TEXT: RESTITUTION
  a Call of Cthulhu Scenario
  by Arjen Poutsma
  
  1
  Writing & Layout
  Arjen Poutsma
  Editing
  Matthew Pook
  Cartography
  Menno van der Leden
  Dedication
  For Anna and Fenne
  Playtesting
  Joe Galvin, Gijsbert de Haas, Leon Mirck,
  Dave Paterson, Mattijs Pels, and Mike Watson.
  December 3, 2020
  This supplement is best used with Call of Cthulhu (7th Edition) Roleplaying Game, available separately.
  Public domain images from Wikimedia Commons (Cover, Doel Nuclear Power Station, Hedwige Polder, Salt Marsh, Sign,
  House, Drowned Land of Saeftinghe), Alexis Merlaud, Felix Archief (Map of Saeftinghe).
  Character portraits generated by This Person Does Not Exist.
  Map on page 7 by OpenStreepMap.
  This is a work of fiction that includes descriptions of real places, real events, and real people. These may not be presented
  accurately and with conformity to the real world nature of these places, people, and events, and are reinterpreted through the
  lens of the Cthulhu Mythos and the CALL OF CTHULHU game in general. No offense to anyone living or dead, or to the
  inhabitants of any of these places is intended. Material is fictionalized and used here as the basis for tales inspired from the
  imagination of H. P. Lovecraft and other writers of weird horror fiction.
  Call of Cthulhu is a Trademark of Chaosium Inc. and is used with their permission via the OBS Community Content program.
  For more information please visit Chaosium’s website: www.chaosium.com
  CREDITS
  
  2
  TABLE OF CONTENTS
  INVESTIGATORS
  3
  Alternative Settings
  3
  KEEPER INFORMATION
  4
  Current Day
  4
  Saeftinghe Legend
  4
  How to Run This Scenario
  5
  DRAMATIS PERSONAE
  5
  Mobile Phones
  6
  Arrival
  6
  DIG SITE
  8
  Farmhouse
  8
  Hole
  8
  Trailer
  9
  A Boy Appears
  9
  SLUICE
  10
  Small Lake
  10
  Sluice Gate
  10
  HEAVY EQUIPMENT SITE
  12
  Heavy Equipment
  12
  Site Office
  12
  Second Ghost Appears
  13
  ROUSSET’S HOUSE
  14
  Kitchen
  14
  Dining Room
  15
  Living Room
  15
  Upstairs
  16
  OPPOSITION
  17
  Ghosts of Saeftinghe
  17
  Deep One Hybrids
  17
  END GAME
  18
  Rewards
  18
  CHARACTERS & MONSTERS
  19
  PLAYER HANDOUTS
  20
  SPELLS
  23
  INVESTIGATORS
  23
  Drowned Land of Saeftinghe
  
  3
  RESTITUTION
  Restitution is a modern-day Call of Cthulhu scenario set in a
  Dutch polder, a low-lying area of land reclaimed from the sea
  and protected by dikes. The Hedwige Polder was created
  more than a century ago, but is now designated to be flooded
  again, as compensation for the impact of deepening the River
  Scheldt. In the scenario, the investigators will discover the
  deep secrets that lie hidden beneath this land, and engage in
  an ages-old conflict that haunts it.
  The Hertogin (Duchess) Hedwige Polder is a 790-acre
  (3.2
  square
  km)
  reclaimed
  section
  of
  Zeeland,
  the
  westernmost province of the Netherlands. The polder was
  named after Hedwige de Ligne, Duchess of Arenberg.
  Though empoldered in the Middle Ages, it was strategically
  flooded in 1584 by Dutch soldiers during the Eighty Years’
  War. It took until 1907 for the Hedwige Polder to be
  reclaimed. Nowadays it is used for agricultural purposes,
  though there are a few houses scattered throughout its flat
  landscape.
  In 2005, a treaty between the Netherlands and its southern
  neighbor Belgium stipulated that the dikes surrounding the
  polder would be cut once again. To keep the harbor of
  Antwerp approachable for the increasingly large container
  ships, the Scheldt river needed deepening, and it was
  decided that—as a form of environmental compensation—the
  Hedwige Polder would be reconnected to the Drowned Land
  of Saeftinghe, a nature reserve to the north of the polder.
  Memories of the Zeeland flood of 1953, during which over
  2500
  people
  died,
  spread
  throughout
  Zeeland,
  and
  opposition quickly arose against the plan to return the
  captured land to the sea. However, a viable alternative to the
  depoldering could not be found and in 2014 the highest
  Dutch court ruled that the polder could be flooded.
  Work on the depoldering started on March 3rd, 2020, and
  is expected to continue until 2022.
  INVESTIGATORS
  This scenario includes six pre-generated investigators. The
  Keeper may allow the players 40 points to customize and
  personalize their characters, or even create their own for use
  with this scenario.
  • Hans van der Gracht: Mayor of the municipality Hulst,
  which
  includes
  the
  Hedwige
  Polder.
  Formal
  but
  ambitious, van der Gracht aims to reinvigorate interest in
  the
  dwindling
  municipality
  with
  an
  expensive
  PR
  campaign.
  • Henny Heining: The public relations specialist hired by
  van
  der
  Gracht.
  Henny
  has
  embraced
  the
  recent
  archeological discovery of a medieval farm as a perfect
  PR opportunity, and has invited several journalists to this
  afternoon’s press conference.
  • Harry Klein: A veteran journalist who was recently fired
  from his job at a national newspaper, after losing a court
  case filed by Ted van Eik. Now working for the Zeeuwse
  Courant, Harry has been reduced to covering the local
  news, and has been sent cover the press conference.
  • Ted van Eik: Managing director of van Eik Marine
  Engineering, the company hired to depolder the area.
  Ted
  is
  available
  to
  answer
  questions
  about
  the
  reclamation process during the meeting.
  • Baafke Koert: Guide to Land of Saeftinghe, the nature
  reserve that will be extended with the Hedwige Polder.
  Baafke has been invited to the press conference to
  provide information about the reserve and the many
  kinds of birds it hosts.
  • Bathilde van Tiel: Curator of the Hulst museum has also
  been invited. She hopes to ensure that any artifacts found
  at the dig site will end up in Museum Hulst.
  Statistics
  and
  more
  background
  information
  on
  the
  investigators is provided at the back of the scenario, as well as
  on the reverse side of the investigator sheets, in the ‘Gear and
  Possessions’ box.
  If new investigators are created, perhaps because the
  scenario uses a different setting (see sidebar), they can be tied
  to the scenario the same way the pre-generated characters
  are. Alternatively, the investigators can be
  • employed by the construction company ordered to
  work in the area (see the Accountant, Engineer, Laborer,
  Mechanic,
  and
  Union
  Activist
  occupations
  in
  the
  Investigator Handbook, chapter four)
  • archaeologists
  that
  were
  involved
  in
  the
  dig
  (Archaeologist, Museum Curator, Professor, Student)
  • tourists that accidentally entered the area before it was
  locked down, (any occupation will do)
  ALTERNATIVE SETTINGS
  Though this scenario takes place in a remote part of the
  Netherlands, it can be moved to any other coastal and
  isolated location. All over the world countries are facing
  the consequence of the rising sea level, leading to
  involuntary surrender of lower laying areas to the sea.
  Moving the scenario to one of these areas, preferably a
  location that is more familiar to the players, and which
  also hosts a drowned city, can result in their deeper
  engagement with the scenario, but requires some work
  on the Keeper’s part to ensure that the scenario remains
  internally consistent. The overall themes will remain the
  same.
  Water
  Dike
  Polder
  
  4
  KEEPER
  INFORMATION
  The local legend of Saeftinghe (see sidebar) comes across as
  a fairy tale, but it is based on true events.
  During the middle ages, the city of Saeftinghe traded gold
  and silver with the inhabitants of a deep one city, located
  below the Devil's Hole in the North Sea, about 125 m (200
  km) east of Dundee. While trade initially appeared beneficial
  and innocent, is was not long before the marine creatures
  demanded human sacrifices in return for their valuables. By
  this point, the inhabitants of Saeftinghe were too spoiled to
  consider a spartan lifestyle, and decided that each year, a
  child would be randomly selected and offered.
  Years went by, and many children parted with their parents,
  never to be seen again. Until one year, a farmer and fisherman
  named Pelegrim was fishing on the Scheldt, and caught his
  own daughter, offered many years before, in his nets. The girl
  was named Tannetje and barely recognizable, being partially
  changed to a horrible monster with webbed feet and visible
  gills. Pelegrim decided to return his daughter home, and hide
  her.
  It was not long before the deep ones noticed, and
  demanded that Tannetje be returned. Unaware of Pelegrim’s
  actions, the citizens rebuffed the deep ones, who eventually
  used foul magic to drown the land of Saeftinghe.
  Taken from the sea, Tannetje went into torpor, which
  Pelegrim mistook for death. He buried his daughter in front of
  his farm, in a coffin protected with warding symbols. These
  symbols prevented the deep ones from locating Tannetje.
  CURRENT DAY
  The coffin remained undetected for hundreds of years—until
  yesterday. Sietske Buurman—a local archeologist hired to
  excavate Pelegrim’s farm before the polder was flooded—
  found the coffin yesterday morning. She had already found
  two golden thresholds that were inscribed with the same
  wards as the coffin, the day before. When Buurman carefully
  opened the coffin to take a look inside, she accidentally broke
  the magical seal that prevented the deep ones from detecting
  the exact location of the mummy.
  Even before the coffin was opened, the deep ones were
  aware that it was hidden somewhere in the Hedwige Polder.
  One year earlier, they had sent Rogier van der Kier, a human-
  deep one hybrid and a powerful sorcerer, to infiltrate the
  company hired to depolder the area. Van der Kier formed a
  plan to excavate the polder, locate the coffin, and bring the
  mummified remains of Tannetje back to life with an ancient
  ritual. To prevent his subordinates from taking an interest in
  his activities on the day, he made sure that they suffered a
  bout of food poisoning by serving them spoiled fish at a
  company dinner yesterday.
  By the time van der Kier arrived at the polder this morning,
  most of the workers had indeed called in sick, forcing him—as
  far his employer is concerned—to hire contract workers. In
  actuality, the newly hired contract workers are more hybrids
  brought in as muscle. Using his evil powers, the sorcerer
  detected the mummy in the now opened coffin at the
  archaeological dig site, and sent out three of his hybrid
  henchmen to investigate. Once there, they found the coffin,
  but also the archeologist, The hybrids decided to offer her to
  their
  purebred
  brethren,
  and
  take
  care
  of
  the
  coffin
  afterwards.
  Walter Rousset, the only remaining inhabitant of the polder
  who refused to be evacuated and still secretly lives here, saw
  Ms. Buurman being kidnapped from his bedroom window
  and went to investigate. By the time he arrived at the dig site,
  two of the henchmen had already left, while one remained to
  watch over the coffin. Walter shot the guard with his shotgun,
  and took the coffin, the golden thresholds, and the bleeding
  hybrid home.
  The investigators arrive shortly after Walter Rousset has fled
  the scene, and will have to deal with more than fish men. The
  proud citizens of Saeftinghe—once rich on the back of trading
  with the deep ones, but now drowned ghosts that haunt the
  region—wish revenge on their former business partners, and
  will use the investigators to achieve that.
  4
  SAEFTINGHE LEGEND
  The Saeftinghe Legend is an old Dutch folk tale that tells
  of how the city of Saeftinghe in Zeeland came to be
  entirely flooded in 1584. According to the legend, the
  medieval city was the most prosperous in the area. Its
  citizens dressed in expensive silks with golden buckles
  on their shoes, and its houses were built with silver nails
  and golden thresholds. Poor immigrants were drawn to
  the wealthy city, but the inhabitants were notoriously
  stingy and chased them off.
  One day, a fisherman caught a mermaid while fishing
  on the Scheldt, and brought it ashore. The mermaid
  warned the citizens of Saeftinghe against their vanity, and
  begged to be released. Soon her merman husband
  appeared on the shores, asking for his wife’s freedom.
  When the merman was snubbed, he cursed the city:
  The lands of Saeftinghe will fall,
  Only its towers will continue to
  stand tall!
  The people of Saeftinghe will
  regret the day,
  When they stole my loved one
  away!
  However, the citizens of Saeftinghe did
  not change their ways, and continued to live in luxury. On
  All Saint’s Day 1570, a huge tidal wave washed over the
  Lands of Saeftinghe, destroying nearby towns and
  drowning
  all
  inhabitants.
  Though
  Saeftinghe
  itself
  survived the initial waves, the city soon sank into the
  surrounding swamps. The city’s towers were the last to
  fall.
  Some say that on foggy days, the tower bells of
  Saeftinghe can still be heard, calling for help that will
  never come. Others say that the spirits of the inhabitants
  of Saeftinghe still roam the area.
  
  5
  HOW TO RUN THIS SCENARIO
  The scenario starts when the investigators arrive at the
  archaeological dig site. After that, they are free to go
  anywhere in the polder that they would like. Unfortunately,
  they cannot leave the polder easily, as it has been locked
  down (see End Game).
  After the important non-player characters (NPCs), the
  scenario is presented as a series of locations that the
  investigators are free to move between, in any order they like.
  Then, the potential actions of the forces that oppose the
  investigators are described. The Keeper can use these to
  move the game along if necessary, which is particularly useful
  in a convention setting. Various possible endings are given at
  the end of the scenario. The appendices contain statistics for
  characters, monsters, and pre-generated investigators, as well
  as player handouts, and spells.
  DRAMATIS
  PERSONAE
  The investigators can encounter the following NPCs. Statistics
  for NPCs and monsters are presented at the end of the
  scenario.
  Walter Rousset, 65, conspiracy theorist
  Walter is the last remaining inhabitant of the
  Hedwige Polder. He lives alone with his dog
  Brutus, after his wife left him over two
  decades ago and took their son with her.
  The many years of solitude have not done
  Rousset any favour, and he has become
  convinced that the area is home to
  dangerous fish-men, which have been
  mutated by the nearby nuclear power
  station and are part of a government
  conspiracy.
  Earlier today, after going over to investigate
  the kidnapping of Ms. Buurman the archeologist, he found
  the coffin containing the mummy, and thinks his hypothesis
  has been proven.
  • Description: Walter has greasy grey hair. He wears
  comfortable clothes that were in fashion 30 years ago.
  There is always a self-rolled cigarette hanging from his
  lips.
  • Traits: Mr. Rousset has difficulties distinguishing between
  reality and his conspiratorial dreams. He does not like
  being laughed at.
  • Roleplaying hooks: The coffin found at the dig site is
  now
  in
  Rousset’s
  home.
  He
  is
  the
  only
  ally
  the
  investigators are likely to have in the polder—that is if they
  do not ridicule him.
  Rogier van der Kier, 47, deep one priest/site
  foreman
  Longtime member of the cult of Dagon, Mr. van der Kier was
  happy to infiltrate van Eik Marine Engineering
  when asked to do so. He quickly gained the
  respect of managing director Ted van Eik,
  and
  patiently
  awaited
  further
  cult
  instructions.
  The day before the scenario begins, van
  der Kier invited his subordinates to a
  seafood banquet, causing them all to
  suffer
  food
  poisoning,
  and
  enabling
  Rogier to replace them with cult members.
  Today, van der Kier will execute the final
  part of his plan, and use his infiltrators to find
  the coffin containing the mummy.
  • Description: Like all employees of Van Eik Marine
  Engineering, Rogier wears a blue jacket embroidered
  with the company logo. His thin salt-and-pepper hair is
  receding, and he has a mustache. With his webbed feet
  and hands, and gills in his neck, Rogier is well underway
  to become a deep one.
  • Traits: Van der Kier hides his wickedness under a mask of
  friendliness. When he is frustrated, the mask disappears,
  and his true nature shows.
  • Roleplaying
  hooks: Van
  der
  Kier
  and
  his
  hybrid
  henchmen wish to find the coffin, and bring the mummy
  contained therein back to life and return her to the sea.
  He will stop at nothing to accomplish his goals.
  Pelegrim, 468, ghost of Saeftinghe
  Pelegrim was the owner of the farmhouse uncovered at the
  dig site, and father of Tannetje, the mummy
  found at the dig site. He is one of the Ghosts
  of Saeftinghe, the original inhabitants of
  the sunken city. Pelegrim and his kind
  seek revenge upon those who drowned
  them:
  the
  deep
  ones
  and
  their
  degenerate hybrid offspring.
  • Description:
  The
  ghosts
  of
  Saeftinghe
  appear
  in
  many
  forms:
  young or old, man or woman. All appear
  lifelike and are dressed in 16th century
  clothing: men wear jerkins, puffy trousers, and a high cap,
  women a long skirt, jacket and a tulle baggy cap. Some
  ghosts are on horseback, wearing full plate armor.
  • Traits: Towards deep one hybrids the ghosts are vengeful
  and aggressive, but to the investigators they are initially
  friendly.
  • Roleplaying hooks: Pelegrim wants to be reunited with
  his daughter. The other ghosts seek vengeance upon the
  deep one hybrids, and will attempt to gain the aid of the
  investigators. If they do not cooperate willingly, the
  ghosts attempt to possess the investigators, and make
  them attack the hybrids.
  5
  
  6
  •
  6
  MOBILE PHONES
  At the time of the scenario, shortly before the flooding,
  the Hedwige Polder is a desolate area. Any mobile phone
  towers that might have been present have long been
  removed.
  Consequently, mobile phone coverage in the polder is
  irregular at most. Investigators that want to use their
  mobile device, to make a phone call or browse the
  internet, should make a Luck roll. If successful, they have
  enough coverage to do so.
  HEDWIGE POLDER
  It is early March 2020. About an hour ago, the investigators
  met up at the town hall of Hulst, the municipality containing
  the Hedwige Polder. They have been invited here by Henny
  Heining, the PR specialist, for a press conference, to be held
  in said polder at three o’clock. Local archaeologist Sietske
  Buurman was given the opportunity to dig up a medieval
  farmhouse known to be buried in the fields before the
  flooding commences. The press event will be the last held in
  the polder, before van Eik Marine Engineering commences
  the depoldering.
  Introductions were made, and the group chatted for a while
  until it was time to leave. Because the dig site is located in the
  middle of a muddy farm field, the investigators use Mr. van
  Eik’s pickup truck to drive to the site.Before the drive, the
  investigators have been given guest IDs on lanyards by van
  Eik Marine Engineering.
  It is chilly outside with a temperature around 40° F (5° C).
  Here
  and
  there,
  the
  sun
  breaks
  through
  the
  clouds,
  reminiscent of skies painted by famous artist Jacob van
  Ruisdael. And as often is the case, a strong northwesterly wind
  is blowing over the flat Dutch landscape.
  It takes about thirty minutes to drive from Hulst to the
  archaeological dig site. Initially, the investigators drive
  through farm fields enclosed by rows of poplar trees, with the
  occasional group of Friesian cattle. After fifteen minutes, they
  take a right turn to follow the narrow road next to the high
  river dike that protects the land from the Scheldt river.
  As the investigators approach the Hedwige Polder, the
  windswept landscape becomes wide open, with endless farm
  fields, now empty, and just an occasional tree line for
  protection. Directly in front of them, they can see vapor clouds
  coming from the two massive cooling towers that belong to
  the Doel Nuclear Power Station, located just over the border
  in Belgium.
  ARRIVAL
  Arriving at the Hedwige Polder, the investigators are stopped
  by two security guards in yellow high-visibility jackets,
  standing near a barrier blocking entrance to the polder. The
  Hedwige Polder is closed for the general public, but the
  guards have been informed of the press conference, and the
  investigators are let though after checking their IDs.
  Near the western entrance to the polder, a centre of
  operations has been set up by Mr. van Eik’s company.
  Different kinds of heavy machinery (bulldozers, excavators,
  etc.) are parked near the two trailers that serve as offices, and
  a dozen men can be seen making preparations.
  In the polder itself, most trees have already been cut down,
  and most houses have been demolished, leaving just the
  barren farm fields. However, when the investigators drive
  though the central crossroads of the polder, they see that one
  house is still standing (see photograph on page 15). Signs
  with ‘Depoldering NO!’ on them are posted near the house.
  Doel Nuclear Power Station
  
  7
  Walter Rousset's
  House
  Sluice
  Scheldt
  Dig
  Site
  Heavy
  Equipment
  Port
  of
  Antwerp
  Doel Nuclear
  Power Station
  Propsperpolder
  Ouden Doel
  Belgium
  the Netherlands
  Belgium
  Belgium
  the Netherlands
  the Netherlands
  Polder
  Hedwige
  Drowned Land
  of
  Saeftinghe
  1 km
  2 km
  3 km
  0
  
  8
  DIG SITE
  Soon after, the investigators reach the muddy path leading to
  the archaeological dig site, on the righthand side of the road.
  The
  path
  follows
  the
  edges
  of
  tree
  grove,
  and
  the
  investigators can see a prominent red trailer that marks the
  dig site in front of them. They also see a large tarp flapping in
  the wind, making a loud noise.
  Once the pickup truck is parked at the edge of the site and
  the investigators get out, a strong gust of wind causes the tarp
  to fly off in a southern direction.
  • The canvas used to cover the ruins of a farmhouse. The
  ground in the two doorways of the homestead has been
  disturbed.
  • There is a large hole about 15 ft. (5 m) in front of the ruins.
  Judging by the tire tracks, another vehicle was parked
  near the hole.
  • The red trailer was used by the archaeologist, but she is
  nowhere to be seen. The door of the trailer is open, and
  slams back and forth in the wind.
  FARMHOUSE
  The ruins of a farmhouse are dug out of the fields. The house
  would have been approximately 20 × 30 ft. (7 × 10 meters) in
  dimension, but little remains bar the rotting beams of wooden
  walls. Colorful numbered location markers decorate the grey
  ground, as well as red and white ranging rods.
  • Investigators that make a successful Archaeology or
  History check will know that the ruins date back to the
  late Middle Ages (14th and 15th centuries).
  • The ground in both doorways has been disturbed, as if
  the thresholds have been dug out.
  • If the investigators take a closer look, they will notice that
  the threshold left an imprint of a star-shaped symbol in
  the ground. Those who make a successful Cthulhu
  Mythos check will recognize the symbol as an Elder Sign,
  a protective ward against Mythos creatures (see Call of
  Cthulhu, p. 255).
  HOLE
  A hole has been dug about 15 feet (5 meters) in front of the
  ruins of the farmhouse. It measures about 6 × 2 ft. (1.8 × 0.6
  meters), is roughly 6 feet (1.8 m) deep.
  • If the investigators look into the hole, they see a wooden
  plank that covers most of the bottom (see Handout 1).
  • The plank is inlaid with golden symbols, the largest of
  which has the same star-shape as seen in the doorway. If
  they did not do so before, investigators can try to make a
  successful Cthulhu Mythos check to recognize the
  symbol for an Elder Sign (see above).
  • There is writing on the plank, which reads (in Dutch):
  Tannetje, Daughter of Pelegrim.
  • Blood is splashed over the top of the board. It has not
  completely dried yet. Investigators that make a successful
  Medicine or Hard First Aid check think the blood to be
  at most an hour old.
  • Keeper’s Note: The lid belongs to the coffin now in Mr.
  Rousset’s house. The blood splash is from one of the
  hybrid deep ones, who was shot by Rousset earlier today
  (see Current Day, page 4).
  Tracks
  A large car or truck was parked near the hole, as there are
  clearly visible tire tracks there.
  • The tracks lead off in a northeastern direction, towards
  the Scheldt river.
  • With a successful Track or Extreme Spot Hidden roll, the
  investigators notice that there are two observable sets of
  tire tracks. After a short distance of following the same
  path, the other tracks lead off to the northwest.
  • Keeper’s Note: One set of tracks belonged to the truck
  driven by the deep one infiltrators, two of which drove off
  to sacrifice Sietske Buurman at the sluice. The other tracks
  belong to Mr. Rousset’s truck from when he came to
  investigate (see Current Day).
  8
  Hole
  Trailer
  
  9
  TRAILER
  A red trailer is parked near the edge of a tree grove. It
  measures 20 × 10 ft. (6 × 3 m). The door is wide open, and
  occasionally slams against the trailer because of the wind.
  Inside the open door on the side of the trailer is a short
  corridor with a door to a small toilet and washroom directly
  ahead and a door to a meeting room at the end of the
  corridor to the left. Inside the meeting room are three chairs
  and a table, all of which are scattered through the room.
  Clearly, some sort of struggle happened here.
  • Plastic storage crates are stacked in the corner.
  • A notebook lies on the floor, near the table. It contains a
  detailed log of the archaeological findings made. The
  investigators can use the logbook to see if anything is
  missing (see below).
  • Investigators that make a successful Spot Hidden check
  notice a pin-back button (badge) on the floor behind the
  crates. The text on the button reads, ‘NO! Depoldering’
  (see Handout 2).
  • Investigators
  that
  make
  a
  successful
  Idea
  check
  recognize the font used on the button from the posters
  near the house they drove by.
  • Keeper’s Note: The button was left by Mr. Rousset, who
  accidentally dropped it when inspecting the storage
  crates.
  Storage Crates
  Plastic storages crates of various size are stacked in the corner
  of the trailer. Inside the crates are ziplock bags, clearly labeled
  with the archeological finds contained therein. Most of the
  bags hold pottery shards, but some have complete plates and
  pots.
  • If the investigators use the logbook (see above) to cross-
  reference the contents of the crates against the listing,
  they can make a Library Use or Accounting check. Those
  successful will find two gold bars (the thresholds)
  missing, which were found in the doorways of the house.
  • Both gold bars were half an inch (1.25 cm) high, and two
  inches (5 cm) wide. One bar is listed as being 2.5 feet (75
  cm) long, while is the other is 5 feet (1.5 m).
  • Both bars are described as being engraved with a star-
  shaped symbol, which Ms. Buurman suggests could be
  some sort of warding symbol. Investigators that make
  successful Cthulhu Mythos check can recognize the
  description of the symbol as an Elder Sign (see Call of
  Cthulhu, p. 255).
  • The sizes listed match the holes found in the doorways of
  the farmhouse.
  A BOY APPEARS
  When the investigators have wrapped up their investigations
  of the dig site, or when the Keeper simply wishes to move the
  story along, a small boy appears from behind the trees.
  • The boy is dressed in a leather jerkin, and wears a strange
  hat.
  • If the investigators can make a successful History check,
  they recognize the boy’s clothing as being 16th century.
  • The boy beckons the investigators to follow him, and
  walks off in a northeastern direction. He never leaves
  more than 30 ft. (10 m) between him and any other
  person, and does not speak.
  • If the investigators follow and climb the dike, they see
  two men near the sluice (see below).
  • Keeper’s Note: The boy is one of the ghosts of
  Saeftinghe who wants to get revenge on those who
  drowned them.
  9
  Hedwige Polder
  
  SLUICE
  Following the boy up the dike, the road splits into three:
  • The main road continues down the polder, then curves off
  to the west. It eventually ends up at the Heavy Equipment
  Site.
  • A small road bends down the dike, and goes around a
  lake. The lake is small, but rapidly filling.
  • A third road leads up the dike, towards a concrete sluice
  gate. Two men stand near the gate, and are throwing
  small objects in the water. The boy heads in this direction,
  but disappears as soon as the investigators focus their
  attention on the two men.
  SMALL LAKE
  There is a 300 × 130 ft. (90 × 40 m) lake at the bottom of the
  dike. The
  concrete
  barriers
  surrounding
  the
  lake
  are
  overflowing, as the lake is rapidly filling with water.
  • Cold Scheldt water is flowing in from a concrete pipe that
  goes through the dike. The pipe aligns with a concrete
  sluice on top of the dike (see below).
  • The frogs in the lake are croaking loudly. If
  the
  investigators
  make
  a
  successful
  Natural World
  or
  Science (Biology) check, they know that the natural cycle
  of the frogs was completely disrupted, as they are not
  supposed to be breeding this time of year.
  SLUICE GATE
  If the investigators take the road up the dike towards the
  sluice gate, they notice that the water level in the Scheldt is
  quite high, possibly due to the northeastern winds that has
  picked up.
  • Near the sluice gate, two men are throwing small stones
  into the water. A pickup truck is parked close by.
  • Dark shapes are moving in the water of the Scheldt
  below.
  • A small, red object is bobbing in the water near the
  riverbank.
  Two Men
  Two men are throwing stones into the Scheldt. The pickup
  truck that is parked nearby also belongs to van Eik Marine
  Engineering, and is identical to the one driven by the
  investigators.
  • Investigators that make a successful Spot Hidden check
  note
  that
  the
  men
  are
  dressed
  in
  blue
  jackets
  embroidered with the company logo of van Eik Marine
  Engineering.
  • If the investigators approach, the men will get in their car,
  and quickly drive off to the Heavy Equipment Site.
  Following them in a vehicle requires a successful Drive
  Auto check.
  • Keeper’s Note: These hybrids were attempting to cast
  Contact Deep Ones (see Call of Cthulhu p. 251).
  Sluice Wheel
  The metal sluice wheel is attached to a concrete housing. The
  sluice is completely drawn up, so that water flows freely under
  the dike, into the lake.
  • Opening the sluice requires an Extreme STR check. If
  successful, the wheel moves briefly, but then breaks off
  and cannot be reattached.
  • Investigators that have an engineering background (i.e.
  Ted van Eik), or that make a successful Idea roll, know that
  tools for fixing the wheel should be available at the Heavy
  Equipment Site.
  Dark Shapes
  Upon closer inspection, the dark shapes in the Scheldt water
  turn out to be large masses of harmless seaweed.
  • Investigators that make a successful Science (Botany) or
  Natural World check know that this particular kind of
  seaweed only grows in the deep sea, and is typically not
  seen so far up the river.
  Red Phone Case
  Near the muddy riverbank, a waterproof red phone case
  floats in the water.
  • Picking up the phone without falling into the water
  requires a successful DEX check. Failure results in wet
  clothes, though the investigator is able to retrieve the
  phone. Rolling a Fumble on the check results in 1D2
  damage, as they fall on a rock.
  • Ms. Buurman cannot be found, in the Scheldt or
  elsewhere.
  10
  10
  Lake
  Sluice
  Gate
  Dike
  100m
  200m
  300m
  0
  Scheldt
  
  Voice Memos
  The phone inside the case is making a voice recording as the
  investigators pick it up. There are two other recordings
  available. All three were made by the Sietske Buurman, the
  archeologist working at the dig site (see Handout 3).
  • In the oldest recording, which was made two days ago,
  Ms. Buurman reports that she finished up the dig of a
  16th century farm, which had golden thresholds marked
  with warding signs. She also noticed a weird man looking
  at her, who owns a black truck, and whom she took a
  pictures of.
  • Keeper’s Note: The mysterious man snooping around
  the dig site was Mr. Rousset.
  • In the second recording, made yesterday, Ms. Buurman
  reports that she found an ancient coffin. According to the
  archeologist, the mummy contained in the coffin will
  provide conclusive proof of the Aquatic Ape Hypothesis,
  and shed a new light on the Legend of Saeftinghe. She
  will need time for further research.
  • Investigators that make a successful Science (Biology)
  check, or Luck check to browse the internet on their
  phone (see Mobile Phones), know that the Aquatic Ape
  Hypothesis argues that our ancestors spent considerable
  time in the water, leading to distinctive characteristics
  shared with modern humans such as hairlessness and
  bipedalism. Some supporters of the hypothesis hold to
  the idea that mermaids provide the missing link between
  human and fish.
  • If any investigator makes a successful History check, they
  know of the Legend of Saeftinghe. The same information
  can be found on the Internet on their phones (see
  Handout 4), but that requires a Luck check to have
  sufficient coverage (see Mobile Phones).
  • The final recording was started 15 minutes ago. Ms.
  Buurman nervously explains that employees from van Eik
  Marine Engineering have entered the dig site without her
  permission. She continues recording while addressing
  the
  men. A
  fight
  breaks
  out. The
  men
  drag
  the
  archeologist into a car, drive a short distance, chant for a
  few minutes, and throw her into the Scheldt. The phone is
  finally picked up by the investigators.
  • Keeper’s Note: The deep one hybrids offered Ms.
  Buurman to their purebred kin (see Current Day).
  Photographs
  The phone also contains numerous photographs of pottery
  shards and other artifacts dug up at the site. A few pictures
  stand out to the investigators.
  • There are several pictures of two golden bars, taken a
  week ago. One bar is 2.5 ft. (75 cm) long, the other 5 ft.
  (1.5 m), as indicated by measuring sticks in the picture.
  Both bars are engraved with a star-shaped symbol. With
  a successful Cthulhu Mythos check, the investigators
  indenting the symbol as an Elder Sign (see Call of
  Cthulhu, p. 255).
  • Two days ago, Ms. Buurman took several photographs of
  an older man with greasy grey hair, who was wearing 80s-
  style clothes.
  • Keeper’s Note: This is Mr. Rousset.
  • Yesterday, several photos were made of a coffin with the
  lid found at the dig site. There are no pictures of the
  inside of the coffin, nor of its contents.
  Recent Calls
  The investigators might also want to check the phone’s recent
  calls.
  • This morning Ms. Buurman attempted to call 112, the
  emergency phone number. All three attempts failed.
  11
  Salt Marsh
  
  HEAVY EQUIPMENT
  SITE
  The Heavy Equipment Site is located at the eastern edge of
  the
  Hedwige
  Polder,
  near
  the
  entrance
  barrier.
  The
  investigators might come here by following the car they
  encounter near the sluice, or looking for tools to close the
  sluice wheel.
  • Various heavy-duty vehicles are parked on large mats, so
  that they do not sink in the wet grassland underneath.
  • A group of men stand in front of a site office.
  HEAVY EQUIPMENT
  Seven vehicles are parked in a quarter circle around the site
  offices, all of them blue and clearly labeled with van Eik
  Marine Engineering.
  • two bulldozers,
  • two excavators, and
  • a truck-mounted boom lift.
  • Two pickup trucks, identical to the one the investigators
  are driving, are also parked on site.
  • None of the vehicles are locked. The heavy vehicles can
  be operated by making an Operate Heavy Machinery
  check; the pickup trucks by making a Drive Auto check.
  SITE OFFICE
  The site office consists of two blue units, both 20 × 10 ft. (6 ×
  3 m) in dimension.
  • There is a group of twelve men waiting in front of the
  office, all dressed in the same blue jackets that seen
  before at the sluice.
  • The two office units have one door each and windows all
  around.
  Men
  Shortly after the investigators arrive, the door of the southern
  unit opens, and a man steps out, looking quite upset. He takes
  out a clipboard and addresses the other men that are
  standing in front of him.
  • The man has thin salt-and-pepper hair, and Ted van Eik
  (or any other investigators employed by his company)
  will recognize him as Mr. van der Kier.
  • Investigators that make a successful Listen check, or
  Stealth check to get close without being noticed, will
  hear that van der Kier is not speaking Dutch, but a
  language the investigators do not initially recognize.
  • Keeper’s Note: Besides being the site manager, van der
  Kier is also a deep one hybrid and a Priest. The twelve
  men he is addressing are also deep one hybrids
  ostensibly hired as temporary contractors to cover for
  employees suffering from food poisoning, Van der Kier is
  speaking R’lyehian. Investigators that make a Cthulhu
  Mythos check will recognize the language.
  • Investigators that make another successful Listen check
  hear bumping from inside the southern office unit.
  • If the investigators approach, the foreman stops talking
  and asks—in Dutch—whether he can help.
  • When left alone, the workers disperse after five minutes,
  and drive off in various directions (including Rousset’s
  House. Van der Kier and two other workers stay near the
  offices; the others will not show up until the Keeper
  desires (see End Game).
  Northern Office Unit
  The door of the northern office unit opens onto a small
  corridor. One door leads to a small, filthy toilet, the other to a
  break room, with a table and chairs in the centre.
  • On top of the table are a coffee maker, two loafs of sliced
  bread, chocolate sprinkles, peanut butter, and butter.
  There is also a stack of cups (all with the Van Eik Marine
  Engineering logo), plates, and several blunt cutlery
  knives (damage 1D2+DB).
  • Five men lie bound and gagged on the floor of the break
  room. They are dressed in the same jackets as the men
  outside.
  • A white boards hangs against the eastern wall. There are
  several
  rounded
  symbols
  written
  on
  the
  board.
  Investigators that make a successful Cthulhu Mythos
  check recognize the symbols as R’lyehian glyphs.
  12
  10 m
  5 m
  15 m
  0
  
  13
  13
  If freed by the investigators, the men will explain what
  happened to them.
  • Most of the regulars called in sick yesterday with stomach
  poisoning. Only van der Kier and these five men came in
  this morning.
  • Van der Kier arranged for the replacement workers that
  showed an hour later.
  • Soon after, the men were tricked into this break room,
  grabbed, tied and gagged.
  • The captives heard van der Kier and the others speak in
  an unrecognizable foreign language.
  Southern Office Unit
  The door to the southern office is locked, but the two windows
  in the eastern wall are open.
  • Inside the main room, there is a desk and three chairs.
  • Three filing cabinets stands against the western wall.
  Inside the cabinets are receipts, technical drawings,
  reports, and other papers.
  • Going through all the paperwork requires a Library Use
  or Accounting check. If successful, they find proof that
  Mr. van der Kier ordered catering for a party from a fish
  mongers five days ago. According to his agenda on his
  desk, that fish was only served yesterday.
  • The captured men in the northern unit can verify that fish
  was served at the company party yesterday, though none
  of them had any.
  SECOND GHOST APPEARS
  If the Keeper desires, the Heavy Equipment Site can be the
  location of a second encounter with a ghost.
  • A middle-aged woman approaches the investigators
  from behind. She is dressed in the traditional costume of
  the region: a black dress, with a tulle cap that has an
  embroidered band around it. She wears gold earrings, a
  red necklace, and a gold cross around her neck.
  • The woman introduce herself as Saar, and will tell them
  that those “bad men”, pointing to van der Kier and his
  workers, hurt her and her family. She will then try to
  convince that the investigators should “teach them a
  lesson”.
  • If the investigators do nothing for 1D6 rounds, the ghost
  attempts to possess one of them and attack van der Kier
  that way. It first targets the person closest to van der Kier.
  The target should make a hard POW roll. If they fail, they
  are possessed for 1D3 rounds, and will run at van der Kier
  to fight him using their best Fighting skill.
  Sign
  
  14
  ROUSSET’S HOUSE
  Mr. Rousset’s house is located in the centre of the polder, at
  the crossroads of two main polder roads. The brick house has
  a
  slanted
  roof,
  and
  two
  stories.
  It
  is
  painted
  white.
  Investigators might decide to come to the house if they found
  the button (badge) at the Dig Site which has a similar design
  as the signs seen near the house, or by following the workers
  from the Heavy Equipment Site.
  • Keeper’s Note: It is up to the Keeper to determine
  whether Rousset is at home or not when the investigators
  arrive. If he is—and if he does not hear anything, he will be
  upstairs
  in
  his
  bedroom
  (see
  Rousset’s
  Bedroom).
  Alternatively, have him arrive in his truck when the
  investigators are upstairs.
  • Signs with ‘Depoldering NO!’ are stuck on nearby trees.
  The font used on the sign is identical to that used on the
  button (badge) found in the trailer.
  • Roll-down shutters have been pulled down all around the
  building, and the front door is locked.
  • Investigators that make a successful Spot Hidden check
  notice a ‘Mind the Dog’ sign attached to the house, with
  a drawing of a big German Shepard.
  Back of the House
  • A large propane tank is situated at the back of the house.
  • Next to the tank is a garage unit. If Mr. Rousset is home, a
  black truck is parked there.
  • A trail of blood leads from the garage to the back door.
  • The back door, as well as the door of the conservatory
  attached to the back of the house, are both open.
  Entering the House
  • Investigators that enter the house should make a Stealth
  check. If they fail, Brutus the dog will come to find (and
  bite) them, and Mr. Rousset himself will be able to hear
  them upstairs—if he is at home.
  • There is a nasty smell inside the house, as if the windows
  have not been opened in quite some time.
  • Because of the closed shutters, it is very dark inside.
  • The back door leads to a corridor with three doors, and
  the front door. Stairs lead up.
  KITCHEN
  The kitchen seems to have been decorated in the ’70s, with
  mostly brown colors. It smells foul in here, a mix of blood and
  expired food.
  • The kitchen area has a stove, cupboards, a sink, and a
  fridge. All look dirty.
  • A conservatory is attached to the kitchen.
  • The trail of blood from outside leads to a man, who is
  slumped against a wall in a pool of blood. He appears
  injured and unconscious.
  • If the investigators made a successful Stealth when
  entering the building and did not disturb the dog, they
  see a German Shepard sleeping in a basket in the corner.
  Kitchen Area
  The kitchen area has a dirty brown gas stove, white
  cupboards, a gas boiler, smelly sink, a fridge filled with ready
  meals and dog food, and a microwave splattered in food
  scraps.
  • The
  cupboard
  drawers
  contain
  knives
  (damage
  1D4+DB).
  Conservatory
  A door in the kitchen opens to a conservatory. Two chairs
  stand next to a small table with an ashtray on top. Dead plants
  and empty pots are scattered throughout.
  Body
  Slumped against southern wall lies a dead man in a blue
  jacket, embroidered with van Eik Marine Engineering. He has
  a large chest wound.
  • Several of the man’s fingers are missing, and the blood
  that came out of these wounds has collected into a pool.
  Investigators that see the mangled corpse must make a
  Sanity check (1/1D4+1).
  • Those that make a successful Spot Hidden check notice
  that the victim has gills in his neck, which requires another
  Sanity check (0/1D4)
  • The man has about a dozen rocks in his pocket, each
  engraved with rounded symbols. Investigators that make
  a successful Cthulhu Mythos check recognize the
  symbols as R’lyehian glyphs.
  • Keeper’s Note: this is the deep one hybrid shot by Mr.
  Rousset earlier today (see Current Day).
  14
  Living Room
  Bedroom
  Storage
  Bathroom
  Bedroom
  Kitchen
  Conservatory
  Dining Room
  0
  1
  2
  3
  4
  5 m
  
  Dog
  If the investigators have been quiet until this point (i.e. made
  a successful Stealth check when entering the house), they see
  a German Shepard sleeping in his basket near the body.
  Otherwise, the basket is empty.
  • The dog’s mouth is covered with dried blood, from
  having eaten the deep one hybrid’s fingers.
  • Investigators that make a successful Hard Spot Hidden
  check, notice that the dog wears a collar with his name:
  Brutus.
  • Keeper’s Note: Mr. Rousset uses his dog’s name as the
  password for his laptop (see Living Room, below).
  DINING ROOM
  The dining room looks rarely used. A heavy oak table, covered
  with a Persian rug, stands in the middle of the room, with
  chairs surrounding it. Several framed photographs sit on top
  of a sideboard, and two cupboards stand again the wall.
  • The sideboard is used for storing plates, cups, classes,
  table linen, etc. The contents are dusty and does not
  appear to have been used recently.
  • One of cupboards contain thirty-year old family board
  games and other toys. The other contains more copies of
  the poster stuck against the trees outside, with buttons
  (identical to the one at the trailer) and T-shirts in the same
  design.
  • Most photos on top of the sideboard are old, yellowed
  pictures of a young family. The only exception is a recent
  photograph of a German Shepard, labeled Brutus.
  • Keeper’s Note: ‘Brutus’ is the password to Mr. Rousset’s
  laptop (see Living Room, below).
  LIVING ROOM
  The living room is dark, with heavy oak furniture, and brown
  curtains. It smells of cigarettes.
  • One area of the room contains the TV, and a large couch
  next to a round, low table with an ashtray and laptop
  computer on top.
  • Two gold bars sit on top of another round table,
  surrounded by chairs.
  • The fireplace does not appear to have been used.
  • A door opens to a toilet.
  TV
  The television is turned on when the investigators enter,
  though the picture is paused.
  • An open, empty DVD case entitled Mermaids: The Body
  Found is found near the TV. The back of the case
  describes the film as a documentary that aims to prove
  that mermaids existed, but that their existence has been
  covered up by government organizations.
  • If the investigators unpause the documentary with the
  nearby remote, the voiceover describes the influence of
  nuclear power on the development of mermaids.
  15
  Rousset’s House
  
  Laptop
  A filthy laptop computer is set up on top of the coffee table.
  • The laptop is protected with the password ‘Brutus’, the
  name of Mr. Rousset’s dog, as indicated on the dog’s
  collar, and a picture in the Dining Room (see above).
  • A successful Computer Use or Hard INT check reminds
  the investigator that many people use the name of their
  pet as password.
  • Hacking into the laptop requires a successful Hard
  Computer Use check.
  Browser
  If the investigators manage to get access to the laptop, they
  see a browser window with three tabs open.
  • The first tab shows a post made this morning, on the
  conspiracy subsection of the Reddit message board. The
  author—Rousset—claims that he found proof of mermaid
  life in the Hedwige Polder. Several unfocused and
  underexposed photographs of what could be a coffin are
  attached (see Handout 5).
  • The second tab is playing a YouTube version of the same
  documentary showing on the TV: Mermaids: The Body
  Found (see above).
  • The final tab shows fragments from Cthulhu in the
  Necronomicon (see Call of Cthulhu, page 227). One
  excerpt explains that in order to contact deep ones, one
  must throw specially inscribed stones into water (see Call
  of Cthulhu, page 251). The other fragment explains the
  Elder Signs, such as the one found on the golden bars
  over on the table, can be used to repel deep ones (see
  Handout 6).
  • The Keeper may allow players to make an Idea check if
  they do not remember the two men throwing stones into
  the water at the sluice gate.
  Gold Bars
  Two gold bars lie on top of a round table on the opposite side
  of the room.
  • Both bars measure half an inch (1.25 cm) high, and two
  inches (5 cm) wide. One bar is 2.5 ft. (75 cm) long, while
  the other is twice as long (5 ft./1.5 m).
  • Keeper’s Note: These are the golden thresholds missing
  from the Dig Site. Mr. Rousset stole them from the crates
  in the trailer.
  UPSTAIRS
  The corridor stairs lead up to the first floor. The roof is slanted,
  requiring taller investigators to stoop in order to avoid the low
  ceiling.
  • All
  investigators
  should
  make
  a
  Hard
  SIZ
  check.
  Investigators that succeed (i.e. larger investigators) take
  1 point of damage as they bump their head against the
  ceiling.
  • There are four doors, and a small corridor that leads to a
  fourth door.
  Storage
  The storage room is dark, and the light switch does not work.
  Assuming that the investigators have access to flashlights—
  there is one in their car—or use the flashlight function on their
  phone, they see three cardboard boxes, two suitcases, an old
  exercise bike, and a gas boiler.
  • The boxes contain old novels and toys.
  • The suitcases contain children’s clothing, a suit, and a
  wedding dress.
  Bathroom
  The northern door in the corridor leads to the bathroom. A
  stained, dirty bath fills up a large part of the room. A dirty sink
  is covered with grey beard clippings. An empty cupboard sits
  in the corner.
  Kid’s Bedroom
  The western, smaller bedroom appears to have been
  untouched for decades. Seemingly, the room belonged to a
  boy, as posters on the wall show popular ‘80s shows such as
  The A-Team and Knight Rider. There is a small desk with a
  drawer, and a chair.
  • The desk drawer contains children’s drawings, pencils,
  and paper. Several of the drawings show a woman and
  man screaming at one another.
  Rousset’s Bedroom
  The other room belongs to Mr. Rousset. A distinct old man
  smell hits the investigators as they enter the room. A double
  bed, covered with stained sheets, stands against one wall and
  dominates the centre of the room. Only one side of the bed
  appears to have been slept on; an open coffin sits on top of
  the other side.
  • Half a dozen shotgun shells lie on top of the bed near the
  coffin.
  • Investigators
  that
  look
  inside
  the
  coffin
  see
  the
  mummified remains of a deep one hybrid. Despite its
  age, the scaly skin of the mummy still appears slippery,
  she is clearly female, and she has clearly visible gills,
  webbed hands, and feet. Seeing the mummy requires a
  Sanity check (1/1D8).
  • If at home and unaware of the investigators, Mr. Rousset
  will be in this room. He spends most of his time looking
  outside the window with binoculars.
  16
  
  OPPOSITION
  Two types of mythical creatures oppose the investigators
  during their stay in the Hedwige polder: The spirits of the
  inhabitants of Saeftinghe, and the hybrids that are descended
  from the deep ones that drowned said city. The Keeper can
  use either or both of these to progress the scenario towards
  an ending, as described in this section.
  GHOSTS OF SAEFTINGHE
  The previous part of this scenario contains two possible
  ghostly appearances (see A Boy Appears and Second Ghost
  Appears). This section contains additional ways of using the
  ghosts of Saeftinghe in the scenario.
  • Anytime hybrid deep ones are nearby, the ghosts of
  Saeftinghe
  can
  appear.
  They
  will
  approach
  the
  investigators, persuade them to attack the hybrids, and if
  they fail, possess them to do it anyway.
  • The ghosts favor possessing investigators that have a
  weapon, and can use that to attack the Hybrids.
  Saeftinghe Rises
  If the Keeper so desires, the sunken city of Saeftinghe can rise
  from the sea towards the end of the scenario.
  • Ask the investigators to make a Listen check. Successful
  investigators hear the ringing of bells coming from the
  north. The bells become louder, and it does not take long
  before they can be heard by all investigators.
  • Investigators that have a clear view to the north, for
  instance from the first floor of Mr. Rousset’s House, see
  the city of Saeftinghe in the distance.
  • At first only the towers of the castle and church towers are
  visible, but it does not take long before other medieval
  buildings appear. All are covered in seaweed and
  barnacles.
  • If the investigators make a successful Spot Hidden check,
  they see dozens of ghosts exiting the city, and heading
  south towards the Hedwige Polder.
  • Pelegrim, father of the mummy, is among these ghosts.
  He eventually makes it to the coffin, and demands his
  daughter’s release.
  DEEP ONE HYBRIDS
  The investigators can run into the deep one hybrids at the
  Sluice Gate, or at the Heavy Equipment Site. This section
  provides other ways for them to be involved in the scenario.
  • Primarily, the Keeper can use the hybrids to get the
  investigators back on track, for instance by having the
  former make their way to Rousset’s House, and the
  investigators (hopefully) following them.
  • The Hybrids have contacted their pure strain kin, by
  throwing stones in the Scheldt and offering Sietske
  Buurman. The Keeper may decide to have 1D8 deep
  ones show up wherever the investigators are (see
  statistics).
  Ritual
  During the final phases of the scenario, the deep one hybrid
  priest van der Kier will start the ritual that attempts to revive
  the deep one mummy.
  • A dozen hybrids will show up and surround the mummy’s
  location. This will typically be Rousset’s house, but the
  coffin could have been moved.
  • Three of the hybrids will set up a pump, and unroll a long
  hose towards the lake.
  • Mr. van der Kier will show up last, and will commence the
  ritual, which initially involves chanting in an unintelligible
  language. During this process, the mummy will start to
  twitch.
  • It is essential for the ritual to succeed that the mummy is
  brought into contact with seawater, and the hybrids will
  make sure to do so. They use the excavators to tear of the
  roof or walls of whatever room the coffin is in, and spray
  the room with water coming from the pump.
  • When the water has touched the mummy, the ritual has
  been completed, and it will come alive. What the mummy
  will do after that point depends on the Keeper, but its
  action will typically involve assaulting the investigators, if
  nearby (use statistics for deep one), before attempting to
  escape to the sea.
  17
  Drowned Land of Saeftinghe
  
  END GAME
  When it comes to ending the scenario, there are several
  options available to the investigators. The most typical ones
  are described here, and the scenario will most likely end with
  a variation on one or more of these.
  Stay in Rousset’s House
  As van der Kier and his henchmen surround Rousset’s house
  (see above), the investigators may decide to stay in the house,
  and wait for support to show up.
  • By inspecting the laptop in the Living Room, the
  investigators learn that the golden thresholds on the
  table and coffin cover are engraved with an Elder Sign,
  and can be used to repel deep ones and their hybrid kin
  (see Call of Cthulhu, p. 255).
  • If an elder sign is placed near any of the doors of the
  house, that door becomes impassable for the previously
  mentioned creatures.
  • Though ghosts are also affected by the Elder Signs, they
  are ethereal, and will simply pass through walls instead of
  doors.
  • Before long, the deep ones will start to break through the
  walls with their heavy equipment, and gain access to the
  house that way.
  Calling the Police
  The investigators might decide to contact the police.
  • There is no working phone in the house, but if the
  investigators call the police on their mobile phones
  (remember to ask for a Luck check to have service, see
  Mobile Phones), a police car with two officers will come
  to investigate. They will arrive 30 minutes after the call is
  made.
  • Though the police are able to make it through the barrier
  gate at the entrance of the polder, they are quickly
  overpowered by van der Kier and his henchmen when
  encountered.
  Offer Mummy to the Deep Ones
  The investigators might decide to cut their losses, and to hand
  over the mummy to van der Kier.
  • The deep one priest gratefully accepts the offer, and
  bring her back to life using the ritual described above.
  • Afterwards, the hybrids will leave the area, having
  obtained what they came for.
  However, the ghosts of Saeftinghe will not be happy about
  this outcome. The investigators will be chased across the
  polder by angry ghosts, demanding to have vengeance for
  their loss.
  • For a considerably time after leaving the polder, perhaps
  even for the rest of their lives, the investigators will be
  haunted by ghosts.
  • The Keeper might decide to end the scenario with a
  scene describing how each investigator encounters a
  ghost, for instance lying next to them in bed, sitting
  behind them in their car, or seeing a ghost in the mirror,
  etc.
  Offer Mummy to the Ghosts of Saeftinghe
  Similarly, the investigators might decide to give the mummy
  to the ghosts of Saeftinghe.
  • Soon after being reunited with her father Pelegrim, the
  mummy transforms into a ghost of a young woman.
  • Content, the ghosts will return to Saeftinghe. When all
  ghosts have returned, the city once again sinks into the
  sea.
  The hybrids want the mummy for themselves. They will
  attempt to stop the investigators from handing her to the
  ghosts, and afterwards prevent the investigators from leaving
  the polder (see Fleeing, below).
  • For the rests of their lives, the investigators will not be
  safe near water. If they travel by boat, it will sink in
  mysterious circumstances. Some of the investigators
  disappear, last seen near one of the many canals that
  Dutch cities have. Others are found drowned in their own
  bed, nowhere near water.
  Flee
  A final option available to the investigators is to flee from the
  polder. However, there are several reasons why this is a bad
  idea.
  • A barrier blocks the exit of the polder. It is manned by two
  hybrids, one of which is standing in front of the barrier.
  Investigators that wish to drive through the barrier must
  make a Drive Auto check, or spin off the road.
  • Even if the investigators make it past the hybrids, there
  are still the ghosts to consider. Unless the investigators
  dealt with the hybrids, they will be haunted by the ghosts
  of Saeftinghe until they do so.
  • If the investigators try to outrun the ghosts by car, they
  will be followed by a knight on horseback, who will
  attempt to possess the driver, and turn the car around.
  Once the investigator is no longer possessed, a Hard
  Drive Auto check is required to keep the car on the road.
  REWARDS
  The Keeper may decide to hand out the following Sanity
  points as reward to the surviving investigators.
  • Finding out what happened to Ms. Buurman, the
  archeologist, +1D2
  • Treating Mr. Rousset with respect, +1D4
  • Repelling Mr. van der Kier and his hybrids by using the
  Elder Signs, +1D4
  • Offering the mummy to Pelegrim, +1D6
  18
  
  19
  19
  CHARACTERS &
  MONSTERS
  Walter Rousset, 65, conspiracy theorist
  STR 55
  CON 40
  SIZ 65
  DEX 60
  INT 80
  APP 50
  POW 35
  EDU 50
  SAN 30
  HP 10
  Damage Bonus: 0
  Build: 0
  Move: 4
  MP: 7
  Combat
  Attacks per round: 1
  Brawl
  45% (22/9), damage 1D3
  Shotgun
  35% (17/7), damage 4D6/2D6/1D6
  Dodge
  30% (15/6)
  Skills
  Accounting 65%, Archaeology 5%, Computer Use 40%, Drive
  Auto 40%, First Aid 40%, History 45%, Law 40% Library Use
  40%, Occult 15%, Spot Hidden 35%, Swim 40%.
  Languages
  Dutch 50%, English 10%.
  Brutus, 4, German shepherd
  STR 50
  CON 60
  SIZ 40
  DEX 60
  INT —
  APP —
  POW 40
  EDU —
  SAN 40
  HP 10
  Damage Bonus: 0
  Build: 0
  Move: 12
  MP: 8
  Combat
  Attacks per round: 1
  Bite
  65% (32/13), damage 1D6 +1D2 maul damage
  per round. Brutus only releases on the command
  of Rousset.
  Dodge
  40% (20/8)
  Skills
  Jump 70%, Listen 75%, Track (Scent) 80%, Spot Hidden 60%.
  Rogier van der Kier, 47, deep one hybrid priest
  STR 80
  CON 90
  SIZ 80
  DEX 60
  INT 75
  APP 20
  POW 100
  EDU 50
  SAN 0
  HP 17
  DB: +1D4
  Build: 1
  Move: 8/10 Swimming MP: 20
  Combat
  Attacks per round: 1
  Fighting
  75% (20/8), damage 1D6+1D4
  Sacrificial Dagger
  60% (20/8), damage 1D4+2+1D4
  Dodge
  45% (22/9)
  Skills
  Cthulhu Mythos 35%, Jump 65%, Listen 30%, Natural World
  45%, Occult 55%, Science (Engineering) 35%, Spot Hidden
  55%, Stealth 35%, Swim 95%.
  Languages
  Dutch 50%, R’lyehian 30%.
  Spells
  Breath of the Deep, Contact Deep Ones, Contact Cthulhu,
  Shriveling.
  Deep One Hybrids, temporary employees
  Move: 8/8 Swimming
  Combat
  Attacks per round: 1
  Brawl
  45% (22/9), damage 1D3+DB
  Dodge
  30% (15/6)
  Skills
  Jump 45%, Listen 50%, Stealth 46%, Swim 60%.
  Special Powers
  Hybrids can remain underwater for up to twice as long as the
  average human.
  Sanity Loss: 0/1D4 Sanity points to see a deep one hybrid.
  1
  2
  3
  4
  5
  6
  7
  8
  STR
  65
  65
  50
  50
  60
  70
  90
  55
  CON
  85
  50
  50
  75
  60
  40
  65
  85
  SIZ
  65
  45
  45
  30
  65
  55
  45
  65
  DEX
  60
  90
  65
  50
  70
  65
  65
  70
  INT
  90
  60
  45
  55
  50
  50
  65
  75
  POW
  45
  60
  60
  50
  85
  65
  55
  45
  APP
  55
  30
  25
  20
  50
  30
  30
  35
  HP
  15
  9
  9
  10
  12
  9
  10
  14
  DB
  +1D4
  0
  0
  0
  +1D4 +1D4 +1D4 +1D4
  Build
  1
  0
  0
  0
  1
  1
  1
  1
  MP
  9
  12
  12
  10
  17
  13
  11
  9
  APPENDICES
  
  20
  20
  PLAYER HANDOUTS
  Deep Ones, merfolk of Saeftinghe
  Move: 8/10 Swimming
  Combat
  Attacks per round: 1
  Brawl
  45% (22/9), damage 1D6+DB
  Spear
  45% (22/9), damage 1D8+DB
  Dodge
  25% (12/5)
  Armor: 1-point skin and scales.
  Special Powers
  Deep ones can breathe underwater and are equally capable
  of breathing on land.
  Sanity Loss: 0/1D6 Sanity points to see a deep one.
  Pelegrim, and other ghosts of Saeftinghe
  STR —
  CON —
  SIZ —
  DEX —
  INT 50
  APP —
  POW 70
  EDU —
  SAN —
  HP —
  DB: —
  Build: —
  Move: 9/11 on horse
  MP: 14
  Combat
  Attacks per round: 1
  Possession
  Both ghost and target make an opposed
  POW roll: if the ghost wins, the target is
  possessed for 1D3 rounds.
  Sanity loss: 0/1D6 Sanity points to see a ghost.
  1
  2
  3
  4
  5
  6
  7
  8
  STR
  90
  50
  75
  50
  35
  50
  65
  65
  CON
  45
  40
  60
  40
  50
  45
  20
  55
  SIZ
  110
  75
  80
  90
  55
  100
  90
  75
  DEX
  60
  40
  50
  40
  55
  60
  50
  55
  INT
  65
  90
  50
  80
  75
  85
  75
  70
  POW
  70
  45
  30
  35
  75
  75
  70
  50
  HP
  15
  11
  14
  13
  10
  14
  11
  13
  DB
  +1D6 +1D4 +1D4 +1D4
  0
  +1D4 +1D4 +1D4
  Build
  2
  1
  1
  1
  0
  1
  1
  1
  MP
  14
  9
  6
  7
  15
  15
  14
  10
  Handout 1: Wooden Plank
  Handout 2: Button Badge
  
  21
  just now
  15:32
  Hedwige Polder
  Nervous Sietske: Me again. There are some
  men here at the site, from van Eik Marine
  Engineering. I thought they werenʼt supposed
  to show up until tomorrow. Darned phone
  service! I canʼt get hold of the police, so I am
  recording this instead. So… Letʼs go talk to
  them…
  The phone is put in a pocket and Sietske
  speaks up: Hey! What do you think youʼre doing
  over there? Those are historical artefacts!
  Unintelligible male voices. The woman screams
  as she struggles with someone, but then
  suddenly becomes quiet. Same voices are
  heard again, followed by rustling as the phone
  moves around in the pocket. Moments later, the
  boot of a car is opened, and the boot is closed
  again. The car drives for a minute when the
  trunk is opened again.
  The
  same
  male
  voices
  chant
  for
  several
  minutes. Then, a large splash can be heard,
  followed by the sound of water splashing.
  Finally,
  the
  phone
  is
  picked
  up
  by
  the
  investigators.
  yesterday
  00:19
  Hedwige Polder
  Sietske, now excited: Guess I was wrong
  yesterday, as I have something to report! I was
  doing one final sweep with the metal detector
  in an untouched area, and found a wooden
  coffin, with mummified remains inside. This
  mummy could form the conclusive proof for the
  Aquatic Ape Hypothesis! In combination with
  the thresholds, it puts a whole new light on the
  Legend
  of
  Saeftinghe…
  Of
  course,
  the
  depoldering
  will
  have
  to
  be
  delayed
  for
  additional research, I will ask the mayor when
  he comes to visit tomorrow.
  two days ago
  00:37
  Hulst
  Calm female voice: Hi Tanja, this is Sietske with
  hopefully the last of these reports, hope you
  have fun transcribing it…
  In conclusion the archeological enquiry located
  a fairly typical 16th century farm. Various
  pottery shards were found and catalogued.
  Most important among the findings, however,
  were the gold thresholds described in earlier
  reports, which are inscribed with some kind of
  warding symbol.
  Thatʼs it, thatʼs the end. Well… Except for the
  weird guy who has been hanging around the dig
  site for the last couple of days. He is not doing
  anything, just looking. I took some pictures of
  him. When I approach him, he drives away in a
  black truck. Werenʼt all inhabitants supposed to
  have left by now? Anyway, see you soon.
  Voice Memos
  No Service
  2%
  16:17
  Handout 3: Voice Memos
  Some say that on foggy
  days, the tower bells of
  Saeftinghe can still be
  heard, calling for help that
  will never come. Others say
  that the spirits of the
  inhabitants of Saeftinghe
  still roam the area.
  The Saeftinghe Legend is an old Dutch folk tale that tells of
  how the city of Saeftinghe in Zeeland came to be entirely
  flooded in 1584. According to the legend, the medieval city was
  the most prosperous in the area. Its citizens dressed in
  expensive silks with golden buckles on their shoes, and its
  houses were built with silver nails and golden thresholds. Poor
  immigrants were drawn to the wealthy city, but the inhabitants
  were notoriously stingy and chased them off.
  One day, a fisherman caught a mermaid while fishing on the
  Scheldt, and brought it ashore. The mermaid warned the
  citizens of Saeftinghe against their vanity, and begged to be
  released. Soon her merman husband appeared on the shores,
  asking for his wifeʼs freedom. When the merman was snubbed,
  he cursed the city:
  “The lands of Saeftinghe will fall,
  Only its towers will continue to stand tall!
  The people of Saeftinghe will regret the day,
  When they stole my loved one away!”
  However, the citizens of Saeftinghe did not change their ways,
  and continued to live in luxury. On All Saintʼs Day 1570, a huge
  tidal wave washed over the Lands of Saeftinghe, destroying
  nearby towns and drowning all inhabitants. Though Saeftinghe
  itself survived the initial waves, the city soon sank into the
  surrounding swamps. The cityʼs towers were the last to fall.
  Saeftinghe legend
  en.m.wikipedia.org
  16:21
  Handout 4: Saeftinghe Legend
  
  22
  OP you need to have your head checked. Mermaids aren't real and if you can't comprehend that then I don't
  know what to say. The pics look like crap.
  [-] poutsma 4 points 30 minutes ago
  hi guys, as i have been telling you, there is some serious shit going on here in the hedwige polder.
  i told you about this archaology dig that is going on over here right? well this this morning i saw these 3 guys
  heading there through my bedroom window and i followed them. they took the archeaologist who was
  working there and 2 drove off with here and one staid. luckily i took my shotgun with me so I shot him in the
  leg and then found some REALLY INTERESTING STUFFF!!!!!!!!1!!
  check out these fotos I made with my phone. they are fuzzy but i will better ones later necause i took the
  coffin and the gold doorstep home
  https://imgur.com/gallery/yed5Zfk
  submitted 1 hour ago by CuriousWalter55
  Proof of MERMAID LIFE found in Zeeland, Netherlands
  comments
  CONSPIRACY
  Handout 5: Reddit Browser Tab
  Handout 6: Scribd Browser Tab
  
  23
  23
  SPELLS
  Breath of the Deep
  • Cost: 8 magic points; 1D6 Sanity points
  • Casting time: 1 round
  The target’s lungs fill with seawater, potentially causing an
  unpleasant death by drowning.
  The caster must be able to see the target. After mentally
  intoning the spell for a round, the spell takes effect if the
  caster wins an opposed POW roll with the target. If successful,
  the target begins to drown—falling to the floor, choking on
  seawater, and taking 1D8 damage each round. The target
  should make an Extreme CON roll (equal to or below one-fifth
  CON) after taking damage each round, if the roll is successful
  the salt water has been expelled and the effects of the spell
  cease. Note that the caster may cease the spell at any point.
  Hans van der Gracht, 48, mayor of Hulst
  Van der Gracht has recently been appointed
  mayor of Hulst, a small municipality in the
  province of Zeeland. He is a proud Christian
  Democrat, a fitting background for Hulst.
  As mayor of Hulst, van der Gracht faces the
  fact that both people and businesses are
  leaving the town. Even though he generally
  does not like PR agencies, he hired a local one
  to help bring attention to his city.
  STR 50
  CON 55
  SIZ 40
  DEX 55
  INT 65
  APP 70
  POW 55
  EDU 65
  SAN 55
  HP 9
  DB: 0
  Build: 0
  Move: 8
  MP: 11
  Luck: 3D6 x 5
  Combat
  Brawl
  25% (12/5), damage 1D3
  Dodge
  30% (15/6)
  Skills
  Charm 45%, Credit Rating 60%, Drive Auto 35%, History 40%,
  Intimidate 40%, Library Use 45%, Listen 60%, Persuade 75%,
  Psychology 75%, Spot Hidden 45%, Swim 40%.
  Languages
  Dutch 65%, English 5%.
  Backstory
  • Description: Always wearing a suit and tie, van der
  Gracht looks at least five years older than he is. When in
  official capacity, he always wears his gold chain of office.
  • Ideology/Beliefs: Van der Gracht is a member of the
  Dutch Reformed Church.
  • Significant
  People:
  His
  wife,
  of
  course.
  Recently,
  however, Hans was tempted by Sietske Buurman, an
  enthusiast young archeologist working in the Hedwige
  Polder.
  • Meaningful Locations: Hulst.
  • Treasured Possessions: The gold chain of office of the
  mayor of Hulst.
  • Traits: Van der Gracht is highly ambitious, which got him
  where he is at his age.
  Henny Heining, 26, public relations specialist
  From early on it was clear that Henny was a
  people person. She could easily figure out their
  weaknesses, and used charm and lies to
  manipulate them.
  Though Heining tried many different topics,
  she was not cut out for college. But since then,
  she used her skills to start a public relations
  company, with the city of Hulst recently joining
  as client.
  STR 50
  CON 55
  SIZ 50
  DEX 55
  INT 70
  APP 75
  POW 45
  EDU 65
  SAN 45
  HP 10
  DB: 0
  Build: 0
  Move: 8
  MP: 9
  Luck: 3D6 x 5
  Combat
  Brawl
  25% (12/5), damage 1D3
  Dodge
  35% (17/7)
  Skills
  Charm 75%, Computer Use 65%, Credit Rating 25%, Drive
  Auto 55%, Fast Talk 70%, Listen 40%, Psychology 70%, Spot
  Hidden 55%, Stealth 50%, Swim 45%.
  Languages
  Dutch 65%.
  Backstory
  • Description:
  Heining
  has
  dark
  hair
  and
  dresses
  fashionably.
  • Ideology/Beliefs: There is no such thing as bad publicity.
  • Significant People: Heining wants to impress van der
  Gracht, mayor of Hulst.
  • Meaningful Locations: Heining loves spending time in
  the fitness facilities of her apartment.
  • Treasured Possessions: Her laptop, Heining could not
  do her job without it.
  • Traits: Heining smiles constantly.
  INVESTIGATORS
  
  24
  Harry Klein, 38, reporter
  Until a few years ago, Harry Klein was working for a major
  national
  newspaper
  as
  its
  criminal
  reporter.
  Everything changed when he wrote a revealing
  piece about Ted van Eik, director of a dredging
  company. Klein claimed that he could back his
  story up with witnesses, but none of them
  wanted to testify in the slander court case that
  resulted. The story was retracted, and Klein
  fired. The only job he managed to find
  afterwards was at the Zeeuwse Courant, a
  smaller, local newspaper.
  STR 50
  CON 55
  SIZ 50
  DEX 65
  INT 70
  APP 45
  POW 55
  EDU 75
  SAN 55
  HP 10
  DB: 0
  Build: 0
  Move: 8
  MP: 11
  Luck: 3D6 x 5
  Combat
  Brawl
  25% (12/5), damage 1D3+DB
  Dodge
  32% (16/6)
  Skills
  Art and Craft (Acting) 25%, Credit Rating 30%, Drive Auto
  45%, History 25%, Intimidate 65%, Library Use 60%, Listen
  60%, Locksmith 35%, Persuade 25%, Psychology 65%, Spot
  Hidden 75%, Stealth 50%.
  Languages
  Dutch 85%, English 10%.
  Backstory
  • Description: Greying hair and a stubble. Harry wears
  glasses and comfortable clothes.
  • Ideology/Beliefs: The people have a right to know the
  truth.
  • Significant People: If he could prove that Ted van Eik is
  corrupt, Harry might have his old live back.
  • Meaningful Locations: The newsroom of a newspaper.
  • Treasured
  Possessions:
  His
  trusty
  notebook
  and
  ballpoint pen. Harry never leaves home without them.
  • Traits: Ever since he stopped smoking, Klein is constantly
  chewing on nicotine gum.
  Ted van Eik, 53, managing director of van Eik
  Marine Engineering
  Van Eik does not like being ordered around, so he
  has been self-employed his whole life. Not all of
  his businesses turned out successful, though
  Ted will say that this was due to government
  interference. His most recent effort, Van Eik
  Marine Engineering, a maritime contracting
  company, is doing pretty well.
  Until that nosy reporter Harry Klein started
  talking to some disgruntled former employees,
  and wrote that piece about the company. Van Eik
  made sure that none of those snitches would testify in the
  slander court case that followed, and the whole thing blew
  over.
  STR 65
  CON 50
  SIZ 70
  DEX 35
  INT 50
  APP 70
  POW 50
  EDU 60
  SAN 50
  HP 12
  DB: +1D4
  Build: 1
  Move: 5
  MP: 10
  Luck: 3D6 x 5
  Combat
  Brawl
  55% (27/11), damage 1D3+1D4
  Handgun
  45% (22/9), damage 1D10+1D4+2
  Dodge
  25% (12/5)
  Skills
  Credit Rating 60%, Drive Auto 50%, Intimidate 75%, Listen
  30%, Mechanical Repair 30%, Operate Heavy Machinery 60%,
  Psychology 45%, Spot Hidden 45%.
  Languages
  Dutch 60%, Spanish 2%.
  Backstory
  • Description: Due to his stressful life, Ted looks older than
  he is. He wears a tracksuit embroidered with his company
  name.
  • Ideology/Beliefs: Rules and regulations are just there to
  interfere with honest businessmen.
  • Significant People: Journalists, and Harry Klein in
  particular, are always sticking their nose in where it
  doesn’t belong. Within his company, Ted can always rely
  on his right-hand man, Rogier van der Kier, to take care of
  things.
  • Meaningful Locations: Van Eik likes to spend his
  vacation in Spain.
  • Treasured Possessions: Ted does not have a permit for
  his trusty .44 Magnum, so he keeps it safe in the glove
  compartment of his car.
  • Traits: Ted likes to crack his knuckles during moments of
  silence.
  24
  
  Baafke Koert, 63, guide to the Land of
  Saeftinghe
  Baafke Koert has never been a people person.
  When she was a teenager, she loved playing
  with dogs and cats, or riding horses on the
  sandy beaches of Zealand. She was briefly
  married, but soon discovered that life as a
  couple was not for her. Nor were men, for that
  matter. After
  her
  divorce,
  Baafke
  started
  working as guide to the Land of Saeftinghe,
  giving her the opportunity to be close to nature as
  much as she liked.
  STR 50
  CON 60
  SIZ 40
  DEX 70
  INT 65
  APP 45
  POW 50
  EDU 65
  SAN 50
  HP 10
  DB: 0
  Build: 0
  Move: 6
  MP: 10
  Luck: 3D6 x 5
  Combat
  Brawl
  55% (27/11), damage 1D3
  Dodge
  60% (30/12)
  Skills
  Credit Rating 15%, First Aid 65%, Listen 65%, Natural World
  75%, Spot Hidden 70%, Stealth 65%, Swim 40%, Track 75%.
  Languages
  Dutch 65%, German 5%.
  Backstory
  • Description: Baafke likes to wear comfortable outdoor
  clothing. Her grey hair is cut short and she wears wire rim
  glasses.
  • Ideology/Beliefs: Nature’s largest threat is mankind.
  • Significant People: Baafke cannot stand Bathilde van
  Tiel, curator of the Hulst Museum, because she believes
  mayor van der Gracht gives the museum more subsidies
  than the Land of Saeftinghe.
  • Meaningful Locations: Baafke loves walking through the
  Land of Saeftinghe, the nature reserve to the north of the
  Hedwige Polder, and enjoy the song of bluethroats that
  breed in the area.
  • Treasured Possessions: Earlier in her life, Leona was an
  avid judoka and obtained the black belt. She still
  cherishes it.
  • Traits: Baafke is good with animals, but not with people
  (and even worse with men).
  Bathilde van Tiel, 67, curator museum Hulst
  Bathilde van Tiel is a late bloomer. She married in
  her early 20s, had three children, and spent her
  days as housewife. When the birds had left the
  nest, she had the opportunity to invest in
  herself, and took a history degree at university.
  After graduating, she became convinced that
  Hulst needed a museum, and lobbied to
  found one. Ten years ago, she succeeded and
  became
  curator
  of
  Museum
  Hulst.
  STR 40
  CON 40
  SIZ 50
  DEX 40
  INT 70
  APP 65
  POW 60
  EDU 80
  SAN 60
  HP 9
  DB: 0
  Build: 0
  Move: 4
  MP: 12
  Luck: 3D6 x 5
  Combat
  Brawl
  25% (12/5), damage 1D3
  Dodge
  20% (10/4)
  Skills
  Accounting 15%, Appraise 55%, Archaeology 15%, Art/Craft
  (Knitting) 45%, Charm 65%, Credit Rating 50%, History 85%,
  Library Use 80%, Occult 39%, Spot Hidden 55%, Swim 30%.
  Languages
  Dutch 90%, English 20%, German 10%.
  Backstory
  • Description: Bathilde has sparkling blue eyes and
  shoulder-length dyed-blond hair. She wears elegant and
  expensive clothing.
  • Ideology/Beliefs:
  Historical
  artifacts
  belong
  in
  a
  museum.
  • Significant People: Bathilde cannot stand Baafke Koert,
  guide of the Land of Saeftinghe, because she believes
  mayor van der Gracht gives the nature reserve more
  subsidies than the museum.
  • Meaningful Locations: The Hulst Museum.
  • Treasured Possessions: Bathilde loves to knit, and
  always carries her knitting in her handbag.
  • Traits: Bathilde has a good reputation in the village, and
  she is generally well liked.
  25
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Adventures/CoC 7e - Adv - Restitution.pdf