TEXT: 1
  Tickets-of-Leave are small 
  self-contai ned addi ti ons 
  to the Convicts & Cthulhu 
  setti ng for Lovecraftian 
  roleplaying in the early 
  penal colonies of Australia. 
  Each includes a selection 
  of game elements which 
  c a n  e i t h e r  b e  u s e d 
  collecti vely as a thumbnail 
  sketch of a mini-scenario, 
  or can be used in isolation 
  to p rov i de p i e c es t ha t 
  enhance a scenario of your 
  own invention.
  CREDITS
  Ticket-of-Leave #3  is written by 
  Geoff Gillan & Dean Engelhardt and 
  is copyright © 2016. It is published by 
  Cthulhu Reborn Publishing .
  (w w w. c t h u l h u r e b o r n. c o m)
  The Convicts & Cthulhu setting 
  is published by Cthulhu Reborn 
  Publishing and is available via 
  RPGNow and DrivethruRPG as a 
  “Pay-What-You-Want” title.
  Call of Cthulhu is a registered 
  trademark of Chaosium Inc., and is 
  used here with permission.
  ( w w w . c h a o s i u m . c o m )
  Criminal Enterprise
  3
  Introduction
  Given the circumstances under which the penal 
  colonies of Australia were founded, it should 
  come as no surprise that the majority of people in 
  the Convicts & Cthulhu setting have more than a 
  passing acquaintance with crime of some sort. 
  About half of those Europeans living in New South 
  Wales at this time were originally sent there in 
  chains: convicts transported, usually for relatively 
  minor property-related crimes. 
  Many of the remainder – military gaolers and 
  other officials – also often had links to dubious and 
  illegal activities, sometimes having been obliged to 
  “volunteer” for service in the colonies due to dark 
  schemes which ended poorly.
  While some of the experienced felons in New 
  South Wales have renounced their criminal ways 
  entirely, many have not. Because of this, crime is 
  an ever-present facet of colonial life even despite 
  the extraordinary lengths that authorities employ 
  to dissuade and punish lawlessness.
  The notes which follow give Convicts & Cthulhu 
  Keepers resources for depicting the criminal 
  underworld of the colonial era, including a fully-detailed 
  crime gang and a scenario sketch which demonstrates 
  that sometimes mundane criminal acts can have 
  unexpected and far-reaching Mythos consequences.
  
  2
  The Nature of Crime 
  in the Colony of 
  New South Wales
  In the Convicts & Cthulhu era, the predominance 
  of crime committed in New South Wales was crime 
  against property. This included theft, vandalism, 
  arson and smuggling. Such offences accounted 
  for over 75% of criminal activity. Only a small 
  proportion of crimes (15%) involved violence and 
  an even smaller proportion (5%) involved sexual 
  transgressions. Note that these latter figures only 
  account for crimes against other European colonists 
  – the instances of violence and sexual impropriety 
  against Aboriginal peoples was much more common, 
  though not regarded as criminal acts at the time.
  Contrary to what might be expected, it was not only 
  convicts who were involved in these crimes: for 
  instance, merchants and NSW Corps officers and 
  men often had strong interest in smuggling liquor 
  to avoid the Governor’s attempt to control the Rum 
  Trade (by taxation, and later by prohibition).
  Of the convicts that resorted to criminal acts, many 
  did so out of a sense of desperation or necessity. 
  In starvation periods, Government stores of grain 
  were regularly raided by hungry convicts, whose 
  rations had been repeatedly cut. Other convicts 
  stole to alleviate debt after having drunk away their 
  pay, or lost it gambling (usually with their notional 
  gaolers, the men of the NSW Corps).
  Illegal activity was difficult to police in the early 
  years. Between 1801 and 1809 convicts could be 
  permitted to finish work at 2:30 and in the afternoon 
  to perform additional work for which they could 
  charge privately. This ‘free’ time was sometimes 
  abused, allowing for covert thefts and other crimes 
  to be committed. Also, during this period the colony 
  was essentially an open-air gaol, making it difficult 
  to stop individual convicts from slipping away from 
  their work gangs for short periods. These problems 
  weren’t solved until later Colonial administrations 
  constructed more substantial convict barrack build-
  ings and enforced more regular working hours.
  While much of the criminal activity in New South 
  Wales is opportunistic in nature – committed by 
  individuals in isolation – during the Convicts & 
  Cthulhu era there is a growing trend towards 
  more organised criminal endeavour. A number of 
  shadowy “gangs” operate secretly in both Sydney 
  and Parramatta. Some are little more than loose 
  associations of convicts who have banded together 
  to share the spoils of theft; others are more 
  elaborate groups of otherwise respectable soldiers 
  or merchants that seek to further their own ends by 
  skirting the regulations of the Colonial Government. 
  Both types find it relatively easy to remain hidden 
  due to the highly corruptible nature of most people 
  in the colony – even if caught red-handed, wily 
  gangs usually have sufficient resources to bribe 
  or blackmail their accusers (or simply arrange for 
  them to perish in untimely “accidents”).
  Joining a Gang – By 
  Hook or By Crook
  There are several ways in which Convicts & 
  Cthulhu investigators – regardless of their station 
  – might become embroiled in the seedy criminal 
  gangs of Sydney or Parramatta. Reasons for being 
  involved can be as varied as the investigators but 
  some possibilities are: greed, habitual criminal 
  behaviour, revenge against those thought to have 
  more, debt, desperation, or coercion.
  Note that, at least in the decades that make up the 
  core Convicts & Cthulhu setting, crime was largely 
  a problem restricted to settled areas – townships 
  and larger farming communities. The era of 
  bushrangers and outlaws robbing travellers on the 
  isolated open road is still a decade or two in the 
  future (although Keepers are welcome to overlook 
  this historical detail if it makes for a better story). 
  For convict characters, involvement in a criminal 
  gang might be by invitation – perhaps the convict 
  has some special skill learned from his or her prior 
  criminal career which a rising group seeks to employ. 
  Alternatively, a convict who finds himself or herself 
  in debt to a shady character with gang affiliations 
  might find themselves obligated to assist in a criminal 
  act as part repayment, regardless of how much they 
  object. If the convict investigator is a trusted friend 
  or associate of a merchant or government official it is 
  possible that he or she might be asked by that contact 
  to undertake an illegal task that needs to be done to 
  benefit the contact’s nebulous group of associates 
  (“after all, you convicts are used to breaking the 
  law – what’s one more crime?”).
  
  3
  For military gaolers, naval men, free settlers, 
  and other government officials, involvement in a 
  criminal enterprise probably equates to affiliation 
  with some kind of not-entirely-legal business 
  venture or political dealing. An investigator might 
  be drawn into such a conspiracy because its goals 
  benefit him or her personally, or might be coerced 
  into participation by blackmail or debt.
  Involving Aboriginal investigators in the criminal 
  endeavours of the colony is not as easy – most of the 
  ill-gotten gains that underpin such crime have little 
  value to indigenous people and groups. However, it 
  might be possible that an Aboriginal character who 
  has spent too long mixing with Europeans might be 
  strong-armed into rendering occasional help to a 
  gang of white criminals.
  The Jenks Gang
  The Jenks Gang is provided as a ready-to-use 
  criminal gang, made up from several different 
  strata of colonial life. Six individuals – each with 
  their own reasons for aiding in the gang’s criminal 
  endeavour – are presented, although the Keeper is 
  welcome to pad out the group with any number of 
  additional members as needed.
  In particular, if the Keeper wishes to run a game 
  in which some or all of the investigators have a 
  criminal connection it is suggested that they be 
  members of Jenks’s rag-tag bunch. The scenario 
  sketch on page 5 assumes an investigator 
  group which is intimately tied to the nefarious 
  undertakings of Jenks and his cronies.
  Sgt Jonathan Jenks, age 38, 
  Gang Leader
  STR 80 
   CON 70 SIZ 60 DEX 70  INT 60 
  APP 20  POW 55  EDU 45 SAN 55 
  Hit Points: 13
  Damage Bonus:  +1D4 Build: 1 Move: 9 Magic Points: 11
  Brawl 
   
  40% (20/8), damage 1D3 + Damage Bonus
  Flintlock Pistol 
  55%(27/11), damage 1D6+1 [range 10 yards;  
   
   
  1 shot per 4 rounds]
  Dodge  
   
  45% (22/7)
  Skills: Appraise 60%, Credit Rating 55%, Insight 55%, 
  Intimidate 45%, Stealth 60%, Spot Hidden 55%.
  Jenks is a degenerate’s degenerate. There is no 
  debauchery he is not attracted to; no opportunity 
  for felony or misconduct he can resist. Fortunately 
  for him he is a Sergeant of the NSW Corps, rather 
  than a convict, although rumour has it he enlisted 
  one step ahead of the Traps (police) back in 
  England. He is stationed in Parramatta and uses 
  the quartermaster’s office at the barracks (see 
  Convicts & Cthulhu, page 47) as a base from where 
  he conducts his criminal enterprise.
  George Leather, age 49, 
  Smuggler
  STR 55 
   CON 70 SIZ 65 
  DEX 70 
  INT 45 
  APP 60  POW 50  EDU 40 SAN 50 
  Hit Points: 13
  Damage Bonus:  none Build: 0 Move: 7 
  Magic Points: 10
  Brawl 
   
  50% (25/10), damage 1D3 + Damage Bonus
  Fowling Piece 
  40% (20/8), damage 4D6/2D6/1D6  
   
  [2 barrels; range 10/20/50 yards; 3 round to   
   
  reload each barrel]
  Dodge  
   
  50% (25/10)
  Skills: Accounting 55%, Appraise 80%, Credit Rating 45%, 
  Law 30%, Natural World 40%, Navigate 45%, Pilot 
  (Boat) 50%.
  Leather is a merchant and boatman on the 
  Parramatta River. He uses his boat as often for 
  smuggling as for legal activities. He has a number 
  of connections in the NSW Corps and in Sydney for 
  whom he smuggles grog.
  Mary Franklin, age 26, Assigned 
  Convict and Thief
  STR 55 
   CON 30 SIZ 60 DEX 75 
  INT 70 
  APP 70  POW 55  EDU 60 SAN 55 
  Hit Points: 9
  Damage Bonus:  none Build: 0 Move: 8 Magic Points: 11
  Brawl 
   
  60% (30/12), damage 1D3 + Damage Bonus
  Dodge 
   
  55% (27/11)
  Skills: Credit Rating 2%, Listen 80%, Sleight of Hand 70%, 
  Stealth 55%, Spot Hidden 50%.
  Mary is an assigned convict and specialises in 
  domestic thievery. She has a drinking problem, and 
  has drunk away all her wages. She owes money to 
  one of the junior officers in the Commissariat.
  
  4
  Felix Biggs, age 32, Burglar
  STR 75 
   CON 75 
  SIZ 60 DEX 80 
  INT 70 
  APP 65  POW 25  EDU 65 SAN 35 
  Hit Points: 13
  Damage Bonus:  +1D4 Build: 1 Move: 9 Magic Points: 5
  Brawl 
   
  40% (20/8), damage 1D3 + Damage Bonus
  Dodge 
   
  70% (35/14)
  Skills: Charm/Bootlick 40%, Climb 75%, Credit Rating 5%, 
  Drive Horse/Cart 60%, Fast Talk 35%, Insight 40%, 
  Jump 40%, Locksmith 60%, Throw 35%.
  Felix is a thief from northern England. His speciality 
  back home was robbing country and rural cottages 
  and farm houses, and now and again a great estate. 
  Felix would love to burgle Macarthur’s estate near 
  Parramatta. Perhaps next time the great man goes 
  off with his sheep to London ...
  Samuel Seeler, age 41, Sailor and 
  Merchant
  STR 60 
   CON 75 
  SIZ 65 
  DEX 35 
  INT 55 
  APP 55 
   POW 55  EDU 60 SAN 55 
  Hit Points: 14
  Damage Bonus:  +1D4 Build: 1 Move: 6 Magic Points: 11
  Brawl 
   
  40% (20/8), damage 1D3 + Damage Bonus
  Musket 
   
  55% (27/11), damage 1D10+4  
   
   
   
  [range 100 yards; 1 shot per 4 rounds]
  Dodge 
   
  20% (10/4)
  Skills: Accounting 60%, Appraise 50%, Credit Rating 60%, 
  Law 35%, Language (French) 45%, Navigate 50%, Pilot 
  (Boat) 65%.
  A sailor and merchant, Samuel owns a part share 
  in Potts & Seeler, a small merchant concern 
  with one ship and one warehouse in the Sydney 
  docks. Seeler smuggles a good portion of anything 
  brought in, to avoid paying the “greedy colonial 
  lords and masters”. His business partner, Graham 
  Potts, turns a blind eye to these activities and 
  pretends to know nothing.
  Robert Morton, age 29, Ticket-
  of-Leave Man and Gambler
  STR 80 
   CON 35 
  SIZ 85 
  DEX 70 
  INT 55 
  APP 45  POW 70  EDU 70 SAN 70 
  Hit Points: 12
  Damage Bonus:  +1D6 Build: 2 Move: 7 
  Magic Points: 14
  Knife 
   
  70% (35/14), damage 1D6 + Damage Bonus
  Dodge 
   
  60% (30/12)
  Skills: Appraise 55%, Charm/Bootlick 35%, Credit 
  Rating 10%, Disguise 50%, First Aid 45%, Insight 70%, 
  Persuade 50%, Sleight of Hand 55%, Spot Hidden 60%.
  Morton is a Ticket-of-Leave man and a gambling 
  fool. In England he was a robber and standover 
  man, living a criminal life that led him ultimately 
  to a sentence of Transportation. However, after 
  arriving in New South Wales he has worked hard to 
  “go straight” and to obtain his Ticket of Leave. Now 
  he is risking what little freedom he has earned, 
  because he owes Jenks money from his foolhardy 
  gambling. He acts as muscle for the Jenks Gang 
  when it is needed.
  Typical Schemes of the 
  Jenks Gang
  The Jenks gang is mostly motivated by thievery, but 
  will undertake any kind of criminal act that will 
  result in a tidy profit (particularly if it is also low 
  risk). The following suggestions can be fleshed out 
  by the Keeper as examples of the types of crimes 
  that Jenks members might carry out. These can 
  occur in any order, as the Keeper wishes:
  • Robbing a shop: the gang attempts a midnight 
  raid on the local store of a wealthy merchant. 
  The owner might be a rival of one of the gang 
  members, someone who refused to pay Jenks 
  the requested protection fee, or simply someone 
  whose doors are not as stout as they should be.
  
  5
  • Commissariat 
  hit: 
  the 
  government 
  warehouses are bursting with goods; the gang 
  stages an audacious raid seeking to obtain 
  food which can be peddled at local stores for 
  exorbitant prices, or sold to outlying farms 
  who don’t ask too many questions.
  • River robbery: the Jenks Gang from time to 
  time likes to ply both the Parramatta River 
  and the Georges River looking for stray 
  boatmen who can be “roughed up.” The 
  group tricks these lone boatmen into pulling 
  alongside their vessel, perhaps feigning 
  distress, and then savagely beats them and 
  pilfers anything of value.
  • Receiving stolen goods: Jenks has an 
  informal arrangement with a number of 
  assigned convicts who work in the homes 
  of wealthy colonists in Sydney Town. When 
  valuable objects “go missing” from those 
  homes it is the job of Jenks and his crew to 
  facilitate transporting the stolen goods far 
  away from their owners and fencing them.
  • Silencing loose lips: From time to time Jenks 
  gets word that details of the gang’s operation 
  have become known to an unreliable 
  character who might turn informant. Such 
  potential traitors need to be taught the 
  importance of remaining silent. Or simply 
  beaten and killed.
  Scenario Sketch: 
  Shyneth As The Gold
  This scenario sketch assumes that the investigators 
  are all members of the Jenks gang. It can be run 
  at any time during the Convicts & Cthulhu era. 
  The scenario revolves around a greedy smuggling 
  operation undertaken on behalf of a curious 
  customer – a family with a farm in the remote and 
  wild lands near Banks’ Town. While Jenks treats 
  these farmers as wealthy rubes whom he can easily 
  bilk for their money, in truth they are something far 
  more dangerous …
  A Simple Plan
  The scenario begins with a summons by Jenks to 
  a meeting where he describes the next criminal 
  endeavour that he has planned for the gang. By 
  convoluted means he has recently learned that an 
  apparently-wealthy free settler family near Banks’ 
  Town is looking for an accomplished smuggler to 
  transport illegal distillation equipment from a ship 
  soon to arrive in the colony to their farmstead. 
  Jenks has made enquiries and been placed in touch 
  with the family – who go by the name Smales. He 
  has also has visited their isolated farm to discuss 
  the specifics of the job. While at the secluded 
  farmhouse the crooked gang leader spotted two 
  things that he found quite appealing – the first was 
  a large golden heirloom brought from England; the 
  second was the Smales’ daughter, Sarah.
  Jenks has formulated a duplicitous plan: the gang 
  will agree to undertake the smuggling job, making 
  a rendezvous with the Smales’ hired merchant 
  clipper in an isolated part of Botany Bay, and 
  transporting the illegal equipment upriver to 
  their farmstead. However, rather than simply 
  delivering the equipment and taking payment, 
  Jenks has designs to secretly pilfer from the Smales 
  family as well. While delivering the illicit item to 
  the Smales farm, the gang will make use of their 
  access to ensure several of the homestead’s doors 
  and windows will be left unlocked come nightfall. 
  Then, once the Smales are all peacefully sleeping in 
  their beds the gang will return under darkness to 
  purloin the valuable golden goblet (and whatever 
  other valuables they can find).
  To Jenks’ well-trained eye the heirloom is clearly 
  worth a fortune. He knows that to try and sell such 
  an item as a unique, recognizable, objet d’art will 
  only bring the authorities down on his neck. Thus 
  he has made arrangements to smelt the gold down 
  and recast it with the connivance of a convict ex-
  jeweller he knows in Parramatta.
  But the golden goblet is not the only prize that Jenks 
  desires – he has (rather unwholesome) designs upon 
  the Smales’ only daughter, Sarah, and instructs the 
  gang that they should be on the lookout during the 
  robbery for anything that might be useful towards 
  blackmailing the farming family. If they can locate 
  anything that he can use to “coerce” them into 
  allowing him time with the beautiful daughter, he 
  would be “much obliged.”
  About the Smales
  To the outside world the Smales family seem like just 
  another family of English farmers that have come 
  to the colony to seek out a new opportunity. People 
  
  6
  that spend time with them, though, often walk away 
  feeling that they are a “little rum” but overall they 
  seem harmless enough. That impression could not 
  be further from the truth.
  The Smales Family household consists of Mr and 
  Mrs Smales and their daughter Sarah. Mr and Mrs 
  Smales look like identical twins and have caps of 
  jet black hair and wide-apart brown eyes. Sarah 
  appears nothing like them. She has blonde hair and 
  blue eyes. The Smales came over as free settlers 
  from Kent. Secretly, they are mad cannibals and 
  devotees of The King in Yellow. 
  Although they told Jenks that their desire to obtain 
  distillation equipment stems from their wish to 
  (illegally) create their own alcohol, that is a lie. In 
  fact they need the still as a replacement for existing 
  equipment they use to create a foul and sorcerous 
  elixir that has the power to transform human beings 
  into horrific and degenerate monstrosities. The  
  Smales’ current distillation equipment recently 
  broke down. With the new stringent laws against 
  stills, they can’t simply buy a replacement. Instead 
  they have to rely on Jenks gang to illegally get what 
  they need. 
  Secretly, the insane cult family intend to kill Jenks if 
  it looks likely any of the gang has discovered what 
  they are really doing.
  Smuggling on the 
  Georges River
  The gang has an appointment to meet an American 
  ship off Botany Bay. There they are called upon to 
  unload several crates of illegal alcohol as well as the 
  heavy distillation equipment, and move it all onto 
  Jenks’ boat. This is a smallish vessel with a single 
  sail (used by the gang in many previous smuggling 
  operations).
  Assuming this operation goes to plan, the gang 
  members are then required to sail the boat to the 
  Georges River and along it to the struggling farming 
  region of Banks’ Town. This is the most dangerous 
  part of the job, since the area is periodically scoured 
  by Colonial Government troops.
  The Keeper can elect to make the journey as 
  uneventful or perilous as needed, by running one 
  or more of encounters with:
  • Navy Patrols: The Navy sends ships to 
  patrol these waters, specifically to check for 
  exactly the kind of activity the investigators 
  are currently indulging in.
  • Banks’ Town Volunteers: The local militia is 
  charged with protecting the farms. A group of 
  five farmers and a NSW Corps soldier constitute 
  the full force, but they may prove dangerous. 
  Thanks to recent attacks by local Aboriginal 
  warriors they have become extremely jumpy 
  and might shoot at anyone in the dark who they 
  don’t immediately recognise.
  • Weird Things: The area around the Georges 
  River remains, at this time, a wild place 
  with dense bush, curving backwaters and 
  sometimes steep banks. If the Keeper 
  wishes, there can be dangerous (perhaps 
  even Mythos-related) creatures lurking here 
  at night – certainly there have been rumours 
  that such exist. Alternatively the Keeper 
  might like to explore the idea that a local 
  Aboriginal warrior has taken to haunting 
  the area dressed as a creature, in an effort to 
  prey on white settlers’ fears.
  Location: Banks' Town
  During the Convicts & Cthulhu era, the area 
  around Banks’ Town is an outlying region, mostly 
  unexplored. Indeed, apart from one or two cross-
  country expeditions, there has been no organised 
  exploration of this area, and the only access remains 
  by boat (up the Georges River from Botany Bay).
  The area was opened up to farming following 
  explorers Matthew Flinders and George Bass 
  navigating the river in 1795. After sailing to beyond 
  where Liverpool now stands, the pair returned with 
  glowing reports of the area as potential farming land 
  and of the navigational possibilities of the river. This 
  led to land being granted between 1798 and 1805 on 
  the alluvial flats on a bend in the river that is now 
  Moorebank and Chipping Norton.
  By the turn of the Century, transportation of 
  local produce by river had led to the development of a 
  settlement – Banks’ Town – at the furthest navigable 
  point of the river for coastal trading vessels. As late 
  as 1820 Reverend James Hassall called it "as wild and 
  godless a place as I have ever known, although so 
  near to Sydney.”
  
  7
  The Smales Family Farm
  For a description of the basic layout of the Smales 
  farm, use the general-purpose “larger farmstead” 
  description on page 49–50 of Convicts & Cthulhu.
  The group will be met by Mr and Mrs Smales who 
  seem to go everywhere together. Their daughter 
  will remain in the farmstead unless the investigators 
  create some reason for her to leave it. The farm’s 
  large barn will remain closed – the investigators 
  may be expecting that the farmers will ask them to 
  haul the heavy equipment up the hill to this barn, 
  but they seem happy for the criminals to simply 
  leave it by the side of the river. If anyone asks 
  what is inside the barn, the farming couple will be 
  polite but evasive. In reality, the barn is the place 
  where they conduct their unclean rituals and also 
  the place where their unwholesome yellow zombie 
  slaves (see below) are kept during daylight hours.
  It is clear that the Smales pair is expecting the 
  criminals to simply deposit their illegal cargo, 
  collect payment (in rum) and depart. In order to 
  complete Jenks’ secondary mission, however, the 
  investigators will need to engineer some reason 
  to scout around the farmhouse. The Keeper can 
  decide how easy or difficult that is, depending 
  on the strategy the players adopt. Ultimately it 
  should be possible for the investigators to confirm 
  the location where the golden goblet is stored (at 
  the top of a shelving cabinet that also displays 
  fine glassware and some elaborate French-style 
  masquerade masks). They should also be able to 
  unlatch a door or window to allow later felonious 
  access to the home.
  Returning to Rob the 
  Smales
  If the investigators are following Jenks’ plan, they will 
  return to the Smales farmstead after dark to rob them 
  of the golden goblet. Unfortunately, this crime will 
  not go as smoothly as the investigators would like.
  With the new distillation equipment delivered, 
  the Mr and Mrs Smales have decided that tonight 
  is the perfect opportunity to resume their regular 
  schedule of weird rituals in adoration of The King 
  in Yellow. Taking the golden goblet, a key artefact 
  in the ritual, they disappear into the curiously 
  windowless barn building at sunset. Strange 
  inharmonious sounds – part chanting, part guttural 
  shrieking – can faintly be heard coming from the 
  building.
  The Keeper can decide whether the daughter, 
  Sarah, is involved. If the Keeper wishes, she can 
  be an innocent party knowing only that her parents 
  do “something horrid” in the barn but without 
  ever having seen anything weird or disturbing. 
  Alternatively she might secretly be the sorcerous 
  power behind the whole enterprise (perhaps even 
  pulling the strings of her two “parents” who are 
  actually nothing more than fleshy marionettes that 
  she has created to do her bidding).
  If the investigators break into the locked barn 
  building they will witness the full weirdness of the 
  Smales’ strange rituals. The weird rites they perform 
  involve painting captured victims – mostly assigned 
  convict workers from nearby farms or Aboriginal 
  people from the nearby clans – with a disgusting 
  yellow paint. The weird and pungent concoction 
  brewed in their home still is a drug which renders 
  its victims insensible, while simultaneously eating 
  their internal organs as they remain alive. Once 
  incapacitated by the elixir, Mr and Mrs Smales then 
  wrap the remains in yellow-stained bandages. The 
  disgusting piles of reeking yellow bones and cloth 
  bubble on the floor of the barn for a day or two. Each 
  pile then rises as a Yellow Zombie – a foul servant 
  of The King in Yellow. The Smales use these corrupt 
  creatures as guards to protect their farm. Sanity Loss 
  to witness the full ritual is 2/2D6.
  The Smales Farmstead
  
  8
  Mr and Mrs Smales, Weirdly 
  Similar Weirdos
  Use the same statistics for Mr and Mrs Smales – the two 
  are tied to one another by a mystical bond; whenever 
  the Hit Points of either goes up or down, the other party 
  automatically gains/loses half that amount, thanks to this 
  magical association.
  STR 45 
   CON 90 SIZ 55 
  DEX 80 
  INT 110 
  APP 35 
   POW 85  EDU 75 SAN 0 
  Hit Points: 14*
  Damage Bonus:  none Build: 0 Move: 10 Magic Points: 17
    * By invoking the unclean name of The King in Yellow and 
  expending 3 Magic Points both Mr and Mrs Smales 
  can regenerate half of the Hit Points lost from a single 
  wound/injury, as long as it occurred within the last day.
  Brawl 
   
  45% (22/9), damage 1D3 + Damage Bonus
  Fowling Piece 
  40% (20/8), damage 4D6/2D6/1D6  
   
  [2 barrels; range 10/20/50 yards; 3 round to   
   
  reload each barrel]
  Dodge 
   
  60% (30/12)
  Skills: Climb 75%, Cthulhu Mythos 11%, Listen 60%, Spot 
  Hidden 90%, Throw 65%.
  Spells: Cloud Memory, Ritual of the Yellow Zombie [costs 
  8 Magic Points and 1D6 Sanity; requires sacred elixir 
  poured from sacred Goblet of the King, causes corpse to 
  rise as Yellow Zombie 1D3 days later], Song of Hastur, 
  Yellow Decay [as per the spell “Green Decay” in the 
  Call of Cthulhu 7th Edition rules, page 259, but mold is 
  yellow in appearance and the incantation reveres The 
  King in Yellow].
  Yellow Zombies
  Yellow Zombies are foul parodies of the human form 
  created to amuse The King in Yellow. They move in an odd, 
  jerking fashion as though they are puppets being pulled on 
  strings by a maniac. Their physical form is little more than 
  bones wrapped in yellow-soaked bandages and as they 
  move in their disturbing stop-start fashion their bones emit 
  an ominous bass rumble. They are permanently shrouded 
  in a haze of yellow particulate light. Each Yellow Zombie 
  is magically bound to the golden goblet artefact used to 
  pour the elixir during its creation – if that artefact is ever 
  destroyed (or melted down) the Yellow Zombie instantly 
  reverts to a pile of bones and rags.
  Yellow Zombies
  char   averages     rolls
  STR          80 
  (3D6 ×5)           Average Hit Points: 14
  CON          80 
  (3D6 ×5)
  SIZ  
          65 
  (2D6+6 ×5) 
                    Move: 6
  DEX          45 
  (2D6+2 ×5)             Average DB:  +1D4
  INT 
          13 
  (1D4 ×5)                          Average Build: 1
  POW         80 
  (3D6 ×5)                       Magic Points: 16
  ATTACKS
  Attacks per round: 1
  Bite 
  45% (22/9), damage 1D4 + Damage Bonus +  
   
  Yellow Taint (see below)
  Dodge  
  Yellow Zombies are not alert enough to dodge danger
  Yellow Taint: The touch and bite of a Yellow Zombie may lead 
  to the transfer of the foul and corrosive ichor which sustains 
  its disgusting proto-existence. Victims of an attack must make 
  a Luck roll – those failing have become exposed to the ichor 
  which slowly begins to eat at their skin. Each round thereafter, 
  victim must make an opposed roll comparing their INT with 
  the Yellow Zombie’s POW. For each additional “dose” of the 
  ichor that infects an individual beyond the first, his or her rolls 
  incur a penalty die (max 2). Failure in an opposed roll causes a 
  loss of 2D6 points of INT. If this reduces a victims INT to zero, 
  he or she falls into a coma – doomed to rise as a Yellow Zombie 
  themselves in 1D3 days. The ichor is sticky but can be washed 
  off with copious flowing water (or 1D4 rounds of extensive 
  uninterrupted scrubbing).
  Armour: Major wounds delivered to the body will result in loss 
  of a limb. Otherwise ignore damage except to the head (one 
  penalty die on rolls to target the head).
  Sanity Loss: 1/1D6+1 Sanity points to see a Yellow Zombie.
   Further Reading
  Peter N Grabosky, Sydney in Ferment: Crime, dissent 
  and official reaction 1788–1973. 
  J B Hirst, Convict Society and Its Enemies. 
  John Braithwaite, Crime in a Convict Republic, paper 
  presented at the History of Crime, Policing and 
  Punishment Conference, 1999. 
  Also the City of Bankstown has an excellent website 
  on the history of its region: http://www.bankstown.
  nsw.gov.au/index.aspx?NID=237
  Like what you've read, but don't yet own the core Convicts & Cthulhu sourcebook? Head over to RPGNow or 
  DrivethruRPG and grab yourself a copy, either in PDF or softcover Print-On-Demand. Either can be obtained under a 
  "Pay-What-You-Want" pricing model where you pay only the basic cost of creating the copy ($0 for PDF, or about USD 
  $4 for the softcover book) plus whatever extra you'd like to send the way of Cthulhu Reborn as a "thank you" donation.
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/7th edition/Convicts & Cthulhu/CoC 7e - Convicts & Cthulhu - Ticket of Leave #03 - Criminal Enterprise.pdf