TEXT: The Ascension of Hastorang 
  by Mervyn Boyd - jack@ktana.freeserve.co.uk 
  178 Dickson Drive, Irvine, Ayrshire, Scotland, KA12 9HB 
   
  Foreword 
  This scenario is written to be a stand alone adventure with characters who have had no or some minor contact 
  with the mythos in mind, however the keeper may wish to insert it, with some modification,  into a larger 
  campaign he/she is already running. It introduces the Institute of Higher Learning which could be adapted and 
  set up as a base where investigators mix with other semi-influential people who can be contacted when help in 
  certain matters are required. This adventure gives ample scope for more sub-plots and side-track adventures. 
   
  While no special skills are required for its conclusion, it is advised that, for investigators to be properly brought 
  into this adventure it is necessary for them to be of a scholarly type with an interest in some kind of  academic 
  study. Characters like archaeologists, theologians, scientists, professors, etc. are excellent for a start. Non-
  scholarly characters like soldiers, policemen and private detectives should harbor an interest in some kind of 
  specialist skill. 
   
  A time frame is used, though this can be changed, or ignored to allow new players of Call of Cthulhu time to 
  adjust and settle in, though events should ultimately move along. The bad guys won’t sit around waiting for the 
  players to get their act together. They’ve got important things to do; spells to cast, sacrifices to make, gods to 
  summon.  
   
  Because I am not a great creative writer there will probably be many entries that are vague in content and 
  description - or even missing - thus causing the adventure to appear disjointed. Don’t be put off by this. While 
  provision have been made for all the places the investigators are likely to visit, it is up to the keeper to 
  improvise, and flesh out all  other areas - as well as NPC personalities and reaction. The scenario is intended to 
  be set in Los Angeles, California of September 1962, though this can be changed as the keeper desires. 
   
  Keepers Information 
  °C 
  °F 
  EFFECT 
  27 
  80 
  People comment on how nice the summer is. Tourism is up, swimming and sunbathing are 
  popular. 
  30 
  86 
  Old people start to grumble. With the increased tourism petty crime rises.  
  31 
  88 
  People become more easily agitated. Thefts become robberies. Police become harassed.  
   
  It’s hot in the city. The bitumen from car exhausts and the tarmac cling to the warmth with an stifling acridity. 
  Smog is sometimes a problem. As the heat-wave drags on the thermometer slowly climbs bringing with it more 
  unease. For the past several months California has experienced a freak steady temperature increase. Still, the 
  warmer climate is welcomed nonetheless as is the prolonged tourism. The rise in temperature is due to a 
  particular planetary alignment that will come to its fulfillment on October 20. On this date Turkish cultists will 
  attempt to call Cthugha forth from his home on Fomalhaut to re-establish his divine rule here on Earth. Already, 
  events are in motion… 
   
  The scenario proper is split in two parts; part one being the introduction of the characters with an option to join  
  an exclusive organization by the recommendation of a friend of theirs. The Institute of Higher Learning is a 
  place where academic studies can be undertaken in privacy. So this should be of interest to those characters who 
  want to advance their knowledge in their respected fields of study. During their time at the Institute the players 
  have the chance to increase their character’s skills and partake in several minor adventures, should the keeper 
  
  feel inclined to throw some their way. Delving deeper into the Institute’s history, the players may discover a 
  horrific secret that is literally buried deep within the institutes origin. Part two of the scenario pits the 
  investigators against The Brotherhood Of The Sacred Flame Of Enlightenment. 
   
  °C 
  °F 
  EFFECT 
  33 
  91 
  People begin to faint with the heat. Robberies become assaults. Fires become more widespread. 
  35 
  95 
  Everyone is harassed. Assaults become murders. The Fire Department is harassed. Garbage 
  collectors threaten with all-out strike. 
  40 
  104 Hospitals are overwhelmed with sun related injuries. Everyone is irritable and tense. Riots occur. 
  Fire Department unable to cope.  
  41 
  105 … and still climbing. The last time temperatures were this high was 1913 when Death Valley 
  reached 58°C (140°F). 
   
  The Brotherhood Of The Sacred Flame Of Enlightenment  
  The cult is believed  to be a descendent from the original Zoroastrianism, which flourished in Persia around 
  630BC. However, the Brotherhood itself has its roots extending from 10th century Persia when at this time it’s 
  parent cult - the Nestarian Cult of Cthugha - was as a distinct minority within a Moslem population. Pressures 
  and personal differences forced the fragmentation of Nestar’s cult as members cast off their long standing vows 
  of poverty to be drawn to materialism, wealth and power. Factional struggles for  dominance also splintered the  
  cult into several different sects - each with its own unique view of how things should be. 
   
  Those members who held fast to one set of beliefs formed the 
  Brotherhood and moved to Turkey, where they remain today. 
  Although its philosophy still held that The Great Old One - 
  Cthugha would one day return to earth to enlighten all with his 
  divine rule, Cthugha’s significance was lost with the cults 
  reversion back to basics. While all practitioners believe the tenets 
  put forward by their faith, Cthugha was seldom mentioned 
  specifically by name.  
   
  Today the cult is provided for by a supreme official, who wields 
  virtual autocratic power. Mobed Abd al-Yilderim came to power 
  six years ago after usurping power through bloody assassination 
  and murder. Under his leadership, the Brotherhood has yet again 
  changed direction. It’s progressive militant outlook, and 
  motivation is often quite chilling: public execution to terrorize and exert control, and to die courageously to 
  convert even more. 
   
  It has become common practice for the more fanatical member to brand themselves in honor of their beliefs. 
  The brand found on the right forearm of these cultist depicts a cauldron which has flames burning from it. 
  Surrounding the cauldron are the words: O Purifying Flame of the stars, Protect this man, your humble 
  servant. It is also seen that some of its more hard core of those fanatics practice a test of faith in which they set 
  themselves alight. The majority of the cult (save for sect leaders) are unaware that Yilderim actually has designs 
  on summoning Cthugha. 
   
  California After World War II 
  During World War II (1939-1945), California grew prosperous as aircraft plants and ship yards were built to 
  meet the production demands of war. The resultant growth in industry saw capital wealth more than double, as 
  well as workers, who caused the state's population to increase by almost 2 million. Fearing disloyalty 100,000 
  Japanese inhabitants were placed in relocation centres during the war. When peace came, many workers and 
  returning veterans remained in the state, causing the population explosion to continue. By 1950 California had 
   
  
  become the second most populous state, and in 1962 it became the most populous. California, like the rest of the 
  nation, had to deal with racial violence in its slums and student unrest on its campuses.  
   
  Time Frame 
  The time frame for this adventure should be set at three to five weeks (between September 24 and October 20, 
  1962) during which, events will move along according to the pace of the investigators. A week or two could 
  simply be spent at the institute learning new skills before the adventure begins for real. To prevent game play 
  from really slowing down it is left to the keeper to flesh this part out with things to do if he/she so desires. Also, 
  for every 7 to 10 full days that passes the temperature rises 1 degree (keeper’s discretion). Incidentally, this 
  adventure spans a time that is a red letter date in some American diaries. On Oct. 16 the New York Yankees 
  defeat the San Francisco Giants in the World Series Baseball championships winning by four games to three.  
   
  In the News… 
  Other than the weather, certain additional things are widely known to anyone who listens to, or reads the news; 
  these being: 
   
  • There has been a mass build up of Turkish Nationals in and around Los Angeles over the last few weeks. It 
  has been reported that the religious sec known as The Brotherhood Of The Sacred Flame Of Enlightenment 
  are here are here for an important religious observance and have made camp around the base of Fire 
  Mountain in the San Gabriel Mountains. Some kind of ceremony is planned for the 20th of October. News 
  and media coverage vie for the exclusive story with the High Priest, Mobed Abd al-Yilderim (Blessed 
  Servitor of Lightning), who has only made one remark: “The mountain has revealed itself as a holy site of 
  great power, and as such we are here to pay our respects”. 
   
  • Graffiti becomes a problem, well a greater problem than normal and it gets everywhere. The symbols and 
  half letters of Turkish origin, when translated say: “Bathe in the Light; Rejoice; He comes; The purifying 
  Flame  will cleanse thy soul; Rejoice in the enlightening flame o infidel, lest you be consumed by his 
  wrath…and other such axioms. As well as this, cultists dot the streets handing out pamphlets (in English) 
  which say pretty much the same thing. The chances of a leaflet such as this being pushed into a character’s 
  hand is left to the individual keeper. 
   
  Of course, with mentioning these two items the players shouldn’t automatically make the assumption that they 
  are in any way related to the forthcoming scenario…. Yeah Right! 
   
  Player Introduction 
  Monday, September 24, 1962 
  The PCs awake one morning and as they file through their post they find an envelop containing a letter and map 
  (Handout 1) in amongst the bills and junk mail. The letter is from the Institute of Higher Learning and 
  introduces itself as such as well as inviting the reader to an introductory open night. Reading the letter and 
  becoming intrigued by its content the investigators may naturally be wary and may well want to check up on a 
  few things before actually turning up to the Institute. By way of general knowledge and reference material from 
  the library, newspapers, hall of records and also from, electoral records, income tax records, social security 
  records, birth records, police records, etc., (if the PCs have the ability) they can find all sorts of information 
  pertaining to Mortimer Greyson and the Institute. days Each piece of relevant information requires a successful 
  LIBRARY USE roll to find and an allotment of time chosen at random by the keeper  depending on where the 
  investigators do their research and what kind of red tape they have to cut through. The Keeper should determine 
  the amount of information learnt. 
   
  Mortimer Greyson 
  Born in Syracuse, New York on July 16, 1904 to Barbara and Macintyre Greyson. Mortimer is a professor and 
  tutor at University of California teaching American History. He gained his doctorates at Oxford and Cambridge, 
  
  England, before serving in the Navy. Served with distinction in the Pacific, which earned him the Navy Cross. 
  He is well respected in his field, not to mention the rest of the scientific community in general. He has written 
  several books. He has no police record. He currently lives in Redondo Beach, California with his wife Lydia. 
  They have two daughters; Michelle (26), and Alyson. (31). 
   
  The Institute 
  An IDEA roll will be sufficient to know that the Institute is a privately owned and ran organization that 
  professes to document mankind’s true history - and deliver a fresh way of looking at what we think we know. A 
  KNOW roll allows characters to understand that the Institute has come under fire from orthodox scientists and 
  religious  leaders for it’s radical views. Radical being a loose word used to mean “troublesome, interfering with 
  what we already know, tampering with irrefutable scientific fact; unfounded pseudoscientific mumbo jumbo”, a 
  designation happily accepted by the institute. Its members are drawn from all walks of society who share similar 
  views and harbour an interest in these academic studies. It was founded just after the turn of the century and 
  occasionally it funds archaeological expeditions across the globe. There has been no scandals, at least none that 
  made the news or courts. More information will be learnt when the characters join the institute. 
   
  Occult Significance 
  Players of a suspicious disposition may want to check this avenue, however nothing at this time leads them to 
  believe that the institute is in any way affiliated with the occult….or indeed with the Mythos.  
   
  Chasing Up Mortimer 
  University of California: Investigators may want to come here to see Mortimer in person. After explaining why 
  they want to see him a LUCK roll is required to see him right now without an appointment, otherwise one will 
  need to be made in 1d3 days time. If a character is fortunate enough to see him, Greyson grants him/her a few 
  minutes before excusing himself to teach a class. He will not elaborate on anything further but will be happy 
  that the player is interested and that he hopes to see him/her at the institute on the specified date. 
   
  His Home: Greyson has a beach house in Redondo Beach and between the hours of 0900 and 1800, there are 
  only a maid present, along with Greyson’s six over-friendly Golden Labradors. The maid is happy to take any 
  messages and will  pass them onto the Greyson’s. Outside these hours players require a LUCK roll  to catch 
  Mortimer at home otherwise he’ll be at the institute. Mortimer will again not elaborate on anything but will 
  mention that he hopes to see the player there on the specified date before excusing himself as he is late for a 
  dinner engagement 
   
  The Institute Of Higher Learning 
  The institute is to be found ten miles out of town on a secluded hill away from prying eyes. It is a majestic two 
  story building built in a Romanesque fashion. Several cars are parked in the gravel car park. Its lawns are 
  perfect in every way as is the flower gardens, ponds, and statues. For most of the day the double front doors are 
  open allowing curious investigators easy access. Just inside the door there is a marble plinth with a thick signing 
  book with names, dates and times scrawled in its pages. Unwelcome or unannounced visitors will be 
  approached early on by a senior member and asked if they require any help at all. If the investigator says that he 
  has been invited to join and shows the letter, the senior member allows the character to look around and talk to 
  people to get a better feel for the place, however they won’t be allowed to view the main library. Unwarranted 
  persistence and aggravation will be met with dismay and forces the investigator’s membership to be revoked. 
  Turning up at the allotted time and date the investigator will be met with a smiling butler and will be shown into 
  a waiting room where several other people wait (five NPCs plus other early investigators) who either chat, wait 
  silently, or smoke. One or two of the NPCs can be from other ethnic backgrounds (Negro, Hispanic, Oriental, 
  etc. - No discrimination here). Laid out on tables is a selection of sandwiches and refreshments, (tea, coffee, 
  lemonade, etc., no alcohol ). The introduction will not begin until it is apparent that no one else is coming. At 
  8.30 Greyson comes in, introduces himself, extends his welcome, and begins... 
   
  
  Greyson’s Speech  
  Over the past two centuries, researchers have found bones and artefacts that shows people like ourselves 
  existed on earth millions of years ago. But the scientific establishment has suppressed, ignored, or 
  forgotten these remarkable facts. Why? Because they contradict dominant views of human origins and 
  antiquity. Evolutionary prejudices, held deeply by powerful groups of scientists, have filtered this 
  knowledge to such an extent that this knowledge, whether the filtering was intentional or not, has left us 
  with a radically incomplete set of facts for building our ideas about human origins. 
   
  We at this institution have come to accept that this picture of history and prehistory is largely incorrect 
  and our overall aim is to call for a change in today's arbitrarily rigid mindset; to challenge, to rethink our 
  understanding of human origins, identity, and ultimately - our destiny. We do this by literary excavation 
  of a vast store of hidden knowledge that adds a new dimension to our understanding of the history of our 
  species. Take, for example Heinrich Schliemann, in 1870 he went on to discover the legendary city of 
  Troy - a city many experts said didn’t exist outside Homer’s Iliad. This journey of exploration takes us 
  across continents to key archaeological sites - some long forgotten, some the centre of ongoing research. 
  Along the way, we encounter many famous and infamous pioneers of prehistoric research, all with secrets 
  to share. This is where you come in; with your interest in your particular fields you can help to unlock 
  our past. With that I would like now to take you on a tour of this establishment. (Ladies) Gentlemen, 
  please follow me. As Mortimer takes them on the tour he continues: “The institution comprises three types of 
  member. Full - those who are direct members and help to keep the institute going by donating money, 
  time and resources. Consulting - paid people on the outside who do additional work for us, and; 
  Associates - unpaid people who assist the institute from time to time from the outside. At the moment we 
  have 30-odd members at this institute plus another 100 or so in and around California. We also have 
  links to other organisations such as the National Geographic Society, the Smithsonian Institute, the US 
  Library of Congress to name but a few.” 
   
  The Tour 
  See map for layout. During the tour the players are prompted to ask questions and look around, but they should 
  not disturb fellow members. As they are taken from room to room they see Weatherspoon who waves over with 
  a grin on his face - the friend who put their name forward for invitation. As the tour progresses Greyson shows 
  them around the ground floor but doesn’t take them to the second floor merely stating that accounting and 
  administration goes on up there, and hence isn’t all that interesting. Wherever they go the PCs see scholars 
  reading, transcribing, cataloguing and performing other tasks. They are then taken into the main basement 
  library.  
   
  Mortimer continues: “Our reference library is quite modest, comprising a comprehensive collection of over 
  5,000 maps and atlases, 1,350 reference books, and a further 13,000 assorted scrolls and manuscripts. 
  Many of which deal with humanity and the natural sciences, religion, philosophy, history, travel and 
  exploration, alchemy, anthropology and much, much more. A few of the documents are quite rare, 
  authenticated to be almost 500 years old in some cases. These delicate specimens are restricted and kept 
  safe in a special room. Many of the manuscripts are still untranscribed from their original ancient Greek, 
  Latin, Hebrew and what have you”. 
   
  All in all the introduction and tour lasts around 1 hour after which they are led back into the waiting room 
  where refreshments have been replenished. Greyson then says that he hopes that they enjoyed the tour and that 
  they will join, but they are free to leave if they don’t want to join. He will then break the bad news to them 
  saying that each member is required to donate $1,000 per year to the institute to help contribute to its upkeep 
  and to the acquisition of manuscripts and to the occasional funded expedition. He will then leave the room for 
  10-15 minutes allowing everyone time enough to make up their minds. Two of the NPCs decide that they 
  cannot make any commitments at this time and bow out, leaving three others and the investigators to join. 
  Acceptance requires them to fill out a general contract of terms and agreements; legal formalities that basically 
  say that while they are a member they will not cause trouble, borrow books without prior consent, etc.. 
   
  
  The Institute 
  Entrance Hall 
  The floor is made from speckled marble and the 
  walls have oak paneling. There is space for 
  members to hang their coats up. A sign in ledger 
  is also present. 
   
  Waiting Room 
  Small room with standard type chairs where new 
  members are introduced and other meetings takes 
  place.  
   
  Kitchen 
  White walls, Red and white floor tiles. Plenty of 
  snacks and beverages (no alcohol) available. 
  Butlers are on call. 
   
   
   
  Common Room 
  Entering the common room requires investigators to walk down two steps. The large room serves as an informal 
  meeting place where members can speak freely without upsetting other members. Again the walls are paneled. 
  Upon the walls hang large portraits of the founding fathers, see below (Mortimer points this out). The floor is 
  lacquered pine and furnished with throw rugs and over-stuffed easy chairs and small round coffee tables. A 
  selection of daily newspapers and magazines can also be found. Contained within a couple of glass display 
  cases are a few trinkets and other archaeological artifacts. 
   
  Lecture Hall 
  This large rectangular room is carpeted and has duo-toned painted walls - rather spartan to what the 
  investigators have seen already. Facing the podium at the far end are several rows of basic chairs. A slide and 
  film projector can also be seen. 
   
  Offices 
  Typical run of the mill offices that deal with day-to-day administration. There is nothing of consequence for the 
  investigators to find here. However in the upstairs landing there is a door that leads out on to the roof of the 
  lecture hall that serves as a balcony. 
   
  Library 
  The basement library is kept cool and resembles the London natural history museum to some extent. The area is 
  lit with a subdued light source that prevents further damage to the ancient papers. Its collection of antiquities are 
  divided into books, maps and drawings housed in bookcases along the walls, antiques and other artifacts which 
  are kept in several more large glass-topped display cases. Several reading desks and chairs for researching are at 
  hand. 
   
  The Mutual Friend 
  The friend is called Thomas Weatherspoon and each character has known him for a good number of years. 
  Although each character knows Thomas the characters themselves have never met each other before. Thomas is 
  a 43 year old Englishman who has a keen interest in Persian anthropology, archaeology and history, which he 
  teaches part-time at one of the local colleges. He has been part of the institute for the last five years having been 
  introduced when the institute approached him to undertake a work proposal. The keeper can use Thomas as 
  much or as little as he/she feels.  
   
  
   
  Joining the Institute 
  Upon becoming a full member one can expect to enjoy a number of benefits: 
   
  • Direct access to a great number of research periodicals on site during open hours of 9am and 10pm. 
  • Direct access to out of state universities and libraries even after closing time, providing the proprietor is also 
  an affiliate of the institute. 
  • Access to experience, knowledge, and guidance from other members. The institute can provide chemical 
  analysis, archaeology, transcription of foreign languages etc...  
  • Help with the organization of expeditions. 
  • Opportunities to gain degrees, post graduate qualifications and doctorates 
  • Accelerated skill increase by obtaining one to one tuition and attending lectures. 
   
  Those wishing to take advantage of the last benefit should allocate how much time (outside normal working 
  hours) he/she allocates to study. During this time they can either improve existing skills or learn new ones by 
  studying alone or by attending one of the frequent lectures that are on offer. 
   
  Learning new  skills 
  Learning new skills can only be done if the investigator does not already know that skill. I.e. it starts at base 
  chance. Learning new skills can only be done with a tutor or attending a lecture. An IDEA roll should be made 
  after the seminar. Success raises the skill by 1d10 points. From now on this skill can only be improved upon. 
   
  Improving skills 
  Improving old skills can be done by self tutelage, or by again attending lectures. Improving skills requires a 
  successful INTx2 check after each week of study (or 40 hours). Success raises the skill by 1d3-1 points. 
  These are the skills that can be improved: 
   
  Anthropology 
  Archaeology  
  Art 
  Astronomy 
  Biology 
  Chemistry  
  Geology 
  History  
  Law 
  Library Use * 
  Medicine 
  Natural 
  History  
  Occult 
  Other Languages Pharmacy  
  Physics 
  Psychoanalysis Players cannot practice combat skills. 
   
  *   - Automatic skill check.  
   
  Lectures & Discussions  
  During the course of this adventure there are a series of lectures that are on offer. Any PC may give a lecture as 
  long has he/she has a relevant topic of at least 85%. A successful lecture given by a PC raises his/her Credit 
  Rating by 1d6; 1d10 on an impale. 
   
  SUBJECT: Map of Piri Ri’es  
  Alleged 16th century map drawn by Turkish Admiral Piri Ri’es allegedly plotting Antarctica without its ice 
  covering. How is this possible since its been covered with ice for the last 12,000 years or so. 
  ORATOR: Reverend Terrance Fanthorpe  
  START / DURATION: 28 sept. 7.30pm 45 mins. 
  OUTCOME: Fanthorpe professes that the map is mistaken for what it really is. He discounts the possibility 
  that the map is a fake and also that it shows Antarctica without ice. His conclusions suggest that the land mass 
  at the bottom is merely South America. The map maker simply ran out of paper on which to draw so he simply 
  turned the entire map on its side and continued drawing.   
   
  SUBJECT: The Voynich Manuscript 
  
  Manuscript discovered in an Italian Castle by Wilfrid Voynich in 1912. It is written in an unknown script and is 
  believed to date back to 14th century. What does it all mean? 
  ORATOR: Dr. Guy Williams 
  START / DURATION: 3 Oct. 7.30pm 45 mins. 
  OUTCOME: Williams, has recently returned from Yale University (where the manuscript is kept) after 
  studying the manuscript. All in all his lecture is not very impressive, dwelling mainly on ifs and maybes. With a 
  slide show.  
   
  SUBJECT: Pre-History of Man 
  They say modern mankind is no more than 100,000 years old, however certain pieces of evidence state that he 
  is much, much older. 
  ORATOR: Dr. Susan Lawless 
  START / DURATION: 9 Oct. 8.15pm 115 mins. 
  OUTCOME: Overly long, overly tedious for those without a true calling for the subject, but well presented. 
  Lawless presents photos, bones, flint tools as evidence stating modern man is more like several million years 
  old. - Additional Skill Check: Anthropology, Geology. 
   
  SUBJECT: The Stone disks of Bayan Kara-Ula 
  In 1937, a Chinese archaeologist discovered several dozen graves in a remote mountainous area bordering 
  China and Tibet. In these graves were small skeletons, all of them were no more than 4 feet tall and had long 
  spindly limbs and over-sized heads. Along with them were 716 stone disks that resembled gramophone records. 
  Radiating from the centre of each disk to the edge were tracks of an unknown writing style. They were dated as 
  being 12,000 years old. Who wrote them? Who do the graves belong to? 
  ORATOR: Barney Templeton 
  START / DURATION: 15 Oct. 7.00pm 90 mins. 
  OUTCOME: Templeton relates the history and brings forward an update. He continues by saying that the 
  following information has only recently been allowed to be published by the Beijing Academy of Sciences in 
  which Professor Tsum Um Nui reports to have translated the stone disks. He says the disks relate a story of a 
  group of beings - called the Dropa - who crashed their spaceship 12,000 years ago and were unable to fix it and 
  so were stranded on earth. They were forced into hiding because the native horsemen constantly attacked them. 
  This interpretation has discredited Tsum Um Nui and made him a laughing stock. This causes much amusement 
  to those in the lecture also. 
   
  Researching  the Institute’s Origin 
  As players spend time at the institute they may wish to research the Institutes history to find out more about 
  how and why it came into being and who the founding members were since this was never explained. Greyson, 
  or any other member can fill in the details if the need arises. 
   
  The institute began its ascent in 1903 when a group of successful entrepreneurs, businessmen, theologians and 
  scientists, who through normal day to day contact shared knowledge and experiences, discovered many 
  similarities and anomalies in their respected fields. As they discussed matters it became clear that things did not 
  sit quite right, supposedly once solid facts were seen to be flawed and distorted. Hidden truths and possible 
  meanings began to emerge. They invited others like them to join their discussion group, and the institute 
  gradually grew into what it is today.  
   
  During their investigation the players may also learn that two of the original founding members still alive. One 
  lives in Oregon and the other in Los Angles. If players are interested as to how and when the other founding 
  members died they find no relevant documentation at hand, however if the players have the ability to obtain 
  official paperwork they can find that four of them died in a fatal car accident. 
   
  The Founding Members 
  Michael Perry III, Banker 
  Peter MacReady, Theologist / Ontologist 
  
  Gordon P. Wade, Anthropological Historian 
  Daniel Lyons, Anthropologist, -  Still alive - living in 
  Oregon 
  Denis Frazer, Businessman 
  David D. Davis,  Priest, - Still alive - living in LA. 
   
  Through diligent and extensive research the players can find a number of secrets. Secrets that were not meant to 
  be found. This requires a LIBRARY USE roll. If the roll is impaled a character stumbles across a box of old 
  papers and manuscripts and while looking through it they find a few pages probably torn from a diary. The 
  brown and yellowed pages look as though they have suffered from fire and water damage at some point.  
  Approximately 65% of the text has been obliterated. Nothing of consequence can be discerned due to the extent 
  of the damage, but there is just enough context to make the investigators a little more curious and inquisitive 
  (Player Handout 2). Also contained in the box of papers are a set of crumpled and badly damaged blueprints - 
  the original schematics of the institute. Looking them over requires an ARCHITECTURAL check of some 
  kind - possibly even an IDEA check will suffice to spot that a certain portion of the basement has been 
  structurally reinforced.  
   
  The Secret History Of The Institute 
  The institutes beginning is as it is explained in the official history, however as the founding members delved 
  deeper they discovered more and soon they learnt of the mythos and its influence. They became involved in 
  many strange investigations and as such, killed their fair share of cultists and reaped the rewards of successful 
  adventures; spells, strange books - however, before the Institute was founded one of the founding members 
  (Denis Frazer) went crazy with the desire for more power and brought forth a Formless Spawn - for what reason 
  only he knows. The others realizing what he had done managed to successfully battle the Spawn and entrap it 
  within a series of caves (by way of a spell), however the battle was not easily won. Only two members survived.  
  The two survivors then built the Institute on top of the cave to seal the Spawn there, until such a time when it 
  can be sent back to where it came from. To prevent the Spawn from breaking free and causing much destruction 
  it must be placated by a spell (see below) every week. 
   
  The Institute was then founded to catalogue all that could be known about the mythos, but this true nature is 
  kept secret from those who later join because if anybody were to learn of the mythos; they could also be easily 
  corrupted and influenced. For that reason only a few members are well versed in the occult and the mythos, 
  including certain magics. Mortimer Greyson is one of them. At the same time they are correspondingly aware of 
  the danger that the knowledge represents. This knowledge is kept secret and only used with considerable 
  moderation, caution and reserve. 
   
  Optional 
  If the players forgo any historical research into the Institute and who the founding fathers were, Weatherspoon 
  could approach the players at some point and say that he's been doing exactly that and he needs their help in 
  something. He for some reason wants to dig up the cellar of the institute at 10.30pm one night as he has reason 
  to believe there is a secret room or series of caves below it - as borne out by a USGS survey map. If the players 
  ask Weatherspoon to hold off digging up the cellar floor and go and ask Greyson about the tunnels he will act 
  astounded at the idea of secret tunnels, as though he is learning of it the first time. (Greyson knows all about the 
  tunnels and what is in them - after all he is the nephew of founding member David D. Davis.) He’ll ask the 
  players for time to dwell on the subject to see what he can turn up. After delaying the players for a day or three 
  he’ll finally deny them the opportunity to dig the floor up - his reason being that there were indeed tunnels 
  below the institute but they were filled in during the late 40s, early 50s.  
   
  (Investigators may detect that he is lying with a specifically asked for a PSYCHOLOGY roll.) If he is shown 
  the diary remnants he will ask if he may take them away for further study. They will be subsequently destroyed 
  (quite by accident of course) and if asked to elaborate what they may mean he will shrug his shoulders saying: 
  “Who knows”. 
   
  
  Going To See David D. Davis 
  Davis is living with his son and family in Garden Grove, LA. Getting his home address is easily done. They will 
  need to succeed a PERSUADE roll to gain access because he’s old, frail and …well, senile. If they mention 
  that they are from the institute and wish merely to pay their respects they receive a bonus +20. The players are 
  led into the back yard where Davis sits in his wheelchair under a sun shade. He wears an oxygen breath mask. 
  Davis will not really acknowledge the presence of the investigators and as a result there is nothing to find here 
  unless the players harass him on the fact they have discovered the secret history of the institute and that they are 
  suspicions of  some existing caverns. Any mention of this or indeed the Spawn excites Davis to such a point he 
  becomes deeply troubled, inhaling deeply, pausing only to say, with pointed finger: "Stay away from there. 
  Nothing but death awaits." He will then terminate the meeting and calls his son by pushing a buzzer. Due to his 
  failing health there is a 50% chance of him having a massive heart attack and die on the spot when given such a 
  shock as that. Even if the players mention that they have successfully destroyed Formless Spawn the 
  overwhelming elation will kill Davis. Sanity loss occurs for this with a loss of 1/1d4.  
   
  While at the Davis’ household it will be natural for them to have a glance at the interior decor, any family 
  pictures that are up, etc. As the players pass through the house they may receive a SPOT HIDDEN roll to see a 
  photo portraying a family shoot. One of the seven faces is Mortimer Greyson who wears a Naval uniform. An 
  IDEA roll is required to make the positive identification however. 
   
  Going To See Daniel Lyons 
  By the time the players arrive at Lyon’s home they see an ambulance outside. A crowd of onlookers has 
  gathered. Sadly Daniel has just suffered a massive stroke and will die in a few hours time. Nothing of any 
  import can be learnt here. His family members will not allow the characters to rifle through his belongings in 
  search of a clue. The death of Lyons will be mentioned by Greyson later, and in tribute asks all members to pay 
  their respects. Lyon’s death is natural, and there’s no mystery to solve. 
   
  Digging The Cellar 
  It will be quite easy for the players to wait until no one is at the institute. The cellar floor, fortunately, is paved 
  with flagstones so removing them and replacing them will not be too much of a problem. A display case will 
  however need to be moved to get at the right spot as marked on the schematics. Before any chiseling or levering 
  occurs, a SPOT HIDDEN check allows observant characters to see that these same stones are loose and can be 
  lifted without too much noise or mess. A total of nine flagstones must be removed, and on the underside of each 
  flagstone is part of an engraving, that, when in place completes a larger picture. The picture is a large five-
  pointed star with a flaming eye at its centre. A mythos roll determines it to be an Elder Sign of some kind 
  (unless the character knows the relevant spell). Beneath the flag stones are several dozen sand bags and support 
  boards that sit atop a trapdoor. Opening the trapdoor the investigators find a 25 foot ladder descending into the 
  darkness. All this should immediately strike the characters as odd. Did someone remember to bring a light 
  source? It appears that whatever is down there is still in use. Then an insidious odor begins to exude from the 
  darkness. Vaguely reptilian, musky and nauseating. Those brave enough to delve deeper enter into the gloomy 
  interior of a series of tunnels and caverns. They soon come across a large (size 33) pooled expanse of inky oily 
  iridescent blackness. This is a Formless Spawn, which, for the moment, is under the influence of a placating 
  spell. Disturbing the spawn in any way dispels the charm and it wakes proving itself  to be neither liquid nor 
  solid - but a frightful gelatinous mass. It’s not in the best of moods. Anyone witnessing the spawn revealing its 
  true self suffers 1/1d10 sanity loss. After a round or two regaining his senses it attempts to grab a character or 
  two with pseudopods as it races for freedom. While recovering from the lingering effects of the tranquility spell 
  all attack chances begin at 10%, and are raised in multiples of 10 each round to full chance as effect wears off. 
  
   
  Formless Spawn 
  STR 
  CON 
  SIZ 
  INT 
  POW 
  DEX 
   
  MOVE 
   
  HITS 
  18 
  11 
  22 
  13 
  11 
  19 
   
  12 
   
  17 
   
  WEAPON 
  ATTK % 
  DAMAGE 
   Armour: Immune to all physical weapons, even 
  magical  
  Tentacle* 
  60 
  1d6 
   ones, and wounds made immediately snap shut. Spells  
  Whip** 
  90 
  2d6 
   may have some effect, as may fire, cold, chemicals, or  
  Bludgeon*** 
  20 
  2d6 
   other forces. 
  Bite/Envelop 
  30 
  special 
   Spells: Roll less than 24% to know 1d2 spells 
   
  * May strike 1d3 targets in one round. May also seek to grapple than do damage. Range of up to 13 yards. 
  ** May strike one target in the round. May seek to grapple rather than do damage. Range of up to 13 yards 
  *** Directed attack against one target only. 
   
  Special: Directed attack against one target only per round, who is instantly swallowed. The Spawn can only 
  swallow its SIZ in food. Target thereafter takes 1 damage from constriction, which progressively increases by 1 
  point each round (on the second round he takes 2 damage, three on the third, etc..) While swallowed the victim 
  may take no action whatsoever, except holding his breath to avoid drowning. While digesting a victim, a Spawn 
  cannot move location without disgorging its victim, although it can fight on. 
   
  Fortunately for the players tonight is the time when Mortimer has to renew the placating spell and he turns up to 
  discover the players’ predicament. He arrives with another six men - all of whom comprise the senior members. 
  Mortimer carries a flute and his friends each wield an 18 inch (in diameter) silver Elder Sign. Mortimer shouts 
  to the players to get behind him and then begins to frantically play. The other men move in closer, chanting, and 
  holding their Elder Sign before them. The Spawn for the moment is held back. The players are free to run, stay 
  or drool inanely. For effect, the keeper can have somebody lose his concentration so that the Spawn seizes its 
  chance to kill him. It lifts him with two pseudopods and tears him in twain across his midriff. 1/1d8 sanity loss 
  for seeing this. Mortimer shouts to any lingering player that they must hold the Elder Sign aloft: "Use it as if it 
  were a cross against a Vampire!" He begins to play again - casting his spell (see later). Do it again if you 
  want. 
   
  The Spawn will be held at bay as long as the player brandishes the Sign and expends 1 magic point per round. 
  If the player does not want to spend MP he may instead choose to roll his/her POWx5 to hold the Spawn back 
  with pure faith. Failure of the roll results in the player’s faith and concentration being momentarily lost allowing 
  the Spawn to act, most probably to attack the one with the Sign. Fortunately for everyone concerned Mortimer 
  succeeds placating the Spawn in the first 10 minutes - however long that is in combat rounds. 
   
  SPELL 
  TRANQUIL SERENITY 
  They say music can soothe the savage beast. Any instrument with dulcet tones must be played (to  a piece of music supposedly stolen 
  from the court of Azathoth) as a version of the Vach-Viraj Incantation (a chant used to keep Nyogtha at bay and to a lesser extent 
  Cyaegha, Cthonians and Formless Spawn) is intoned for a minimum of 10 minutes before the spell begins to take effect and any 
  monster can be affected. The spell costs 10 magic points. The target of the spell is consumed by a wave of euphoria and attains a 
  peaceful relaxed manner - almost a peaceful sleep of sorts. For every 10 minutes the flute is played the caster has his POWx1% 
  cumulative chance of placating the creature in question. If the Vach-Viraj incantation is also recited the chance of success is doubled. 
  A maximum chance of 99% is all that is possible. Success placates the monster for the casters POWx10 hours before the spell is 
  required to be re-cast. The affected creature may not attack, move, cast spells or do anything. Failure of the spell results in the monster 
  frenziedly attacking only the caster until he/she is dead before moving on to anyone else who is present. If the target is attacked while 
  under the influence of the spell, the spell is broken and the creature can act as normal. 
   
  
  If the Spawn is once again placated, totally dispelled, banished or even killed, Mortimer and his friends will at 
  first be severely angry at the players for what they did, however he does understand as it was only a matter of 
  time before the secret was learnt. Fortunately he came before too much trouble was caused. Any deaths that 
  occur will be cleared up and a cover up put into place. Mortimer will then discuss matters with the other senior 
  members, before coming to the decision to swear the characters to absolute secrecy about what just happened.  
  Later, should Mortimer also believe they are ready for the job, he’ll invite them with the unenviable task in 
  helping to placate the Spawn every week from now on - should it be still here. If they agree they’ll be taught to 
  play the flute, the music and the Vach-Viraj incantation of the Tranquility spell. They will also be taught how to 
  create their own Elder Sign. They’ll also be told of the secret history of the Institute and it’s main purpose. The 
  characters will then be given psychological treatment should it be required for as long as it takes for them to 
  recover. Keepers should determine this for him/herself. 
   
  Point of note 
  As all this is going on, Greyson and the other senior members have taken an interest in Fire Mountain and 
  what’s going on there. For some reason or another they believe, like the players, that something’s afoot. 
  They’ve done assorted research and are aware of Fire Mountain’s history (see later). They’ve learnt as much as 
  they can about the Brotherhood. They’ve calculated planetary alignments, but none seem to be prominent - so, 
  for the time being they are waiting and watching closely for some kind of sign. Perhaps they are mistaken and 
  nothing is going to happen.  
   
  Either way, the players find themselves getting involved in the same “investigation”, Investigation is a loose 
  concept here and means “whatever the players get up to”. Even though there’s something or other to look into, 
  there is no reason why they should - until, that is, the harassment of a player. For the most part they’ll be 
  reacting to stuff and asking questions and not learning much. Eventually, they’ll come to the conclusion, as 
  have Greyson and the senior members, that something’s happening at Fire Mountain - but what?!?!. Whatever 
  they think will never be more than supposition, until it’s too late. Can the Turks really be here to summon a 
  god!? If that is the case - how do we stop them. Perhaps the players and Greyson can brainstorm and work some 
  kind of plan out. 
   
  For that reason, the rest of the scenario is open ended. It comprises information on assorted stuff that the players 
  may learn and what exactly happens on October 20. However the remainder of the time is played out is down to 
  the players and the keeper.  
   
  Part Two Intervenes… 
  Whenever it is convenient, the keeper, when he/she wishes to begin the second part of the scenario should have 
  Weatherspoon go to a museum and make a collection for the Institute. Getting there is no problem, and he soon 
  emerges with a large box of (non relevant) books and stuff which he places in the back seat of his car. Time to 
  head back to the Institute. During the return trip one of the many Turks tries to beat the rush of oncoming 
  traffic, only to be hit headlong by Weatherspoon causing all sorts of chaos, and flared tempers, as other road 
  users likewise swerve, and hit their breaks. Dazed and confused Weatherspoon bundles the unconscious man 
  and his belongings in to his can and carts him off to hospital (from which he later disappears without trace). 
   
  From afar, other Turks watch and observe, outraged at what they see, because this particular Turk is a sect 
  leader, and with him he carried a satchel containing seven scrolls. The holy scriptures known as The Letters of 
  Nestar - see later. To that end the Turks make every attempt to retrieve them.  
   
  During the confusion Weatherspoon forgets to return the Turks belongings, then rediscovers them later along 
  with an intricately inscribed religious dagger, the blade is engraved with a convoluted fire motif. He only 
  reveals the existence of the scrolls when a player has had a run in or two with some very irate Turks - see later. 
  
   
  The Turkish cultist & Using them to effect 
  STR 
  CON 
  SIZ 
  INT 
  POW 
  DEX 
   
  MOVE 
   
  HITS 
  12 
  12 
  12 
  12 
  13 
  10 
   
  8 
   
  12 
   
  WEAPON 
  ATTK % 
  DAMAGE 
   Skills: Mythos 15%, Occult 70%, Hide 60%, Sneak  
  Knife 
  65% 
  1d6 
   60%, Spot Hidden 50%, Speak English 15%, Track  
  Garrotte  
  50% 
  Suffocation 
   65% 
  Scimitar 
  45% 
  1d8 
   Equipment: Turkish Robes, Religious dagger, garrotte,  
  Firearms 
  45% 
  As per weapon  
   brand on forearm. 
   
   
  The Turks used to harass the player are drawn from those members who form the militant fundamentalists who  
  defend the faith from rebellion and outside interference. Generally, they favor five main methods of attack. 
  Bladed weapons such as knives and scimitars (if they have them), strangulation, fire, poison, and spell use 
  (though spells are restricted to sect leaders). Although firearms are considered impersonal, recent years has seen 
  more and more of the younger generation turn to automatic weapons as a matter of choice. For purposes of this 
  scenario only a select few have access to guns. 
   
  Sadly, the cultists misidentify one of the players as Weatherspoon and single him out for some distressing 
  pressure. Use the Turks in as many varied ways as you need to harass the player. They have the uncanny knack 
  of getting where ever they want undetected; so a surprise attack in the home may occur as a cultist dives out 
  from behind a door with dagger in hand, etc.. The keeper should have them pop up at inopportune moments 
  with or without reason. Any fundamentalist successfully taken prisoner refuses to answer any question put to 
  him - chances are they won’t be able to speak much English anyway. If he does speak English he’ll blast the 
  Infidels with death threats of fiery damnation when the Enlightening one returns - which in a sense answers 
  players questions. For more axioms see the section regarding “In the news” at the beginning of this scenario.  
   
  These are a few obvious things they can get up to: 
  • Stalk and follow the character. Spot Hidden rolls may be had to spot these tails at any time - day or night. 
  Follow the character for a few days before the Turks take action. Stoke player paranoia with the feeling of 
  being followed or watched. 
   
  • Break in to the home of the character and ransack it. 
   
  • Break in to the Institute and similarly ransack it. Then once finished, possibly even set fire to it. 
   
  • Lure the character to a false meeting where he is ambushed and abducted for an extensive interrogation 
  scene. The precise arrangements of this ambush is left to the keeper to make up, but it should be 
  underhanded and in the favor of the cultists - one possible way to do this is… 
   
  Giving him the finger 
  Have the chosen character see a group of Turks lurking furtively in some bushes at the Institute - or wherever 
  possible. If he approaches alone to see what they want he is jumped from behind by a hidden cultist armed with 
  a garrote and immense strength. As the player struggles and gasps for air, he is pulled from sight behind a big 
  rhododendron bush. Items held may be dropped. The other Turks close in, but don’t do anything except keep an 
  eye out. The leader who’s face is badly scarred, as though from fire steps forward and asks: “Wer ar de scrolls?” 
  They are not real big on reasoning and persistently demand the scrolls - even if the player is totally oblivious. 
  Try as the player might to reason with the Turks, they’ll have none of it. “Do not take us for fools? We know 
  you have them. Give them to us now!” Continuing to proclaim innocence, the lead Turk grabs the player’s 
  dominant hand and isolates the middle finger then pulls out his knife and presses it to the knuckle. “I will ask 
  
  you one last time. Wer ar de scrolls?” Any answer he the leader doesn’t like results in the finger being removed. 
  (1 damage. 1/1d4 sanity loss. CON x7 check or character faints.) Characters remaining to stand then risk 
  another finger being cut off. (Same damage. Same Sanity loss. Con x5 check or character faints.) Losing one 
  finger results in a permanent -50 modifier. Losing two renders it useless pretty much. Fortunately, this is as far 
  as the Turks are willing to take this encounter. If the character faints, they leave to come up with another  plan. 
  Anyone still standing is told to get the scrolls, for next time he will not be so lucky, then is thrown to the ground 
  before the Turks depart.  
   
  Burning Down The House 
  As a reminder to the character, this may occur, courtesy of our Turkish friends: Smoke. Flames. Heat. No way 
  out. The player awakes in bed covered in sweat, breathing rapidly. The bedcovers are twisted and sodden wet. 
  Phew, it was only a dream… but no, something IS burning, there is smoke in the air. The bedroom door is on 
  fire and it is spreading to the walls close by. Opening the door reveals an angry orange hell. The fire rages 
  fiercely. The walls and floors are blazing and impassable. The only other way out is through the bedroom 
  window. Outside, the street is quiet, nobody has yet noticed that the house is burning, however a SPOT 
  HIDDEN roll may allow the investigator to see, watching  from the darkness, a Turk. Any attempt the 
  investigator makes to open the window is unsuccessful, it is shut  tightly and will not budge. To break the 
  window the player is required to succeed a STR resistance roll versus the window STR of 14. Six attempts to 
  break the window are given before the fire spreads far enough to press the investigator against the window. 
  CON rolls should be made to avoid choking on the smoke, they start at x10 and are reduced by 1 every round 
  (x9, x8…). Each failed roll reduced the investigators CON by 1d3 point temporarily due to smoke inhalation. It 
  will only be a matter of time before the player’s clothing start to ignite. If the investigator’s con is reduced to 
  zero he/she falls dead - only to snap awake at that instant. Anyone successfully breaking free from the room 
  similarly awakes covered in sweat, breathing rapidly. The bedcovers are twisted and sodden wet. Phew, it WAS 
  only a dream… In either case sanity loss for this  horrific nightmare is 1d4/1d8.  
   
  Once you’ve had your fun intimidating and abusing the player, other players and Institute members will no 
  doubt want to know more. As the player tells his story he sees Weatherspoon wince at the mention of scrolls, 
  and look almost guilty. It’ll be then that Weatherspoon comes clean about the accident and that he later 
  discovered the man’s things in his car - and among them were seven scrolls, and for the last couple of days he’s 
  been translating them. Talk Weatherspoon, and talk fast. I lost fingers because of you. 
   
  The Seven Scrolls 
  The manuscripts are seen to be penned by the self-proclaimed prophet and alleged Zoroastrian Nestar Mobedan 
  Mobed. However, these particular scrolls themselves are not the true original Nestar works (those are  held by 
  the centrist Nestarian faction in Bombay), but are actually meticulous reproductions made by Abd al-Yilderim. 
  The hand-written scrolls, each of which measure 18 inches wide by 3 meters long, are written in 6th century 
  Pahlavi (Persian dialect) and comprise a collection of aphorisms, revelations, instructions, prayers, and 
  prophecies of a time when the world shall burn, as well as diagrams, sidebars and random scribbles. They 
  concern the worship of an ancient Persian fire god known as Asha, who is sometimes otherwise called be the 
  different names of Cthugha or Fthaggua. As such the scrolls contains several rituals and other “spells” of praise 
  asking for divine intervention and guidance. Asha is described as a huge fire ball of enlightenment who dwells 
  at a place called Hastorang.  (This is a reference to Cthugha on Fomalhaut). Time to Read: (once translated) 
  100/INT x3 hours. San Loss: 1d4/1d8. Mythos Gain: +6%. Multiplier: x3 
   
  Nestar also writes...(also Player handout 3) 
  The faithful shall feel an irresistible pull to the golden land of new; to a desert valley of great desolation, once 
  the home to people, their skins died red, who gathered at the mountain of the lord to bathe in the light of his 
  eternal holy flame. The time of gathering shall be performed at a time upon the great cosmological alignment 
  when Hastorang is in the ascension. The holy flame shall then, on commandment, open the doorway marking 
  the way for the faithful to call forth Asha - in all his divine splendour. Upon this great conjunction, that demon 
  of fire shall return. He will rage over this earth on the four uppermost sides, and the uppermost one third. The 
  
  earth will cry out: "I cannot endure this demon, which is has been brought forth, I cannot endure its habitation 
  of me, for its seizes me with such fervour". As such the sky will boil and fire shall rain like molten lead. The 
  Hounds of Tindalos shall bay for three nights at the twin suns. And only then at the Bridge of Discrimination 
  shall all souls be judged. Unbelievers shall be cast into the pit of oblivion and consumed in the hellfire’s wrath 
  as the disciples of truth and enlightenment pass over as though drinking warm milk. So go forth my faithful and 
  seek thy destiny and thine redemption. 
   
  Spells Contained:  
  Invoke / Bind Child of Cthugha (Fire Vampire) 
  Causes a single Fire Vampire to swoop down from the sky like a skittering star. The spell can only be cast at 
  night when Fomalhaut is above the horizon. Each magic point spent raises the chance of success by 10%, 
  though a roll of 96 and above is always a fail. The spell also costs 1d3 sanity, and requires a flame source as a 
  material component. A bonfire  is perfect, though a simple lit match will suffice. 
   
  Contact the Lord of the Lightning (Fthaggua) 
  This spell is castable only at night when a comet is seen. The caster must also have a piece of meteorite as a 
  focus. The spell costs 21 magic points and 1d3 sanity to cast. Fthaggua appears as a mass of hazy blue tinged 
  lightning 1d100 hours later.. 
   
  The Divine Retribution (Death Spell) 
  This nasty spell causes the victim to burst into flames. The spell costs 24 magic points and 3d10 sanity to cast. 
  The target must be seen within ten yards from the caster, upon which the caster must defeat his victim in a 
  magic point resistance check per round. After 1d6 rounds of concentration the victim begins to heat up from the 
  inside  causing 1d3 damage. In the next round the victim loses 1d6 more hit points as the flesh cooks, turning 
  black and blisters. On the third, the victim bursts into a flaming inferno losing 1d10 hits per round thereafter. 
   
  Enchant Torch 
  To enchant the torch  the caster prepares an iron replica of a torch of the size and heft required, but one always 
  bearing the Sign of Cthugha (a stylised ball of flame). An incantation is intoned for six hours during which 6 
  magic points and 1d6 sanity is lost. The enchanted torch requires no fuel to burn. The iron head itself burns 
  inextinguishably and without end. Only with an instruction in Cthugha’s name can the flame be doused. The 
  torch is also useful for bringing more than one fire vampire at a time. To summon extra Fire Vampires the 
  caster loses an additional 1d3 sanity and 3 magic pints per Vampire summoned. It is also said that the torch can 
  set gold, lead, iron, and other heavy metals alight, quickly reducing them to ashes. 
   
  Call Forth the Enlightening One (Call Cthugha)  
  To call Cthugha a moving flame, such as a flaming brand, must be used while Ph’nglui mglw’nafh Cthugha 
  Hastorang n’gha-ghaa naf’l thagn! Ia! Cthugha is chanted at least three times in a lengthy ceremony. The spell 
  can only be cast at night when Fomalhaut can be seen above the horizon. The caster acts as a focus for those 
  wishing to call Cthugha. All those who know the spell can sacrifice as many magic points as they have, others 
  may only expend one magic point. Total the expenditure for the percent chance of spell success. For each point 
  spent, the group must chant for one minute. The caster also loses 1d10 sanity. This spell is useless without the 
  doorway being opened first, and it also does not have the relevant dismiss part to it. 
   
  Fire’s Dance 
  This spell causes a cabbage-sized ball of flame to leap from an existing fire to a designated motionless target. 
  The spell costs 3 sanity and up to 6 magic points. For each magic point spent, the fireball leaps up to 15 yards. 
  The spell takes one minute to cast per magic point spent. 
   
  Brew Draught of Phan 
  The brew requires fresh poppy seeds and bear spleen, as well as other several hard to obtain or illegal 
  ingredients. Several OCCULT rolls are needed to ensure that mixing directions are carefully followed. Any 
  
  failed roll ruins the batch. When consumed, this thick ichor-like mix erodes the victim’s will in POW days, 
  leaving him/her subject to the demands of whoever administered the drug. The victim soon adopts the view 
  points and beliefs of the manipulator. After 2-3 weeks of this the drug is no longer needed, and the mental 
  alterations are complete. At no time does the victim lose his/her personality, nor are they any behavioral 
  changes other than those sought by the manipulator.  
   
  Further Research 
  Coupling player suspicions with what they read from Nestar’s Letters, players may want to conduct further 
  research on several points, most of which are described below. A simple OCCULT, MYTHOS or LIBRARY 
  USE roll will suffice for each point. Time spent while researching is left to the individual keeper. 
   
  The Brotherhood of the Sacred Flame of Enlightenment 
  This information can be found at the beginning of the scenario. 
   
  Zoroastrian 
  Zoroastrianism is a religion named after Zoroaster, a prophet who lived in Persia around 630-550BC, who 
  believed enlightenment could be attained through knowledge and wisdom. The doctrines preached by him are 
  preserved in his metrical Gathas (psalms) which part of the sacred scripture known as Avesta. The basic tenets 
  of the Gathas consist of a monotheistic worship of Ahura Mazda (the "Lord Wisdom") and an ethical dualism 
  opposing Truth (Asha) and Lie, which permeate the entire universe. All that is good derives from, and is 
  supported by, Ahura Mazda's emanations: Spenta Mainyu (the "Holy Spirit" or "Incremental Spirit," a creative 
  force) and his six assisting entities, Good Mind, Truth, Power, Devotion, Health, and Life. All evil is caused by 
  the "twin" of Spenta Mainyu, who is Angra Mainyu (the "Fiendish Spirit"), and by his assistants. Angra Mainyu 
  is evil by choice, having allied himself with Lie, whereas Spenta Mainyu has chosen Truth. So too, must 
  humans make this choice. Upon death each person's soul will be judged at the Bridge of Discrimination; the 
  follower of Truth will cross and be led to paradise, and the adherents of Lie will fall into hell. All evil will 
  eventually be eliminated on earth in an ordeal of fire and molten metal. Fire is worshipped by many tribes 
  around the world as a primal elemental force of nature. Zoroastrianists often conduct many rituals with fire, 
  which they believe is a symbol of righteousness. Zoroastrians have a duty to pray before a fire altar five times a 
  day. Zoroastianism is still active in India and Iran. 
   
  Nestarian Cult of Cthugha 
  Nestar Mobedan Mobed was a self proclaimed Zoroastrian prophet of the 6th century Persia who revered fire as 
  earthly manifestations of a true god known as Cthugha. He and his followers despised worldly materialism and 
  despised the over-indulgence of the Orthodox priests, for which he and his disciples were banished into the 
  wilderness. After twenty years they returned in greater numbers to the city of Qal'eh-l Yazdigerd, where they 
  planned to destroy the corrupted temples and eradicate the city of its bloated rich, while Nestar would call down 
  the purifying flame from the skies to burn the heretics. The attack went bad. Nestar and most of his followers 
  were quickly caught and killed by the city guard, however some followers escaped back into the surrounding 
  hills to their secret dwelling. There they discovered several scrolls written by Nestar bearing instructions. 
  Following his commands the survivors of the cult emigrated to India. 
   
  Hastorang  
  Hastorang was one of the four Royal Stars of Persia. In 3000 BC, when, as watcher of the north, it marked the 
  summer solstice.  About 500 BC, it was the object of sunrise worship and, portended eminence, fortune, and 
  power. It is a reddish star 22.8 light years from earth in the constellation of the Southern Fish. It is more 
  popularly known today as Fomalhaut (From the Arabic "Finn al Hut" - the Fish's Mouth). 
   
  Local Indian Tribes 
  Time well spent consulting several books uncovers a reference to a small local Indian tribe - the F’tag’ua tribe - 
  who dwelt in the San Gabriel Mountain Range - approximately 25 miles north of LA. They worshipped some 
  kind of living flame god and conducted many human sacrifices at its mountain abode. For that reason they were 
  
  despised by other local tribes and there were constant squabbles between them. A successful linguistic check of 
  some kind gleans the information that F’tag’ua, when loosely translated means: “That which is of fire made” If 
  mythos rolls are successful, F’tag’ua reminds the characters of the mythos entity called Fthaggua - a being of 
  blue tinged lightening who has dominion over fire vampires. Although there are distinct differences there are 
  also some similarities to Cthugha whom the players may now be aware of by another name - Asha. 
   
  Another reference, written by Father Junípero Serra, a priest of the time describes their utter annihilation by the 
  Spanish explorer, and General, Diego Cordoba who came across them in the early 16th century at their mountain 
  of worship conducting many sacrifices and was appalled at what he saw. A short military offensive took place 
  and the F’tag’ua tribe was utterly destroyed. Man. Woman. Child. No survivors. The mountain was then sealed 
  forever with gunpowder. A PSYCHOLOGY check while reading the account enables attentive readers to 
  believe selective editing has taken place at key places. Whatever these edits, rewrites, and changes were have 
  been lost.  
   
  What mountain would that be, as if we didn’t know… 
  The players already know the answer to this. There’s a thousand Turks paying homage to it. However, just to be 
  sure they can verify the fact through heavy consultation of old maps and various documentation.  
   
  Other 
  Planetary Alignments 
  There are no planetary alignments in the coming days, but the text does state cosmological. So maybe galaxies 
  are coming into conjunction. Then again, maybe it refers to an arrangement or conjunction in which planets 
  need not line up in a row. 
   
  What Now 
  Even if the players are certain that something's going on - what can they do? Where's the actual definitive proof 
  that the Turks are here to summon Cthugha. Remember, the ordinary cult member isn’t aware of Yilderim’s 
  plans; they are here because he says they should be here - just to pay homage. Just because there's a mass 
  convergence of alleged "cultists" at a mountain doesn't mean a thing.  
   
  Sooner or later the players may decide to head out to Fire Mountain to take a closer look and see for themselves  
  what the Turks are up to. Fire Mountain is located roughly three miles east of Mount Wilson in the San Gabriel 
  Mountain Range, which is itself 25 miles north of  LA. Getting there should not present too much of a problem 
  providing someone can read a map or otherwise gain directions.  
   
  Fire Mountain 
  Even though it is associated with the San Gabriel mountain range, the actual mountain stands separate at a fair 
  distance on a rocky prairie. The intensity of the desert sun causes a quivering of the air that blurs the edges of 
  the landscape and confuses the eye. The mountain is 5732 feet high, and on its northern side there is a large 
  tented city which accommodates several thousand Turks. Those who succeed an OCCULT roll realize the 
  possible significance of this - it is said that when you are invoking fire in spells or witchcraft you should face 
  south. The very air is thick with the pungent aroma of spice. The Turks, when not sleeping or praying amuse 
  themselves with assorted activities like walking on hot coals, fire breathing, juggling, playing instruments, 
  acrobatics, et cetera. Even though the camp is spectacular, there’s really nothing remarkable about it. They have 
  everything they need for a prolonged stay; stacks of grain and other food stuffs, a large goat enclosure, several 
  beat up pickup trucks are parked close to pumping equipment and drums of gasoline. The players may take a 
  moment to wonder where they are getting all their supplies from. Water is drawn from a magically created 
  wellspring courtesy of the High Priest. At night everyone will bed down for the night and movement will be 
  kept to a minimum. No one will be all that alert, so it may be easier for the players to move about providing 
  they disguise themselves. If you wish you can have the cultists perform a trial / practice run of the full 
  ceremony without the obvious effects whenever the players first arrive.  
  
   
  The players will be tolerated so long as they do not cause a disturbance, though they will be viewed with a great 
  deal of suspicion. A couple of other curious onlookers drift about. Anyone who can understand Turkish learns 
  nothing of import when listening in one of the many conversations. Striking up a rapport with some of the more 
  friendly Turks, the players learn what they already know: “We are here to pray to the mountain god.”  They’ll 
  deny the fact that they are there to summon Cthugha, if pressed to concede the point - which for all intents and 
  purposes is true to the average Turk. Even though they believe Asha/Cthugha will return one day, they don’t 
  think that it’s their place to force his return - if that’s possible. It’s up to him when to come back. 
   
  Closer inspection of the city reveals it to be split in two: the sprawling metropolis of the faithful and the smaller 
  encampment closer to the mountain base which belongs to the sect leaders and of course the High Priest, Mobed 
  Abd al-Yilderim, and his personal guards. The players will be prevented access here by armed guards who 
  wield AK47s. These fanatical  guards are not afraid to use them. There is also a chance that the players are 
  recognized, in which case moves to apprehend them will be made - especially if they still have the scrolls of 
  Nestar. Their fate to be decided by the keeper. Access to the summit of Fire Mountain is also restricted, but not 
  impossible for the determined player. 
   
  During their visit here (or whenever it is convenient) the ground begins to tremor and quake. Boulders and 
  rocks tumble down the mountainside. The mini quake lasts 14 seconds and is felt all over California, causing 
  minor structural damage. It’s epicenter is here at Fire Mountain. An almighty audible and visible crack fractures 
  the mountainside as a huge gout of flame momentarily belches out from the rupture. Those making a POWx1 
  check here briefly see that the flame, for a split second, take the shape of a demonic face. 0/1 sanity loss. The 
  atmosphere around Fire Mountain then seems to be electrically charged somehow which is felt by the 
  characters. All the Turks rise in cheer. The mountain god has spoken. Euphoria sweeps everyone present. ‘tis 
  truly a wondrous sign, and as such everyone kneels and begins to pray, or play instruments and dance with new 
  vigour.  If the characters can make a SPOT HIDDEN check, they see the High Priest and a two others 
  disappear into the newly formed crack. 
  The characters require successful SNEAK rolls to follow undetected, 
  otherwise a couple of armed guards intercede - firing if necessary. Making it 
  in unobserved, the characters descend into the mountain’s interior. For the 
  most part, the jagged passages are wide enough and high enough to walk 
  through, however, there are some passages (not shown) that are too small to 
  squeeze through. Despite the gout of flame, the air is relatively cool, maybe a 
  little warm, but not so much to cause discomfort. Scattered about are small 
  burning fires that give ample light to see by.   
   
  Eventually, as the characters wend their way through the tunnels, they come 
  to the cavern marked X. They detect a slight breeze blowing and up ahead 
  they see the flickering yellow light of a large fire. They may even hear it burn 
  fiercely, its light causing shadows to dance and weave.  
   
  Dwelling within this cavern is the sacred Fire Entity which was once worshipped by the F’tag’ua tribe and has 
  now been uncovered by the Turks to use in their ceremonies. The High Priest believes it to be part of Cthugha 
  himself, but this may only be a romantic notion on his part. In any case the entity is alive and is here, measuring 
  roughly 40 cubic feet in size, and appears to emanate from a very large boulder. Any attempt to identify the 
  creature by a Mythos roll will fail except to identify it as possibly belonging to the Greater Servitor Race. No 
  sanity roll is made until it is quite clear the fire is alive. The entity can sense when it has visitors and can read 
  their emotions. If the players approach with hostile intent in harming the entity, it will lash out, turning white in 
  the process. Otherwise it will just burn away. 
   
  As the players took wrong turns and retraced their steps, the High Priest had no trouble in coming to this cavern 
  directly, and so by the time the players arrive they see him and his entourage engaged in some kind of 
   
  
  ceremony. The High Priest stands before the fire with his arms raised and outstretched. He jabbers something in 
  ancient Persian. Most likely he’s paying homage to the Flame Entity, while appealing it to open the gateway 
  when the time is right. His assistants stand either side of him, fully disrobed save for a cloth to cover their 
  modesty. The Fire Entity reveals little to them, but does seem to revel in renewed worship. Just then two jets of 
  flame peel from the fire, reach out and engulfs both aides and pulls them into the inferno’s core (1/1d6 sanity 
  loss), where they disappear from view, leaving two piles of neatly folded clothes. Sacrificed. All the time, the 
  High Priest continues his adulation.  
   
  This, incidentally, is probably the best time for the players to resolve the scenario. The entity will not be overly 
  concerned if the players move in to attack the High Priest and his aides, providing it is left alone. It will do 
  nothing to prevent the Priest’s death, even if he beseeches it to do so. What does it care about these puny 
  insignificant humans. If Yilderim becomes aware of the players, he immediately casts Cloak of Fire upon 
  himself, and attempts to  escape. 
   
  High Priest, Mobed Abd al-Yilderim 
  STR 
  CON 
  SIZ 
  INT 
  POW 
  DEX 
   
  MOVE 
   
  HITS 
  9 
  11 
  10 
  17 
  16 
  11 
   
  8 
   
  11 
   
  WEAPON 
  ATTK % 
  DAMAGE 
   Skills: Archaeology 65%, Astronomy 90%, Astrology 85%, 
  Fist 
  30 
  1d3 
   Cthulhu Mythos 65%, Dodge 25%, Occult 70%,  
   
   
   
   R/W English 80%, Recite Letters of Nestar by heart 97% 
   
  Spells Known: Summon / Bind Fire Vampire, Contact Fthaggua, Fire Dance, Death Spell, Enchant Torch, 
  Brew potion of Phan, Call Cthugha, Cloak of Fire 
   
  The two attendants 
  STR 
  CON 
  SIZ 
  INT 
  POW 
  DEX 
   
  MOVE 
   
  HITS 
  12 
  13 
  12 
  15 
  15 
  13 
   
  8 
   
  13 
   
  WEAPON 
  ATTK % 
  DAMAGE 
   Spells Known: Summon / Bind Fire Vampire, Contact  
  Fist 
  50 
  1d3 
   Fthaggua, Fire Dance, Death Spell, Enchant Torch, 
   
   
   
   Brew potion of Phan, Recite Letters of Nestar by heart 37% 
   
  Flame Entity 
  STR 
  CON 
  SIZ 
  INT 
  POW 
  DEX 
   
  MOVE 
   
  HITS 
  -- 
  30 
  35 
  15 
  41 
  10 
   
  0 
   
  Special 
   
  WEAPON 
  ATTK % 
  DAMAGE 
   San Loss: 1d3/1d6 
  Heat Burst 
  -- 
  Special 
   Spells Known: Summon / Bind Fire Vampire, Contact  
   
   
   
   Fthaggua, Death Spell, Fire Dance, Open Gateway 
   
   
  Hit points 
  The Flame Entity has no armour and no hit points. It cannot be damaged or extinguished by any means other 
  than  by a command given in Cthugha’s name - and then only on a successful POW resistance check. 
   
  Heat Burst 
  The Flame Entity affects an area roughly 40 cubic feet in size in its passive stance. However, once enflamed 
  to attack the being can expand out to an area roughly 100 cubic yards providing it spends one magic point 
  per ten yards. Anyone caught within this area must make a resistance roll matching his or her CON with the 
  
  entities POW. If the roll is failed,  the target takes damage equal to the entities remaining magic points. If the 
  roll is a success, half damage is taken. Armour does not protect. 
   
  Engraved on the wall, behind the fire is a thousand year old, but well preserved mural. Those who know 
  astronomy see that it depicts constellations of the southern hemisphere. One of which is more prominent, and 
  within that, one star stands out from the rest - Fomalhaut in The Southern Fish (ASTRONOMY roll). Beneath 
  the engraving, a throng of people with arms raised high in prayer surround a mountain, on top of which three 
  figures appear to offer gifts to a pillar of flame.  
   
  Etched  below the mural is another engraving of the F’tag’uan tribe. It measures 20 inches by 16 inches (Player 
  Handout 4). If there is one thing interesting about the F'tag'uan way of writing it is this - it bares a striking 
  similarity to Assyrian Cuneiform. Why? Who knows. Maybe the ancient F'tag'uans were originally from 
  Assyria...  
  It reads, when translated: From a land across uncharted waters, shall come the faithful. When the stars are right 
  the servitor of lightning will command the doorway to be opened, marking the way to enlightenment. Upon that 
  holy time, the sky will boil as lord wisdom, that incubus of fire, returns to pass judgment over all. Those judged 
  worthy shall join the master for all eternity as his side, knowing only truth and wisdom. Those judged unworthy 
  shall be consumed, their flesh rent from their writhing bodies, only to know and endure an eternity of perpetual 
  suffering. 
   
  The Summit 
  Climbing to the summit by way of the natural snaking rocky pathway 
  takes up to an hour and a half  for a fairly fit person (CON 14). Those 
  wishing to reach the summit undetected must succeed at least THREE 
  SNEAK rolls, otherwise they will be spotted and intercepted by armed 
  guards as before. Only the high priest, his aides and a select few 
  individuals are allowed up there before the ceremony proper. The site 
  chosen atop Fire Mountain is approximately 1000 feet wide and is 
  partially enclosed within a rocky collar making it resemble a volcanic 
  cater. In the centre of the crater is an oblong stone slab measuring 20 
  inches in height, five foot wide and six foot long, its entire surface 
  etched in a mix of Turkish, and Pahlavi. Probably scripture of some 
  kind. It’s quite obvious that the block was put there quite recently. 
  Erected in front of the altar, there is a microphone on a stand that is 
  attached to a simple amplifier which in turn is wired to several speakers which radiate out so that the faithful 
  can hear the ceremony. Banks of car batteries power the apparatus. Several dozen five foot tall iron spikes are 
  driven into the ground around the crater. Each are embossed with the Sign of Cthugha, thus signifying them as 
  Enchanted Torches to anyone who succeeds a MYTHOS roll. Their main purpose here is to illuminate the 
  summit at night, in aid to summon Cthugha and his Fire Vampire minions. The summit is also active with six 
  minor sect leaders who spend all day and all their magic points enchanting the brands. They will continue this 
  mundane existence right up to 24 hours before the ceremony proper. A couple (keeper’s choice) of armed 
  guards also patrol - day and night.  
  Inscribing an Elder Sign upon the stone altar has no effect. Since the stone itself is non-magical and serves no 
  real purpose other than a resting place for the Entity. The Entity itself is immune to the effects of the Elder Sign 
  anyway. High Priest Yilderim will however be severely pissed to see the desecration of his work. Ah well. 
  Never mind. Those infidels responsible will pay in due course. When inscribing the Elder Sign, the player 
  should be told that the Sign should cover at least one third the alter for it to have any effect. Creating a small 
  unobtrusive Sign just won’t work. 
   
  October 20 
   
  
  From sunrise (06:02) to sunset (17:14) the entire Turkish congregation are led in prayer in homage to the 
  mountain and the Flame Entity within. The High Priest and his immediate aides pay their respects directly to the 
  Flame Entity, and there they will stay all day appealing it to open the gateway when the time is right. Armed 
  guards will not let anyone near the mountain. 
   
  Up to 500-odd civilian onlookers are drawn to witness today’s events. Out of respect they keep their distance. 
  Since nothing much happens many of the bystanders leave through boredom, leaving only a handful of 
  journalists, reporters and other interested parties; some of who include Mortimer Greyson and other Institute 
  members. Greyson watches with anticipation, still unsure as to what to expect - if anything. Unless the players 
  have clued them in, they will be woefully unprepared armed with a few useless spells and talismans. 
   
  The ceremony does not begin in earnest until just as the sun sets and Hastorang is in the ascendant. Upon which 
  time the ceremony to create the gateway begins with 100 chosen disciples, who carry flaming torches (to light 
  the way) aligning  both sides of the path from the main cavern chamber, up the mountain side to the altar. Four 
  sect leaders lift a ready prepared 2mx2m platform and approach the Flame Entity. The High Priest recites 
  something in Pahlavi, inviting the Entity to participate in the ceremony. The Entity then condenses in size and 
  leaps onto the framework. The sect leaders then carry it out and up to the summit, the High Priest following 
  closely behind all the while in exhortation and adulation. As the Entity is carried up the mountainside the 100 
  chosen cultists kneel in respect before falling in behind. The procession halts atop the summit and arranges 
  itself as the platform is set down on the stone altar. The Entity resumes its normal size and volume. Once 
  established, the High Priest speaks into the microphone to lead the assembled congregation in an hour’s prayer 
  dedicating the assembly's collective will to the entity. 
   
  The Flame Entity begins to flash, pulsate and ripple - turning white; as it grows into a pillar of fire 300 feet high 
  and 10 feet wide (Sanity loss 1d3/1d10). Snaky fiery tendrils uncoil from the body, and grab nearby cultists who 
  are dragged to a fiery death. The sky above the mountain top begins to shimmer as the gateway begins to slowly 
  form. Stars and galaxies shine more brightly with infused cosmic flux. Space and time begins to fold as the gate 
  gradually expands to engulf the entire mountain top and surrounding area. Star fields shift until one is 
  prominent - Hastorang. Tiny pinpricks of light fill the night sky. The gate has opened. 
   
  Everyone is captivated by the whole spectacle. They stare around in total amazement. Players included. If they 
  want to break free of the visual feast and do stuff they are required to succeed a POWx3 check. Roll per round, 
  though once free no further rolls are required. Yilderim seems unaffected and continues his adulation as he 
  launches into the spell to Call Cthugha. Ph’nglui mglw’nafh Cthugha Hastorang n’gha-… Best kill Yilderim 
  now, while he’s in mid sentence. 
   
  The sky begins to boil as lumps of molten rock rain down, bombarding the area. Crimson lightning here and 
  there. People require LUCK rolls to avoid being hit for big damage. Frightened disciples begin to back away in 
  uncertainty. So much for their faith. The pinpricks, all 1d100x10 of them are Fire Vampires. They surge 
  through the gate heralding Cthugha’s return, and immediately begin to lay waste to the area attacking all those 
  who are on the summit or at the mountain’s base. (Players receive a LUCK roll per round to avoid being 
  attacked. Those with Elder Signs can pretty much ward off these attacks). 1d10 minutes after the onset of the 
  attack Cthugha will start to come through. He is seen at first as a fiery comet streaking across the sky gaining in 
  size and volume until it burns as bright as the sun. From somewhere unseen the terrifying howling and baying 
  of dogs is heard. 
   
  Seeing time and space fold and warp is very sanity blasting as is witnessing the 10-1000 Fire Vampires. The 
  combined effect is a loss of 1d10/3d10. The appearance of Cthugha causes another 1d3/1d20 sanity loss. 
  Cthugha will mop up any survivors and then begin to drift towards Los Angeles.  
   
  Fortunately the gate is insubstantial and after 1d6x10 minutes or so it reverses and collapses in on itself creating 
  a massive spiraling vortex that acts like a black hole. Anything within a 1d6 mile spherical radius will be sucked 
  
  into it (including Cthugha) and transported through time and space, eventually to be ultimately annihilated, 
  deposited on or near Fomalhaut, any localized star system within a 100 parsec radius, alternate dimension, or 
  any period of time - past, present, or future. Characters need not end up in the same place. 
   
  Resolving The Adventure 
  First and foremost, the gateway is the key to the scenario. Without it Cthugha cannot be summoned. Therefore 
  the players must prevent its opening. Although there are many things the players can do to bring about the 
  scenario's end, it basically boils down to two elements - Yilderim and the Flame Entity. Without the Entity the 
  gateway cannot be opened and so Cthugha cannot be called. Killing Yilderim is another, since he must invoke 
  the Entity to open the gateway. The removal of either one of these objects resolves the scenario. It's only a 
  question of when and how. As such, there are no precise, nor preferred methods for it - whatever works will do. 
  Several of which are outlined below, though they are not full summations. Use your judgment when filling in 
  the blanks. 
   
  Doing Nothing 
  This should be mentioned straight away and for all intents and purposes it’s probably the best thing to do - 
  especially if they don’t know what’s going on. Even if players take a back seat and don’t get involved, the 
  scenario is self resolving. If Cthugha is summoned, his time here on Earth is limited before being sucked, along 
  with the rest of his cult, into the vortex. Earth, for now, is safe. Phew! 
   
  Delay & Interruption 
  Remember, Cthugha can be summoned only when Fomalhaut is above the horizon - September to November 
  (in north America). Unless the players can delay things for over a month then this tactic seems highly unlikely. 
  The only tactic open here would be to abduct Yilderim (and for safety, the other sect leaders) and then kill 
  him/them. 
   
  Once the gateway has been opened, interrupting Yilderim's summoning is academic. But since the players don't 
  know this all they need to is do whatever it takes to force Yilderim to lose concentration and force him to begin 
  again from the start. 
   
  Removal of The Flame Entity 
  To prevent the backflow of the vortex, and the disappearance of a chunk of mountain range, it is imperative for 
  the players to act before the Flame Entity opens the unstable gateway. Only in the name of Cthugha can the 
  Entity be extinguished; no weapons or magic can harm it. Only an Insane Insight will allow characters to gain 
  this knowledge. Remember a POW resistance roll is also required. 
   
  If players are successful in this and get away unnoticed, Yilderim will be aghast to find that the one thing he 
  could count on simply vanishes. It breaks his heart and he takes it personally as though he has failed Cthugha 
  and is being punished in some way. Distraught, he begs Cthugha's forgiveness, before resolving to return home 
  to redouble his efforts. 
   
  Random Player Twitchiness 
  You’re on your own with this. 
   
  Gunfire 
  A full on frontal attack is suicide when faced with 1000 outraged cultists. However, taking advantage of the 
  opportunity to eliminate the High Priest and his aides inside the cavern is perhaps the simplest way to do things 
  - providing the players can make a clean getaway. Without the High Priest there will be no one to conduct the 
  ceremony. This ultimately causes a rift between the surviving sect leaders who begin to squabble, bicker, argue, 
  and fight amongst themselves on how things should proceed - but more to the point who should now become 
  the new High Priest. Battle lines will be drawn. Pick your man; choose a side. However this infighting goes is 
  for the keeper to decide. In whatever case, the following consequence occurs: 
  
   
  The Turks, in reprisal for the death of their leader riot and set fire to LA. The fire spreads quickly and fire-
  fighters are unable to get it under control. After ten hours the fire finally burns itself out. An area of two miles 
  by a half mile is razed to the ground, and a further 250 blocks scorched - many of which lies in the heart of 
  business and residential sections of town. It leaves behind 125 million dollars worth of damage, 12 to 17,000 
  homeless, and a further 1,300 dead. Players must roll their LUCK to avoid losing their homes or other real 
  estate property in the fire. Maybe the tragedy is further deepened by the death of a family member. 
   
  Spell Use 
  This is where things can get complex depending on how players go about things. If the players are totally 
  clueless and have a brainstorming session (with or without Greyson) to discuss how to proceed, they may want 
  to try and research spells that could help out. For example; players who are really stuck could hire a medium, or 
  try to find their own spell that allows them to see the future; this way they could react and make a plan. 
  Researching spells, or deliberating on what to do could take days, maybe even weeks. However this is resolved 
  is left to the keeper - though it is suggested that any single researcher should be limited to 1/10th their EDU 
  (round down) in spells learnt - providing the relevant LIBRARY USE, R/W LANGUAGE rolls are made with 
  an accompanying INTx2 or 3 check. Any spells picked up may not even be pertinent to their situation. Just 
  imagine after three weeks of research all they learn is how to Brew Space Mead. Of course, if players define 
  exactly what they want from their spells, then time to find and learn them will be correspondingly longer and 
  harder. Should players suspect Cthugha is going to be summoned then maybe they can they go about finding a 
  corresponding dismiss or banishment spell. All this research is likely to take the characters to other 
  organizations and research facilities such as the US Library of Congress (restricted section), Miskatonik U., etc., 
  but then are they willing to invest in a 12 hour round trip flight for something that might not pay off. 
   
  Other spells such as Shrivel, Summon Creature, Grasp of Cthulhu, and so forth can all be used to great effect, 
  though how they are employed are for the players to decide and keeper to deal  with. What if the players 
  summon a Dimensional Shambler or Nightgaunt to spirit Yilderim away in the middle of the night… Hmmm, 
  what if in deed. 
   
  Dismissing Cthugha 
  If the players are successful in learning how to dismiss Cthugha, it’ll be a matter for them when to cast it. They 
  can either wait until he’s arrived on earth (and lost the sanity) or jump right in when Yilderim is in mid casting 
  himself, or just when he’s finished. Dismissing a deity is like calling one. Any number of people can join the 
  casting, but a focal member of the group must be chosen. Anyone who knows the spell can expend as many 
  magic points as they want. Those who do not know the spell can only expend one magic point. For a base 5% 
  success chance the players are required to expend 9 magic points. For every other magic point expended 
  thereafter adds another 5% chance. Thus a total of 28 magic points are required for a 100% chance. Any roll of 
  00 automatically fails; the magic points are lost and the spell is required to be cast again. In order for this 
  casting to take effect it is required that the players be on the mountain summit in close proximity to the main 
  summoning. 
  Simultaneously casting dismiss with Yilderim’s summoning causes a great deal of contention and so a battle for 
  dominance ensues. Roll a POW resistance roll between Yilderim (POW 16) and the focal leader of the players. 
  Keep rolling until three clear wins are made. If the battle ends in the players’ favour they get to roll their 
  dismiss chance. If Yilderim emerges as the victor Cthugha is successfully called and the players, despite their 
  valiant effort lose their allocated magic points. Any active member of Yilderim’s personal guard will try to go 
  after the players if any are able. 
   
  The End, Summing Up, and the Gain 
  The resultant vortex creates a humongous and completely spherical indentation up to 12 miles wide and six 
  miles deep in the San Gabriel Mountain Range without so much as an earth tremor. The meteor crater in the 
  Arizona desert is dwarfed into insignificance by it’s sheer size. World news is in a frenzy with news reports. 
  Eye witness accounts from up to 100 miles away and nearby near by towns are broadcast; these people 
  
  explaining to the best of their ability what they witnessed from their point of view. Some even have home 
  movie footage. The military swiftly mobilize and  lock-down the immediate area and begin to round up those 
  people who say they saw something. Government scientists pour over he area taking all  sorts of readings. No 
  explanations are forthcoming. Will there ever be a satisfactory explanation? 
   
  Those characters who research well, devise a plan and participate in the end ceremony,  and dismiss Cthugha, 
  and survive are rewarded with 5d10 sanity. Bringing about the scenario's conclusion by pre-empively killing 
  Yilderim out of fear of what he might do, and living with the guilt that they are responsible for the LA fire 
  should be rewarded with 1d10. Extinguishing the Fire Entity gains 2d10. Giving up and letting the Turks get on 
  with it results in no gain. 
  
   
  S  T  A  T  I  S  T  I  C  S 
   
  Fire Vampire 
  STR 
  CON 
  SIZ 
  INT 
  POW 
  DEX 
   
  MOVE 
   
  HITS 
  -- 
  7 
  1 
  11 
  13 
  17 
   
  11 
   
  7 
   
  WEAPON 
  ATTK % 
  DAMAGE 
   Vampires have no armour. All weapons are useless, doing no  
  Touch 
  85 
  Special 
   damage. Water, however, does 1 point of damage per half  
   
   
   
   gallon used. 
   
  Special:  If an attack is successful, roll 2d6 and match this against the player’s CON on a resistance roll. If 
  the player wins he takes half the rolled damage, otherwise full damage is taken. In the same round, if the 
  attack was successful the vampire may try to steal magic points with a magic point vs magic point resistance 
  roll. If the vampire wins it drains 1d10 magic points from the victim, otherwise it loses one point itself. 
   
  Cthugha 
  STR 
  CON 
  SIZ 
  INT 
  POW 
  DEX 
   
  MOVE 
   
  HITS 
  80 
  120 
  140 
  28 
  42 
  21 
   
  0 / drift 
   
  130 
   
  WEAPON 
  ATTK % 
  DAMAGE 
   Armour: None, although all weapons take 14 points of  
  Pseudopod 
  40 
  1d6+13d6 
   damage on connecting with Cthugha. Thus if a bullet did 15  
  Flame Burst 
  60 
  Special 
   damage,14 points would be deducted before Cthugha is 
  harmed by 1 point of damage. 
   
   
   
   San Loss: 1d3/1d20 
   
  Cthugha affects an area roughly 2d20x20 yards in diameter. Within this area all living things must make a 
  CONx5 roll. Once the roll is failed they take 1 point of damage per round, automatically - no further rolls are 
  made. The only way to survive this is to flee the area. Each round Cthugha can form 1d4 pseudopods with 
  which he can attack, or he may belch forth a fiery inferno of flame. The flame burst has a range of 150 yards 
  long and 20 yards wide. All caught within this area must make a resistance roll matching their CON with 
  Cthugha’s POW. If the player fails the roll he takes damage equal to Cthugha’s POW. If the roll is a success, 
  half damage is taken. Armour does not protect. Flambé. 
   
   
  
  News In Brief: Sept 24 - Oct. 20, 1962 
  Although not essential to the adventure the following news reports can be used by the keeper to pad things out as investigators read, 
  watch or listen to the news. The news extracts have been broken down day by day. While some items are actual news reports of the 
  day there are others that have been made up to become red herring leads (if the keeper wishes to expand upon them) that the 
  investigators may want to follow up. These fictional reports can be shuffled around so that players can come across them at any time. 
   
  Actual News 
   
  Fictional News 
   
  Sept. 24. 
  War talks focus on Cuban situation. 
  University of Mississippi agrees to admit Negro James Meredith. 
   
  Sept 25. 
  Mississippi Governor Ross Barnett bars University of Mississippi 
  from admitting James Meredith. 
   
  Sept. 26. 
  US announce its intentions in supplying Israel with Short Range 
  missiles. 
   
  Sept. 27. 
  Yemen: Iman Amhad assassinated after one week on throne. 
   
  Sept 29. 
  President John F. Kennedy federalises Mississippi National 
  Guard. He orders state to yield on integration. 
   
  Sept. 30. 
  Rioting erupts as University of Mississippi admits James 
  Meredith. 
   
  Oct. 1. 
  James Meredith attends first classes. 200 arrested in riots. 
   
  Oct. 3. 
  Astronaut Walter Schirra orbits Earth six times in Sigma 7. 
   
  Oct. 4. 
  Huge crowds gather in Italy to watch the Pope travel by train for 
  the first time in 100 years. 
   
  Oct. 6. 
  Three US troops are killed in helicopter crash in South Vietnam. 
   
  Oct. 7. 
  Cuba broadcasts “Radio Free Dixie” program praising Negro 
  revolt in the South. 
   
  Oct. 10. 
  Mariner II data reveals presence of Solar Wind. 
  USA gearing up for World Series Baseball game on Oct. 16. New 
  York Yankees versus San Francisco Giants. 
   
  Oct. 15. 
  Amnesty International created to monitor human rights. 
   
  Oct. 16.  
  San Francisco: New York Yankees beat the San Francisco Giants 
  to win the World Series in final game, four games to three. 
  LA: A house fire, yesterday claimed the life of sixty-two year 
  old Alice Sprigs. 
   
  LA: Archaeologists discover a  new archaeological site 
  beneath St. Joseph’s Chapel. The remains of an old temple  
  have been found during renovation. Workers excavating the 
  site for a new extension found an old stone floor. Estimates 
  believe it to be 100 years old. 
   
  LA: Fire claims another victim. Mr. Dan Woodcock, was 
  discovered late last night by his wife Mary. Investigators 
  conclude the Mr. Woodcocks death was attributed to smoking 
  in bed and falling asleep. 
   
  MONTEREY CA: Sea  Monster washed up on beach. The 
  strange three ton, 20 legged monster is covered in a matted 
  fur. The disgusting blob is baffling experts. 
   
  SAN FRANCISCO: Hospital Porter Juan Carlos Sanchez was 
  yesterday jailed for ten years after he was found guilty of 
  selling body parts to Professor of Biology, Lenard Zinnefki. 
  Zinnefki will appear in court for sentencing in one weeks 
  time. 
   
  GARDEN GROVE, CA: 39 members (21 women, 18 men) of 
  a local church were found after fire-fighters managed to 
  extinguish a blazing fire after several hours. It is believed that 
  Reverend Nathaniel Lincoln was not amongst the dead. Police 
  Investigators are not releasing any details at this time, 
  although they are discounting the possibility that they are the 
  victims of a death cult as is rumored. Rev. Lincoln was not 
  available for comment. At that same time, in an unassociated 
  incident, five more bodies, including that of an infant were 
  found in a chalet in San Diego 
   
   
   
  
  Handout 2. 
  I gravely …..ich Denis set loo….nnot be contained for ever. …living darkness… … fortunately some kind of 
  insane insight enabled us to… …tled it into a series of caves…  Lives and souls were …… to impri…n it 
  beneath… Only myself (Dav……avis) and  Daniel Lyons survi……..e days following we swo……a pact to 
  never… …nor …eal what happened, how…er, we must continue our searc…….arn of all that which is not 
  known so that one day.... build an Institute of learning…. .in which we shall secretly learn more about the …. 
  Only those who are…….y of the kno….ge shall… 
   
  Handout 3. 
  Nestar also writes... 
  The faithful shall feel an irresistible pull to the golden land of new; to a desert valley of great desolation, once 
  the home to people, their skins died red, who gathered at the mountain of the lord to bathe in the light of his 
  eternal holy flame. The time of gathering shall be performed at a time upon the great cosmological alignment 
  when Hastorang is in the ascension. The holy flame shall then, on commandment, open the doorway marking 
  the way for the faithful to call forth Asha - in all his divine splendour. Upon this great conjunction, that demon 
  of fire shall return. He will rage over this earth on the four uppermost sides, and the uppermost one third. The 
  earth will cry out: "I cannot endure this demon, which is has been brought forth, I cannot endure its habitation 
  of me, for its seizes me with such fervour". As such the sky will boil and fire shall rain like molten lead. The 
  Hounds of Tindalos shall bay for three nights at the twin suns. And only then at the Bridge of Discrimination 
  shall all souls be judged. Unbelievers shall be cast into the pit of oblivion and consumed in the hellfire’s wrath 
  as the disciples of truth and enlightenment pass over as though drinking warm milk. So go forth my faithful and 
  seek thy destiny and thine redemption. 
  
  Player Handout 4 
   
  (Player Handout 4 translation) 
  From a land across uncharted waters, shall come the faithful. When the stars are right the servitor of lightning 
  will command the doorway to be opened, marking the way to enlightenment. Upon that holy time, the sky will 
  boil as lord wisdom, that incubus of fire, returns to pass judgment over all. Those judged worthy shall join the 
  master for all eternity as his side, knowing only truth and wisdom. Those judged unworthy shall be consumed, 
  their flesh rent from their writhing bodies, only to know and endure an eternity of perpetual suffering. 
   
  
   
  Handout 1. 
   
   
   
   
   
   
   
     
   
   Institute of Higher Learning 
  09-23-62 
   
  Tel: 213-272-2186 
  Gaining  enlightenment  through  fellowship,  understanding  and  an  abundance  of  knowledge. 
   
   
  Dear Friend, 
  It has been brought to my attention that you are a patron of the sciences and literature. One who strives for the 
  betterment of ones self through pursuit of the understanding of knowledge. 
   
  I am delighted to announce that you are invited by our distinguished board of advisors to join The Institute of 
  Higher Learning - a private fellowship of people committed to the gathering, documenting and sharing of 
  Earth’s history, mankind’s’ accomplishments and knowledge. In fact to properly welcome you, I would like to 
  extend to you an invitation to an open evening for a more in depth chat and tour, where you can meet similar 
  like-minded people. If you are interested please come on Wednesday, September 26 at 8.00pm If this 
  inconvenient please contact us at the phone number above. 
   
  If you are at all skeptical about this invitation, let me assure you that I’m not going to waste your time with 
  irresponsible guarantees of ‘instant knowledge’ or ‘overnight enlightenment’. It will take months, even years of 
  dedication just to begin the process of ‘understanding’. 
   
  Also, Please do not - under any circumstances - pass this invitation on to anyone else. I know how tempting it 
  will be to share this news with others like yourself, especially once you begin to start enjoying the reward of 
  your membership. 
   
  Sincerely Yours, 
   
  Mortimer Greyson 
   
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/3rd Party (Unoffical Content)/CoC - Adv - The Ascension of Hastorang.pdf