checking the wrought iron gate blocking entrance to the 
  Cave (Or on his way to check, after finishing up with 
  
  7 
   
  Carter). However, the locks and chains on the gate are in 
  perfect condition (bar the rust) and he has the only key. 
  Unbeknownst to him, led by a strange dream, Evan 
  walked out to the lighthouse when the tide was out and 
  snuck in through another entrance into the caves.  
  In the event that the players don’t meet Thomas at the 
  farm or the cove, then when they are sufficiently through 
  Layer 1, to the point where they are starting to piece 
  together that most the sightings are false; Thomas will 
  receive the message that the Investigators are looking for 
  him and will try to find them. (Even if they haven’t visited 
  the Police Station, it is likely that their appearance and 
  meddling will cause enough uproar to bring his 
  attention.) 
  When talking to the Investigators, he keeps a stern 
  manner and lawful attitude. He will explain that 
  moonshine bottles continue to appear in the woods but 
  the only entrance he knows of has remained untouched. 
  If the Investigators have proved themselves to be useful 
  then he will hand them the key to the smuggler’s cave and 
  will accompany them to investigate (details on the 
  smuggler’s cave can be found in The Smuggler’s Cave, 
  page 10). 
  When talking about the incident with the bootleggers, ask 
  for a Psychology roll, if succeeded then the 
  Investigators can sense that something about the event is 
  heavily weighing on him. While his eyes are hard to read 
  with the half-closed lids and heavy bags beneath them, 
  the Investigators will still get a sense that he is hiding 
  something. If pressed, with a successful Persuade roll, 
  he will reveal that only three of the four bootleggers were 
  found and arrested. Thomas made sure to never mention 
  what happened to the fourth, but the echoes of his 
  bloodcurdling screams from the cave still haunt him to 
  this day. Hearing this haunting tale will cost the 
  Investigators 1 Sanity Point. 
  If the Investigators know at this point that it was Evan 
  who took the moonshine and they respectfully handle the 
  situation, then Thomas will be incredibly grateful and will 
  lend a hand with their further investigations (serving as a 
  backup player character too). On the other hand, if 
  Thomas is chosen as the next victim of the Star Spawn 
  then his notes on the case can be found on his desk, along 
  with underlined words reading “Jesus Christ, I need some 
  sleep”. 
  CARTER’S FARM 
  On the outskirts of Porham, just south of the town, is a 
  secluded farm that belongs to Carter O’Hare, who supplies the 
  town with most of their food. With a variety of animals and 
  crops, Carter struggles to stay on top of it all by himself and 
  his age is beginning to show. Now, with teenagers sneaking 
  onto his land to light bonfires and drink themselves stupid 
  while destroying his property and occasionally stealing from 
  his barn, he has resorted to something more drastic.  
  Unable to catch them personally in the act, the lights from the 
  woods seemingly disappearing when he draws near, his 
  frustration turn to fury. Shotgun in hand, he went to the 
  community center and began yelling about the horrific man 
  beast he saw prowling his land, hoping the story would spread 
  and scare the nightly revelers away. 
  If the Investigator’s visit him on the first day, they will walk up 
  the gravelly and sullen path to find Carter preparing to solve 
  his ‘werewolf’ problem by laying traps for his nightly thieves. 
  On a successful Group Luck roll, Thomas will still be there 
  questioning him, and with a degree of professionality 
  displayed by the Investigators, may be willing to collaborate 
  (See A Meeting with Deputy Adams, page 6). 
  Those with a country upbringing can make an EDU roll while 
  those of a city upbringing can attempt to make a Natural 
  World or Survival roll. A success will notice that the traps 
  and precautions that he is taking don’t seem to be geared 
  towards dealing with a wolf, or werewolf problem. Most of his 
  traps aren’t baited with common scents, the animals are still 
  being left in the pens and most of his traps seem to be non-
  lethal, just intended to catch and stun rather than kill, which 
  doesn’t seem to match the same frenzy and vigor that he 
  despises the werewolf with.  
  After all, Carter doesn’t want the criminals killed, but would 
  prefer to see them brought to justice so that he can return to 
  living in peace. 
  Examining Carter’s Story 
  If asked about the werewolf sighting, Carter will take them 
  around the outskirts of the farm to where he ‘spotted’ it. He 
  will take them around the perimeter to a smashed portion of 
  the fence. He informs them: “Yeah, heard it last night. Saw 
  strange lights in the forest then heard the smashing of the 
  fence, came out with my shotgun and saw it running back into 
  the woods.” Given his gruff attitude and generally cold 
  disposition, reading his story for lies will require a Hard 
  Psychology roll. Those who succeed it will know that he is 
  not telling the truth. 
  Carter knows full well that the werewolf is a hoax and has 
  personally taken to smashing the fence and leaving 
  humanoid/wolf looking tracks (Using tailored boots that he 
  sewed himself into a paw shape). Investigator’s that succeed a 
  Tracking roll will spot the bipedal wolf tracks, confirming 
  Carter’s suspicions, however if an Extreme Success is rolled on 
  the Tracking roll then tell the Investigator that something 
  seems wrong. The tracks are somewhat ambling and not 
  consistent with the destroyed fence. Furthermore, the tracks 
  seemingly stop halfway through the forest, when Carter grew 
  tired of continuing them, and seemingly transform to human 
  boots before circling back to his farmhouse. Furthermore, 
  Investigators with an almanac handy, or just a good grip on 
  the patterns of the moon (INT roll) will know that a full moon 
  is impending and would have been still waxing when Carter 
  reported the werewolf.  
  If the Investigator’s offer any help with catching this beast, 
  Carter will vehemently refuse any help. “I can and will catch 
  this beast by myself and will display his head in the 
  community center by the end of the week, I don’t need no 
  help.” Should they continue to press him, he will escort them 
  off his land (At gunpoint should the persuading get 
  aggressive). 
  Returning at Night 
  After hearing Carter’s story and not believing it, or wanting to 
  prove the truth, if the Investigator’s head to the farm at night 
  and watch the farmhouse then ask for a group Spot Hidden. 
  If succeeding, they will first spot strange lights coming from 
  the forest, to the south of the farm, before seeing a dark 
  shadowy figure leave carter’s house. Those with good optics or 
  
  8 
   
  a better view can see that it is bipedal and draped in wolf like 
  fur (Carter in a sewn costume, using taxidermy and tailoring 
  skills) with a wolf head. Those deciding to follow him will need 
  to succeed a Stealth roll against his Spot Hidden. If they 
  manage to remain undetected, they will follow him toward the 
  lights as he slowly moves through the forest and prepares to 
  scare them off. If he is not interrupted, he will jump out and 
  let out a horrific wolf like sound, followed by the screams and 
  drunken cries of the teenagers as the runaway into the forest. 
  Chuckling to himself, he will swiftly burn the rest of the 
  moonshine, put out the fire and return to his home. At this 
  point, Evan will become the next victim of the Star Spawn and 
  Layer 2 will begin. 
  If the Investigator’s decide to go to the lights first though, they 
  will find Rebecca, Harry and Portia sat around the fire, 
  drinking a clear liquid from a glass, wincing each time, as Evan 
  watches the dancing flames intently, standing so close as to 
  feel the warmth almost burning his face, mumbling a language 
  he heard in his nightmares. If the group is confronted, they 
  have about 30 seconds to explain themselves (poorly) before 
  Carter, in disguise, jumps out to scare them off. (Further 
  details of the campfire shindig are detailed in An Invite from 
  Evan, page 10) 
  Should they confront Carter before he reaches the teens, any 
  threatening demeanor, waving a weapon or detaining him 
  with force will make him surrender and remove the wolf head 
  (should his arms be free too) he will say “Look…there wasn’t 
  enough police to find them and I couldn’t patrol every night in 
  case they showed up, so I made the threat of the wolf. Just go 
  rap the kids round the head and make them go home…”  
  If the problem is sorted discreetly, with the teens removed 
  from his property safely and without hassle, then Carter will 
  offer them his 12-gauge shotgun if they need to hunt the real 
  cause of the disappearances. If the situation is handled poorly, 
  or someone gets hurt, then Carter will threaten to get his 
  shotgun and deal with the Investigator’s personally.  
  THE CHURCH 
  Once a stalwart of the community, the lifeblood of Porham, it 
  now sits gloomy and foreboding against the grey, overcast sky. 
  With the disappearance of the Pastor, Rachel is left to pick up 
  the pieces. With very little training and just her faith and good 
  attitude to go with, the church hasn’t seen many services and 
  certainly not with most of the town in attendance. Those who 
  do arrive generally sit in the pews by themselves, head bowed 
  in prayer as they send a silent message to those recently 
  departed. Rachel herself is quite distracted, attempting to run 
  and church while worrying about the downward spiral of her 
  friend Evan.  
  If the Investigators arrive at the church during the day, she 
  will be talking to a member of the pastor’s flock quietly, while 
  3 other non-descript members of the town are quietly praying 
  in the pews. The atmosphere in the church is incredibly quiet, 
  with the hushed conversation being the only source of sound, 
  lightly echoing off the stone walls of the church. If they talk to 
  her, she will be as friendly as possible, yet they can see that a 
  lot is weighing on her mind. 
  What Rebecca Knows 
  • 
  “I’ll tell you what I told the police. I had stayed late 
  the night the Pastor disappeared. I was helping clear 
  up the clutter in the back. As we were leaving, he 
  went back in to check he had locked up properly and 
  I went home. That was the last I ever saw him. I came 
  the morning after and found the place mostly locked 
  up…I’ve sort of been running things since then.” If 
  asked about what was left unlocked, she states “The 
  door round the back, it was left wide open and 
  unlocked” 
  • 
  If they ask to see the Pastor’s office, the Investigators 
  will need to provide a good reason as to why, as well 
  as a successful Persuade/Charm/Fast Talk roll. 
  Intimidating the young 
  • 
  If asked about what she is so distracted by, she will 
  simply dismiss it as stress from running the church. 
  A Hard Persuade roll will convince her to mention 
  that her friend Evan has been getting very reckless 
  recently. “He’s been through a lot…and I understand 
  that, but he’s a danger to himself. I worry about him.”  
  • 
  If asked about the Pastor’s mental state before his 
  disappearance, she will say “Well he seemed 
  fine…just very tired all the time. Yawned a lot. I kept 
  telling him to get some sleep, but he just said he 
  couldn’t.” 
  The Pastor’s Office 
  Even in his tired state, the Pastor managed to maintain 
  his OCD mentality when it came to organize his office. 
  Everything is laid out with incredible care, almost as if it 
  was perfectly measured from each other. His robes are 
  meticulously laid out and ironed, ordered by the uses and 
  necessity of them. A large wooden desk dominates the 
  center of the room, with pencils neatly organized under 
  some parameter. A tall chest of drawers is pressed into 
  the corner. A small wooden door next to the drawer links 
  this office to a small closet sized room with some modest 
  bedding and toilet facilities.  
  When entering, ask for a Hard Spot Hidden roll. On a 
  success, the Investigator’s will notice the slimmest 
  amount of discord in this haven of order, the bottom 
  drawer in the corner has been slightly pulled out and left 
  that way, only standing out due to the incredible amount 
  of order that purveys through the room.  
  While suffering severe delusions from the dream calls 
  pervasive hold, Frank defaced his childhood bible with 
  mad scrawling. When he recovered from the bout of 
  madness, he shamefully hid his bible away. Those who 
  search the bottom draw will find the secreted book. 
  Investigators will find neat writing in the opening page “I 
  give this bible to my son Frank”. However, everything 
  beyond the neat calligraphy on the opening page is the 
  chaotic scrawling’s of a madman. Pages are torn out; 
  words are crossed out and strange unintelligible symbols 
  have been carved into the pages with strong thrusts of a 
  pencil.  
  Any Investigator who witnesses the mad scrawling must 
  make a Sanity roll, 0/1d4 sanity loss. Those who read it 
  can make a Cthulhu Mythos roll to try and decipher the 
  scrawling. On a success they can deduce that the creature 
  responsible is using some form of dream call, meaning 
  that it is likely linked to the city of R’lyeh or perhaps 
  linked to Gla’aki (On a higher degree of success, those 
  who have encounter Gla’aki know that he only resides in 
  lakes and not seas/oceans.) In this office, at the back, is 
  the door that is typically unlocked first before the rest of 
  
  9 
   
  the church is opened. If an Investigator wishes to look for 
  his tracks from that night, ask for a Hard Tracking roll, 
  given the amount of time from his disappearance and the 
  multiple people going through the door since (Mainly 
  Rebecca). 
  However, if the roll is succeeded, they will find the tracks 
  go in the direction of the Cove, before stopping quite 
  suddenly, which the Investigator can infer is due to the 
  high amount of rainfall over the last few weeks. This 
  should lay the seed in the Investigator’s head, leading 
  them to suspect the cove. 
  MEETING WITH THE WIDOW GREER 
  Seeing as the Investigators are in Porham cove to 
  investigate the disappearances, it is very likely that they 
  will visit the widow of the victim. If visited during the day, 
  she will be in the process of dusting the house. Any 
  Investigator can quite clearly see that the house is 
  immaculate, every item on the walls and shelfs polished 
  and dusted to perfection.  
  If the door is knocked on, she will take a few seconds to 
  reply before greeting the Investigators with a smile. When 
  talking to her, they should get the sense that she is trying 
  to be strong and move on with her life, yet the dark bags 
  under her eyes betray her lack of sleep and teetering over 
  the edge of madness. After asking them to remove their 
  shoes, Maurine will guide them into the living room and 
  ask if they would like to sit. She is very compliant with 
  their questions unless the Investigators turn aggressive or 
  seem completely incompetent. At that point she will ask 
  them to leave. However, if they maintain a friendly and 
  respectful guise, she will offer them tea and baked goods 
  as the speak to her. 
  What Maurine Knows 
  While aware of her husbands’ routines and problems with 
  his sleeping, Maurine is completely unaware of the affair 
  that her husband has been enacted behind her back with 
  the owner of the B&B.  
  • 
  If Maurine is asked about his whereabouts the 
  night he disappeared she will say “Well he 
  couldn’t sleep that night, so he said he was going 
  for a walk…around the town I presume. He got 
  dressed and left. That was the last I saw him.” 
  • 
  Should the Investigators ask what he looks like 
  or if he owns anything recognizable, she will 
  show them a photo “This is me and Richard with 
  our friend Sally, just after school. See he’s tall, 
  tanned skin and black hair. We always though he 
  had a bit of Italian in him. Very handsome. And 
  he always wore a silver cross with his initials on 
  it, never left home without it.” 
  • 
  If asked about her husband’s sleeping problems 
  she will seem hesitant at first. “Well, he had the 
  occasional troublesome night after he came back 
  from the war. Says his ear kept ringing in the 
  night. But in the last few weeks his insomnia was 
  worse than ever.” (Unbeknownst to her, the guilt 
  wracking her husband’s mind kept him up at 
  night, weakening his mind as day by day went by 
  without sleep. When the star spawn arrived, he 
  found himself easy prey) 
  • 
  (Layer 2) If the Investigator’s reveal to 
  Maurine that her husband was having an affair 
  with Sally, she will take the news surprisingly 
  well. Once they leave her though, she will head 
  to the B&B and brutally butcher her with a 
  kitchen knife before killing herself. As Thomas is 
  left to investigate the horrid scene all night, he 
  will find himself victim to Star Spawn as it preys 
  on his sleep deprived mind. 
  THE ORPHANED CHILD 
  Much like Maurine, being close to the disappeared victim, it is 
  likely that the Investigators will want to talk to him. However, 
  finding him is a bit more difficult as he is known to wander 
  and skulk around. They could try his aunt’s address (given by 
  Sally with very little convincing) but she will say that he is 
  rarely home, sneaking in during the dead of night and leaving 
  early too. She has no idea where he goes either. Should they 
  think to ask Rachel at the church, she will be hesitant to tell 
  them first. Ask for a Psychology roll. Should they succeed, 
  they can see she is hiding information to attempt to protect 
  him. If pushed however, she will tell them that he frequents 
  the cove to stare out to sea. 
  If the Investigator’s ask non-descript people of the town of 
  Porham, given that it is a small town, each will give them a 
  random location. Ask for a Group Luck roll to see if they are 
  given the right location (The cove during the day). Past 7PM 
  though, he will be grabbing his stash of moonshine and 
  making his way to the small clearing in the forest.  
  When they find him though, he is sitting on the rickety pier in 
  the cove, legs dangling off the side as he stares out to the 
  lighthouse. If asked why he’s interested in the lighthouse, he 
  will refuse to say. 
  What Evan Knows 
  Evan has recently become an orphan, he is abrasive and 
  speaks callously to push people away so they don’t notice how 
  vulnerable, therefore he is quite keen to tell the Investigators 
  what they want so he will leave them alone.   
  • 
  If Evan is asked why he is out here, in the cold by 
  himself he will curtly respond “I come out here to be 
  alone.” 
  • 
  If asked about his parents, Evan will respond “Dad 
  didn’t come back from the war, mom didn’t take it 
  too well. She just stayed upstairs in her room, barely 
  ate. I had to feed her. One morning I go into to feed 
  her and she was gone. Front door was left open, must 
  have got up and walked away” 
  • 
  The Investigators at this point may have heard that 
  others were having trouble sleeping at night, as well 
  as that the disappearances happened at night. If 
  asked about the nature of her sleep pattern he will 
  say “She didn’t sleep. She’d stay up, crying, and then 
  collapse from exhaustion. Had a lot of night terrors 
  too. They were weren’t as bad as they were the week 
  before she disappeared though.” 
  • 
  It would take a Hard Persuade roll to get Evan to 
  talk about the moonshine that he is currently 
  possessing. “Yeah I found some in a cave. Not on 
  this side though. I waited till the tide was low and 
  walked out to the lighthouse, there’s a hatch there. 
  Place is mainly flooded, but a few bottles of 
  moonshine were left.” If asked why he went out 
  
  10 
   
  there “Well, I saw the lighthouse in a dream…” is all 
  he says on the matter. 
  Background Checking 
  Should they not take Evan’s story at face value, or decide to 
  not even approach him, the Investigators may wish to check 
  his parent’s home or his room at his aunt’s. His parent’s house 
  remains locked and would require a Locksmith roll to break 
  into and is only occupied at 6:30 PM when Evan arrives to 
  grab his moonshine, stashed beneath a loose floorboard in the 
  kitchen. If the Investigators arrive before 6:30, ask for a Hard 
  Spot Hidden roll to see if the find the stash. A full sweep of 
  the house will find not much of interest, save for an incredibly 
  musty smelly master bedroom and a smaller bedroom 
  attached, with sketches and drawings of his friends (Rachel, 
  Harry and Portia) as well as some landscape drawings. Should 
  the moonshine go missing, Evan will call off the nighttime 
  bonfire (See Evan’s fate, section nearby) 
  Should the Investigator’s attempt to get into Evan’s room, they 
  will either need to sneak (At night when Evan is out in the 
  forest and his aunt is asleep, or when his is Aunt is busy and 
  the house is free) into his room or convince her that their 
  actions 
  are 
  in 
  Evan’s 
  best 
  interest, 
  succeeding 
  a 
  Persuade/Fast talk or Charm roll. Any attempt to 
  intimidate will be thoroughly rebuked. His room is tidy, 
  mainly due to the lack of use, only the bed seems to be used by 
  Evan. If the Investigator’s succeed a Spot Hidden roll or 
  specifically ask to look under the bed then they will find a 
  notepad, covered with horrific drawings and sketches of the 
  missing victims (identifiable if the Investigator’s know what 
  they look like, however the drawing of Richard will not have 
  his amulet on) in states of horrific mutilation, complete with 
  strange symbols and phrases around the edges of the page. 
  Other drawings include the lighthouse and one of Porham 
  cove. Witnessing these horrifically accurate drawings prompts 
  a Sanity roll, 1d4/1d6 sanity loss. 
  Evan’s Fate 
  It is unlikely that the Investigator’s will get Evan to willingly 
  relinquish his supply of moonshine, that he has stashed in 
  his parent’s now empty home.  
  However, if they do manage to persuade him with kind 
  words, he will be grateful (Albeit unlikely to show it) and will 
  tell the other teens not to meet him in the woods that night, 
  meaning that Evan will not disappear that night. If he 
  survives the night, he will find the Investigator’s and impart 
  some knowledge left to him by his dreams, namely a vision of 
  a strange dry dock to the north of Porham (Layer 2). 
  However, in Evan’s place, Farmer Carter, while stalking 
  through the forest in his wolf gear all night, will be declared 
  missing the next morning. 
  An Invite from Evan 
  Through various means such as coercion, black mail or a 
  simple buy-in with more liquor, the Investigators may be able 
  to convince Evan to invite him to their nightly revel out in the 
  woods (See Carter’s Farm, Returning at Night, page 7). 
  Here, the Investigators can experience the “Werewolf” attack 
  firsthand, as well as meet the other teens of Porham, Portia 
  and Harry.  
  Evan will meet them outside the church, at 7Pm, and lead 
  them out into the woods, right on the corner of Carter’s land, 
  where he found a good spot with lots of chopped lumber for a 
  bonfire. Pouring some moonshine on it, he will light it. The 
  others arrive shortly with buckets of sea water before sitting 
  on the felled logs. 
  Portia will likely talk to the Investigators about her father’s 
  business, the town doctor, and how she thinks her dad wants 
  her to take it on from him. Furthermore, she is likely to 
  accidentally slip the fact that Richard, Marla Dawson and the 
  Pastor were all recent patients there (Layer 2). If Evan 
  overhears this, he will stare daggers at her. 
  Harry on the other, eager to get out of Porham, will be 
  fascinated with the outer-towners and at the mention of any 
  investigation in town, will offer his services and aid, insisting 
  on helping whether they rebuke him or not. Usually he paces 
  around the glowing flames as he speaks and has become 
  accustom to being the look out for old man Carter (Giving the 
  signal to douse the flames and run). If he is distracted though 
  (I.e by an argument or a proposal to join the Investigators 
  when they leave town) then Carter will most certainly sneak 
  up on campsite (Give Carter a Bonus Die for his Stealth 
  roll). 
  THE SMUGGLER’S CAVE 
  Once the Investigators are on the beach, spotting the entrance 
  to the cave is not hard. On the left-hand side, facing the ocean, 
  of the cove there is a visible cutout within the rock that lines 
  the cove. Coming closer will reveal it to be the entrance to a 
  cave. About 30ft from this entrance are thick corrugated iron 
  bars, heavily rusted, with multiple chains wrapped around the 
  entrance. Should the Investigators come here in the day, when 
  the tide is out, and attempt to mess with the entrance gate, 
  they will be accosted by Thomas Adams (A Meeting with 
  Deputy Adams, page 6). Unless they can convince him, they 
  are not in cahoots with the bootleggers, he will escort them 
  away from the entrance or even arrest them. However, if he 
  believes that their intentions are good, he will open the cave 
  up and allow entrance. 
  Keeper Note: The cave is relevant on all the layers of clues; 
  therefore it is likely that they will visit multiple times, however 
  from this end of the cave they are not in danger of meeting the 
  Star Spawn, regardless, his mental influence is still very 
  prevalent here.  
  If they have managed to avoid Thomas’ attention, by coming 
  later or sneaking, they will find the rusted locks incredibly 
  difficult to pick lock quietly, given the rusted tumblers, 
  therefore a Hard Locksmith roll will be required to quietly 
  remove them. Any attempts to loudly pry the gate of its hinges 
  will certainly attract the attention of the police. Inside is a low, 
  dark cave where loud dripping sounds can be heard echoing 
  off the walls. Around the first corner, a stack of wooden crates 
  is covered in bullet holes. “This is where they first open fired 
  on us…” Thomas remarks, tracing the bullet holes with his 
  fingers. “They ran deeper into the caves though, shooting over 
  their shoulders. The shots were deafening!” 
  Those entering the cave, as they are drawing closer to the star 
  spawn, will need to make a POW roll (See Appendix: 
  Dream Call, page 15 for details). Those that fail gain another 
  point of influence and are likely to experience strange 
  phenomena. I.e 
  • 
  A general sense of unease 
  • 
  The strange clicking and sucking sounds of the 
  creature being heard right in their ear 
  
  11 
   
  • 
  The screams of the bootlegger that never returned 
  • 
  A compulsion to strip down and swim into the 
  flooded caves (Resisted once the freezing cold water 
  reaches their waist) 
  • 
  Hearing muttering under the Deputy’s breath 
  • 
  Hearing voices from the past, distinctly the deputies’ 
  saying “Hopkins, you see the fourth guy? Yeah I can’t 
  find him either.” 
  Progressing through the cramped tunnels further will lead 
  Investigators to a small, round opening, namely an 
  antechamber. Here, there are a large number of wooden crates 
  lining the walls, with the lids torn off and the contents empty. 
  These are the empty crates of moonshine. Those succeeding a 
  Hard Spot Hidden roll will find that one of the crates was 
  left unchecked and contains two full bottles of moonshine, 
  perhaps a good buy in with Evan and his crew or a way to carry 
  favor with the sheriff’s office. From the antechamber, there are 
  two possible routes, right through the flooded caves and left 
  into a snaking tunnel that leads to a dead-end. The flooded 
  portion of the cave is ice-cold, imposing a penalty dice on any 
  CON roll to hold their breath if they were to swim. Without 
  suitable preparation, it would be fatal to attempt the swim.  
   
  LAYER 2 
  This section of the book concerns areas only entered for 
  Layer 2. Keep in mind that areas that are relevant in multiple 
  layers with have (Layer 2) written next to the relevant clue, 
  should they appear first in Layer 1. For a handy reference, 
  here is a list of Layer 2 clues 
  • 
  Edina’s notebook, hidden in her room at Sally’s B&B 
  • 
  Walter Hopkins’ mention of a government project 
  up north 
  • 
  Sally’s rumors of Carter seeing a dry dock up north. 
  • 
  Thomas Adam’s approaching the Investigators 
  • 
  Evan’s dreams of the lighthouse and cove 
  • 
  The pastor’s tracks leading to the cove 
  • 
  Richard’s tracks leading to the cove from Sally’s 
  B&B 
  THE DRY DOCK 
  By this point in the module, it is likely that Investigators have 
  heard a few rumors pertaining to the government facility to 
  the North of Porham Cove, along the coast. Given the 
  connotations of Government Facilities in mysteries and 
  horrors, it is likely that the Investigators will expect to find 
  them behind the disappearances, when they were unaware but 
  complicit in causing it. 
  The facility, constructed a few years ago, is a dry dock with the 
  purpose of produce S-Class submarines, contracted by the 
  government. Here they are also tested, along the coastline of 
  Massachusetts (Hence the strange lights in Porham Cove, as a 
  scavenging ship search for the remains of the missing sub) 
  If the Investigator’s follow the coast up North though, it will 
  take about 45 minutes of hiking, given the terrain, before they 
  spot in the distance, a large fenced off scaffolding. Those with 
  ocular devices (Spyglass, binoculars) will be able to spot dock 
  workers on Dock #6, where the ruins of the destroyed sub are 
  currently held for analysis. Those approaching the gate 
  without an invitation (See A visit for Gregory, below), will 
  be turned away but the armed guards by the front, without the 
  use of a Hard Persuade/Fast Talk or Charm roll. 
  Intimidation will be met with further aggression, and given 
  the nature of the government project, will likely result in an 
  arrest or worse. 
  Upon entry, they see straight ahead of them, large steel 
  scaffolding around a large warehouse with a flat roof on top, 
  and each section of the warehouse is divided by thick gates, 
  with white paint on it, denoting the number of the lot. Strange 
  machinery towers over them, and vicious whirring, 
  hammering and scraping sounds can be heard all around the 
  dry dock, to the point where the Investigators may need to yell 
  to be heard. 
   If they manage to talk their way in without an invitation, 
  Gregory will likely intercept them from the gate anyway, 
  seeing them as valuable assets to get the information he needs. 
  He will take them to his office on site, a small cramped 
  building on the north side of the lot and explain his situation 
  to them (A visit from Gregory, below). 
  A Visit from Gregory 
  Given that Layer 1 can unfold in numerous ways, there are 
  chances that the Investigators will miss this initial encounter 
  entirely.  
  Gregory has been sending men into Porham for food supplies 
  and tools since construction started last year. While here, it is 
  likely the Investigators will spot them shopping for supplies, 
  dressed somewhat differently from the resident of Porham. 
  Should the workmen learn of new people in Porham, word will 
  reach Gregory quite soon. As for the workmen themselves, 
  they are rather non-descript and only dispense basic level 
  knowledge of their day to day tasks. On a successful 
  Persuade roll, the workers will reveal they are from a dry-
  dock up north, working on a government project. With a 
  successful roll, they will reveal work has slowed down given 
  some strange circumstances. Realizing they have revealed too 
  much, they will excuse themselves. 
  Gregory, learning of the Investigator’s arrival, will attempt to 
  discover where they are staying in Porham. Making the safe 
  assumption of the only rest stop in town, he will head to the 
  B&B to wait for them (At around 10Am) Should the 
  Investigator’s still be in the B&B at this point, Sally will call up 
  to their rooms and tell them that they have a visitor waiting.  
  Keeper Note: If Sally has been murdered by Maurine at this 
  point, or a similar crime has been committed, then the 
  Investigators won’t be able to stay at the B&B. It is likely that 
  they will stay with the NPC they have assisted in Layer 1 or 
  may even rough it outside. In this case, Gregory will attempt 
  to find them, but failing too, will leave a note with a random 
  NPC of Porham. Ask for a Group Luck roll to see if it reaches 
  the Investigators 
  Whether Gregory meets the Investigators at the B&B, the Dry 
  Dock or somewhere else is not important as he will tell them 
  the same thing:  
  “My name is Gregory Ward. I won’t dance around it, I need 
  your help. I am currently suffering a mutiny on my own lot and 
  I need outside help. They won’t let me into my own goddamn 
  lot. Look, I ain’t government, I’m just overseeing a 
  government project. Something went wrong and suddenly I’m 
  out of the need to know loop and they won’t let me now. A 
  chunk of my own men was laid off without a reason or my seal 
  
  12 
   
  of approval and now I just sit around on my arse all day 
  waiting to be fired or lined up and shot for being a bystander 
  or something. I got garbs for you, maybe you go down there, 
  to lot 6, maybe you try and sneak in and see what the hell is 
  going on down there.” 
  At this point it is likely that the Investigators will want to know 
  what is going on at that dry dock to merit such secrecy, if they 
  ask Gregory about what he knows of the project, he will break 
  his own oath of secrecy and say: 
  “Screw those sycophants, especially that prick Alistair. Look, I 
  was contracted to oversee the site and the site was recently 
  commissioned to produce S-Class subs. Yeah, submarines. 
  Those ships that go under the sea. Yeah, they asked for a lot of 
  them, that can go deeper than the ones in the war. So, we 
  churned them out for them, emptied most the lots once we 
  finished them. Then something went wrong and suddenly I’m 
  not allowed on dock 6 anymore, neither me nor my boys. Only 
  those government pricks.” 
  If pressed about what went wrong with the submarine, he will 
  insist he doesn’t know: 
  “Look, I joined my engineers on driving up North to where we 
  lodge. They were running tests on the new sub, they had done 
  it about 20 times on the all previous subs we made, and I had 
  checked it, it met all our criteria and was seaworthy, so I had 
  done my job right. We come back tomorrow morning, 
  suddenly it’s all hush hush.” 
  If asked about Alistair he will say: 
  “He’s the head technician. Government employed. Jumpy 
  little fellow, doesn’t know much about working with tools. He 
  knew all the science stuff behind the bilge and the sonar and 
  what not. But he’s hiding something. It’s why he won’t let me 
  or my boys on the dock.” 
  If asked about the fate of Edina, he will suddenly go quiet 
  while thinking of his answer. If pressed he will respond:  
  “Yeah, I talked to her, saw her report on Porham, so I sent a 
  telegram to Boston, asking her to come back here and lend me 
  a hand, she agreed so I asked her to look around. Look I didn’t 
  do nothing to her, she just vanished one night. Was probably 
  those government pricks on dock 6” 
  Edina’s Fate: Unbeknownst to him, Edina was not caught 
  snooping around, but rather she had taken an advantageous 
  position to keep an eye on the dry dock, right on the edge of 
  Star Spawns range. Staying up all night to watch for an 
  opening and maybe catch a glimpse of what’s going on inside 
  Dock 6, she drifted off asleep, only to never wake again. When 
  hiking to the facility, ask for a Hard Spot Hidden roll, those 
  who succeed may find the remains of her stakeout camp, on a 
  small outcropping off the ocean-side cliff, with a good view of 
  Dock 6. If an Investigator tries to reach it, ask for a Climb roll, 
  to slide down the gentle decline over the cliff to reach the small 
  peninsula. (If the roll is pushed and fumbled, don’t hesitate to 
  have the Investigator go over the cliff, plummeting into the sea 
  below).  Those looking from this angle with binoculars will be 
  able to spot a strange object gap in the scaffolding. Seemingly 
  a suspended, large object (The wrecked sub) covered in a large 
  piece of cloth, resting in the center of Dock 6. 
  When they are done talking to Gregory, he will give them 
  overalls and some basic access forms. They won’t let the 
  Investigator’s get into Dock 6, but it will allow them to explore 
  most of the dry-dock. 
  Snooping Around and Meeting Alistair 
  With workers overalls now in possession that grant a bonus 
  dice to Disguise rolls, as well as rolls to deceive other 
  workers, most of the dry dock is opened to the Investigators 
  without question. While here, there are two points of interest 
  • 
  The Head Yechnician’s, Alistair Riley, office. Where 
  data on oceanic currents routes and the report of 
  what happened to the sub reside 
  • 
  The actual remains of the submarine that was 
  assaulted by the Star Spawn of Cthulhu, contained on 
  dock #6. 
  Finding Alistair’s office isn’t hard though, given that it’s a 
  temporary building on a raised platform with a staircase 
  leading up to it. During the day, Alistair spends most his time 
  here, scrawling down possible explanations to what happened 
  to his submarine. However, ask for a Group Luck roll when 
  the Investigators are heading toward his office to see if he is 
  in, or at the Dock examining the submarine for answers.  
  If they enter his office, whether he is there or not, on a large 
  chalkboard is a prediction of ocean currents. Investigator’s 
  succeeding a Natural World roll will see that the head 
  technician has been calculating the trajectory of something 
  washing down shore, with a circle and an X marking Porham 
  Cove. 
  “What?” Riley will say with an agitated tone, should he be in 
  the office when they enter. He will rebuke them without even 
  looking up from his papers, before finally collecting himself 
  and greeting them, but until told otherwise, he will treat them 
  as workers. “Oh sorry, I thought you were with the board…look 
  I don’t know when construction will resume till, I get the go 
  ahead from up top.” 
  If the Investigators can convince the man to let them help him, 
  requiring a Hard Persuade roll, then he will right them a 
  permission slip to get into Dock #6. “You have to be discreet, 
  okay? I need an outsider’s opinion…just need to talk to 
  someone that isn’t me.” He will not speak to reporters unless 
  they can convince him they are Off the Record. 
  If asked about the situation, with the right persuasion, he will 
  say; 
   “It was a routine test, four men were on the new sub, Gregory 
  signed off saying it was seaworthy and I made sure all the 
  equipment was right. We’d done this 11 times with the other 
  subs, so no one was worried. We sent the sub down, and when 
  nothing seemed wrong, I sent the workmen home. I knew 
  something was wrong when they missed the allotted time to 
  resurface so I stayed up all night waiting for them. But 
  nothing. We sent a salvager down to retrieve it, but they 
  couldn’t find it, so I made some current predictions. Took us 
  almost a month to find it, had to look down by Porham Cove. 
  One of the crew had…scratched something into the wall of the 
  sub. You’ll know it when you see it! It still sends chills down 
  my spine now. Before the workman could catch on and start 
  spreading rumors, I called up the chain of command and got 
  some guards sent down here, blocked the dock off.” 
  Should the Investigators wish to wander around the 
  compound, they will find Docks 1 through 5 very easy to enter. 
  In large, open warehouses, submarines surrounded in 
  scaffolding are at various stages of completion. If the 
  Investigators are looking for a distraction to sneak into dock 6 
  then perhaps sabotaging one of the hanging submarines is the 
  
  13 
   
  way to go. Each warehouse during the day is filled with at least 
  15 workers, each performing various tasks.  
  Dock #6 
  With a permission slip from Alistair, or some cunning perhaps 
  involving guard uniforms or sneaking through the pinned 
  chunks of cloth that block vision from warehouse 5, the 
  Investigators will be able to gain entry to Dock #6, finding it 
  the last in a long line of scaffolding and machinery. Unlike the 
  other 5, great effort has been made to block sight into this area, 
  with blankets of cloth and metal sheeting being put up around 
  various areas. In the center of the dock, suspended by cables, 
  with scaffolding reaching several areas, is a large object 
  covered in cloth. If the Investigators enter with express 
  permission, then an on-duty guard with help remove the cloth, 
  without however, they will likely have to sneak peeks under 
  the cloth to see what’s below. At any point, unless a diversion 
  is created, 6-8 guards will be on duty in and around Dock 6. 
  Beneath the cloth is the ruined hull of the submarine, viciously 
  crushed in various places. It doesn’t require a spot hidden to 
  notice the warped sheets of metal that have been crushed, as 
  well as the various rips and tears made in the weaknesses of 
  the hull. A Hard Spot Hidden roll does reveal a pattern in 
  the dented parts of metal, that of long concordat lines that 
  seem to curl around the hull, almost equally apart, suggesting 
  that perhaps a creature like an enormous octopus wrapped its 
  limbs around the submarine and clenched very hard.  
  Any remains of blood or remains of the crew have been washed 
  away the second the submarine was opened by the Star Spawn. 
  All that remains is an ominous message, scratched into the 
  hull with a jagged blade of sorts. “It’s out there”. Investigators 
  that see this must make a Sanity roll (Sanity loss 0/1D4) 
  Alistair or Gregory? 
  Depending on which higher-up they report too will decide 
  what reward they receive for their assistance. 
  • 
  If Gregory is informed that the submarine was 
  seemingly destroyed by external factors and no one 
  is gunning for his job then he will thank the 
  Investigators 
  and 
  reward 
  them 
  with 
  some 
  functioning scuba gear, used by his crew for 
  underwater maintenance. If the Investigators aren’t 
  pressed for time, he will give them each a lesson 
  (increasing their Diving skill to 15, diving is an 
  obscure skill not included on the character sheet.) 
  • 
  If Alistair is ensured that the secret won’t leave the 
  small circle of people who currently know, i.e 
  Gregory, then he will ask the Investigators for any 
  hypothesis 
  for 
  what 
  happened. 
  Should 
  the 
  Investigators mention the tentacle like damage on 
  the submarine then he will thank the Investigators. 
  Should they express interest in hunting this creature, 
  he will provide them with a functioning harpoon gun 
  and 3 harpoons. (1d10+6, damage. Ignores armour.) 
  THE GOOD DOCTOR 
  As one of the few links between the victims, it is likely that they 
  will attempt to visit the doctor. His office hours are from 9-5. 
  Should the Investigators not think to speak to the local doctor, 
  clues are provided in the form of sleeping pills in all the 
  victims bedrooms (Should any breaking or entering occur) 
  and Portia will eagerly mention her Father’s work along with 
  the patients he’s being seeing recently. Should the players find 
  themselves lost, aside mentions of the doctor’s office can be 
  dropped by various members of Porham including Sally or the 
  Sheriff. 
  Should they go to the address provided, they will see that it is 
  a place of residence, with “Doctor’s Practice” carved into the 
  glass on the right-hand side. The lobby has been made into a 
  reception of sorts and when the door opens a small bell rings. 
  Portia will quickly arrive to greet them, asking them to sit 
  before fetching her father. Depending on the events of the 
  Werewolf incident, she could be distraught if it occurred or 
  completely normal if it never happened. If Evan has 
  disappeared due to the events of the Forest revelry, she will be 
  noticeably distraught. A few minutes later the Doctor will 
  greet them and will happily answer any questions they have, 
  so long as they don’t seem too incompetent. Suffering another 
  sleepless night, the doctor will greet them with a shaky 
  attitude, thick bags under his eyes and a surprising curtness. 
  What Doctor Stewart Knows 
  The doctor, if the Investigators are unsuccessful in stopping 
  the Star Spawn, is likely to be one it’s next victims. His 
  sleepless nights, the result of listening to the patients 
  horrifying dreams has left him shaken to the core. Throughout 
  the discussion, he will seem distracted and a Psychology roll 
  will reveal that he is hiding some information. 
  • 
  If asked about the visits from the dissapeared victims 
  he will sigh and reveal “I saw them all, over the 
  course of the last month. Richard hadn’t been 
  sleeping well since the war, had shell shock, but said 
  it was the worst he had ever had. As for Evan’s 
  mother, poor girl has been hysterical since her 
  husband didn’t come back from the war. Her son 
  came to me a week before she disappeared, saying 
  her night terrors were worse than ever. As for the 
  Pastor, poor man was up all night worrying about 
  members of his flock disappearing, worked himself 
  into a tisy. A week before he disappeared, he 
  complained he couldn’t sleep either.” 
  • 
  If asked whether he is treating anyone else for 
  sleeping issues he will pause for a while. “Yes, a few 
  others of the town. I cannot speak of the living 
  though, Doctor-Patient confidentiality.” A Hard 
  Persuade roll will convince him otherwise. 
  Attempts to bribe will certainly offend him though. 
  “Carter came in a few days ago, complaining about 
  insomnia, the new deputy too. Poor Evan won’t 
  accept help but according to his Aunt he gets home 
  at 4AM and leaves before she’s up at 6AM so I bet he 
  doesn’t get much sleep either.” Doctor Stewart has 
  obviously not been sleeping well but will dismiss any 
  mention that he is suffering from similar symptoms. 
  • 
  If the Psychology roll is succeeded and he is pushed 
  on withholding information, he will tell the 
  Investigators “I shouldn’t be talking about this…but 
  it haunts my sleep to this day. I offered dream 
  therapy to each one, first out of a hopeful position to 
  help but later out of morbid, deadly curiosity. The 
  things 
  they 
  described 
  in 
  their 
  dreams 
  were…electrifying. Richard described a city at the 
  bottom of the ocean. A strange green light emerging 
  from an underwater acropolis. Inconceivable, 
  angular towers of incredible proportions. Miss Marla 
  Dawson was certain she saw her husband. She 
  relished the opportunity to return to sleep to see her 
  
  14 
   
  once more, once fearing her nightmares but now 
  embracing them. She said he sung to her, from the 
  Cove. And as for the pastor, well he was certain that 
  divine light was emerging from the Light House, 
  from the very top. A warm, embracing beam of 
  answers, comfort and purpose. I dismissed them all 
  as strange dreams…until they mentioned the 
  symbols. Each of them, certainly without conferring, 
  named the same symbols and garbled language that 
  seemed prevalent through the dream.” After 
  divulging this information; he will show them his 
  notebook, which is covered with scrawling and 
  cramped notes. Those that have seen the Pastor’s 
  bible will recognize them as similar symbols. The 
  name R’lyeh seems to appear multiple times too. 
  However, if asked, the doctor will have no clue what 
  it means. Investigators who hear these horrid 
  proclamations must make a Sanity roll, (0/1D6, 
  Sanity loss) 
  Once the interview is finished, the doctor will nervously glance 
  at his watch before ushering the Investigators out, claiming he 
  has other patients to see. 
  LAYER 3 
  The Lighthouse 
  At this point, if the Investigators have been visiting as many 
  locations as possible, they are probably forming together a 
  picture of what they are dealing with and most likely know 
  that it is something lurking in the caves down by the Cove. It 
  is unlikely, without a successful Cthulhu Mythos roll, that 
  they have really gauged what danger they are walking into 
  though. If the search the caves on the beach (Described in 
  Layer 1) they are likely to dismiss the flooded portion of the 
  cave as too dangerous to enter. After all, spelunking is 
  incredibly dangerous even in caves that aren’t flooded. 
  Therefore, after hearing plenty about the lighthouse, it is 
  likely that they will want to head there next. 
  Keeper Note: Avoiding railroading can be quite tricky at 
  this point, especially if the Investigators want to enter the 
  lighthouse during Layer 1, but many precautions can be 
  taken. On my first playtest, the group wished to go to the 
  lighthouse directly after searching the Smuggler portion of 
  the Caves. There are many countermeasures you can use, 
  such as surprise appearances from both phantoms and NPC’s 
  to distract them as they wait for the tide to go out. 
  Furthermore, when arriving at the lighthouse, while the door 
  has recently been tampered with, finding the entrance to the 
  tunnels is another matter. Should they find the entrance 
  though, natural issues such as the tide or the darkness of the 
  cave can be used, as well as the incredible magic power of the 
  Star Spawn who can use his mental warping abilities such as 
  Dominate and Suggestion, as well as creating illusions to 
  attack their sanity or dissuade them from entry. The Star 
  Spawn is incredibly intelligent and if it believes it can’t 
  successfully beat all the Investigators at once, it will repel 
  them till it has fed more.  
  The wooden staircase leading up to the rocky surface where 
  the lighthouse resides rotted and washed away long ago. 
  Should the Investigators wish to get out there, they will need 
  to wait till the tides out or risk getting whisked away by the 
  current. A Swim roll would be required, Hard Swim if it is a 
  storm. Once they have reached the rocks, an Extreme Climb 
  would be needed to climb out of the sea and climb the mossy, 
  wet rocks. Failure requires a STR roll to hold on and not fall 
  back into the water. If a fumble or failed pushed roll is made 
  on the Swimming roll, then they are washed out to sea.  
  If the Investigators are smart enough to go out with the tide, 
  then the difficulty of the roll to climb the rocks is Hard and 
  failure only drops them onto the silty seabed below. Climbing 
  up the rocks leads to a 5ft radius walkway around the base of 
  the lighthouse. It is quite easy to see that the door has been 
  forced in somewhat recently and opens with relative ease. 
  Inside, the Investigators will be hit with the reeking smell of 
  damp. A rusty ladder rests in the center going up. A dank and 
  rotting table sits in the center next to a knocked over chair. A 
  bookcase rests against the furthest wall, moving this or 
  succeeding a Spot Hidden will discover a trap door. 
   The ladder climbs to a sleeping area and continues upwards 
  toward the resting sconce for the lantern. Here there is a bed 
  with a rotting bedside table next to it. Resting on here is a 
  storm lantern with a small amount of fuel.  
  On the top floor, a metal platform circles the lighting sconce. 
  The rusted platform creaks and groans in the wind, the rusted 
  bars threatening to go at any time. Should an Investigator with 
  3 or more Dream Call points, go up to the top floor then. Ask 
  for an Extreme POW roll. Should they fail, they will see a 
  strange wretched figure swimming out at sea, signaling to 
  them. The lighthouse will suddenly burst into life, blinding 
  them as they topple over the bars and plummet into the sea 
  below to be torn to shreds by the star spawn, before it 
  disappears back to its cavern. If the tide is out, they will fall 
  and hit the silt taking 1d10 damage before snapping back to 
  reality.  
  Should the Investigator’s attempt to open the trapdoor on the 
  ground floor, they will find it swollen due to the moisture, 
  requiring a STR to pry the wooden hatch upwards. Beneath it 
  is an area too dark to see into without light. Using the storm 
  lantern or a resourceful Investigators light source, they will 
  see a ringed room filled with crates. 
  A small amount of water floods the bottom of the room 
  though, rising to ankle height should the Investigators wish to 
  head down there. In this cave, the strange feeling that 
  something is watching you is stronger than ever. Checking any 
  of the crates will reveal moonshine, two to a crate. In between 
  a break in the caves is a foreboding natural entrance that 
  seems to lead to dark tunnel flanked by the same rock that 
  lines the walls of the Cove.  
  The Sunken Caves of Porham Cove 
  This section entails the finale of Sunken Dreams, for the 
  Starved Star Spawn of Cthulhu lurks within this cave. If the 
  players have assembled enough clues to warrant a full 
  exploration of the cave, or your attempts to dissuade them 
  have failed, then the final fight begins.  
  Following the cave’s entrance from the basement of the 
  lighthouse requires a bright light source, such as the storm 
  lantern or if a resourceful Investigator thought to bring a 
  torch. If the tide is in at this point, the cave will be flooded to 
  the Investigator’s ankles. In the shadow of the dim lights, they 
  may see small, vile things wriggling around in the murky 
  waters, however as soon as the light moves, they disappear. 
  The further the group moves into the cave, the more they will 
  feel a weight on the base of the brain stem, like a sinking 
  headache. Those with more dream call points will feel an 
  unbearable sensation that something is nearby. Following the 
  
  15 
   
  cave will require them to crouch closer to the water, having to 
  duck down as the ceiling gets lower and lower till it’s almost 
  crushing.  
  Finally, it starts to widen before reaching a warped T-junction 
  of sorts. The right-hand path leads to a sunken portion of the 
  cave system while the left leads down a gentle slope into a dark 
  antechamber. Straight ahead is an incredibly thin opening 
  between the rocks, which the Investigator could attempt to 
  slip through, however there is no promise to them that it opens 
  up on the other side. A DEX roll would be required to slip into 
  the thin opening. Should the Investigators attempt go through 
  the sunken portion of the cave without appropriate gear, ask 
  for a Swim roll with a penalty die. Should they fail this, they 
  will get trapped halfway and begin to drown. Given the cold 
  water, ask for a Hard CON roll. Each turn they fail the Swim 
  roll is another 1D6 of damage. (Refer to Asphyxiation rules, 
  page 124 Keeper Rule Book) 
  The Feeding Chamber 
  Should they slip through this, or enter the Feeding chamber 
  through other means, they will find themselves in the 
  creatures feeding ground. Lifeless husks are left against the 
  walls, their fat and muscle sucked out and their brain cavity 
  scooped clean, their bodies covered in lacerations and pucker 
  marks. A Spot Hidden roll would be required to identify the 
  corpses. Witnessing these horrors provokes a Sanity roll. 
  (1d4/1d8, Sanity Loss)  
  • 
  The only three that are sure to be dead from the start 
  of the module are Richard, Marla and the Pastor. Of 
  these three, only the Pastor is identifiable due to his 
  robes. 
  • 
  If Evan disappeared, a corpse that vaguely resembles 
  him will still be wearing the jacket he rarely takes off. 
  • 
  If Carter disappeared due to the ‘Werewolf’ incident, 
  his corpse will still have a few chunks of Wolf Fur 
  clothing strapped to his person.  
  • 
  The doctor’s body is still relatively intact, if he 
  disappeared, and his wide rimmed spectacles are 
  smashed but remain on his soft featured face. 
  • 
  Thomas’ Adams deputy badge would still be on his 
  defiled corpse, should he be among the disappeared. 
  In the center of the room is a murky pool of water, stained red 
  with blood. On its dark surface, entrails and innards float 
  aimlessly. If an Investigator has been lured into this room via 
  Dream Call, the Star Spawn will be waiting in the pool to 
  strike. Should an Investigator drop to 0 Hp or be captured at 
  any point they will be taken to this room and pinned to the 
  walls with a strange mucus from the creature’s vile maw, to be 
  saved for a later consumption. The mucus needs to be burnt 
  off to free the Investigator. 
  The Reflecting Room 
  In this strangely cylindrical room, water dripping down the 
  silvery surfaces of the rocks has left them polished and 
  reflective. Should the Investigators enter this room, their 
  image will be reflected all around the room. As they make their 
  way to the center, they will see tendrils drop down slowly 
  around them, before suddenly lunging at them, giving a 
  bonus dice to dodging them. Should they be caught, the 
  creature will take them through the small slits and cracks it 
  can easily fit through, taking it to its feeding chamber. 
  Witnessing the Star Spawn’s wretched tentacles provokes a 
  Sanity roll, (1d4/1d6, Sanity loss) 
  The Strange Stalagmites 
  Entering this area requires swimming through a sunken 
  portion or slipping through a tight squeeze. Here, the creature 
  has been shaping the rocks into strange angular patterns. 
  Upon entering this tall cave, the Investigators will see that the 
  rocks have been melded into mind boggling angular 
  formations that seem to defy physics. If the creature is in the 
  room with them at this point, he will attempt to ensnare them. 
  Ask for a POW roll (penalty dies apply with dream call 
  points), which will turn the room into a relativity painting. 
  Soon they will find themselves climbing and descending the 
  angular stalagmites, which have grown in proportions. As they 
  ascend the ever-growing pillars, the walls of the cave will turn 
  to a void like backdrop with garbled, waterlogged singing 
  filling the silence, prompting a Sanity roll. (1d4/1d8, Sanity 
  loss) In this wretched, psychedelic state, the creature will then 
  capture the dazed Investigator.   
  CONCLUSION 
  Given the strength and sanity shredding capability of the Star 
  Spawn, without restraint, it is likely this module will end in a 
  party wipe. However, with some ingenuity and a lot of 
  Molotov’s, the Investigators stand a fighting chance against 
  this creature. That means there are 2 likely outcomes of the 
  scenario. 
  1. 
  The Investigators triumph over the Star Spawn, 
  returning Porham to its original state, albeit without 
  a few key members. 
  2. 
  The star spawn slaughters the Investigators leaves 
  them insane or forces them to flee Porham forever 
  then it will likely feed till it decides to leave or until 
  there is no one left in Porham 
  Rewards 
  If this module is being used as the start of a campaign, then 
  reward the Investigators for the following: 
  • 
  If the Star Spawn is defeated, freeing Porham from 
  its tyranny: +1D10 Sanity. 
  • 
  If Porham is left to its own devices without slaying 
  the Star Spawn: -1D10 Sanity. 
  • 
  For each disappearance not prevented: -1 sanity. 
  • 
  Saving a victim from being devoured: +1D6 sanity. 
  • 
  Helping Gregory or Alistair solve the problem of 
  Dock #6: 1d4 sanity. 
   
  APPENDIX 
  RUNNING THIS MODULE 
  Dream Call 
  Not unsimilar to Gla’aki’s dream call (Used in modules such 
  as Amidst the Ancient Trees), the Star Spawn of Cthulhu will 
  attempt to use this ability to first tire and lower their mental 
  defenses before finally luring them to a point where they are 
  easy to consume.  
  The creature will send out these strange visions periodically, 
  typically at night, probing at the Investigators minds. The Star 
  Spawn may also use this if the Investigators are about to 
  
  16 
   
  discover it before it has regained its strength (Entering before 
  Layer 3).  
  If the Investigator is well rested, sober and sane then resisting 
  this call is as simple as a POW roll. Exhaustion, such as 
  waiting till early morning for the tide to go out, will result in a 
  penalty die on resisting the call. (Dream call points don’t 
  affect the roll against the initial spell each night, that is 
  dependent on the Investigators condition) Failing the roll will 
  result in a point of Dream Call.  
  1 point – A penalty die on opposed POW rolls against the 
  Star Spawn. The Investigator will glimpse strange sightings 
  out of the corner of their eye. (Orbs of light, ghosts of pilgrims 
  that settled in Porham etc) 
  2 points – The difficulty of opposed POW rolls increases by 
  1. The Investigator will find themselves dreaming of the cove. 
  Hallucinations will begin to manifest physical qualities and 
  can harm.  
  3 points – The Investigator is likely to wake up on the cove, 
  or in similar comprising areas. A weight on their brain stem 
  has formed and they don’t always feel completely in control. 
  The difficulty of all opposed POW rolls increases once more.  
  4 points – The Investigator is completely under the thrall of 
  the Star Spawn and will likely wake to find themselves pinned 
  to the wall of the Feeding Chamber, soon to be devoured. (Roll 
  a percentile each night, 25-100 they have been lured) 
  Furthermore they are unable to oppose POW rolls against the 
  star spawn. 
  The Star Spawn’s Feeding Pattern 
  Should a victim, NPC or Player, finds themselves pinned to the 
  wall by mucus in the Feeding Den of the Star Spawn, then they 
  are likely going to die. Each day roll a percentile dice, 50-100 
  decides that the creature will feed. It can only eat a single 
  human in a day and will save others for later.  
  Here is an in-game example from my first playtest: 
  When opening Layer 2, both Carter and Evan disappeared on 
  that night. The Keeper rolled a percentile to see if he eats one 
  of them on the following day. The roll is 57. Carter is then 
  devoured by the beast. On the next day, the roll being 32, the 
  beast does not feed. Meanwhile the Investigators are at the dry 
  dock. On the third day, 22, the Investigators enter the Feeding 
  Caves to find Evan still alive. 
  While the creature isn’t feeding, it spends it’s time in the cave 
  of strange stalagmites, carving an inconceivable altar of 
  improper angles. 
  NON-PLAYER 
  CHARACTERS AND 
  MONSTERS 
  Sally Rueman, 29, Hotel Owner 
  STR 45 
  CON 50 
  SIZ 50 
  DEX 65 
  INT 55  
  APP 75 
  POW 70 
  EDU 60 
  SAN 70  
  HP 10 
  DB: 0 
  Build: 0 
  Move: 8 
   
   
  Attacks per round: 1 
  Brawl 
   
  35% (17/7), damage 1D3  
  Dodge 
   
  32% (16/6) 
   
  Skills 
   
  First Aid 50%, Listen 75%, Persuade 65%, Psychology 55%, 
  Spot Hidden 50% 
   
  Walter Hopkins, 78, Elderly Sheriff 
   
  STR 35 
  CON 65 
  SIZ 40 
  DEX 45 
  INT 75  
  APP 45 
  POW 55 
  EDU 80 
  SAN 55  
  HP 10 
  DB: 0 
  Build: 0 
  Move: 7 
   
  Attacks per round: 1 
  Brawl 
   
  55% (17/7), damage 1D3 
  Revolver 
   
  65% (32/13), damage 1D10 
  Dodge 
   
  30% (15/5) 
   
   
  Skills 
  Fast Talk 55%, First Aid 65%, Persuade 55%, Psychology 
  75%, Spot Hidden 60%, Stealth 65% 
  Thomas Adams, 20, young deputy 
  STR 65 
  CON 70 
  SIZ 70 
  DEX 55 
  INT 65  
  APP 65 
  POW 45 
  EDU 60 
  SAN 45  
  HP 14 
  DB: 1D4     Build: 1       Move: 7 
  Attacks per round: 1 
  Brawl 
   
  65% (17/7), damage 1D3 
  Revolver 
   
  75% (32/13), damage 1D10 
  Dodge 
   
  40% (15/5) 
   
  Skills 
  Fast Talk 65%, Listen 50%, Psychology 65%, Spot Hidden 
  65%, Stealth 55% 
   
  Carter O’Hare, 67, Begrudging Farmer 
   
  STR 55 
  CON 75 
  SIZ 60 
  DEX 35 
  INT 55  
  APP 55 
  POW 30 
  EDU 60 
  SAN 30  
  HP 13 
  DB: 1D4 
  Build: 1 
  Move: 7 
   
  Attacks per round: 1 
  Brawl 
  45% (17/7), damage 1D3 + 1D4 
  12-gauge 
  55% (27/11), (damage 4D6/2D6/1D6) 
  Dodge 
  40% (15/5) 
   
  Skills 
  Natural World 75%, Persuade 65%, Psychology 70%, Stealth 
  50%, Tracking 65% 
  Maurine Greer, 28, Grieving Widow 
  STR 50 
  CON 50 
  SIZ 40 
  DEX 55 
  INT 75  
  APP 80 
  POW 50 
  EDU 70 
  SAN 50  
  HP 9 
  DB: 0 
  Build: 0 
  Move: 9 
   
  Attacks per round: 1 
  Brawl 
   
  45% (17/7), damage 1D3 
  Kitchen Knife 
  45% (17/7), damage 1D6+2 
  
  17 
   
  Dodge 
   
  40% (15/5) 
   
  Skills 
   
  Art/Craft (Photography) 65%, Charm 65%, Listen 50%, 
  Persuade 55%, Psychology 45%, Spot hidden 40% 
  Michael Stewart, 55, Doctor 
  STR 40 
  CON 80 
  SIZ 50 
  DEX 45 
  INT 85  
  APP 50 
  POW 40 
  EDU 90 
  SAN 40  
  HP 13 
  DB: 0 
  Build: 0 
  Move: 7 
   
  Attacks per round: 1 
  Brawl 
   
  45% (17/7), damage 1D3 
  Dodge 
   
  40% (15/5) 
   
  Skills 
  First aid 75%, Listen 50%, Medicine 85%, Psychology 75%, 
  Psychoanalysis 55%, Spot Hidden 60% 
  Evan Dawson, 17, Troubled Teen 
  STR 50 
  CON 50 
  SIZ 40 
  DEX 55 
  INT 75  
  APP 80 
  POW 30 
  EDU 70 
  SAN 30  
  HP 9 
  DB: 0 
  Build: 0 
  Move: 9 
  Attacks per round: 1 
  Brawl 
   
  65% (32/13), damage 1D3 
  Dodge 
   
  40% (15/5) 
   
  Skills 
  Art/Craft (Painting) 85%, Charm 65%, Fast Talk 45%, Listen 
  55%, Persuade 55%, Psychology 65%, Spot Hidden 50%, 
  Stealth 55% 
  Rebecca Adams, 17 
  STR 40 
  CON 60 
  SIZ 40 
  DEX 65 
  INT 75  
  APP 75 
  POW 70 
  EDU 70 
  SAN 70  
  HP 10 
  DB: 0 
  Build: 0 
  Move: 9 
   
  Attacks per round: 1 
  Brawl 
   
  25% (12/5), damage 1D3 
  Dodge 
   
  40% (15/5) 
   
  Skills 
  Charm 65%, History 65%, Listen 65%, Library Use 50%, 
  Psychology 55% 
  Harry Milton, 17 
  STR 70 
  CON 60 
  SIZ 80 
  DEX 65 
  INT 55  
  APP 65 
  POW 50 
  EDU 60 
  SAN 50  
  HP 14 
  DB: 1D4 
  Build: 1 
  Move: 7 
   
  Attacks per round: 1 
  Brawl 
   
  65% (32/13), damage 1D3+1D4 
  Dodge 
   
  50% (25/5) 
   
  Skills 
  Charm 50%, Disguise 40%, First aid 45%, Intimidate 65%, 
  Law 55%, Listen 65%, Locksmith 45%, Psychology 60%, Spot 
  Hidden 50% 
   
  Portia Stewart, 17 
   
  STR 50 
  CON 50 
  SIZ 40 
  DEX 65 
  INT 65  
  APP 75 
  POW 70 
  EDU 80 
  SAN 70  
  HP 9 
  DB: 0 
  Build: 0 
  Move: 9 
   
  Attacks per round: 1 
  Brawl 
   
  35% (17/7), damage 1D3 
  Dodge 
   
  50% (25/5) 
   
   
  Skills 
  Charm 60%, First aid 60%, Medicine 60%, Persuade 75%, 
  Psychology 50%. 
   
  Gregory Ward, 42, site foreman 
   
  STR 80 
  CON 70 
  SIZ 70 
  DEX 40 
  INT 55  
  APP 45 
  POW 50 
  EDU 80 
  SAN 50  
  HP 14 
  DB: 1D4 
  Build: 1 
  Move: 8 
   
  Attacks per round: 1 
  Brawl 
   
  55% (27/11), damage 1D3+1D4 
  Dodge 
   
  30% (15/6) 
   
  Skills 
  Elec Repair 45%, First Aid 50%, Intimidate 60%, Op.Heavy 
  Machine 65%, Psychology 55%, Spot Hidden 50%, Swim 60% 
  Alistair Riley, 34, Submarine technician 
  STR 40 
  CON 50 
  SIZ 50 
  DEX 55 
  INT 85  
  APP 55 
  POW 70 
  EDU 80 
  SAN 70  
  HP 10 
  DB: 0 
  Build: 0 
  Move: 8 
   
  Attacks per round: 1 
  Brawl 
   
  25% (12/5), damage 1D3 
  Dodge 
   
  40% (15/5) 
   
  Skills 
  Elec Repair 55%, Fast Talk 45%, Natural World 65%, Navigate 
  45%, Persuade 40%, Psychology 50%, Science (Physics) 80% 
  Dry Dock Workers 
  Char 
  average  
  roll 
  STR 
  70 
   
  (3D6+6)x5 
  CON 
  60 
   
  (3D6+6)x5 
  SIZ 
  60 
  DEX 
  50 
   
  (3D6)x5 
  INT 
  40 
   
  (3D6)x5 
  POW 
  50 
   
  (3D6)x5 
  APP 
  50 
   
  (3D6)x5 
  
  18 
   
   
  Average Hit Points: 13 
  Average Build: 1 
  Average Damage Bonus: +1D4 
  Average Move: 7 
  Combat 
  Attacks Per Round: 1 
  Fighting  
  45% (22/9), damage 1D3+DB 
  Wrench  
  45% (22/9), damage 1D6+DB 
  Dodge 
   
  30% (15/6) 
  Skills 
  Elec repair 65%, Mechanical Repair 75%, Op.Heavy 
  Machinery 65%, Psychology 50%, Spot Hidden 25% 
   
  Government Issued Guards 
  Char 
  Average  
  Roll 
  STR 
  60 
   
  (3D6+6) x 5 
   
  CON 
  75 
   
  (3D6+6) x 5 
  SIZ 
  75 
   
  (3D6+6) x 5 
  DEX 
  50 
   
  (3D6) x 5 
  INT 
  40 
   
  (2D6+4) x 5 
  POW 
  40 
   
  (3D6) x 5 
  APP 
  50 
   
  (3D6) x 5 
  Average Hit points: 14 
  Average Build: 1 
  Average Damage Bonus: 1D4 
  Average Move: 7 
  Combat 
  Attacks per Round: 1 
  Fighting  
  55% (27/11), damage 1D3+DB 
  .45 Auto  
  65% (32/13), damage 1D10 
  Dodge 
   
  40% (20/8) 
  Skills 
  Intimidate 60%, Listen 50%, Psychology 55%, Spot Hidden 
  60% 
  Starved Star Spawn of Cthulhu 
  The horrific satrap of the sunken city of R’lyeh, forced to 
  wander. After weeks of starving, the horrific creature used its 
  nightmarish powers to lure its prey.  
  STR 180 
  CON 250 SIZ 350 
  DEX 70 
  INT 350  
  APP N/A POW 130 EDU N/A SAN N/A  HP 55 
  DB: 3D6* Build: 7 
  Move: 12 MP 26 
   
   
  Combat 
  Attacks per round: 3 
  Fighting 
  65% (32/13), damage equals damage bonus 
  Dodge 
  N/A 
   
  Armor: 5 points of vestigial blubber. Takes double damage 
  from fire. 
   
  Spells: Clutch of Nygothoa, Dominate, Mental Suggestion, 
  Wrack. 
  Sanity loss: 1D6/1D20 loss to see the Star Spawn 
  Notes: *Gains a damage bonus dice for each victim consumed 
  (Not including the three that are consumed from the 
  beginning of the module) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  19 
   
  PRE-GENERATED 
  CHARACTERS 
  Robert Harris, 32, investigative reporter 
  STR 60 
  CON 60 
  SIZ 60 
  DEX 55 
  INT 70  
  APP 40 
  POW 70 
  EDU 80 
  SAN 70  
  HP 12 
  DB: 0 
  Build: 0 
  Move: 9 
  MP 14 
   
  Attacks per round: 1 
  Brawl 
   
  65% (32/13), damage 1D3 
  Switchblade 
  65% (32/13), damage 1D3+2 
  Dodge 
   
  45% (15/5) 
   
  Skills 
  Art/Craft (Photography) 80%, Credit Rating 45%, Fast Talk 
  45%, First Aid 40%, Listen 65%, Psychology 70%, Spot 
  Hidden 65%, Track 40% 
  +50 unspent points 
  Personal Description: Rugged looks and dull, unsettling 
  eyes. Always wearing a dusty trench coat and scuffed boots. 
  Little care for one’s appearance. 
  Ideology/Beliefs: Everyone has a secret, just some secrets 
  are more dangerous than others. 
  Significant People: Edina Fisher. A formidable rival. If 
  there’s something fishy going on in Porham, I’ll figure it out 
  before her. 
  Meaningful Locations: Boston, your beloved city where 
  you hang your hat. 
  Treasured Possessions: A rare, prototype polaroid 
  camera. How Richard acquired it is his secret. 
  Traits: Workaholic, struggles to turn it off and kick up his 
  feet. 
   
  Amy Wallis, 58, missionary 
  STR 50 
  CON 60 
  SIZ 40 
  DEX 75 
  INT 50  
  APP 65 
  POW 80 
  EDU 60 
  SAN 80  
  HP 10 
  DB: 0 
  Build: 0 
  Move: 9 
  MP 16 
   
  Attacks per round: 1 
  Brawl 
   
  45% (22/9), damage 1D3 
  Dodge 
   
  65% (32/13) 
   
  Skills 
  Charm 45%, Credit Rating 30%, First aid 70%, Mechanical 
  Repair 50%, Medicine 55%, Natural World 65%, Spot Hidden 
  45% 
  +50 unspent points 
  Personal Description: Gently sagging, tanned skin and 
  plump lips with coffee stained teeth, Typically in loose fitting 
  blouses and trousers. 
   
  Ideology/Beliefs: God teaches us that we must treat each 
  other how we wish to be treated. 
   
  Significant People: Her mother, who brought her into the 
  Christian faith. Her passing a few years ago still lingers on her 
  mind. 
   
  Meaningful Locations: Her childhood town, a small area 
  in the countryside of West Virginia. 
   
  Treasured Possession: A silver cross with embedded 
  jewels. 
   
  Traits: Incredibly empathetic, sensitive to others pain. 
   
  Paul Hilton, 49, priest 
  STR 50 
  CON 50 
  SIZ 50 
  DEX 60 
  INT 70  
  APP 60 
  POW 70 
  EDU 80 
  SAN 80  
  HP 10 
  DB: 0 
  Build: 0 
  Move: 8 
  MP 14 
   
  Attacks per round: 1 
  Brawl 
   
  25% (12/5), damage 1D3 
  .38 revolver 
  45% (22/9), damage 1D10 
  Dodge 
   
  65% (32/13) 
   
  Skills 
  Archaeology 40%, Charm 50%, Credit Rating 50%, Fast Talk 
  65%, Firearms (Pistols) 45%, History 65%, Library Use 55%, 
  listen 50%, Natural World 40%, Occult 45%  
   
  Physical Description:  balding black hair with a widow’s 
  peak. Black tucked in shirt with white collar under a thick 
  jacket. 
   
  Ideology/Beliefs: All can be saved through God’s divine 
  light. 
   
  Significant People: His flock, a group of devout followers 
  who he cares for deeply. 
   
  Meaningful Locations: His parish. A church that he calls 
  home. 
   
  Traits: Devout, incredibly theocratic. 
   
  Lilly Porter, 29, Paranormal Investigator 
  STR 60 
  CON 70 
  SIZ 50 
  DEX 50 
  INT 60  
  APP 40 
  POW 60 
  EDU 80 
  SAN 60  
  HP 12 
  DB: 0 
  Build: 0 
  Move: 8 
  MP 12 
   
  Attacks per round: 1 
  Brawl 
   
  45% (12/5), damage 1D3 
  .25 derringer 
  55% (22/9), damage 1D6 
  Dodge 
   
  65% (32/13) 
  Skills 
  Climb 50%, Credit Rating 30%, Disguise 45%, First Aid 45%, 
  Firearms (Handguns) 55%, History 50%, Library Use 50%, 
  Listen 50%, Navigate 40%, Spot Hidden 50%, Track 40% 
  
  20 
   
  Description: A stocky, adolescent woman with wide half-
  moon spectacle glasses and thick brunette hair.  
  Ideology/Beliefs: Phantasmal forces pull the strings of fate 
  and I will discover them. 
  Significant People: The ghost of her sister, whose discovery 
  encouraged her to become a paranormal Investigator. 
  Treasured Possession: An ancient carved stone left behind 
  by a ghost, the only physical proof she has. 
  Traits: Obsessive and hard to dissuade from believing. 
  Michael ‘Micky’ Trilling, bootlegger thug 
  STR 80 
  CON 70 
  SIZ 70 
  DEX 60 
  INT 40  
  APP 40 
  POW 50 
  EDU 60 
  SAN 80  
  HP 14 
  DB: 1D4 
  Build: 1 
  Move: 8 
  MP 10 
   
  Attacks per round: 1 
  Brawl 
   
  75% (37/15), damage 1D3 + 1D4 
  .45 Automatic 
  55% (27/11), damage 1D10 
  Dodge 
   
  45% (22/9) 
   
  Skills 
  Credit Rating 65%, Drive Auto 60%, Fast Talk 45%, Intimidate 
  75%, Listen 50%, Psychology 45%, Spot Hidden 50% 
   
  +50 Unspent Points 
   
  Physical Description: Shaved bald, thick skull and flabby 
  jowls, bent nose from multiple breakings. Greying bomber 
  jacket covers blue denim overalls. 
   
  Ideology/Beliefs: Bootlegging isn’t so bad, just providing a 
  necessary commodity.  
   
  Significant People: His ‘family’, the gang he joined as a 
  made man. They gave him everything. 
   
  Meaningful Locations: Boston, where he operates and 
  lives. 
   
  Traits: Loyal to those who fight with him, very little respect 
  for the law. 
   
  Other: From a rival gang to the original bootleggers that 
  plagued Porham Cove, Micky has been sent there to look for 
  any hidden caches not seized by the local enforcement. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  21 
   
  PLAYER HANDOUTS 
   
  Handout 1- News Paper Exert 
   
  You probably haven’t heard of Porham Cove, the debilitating little fishing town on the Massachusetts Coasts, south of Boston. In 
  recent years the fishing has ceased to be viable due to the able-bodied fisherman not returning from the Great War and the town has 
  resorted to living off the large farm present nearby. 
  Beyond being renowned for its creepy sightings and a good spot for geology enthusiasts, and not much else, the town’s sheriff 
  department was recently commended for dealing with a gang of nasty bootleggers attempting to muscle their way in.  
  However, when I visited Porham last week, the mood was very far from celebratory. Three members of the small town had vanished, 
  seemingly overnight, and no one can find the cause. The sheriff, Officer Walter Hopkins, quoted “We’ve checked everywhere, with 
  few motives and little reason it would seem they just vanished. We opened the line to suggestions, but unfortunately everyone and 
  their mums here have seen something creepy. We aren’t draggin our heels here, there is just no leads to go with!” 
  Those to vanish were: 
  • 
  Richard Greer, 28, returning Hero from the Great War, leaves behind a bereaved widow. 
  • 
  Marla Dawson, 37, single mother to a 17-year-old teenager, Evan. 
  • 
  Pastor Frank Terrace, 44, a soft-spoken clergyman, lovingly described as the “Spiritual Centre” of Porham Cove 
  Author: Edina Fisher, Boston Times investigative reporter 
   
   
   
   
   
  Handout 2: Edina’s Notepad Exert 
  I leave this note in the event that anything happens to me.  
  I had hoped never to return to this town. While the occupants are friendly and the scenic views, albeit morbid and overcast, are 
  somewhat comforting I can’t help shaking the feeling that something was watching me the second I arrived. 
  Soon after publishing my article, I received a message from a Gregory Evans, the foreman at a dry dock to the north of Porham. He 
  sent me a telegram explaining that something strange was going on in Porham and it seemed to be happening up at his site too. He 
  was vehement the discretion was key.  
  I go to meet him tomorrow at the local church. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  22 
   
  
  23 
   
   
   
   
   
   
   
   
   
   
   
   
  Thank You for Playing! 
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Adventures/CoC - Adv - Sunken Dreams.pdf