TEXT: Secrets of the
  Secrets of the
  Secrets of the
  Secrets of the
  Kremlin
  Kremlin
  Kremlin
  Kremlin
  by E.S. Erkes
  
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  INTRODUCTION
  The material presented in this story is designed
  specifically for use with "Call of Cthulhu, Chaosium
  Inc's fantasy role-playing game of the macabre, based
  on the works of H. P. Lovecraft, by permission of
  Arkham House.
  The primary purpose of the information presented
  here, although it is loosely based on historical facts, is
  dramatic and any similarity of events or the major
  characters to persons alive or dead is purely
  coincidental.
  This story is designed to allow the Keeper of Arcane
  Knowledge (Keeper) to stage an adventure for the
  Players. Narrative descriptions and specific time lines
  mesh easily together to form a living backdrop against
  which the Players will act out their drama. Ultimate
  presentation, however, is entirely at the Keepers
  discretion. Use this story in any way you see fit.
  Keepers are urged to photocopy the various pages
  contained in this story and hand them out at
  appropriate times.
  BACKGROUND
  Alexei Samsonov, who had achieved the rank of Major
  in the Red Army and would soon reach Colonel, sat
  relaxing in a small, private beerhall; in spite of its size it
  was the finest in all Berlin. The two men at the table
  with him were also officers, but they wore the uniform
  of the German Reichswehr. They had been drinking
  freely. They were not talking about their work. They
  were in too pleasant a mind to talk about their work,
  and it was forbidden anyway. The two men in
  Reichswehr uniforms asked him playfully to describe
  the girl they had seen on the Alexanderplatz, using
  Ancient Greek, and Samsonov replied that he would
  be glad to do so, but that he would first have to decline
  a certain noun in all its forms; he did not see his
  adjutant behind him until the man whispered in his ear.
  "Immediately?" said Samsonov out loud, in Russian.
  Several people in the hall, hearing the word in the
  unfamiliar language, turned to look at him.
  "Da," said the adjutant impassively.
  When Samsonov reached his room another attaché
  was there, and handed him the cabled message. For
  all its importance, the order had not even been coded:
  RETURN TO MOSCOW IMMEDIATELY, it said. He
  glanced at the upper right corner of the message,
  where its point of origin was imprinted in neat black
  letters, and knew that there could be no mistake.
  "Draft a message for our hosts," he said to the attaché,
  and tottered slightly, putting a hand to the heavy table
  before him to steady himself. He felt the drunkenness
  leave him like a spirit. Why did they want him? He
  searched his mind for failures, for improprieties - he
  found none. The cable had struck him like a hammer
  blow 
  in 
  the 
  night. 
  Unexpected 
  stories 
  begin
  unexpectedly.
  THE TUNNELS
  The real beginning of the story had occurred about half
  a year earlier, when Soviet construction workers were
  excavating a portion of Red Square for the permanent
  Lenin mausoleum. Almost immediately after his death
  in 1924, Lenin had been interred in a temporary
  wooden structure on the square; Soviet planners had
  the intention of constructing a permanent stone
  mausoleum for him on the site, and work began in the
  late summer of 1928. During the digging for the
  foundation of the monument, in September of that
  year, workers came upon a network of secret tunnels
  running beneath the Square, extending deep into the
  earth even under the Kremlin. Although many such
  underground passages had been known to exist, this
  network was entirely new to the modern world; these
  tunnels, and the chambers that adjoined them, were
  significantly deeper and more remote than any other
  known Kremlin passages. They had been unseen, as
  far as anyone could determine, since the late 1500s.
  They dated from the era of Ivan IV ("the Terrible").
  They had been sealed up after Ivan's death, for
  reasons unknown.
  The most significant of the discoveries in these tunnels
  was of the half-legendary, so-called "Lost Library of
  Ivan the Terrible." This small chamber contained the
  rarest of the books and manuscripts evacuated from
  Constantinople during its fall to the Turks in 1453.
  Included in this trove was a copy of the Necronomicon
  in its Greek translation.
  Josef Stalin, at that time consolidating his absolute rule
  over the Soviet Union, immediately recognized the
  value of the book; he had heard whispers of it in the
  superstitious backcountry of his native Georgia. He
  had all the archeologists who had discovered the book
  while 
  cataloguing 
  the 
  library 
  shot; 
  the 
  entire
  construction team that had found the tunnels was sent
  en masse to concentration camps north of the Arctic
  Circle. He needed someone to translate the book into
  Russian. Stalin would have preferred that the book be
  translated into Georgian, his first language, so that the
  translation could not be understood by the native
  Russians around him; but he did not trust the scholars
  of his native land. Nor did he trust any other scholars,
  and when someone in his secret police mentioned a
  Red Army officer who was fluent in Greek, Stalin
  ordered the man brought to the Kremlin immediately.
  The officer, Alexei Samsonov, was working with the
  German Reichswehr in Berlin on a secret training
  mission. Stalin had him replaced, and installed
  Samsonov in an office in the Kremlin, where he
  worked on the translation. Stalin, characteristically,
  intended to have Samsonov shot after he completed
  the work, but circumstances intervened: The officer
  translated a significant portion of the book before
  losing his mind.
  
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  PLAN OF THE KREMLIN
  1. Borovitsky Tower
  2. Vodozvodnaya Tower
  3. Blagoveshchenskaya Tower
  4. Taynitskaya Tower
  5. First Bezimyanaya Tower
  6. Second Bezimyanaya Tower
  7. Petrovskaya Tower
  8. Moskvoretskaya Tower
  9. Konstantino Eleninskaya Tower
  10. Nabatnaya Tower
  11. Tsarkaya Tower
  12. Spasskaya Tower
  13. Senatskaya Tower
  14. Nikol'kaya Tower
  15. Uglovaya Arsenalnaya Tower
  16. Srednya Arsenalnaya Tower
  17. Troitskaya Tower
  18. Troitsky Bridge Tower
  19. Kutafya Tower
  20. Komendantskaya Tower
  21. Oruzheinaya Tower
  22. Kremlin Walls
  23. Sobornaya Square
  24. Uspensky Cathedral
  25. Blagoveshchensky Cathedral
  26. Rizpologen'e Cathedral
  27. Granovitaya Palata
  28. Archangel'sk Cathedral
  29. Ivan the Great Bell-tower
  30. Terem Palace
  31. Vershospassky Cathedral
  32. 
  Cathedral 
  of 
  the 
  Twelve
  Apostles
  33. Poteshnyi Palace
  34. Arsenal
  35. Old Senate
  36. Old Armoury
  37. Kremlin Grand Palace
  38. Armoury
  39. Czar-Cannon
  40. Czar-Bell-tower
  41. Old Cannons
  42. Cannons captured from the
  French Grande Armée in 1812
  
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  ALEKSANDROV
  There seemed to be only one type of weather up here:
  driving snowstorm. Aleksandrov looked back again,
  but all he could see was the forms of several men
  straining to pull thick chains. The withering snow cut
  off vision at a point a few feet beyond the men, so that
  Aleksandrov could not see what was on the other end
  of the chains. He was grateful.
  The men had been working without a break for hours,
  but Aleksandrov did not want to stop now. Nor did the
  men. The heavy physical labor took all their energy,
  and they did not have to think about what they were
  doing, and what they were doing it with. They were
  actually on a downhill slope, not particularly steep, and
  they could have let their burden simply roll on down
  the mountain. But they did not. The image of whatever
  it was they had chained up being out of control for any
  length of time was more than they could bear; And so,
  more from general agreement than any order or policy,
  they had been dragging the thing on a zigzag,
  sideways course down the mountain, like a slalom
  skiing run. The men worked on. Someone called to
  him.
  He turned around. One of the soldiers was running up
  to him. "The pass," was all he said.
  Aleksandrov brought his binoculars up, peered down
  the mountain, and saw nothing; the snow covered the
  lenses right away. "Where?" he said, and spat snow.
  "Right there," the man said, pointing directly below.
  "Were right on top of it and didn't even know. It's a few
  hundred yards down the mountain." There was a
  panicked jubilation in the voice.
  The pass. From there it was only a few miles to the
  foot of the mountain where the trucks were waiting,
  and from there only a hundred miles to the railway
  spur that would take this thing to Moscow. Then they
  could have it, if they wanted it so badly. So badly that
  they couldn't wait for better weather. Aleksandrov had
  turned them down - flatly, he had thought - until they
  made it clear that this was not an order that could be
  turned down. A direct command from the Big Man,
  they said. Otherwise, it was "nine grams," they said,
  and one of them held up the bullet for emphasis. More
  than a few times on this mission, held wished held
  allowed himself to be shot. But now its completion was
  in sight.
  "Hold up, men," he said. He had someone - in this
  endless mass of white, he no longer thought of names
  - bring out the radio. He had to tell somebody, to let
  them know that held succeeded. At the higher
  altitudes, the radio had been useless - whether
  because of the storm, or the mountain, or, as
  Aleksandrov had suspected but not told anyone, some
  sort of interference from the thing itself, he did not
  know. The soldier set up the radio. The storm was
  
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  worse than ever - he could see nothing. Surprisingly,
  he reached the contact station immediately.
  He waited for a second, and then halfshouted into the
  sender:
  "We have it."
  And that was all. He held the sender tightly, gripping it
  like a trophy.
  As he was waiting for a reply, he felt his right foot get
  entangled with one of the cords from the radio. But
  when he looked down to shake it loose, he saw that it
  was not a cord. He screamed, and wished they had
  shot him.
  THE DARK YOUNG
  Stalin read the Russian Necronomicon with great
  interest. Although there was little of it he could
  understand, he knew, as always, what he was looking
  for. Eventually he found it. There was only one
  reference in the book to the current territory of the
  USSR: An area in the Pamir Mountains, near the
  Chinese border, was mentioned in connection with the
  worship of Shub-Niggurath . Stalin dispatched an
  expedition to the Pamirs, led by the famed Soviet
  mountaineer Vladimir Aleksandrov. After great loss of
  life and sanity - Aleksandrov himself was killed - the
  expedition captured a Dark Young of Shub-Niggurath .
  The Dark Young - with its mouthed ropy tentacles, its
  unearthly physiological configuration, its ungodly
  secretions - was impossible to sanely look at for long.
  For most people, that is, but not Stalin, who looked
  upon everything - even cosmic horrors - with a view to
  what personal political advantages it would have for
  him. Stalin, using a secret entrance in the rear of the
  newly-built Lenin Mausoleum, had the thing lowered to
  the largest of the newfound "Ivan" rooms, where it was
  to be kept until all it's secrets had been extracted from
  it. For the survivors of the expedition, Stalin had only
  one reward; they were imprisoned in another sub-
  Kremlin dungeon, in case they might reveal something
  else of importance about the creature.
  An immensely pragmatic man above all else, Stalin put
  his scientists to work on finding practical applications
  for the discovery. He instructed a team of chemists
  under the leadership of the ex-pharmacist Genrikh
  Yagoda (soon to head the entire Soviet secret police)
  to work on synthesizing solvents, acids, and poisons
  from the unusual secretions from the monster's skin.
  When problems appeared, Stalin would apply the most
  brutal and direct solutions. When the creature showed
  a definite taste for human flesh and grew listless
  without it, Stalin had the population of several insane
  asylums transported to dungeons beneath the Kremlin
  to serve as a ready food supply. When ordinary secret
  police and Red Army personnel could not guard it
  without going insane from the sight of it, Stalin had
  blind Army veterans brought in to do the task. Stalin
  moved chemists and other personnel who could not be
  replaced into areas where they could not see the Dark
  Young.
  As 
  the 
  work 
  progressed 
  Stalin 
  remained
  characteristically unsatisfied. He saw it as his destiny
  that he should come upon the private, secret tunnels of
  Ivan the Terrible, whom he had already taken as a
  virtual role-model. He was convinced, however, that
  Ivan's tunnels held even greater secrets, in chambers
  and passageways as yet undiscovered. He brought in
  various Soviet authorities on the underground Kremlin,
  but none could help. They were all shot. Then Stalin
  learned that the greatest living scholar on the
  subterranean Kremlin was one Evgeny Potapov, a
  former professor at Moscow University in Tsarist days.
  Potapov now lived as an émigré in Berlin.
  POTAPOV
  The children were out again.
  Though Berlin was full of Russian émigrés (but not as
  full as it once was), he was the only one on his street.
  Potapov often despised his fellow expatriates with their
  pointless, endless political arguments, their insipid
  fantasies of the future. He lived apart from them by
  choice. Potapov rarely regretted it; this was one of
  those times.
  He saw them, gathering at the mouth of an already
  darkened alley. They had not yet seen him, but he
  knew there was no way to avoid them. Turning around
  so abruptly would surely attract their attention. "Their"
  ally was at a point roughly perpendicular to his
  apartment and where he was now. Potapov quickened
  his pace, hoping they wouldn't notice until he was
  close to his front door. But as usual, luck was not with
  him.
  He was striding forward, looking straight ahead, when
  he heard the first shout of "Russ," elongated
  contemptuously as Rooooos. This was their main
  derisive term for him and they yelled it gleefully, as if
  he were supposed to be aggrieved by being called
  what he was, a Russian. What sort of people were
  these?
  Here they were in front of him already, screeching and
  howling. For children of such an allegedly civilized
  race, they were dressed in little more than rags. They
  spoke to him in their ugly Berlin dialect, still
  indecipherable to him after a decade. How he hated
  them.
  "Go back to your mothers," he said to them in German,
  but the thickness of his accent set them off again.
  "Rooooos, Rooooos," they chirped. They had not
  physically attacked him - yet. That he attributed only to
  their age; the oldest in the group could not be more
  than eleven. But they followed him, jumping to within
  inches of him, screaming in his ear. He waved them
  away with a sweep of the hand, but they came right
  back. "Roooooooooos!"
  
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  Finally he reached his door. They all gathered in a
  semicircle at the bottom of his steps. Their chanting,
  though, had lost most of its force; already they were
  beginning to lose interest. Potapov swung the door
  outward and turned around to curse them lustily in
  Russian. Then he slammed the door as a fusillade of
  rocks hit against it. He sighed heavily, and felt his
  heart galloping within him. An arm grabbed him around
  the neck.
  How did they get in? came his first thought, followed
  by, as he felt the strength in the arm, Have they gotten
  their older brothers to help them? The apartment was
  fully dark. Another pair of arms got his legs. Potapov
  pushed free of the arm around his neck for a second,
  long enough to croak, "Go to hell," in Russian at them.
  "Spasibo," came a voice in unaccented Russian.
  Thank you.
  Then he really became afraid.
  SCENE ONE: February 21, 1931.
  The Players will have received the following note:
  Services required of an investigative nature.
  Some travel required.
  Confidentiality absolutely necessary. RSVP if
  interested.
  The note is anonymous, and the responding address is
  a post office box in London. The Players will be
  assumed to have responded favorably, and, after
  being wired the money for transportation to London,
  will meet for the first time in a flat there on the above
  date. The Players will have been contacted separately.
  If they have not been on previous adventures together,
  they will not know each other except possibly by
  reputation.
  The Players will all be working journalists or will at
  least have journalistic credentials. The trip to London
  will not be unusual for them. At least one of the
  Players must speak Russian at 80% or better.
  In the London flat they will meet a curt, reedy
  Englishman named Walter. He will use no other name.
  He will give out no personal information, and he will
  absolutely not give any information on whom he
  represents. He wilt give the Players $200 as a retainer
  now; at the completion of the mission, they will be paid
  $1000.00. Walter will consent to putting the money in
  an escrow account if any of the Players insist. Walter
  has no intention of paying the #1000, so this is the only
  way that the Players can get paid. Walter, of course,
  will not bring it up.
  Walter will ask the Players to investigate the
  disappearance of one Evgeny Potapov, an émigré
  Russian professor of History and Architecture, formerly
  of Moscow University. Potapov had been living in
  Berlin for over a decade, after leaving Russia in 1919.
  He disappeared from Berlin on December 10, 1930.
  Walter will stress, however, that there will be no point
  in investigating the disappearance in Berlin. Walter
  already knows for a fact that Potapov was kidnapped
  by the Soviet secret police. Walter is certain that
  Potapov is being held in Moscow. While kidnappings of
  émigrés are nothing new for the GPU (as the Soviet
  secret police was then known), this case seems very
  different. In all known episodes of such GPU terror, the
  victims were either killed or taken to Moscow's
  infamous Lubyanka prison; Potapov, however, is
  believed to be incarcerated inside the Kremlin complex
  itself. It appears likely that Josef Stalin himself has
  taken a personal interest in this case. The Players,
  therefore, must conduct their investigation within the
  walls of the Kremlin.
  The Russian-speaking player will know (no Knowledge
  roll needed) that tourism is officially discouraged in the
  Soviet Union, and that the Soviet authorities almost
  never allow foreigners into the Kremlin. Walter will
  reveal that an international conference of journalists is
  to be held in Moscow in April – two months from now.
  The conference will run from 11:00 AM Moscow time
  on Monday, April 15, to April 19th. This is apparently a
  grand propaganda move by Stalin to improve his
  image in the world press. For the Players, this
  conference will be an opportunity to get inside the
  Kremlin, for it will be held in the Grand Kremlin Palace.
  Nearly a thousand journalists from all over the world
  will be invited, and this will form a perfect cover for the
  Players during their investigation.
  In order to carry out the investigation, the Players will
  first have to get assigned to the conference by a major
  periodical (newspaper or magazine). The Players will
  stay at the Hotel Rossiya during their time in Moscow,
  and they will travel into the fortress by bus every day.
  The conference will be announced within a week, so
  the Players are to maintain strict secrecy about the
  conference until the announcement. As soon as it is
  made, the Players should wire their periodical of
  choice for accreditation.
  Walter will keep the question-and-answer period to a
  minimum; he will explain that they will be contacted by
  an associate of his in Moscow, at the Hotel Rossiya.
  All specific questions should be asked of this
  associate. Walter will give no physical description or
  name for the associate, but tells the Players that they
  will know him by the password "Nodens." Their contact
  in Moscow will use this password.
  The Players' mission, then, will be to enter the Kremlin
  in the guise of journalists and find out what precisely
  happened to Potapov, using the assistance of Walter's
  Muscovite accomplice. Specific questions Walter
  wants answered are: What does Stalin want from
  Potapov? What has Potapov told them? Does Potapov
  know of any experiments taking place inside the
  
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  Kremlin? If it is possible, Walter wants the Players to
  bring Potapov back, but this is not required.
  Walter also has a key to a safe deposit box at the
  Berliner Stadtbank in Potapov's name. Walter has no
  idea what is in the box, but thinks it may help the
  Players in their investigation. If asked why he or any of
  his associates have not obtained the box, Walter will
  evade the question. If pressed, he will say that his men
  are too well known for them to be of use in this
  mission. Walter will also give that as a reason for using
  the Players as investigators in the first place. Since the
  only way that foreigners can legally enter the USSR is
  the Berlin-Warsaw-Moscow railway, a stopover in
  Berlin is on their way. And, since the Players are
  unknown as agents, they can obtain the box with no
  difficulty.
  A NOTE ON ROLE-PLAYING THE CHARACTER OF
  WALTER
  The Keeper should role-play Walter with the intention
  of giving the Players the impression that he is a
  member of the British Secret Service, and that this is a
  simple espionage/intelligence-gathering mission. The
  Keeper, as Walter, might intentionally let it slip that he
  and his associates are in "the Service"; he should use
  the term "intelligence" often, stressing that the Players
  are to provide him with the "raw intelligence" that he
  needs. Walter needs to do this because he is fearful of
  frightening the Players off by telling them of the true
  supernatural aspects of their investigation. Walter
  might occasionally refer to "the other side," but only in
  such a way that it suggests that the other side is the
  Soviet intelligence service.
  ACCREDITATION
  Players must roll for accreditation. They must each
  choose the publication they want to be accredited
  from, and then roll their POW. If successful, the Player
  is thus duly accredited by that periodical. 
  If
  unsuccessful, the 
  Player must choose another
  publication and continue to roll until he does roll his
  POW or better, requiring a new publication with each
  new roll. The only Players exempt from this rule are
  newspaper reporters presently employed full time on
  the staff of a daily newspaper; they are automatically
  accredited. Players may be sent. by a wide variety of
  publications, but Russian émigré journals and radical
  right-wing publications are unacceptable to the Soviet
  authorities, and Players sent by them will not be able
  to enter the USSR. Also, the Keepers discretion should
  be used to determine which periodicals have the
  interest and financial ability to send a reporter all the
  way to Moscow; obviously, no small-town paper from
  Dunwich or Arkham would be able to afford this.
  LIBRARY USE
  Any good library in London or Berlin will reveal, with a
  successful Library Use roll, that:
  Nodens is the name of an obscure Romano-Celtic god.
  No supernatural connotations in the present day.
  Potapov's story is as Walter tells it. The only new thing
  the Players will learn about him was that his means of
  living since his arrival in Berlin are obscure. If Walter is
  asked about it, he will say he doesn't know.
  SCENE TWO: Berlin
  The Players will arrive in Berlin early on the 12th of
  April. The train for Moscow will depart on the morning
  of the 13th, and will arrive on the evening of the 14th.
  The Players will have made arrangements to stay at
  the Stadthof Hotel there.
  
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  The Players will go to the Stadtbank and get the
  contents of the box without incident. The contents:
  1) A Times of London article on the disappearance of
  blind war veterans from Moscow.
  2) A Pravda article (in Russian) eulogizing a Soviet
  mountaineer. The Russian-speaking player will have to
  translate it for the others.
  3) A letter (in German) on Reichswehr stationery
  describing the sudden recall of a Soviet officer named
  Alexei. The Players will have to translate it somehow.
  4) A New York Times article on construction in the
  Kremlin.
  5) An international Herald Tribune report on the
  alleged Soviet conquest of mental illness.
  THE TIMES of London. October 20, 1930
  BLIND WAR VETERANS VANISH FROM MOSCOW
  STREETS
  Moscow, Oct. 17: In Moscow, where formerly a
  number of blinded veterans from the Great and Civil
  wars could be seen begging on the streets, these
  unfortunates seem to have latterly disappeared without
  any explanation. It is commonly believed that the
  government has either established a new convalescent
  home for them, or simply dispersed them to other cities
  far away from the capital. It appears too soon to tell
  which of these disparate alternatives the Soviet
  government has chosen.
  PRAVDA October 3, 1930
  ALEKSANDROV DIES HERO'S DEATH
  The heroic Soviet mountaineer V. P. Aleksandrov, was
  killed recently in an avalanche while attempting to
  climb Mt. Murad in the Pamirs. Several of this party
  were also killed. The surviving members of the
  expedition were rescued by the efforts of the glorious
  Red Army. Several Red Army soldiers also lost their
  lives in the effort. The entire Soviet nation mourns the
  loss of these heroes. Mt. Murad will be renamed Mt.
  Stalin in their honor.
  DEUTSCHES REICHSWEHR
  Ernst,
  Have you heard that our great friend Alexei has to
  return to his homeland? The Soviet Government says
  that he has to leave immediately. They will give no
  reason, and Alexei will say nothing about it. I don't
  believe that we'll see his like again. How many Soviet
  officers can discuss Hellenic culture, or speak ancient
  and medieval Greek?
  Franz
  The New fork TIMES, July 8, 1928
  CONSTRUCTION DUE IN THE KREMLIN
  Moscow, July 6: Construction is expected to begin
  within the week in various parts of the Moscow
  Kremlin.
  Some of the older structures are expected to be
  extensively restored. In addition, site selection for the
  planned mausoleum for Lenine is to begin around the
  same time.
  The International Herald Tribune, December 8, 1930
  REDS 
  PROCLAIM 
  VICTORY 
  OVER 
  MENTAL
  ILLNESS
  Moscow, Dec. 5: The Soviet Academy of Sciences
  announced today that Soviet medicine had made great
  strides in the treatment of psychological disorders in
  the years since the Revolution. A press release from
  the Academy says that "Using socialistic methods,
  Soviet physicians have all but eliminated psychological
  disorders from the list of problems confronting our
  country."
  The Players stay in Berlin will be otherwise uneventful.
  ADDITIONAL INVESTIGATION
  The Berlin police will know and care little about the
  kidnapping. 
  Kidnappings 
  and 
  assassinations 
  of
  Russian émigrés are nothing new, and the police
  would really rather not be bothered. They wit only
  know the superficial details of the crime, and will have
  no leads. "Why bother? they will say, "His own people
  got him, the Russians. White, Red, its all the same to
  us."
  The Russian community in Berlin will be convinced that
  it is the GPU's work, but will not know anything snore.
  Potapov always kept aloof from them.
  Potapov lived at 5201 Blumenstrasse in the Wedding
  section of Berlin. His German neighbors all disliked
  him, and know nothing about the kidnapping, though
  they are glad to be rid of him. His landlord, who tires
  two houses away, will know little about him. Potapov's
  apartment will be almost intact, and will offer no clues
  for the investigators.
  At any of the better Berlin libraries, a successful
  Library Use roll will reveal that:
  Aleksandrov was the premier Soviet mountaineer.
  The Lenin Mausoleum was completed without incident.
  Inquiries to the individual newspapers will get no
  results, except for the Times of London. A query there
  will reveal that the reporter who filed that story was
  expelled from the USSR the day after its publication.
  The reporter did not know why he was kicked out.
  
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  The Reichswehr and other official sources in Germany
  will claim that the letter is a forgery. (The cooperation
  between the German and Soviet armed forces at this
  time was supposed to be secret).
  THE TRAIN FROM BERLIN TO MOSCOW
  The Keeper, at his discretion, may emphasize the trip
  as much or as little as he wants. The train will make
  lengthy slops at Warsaw and at the Soviet border.
  From the Soviet border the train will run nonstop to
  Moscow. During the journey the Players will be
  watched by a thick-bearded man, tall and stooped,
  with almost opaque glasses. He has an odd walk. He
  will follow the Players around. If the Players enter his
  sleeping car they will find a pair of pants with stilt-
  shoes in them, the kind used to make midgets appear
  to be of normal height. The Players will not be able to
  capture him - he will jump off the train, even if it is
  moving, before anyone can catch him.
  SCENE THREE: Moscow
  The Players will arrive at the Moscow Central Train
  Station on the evening of the 14th. Under a heavy Red
  Army guard, they and the other journalists will
  disembark and be taken on buses to the Hotel
  Rossiya. At the hotel, hundreds of journalists will be
  milling about in the lobby. The Keeper should
  emphasize the confused, chaotic nature of the scene.
  There will also be a number of native Russians in the
  crowd. Among them:
  Yuri Katkov. He will come up to the Players at some
  point and say that he wants to defect. He will produce
  a false foreign passport and will say that he only needs
  a space in the train when the Players leave. He is
  sincere, but appears suspicious.
  Sasha. A common criminal. He will tell the Players that
  in exchange for hard Western currency (dollars,
  pounds, francs), he can get them anything - virtually
  anything - they want. He will use only the name Sasha.
  He can obtain certain weapons, but can supply no
  knowledge on the interior of the Kremlin. He is what he
  says he is.
  Tatiana Arbatova. She is a female GPU agent and will
  attempt to gain the Players' trust. She knows nothing
  of the Players' real intentions, but is only one of
  dozens of agents assigned to the task. She is young
  and attractive. Like Sasha, she will offer various Soviet
  goods - furs, icons, etc. - in exchange for hard
  currency. If the Players reveal any of their true mission
  to her and then let her out of their sight, they will all be
  arrested by the GPU within one hour if they are in the
  hotel.
  While the Players are checking in, they will hear a
  voice behind them say, rather loudly, the word
  "Nodens." When they turn around, a man in the crowd
  behind them will wave them over the side. He is old
  and calls himself Ivan.
  TWO CULTS
  Of the many cults that grew up from the ancient human
  followings of the deities of the Cthulhu Mythos,
  perhaps the most bitterly opposed are the Nodens
  Brotherhood, which worships the generally benign
  Elder God Nodens, and its rival group which worships
  the Outer God Shub-Niggurath ; the latter cult has a
  name, but it cannot be accurately pronounced by the
  human larynx.
  Walter is a member of the Nodens Brotherhood. He
  has enlisted the Players in this mission because the
  members of his order cannot tolerate the presence of
  the thing that lies beneath the Kremlin: A Dark Young
  of Shub-Niggurath . Walter and his fellows have been
  
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  aroused to action by the sudden disturbance in the
  ancient equilibrium; Stalin's seizure of a Dark Young
  may alter the balance between the two cults in some
  unforeseen way, and unleash unimaginable horrors
  loose upon the world.
  Potapov is also a member of the Nodens cult.
  Potapov's expertise on the Kremlin is no accident, for
  the cultists, long before the capture of the Dark Young,
  sensed an ancient evil heritage about the fortress, and
  accumulated knowledge about it; in this sense the
  kidnapping of Potapov is not a coincidence, though
  Stalin and his minions in any case know nothing about
  either cult.
  The rival Shub-Niggurath  cult also has a great interest
  in turn of events. They resent the capture of the
  creature as a blasphemy; but they are unused to
  moving about in the normal world. They are unsure
  how to get the Dark Young back. They are not as
  expert in the lore of the Kremlin as their rivals are.
  Their members include the bearded man on the train,
  who is also the man who calls himself Ivan.
  The reason the Nodens Brotherhood uses the name
  "Nodens" as a password is that members of the Shub-
  Niggurath  cult are unable to let the word pass their
  lips. "Ivan" got around that stricture by paying an
  ordinary Russian to pronounce the word while the
  Players' backs were turned.
  IVAN
  He will be cold, laconic, and unfriendly. He will detail to
  the Players the location of a secret entrance to the
  underground Kremlin, inside the Bell Tower of Ivan the
  Great. During the lunch breaks in the conference, the
  Players and the other journalists will be able to visit
  some of the other sights of the Kremlin, and they will
  have to sneak away into the secret entrance, unseen,
  during this time. They will be required to rejoin the
  other journalists at the close of the conference for the
  day, at about 5:00 PM. All investigation will have to be
  handled in this way. Ivan says he will meet with the
  Players again tomorrow evening. Ivan will answer no
  other questions.
  THE CONFERENCE
  At 7:30 the next morning, the Players along with the
  other journalists will be taken by bus through the gates
  of the Spassky Tower and into the Kremlin. The
  conference will begin at 8:00 with a keynote address
  by the General Secretary of the Soviet Communist
  Party, Josef Stalin, entitled "The Struggle Against
  Reformism in the Field of Progressive journalism." This
  is a rare appearance by the leader of the Soviet Union,
  and the speech will be simultaneously translated into
  all the different languages of the journalists. The
  speech, though, is incredibly dull and tedious. Stalin is
  a wooden, uninspired speaker with a thick Georgian
  accent that makes it occasionally difficult for Russian-
  speaking players to understand him. Many in the hall
  in the Grand Kremlin Palace will fall asleep.
  Unfortunately for the gathered journalists, most of the
  speeches they will hear this week are in this vein.
  When 11:30 AM finally comes, it is a great relief. The
  Players should make their way to the Bell Tower
  immediately.
  At the Bell Tower, the Players, at Ivan's instructions,
  should assemble behind a large pillar in the northwest
  corner of the building's interior. There they will find a
  special latch recessed in a part of the wall; they may
  have to pull aside a wooden windowsill to reach it. This
  will loosen a portion of the wall enough that it will
  swing inward if pushed hard. Beyond this entrance, the
  Players will find a black tunnel stretching down into
  emptiness (see Appendix for Level 3, Tunnel C).
  RETURNING TO THE HOTEL ROSSIYA
  As soon as the Players get off the bus from the
  Kremlin, they will be met by a man who calls himself
  Nikolai. He is about three feet tall, and very nearly
  hairless. The first thing he will say to them is an
  insistent "Nodens." He will be horrified to learn that
  someone else has given the Players the password. He
  will ask, "Did he say it directly to you? Did you see him
  say the word?" When the Players tell him they did not,
  he will be even more horrified. He will ask them for a
  description of Ivan.
  THE SITUATION
  Ivan and his group, the Shub-Niggurath  cult, are trying
  to get the Players to work for them. They want the
  Players to get information for them, so they had hoped
  to assassinate Nikolai and substitute Ivan. Nikolai,
  however, escaped the murder attempt, and managed
  to get to the Players a day late; The Players are now in
  a dilemma: Whom should they trust? Ivan had already
  gone so far as to try to discredit Nikolai with the
  incident on the train, where he tried to make it appear
  as if someone Nikolail's size were following them.
  NIKOLAI
  Nikolai knows all about the entrance to the lower
  Kremlin in the Bell Tower. But, he says, this way is too
  risky; there is another entrance, he says, a better and
  safer one. Across the Moscow River a group of
  cobblestones in a back alley is actually a trapdoor
  leading to a way into the underground Kremlin. He will
  describe its location (behind the Lenin Purchasing
  Building) and its configuration. He will also describe
  the way to get from Tunnel A to Tunnel C as in
  Appendices, Level 2. Nikolai will not, however, go with
  the Players into the tunnels. He will absolutely refuse
  to go. If the Players threaten to bring him along by
  force, he will be obviously terrified, but he will not say
  what he is terrified of. If the Players do bring him along
  by force, he will pass out at a point somewhere in the
  first twenty feet of the first tunnel. Nikolai is afraid of
  the presence of the Dark Young in these tunnels, but
  he will not say that.
  
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  Ivan will be following the Players when they go to the
  new entrance. He will enter the tunnel after them. His
  immediate goal will be to kill Nikolai, which he will do
  with his knife if he finds him. Since he now knows
  another entrance to the underground Kremlin, he no
  longer needs the Players; prior to this, the only Kremlin
  entrance he knew was inside the fortress itself, in the
  Bell Tower. Since Ivan was not able to penetrate the
  security of the Kremlin walls, he had to rely on the
  Players. Now that he no longer needs them, he will try
  to kill them one by one with his knife. If the Players
  have left Nikolai anywhere, Ivan will murder him first,
  and then go after the Players. Only a critical Listen roll
  will enable the Players to detect his presence.
  The Kremlin in the early twentieth century
  "Kremlin" is a translation of a similar Russian word meaning "fortress. "Many of the older Russian towns have their
  own Kremlins, but none are as famous as the one in Moscow.
  The Moscow Kremlin stands in a roughly triangular shape on 69 acres above the Moscow River. It was originally
  bordered on all three sides by water: The Moscow River on the south, the Neglinnaya River on the west, and a moat
  between the two rivers on the east, where present-day Red Square is located.
  The first Kremlin walls were wooden and were built in the 12th century by Prince Yuri Dolguruky, the founder of
  Moscow. By the end of the 13th century they had been replaced by the brick walls, dotted at irregular intervals with
  towers, that stand today. Most of the prominent Kremlin towers were built at the end of the 15th century by Italian
  architects imported by Tsars Ivan III and Vasili III. The basic "look" of the Kremlin has not changed since 1533.
  The exterior Kremlin towers range in height from 56 feet to 268 feet. There are 20 towers, 5 of which contain gates to
  the interior fortress. The most famous of the towers is the Spassky (Savior's or Redeemers) Tower, which is also the
  main entrance. The Kremlin walls vary in height from about 11 feet on the south side to about 60 feet on the east side.
  They are from 12 to 16 feet thick.
  THE BELL TOWER OF IVAN THE GREAT
  This structure was built in the early 16th century. It stands in Cathedral Square in the heart of the interior Kremlin. It is
  surmounted by a huge single gold cupola with an Orthodox cross atop it.
  
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  INHABITANTS OF THE LOWER TUNNELS
  Dungeon 1 - Contained here are the former
  inhabitants of the various insane asylums of the
  Moscow area. All sorts of mentally ill men are here,
  thrown into one large cell, the largest of the five on this
  level. Some are raving, others are quite lucid. All seem
  to have, in one sense or another, an awareness of
  what they are here for. The Keeper should emphasize
  the horror of this scene. The Players will get no solid
  new information from any of these unfortunates.
  Dungeon 2 - contains Alexei Samsonov. His eyes are
  gone, having been torn out by Alexei himself - only red
  sockets remain. The Players will get no sense of
  torment from him as they have from the mental patient;
  Samsonov is simply relieved to not have to translate
  the Necronomicon any more. The Players will learn
  absolutely nothing from him: Alexei no longer speaks
  in words, though he may hum a bit.
  Dungeon 3 - contains the survivors of the Aleksandrov
  expedition. They are mostly insane. The Players can
  get some inkling of what is being kept in these tunnels,
  but at a severe cost: Sanity rolls are required for every
  2 minutes of conversation with one of these men, with
  a 1 point loss of SAN if a roll is failed.
  Dungeon 4 - contains Potapov. He is very nearly
  paralyzed by fear from being in these tunnels; thereby,
  the information the Players can obtain from him is
  limited. Potapov, as the clippings he collected show,
  was following the course of events, but he never
  expected to be kidnapped. Even after several months,
  he is still reeling. He is obviously suffering from
  intermittent torture. He has not yet, though, told his
  torturers the one major secret that he still knows: about
  the lower chamber.
  He distrusts the Players, even if they have Nikolai with
  them: he will see their appearance as another form of
  psychological torture. He will not speak to them at all
  until they say the word "Nodens" to him. After they say
  it, he will give them a brief rundown of what he knows,
  omitting only the secret of the lower chamber, which
  he only has suspicions of himself.
  If Ivan is in the area, he will immediately try to attack
  Potapov.
  Dungeon 5 - is not really a dungeon at all, but a
  library, the recently discovered library of Ivan the
  Terrible. The room has an incredibly musty smell. Most
  of the books are undisturbed, with the dust of centuries
  still on them. One of the opened books is the original
  Greek Necronomicon.
  Potapov, if he is with the players, will be stunned when
  he enters this room. Until now, he has only heard
  rumors of the chamber's existence. But he will know
  where to go in the room. One of the walls here will not
  be covered with books. It contains nothing but three
  reliefs carved in stone. The reliefs are of three famous
  buildings: St. Peter's Basilica in Rome, The St. Sophia
  Cathedral in Constantinople, and St. Basil's Cathedral
  in Red Square in Moscow. The connotations will be
  obvious to the Russian-speaking player, and possibly
  to the others: The Russian Tsars' obsession with the
  concept of Moscow as the so-called "Third Rome." The
  third relief, St. Basil's, contains a hidden stud in its
  center. When pushed, part of the wall will open up into
  a narrow tunnel leading downward. This is Tunnel H. If
  Potapov is not with the Players, he will have told them
  about the opening. If the Players have not spoken with
  Potapov at all upon entering this room, they will have
  to rely on a Spot Hidden Roll.
  A NOTE ON STALIN
  If the Players ascent Tunnel E, there is a small chance
  they will meet with Stalin if they exit from the Tunnel
  into the room. Stalin will be in the study from about
  11:00 PM to about 3:00 AM every night, and if the
  Players enter the room at this time they will encounter
  him. He will be shorter, heavier, and greyer than his
  photographs suggest, with severe pockmarking in the
  face. His left arm is noticeably shorter than his right.
  He will be chain-smoking.
  The evidence we have indicates that Stalin, in spite of
  everything, was a physical coward who lived in
  constant fear of assassination. If the Players come
  upon him unexpectedly, he will instantly summon the
  Kremlin guard by pressing a button. They will arrive,
  heavily armed, in a minute. The Keeper should be
  conscious of not changing known history too much,
  and should not let free shooting or a hostage situation
  develop. Stalin should be allowed to run away.
  If Players enter the study at other times, it will be
  deserted. If they start to explore the other rooms, they
  may encounter:
  Nadezhda Stalina, Stalin's wife. She is an attractive
  woman with chestnut-brown hair, quite a bit younger
  thaw Stalin. She will be frightened if the Players find
  her, and she will say she is only a maid. The Players
  will not know if this is true or not, because no
  photographs of her have been published.
  Vassily Stalin, six, and Svetlana Stalina, five, Stalin's
  children. They will not be afraid of the Players at all.
  THE LOWEST ROOM
  This is the oddest - and ultimately most horrifying - of
  the chambers is the underground Kremlin. The room is
  large and ancient, but is cluttered with a good bit of
  new construction. On the north side of the strangely
  shaped room are the barracks for the blind men who
  guard the Dark Young. The South side is divided
  between the office of Genrikh Yagoda, the project
  supervisor, and a laboratory for the chemists who work
  there. The laboratory is tightly sealed up so the
  chemists, who have little tolerance for the sight of the
  Dark Young, do not go insane.
  
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  In the center of the room is a pit newly carved into the
  mortar floor. In it the Dark Young has been installed. It
  is about 10 yards tall, waving its horrible mouthed
  tentacles in the air. The Players, probably watching
  from Tunnel H, will have their vision blocked by the
  stairs of Tunnel G. If the Players ever see the Dark
  Young fully, they will require Sanity Rolls, with a loss of
  1D20 SAN if they fail. As it is, with only the smell - like
  opened graves - and the horrible sounds it makes
  apparent to them. The Players will have to check
  Sanity every five minutes, with a loss of 1 Sanity point
  for every failure.
  The Dark Young is surrounded by a guard of five or six
  blind men at all times. They have flamethrowers, and
  will fire blasts of flame in the direction of the creature.
  They shoot intermittently, and in no particular order.
  The Dark Young is kept in check by the flames; it
  makes no real effort to move out of its pit. It does,
  however, secrete a large amount of greenish-black
  ichor from both its tentacles and its trunk, and the pit
  hisses evilly from the stuff.
  After the keynote address at the Grand Kremlin
  Palace, Stalin will devote much of his time to the Dark
  Young business; when the Players view the scene in
  the lowest room, there is a 15% chance that Stalin will
  be there. Stalin is possessed of such a great force of
  will that he can look openly upon the Dark Young with
  no loss in Sanity. There is a 75% chance that Genrikh
  Yagoda will be there. Yagoda, a thin, cruel-looking
  man, can also look upon the Dark Young with no ill
  effects. When Pagoda and Stalin are speaking, the
  Players, with a successful Listen Roll, will hear
  snatches of conversation, like the Russian words for
  "synthesize," "poisons," 'chemical," "secretions," and
  "corrodant." The room will smell in general of gasoline
  fumes, human stink, and, most prominently, the Dark
  Young. Note: If Potapov is not with the Players or has
  not described to them in advance what is in this room,
  the Players can only guess as to what is in the pit.
  Potapov himself will only be able to sight this room for
  a few minutes without losing his sanity.
  THE FINAL SECRET
  The ultimate secret of the lowest tunnel dates from the
  time of Ivan the Terrible, who had this huge spherical
  cavity carved into the bedrock beneath the Kremlin. He
  had a narrow tunnel (Tunnel H) built so he could look
  down into this room. What did he see there?
  The insane monarch, who was knowledgeable in all
  the black arts, wanted to amuse himself in a
  blasphemous way. He lured a Shoggoth into the
  lowest room, and amused himself as the victims of his
  tyranny would be fed to it. After his death, the princes
  and boyars of the realm were horrified by the presence
  of this abomination beneath their capital. They had the
  Shoggoth covered by mortar and the room half-filled
  with it. Then they sealed up the only known entrance
  to the system of tunnels.
  The Shoggoth, of course, was not killed. It remained
  alive in a sort of ghastly halfsentience, awaiting just
  such a turn of events as initiated by Stalin. When the
  Dark Young was placed into the pit, it and the
  Shoggoth immediately sensed each others nearness,
  and both beings began to secrete corrodants to
  destroy the mortar and to free themselves. The
  Shoggoth is frozen in mortar directly below the Dark
  Young's pit; each day they secrete more corrodants.
  This process will culminate at 10:00 in the morning on
  Friday, April 17, 1931. The mortar confining the
  Shoggoth beneath will crack. The Shoggoth will shrug
  off the rest of the stone and be revealed in all its
  obscene integrity. The Dark Young will also be freed,
  and to observers, in their last moments of sanity and
  life, it will look as if an adult had come to claim a lost
  child; 
  the 
  truth 
  will 
  be 
  withheld 
  from 
  these
  unfortunates. The two monsters will ascend Tunnel F,
  where they will make their way to Tunnel D and the
  underground waterway, from which they will journey
  back to their unknown abodes.
  Stalin and Yagoda will not be present when the
  Shoggoth breaks free. The event will take them
  completely by surprise, though. The conference will be
  immediately 
  halted 
  because, 
  officially, 
  of 
  an
  "earthquake" in the Moscow area.
  For the Players, if they are anywhere in the Kremlin
  above ground level, they will hear the action as a
  deep, low, rumbling sound far under the earth. If they
  have Potapov with them, he will finally explain the
  story of the Shoggoth, which he knew as a rumor. If
  Potapov is not with them, the event will forever remain
  a mystery. If they are watching from Tunnel H, Sanity
  Rolls are required, with a 3D10 loss if failed. Potapov,
  if he is with them, will instantly die of fright. They will
  see the Shoggoth rear up from the ground, ravenously
  crushing and killing. If they are anywhere else on Level
  Five, they will have no chance of survival.
  ESCAPING
  The Players surprisingly, will have no trouble escaping
  from the USSR. With the help of forged passports from
  Sasha, they can smuggle Potapov out. They could
  even get Yuri Katkov out without much difficulty. Buses
  will rush them to Moscow Central, and they will be
  whisked, with the other journalists, out of Russia. By
  this point, the Soviet authorities just want to get it over
  with. The world press will call the conference a
  "colossal debacle," and Stalin will have the head the of
  Soviet Press Ministry shot in response.
  The Players will never hear from Walter again.
  Potapov will disappear once the train reaches Warsaw.
  They will never see him again. Cults like the Nodens
  Brotherhood want little to do with the waking world,
  and this includes making good on their debts.
  
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  THE 
  UNDERGROUND 
  KREMLIN: 
  TUNNELS,
  CHAMBERS, AND WATERWAYS
  Level One: Known tunnels and waterways. This levels
  most distinctive feature is the Neglinnaya River, paved
  over and diverted in the 15th century to run
  underneath the Kremlin. It eventually runs into a canal
  in eastern Moscow. At a point underneath the northern
  part of the Kremlin part of the waterway branches off
  and flows directly south, underneath the Secret Tower,
  and into the Moscow River. The waterways have stone
  walkways on each side. Single tunnels lead from each
  of the Beklemishev, Water, and Forest Towers to the
  southern branch. There is little chance for the Players
  to enter into this tunnel system. They may theoretically
  come up from the tunnel beneath the Secret Tower,
  but this area is heavily guarded.
  Level Two: Known and Unknown Tunnels. Directly
  below the Secret Tower, two tunnels known to the
  Soviet authorities originate. One travels north, beneath
  a part of Red Square, and terminates in a part of
  northeast Moscow. It is completely sealed up at that
  point. It runs for about three miles. The other tunnel
  beginning at the Secret Tower runs to the eastern
  portion of the city for two miles before it, too, is sealed
  up. Unknown to the Soviets are Tunnels A and B.
  Tunnel A is a short passageway leading from the
  northeast tunnel to Tunnel C below. It can be opened
  by twisting a certain rock on the top of the tunnel.
  Tunnel A will go downward at a steep angle, but will be
  relatively easy to descend and climb because of its
  uneven terrain. Nikolai will show the Players its
  existence, but Ivan knows nothing of it. Tunnel B can
  be entered at a point across the Moscow River and
  intersects with the eastern tunnel underneath the
  southeast part of the Kremlin. The door from Tunnel B
  to the east tunnel is tightly hinged, so if it is not
  propped open, it will close, and cannot be entered from
  the other side. Note: The point below the Secret Tower
  where the two known tunnels on this level meet is not
  guarded; but directly above it, where the southern
  diversion of the Neglinnaya passes under this Tower,
  there is a force of four armed guards. The area with
  the guards is lighted, but the lower area where the
  Players will be moving around is not. The two areas
  are connected by a short straight-up-and-down tunnel
  with a steel ladder. From below the Players can see
  the guards on the level above. Because of the rushing
  water near them, it is very unlikely that the guards
  could hear the movements of the Players.
  Level 
  Three: 
  Newly-Discovered 
  and 
  Unknown
  Tunnels. The Players will be traveling down Tunnel C,
  which ends at this level. It goes down from the Ivan the
  Great Bell Tower, with stone steps carved in it. It
  descends from the Bell Tower at a steep angle until it
  intersects with Tunnel A (no door or covering
  separates the two tunnels). After that it is level for a
  while; then it comes to a stone door that can be
  pushed up into a groove above it and propped there.
  The Players will know it's a door by the cracks of light
  ringing it. The door opens onto Tunnel D, which is yet
  another underground river formed by diverting the
  Neglinnaya. Water runoff from the Neglinnaya is piped
  down two levels and forms a new canal directly
  paralleling the one above it. A walkway runs along the
  north side of this canal. A salient feature of this
  waterway: Tunnel E, which ascends up to the
  aboveground Kremlin. It opens into Stalin's study,
  which is most notable for having a telephone
  switchboard for the whole Kremlin, enabling Stalin to
  listen in on any conversation on any phone in the
  entire fortress. This is a newly-built tunnel. A little
  further east Tunnel D widens to accommodate a stone
  "Island" with a little wooden bridge to it from the
  walkway. In the middle of the 'Island' is a spiral stone
  staircase, leading downward. This is Tunnel G. Further
  east on this canal is a large opening into Tunnel F,
  which goes both up and down from there. Upwards, it
  opens inside the New Lenin Mausoleum. This is a
  possible exit for the Players, since the Mausoleum
  opens onto Red Square. The Players can escape
  through a back door if it is nighttime. This tunnel was
  the opening discovered by the Soviet construction
  team. Downwards, it goes to level five. It is a very wide
  tunnel, and has a large stone staircase down it. The
  Tunnel D canal eventually, after some miles, merges
  into other underground springs.
  
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  Level Four: Dungeons. This level consists of the five
  dungeon rooms described elsewhere. The four true
  dungeons have metal doors with one barred window.
  They are all locked. The library door is wooden, and
  locked, without a window of any kind. The five rooms
  are in a circle around Tunnel G, which opens onto this
  floor and continues downwards.
  Note: Guards. Guards make regular patrols of levels
  three and four. Keepers discretion.
  Level Five: The Lowest Room. This room is huge and
  curious. Its walls are solid rock, but its floor is of a
  rough, uneven mortar. The roof of the room is like a
  dome, and it looks like its natural shape is spherical;
  the floor looks like it was poured on haphazardly. Much
  of the room on the sides are covered by barracks and
  laboratories. In the center is a pit dug into the mortar
  with the Dark Young in it; the pit is about 10 feet deep,
  and holds about a third of the Dark Young. The rest of
  the room is as described elsewhere. A large hallway
  from Tunnel F leads into the east side of this room.
  Tunnel H opens onto the top of the "dome" of the
  room. Though cramped, the Players can watch the
  room, which is well-lighted, through this opening. It is
  not visible from the room.
  NAME: Evgeny Potapov
  STR: 10 INT: 17 EDU: 18 CON: 13
  DEX: 10 CHR: 8 POW 16 SIZ: 10
  SKILLS: Speak Russian 100%, Speak English 80%,
  Speak German 70%, Architecture 90%, Cthulhu
  Mythos 25%, History 65%
  WEAPON SKILLS: Normal
  NOTES: Knows the spell Contact Nodens
  NAME: Ivan
  STR: 14 INT: 15 EDU: 17 CON: 17
  DEX: 14 CHR: 5 POW: 17 SIZ: 12
  SKILLS: Speak Russian 100%, Speak English 70%,
  Fast Talk 80%, Cthulhu Mythos 20%
  WEAPON SKILLS: Knife 80%, +1D6 Damage
  NOTES: Knows the spell Contact Shub-Niggurath
  NAME: Nikolai
  STR: 8 INT: 13 EDU: 15 CON: 11
  DEX: 14 CHR: 12 POW: 10 SIZ: 4
  SKILLS: Speak Russian 100%, Speak English 60%,
  Cthulhu Mythos 15%
  WEAPON SKILLS: Normal, -1D6 Damage
  NOTES: Knows the spell Contact Nodens
  NOTES:
  
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SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Cthulhu 1920s/CoC 2e - 1920s - Secrets of the Kremlin.pdf