TEXT: 1 
  Cthulhu Dark Ages - Pagan Call 
  Kevin Anderson and Stéphane Gesbert 
  PAGAN 
  CALL 
  Fighting the Mythos in the Western Saxon Kingdom 
  at the Turn of the First Millennium 
   
  A Campaign for Call of Cthulhu “Dark Ages” 
   
   
  by 
  Kevin Anderson and Stéphane Gesbert 
  Email stephane@ad1000.cjb.net 
  www http://ad1000.cjb.net/ 
   
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert 
  
  Kevin Anderson and Stéphane Gesbert 
  Pagan Call: General Background 
  2 
   
   
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert 
   
  
  3 
  Cthulhu Dark Ages - Pagan Call 
  Kevin Anderson and Stéphane Gesbert 
  Pagan Call: General Background 
  “AD 1020. This year went the king [Knute] to Assingdon; with Earl Thurkyll, and Archbishop Wulfstan, and other bishops, 
  and also abbots, and many monks with them; and he ordered to be built there a minster of stone and lime, for the souls of the 
  men who were there slain, and gave it to his own priest, whose name was Stigand; and they consecrated the minster at 
  Assingdon. And Ethelnoth the monk, who had been dean at Christ's church, was the same year on the ides of November 
  consecrated Bishop of Christ's church by Archbishop Wulfstan” – The Saxon Chronicles 
  Seth began to make his plans. Taking human form by way 
  of magical deception, and borrowing a human name – 
  Stigand (pronounce Stig’n), Seth returned to the waking 
  world. The time was 675 AD, and a new human religion 
  was spreading like wildfire, consuming all whom refused 
  to convert from their worship of older gods. 
  The following series of linked scenarios – “chapters” - 
  form a campaign set in the southeast of England around 
  1020 AD. With minor modifications, the campaign can be 
  shifted to any year of the Danish raid period, 980-1016 
  AD, or the Danish rule period, 1016-1041 AD. This 
  campaign is recommended for an experienced keeper. On 
  the other hand, exposure to the Mythos is very gradual, 
  hence new investigators are welcome. 
  Ever patient, Stigand played with selected humans, easing 
  them into worship of alien gods, and nudging them 
  towards the fulfillment of his secret goal: the eradication of 
  life at the earth’s surface, as a precondition to the return of 
  an age when his race and his gods reigned supreme. 
  The investigators are drawn into a serpent man’s plot to 
  activate one of the many “ley” lines that cross the land. 
  This in turn, should open a gate and allow Yog-Sothoth to 
  break into our world and consume all life at its surface. 
  After that, the serpent people may wake up from their 
  sleep, crawl out of their burrows, shed their skins, and re-
  establish their lost dominion upon the world… 
  Recent times 
  In his human disguise, and before the story begins, 
  Seth/Stigand has been operating in the West Saxon 
  Kingdom (England). There he maintains a  circle of 
  “allies” called the Black Ring: 
  The present chapter provides general information pertinent 
  to the Pagan Call campaign as a whole, and applicable to 
  all scenarios. Specific information to each scenario can be 
  found in the relevant chapter. Note that each chapter of the 
  campaign, with minor adaptations, can be played as a 
  stand-alone scenario; in that case the information presented 
  in this chapter, though useful, is not essential and can be 
  skipped. 
  � 
  Quintus, a centuries-old were-man who possesses 
  terrible powers. Quintus recently defected and now 
  hides in the Welsh wilderness. 
  � 
  Rollo, headman of an isolated Viking clan of 
  human/deep one hybrids. 
  � 
  Unn the Reckless, daughter of Rollo and nefarious 
  witch. 
  Keeper information 
  � 
  One 
  particular 
  sick 
  human 
  specimen 
  whom 
  Seth/Stigand first met in Egypt. This Mark, instructed 
  by Stigand and pretending to be a Coptic monk, has 
  joined the Abbey of Guthlac situated on one of the 
  aforementioned “ley” lines. 
  Eons ago, the serpent people were fleeing Hyperborea and 
  the wrath of Ithaqua, for the newly risen lands to the south. 
  A powerful serpent sorcerer, Sss’th or Seth by name, was 
  mortally wounded in the flight. As his people tried to form 
  a kingdom upon the land of Lemuria, Seth crept into the 
  earth’s crust and went into deep hibernation. 
   
  “Ley” Lines 
  "My main theme is the alignment across miles of country 
  of a great number of objects, or sites of objects, of 
  prehistoric antiquity. And this, not in one or a few 
  instances, but in scores and hundreds. Such alignments are 
  either 
  facts 
  beyond 
  the 
  possibility 
  of 
  accidental 
  coincidence or they are not." - "The Old Straight Track", 
  A. Watkins 
  While Seth slumbered on in his stony tomb, the serpent 
  people’s dominion yielded before the newborn human 
  race. It was not until 11000 years ago that Seth slowly 
  awoke, when the last glaciers had retreated. 
  Emerging from his cocoon within the bedrock, Seth was 
  enraged to find a world ruled by primitive humans. 
  Although his once mighty powers had dwindled, Seth had 
  no doubt that his race was still superior to the opportunistic 
  human race. But the humans were many, and his demonic 
  appearance scared them. After a few noted - and ultimately 
  unsatisfying - intrusions into the history of Hyboria, 
  ancient Egypt, Cambodia, and Greece, Seth retreated once 
  more beneath the soil. 
  Alfred Watkins invented the concept of “ley lines” in the 
  20’s to designate the apparent alignment of landmarks 
  such as abbeys, churches, standing stones, etc., across the 
  English countryside. Watkins imagined that his prehistoric 
  ancestors drew straight tracks across the landscape, to 
  serve as fixed communication lines between the sparse 
  human settlements. For this purpose, they had erected 
  standing stones, mounds, etc., all kinds of pagan “markers” 
  that the early Christians either left alone, or eventually 
  transformed into sanctuaries, churches, etc. Or so Watkins 
  theorized… 
  For centuries, he roamed the hidden places beneath the 
  ground seeking others of his kind, only to find degenerates 
  – the Worms of the Earth. But mostly, Seth dream-traveled 
  to the Dreamlands’ remotest regions, and discovered a 
  nameless realm inhabited by pockets of serpent people. 
  There he also discovered the buried body of a gigantic 
  world-serpent (a Dhole). The entity was so big that its 
  moribund power diffused to the waking world as invisible 
  “ley” lines crossing the land. 
  In our Mythos context, “ley lines” predate the human 
  civilization. In fact, Watkins’ straight tracks (which are not 
  straight but curved in general!) correspond to fracture 
  planes in the universe where infinite dimensions come 
   
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert 
  
  Kevin Anderson and Stéphane Gesbert 
  Pagan Call: General Background 
  4 
   
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert 
   
  together, and where our reality reduces to a very thin 
  physical veil. Early humans – the shamans among them - 
  did feel the power of these tracks when they exercised 
  their primitive magic, and quite naturally settled not far 
  from the lines, and erected burial mounds and megalithic 
  monuments to commune with the “other world” (probably 
  Limbo or the Dreamlands, or both). 
  Long before the humans came, non-human civilizations 
  like that of the serpent people had known about the lines, 
  had given them names, and had used them for occult 
  purposes. For the sake of convenience, Pagan Call keeps 
  the modern terminology “ley line” to designate these 
  cracks between worlds. Obviously, no man or woman 
  around 1000 AD had any workable knowledge of ley lines, 
  let alone knew what a “ley line” was… 
  Campaign Objectives 
  The player’s initial mission to investigate the strange 
  circumstances of Brother Jens’ “illness” at Guthlac abbey 
  quickly draws them into Seth’s plot. The first part of the 
  campaign (“The Fall of Guthlac Abbey”, “The Clan”, “The 
  Blue Stone”) sees the investigators confront human and 
  non-human agents of Seth, and gather the first clues to the 
  evildoings of the elusive sorcerer. 
  The second part of the campaign (“The Tower”, “Time 
  Slip”, “City of the Black Stone”) is a race against time to 
  find the artifacts of power – hallows - that may help thwart 
  Seth’s blasphemous ritual to open the way to Yog-Sothoth. 
  “The Tower” is the turning point in the campaign. There, 
  the investigators earn vital clues to the undoing of 
  Stigand’s plan, and unwillingly operate a Howardian 
  transition to modern times. “Time Slip” takes the 
  investigators to contemporary London (or is it?), where 
  they are unexpectedly helped by a legendary figure. Note 
  that it is possible to start the campaign with this scenario, 
  and then play the campaign’s first chapters as a flashback. 
  The interested keeper will find aids to play this option in 
  the “Time Slip” chapter. Eventually, the investigators pass 
  into the Celtic dreamlands, and, after some sanity-bending 
  experiences and encounters, they return to the Dark Ages, 
  at the very point where they had left. 
  The concluding episode “Samain!” sets the scene for the 
  final confrontation between the investigators and Seth, and 
  hopefully the closing of the Door behind which Yog-
  Sothoth is waiting. An optional epilogue, “Return to 
  Guthlac Abbey”, lets the investigators return to the 
  abandoned and haunted abbey, for a final showdown with 
  the forces of darkness, in pure horror movie style. 
  Player information 
  To ease the players into this campaign, it is suggested that 
  one character is an exorcist-priest or at least a respected 
  member of the clergy. The Dean of Canterbury Aethelnoth 
  has this character sent to Guthlac Abbey (near present-day 
  Maidstone, Kent, England) to investigate the mysterious 
  condition of Brother Jens. Other characters may be 
  companions of the priest, or pilgrims stopping at the abbey 
  to view the relics of Guthlac, or merely noble travelers 
  seeking shelter at the abbey. 
  Whatever the rationale, it is October 31st in the Year of 
  our Lord 1020, and the adventurers, following a forest 
  trail, are nearing Guthlac Abbey… 
  Historical background 
  Both keeper and players can read the following. For more 
  information, we refer the keeper to the Utilities chapter of 
  Cthulhu Dark Ages. 
  The Land and the People 
  In 1020 AD, the West Saxon kingdom – England – is 
  divided up into shires, each named after their principal 
  town (e.g. Hantunscir is the shire of Southampton). A 
  shire or groups of shires falls under the authority of an 
  earl, holder of the royal office. Each shire has a court of 
  justice presided by the sheriff, a royal officer responsible 
  for the levy of taxes, and the bishop. A shire is in turn 
  administratively divided into hundreds (wapentakes in 
  Danish areas - more about Danes below). The court of a 
  hundred has to meet every month to enforce local justice 
  and regulate trade affairs and taxation matters. The name 
  “hundred” relates to the number of hides it consists of, a 
  hide corresponding more or less to the land necessary to 
  support 
  one 
  peasant 
  family. 
  This 
  administrative 
  subdivision of the land is recorded into charters, the main 
  purpose of which is to control the volume of royal taxation 
  (at a fixed amount for each hide). 
  About nine-tenth of the population (roughly one and a half 
  to two million souls) lives off the land. These peasants are 
  for the most part “free” men, although their actual 
  condition varies greatly (hereditary slaves still exist but 
  represent no more than a few percent of the population). 
  Roughly half of the peasants are villeins who owe heavy 
  labor obligations and dues in kind to their masters. The 
  other half either has to pay money rent or owes periodic 
  labor service on their masters’ domain. The most well to 
  do landowners are the thegns (king’s “servants” who own 
  five or more hides), a hereditary condition that gives them 
  authority over lesser free men, but also subjects them to 
  kingly obligations. The Thegns are responsible for 
  maintaining bridged road, fortifications, and for providing 
  trained soldiers – one man for every five hides - for the 
  king’s army (or equivalent money to hire mercenaries). 
  Thegns are also involved in local courts. 
  Interestingly, the Anglo-Saxon society is not yet 
  transformed into a feudal one like on the continent. Instead 
  it is built around the Germanic notion of kindred, of 
  “blood”. Unsurprisingly, villages have not much evolved 
  since the Germanic migration six hundred years back, and 
  usually consist of a loose aggregation of settlements, often 
  located on ancient Roman estates. The main diet is made 
  of bread and vegetable broth, beef and sometimes pork if 
  one can afford it, and thick ale. 
  Note that there were neither bears nor rabbits on the isles 
  around 1000 AD. 
  Of Boroughs and Danes 
  Around 1020 AD, England counts roughly 80 towns of 
  economic importance. Most of them are located on the 
  coast or along rivers, and concentrate trading activities, 
  
  5 
  Cthulhu Dark Ages - Pagan Call 
  Kevin Anderson and Stéphane Gesbert 
   
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert 
  industries, coin minting, and about one tenth of the 
  population. An average town has two to three thousand 
  inhabitants and covers an area of 30 to 40 acres. A number 
  of towns - boroughs – have grown around the site of 
  defensive forts. Before 1016 AD, the Roman walls of old 
  boroughs were restored to ward off aggressors, and the 
  earth and timber walls of newer boroughs were replaced 
  with stone ones. Fortifications are garrisoned with militias 
  from surrounding villages, one man per hide. Recent 
  boroughs are characterized by a market and a mint, a dense 
  regular layout of streets, and distinct areas of industry and 
  trade. 
  By medieval standards, and thanks to its export of wool 
  (English textile was renown even in the far reaches of 
  Asia), England is a rich and prosperous kingdom. This 
  prosperity attracted Viking raiders (and settlers) in the 
  ninth century. The Vikings’ targets were the liturgical 
  treasures of monasteries, the coin treasures kept in 
  boroughs, and slaves. In 991 AD, the Danes devastated 
  Kent and defeated the army of the earl of Essex. In 1002 
  AD, King Aethelred the “Unready”, protector of the 
  Church, bought off peace from the Danes with a heavy war 
  tribute, the infamous Danegeld. In November he married 
  Emma, daughter of the Duke of Normandy, and ordered 
  the extermination of all Danes – some escaped and the 
  raids began anew. In 1013 AD, Sven Fork-Beard and his 
  son Cnut attacked England; Aethelred fled to Normandy 
  and put himself under Norman protection. He returned in 
  1014 AD with a fresh army after Sven’s death… In 1016 
  AD, Aethelred died and London fell into the hands of 
  Cnut. Edmund son of Aethelred became king, only to 
  conveniently die seven months after his father. Anno 
  Domini 1016, November 30th, Cnut the Dane is crowned 
  king of England! 
  Monks 
  Under Aethelstan’s reign, monasteries were only a shadow 
  of the past – they had suffered Viking raids and fell prey to 
  the greed of local thegns. In the tenth century however, the 
  reformers Dunstan, Aethelwod, and Oswald prompted a 
  monastic revival with the king’s support. Land was 
  granted, old monasteries were revived and new ones were 
  founded, all under the same Benedictine rule (re-) written 
  by Aethelwold. Very soon, the illuminated manuscripts of 
  the English monks became as famous as English textile. 
  Suggested Readings 
  Hereunder, the keeper will find a list of short stories by 
  Arthur Machen and Robert E. Howard, which may help 
  him or her set the right mood for the Pagan Call campaign. 
  Indeed, the stories share a number of themes developed 
  further in the campaign: the British Isles, ancient history, 
  the intermingled Celtic and Mythos connections, non-
  human reptilian races, transition to other worlds or other 
  times, etc. 
   
  The Great God Pan, Arthur Machen. 
  The Shining Pyramid, Arthur Machen. 
  The White People, Arthur Machen. 
  Worms of the Earth, Robert E. Howard. 
  The Little People, Robert E. Howard. 
  People of the Dark, Robert E. Howard. 
  The Children of the Night, Robert E. Howard. 
  The Shadow Kingdom, Robert E. Howard. 
   
  The above “Mythos” fiction is conveniently gathered in 
  the Chaosium books “Nameless Cults” (2001), “The Three 
  Impostors and other stories” (2000), and “The White 
  People and other tales” (forthcoming). 
  Acknowledgements 
  Special thanks go to Michael Roberts (and his players), for 
  play testing and reviewing the Pagan Call campaign. 
  Select Bibliography 
  The Cambridge Historical Encyclopedia of Great Britain 
  and Ireland, ed. C. Haigh, Cambridge University Press 
  (1990). 
  The Celts, T.G.E. Powell, Thames and Hudson (1980). 
  The Holy Bible, new revised standard ed., Oxford (1989). 
  
  1                                                                          Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  The Fall of Guthlac abbey
  “But if he is not healed even in this way, then finally let the abbot dismiss him from the community, as the Apostle saith: "Put
  away the evil one from among you" (1 Cor 5:13); and again: "If the faithless depart, let him depart" (1 Cor 7:15); lest one
  diseased sheep infect the whole flock” - The Holy Rule of St. Benedict, XXVIII.
  1020 AD, October 31st: the dean of Canterbury Aethelnoth
  “the Good” (who will be consecrated Archbishop on
  November 13th), has dispatched the investigators to
  Guthlac abbey to ascertain the condition of brother Jens of
  Ythancaestir, son of a Danish chieftain in Ythancaestir
  (Bradwell on Sea).
  Keeper’s Information
  Soon 
  after 
  the 
  investigators’ 
  arrival, 
  the 
  abbot
  mysteriously dies! The investigators become involved in a
  missing-monks mystery involving one very suspicious
  dean - agent of the serpent man Seth. The investigators
  witness a series of uncanny events, and come across
  creatures that were not meant to live: the lilims.
  Eventually, they discover poor Jens’ fate (he is a Deep
  One) and unmask dean Mark. The players eventually come
  to the realization that a greater evil is implicated.
  Unwittingly, Seth’s desire to meddle in human affairs may
  eventually lead to his undoing.
  Heroic Age
  The following information – with varying level of detail - is
  known to all the monks of Guthlac:
  In the seventh century, Christianity was spreading
  throughout the southeast of England. At the age of fifteen,
  young warrior Guthlac joined the army of Aethelred of
  Mercia. At the age of 24, in 698 AD, prince Guthlac and
  his followers were warring in an area of demon worship,
  near the hamlet of Maegthan Stan. Guthlac and his
  warrior-knights stumbled across a temple dedicated to the
  triple death goddess Morrigu. After a bloody struggle, the
  cultists were defeated and three priestesses put to death,
  but not without loss! During the surreal fight, all the
  warriors were torn apart by an invisible demon, and only
  Guthlac miraculously survived. Considering the wretched
  death of his followers, Guthlac cast his sword away and
  decided to embrace the Christian Faith. He had a small
  church built upon the site, and then departed to join the
  monastery at Repton. Soon a secular priory sprung up
  around Guthlac’s church.
  A year after Guthlac’s death in 715 AD, his sister Pega
  transferred her brother’s bodily remains to a sepulcher in
  the fated church. Over the intervening centuries the priory
  grew to a small abbey housing Guthlac’s relics.
  Stigand
  The investigators do not meet the serpent man
  Seth/Stigand in this adventure. Nevertheless, Stigand plays
  a central role in the plot. Indeed, the family of Jens (Deep
  One hybrids) has been associated with the serpent man for
  many years, and the defection of Jens initially worried
  Stigand: would the boy speak? Could he still be
  controlled? Stigand convinced his human agent Mark to
  infiltrate the abbey to keep an eye on Jens. That was five
  years ago…
  Seth/Stigand had told Mark of the occult significance of
  Guthlac abbey, having been built on the site of a pagan
  temple dedicated to the triple death goddess Morrigu, or as
  the fierce seventh-century locals had named her: the Raven
  of Battle. The temple has long been destroyed except for a
  sealed underground room that none could enter, and
  Stigand provided Mark with the “key” to that area.
  Mark found a hidden passage in the crypt beneath
  Guthlac’s old church. As Stigand had stated, there was a
  “door” with a cunningly designed seal upon it. Beyond the
  door Mark found the temple of the Raven…
  It is recommended to have one player role-play a man of
  church, e.g. an exorcist priest. This should provide the
  investigators more freedom of movement inside the abbey,
  where most of the investigation and action take place.
  Medway Towns, October 31st
  All the information the players need at this point is
  contained in the Archbishop’s letter, see handout #1 near
  the end of this scenario. The player, whose investigator
  was given the letter, can read it aloud to all.
  The investigators’ starting point is the small market town
  of Maegthan Stan in Kent (Medway Towns, present-day
  Maidstone), at a two-day walking distance from London.
  They may have spent the night at the Archbishop’s manor
  overlooking the river Medway. On a cold but sunny
  morning, after a brief visit to the parish church of Mary the
  Virgin, they follow Stone Street (a Roman road slippery
  with frost) over the first hill, then take the forest path that
  eventually leads them to Guthlac abbey.
  Outside the abbey
  After a few hours walk, the investigators can see cleared
  areas of land with large flocks of sheep grazing upon the
  pastures, and a few hamlets in the distance.
  The smell of burning flesh drifts to the investigators’ noses
  and a column of smoke rises up from the forest ahead.
  Soon they spot three peasants gathered around a large fire
  at the edge of the forest. The men have recently heaved a
  cow onto the fire.
  If the investigators ask the men what they are doing, one of
  them, Saba, tells the following:
  “This cow started behaving really strange. It was walking
  around kind off jerkily, swinging its head. Two days later,
  the cow’s tail, ears and hind legs were red and swollen. It
  looked like frostbite, but it wasn’t freezing yet! Then her
  legs became grossly deformed and all black. When I tried
  to get close, the damned cow gored me (Saba displays a
  rather nasty gouge in his side, still raw and oozing a
  yellow pus)! I thought, the cow must be possessed by an
  elf. So I called my friends here, we drove the beast away
  from the herd with our spears, and killed it”
  
  Stéphane Gesbert                                           Pagan Call: The Fall of Guthlac Abbey                                                                     2
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  A successful Medicine or Natural World roll identifies the
  symptoms of the mad cow as resembling those of the so-
  called Holy Fire or Burning Malady disease. A Medicine
  roll or a First Aid roll cleans Saba’s wound up.
  The men indicate that Guthlac abbey lies just over the next
  hill, less than two miles away. At that very moment, a
  distant bell can be heard over the treetops, in the general
  direction indicated by the men. The bell sounds “Vespers”
  (6 PM), i.e. sunset…
  When the investigators finally clear the woods, the sun is
  below the horizon and ominous clouds are gathering, with
  the promise of a storm. They can see across the pastures,
  some 300 yards away, a river lazily meandering from right
  to left before the monastery’s dark silhouette. At the far
  end, a church rises against the darkening skies. Oddly one
  of the towers seems to be missing its roof. The
  approaching investigators cross the river via a wooden
  bridge, and reach the monastery’s gatehouse. At 50 yards
  to the right, a solitary woman – probably a servant – can
  be seen washing clothes in the river. The woman is in fact
  a supernatural apparition, an omen, as the players will be
  made to realize later! At this point the keeper’s narrative
  should not linger on the woman, and no description should
  be offered (in case the players are too curious, have the
  woman walk away towards the cloister and disappear from
  sight).
  Knocking at the heavy door investigators hear the
  shuffling of footsteps. A shutter opens and a porter monk
  holding a lantern greets them with a “thanks be to God”.
  The porter first asks for the travelers’ name and purpose,
  then promptly opens the door, blesses the investigators,
  head bowed in deference, and invites them in…
  The Washer at the Ford
  The woman washing clothes at dusk is an apparition, a
  portentous she-spirit announcing the death of the abbot
  that same evening. This spirit is the same spirit that will
  emerge from a demon bowl (see Play Aids) to attack lay
  brother Immin during the night, and indirectly cause the
  abbot’s demise. The monks know such creatures as the
  lilims or succubi, i.e. the “daughters of Lilith” (see
  Statistics at the end of this chapter). In Celtic folklore the
  lilims are known as banshees, hags, etc.
  The Seer and the Cat
  For keepers keen to add some ghost-story-like effects to
  the game, we propose the following option: single out the
  most impressionable player/investigator in the group, or
  the one with the highest Occult skill rating. For
  convenience, let us designate this character as the “seer”.
  The keeper can use the seer as an occult sounding board.
  This idea is developed further in the “Events” section of
  the scenario.
  It must be noted that the presence of a seer in the players’
  group is not essential to the plot. In the scenario, the
  abbot’s cat Pangur Ban is gifted with a high occult skill,
  and can be used at any moment by the keeper as seer of the
  invisible.
  Inside the abbey
  The keeper is referred to the abbey map and description to
  provide the players with a first nightly impression of the
  monastery grounds.
  The porter monk Enabarrus (see Statistics at the end of this
  chapter) walks the investigators to the hostel. There he
  lights up a few oil lamps, shows them their beds in the
  dormitory, and the location of the latrines. Apart from the
  investigators, there are no other guests at this time of year.
  After 
  the 
  investigators 
  install 
  themselves, 
  brother
  Enabarrus departs to announce their arrival.
  The wait is long enough to allow the investigators to nose
  about the hostel and to look outside; the blackness of the
  stormy night is only offset by a few lights coming from the
  monks’ refectory; the wind carries a man’s eerie voice
  reading the Scriptures somewhere.
  Enter three monks: all three prostrate themselves and the
  eldest - hosteller Aedilhum – tells the investigators that
  Lord Caedmon had already retired for the night (this is
  normal, as the abbot takes his meals in his house), but that
  the abbot will come nonetheless to greet them in person.
  Brother Aedilhum first invites the guests to pray, and after
  embracing them, orders the accompanying lay brothers
  (illiterate half-monks or servants) to serve the meal they
  brought along in the adjoining refectory (beans and bread,
  goat cheese and wine, and some fruit).
  Compline (9 PM)
  Brother Aedilhum silently watches the investigators eat.
  Before long, brother Mark enters (and the cat leaves in a
  dash), somewhat out of breath and pale. He greets the
  investigators with a modest bow of the head, and presents
  himself as the dean. The keeper is referred to Mark’s
  psychopathic profile in the Statistics, and also to “What
  Happened to the abbot…” Brother Mark apologizes for
  abbot Caedmon who suffers from a digestive disorder: the
  abbot needs rest, and will meet them in the morning, after
  the Prime hour (6 AM). The dean invites the investigators
  to join the community in the church for the office at
  Compline (9 PM).
  Outside it has started to rain, and the investigators, Mark,
  Aedilhum and the two lay brothers walk in the dark
  towards the cloister’s entrance, while the bell calls the
  brethren for prayer.
  While investigators attend the office, the keeper should
  briefly describe the monks standing in the church’s nave.
  Brother Godfrey preaches and leads the choir for the
  hymn. The seat of abbot Caedmon is empty. In fact,
  unknown to all but to Mark, poor abbot Caedmon is
  already dead! Cuthbert, Peter, and Secundus are also
  missing: they are relieved of choir service to finish an
  important copying and illuminating task for a foreign
  abbey.
  After the office, the whole brotherhood under the authority
  of dean Mark honors the guests as described in chapter 53
  of the Benedictine rule (see Play Aids). This ceremony
  takes place in the cloister’s Chapter, with dean Mark
  standing in for abbot Caedmon. After that the monks and
  the lay brothers leave in two separate groups to go to their
  
  3                                                                          Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  respective dormitories. Mark stays behind and brings the
  investigators to the monks’ auditorium for a chat.
  The room is cold and shadowy, lit only by a few candles.
  While Mark and the investigators discuss, thunder and the
  pouring rain can be heard outside.
  What happened to the abbot?
  When the porter informed Mark about the investigators’
  arrival, the dean decided it was time to silence the abbot
  for good.
  Mark left the refectory where he was supping with the
  monks, and hurried to the abbot’s house. Around 7 PM,
  Mark then left the abbot’s bedroom, leaving behind a
  demon bowl (see Play Aids for details). Mark then hurried
  to the hostel to meet the investigators in time an hour
  before Compline (8 PM) and tell them about the abbot’s
  “indisposition”…
  All at once, abbot Caedmon came to the realization that
  Mark was a dangerous impostor. The abbot asked lay
  brother Immin to lock the door. Around 8 PM, one of
  Lilith’s offspring – a lilim - emerged from the demon
  bowl. Horror struck the two monks. Immin could not even
  cry out before the creature leaped on him! This spectacle
  proved too much for the abbot: his weakened heart finally
  gave up…
  What Mark says…
  Although Mark had anticipated the visit of the
  investigators (Caedmon had told him he had requested
  urgent counsel and assistance from the archbishopric), he
  knows nothing about them or their mission. He will first
  try to probe the investigators about who they are, what
  they know, and what they want. The answers Mark is
  willing to provide on a variety of topics can be found
  under Mark’s statistics.
  First and foremost, Mark lies that Jens was so ill that he
  left the abbey a few days ago to go back to his family.
  Mark lies that he has sent one of his aids to check on
  Caedmon after Compline (9 PM). Mark says that the abbot
  needs rest, and will meet them in the morning.
  After 
  the 
  discussion, 
  Mark
  accompanies the investigators back
  to the hostel.
  The keeper should prevent any
  foolish 
  nighttime 
  action: 
  the
  investigators are exhausted and
  they have no tangible reason – yet -
  to act adventurously. Note that
  players 
  may 
  want 
  to 
  go 
  to
  Ythancaestir, only to find out that
  Jens never returned to his village!
  In that case keeper and players
  should play “The Clan” first.
  First Day
  At the break of dawn (Prime – 6
  AM), the church bells sound the
  first mass of the day. Although it
  has stopped raining, the cloud
  ceiling hangs low, a strong cold
  wind is blowing, and the ground is drenched. The keeper
  tells the players that the investigators have not slept well.
  Brother Aedilhum and his two servants fetch the
  investigators after the office to  join in the Chapter
  meeting. The monks and lay brothers (34 in total) are
  gathered in silence like usual, but the atmosphere is tense.
  The abbot’s seat in the center of the Chapter is empty, and
  dean Mark is nowhere to be seen. Two of the younger
  monks (Peter and Secundus) exchange a few words in sign
  language. Peter looks especially worried and pale.
  Before long, dean Mark and the cellarer Edgar join the
  crowd, arriving from the Southern transept door. The dean
  stands back with a tense expression on his face, while
  brother Edgar steps forward and addresses the brethren:
  “dear brothers, the situation is highly unusual, but I
  implore you to stay calm. You all know our beloved Father
  Caedmon was feeling sick last night. Now the door to his
  room appears to be locked from the inside and the abbot
  does not respond to our solicitations. Pray for him.” He
  looks around for a while then turns to the dean: “I do not
  see lay brother Immin who was with Lord Caedmon last
  night…” dean Mark interrupts him and calmly says, “let’s
  have this door opened”. Mark designates one of the lay
  brothers – a carpenter - to fetch his tools. It is assumed that
  the investigators follow, together with the monks Edgar,
  Paulinus, and Enabarrus.
  The locked room
  A successful DEX roll or Repair/Devise skill roll (and a
  small knife) is required to unlock the door. If the lock
  resists, the keeper should allow the door to be forced open.
  The inert body of the abbot lies on the floor. There are no
  traces of brother Immin in the room (or in the whole
  abbey, for that matter). Dean Mark inspects Caedmon’s
  body for a few moments. He then closes the abbot’s eyes
  and turns around to tell that the abbot passed away. All are
  asked to kneel on the ground and to pray for the abbot’s
  soul.
  
  Stéphane Gesbert                                           Pagan Call: The Fall of Guthlac Abbey                                                                     4
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  Clues
  There are several clues to be found in the room:
  1. Close inspection of the abbot’s body – on the spot or
  later in the Choir of the abbatial church – reveals signs
  of some kind of affliction: patches of a faint reddish
  rash cover parts of the abbot’s legs. Although it is
  impossible to diagnose the malady with certainty, the
  keeper may allow an Medicine or an Idea roll to
  correlate the symptoms with those of the cow at the
  beginning of the scenario.
  2. Any one examining the door – presuming it was not
  forced open - notes that one plank is cracked outward,
  and that the nails holding the lock in place appears to
  be loosened (because the lilim hurled lay brother
  Immin against the door). This indicates that something
  happened after the door was locked.
  3. Another clue is a used candle found at the abbot’s
  bedside. The candle is used up for two thirds of its
  length, meaning that somebody or something
  extinguished the candle two hours after it was lit. The
  question is: when was the candle lit? Any monk can
  tell the investigators the abbot went to his house after
  the Vespers office (6 PM), so the candle went out
  around 8 PM (around the time Mark met the
  investigators at the hostel). Remember that dean Mark
  claimed earlier to have sent an aid to check on the
  abbot after Compline (9 PM).
  4. Last but not least, the shards of the demon bowl out of
  which the lilim came is still lying under Caedmon’s
  bed (see Play Aids for more details).
  If the player’s become suspicious about Mark, the dean
  forcibly insinuates that lay brother Immin may have an
  unclear conscience, and must be found – absentees are
  always wrong (what about Peter, Secundus, and Cuthbert?)
  In truth, Mark is somewhat unsure about what really
  happened in Caedmon’s room, despite the Serpent Man’s
  clear instructions on how to use the demon bowl.
  Mortuary Rite
  Godfrey, dean Mark and his two aids go to the abbot’s
  house and prepare Caedmon’s body. They undress the
  body, wash it, and finally shroud it with a linen sheet.
  Then Caedmon is transported to the abbey’s church and
  put in the Choir behind the Altar. There the shrouded
  corpse remains until the burial in the abbey’s graveyard.
  At Tierce (9 AM), Preacher Godfrey reads a special mass
  in the presence of the whole community, including
  novices. Then the monks pray for the soul of the deceased
  by singing a Requiem. Finally all the monks walk around
  the corpse and silently pay a last homage to their Father,
  while the church bells are sounded.
  Most monks are in a state of shock, and an almost palpable
  tension is hanging in the air for as long as the investigators
  stay. Indeed, because of his sudden death, Caedmon did
  not receive the last rites: his confession, the Last Supper,
  and the extreme unction with holy oil. This is felt by all as
  a malediction, a divine test. The keeper should to take this
  into account when role-playing the monks.
  Only after Caedmon is buried will the election of a new
  abbot be considered…
  The Investigation Begins
  In the confusion that follows this dramatic turn of events,
  the investigators, who are facing several unresolved
  mysteries, are left to their own devices. The keeper should
  allow the investigators to freely move about and conduct
  their investigation. The keeper is referred to the map of the
  abbey and to the descriptions of “places” below.
  Locations, personas and events are cross-referenced for the
  keeper’s convenience. He or she is also advised to study
  the “events” section before play. Let events develop at the
  pace set by the players, exercising just enough control to
  ensure that no obvious clue is overseen, and that the
  shroud of mystery is not unveiled too soon.
  If the players desire, the dean can assign the investigators a
  random lay brother to act as a guide, although this may
  interfere with their ability to sneak around.
  An important issue for the players is to decide the best
  lodging for the investigators. Staying at the hostel goes
  without saying, but deprives the investigators of the
  possibility to (easily) explore the cloister at night, when all
  outer doors are locked. If the players do not think of it
  themselves, let the investigators rapidly learn that the rules
  of Guthlac abbey allow them – as guests of honor - to stay
  at the abbot’s house. The situation is somewhat
  complicated by Caedmon’s death, but with a little bit of
  good role-playing, neither monastic rules nor Mark’s
  contained disapproval can stop the investigators from
  moving into the abbot’s house for the length of their stay.
  Loose ends
  Here is a list of loose ends, with some useful directions as
  to where the investigators may find clues, or to whom they
  should speak to get answers to their questions:
  Have you noticed anything unusual? There were
  precursor signs that something was wrong at Guthlac
  before the investigators arrived. Asking the right questions
  to the monks of Guthlac unearthes several mysteries. For
  instance: how did the previous infirmarian die? What was
  wrong with Jens? Why so much mystery around Jens’
  condition and his whereabouts? Why is Peter the copyist
  so nervous? Etc.
  Where is Jens? One clue about Jens’ true condition can be
  found in the infirmary. The diary of the abbot and some
  letters can be found in the abbot’s house, and contain
  indications of the Jens’ past whereabouts. The very fact
  that nobody seems to agree about Jens’ whereabouts is
  suspicious; only Mark seems to be very confident that Jens
  left the abbey…
  Did Immin hold a grudge against the abbot? Apart from
  Mark who can be tempted to use this false lead, no other
  monk speaks against brother Immin.
  What caused Caedmon’s death? The investigators
  should inquire about the aid of Mark who – says Mark - is
  supposed to have been sent to check on Caedmon after
  Compline (a lie – the aids were busy caring for the sick in
  the infirmary). The investigators must also ask about
  
  5                                                                          Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  brother Immin, see above. The only solid clues consist of
  the mysterious clay shards found under Caedmon’s bed,
  and the rash on the abbot’s leg, which can be correlated
  with the mad cow’s disease, and also with the death of the
  infirmarian before Mark. Direct evidence to Mark’s
  evildoings can only be found in Mark’s cell.
  Are there women in the abbey? Any monk will strongly
  debase the suggestion that there may woman working on
  the monastery grounds or hidden somewhere. A few
  monks, like Peter, will blush at the suggestion, because of
  recent dreams induced by the lilim(s). Only brother
  Enabarrus, if told about female “apparitions”, can bring to
  light the possible occult connection.
  What is Mark up to? The brethren far from unanimously
  love dean Mark. He has done nothing so far that aroused
  any suspicion. He has always been able to keep up
  appearances, and seemingly worked for the benefit of the
  abbey, the community, and individual monks – as
  infirmarian. The only ones who could complain about
  Mark’s doings are Caedmon who is dead, and Jens who is
  out of reach both physically and mentally. The only way to
  unmask Mark is to nose about, break rules, and confront
  him after having gathered enough evidence.
  Places
  The abbey is self-supporting and even prosperous. The
  monks own large flocks of sheep, a renowned illumination
  workshop, and a fine sword workshop.
  The following is a general overview of the abbey's main
  buildings. Places of interest are listed in alphabetical
  order. An asterisk “*” indicates that the area can be
  (partly) locked or barred. Many area descriptions specify
  the monks who can be met, the clues that can be found,
  and even events that can take place (the keeper is referred
  to the appropriate sections for further details):
  1. Abbatial Church*
  The tallest structure of the monastery, as suits the house of
  God. It is a Romanesque Anglo-Saxon stone church,
  without superfluous ornaments. The nave is a looming -
  and freezing cold - hall with huge pillars supporting the
  arched ceiling. The only light falls down from a few small,
  high-up stained-glass windows – in shades of gray. The
  nave is separated from the chancel by a transverse wall
  with an arched opening in the middle. In the chancel, there
  is a raised platform for the altar. The church walls are
  decorated with holy paintings. There are no benches since
  monks are expected to stand while following offices! Note
  that on Sundays, farmers of the neighborhood are invited
  to attend to the morning masses.
  Note that the sacristan sleeps in the church, the accesses to
  which are locked at night.
  See also “Church Tower” for more…
  Who: Edmund at all times of day and night. The whole
  community for the office every 3 hours (except Paulinus
  who holds the office for novices in Guthlac’s church, and
  sometimes Cuthbert and the copyists who work in the
  scriptorium).
  2. Abbatial Church Tower
  The South tower of the abbatial church burnt years ago. It
  is still standing, but the top is missing and there is no
  staircase. A large sail has been fixed to the blackened
  tower top to minimize damage from weathering. To reach
  the top, a lot of climbing is required. Under normal
  conditions, no Climb rolls are required.
  Who: repair workers, i.e. Saba and his two companions.
  3. Abbot’s House
  The abbot's private living quarters combine a living area at
  ground floor with adjoining kitchen, and an apartment for
  guests. The abbot’s chamber and two servant cells are
  located upstairs. The guests’ apartment should be the
  investigators’ 
  preferred 
  lodging 
  to 
  conduct 
  their
  investigation. The house is dry and relatively clean, if
  somewhat dusty and shadowy. All walls are plastered and
  once whitewashed. Furniture for sleeping, eating, and
  studying is minimal but adequate.
  Clues: A thorough search and two Spot Hidden rolls turns
  up a journal and three letters (handouts #2 and #3).
  Who: nobody apart from the investigators.
  4. Armarium* and Scriptorium
  Several desks with unfinished books, ink pots, etc.,
  encumber the scriptorium. Nearly a hundred books, line
  the shelves of the adjacent library, which is locked by
  Godfrey at night. Books can be borrowed from brother
  Godfrey, in some cases some persuasion is needed:
  � 
  Abbey charters, e.g. the profession charter signed by
  all monks of Guthlac at the end of their novice time.
  � 
  Several versions of the Old and the New Testament,
  beautifully illuminated.
  � 
  Collationes, 
  5th 
  century 
  compilation 
  by 
  John
  Cassianus of the most famous work of the early
  Fathers of the Church: Jerome, Augustine, etc.
  � 
  Treatises of grammar (by Donat, Priscien, and
  Martianus Capella), of arithmetics (by Victorius of
  Aquitaine), of astronomy and geometry (by Gerbert),
  of rethorics (by Victorinus), of music (by Boecius),
  and of medicine (by Hippocrates and consorts).
  � 
  An abacus user guide by Walter.
  � 
  Profane poetry by Cicero, Boecius, etc.
  � 
  A dictionary of sign language.
  � 
  A successful Library Use roll locates an parchment
  detailing the deeds of Guthlac (handout #4).
  � 
  Another Library roll locates a map of the Abbey, with
  indications of small cells at the back of the cellar!
  Studying a book for some time entitles the student to an
  experience check in the appropriate skill, at the keeper’s
  discretion.
  Who: Godfrey, Cuthbert, Peter, Secundus, and gifted lay
  brothers.
  5. Auditorium
  A small dark room, empty except for a few benches along
  the walls. Here monks are officially allowed to break the
  rule of silence, and may for instance talk to visitors.
  Who: only used occasionally.
  
  Stéphane Gesbert                                           Pagan Call: The Fall of Guthlac Abbey                                                                     6
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  6. Barns
  Imposing longhouses, with livestock (sheep, four cows,
  chicken, geese, etc.) kept in pens at ground level, with
  grainlofts above. A smelly, noisy, and relatively warm
  building, with many of nooks and dark corners.
  Who: Edgar on an irregular basis, with a few aids, and/or
  peasants.
  7. Cellar*
  Outside the kitchen, a ramp leads down to a cold and
  shadowy vaulted cellar. Penda bars the cellar from the
  inside at night. Butter, cheese, and salted fish are stored
  there, amongst other foodstuffs (and a small ladder).
  There is a bed in one corner for the refectory monk
  At the back, a door with a bronze lock (only Penda and
  Mark have the key) guards disused penitents' cells. See the
  “prison” entry and brother Jens’ statistics for more details.
  Clues: Penda’s mace is hidden under his straw mattress.
  Who: Edgar at least once per day. Regularly one or two
  lay brothers affected to the kitchen shift. The refectory
  monk Penda sleeps there at night, and keeps an eye on Jens
  for his “master” Mark.
  8. Chapter
  Open, roofed area adjacent to the church, and
  corresponding to the northern gallery of the cloister. All
  monks meet in the Chapter around 7 AM for roughly half
  an hour to do public penitence (mea culpa), resolve issues,
  and discuss the order of the day. The monks sit on stone
  benches, and the abbot sits in his abbatial chair in the
  middle.
  Next to the chapter, a small tablet hangs to the wall. It
  shows who does the kitchen shift, the night shift, etc.
  Who: all monks around 7 to 9 AM for the chapter meeting,
  else nobody.
  9. Cloister
  The heart of the abbey: an interior open square with the
  well in the middle (twenty feet of deadly cold water), and
  dominated by the abbatial church, with its ominous burnt
  tower. Four roofed galleries, supported by beautiful roman
  columns that define many gracious arcs, delimit the
  cloister.
  The cloister is a crossroads, a place to meditate, and a
  place to read. The south gallery is line with rough stone
  benches and two stone pools on each side for the weekly
  feet-washing ritual.
  Once per week, the laundry is left to dry in the cloister.
  Who: anybody.
  10. Clothing Room*
  Dry reserve – usually locked - where were stored a supply
  of clothes, shoes, belt, towels, bedding, writing tables,
  styli, knifes, razors, and scissors. Only opened on request
  by the treasurer.
  Who: Centwine.
  11. Dormitory
  This hall, in the shape of a half cylinder, has beds for up to
  15 monks. The monks call the dormitory the “cell”. Tall
  and narrow windows line the sides of the dormitory,
  providing enough light at daytime to read. Three oil lamps
  are kept burning all through the night by the night watch;
  the night watch monk is also the timekeeper, and marks
  canonical hours with a little hand-bell.
  Beds consist of a wooden frame, a straw mattress, a felt
  mat, a blanket, a coverlet, and a pillow filled with straw.
  Monks sleep clothed and girded with cords, so that they
  may be always ready; they do not have knives at their
  sides whilst they sleep, lest they are wounded in their
  dreams.
  The lavatory is nearby so monks can wash their hands and
  faces before Prime (6 AM). And take a bath twice a year!
  The monks can put their dirty laundry in a special chest
  The adjacent latrines are described in a separate section.
  Who: At night, in between offices, all monks apart from
  Enabarrus who sleeps in the gatehouse, Edmund who
  sleeps in the church, Penda who sleeps in the cellar, and
  Paulinus who sleeps with the novices.
  12. Gatehouse*
  Regular visitors call here to enter the monastery grounds.
  The gatehouse has a plain but dry monk’s cell with a bed
  for the porter monk Enabarrus.
  Who: Enabarrus
  13. Graveyard
  This small graveyard is reserved for the monks and lay
  brothers of Guthlac. Three incongruous cypresses cast long
  shadows over the graveyard (brought back by Caedmon
  years ago, from a voyage to Rome). Large bushes have
  been left to grow at the border, so as to isolate the place
  from the rest of the monastery. There is a small orchard at
  the southern side, close to the garden.
  Who: nobody.
  14. Guthlac Church and Crypt
  A five-centuries-old church, about 100 feet long. It
  consists of a nave and a chancel, with two chapels on
  either side. In the middle of the nave, a staircase leads
  down to a crypt located under the altar, in which the relics
  of Guthlac are kept in a casket. There is a slab of stone on
  the floor of the crypt, which hides a secret passage dug that
  leads to the temple of Morrigu (see section “Last Day” for
  more details).
  Stairs at the west side lead to a dark gallery with a small
  room at the end, which serves as a sacristy.
  Clues: If the players state that they are looking for a secret
  entrance in the crypt, the investigators are entitled Spot
  Hidden rolls every hour, to find the entrance to the secret
  tunnel that leads to the temple of Morrigu. The clue is a
  chipped flagstone damaged by tool marks, which can be
  lifted with a fitting lever.
  Who: Paulinus and novices, every 3 hours.
  
  7                                                                          Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  15. Hostel
  Initial lodging of the investigators (the better option is the
  guests’ apartment in the abbot’s house). The hostel is a
  stone building partitioned in two areas, one for men, one
  for women. Each area features a dormitory and latrines.
  There is a common refectory in the middle of the building,
  with a fireplace. Furnishings are minimum.
  Who: nobody apart from the investigators.
  16. Infirmary and Garden
  Close to the garden stands a small stone house with an
  adjoining chapel for those too sick to attend the offices. It
  consists of a room with four beds and four chairs, a small
  kitchen, latrines, and a private cell for the infirmarian. The
  cell is locked at all times, and only Mark has the key (see
  “Mark’s cell”) for details.
  The infirmary is the only place where monks – ill ones –
  are allowed to eat meat. And are bled!
  Clues: Close inspection of the beds, or a successful Spot
  Hidden, reveals an inscription carved on the wooden frame
  of one bed. It reads: “non sum qualis erat”, which means “I
  am not who I was”. Jens wrote this famous phrase of
  Horace, when he realized he was irreversibly changing
  into a Deep One.
  Who: Mark’s aid Wulfsige is there on a continuous basis,
  and makes sure nobody breaks into Mark’s cell. On an
  irregular basis Mark, and sick brothers or novices.
  17. Kitchen
  Stone house equipped to feed up to fifty persons. The
  kitchen has a large fireplace, a bread oven, large warning
  pans to soak the laundry, cauldrons, a system of pulleys
  and chains to haul the cauldrons, basins, shovels, oven
  gloves, towels, knives, pots, jugs, a sieve, sponges, a salt
  box, a bucket with soapy water, etc.
  Clues: One lay brother remembers that the dean came to
  the kitchen on the evening of Caedmon’s death. Mark
  insisted on bringing supper to the abbot in person (instead
  of lay brother Immin as customary). The investigators
  should have a hard time obtaining that piece of
  information, as the lay brother fears Mark for some reason;
  this may require patient role-playing, successful Insight
  and Persuade rolls, etc. The keeper may even decide that
  the lay brother only decides to talk to the investigators the
  next day, in private.
  Who: monks who are on the kitchen shift, helped by lay
  brothers (e.g. Penda), and supervised by Edgar.
  18. Latrines
  Cold, well-kept room divided into narrow compartments
  by wooden screens. Each compartment consists of a 2-feet
  high seat, surmounted by a small porthole.
  Who: anybody.
  19. Lay Brother's Dormitory
  Room for up to thirty lay brothers. Similar to the monks’
  dormitory.
  Who: lay brothers.
  20. Mark’sCell*
  The keeper should hinder investigators who want to
  inspect Mark’s cell too early in the scenario. If necessary,
  put obstacles on the way, e.g. Wulsige or Mark.
  Mark’s small cell (locked at all times, only Mark has the
  key) is an untidy room by monastic standards. A few
  books and scrolls (handouts #6) on the floor, and a rather
  large plain chest catch the attention.
  Clues: many alchemic apparatus and substances hidden in
  the locked chest: crucible, flasks and phials, beakers, iron
  pans, heating lamps, mortar, filters and sieves, toxic
  mineral “spirits” (mercury, ammoniac, arsenic), caustic
  vitriols and salts, vegetable substances (incl. narcotic and
  poisonous ones), and animal substances (hair, bile, blood,
  urine, etc.). The Books are Arabic treatises on Medicine
  and Alchemy, all by the Persian alchemist and physician
  Abu Bakr Muhammad ibn Zakariyya al-Razi, died 925
  AD. A successful Read Arabic roll, and/or a successful
  Occult roll, reveals the nature of the findings.
  At the bottom of the chest, lies the bronze key that opens
  the door at the back of the cellar, and a demon bowl
  targeted at one of the investigators (see Play Aids)! It is up
  to the keeper to decide whether the demon bowl already
  contains a lilim or not.
  Who: Mark.
  21. Novices’ Quarter
  Miniature replica of the monks’ cloister. It comprises
  Guthlac’s church on the north side, a dormitory with the
  schoolmaster’s cell to the West, and a refectory and a
  classroom to the East. The South gallery has two doors
  that lead to the abbatial church.
  Who: novices and Paulinus.
  22. Parlor
  Small gray vestibule just behind the cloister’s main door.
  Who: Nobody in particular.
  23. Prison*
  The keeper should prevent investigators from discovering
  the existence of the prison at the back of the cellar too
  early in the scenario. There are two disused cells, to the
  left and to the right of the door. Each consists of an austere
  8-feet deep pit. Rusty chains, that haven’t served in years,
  lie at the bottom. The last cell at the back of the prison has
  been walled recently. Behind the wall, there is a grim,
  pitch-black, 8-feet deep prison pit (a small access ladder
  lies in the cellar section), at the bottom of which Mark
  secretly keeps Jens the Deep One. Mark will visit the cell
  every other day; he dislodges a large stone at ground level,
  and throws raw eels and a water bag to the wretched
  creature below.
  Clues: A successful Spot Hidden roll reveals unusual
  grooves in the earth floor by the wall.
  
  Stéphane Gesbert                                           Pagan Call: The Fall of Guthlac Abbey                                                                     8
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  Who: Jens the Deep one.
  24. Refectory
  Spacious hall, supported by two imposing rows of timber
  posts. Only furnishings are long tables on trestles, bench
  seats, and braziers. Screens divide the hall in two halves,
  one for lay brothers, the other for monks.
  A huge mural painting covers the entire East wall,
  representing Lord Jesus sitting on a throne surrounded by
  the apostles, all in glorious colors. Another mural painting
  covers the West wall, representing a young warrior
  (Guthlac) beheading a beautiful woman in red garments
  (either Morrigu or her priestess, opinions vary) with his
  sword, and simultaneously piercing her chest with a spear.
  On a successful Idea roll, an investigator remembers
  knowing this picture or the depicted scene from
  somewhere. In fact, the woman specifically reminds him
  of the Washer at the Ford, but the keeper should reveal this
  to the player later.
  Dinner is served around 1 PM. and supper is served around
  7 PM. Monks eat in silence, while one of them reads aloud
  passages from the Holy Scriptures. Remember that monks
  are vegetarians.
  Who: all monks and lay brother during mealtime.
  25. Sacristy
  Small storage room next to the church, containing the wax,
  the oil, the incense, linen, sacerdotal garments, sacred
  vases, calices, candles, oil lamps, the jars with holy water,
  the holy wine and the host, etc.
  Who: Edmund.
  26. Stable
  Dark, low ceiling, but relatively warm and dry longhouse
  with sufficient space for half a dozen steeds, and a hayloft
  above. The abbey’s two ponies as well as a few donkeys
  are stabled here.
  Who: Edgar and Centwine on an irregular basis, with a
  few aids, also peasants.
  27.  “Street of Shadows”
  A long, gloomy, and windowless corridor that runs along
  the south side of the refectory. The so-called “street of
  shadows” is simultaneously the divide and the intersection
  between the lay brothers’ wing to the West, and the
  monks’ wing to the East.
  Who: nobody except before and after meals or church
  offices.
  28. Temple of Morrigu
  The temple is located under the Guthlac crypt.
  More details are provided in the “Last Day” section below.
  Who: Mark and the last lilim.
  29. Watermill and Fishery
  A small, cramped, dusty, and noisy wooden house, full of
  sacks of wheat and flour, machinery, etc.
  Who: servants and peasants, sometimes Edgar and/or
  Centwine.
  30. 
  Workshops
  Small half-open wattle-and-daub shops:
  Eadwyn’s smithy, the carpenter’s shop,
  etc.
  Who: 
  Eadwyn 
  and 
  lay 
  brothers.
  Sometimes Centwine.
  Ground floor
  First floor
  
  9                                                                          Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  Events
  Events are presented in a more or less chronological
  order, that is, in order of increasing occult content. The
  keeper is free to adapt events as suits game play, change
  the order of occurrences, to improvise new events, etc.
  Make the run as spooky as possible, full of things that go
  bump in the night!
  Bad dreams
  Where: anywhere
  When: at night, while asleep
  Monks and older novices (or even investigators) are
  plagued by recurrent nightmares of a sexual and morbid
  nature, which slowly erode their sanity. For instance:
  � 
  A dream involving the washer at the ford spotted
  earlier in the story. This time, the vision is very vivid:
  the dreaming investigator watches a woman kneeling
  by the water, dressed in exceedingly long red robes.
  Her long black hair hangs loose and hides her face.
  She is slowly washing a tattered and bloodied monk’s
  tunic! Then, she turns her head towards the dreamer
  who is scared awake, but with no memory of her face
  (Idea roll: the robes and the loose hair is an oddity for
  someone admittedly working for monks; the woman's
  head should at least have been covered)
  � 
  A dream involving the second lilim, appearing to the
  investigator as a raven. The dreamer is wandering
  aimlessly through a dream version of the abbey, and
  eventually ends up in the graveyard. In the shadows of
  a tall bush, a large raven is watching the dreamer, then
  flies away towards the church tower, ablaze with fire.
  � 
  A premonitory dream showing the abbey ablaze with
  fire and scattered with dead brethren. Behind the
  flames, inhuman silhouettes are glimpsed, and in dark
  corners a few insane monks fornicate with hellish
  creatures. The dreamer may see himself as well as one
  or more investigators. The dream announces the final
  scenario of the campaign: “Return to Guthac”.
  Scratches at the investigators’ door…
  Where: abbot’s house
  When: any night spent in the house
  If the investigators spend a night in the abbot’s house, they
  are haunted by the lilim that killed Caedmon. Pick one
  investigator (e.g. one doing the watch or one played by an
  impressionable player), and have him woken up by faint
  but definite scratching sounds, coming from the other side
  of the door, at floor level. Obvious suggestion is that it
  must be Pangur Ban, the abbot’s cat, but, is it?
  In reality it is the lilim that smells the investigators and
  wants to check them. What happens if one investigator
  opens the door is up to the keeper. Refrain from too early a
  confrontation, preferring instead eerie effects such as
  described in “Ghost Spotting” below. The goal is to make
  the players feel uncomfortable and vulnerable.
  Any one examining the door from the outside may attempt
  a Spot Hidden roll to note that there are several scratches
  in the wood at floor level. In fact several slivers of wood
  have been cut out.
  Ghost spotting
  Where: see below
  When: at the keeper’s discretion
  This entry is less an “event” than a whole category of
  spooky impressions indirectly caused by the lilims, as
  foreplay to more direct confrontations. A number of ideas
  are developed hereunder, but the keeper is free to let his
  imagination run loose with the objective to scare the
  players as much as possible. The impressions are best left
  unexplained, and timing is important. The impressions can
  come without warning, or on the contrary be linked to the
  onset of some dramatic event, always at night, etc. As with
  all good things, use the ploys with moderation, lest they
  become routine or predictable, and hence achieve the
  opposite of the desired effect.
  � 
   “You are startled by a strange sound…” the sounds
  could evoke a person moving just outside of the field
  of vision of the investigator(s). Slow, deep breathing
  in the shadows. Faint girlish sobs. Unexpected
  footsteps just around the corner. A startling thud in the
  dark, very close by. Unidentifiable clicking sounds
  above their heads, etc. The trick is that the source of
  the sound is invisible, or disappears before the
  investigators can locate it.
  � 
  “Something suddenly moves at the edge of your
  vision field”. Could be figment of the investigators’
  imagination, a fleeting shadow, a subliminal snapshot
  of something horrible immediately forgotten (maybe
  the apparition will return in the investigator’s
  nightmares), etc.
  � 
  “You feel that there is something wrong about the
  burnt tower, something bad, but you don’t know
  what…”. One investigator is struck by a inexplicable
  malaise, a sense of impending doom, nausea, anxiety,
  etc. 
  The 
  investigator(s) 
  may 
  feel 
  observed,
  endangered, etc.
  � 
  “The cat freezes without warning, and stares at a
  corner of the room – there is nothing there…” Use the
  cat to hear, see, or sense the lilims, and let the
  investigators witness the cat’s reaction.
  � 
  “There is the imprint of a very odd, bony foot in the
  mud, filling with rainwater. Something was there
  seconds ago…” More indirect evidence of the lilims’
  presence can work also, e.g. broken objects on the
  floor, a door that was closed a moment ago and is now
  open, a faint unwholesome smell.
  � 
  “There she is! Twenty yards away, hidden in the
  shadows of the cypresses, she is looking towards you
  and appears to be naked!” Use direct sightings with
  moderation, preferably at chosen moments during
  play; see for instance “the Washer at the Ford” at the
  beginning of the scenario, and other encounters
  described in this section (boxed text). The keeper may
  allow the investigators to follow the apparition for a
  while. The apparition could even lead the investigators
  to a place where something happened or is going to
  happen…
  
  Stéphane Gesbert                                           Pagan Call: The Fall of Guthlac Abbey                                                                   10
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  Peter "speaks" to Secundus
  Where: at the keeper’s discretion
  When: daytime, after Caedmon’s death
  Peter, feverish and tortured by his bad conscience (he
  believes the abbot’s death is somehow his fault, God’s
  test), approaches his friend Secundus. Peter addresses
  Secundus in sign language: “brother, I know who killed
  the abbot…” Secundus spots Mark intently watching them
  from a distance and signs Peter to stop. The two friends
  split. Investigators may witness the scene or part of it, or
  they may hear the story first hand from Secundus. What
  really happened of course, is that Peter believed he caused
  the abbot’s death (see Statistics for a full explanation);
  dean Mark on the other hand, having understood what
  Peter was saying, believes that Peter knows he is the
  murderer. Mark decides he must eliminate Peter at the
  earliest opportunity, and keep an eye on Secundus…
  Exit Peter
  Where: latrines
  When: nightime, at the keeper’s discretion
  Mark uses a second demon bowl (Play Aids) to get rid of
  Peter, who in his eyes knows too much. The lilim will eat
  half of Peter’s head, then drag the body into the latrines,
  which will constitute the creature’s lair. Clues to what
  happened are a few drops of blood here and there (Spot
  Hidden required), and also a few shards from the demon
  bowl, as found also in the abbot’s bedroom (see Play Aids
  for more details).
  Note that Peter’s body is not found, floating in the septic
  pit, it continues to rot, and the smell will become
  noticeable after a few days. The keeper may decide the
  resuscitate Peter before that, see “Peter rises from the
  dead” below!
  At the keeper’s discretion, an investigation of the latrines
  can lead to a direct confrontation with the lilim there…
  The horror in the pit
  The smell in the latrine pit is almost unbearable.
  Excrements reach up to the waist; even with light,
  movement and all skill rolls must be halved. Anyone
  investigating this hellhole will miss a heartbeat because of
  unexpected movement at the corner of the eyes. A
  fantastic, disproportionate shape rises slowly from the
  muck, coated in excrements and dripping. A disturbing
  clicking sound can be heard, as the creature turns its head
  towards the investigator(s). With incredible speed, the
  horror leaps at the investigator(s) and the light goes out…
  Monk killed in sleep by own knife!
  Where: dormitory
  When: keeper’s discretion
  This event is purely optional. If the keeper wishes, Mark
  murders one of monks who “knows too much” in his sleep
  - an ideal victim for this crime is Secundus of course.
  Mark stabs the monk to death with the monk’s own knife,
  suggesting an accident (monks are supposed to leave their
  knives at their bedside to not hurt themselves while
  sleeping).
  Exit Paulinus
  Where: at the keeper’s discretion
  When: at least one night after the disappearance of Peter
  For reasons exterior to the scope of this scenario, which
  the investigators may discover in the sequel “The Clan”,
  Mark lets three mercenaries abduct Paulinus one night.
  The exact circumstances of the abduction are up to the
  keeper, as long as the investigators cannot prevent the
  disappearance of the schoolmaster – to the great distress of
  the brethren in general, and the novices in particular.
  The atmosphere at the abbey should reach an all time low
  after this event. The keeper should role-play monks
  accordingly: some become hysterical, a few lay brothers
  leave, and several novices are sent back to their families,
  etc. Special attention must be given to Mark, who will do
  everything to keep up appearances!
  Exit Saba
  Where: church tower
  When: daytime, at the keeper’s discretion
  Saba climbs to the top of the burnt tower to do some
  carpentry work. He suddenly cries out. At the same time,
  the boat sail that protected the carpentry starts to flail in
  the wind like a great bird wing. All can hear Saba scream
  in panic. Saba then falls to the ground like a stone and
  breaks his neck.
  Lilim #2, who hides at the top of the tower, killed Saba. At
  the keeper’s discretion, an investigation of the tower top
  can lead to a confrontation with the lilim...
  The shadow in the tower
  The loosened sail flails in the wind like a great bird wing,
  and produces an ominous sound. A climb to the top of the
  tower under these conditions is trying and extra dangerous.
  At the top, the deafening sound and the violent play of
  shadow and light the sail makes, confuse the investigator.
  All of a sudden, the investigator registers something that
  wasn’t he or she hadn’t noticed first: in the opposite
  corner, set against the blackened stonework, is a dark she-
  thing, half hidden in billowing black robes. Within a
  heartbeat, the apparition rushes towards the investigator
  and attacks him or her – see Statistics…
  Eadwyn heard voices…
  Where: near the monastery wall
  When: keeper’s discretion
  This incident is optional, and can be used by the keeper 1)
  to provide players who are way off track, with direct
  evidence of Mark’s culpability, or 2) to give players who
  are already convinced of Mark’s culpability, a first hint of
  “the monk with a lisp” Stigand, alias Seth the Serpent
  Man.
  About 2 weeks ago, just before sunset, Eadwyn heard – but
  could not see - an unknown man who spoke - with a lisp -
  to another person:
  
  11                                                                        Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  “Hide the boy in the secret place – do not let others see
  him! Try to return him back to his clan as soon as
  possible. On the other hand, if the boy dies, well, it won’t
  be a great loss… If the old man gets in the way, use the
  bowls I gave you, punch a hole in the thing and run!”
  Since Eadwyn is mute, he can only communicate via sign
  language, which makes for interesting role-playing. The
  investigators could ask a monk to translate the signs.
  Exit Mark
  Where: temple of Morrigu
  When: before the investigators can stop him
  The moment the investigators decide to confront, arrest, or
  even kill Mark, the keeper should plan the disappearance
  of the impostor. Timing is essential: the cautious keeper
  allows Mark to quietly disappear well before the players
  decide to act, while the cool-blooded keeper can go as far
  as letting the investigators almost catch Mark, who
  narrowly escapes. In any case Mark, seeing all lost, flees
  towards the temple of Morrigu and if possible at all, covers
  his trail. To find Mark, the players must first find the
  hidden temple!
  Peter rises from the dead!
  Where: the “Street of Shadows”
  When: at the keeper’s discretion
  This event is purely optional…
  The Monk-thing in the shadows
  In the eerie, powdery twilight of the “Street of Shadows”,
  an immobile, hooded silhouette, standing a few yards
  away, its head bowed down, startles the investigators. An
  awful smell emanates from the shadow, a sweet and sour
  mixture of excrements (the thing has spend some time in
  the latrine pit) and rotting flesh.
  The figure is brother Peter! The monk is still clad in his
  habit, which thankfully hides most of his body. The left
  half of its head is largely missing (eaten up by a hungry
  lilim), and in some places the skin seems to be replaced by
  patches of leathery hide. The thing’s left hand is
  abnormally long, almost reaching to the ground, and
  swollen black. The hellish apparition is totally insane and
  will stagger after anyone who gets too close – see
  Statistics. Anyone getting this close hears (on a successful
  Listen roll) the thing muttering over and over: “the worm,
  the worm is rising...”
  Smart investigators may guess at a link to the latrine,
  where the lilim could still be hiding!
  Cat and mouse
  Where: everywhere
  When: a dormitory, at night
  When the situation is ripe, the keeper can stage a nightly
  confrontation with one or more lilims in one of the
  dormitories. Carefully choose the timing, as this event
  marks a turning point in the scenario – the fall of Guthlac
  abbey. Follows a nerve-wrecking, nightly hide-and-seek in
  the abbey, which can only end with the destruction of
  lilims #1 and #2 (see Statistics). Potential great scares and
  therefore great fun!
  “Like a giant black spider above your heads…”
  The investigator distinguishes a skeletal shape squatting on
  all fours in one dark corner of the room, hanging upside
  down from the ceiling! As vision adjusts to the darkness,
  the outline of the blasphemous creature becomes clearer –
  see Statistics... The skeletal thing appears to breath very
  slowly, and now and then the skull rotates, intensely
  examining the room below, and emits strange clicking
  sounds. A second demon suddenly detaches itself from the
  shadows of the opposite wall, and crawls towards the
  nearest sleeping monk. The hideous creature fornicates
  with the monk!
  Last Day
  Finding Jens
  Having found the prison at the back of the cellar, a
  successful roll of 1/2 Listen reveals faint sounds of
  movement and perhaps a groan from beyond the wall. A
  Spot Hidden reveals a stone that can easily be pulled out
  (used to push food though). A strange fishy odor emanates
  from within. An hour manual labor clears enough stones to
  crawl through. Doing so enables Jens the Deep One a free
  attack at the hapless investigator - see Statistics. Jens,
  possessed by his Deep One nature, attacks relentlessly
  until the investigators either let him go or strike him down.
  Agonizing, the spirit of Jens the Meek resurfaces, and the
  wretched creature croaks its last word before dying:
  “forgive me brothers… I am not… Who I was… Jesus’
  blood… Never failed me… Yet… He… It is Mark… He is
  truly Satan… You must… Destroy him… Before he…”
  Follows a hide and seek between the investigators and
  Mark. Mark tries to reach the Guthlac crypt, in order to
  hide in the temple of Morrigu. If Mark disappears before
  the investigators can catch up with him, they will have to
  break into Mark’s cell in the infirmary, and gather the final
  clues to find the temple.
  In the meantime, the abbey is in total disarray. Monks lose
  control of themselves, and at night the lilims rule.
  The Temple of Morrigu
  The 30-feet secret passage, a few feet under the floor of
  Guthlac’s crypt, leads to the temple door. The door cannot
  be opened by brute strength. An Ogham wheel is chiselled
  in the stone:
  q
  j
  t
  d
  m
  g
  w
  y
  i
  x
  Le eireaball an dragún
  O
  f
  osclóidh tú an
  A
  n
  slí
  S
  c
  k
  u
  l
  r
  b
  h
  p
  e
  The outer circle represents a random series of letters in
  ogham script. The inner circle is written in Celtic
  
  Stéphane Gesbert                                           Pagan Call: The Fall of Guthlac Abbey                                                                   12
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  language, using Ogham script, and means: “By the
  Dragon’s Tail shall you open the Way”. After transcription
  to Latin alphabet, this sentence is intelligible to anybody
  with Irish skills and some intelligence.
  To open the door the letters composing the name of the
  triple-death goddess “M-o-r-r-i-g-u” must be touched (note
  that the lilim know this too). When this is done, anybody
  on one side of the door is transported to the other side.
  Note that this event leaves no sensation at all; since the
  two sides of the door are identical, including the limestone
  tunnel, investigators will believe nothing happened at all.
  The only difference is that investigators will hear
  movement “behind” them, i.e. noise made by lilim #3
  located in the temple of Morrigu.
  Once on the other side of the door, the limestone tunnel
  continues for another 30 feet and widens out into the
  temple. A successful Spot Hidden roll reveals clawed
  prints on the stone (made by lilim #3)!
  The temple is little more than a large stone cavity, with an
  oppressively low ceiling (six feet at most, tapering to
  nothing at the far end). In the middle of the temple lies a
  large flat altar stone. Behind the altar, stands a stylised 5'
  statue of a three-faced woman: a young maiden, a woman,
  and a crone (an Occult roll identifies them as Blodeuwedd,
  Morrigu, and Cerridwen). A successful Cthulhu Mythos
  roll identifies Morrigu as a possible avatar of Lilith.
  From one side of the temple wreathed in shadows, comes a
  cry of “Cerridwen!”' followed by odd clicking sounds, and
  a strangled scream. Investigators rushing towards the
  sound, see Mark struggling with lilim #3. If they defeat the
  vampire, they find Mark horribly wounded. In agony, he
  whispers “...the door, the door, the door will open...”
  Mark’s last words are: “Meum nomem Marcus Lupus est...
  Veritas vos fungerit”, which means: “My name is Marcus
  Lupus… The truth will make you flee.”
  Deus ex Machina
  If the investigators end up in a deadlock with the lilims,
  the keeper may decide to call for divine intervention: lay
  brother Eadwyn “the Faithful”, invested by the spirit of
  God, and armed with his blessed sword enters the scene.
  Conclusion
  Trapped investigators can leave the temple of Morrigu in
  the same fashion that they entered it.
  From the abbey, the investigators can travel to
  Ythancaestir to discover the secret behind Brother Jens's
  family (“The Clan”). If they return first to their home base,
  have Aethelnoth instruct them to go to Ythancaestir for
  further investigation.
  Alternately, players may decide to first follow the lead to
  Treak Cliff in handout #5 (“the Blue Stone” scenario).
  Defeating the lilims and Mark gains the investigators 1D6
  Sanity points each.
  November 13th, 1020 AD. The Archbishop of York
  consecrates Aethelnoth “the Good”, dean of Canterbury
  and employer of the investigators, to the See of
  Canterbury. Aethelnoth is counselor and close friend of
  king Cnut the Great, and works with the king to unite the
  English people and the Danish settlers a united people.
  Statistics
  Hereunder the keeper will find a list, of the thirteen monks
  of Guthlac, one novice, a few lay brothers, and the abbot’s
  cat:
  Caedmon
  Dead
  Abbot
  Mark
  Enemy
  Infirmarian and dean
  Centwine
  Treasurer/almoner
  Edgar
  Cellarer (logistics)
  Godfrey
  Preacher (books, ceremonies)
  Edmund
  Sacristan (timekeeping)
  Aedilhum
  Hospitaller (guests)
  Paulinus
  Victim
  School Master
  Peter
  Victim
  Copyist
  Alfred
  Constable (stables)
  Jens
  Victim
  Gardener
  Enabarrus
  Ally
  Porter
  Cuthbert
  Illuminator/miniaturist
  Secundus
  Copyist - novice
  Eadwyn
  Ally
  Armourer - lay brother
  Penda
  Enemy
  Refectory- lay brother
  Wulfsige
  Enemy
  Infirmary - lay brother
  Pangur Ban
  Ally
  The abbot’s cat
  Note that although monks are bound to silence most of the
  time (all the time on Sundays), they are very talkative to
  strangers if conditions permit.
  What the Brothers know…
  The following information is general knowledge that all or
  most of the brothers know. It has been collected here for
  the keeper’s convenience. Specific information can be
  found under each monk’s statistics below.
  Can you tell me about Guthlac abbey? Any monk
  happily embarks on a lengthy monologue about Guthlac
  abbey and its history. The keeper should read the “Heroic
  Age” paragraph to the players, near the beginning of the
  scenario. The monk can name all the monks and state their
  roles and responsibilities. The monk weakly complains
  about the past Viking raids, and praises the abbey’s
  regained prosperity, which he attributes to its flourishing
  flocks of sheep, its rich library and illumination workshop,
  and also the fine quality of the swords the armourer forges.
  The monk can answer questions about the abbey’s daily
  routine and rules, see Play Aids for relevant information.
  What happened to the Church Tower? No secret here.
  During the last Viking raids, before Mark’s time, Guthlac
  abbey was pillaged and the Danes tried to set the Church
  on fire. The monks, helped by a “miraculous” rain,
  extinguished the fire, but couldn’t prevent one tower roof
  to burn down. Lack of resources delayed the repair, which
  is now ongoing. The monks bought a large boat sail that is
  used to protect the tower from excessive weathering.
  Where is Jens? Stories about the whereabouts of Jens are
  very inconsistent. Nobody has actually seen brother Jens
  for at least 7 days. Some believe Jens – who suffers from a
  
  13                                                                        Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  skin disease - to be at the infirmary. Others think he was
  returned to his family. The rest simply has no clue.
  Each monk wears a woollen cowl and a tunic, a scapular
  for work, and stockings and shoes for the feet. In addition,
  each monk is given a girdle, knife, pen, needle, towel, and
  writing tablet.
  Novices do not wear a cowl, but a froc instead.
  Generic statistics for the lay brothers and the children are
  also provided ((there are in total 27 lay brothers and 10
  novices from 6 to 16 years old).
  Aedilhum, 24, Hospitaller
  STR
  9
  CON
  8
  SIZ
  14
  INT
  11
  POW
  12
  DEX
  12
  APP
  8
  EDU
  14
  SAN
  60
  HP
  11
  Damage Bonus: None
  Weapons: Small Knife 25%, 1D4+db
  Skills: Theology 45%, Latin 40%, Library Use 60%,
  Listen 55%, Occult 35%, Sign Language 40%, Write Latin
  30%.
  Aedilhum the hopitaller is responsible for the abbey’s
  guests.
  Young Aedilhum is relatively tall and skinny, and has a
  pale and unhealthy complexion. He is a rigorous ascetic.
  Where: no specific location. Aedilhum, as a good
  hospitaller, tries to assist the investigators whenever he
  can. He may look for them if they are not found when
  dinner or supper is served.
  INFORMATION
  � 
  Where were you in the evening of Caedmon’s
  death? At the refectory for supper, then in the cloister
  to read and pray.
  � 
  Have you noticed anything unusual? No.
  � 
  Where is Jens? Ask dean Mark.
  � 
  Did Immin hold a grudge against the abbot? Why
  would he?
  � 
  What is Mark up to? I don’t know.
  � 
  Are there women in the abbey? No. On rare
  occasions, high-rank ladies pay a visit to the abbey
  and stay at the hostel.
  Alfred, 20, Constable
  STR
  12
  CON
  12
  SIZ
  11
  INT
  9
  POW
  13
  DEX
  12
  APP
  10
  EDU
  11
  SAN
  65
  HP
  12
  Damage Bonus: None
  Weapons: Small Knife 25%, 1D4+db
  Skills: Latin 40%, Library Use 60%, Listen 55%, Natural
  world 45%, Occult 35%, Sign Language 40%, Write Latin
  30%.
  Brother Alfred is in charge of the abbey’s stables, and of
  the guests’ steeds.
  Brother Alfred is a rather bland and unremarkable
  character.
  Where: stables.
  INFORMATION
  � 
  Where were you in the evening of Caedmon’s
  death? At the refectory for supper, then in the cloister
  to meditate and pray.
  � 
  Have you noticed anything unusual? No, except that
  the animals have been quite nervous at night lately.
  Must be the stormy weather.
  � 
  Where is Jens? Is he not at the infirmary?
  � 
  Did Immin hold a grudge against the abbot? I
  couldn’t say.
  � 
  What is Mark up to? I don’t know.
  � 
  Are there women in the abbey? Of course not!
  Caedmon and Immin, Dead Monks
  The statistics for abbot Caedmon and lay brother Immin
  are not listed, since they tragically die before the
  investigators have had a chance to meet them. Immin had
  been assigned for a year to care for the abbot, care for
  guests of honor staying at the abbot’s house, cooking for
  them, etc.. They were both known to be spotless, God-
  fearing men.
  Where: Caedmon lies dead in his bed until transported to
  the church, where the body will stay until the scenario
  comes to an end… Immin has simply vanished from the
  face of the earth and cannot be found. Ever!
  Centwine, 40, Treasurer and Almoner
  STR
  10
  CON
  9
  SIZ
  11
  INT
  12
  POW
  11
  DEX
  12
  APP
  7
  EDU
  14
  SAN
  55
  HP
  10
  Damage Bonus: None
  Weapons: Small Knife 25%, 1D4+db
  Skills: Abacus 80%, Accountancy 45%, Latin 40%,
  Library Use 60%, Listen 55%, Occult 35%, Sign
  Language 40%, Write Latin 30%.
  The treasurer is the abbey’s accountant, and in charge of
  the logistics, such as bedding, clothing, lighting,
  supervising the workshops, the servants, the windmill, the
  fishery, etc. He also receives the abbey’s revenues and the
  dues in kind.
  Brother Centwine is of average posture, not very pleasant
  to look at because of his bad skin and teeth. He has a very
  unimaginative personality, is very disciplined, and not
  talkative.
  Centwine has the key to the clothing room.
  � 
  Where were you in the evening of Caedmon’s
  death? At the refectory for supper, then in the
  auditorium to discuss matters with brother Edgar.
  � 
  Have you noticed anything unusual? No.
  � 
  Where is Jens? I believe brother Jens was returned to
  his family.
  � 
  Did Immin hold a grudge against the abbot? This is
  a preposterous idea!
  � 
  What is Mark up to? Doing his best to administer
  the abbey after the tragic death of our beloved abbot.
  � 
  Are there women in the abbey? Women are not
  allowed inside the cloister.
  
  Stéphane Gesbert                                           Pagan Call: The Fall of Guthlac Abbey                                                                   14
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  Cuthbert, 30, Illuminator
  STR
  10
  CON
  13
  SIZ
  11
  INT
  15
  POW
  9
  DEX
  17
  APP
  10
  EDU
  11
  SAN
  45
  HP
  12
  Damage Bonus: None
  Weapons: Small Knife 25%, 1D4+db
  Skills: Manuscript Illumination 85%, Latin 40%, Library
  Use 40%, Listen 15%, Occult 15%, Sign Language 20%,
  Write Latin 30%.
  Cuthbert is a prodigious illuminator, accounting for some
  of the most beautiful manuscripts written in the kingdom.
  Otherwise, this monk is very average and shy, and easily
  forgotten.
  Where: in the scriptorium.
  INFORMATION
  � 
  Where were you in the evening of Caedmon’s
  death? In the scriptorium, with brother Peter.
  � 
  Have you noticed anything unusual? No.
  � 
  Where is Jens? The gardener? A skin rash, hasn’t he?
  � 
  Did Immin hold a grudge against the abbot?
  (Frown)
  � 
  What is Mark up to? (Frown).
  � 
  Are there women in the abbey? (Frown)
  Eadwyn “the Faithful”, 28, Lay Brother
  STR
  15
  CON
  15
  SIZ
  16
  INT
  8
  POW
  18
  DEX
  11
  APP
  12
  EDU
  10
  SAN
  90
  HP
  16
  Damage Bonus: +1D6
  Weapons: Long sword 50%, 1D8+2+db
  Skills: Metalwork 75%, Latin 20%, Library Use 30%,
  Listen 55%, Occult 5%, Sign Language 40%, Write Latin
  10%.
  Eadwyn is a gifted armourer, and is solely responsible for
  the abbey’s successful sword workshop.
  Eadwyn has a commanding stature. His apparent leanness
  is misleading: he is very strong and tough. Eadwyn
  radiates an unlikely combination of simplicity and self-
  confidence. His gray eyes are very intense, as if he could
  peer deep into a man’s soul.
  Eadwyn was found in the hills near the abbey as a baby,
  miraculously alive. Indeed, the baby had a terrible wound
  on his chest and back, as if a sword had pierced his heart.
  The monks took him in and cared for him. He is mute and
  (the keeper) can only use sign language to communicate;
  note that another monk can function as translator.
  When Eadwyn works he is bare-chested and the terrible
  scar he carries is apparent. Eadwyn knows much of what
  goes on; the keeper can use him to dispense crucial
  information the investigators may have missed.
  Surprisingly, Eadwyn is an accomplished swordsman.
  This, combined with his unshakable faith in God, and the
  supernatural quality of his swords (+2 damage), makes
  him a powerful adversary of evil.
  Where: at the workshops.
  INFORMATION
  � 
  Where were you in the evening of Caedmon’s
  death? At the refectory for supper, then in the cloister
  to meditate and pray.
  � 
  Have you noticed anything unusual? The brothers
  are different than usual. I can’t point my finger at
  what it is: are they worried? Tired? Did you know that
  the abbot died not unlike the infirmarian died, four
  years ago? Odd. Both were ill, yet nobody noticed. I
  did. The feverish look, the rash on the limbs…
  � 
  Where is Jens? Last time I saw him was at the
  infirmary. Nobody tells me much.
  � 
  Did Immin hold a grudge against the abbot? I
  could not imagine why. I knew Immin, he was very
  gentle, always ready to help.
  � 
  What is Mark up to? Who knows, except Mark
  himself and God. I will not speak in vain…
  � 
  Are there women in the abbey? Odd that you ask: I
  saw a woman on the evening you arrived, by the river.
  Edgar, 42, Cellarer
  STR
  10
  CON
  10
  SIZ
  14
  INT
  12
  POW
  11
  DEX
  12
  APP
  11
  EDU
  14
  SAN
  55
  HP
  12
  Damage Bonus: None
  Weapons: Small Knife 25%, 1D4+db
  Skills: Accountancy 45%, Latin 40%, Library Use 60%,
  Listen 55%, Occult 35%, Sign Language 40%, Write Latin
  30%.
  The cellarer oversees the abbey’s foodstuffs and the
  preparation of meals. He supervises several other monks
  and lay brothers: the refectory lay brother Penda, Alfred
  the constable, Jens the gardener, etc.
  Brother Edgar is rather fat and always smells of oil and
  sweat. He has an angry and mistrustful nature, which
  serves him well in his work. Despite his weight, the man is
  surprisingly fast.
  INFORMATION
  � 
  Where were you in the evening of Caedmon’s
  death? At the refectory for supper, then in the
  auditorium to discuss matters with brother Centwine.
  � 
  Have you noticed anything unusual? No. On second
  thought, I find that Penda has been quite lax lately; I
  wonder what’s wrong with him. At the first blunder,
  I’ll have him flogged.
  � 
  Where is Jens? Has brother Jens already gone? Or
  was it tomorrow?
  � 
  Did Immin hold a grudge against the abbot?
  Ridiculous.
  � 
  What is Mark up to? What a cloister prior should do.
  I believe brother Mark has the stature required to help
  us all live through this crisis.
  � 
  Are there women in the abbey? What? Women?
  What makes you think that?
  Edmund, 60, Sacristan
  STR
  11
  CON
  12
  SIZ
  12
  INT
  9
  POW
  8
  DEX
  11
  APP
  12
  EDU
  15
  SAN
  40
  HP
  12
  
  15                                                                        Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  Damage Bonus: None
  Weapons: Small Knife 25%, 1D4+db
  Skills: Theology 45%, Latin 70%, Library Use 50%,
  Listen 55%, Occult 5%, Sign Language 40%, Write Latin
  40%.
  Edmund is the sacristan, in charge of the sanctuaries (the
  two churches) and their furniture. He is also the master
  timekeeper of the abbey.
  The man is rather handsome and tall despite his age.
  Edmund has the key to the north and south doors of the
  abbatial church. He can also bar and unbar the main door
  of the church from the inside.
  Where: most of the time around the dormitories, the
  church, and the Guthlac church and crypt.
  INFORMATION
  � 
  Where were you in the evening of Caedmon’s
  death? At the refectory for supper, then in the cloister
  to pray for a while before going to the church in time
  for Compline (9 PM).
  � 
  Have you noticed anything unusual? I must be
  getting old, because I do hear funny noise in the
  church at night. I even saw a raven one evening!
  � 
  Where is Jens? Oh, hum, I couldn’t say really… I
  hope brother Jens is recovering fast by now…
  � 
  Did Immin hold a grudge against the abbot? Why
  would he? Such a sweet boy….
  � 
  What is Mark up to? What do you mean?
  � 
  Are there women in the abbey? No, no, no…
  Ennabarus, 53, Porter Monk
  STR
  9
  CON
  12
  SIZ
  8
  INT
  11
  POW
  14
  DEX
  6
  APP
  13
  EDU
  15
  SAN
  45
  HP
  10
  Damage Bonus: none
  Weapons: Staff 35%, 1D6+db
  Skills: Latin 40%, Library Use 60%, Listen 65%, Occult
  60%, Ogham 80%, Sign Language 40%, Write Latin 30%.
  Ennabarus is a short red-haired man, with a barrel like
  body (he is not fat though) and a round, open face. He
  always seems out of breath and talks with a slightly
  whizzing voice.
  Because of “bad legs”, brother Enabarrus walks with a
  staff, and sits down at the first opportunity. He talks with a
  strong Irish accent.
  A successful Irish roll tells the player that “Enabarrus” is a
  Latin deformation of the Irish “Etnobarros” meaning
  “birdhead”. Furthermore, a Spot Hidden roll can reveal
  that the porter’s staff is carved with a peculiar pattern of
  grooves and dots (an example of Ogham script, see
  handout #5). The carvings on the staff mean: “do you
  believe in God the Father almighty and in life after death?
  I believe”).
  Enabarrus has good knowledge of the occult, in particular
  the gods of old. He knows in particular the connection
  between the Washer at the Ford, ravens, and the Celtic
  goddess Morrigu. He believes in the lilims, in banshees, in
  omens (e.g. a raven), and is inclined to interpret everything
  in an occult light.
  Where: praying and meditating at the gatehouse or any
  place quiet, e.g. the graveyard, the church. He avoids the
  Guthlac church.
  INFORMATION
  � 
  Where were you in the evening of Caedmon’s
  death? At the refectory for supper, then in the
  auditorium where I saw brother Centwine and brother
  Edgar in discussion.
  � 
  Have you noticed anything unusual? Well… There
  are these three riders I spotted several times hiding in
  the shadows at the edge of the woods over there, see?
  Have you noticed anything unusual?
  � 
  Where is Jens? Good you should ask. I don’t know
  really. I though he was at the infirmary these last days.
  What do the others say?
  � 
  Did Immin hold a grudge against the abbot? A
  grudge? I don’t know him that well. Are you
  suggesting that… Lord have mercy! Even so, why on
  earth would Immin murder the abbot?
  � 
  What is Mark up to? I have asked myself the same
  question for a long time. Why do you ask?
  � 
  Are there women in the abbey? Have you seen one?
  Please tell me more…
  Godfrey, 31, Preacher and Librarian
  STR
  10
  CON
  10
  SIZ
  10
  INT
  12
  POW
  11
  DEX
  12
  APP
  11
  EDU
  14
  SAN
  55
  HP
  10
  Damage Bonus: None
  Weapons: Small Knife 25%, 1D4+db
  Skills: Theology 75%, Latin 40%, Library Use 90%,
  Listen 55%, Occult 35%, Sign Language 40%, Sing 20%,
  Write Latin 30%.
  Godfrey is a stern figure, quite intolerant and boring. He
  has an unexplained fascination for dean Mark, though he is
  unaware of Mark’s evildoings. The keeper may choose
  which way to tilt the good/evil balance in Godfrey’s heart,
  as suits game play.
  Godfrey is believed to know the bible by heart.
  Godfrey has the key to the armarium (library closet).
  INFORMATION
  � 
  Where were you in the evening of Caedmon’s
  death? At the refectory for supper, then in the cloister
  to read.
  � 
  Have you noticed anything unusual? No.
  � 
  Where is Jens? Ask dean Mark.
  � 
  Did Immin hold a grudge against the abbot? No.
  � 
  What is Mark up to? I do not understand the
  question.
  � 
  Are there women in the abbey? No.
  Jens, 21, Gardener and Deep One
  STR
  14
  CON
  8
  SIZ
  16
  INT
  13
  POW
  11
  DEX
  11
  EDU
  10
  HP
  12
  Move
  11
  Damage Bonus: +1D4.
  Weapons: Claw 25%, 1D6+db.
  Armour: 1-point skin and scales.
  
  Stéphane Gesbert                                           Pagan Call: The Fall of Guthlac Abbey                                                                   16
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  Sanity Loss: 0/1D6.
  Jens of Ythancaestir arrived six years ago at the age of
  sixteen, fleeing his abhorred family.
  Indeed, Deep One blood runs deep in Jens’ clan. Jens had
  thought he could escape his own fate by joining Guthlac’s
  holy community but he was wrong. In him the tainted
  blood runs strong, and the abbey's placement upon a “ley”
  line has recently triggered his change into a Deep One.
  What first looked like a harmless rash malignantly spread
  all over Jen’s skin, and the realization of what was
  happening to him made the young man lose his mind. Jens
  was sent to the infirmary for an indefinite time…
  By the time the investigators find Jens, his Deep One side
  has possessed him totally. Of course, no exorcism can turn
  him back into his former human self. He is frantic to reach
  water, preferably the sea, but a river will do.
  Where: At first in the infirmary, a week before the
  investigators arrived, he is imprisoned in a walled cell
  beyond the cellar.
  Mark, 38, Evil Infirmarian and Dean
  STR
  11
  CON
  11
  SIZ
  9
  INT
  15
  POW
  8
  DEX
  13
  APP
  10
  EDU
  15
  SAN
  30
  HP
  11
  Damage Bonus: None
  Weapons: Small Knife 45%, 1D4+db
  Skills: Medicine 60%, Cthulhu Mythos 20%, Insight 55%,
  Latin 40%, Library Use 60%, Listen 55%, Occult 50%,
  Potions 51%, Sign Language 50%, Spot Hidden 35%.
  Mark is infirmarian and dean: he manages the abbey’s
  domains, and he may exert abbatial powers in the abbot’s
  “absence”. He is also the keeper of the discipline inside the
  cloister.
  Mark has the keys to his cell in the infirmary, and to the
  prison at the back of the cellar. Mark also knows the key to
  enter the temple of Morrigu.
  Mark is completely bald and from his complexion he
  obviously is not native of this part of the world (Mark tells
  he was born in Egypt from Christian parents). His hands
  are strangely colored, as if from some red-brown die
  (when questioned about this he tells that it is the scar of a
  skin disease he had during childhood).
  Five years ago, Mark joined the monastic community.
  Mark pretends to be a coptic monk from a coptic
  monastery (Christian Coptic Orthodox Church Of Egypt).
  The name “Mark” is that of the man who brought
  Christianity to Egypt under the reign of Nero.
  Mark quickly gained the trust of the abbot and within
  months of his arrival, when the infirmary monk died of a
  sudden illness (“I believe it was Holy Fire”), Caedmon
  appointed Mark as infirmarian. Unknown to all, Mark is
  spy of the serpent man Seth, and a keen student of magic
  and the Mythos. He traveled much in the Middle East and
  the Balkans. Religion is just a front for this lazy
  opportunist and magic is just a tool to gain more power,
  not an end in itself. Guthlac abbey is a perfect hiding
  place, a stepping-stone, a "scam". With minor effort to
  cover up appearances, Mark can study profane books at
  will, is dispensed of manual labor that he resents so much,
  and can scheme his ambitious schemes. Mark is certainly
  no lackey of Stigand (or any god or deity for that matter),
  but sees opportunity in such a heretic association.
  Unfortunately for him, there are stronger forces at play
  (Jens’ degeneration, Stigand's own alien motivation, the
  investigators sent by the Bishop), which make him lose
  control of the situation.
  Mark generally tries to 1) avoid the investigators when
  they are looking for him, and 2) sneak up on them when
  they least expect him to. It is relatively easy for the
  investigators to face up to Mark before or after an office in
  the Church, at Tierce (9 AM), Sext (12 AM), or Nones (3
  PM). When cornered, Mark irritably responds that he has a
  more important crisis to solve.
  Where: until the investigators get really suspicious,
  everywhere the investigators don’t expect him to be. After
  he’ll take refuge in the temple of Morrigu beyond the crypt
  of Guthlac.
  The psychopath’s profile
  There are about 20 criteria to meet to be psychopathic,
  here are some: a psychopath…
  � 
  lacks a sense of guilt and compassion,
  � 
  is an eloquent talker and superficially charming,
  � 
  is an opportunist, a compulsive liar, lazy, impulsive
  and very ambitious,
  � 
  is good at recognizing the weaknesses of people and
  mimicking them to attract sympathy,
  � 
  needs continuous challenge and stimuli.
  The main drives of a psychopath are 1) take pleasure from
  the suffering of others, 2) thrive on chaos, 3) win.
  Psychopaths are good at getting on friendly terms with the
  established authority, which in turn can protect them from
  the resentment of the psychopaths’ peers. When a
  psychopath messes things up, his peers usually end up
  taking the blame!
  Of course the notion of psychopath is unknown to Dark
  Ages society. Instead, a psychopath will be characterized –
  once exposed – as “sick” or morally “evil”, i.e. “Satan”.
  INFORMATION
  � 
  Where were you in the evening of Caedmon’s
  death? At the refectory for supper, then in the cloister
  to meditate. Before Compline I sent lay brother
  Wulfsige to check on the abbot, who was fine.
  � 
  Have you noticed anything unusual? No. Why?
  � 
  Where is Jens? Jens was returned to his family a few
  days before you arrived.
  � 
  Did Immin hold a grudge against the abbot? Most
  likely! I have always doubted about the nature of
  Immin and his special “friendships” (homesexuality).
  � 
  What is Mark up to? Mark tells the investigators his
  standard lie-ridden curriculum vitae (see above). He
  evades tricky questions with commonplace answers.
  � 
  Are there women in the abbey? A woman? On the
  monastery grounds? A slave maybe, I don’t know...
  Pangur Ban, 13, Big Cat and Seer
  STR
  1
  CON
  2
  SIZ
  1
  
  17                                                                        Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  POW
  13
  DEX
  13
  HP
  2
  Move
  10
  Damage Bonus: -1D6
  Weapons: Claw 40%,  negligible damage (0, 1 at most)
  Skills: Climb 80%, Move Silently 90%, Occult 90%,
  Sneak 90%.
  Pangur Ban is the deceased abbot’s cat. The cat has seen
  much that humans cannot see. The keeper can use Pangur
  Ban as an occult sounding board. This idea is developed
  further in the “Events” section of the scenario.
  Where: everywhere, but the cat is particularly drawn to
  places where occult events are going to happen.
  Paulinus, 45, School Master
  STR
  10
  CON
  11
  SIZ
  12
  INT
  14
  POW
  14
  DEX
  9
  APP
  12
  EDU
  16
  SAN
  70
  HP
  11
  Damage Bonus: None
  Weapons: None
  Skills: Trivium (grammar, rhetoric, and dialectic) 80%,
  Greek 50%, Latin 75%, Occult 40%, Own Kingdom 50%,
  Persuade 30%, Library Use 60%, Write Latin 80%.
  Paulinus is the schoolmaster of the abbey, watching over
  novices and infusing them with the word of God.
  Where: spends most of his time around the novices’
  quarters.
  INFORMATION
  � 
  Where were you in the evening of Caedmon’s
  death? After supper I discussed the theory of rethorics
  with the novices, then joined my brothers for the
  office at Compline (9 PM).
  � 
  Have you noticed anything unusual? No, apart from
  the fact that the novices are more… More nervous
  than usual.
  � 
  Where is Jens? He went back to his home village
  didn’t he?
  � 
  Did Immin hold a grudge against the abbot? What
  a silly idea.
  � 
  What is Mark up to? What?
  � 
  Are there women in the abbey? NO!
  Penda, 25, Refectorian and Mark’s bully
  STR
  17
  CON
  8
  SIZ
  10
  INT
  8
  POW
  11
  DEX
  9
  APP
  9
  EDU
  10
  SAN
  55
  HP
  11
  Damage Bonus: +1D4
  Weapons: Head butt 35%, 1D3+db, Large Knife 25%,
  1D6+db, Mace 50%, 1D6+db
  Skills: Natural World 35%, Navigate 35% Sign Language
  25%, Track 35%, Sneak 35%, Throw 50%.
  Penda is a lay brother in charge of the refectory
  (preparation of meals, etc.). In theory he falls under the
  authority of the cellarer Edgar, but in reality he obeys
  Mark body and soul (for what reasons is anybody’s guess)!
  Penda is heavily built, very obviously strong. His baby
  face and constant smile is less a sign of kindness than of
  lunacy. Penda is dense in all senses of the word, and
  potentially dangerous.
  Asking Penda about his past is the only thing that can take
  the smile off his face. One thing is more or less certain:
  Mark got Penda into the abbey.
  Penda has nothing useful to say about anything the
  investigators may ask him.
  Peter, 26, Copyist with a Bad Conscience
  STR
  10
  CON
  10
  SIZ
  11
  INT
  12
  POW
  11
  DEX
  11
  APP
  11
  EDU
  14
  SAN
  55
  HP
  11
  Damage Bonus: None
  Weapons: Small Knife 25%, 1D4+db
  Skills: Manuscript Illumination 45%, Latin 40%, Library
  Use 60%, Listen 55%, Occult 35%, Sign Language 40%,
  Write Latin 30%.
  After the morning mass, on the same day that the
  investigators arrived, brother Peter was being severely
  reprimanded by Lord Caedmon in the Chapter, in front of
  all other monks. The sacristan had accused Peter of
  touching himself at night. Peter protested that he may have
  had a “bad dream”, but never spoiled himself. All monks
  can relate this incident. Peter was tied up and flailed with a
  whip, and subsequently was not allowed to eat with his
  fellow brothers until his absolution by the abbot, which
  never came of course.
  In truth, Peter has been plagued by nightmares for some
  time already, a strange combination of eroticism and
  horror that slowly eroded his sanity. His weak POW made
  him an occult barometer, and his dreams were the
  forewarnings of the coming of the lilims. Secretly and in a
  moment of weakness, Peter wishes the abbot dead…
  Where: in the scriptorium.
  INFORMATION
  � 
  Where were you in the evening of Caedmon’s
  death? I… I… after supper, I prayed in the cloister…
  Then, I… I went back to the scriptorium to work on a
  book… I’m was relieved of the Compline office (9
  PM) to do this work, you see… Why do you ask?
  � 
  Have you noticed anything unusual? I… Well, no, I
  don’t think so. Why?
  � 
  Where is Jens? I don’t know.
  � 
  Did Immin hold a grudge against the abbot? NO!
  No, I mean, he certainly did not. I’m sure he didn’t. I
  just know.
  � 
  What is Mark up to? Why? What is he up to?
  � 
  Are there women in the abbey? Women? No, why?
  Peter, Revenant
  STR
  10
  CON
  10
  SIZ
  11
  INT
  7
  POW
  0
  DEX
  8
  HP
  11
  Move
  6
  Damage Bonus: None
  Weapons: Mangle 30%, 1D4
  Armour: none, but impaling weapons do only 1 point of
  damage, and others do half rolled damage
  Sanity Loss: 0/1D8
  
  Stéphane Gesbert                                           Pagan Call: The Fall of Guthlac Abbey                                                                   18
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  Brother Peter was dragged into the latrines by a lilim, and
  ended up being neither dead nor alive – but undead.
  An awful smell emanates from the parody of a monk, a
  sweet and sour mixture of excrements and rotting flesh.
  The former Peter is still clad in his old habit that
  thankfully hides most of his body. The left half of its head
  is largely missing (eaten up by a hungry lilim), and in
  some places the skin seems to be replaced by patches of
  leathery hide. The thing’s left hand is abnormally long,
  almost reaching to the ground, and swollen black. The
  hellish apparition is totally insane and will stagger after
  anyone who gets too close and try to gore him or her.
  Anyone getting this close hears (on a successful Listen
  roll) the thing muttering over and over: “the serpent, the
  serpent is rising...”
  Peter – being already dead – must be literally hacked apart
  before it ceases to act. Setting it aflame is also effective.
  Where: in the Street of Shadows.
  Secundus, 17, Novice Copyist
  STR
  10
  CON
  10
  SIZ
  11
  INT
  12
  POW
  11
  DEX
  11
  APP
  11
  EDU
  14
  SAN
  55
  HP
  11
  Damage Bonus: None
  Weapons: Small Knife 25%, 1D4+db
  Skills: Copying manuscripts 45%, Latin 40%, Library Use
  60%, Listen 55%, Occult 35%, Sign Language 40%, Write
  Latin 30%.
  Secundus is a friend of Peter’s… Secundus is very gifted
  at illuminating manuscripts, so much in fact that the monks
  have made an exception and authorized him to work in the
  scriptorium at selected times, and in the presence of
  Cuthbert and Peter.
  Where: in the scriptorium.
  INFORMATION
  � 
  Where were you in the evening of Caedmon’s
  death? At the novices’ quarter, with our master
  Paulinus.
  � 
  Have you noticed anything unusual? There is
  something I should tell you about Peter, which has
  bothered me…
  � 
  Where is Jens? I have no clue.
  � 
  Did Immin hold a grudge against the abbot?
  Immin? I don’t think so…
  � 
  What is Mark up to? I don’t know.
  � 
  Are there women in the abbey? No, I would have
  noticed. Though some of the younger novices claim to
  have seen one walking around he graveyard. They
  must have had too much ale!
  Three lilims
  STR
  11
  CON
  11
  SIZ
  13
  INT
  11
  POW
  0
  DEX
  11
  HP
  12
  Move
  8
  Damage Bonus: None
  Weapons: Bite 30%, 1D4+automatic worry
  Armour: all but Impales do half the rolled damage
  Skills: Hide 80%, Listen 70%, Scent Blood/Decay 75%,
  Sneak 80%
  Sanity Loss: 0/1D6
  Automatic worry: if the lilim strikes home, then it hangs
  on and worries its victim with its fangs, continuing to do
  1D4 Bite damage automatically. A successful STR against
  STR Resistance Table roll dislodges the lilim, ending the
  Bite damage.
   “Lilim” is the name given by monks to vampiric she-
  demons (in Latin succubi), who prey on men’s repressed
  sexuality and cause “wet” dreams. In Celtic folklore, the
  lilims (banshees) are the servants of the triple death
  goddess Morrigu (Lilith).
  Sometimes holding a crucifix against one’s crotch was said
  to help. The cynic’s view is that the poor monks invented
  lilims to excuse sexual deviancy.
  In the scenario, Mark opens the way to three of these
  creatures. They are vampires - the living dead - that mess
  with the monks' spiritual and physical integrity.
  Eventually, they precipitate the downfall of the abbey, as
  the scenario title suggests.
  The true shape of a lilim is a parody - the antithesis - of
  that of a woman, maybe 5 feet tall, impossibly skinny,
  with a leathery, blackish, parchment-like skin. The head is
  skeletal, with a lipless and flesh-less jaw, all teeth
  showing, and very long oily black hair. The lilim has two
  small sagging breasts disproportionate arms and legs, and
  sharp claws. It seems to breathe, though very slowly and
  soundlessly, and now and then it emits strange clicking
  sounds.
  A lilim is “invisible” to humans as long as it stays
  immobile. This ability makes the lilim – despite the
  average statistics - a terrible and very dangerous foe that
  almost always surprises its victims.
  During daytime the lilims hide in a dark lair. However,
  they can induce daydreams to impressionable humans (or
  to animals) and appear to them in some intangible ghost
  form – an illusion, see below.
  LILIM #1: THE MOTHER
  Hides at first in the abbot’s house, later in the burnt tower.
  Haunts the abbot’s house, the novice’s corner. Begets lilim
  #2 from copulating with a monk (or an investigator!) on its
  second night in the abbey.
  At daytime or in dreams, usually appears as a woman clad
  in red robes, the face always hidden by long clammy hair.
  LILIM #2: THE VIRGIN
  Lilim #2 is the “daughter” of lilim #1. Created in one
  night. It hides in the monks’ latrines. Haunts the
  dormitory.
  At daytime or in dreams, it remains usually unseen. One
  may however hear a fading girlish laughter, which can be
  followed.
  LILIM #3: THE CRONE
  The conditions of the creation of lilim #3 are left to the
  keeper. Lilm #3 can be the fruit of the union of another
  lilim with a human, or come out of one of Mark’s demon
  bowl. It hides in the temple of Morrigu. Haunts the
  graveyard.
  At daytime or in dreams, it often appears in a black animal
  form, e.g. a large raven. It can also appear as an ominous
  “angel of death” figure, the shadow of a terrible hag half-
  hidden in billowing black robes.
  
  19                                                                        Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  Wulfsige, 25, Mark’s goon
  STR
  12
  CON
  8
  SIZ
  15
  INT
  15
  POW
  15
  DEX
  9
  APP
  6
  EDU
  10
  SAN
  75
  HP
  10
  Damage Bonus: None
  Weapons: Large Knife 40%, 1D6+db
  Skills: Climb 65%, Fast talk 45%, Natural World 20%,
  Navigate 25%, Other Kingdoms 25%, Pilot Boat 15%,
  Sign Language 50%.
  Wulfsige is the so-called “aid” of the infirmarian. In
  reality, Wulfsige has no clue about things medical, even by
  Dark Ages standard, and relies entirely on his master Mark
  to perform medical tasks. Like Penda, Wulfsige got
  employment in the abbey via Mark. Penda down’t hide his
  past as a sailor, “with some luck and a desire to retire from
  the vicissitudes of the world”.
  In reality, Wulfsige is a true weasel, ready to follow Mark
  to the four corners of the world. Wulfsige won’t shy away
  from using violence.
  Average Novice
  Simply reuse the statistics of Secundus the Copyist, and
  specify a different the Art/Craft/Science.
  INFORMATION
  Keeper’s discretion.
  Average Lay brother
  Over twenty half-monks who cannot read or write Latin.
  They are basically servants: cook, baker, washer, gardener,
  constable, handyman, provider, etc. Simply reuse the
  statistics of Secundus the Copyist, specify a different
  Craft, and remove the following skills: Latin, Library Use,
  and Write Latin.
  INFORMATION
  Keeper’s discretion.
  Play Aids
  The monks of Guthlac abbey are “cenobites”, i.e. “who
  live under a rule and an abbot”. The rule in question is that
  of Benedict, and is divided into 73 chapters touching all
  aspects of the monks’ way of life. The keeper, keen to
  fully render the abbey’s peculiar atmosphere and to
  accurately role-play monks, should familiarize himself
  with some of the key chapters excerpted hereunder.
  Keeper of the Benedictine Rule
  7. The first degree of humility, then, is that a man always
  have the fear of God before his eyes… The third degree of
  humility is, that for the love of God a man subject himself
  to a Superior in all obedience… The fifth degree of
  humility is, when one hides from his abbot none of the evil
  thoughts which rise in his heart or the evils committed by
  him in secret, but humbly confesses them… The eighth
  degree of humility is, when a monk does nothing but what
  is sanctioned by the common rule of the monastery and the
  example of his elders. The ninth degree of humility is,
  when a monk withholds his tongue from speaking, and
  keeping silence does not speak until he is asked…
  23. If a brother is found stubborn or disobedient or proud
  or murmuring, or opposed to anything in the Holy Rule
  and a contemner of the commandments of his Superiors,
  let him be admonished by his Superiors once and again in
  secret, according to the command of our Lord. If he does
  not amend let him be taken to task publicly before all. But
  if he does not reform even then, and he understands what a
  penalty it is, let him be placed under excommunication…
  In smaller faults, let him be debarred from eating at the
  common table, but let the brother who is found guilty of a
  graver fault be excluded from both the table and the
  oratory. Whoever is excommunicated for graver faults
  from the oratory and the table, let him, at the time that the
  Work of God is celebrated in the oratory, lie stretched,
  face down in silence before the door of the oratory at the
  feet of all who pass out. And let him do this until the abbot
  judges that it is enough.
  28. If a brother has often been corrected and has even been
  excommunicated for a fault and does not amend, let a
  more severe correction be applied to him, namely, proceed
  against him with corporal punishment… But if he is not
  healed even in this way, then finally let the abbot dismiss
  him from the community…
  33. The vice of personal ownership must by all means be
  cut out in the monastery by the very root, so that no one
  may presume to give or receive anything without the
  command of the abbot; nor to have anything whatever as
  his own, neither a book, nor a writing tablet, nor a pen, nor
  anything else whatsoever…
  36. Let a cell be set apart for the sick brethren, and a
  God-fearing, diligent, and careful attendant be appointed
  to serve them. Let the use of the bath be offered to the sick
  as often as it is useful.... Thus also let the use of meat be
  granted to the sick and to the very weak for their recovery.
  But when they have been restored let them all abstain from
  meat in the usual manner.
  53. When, therefore, a guest is announced, let him be met
  by the Superior and the brethren with every mark of
  charity. And let them first pray together, and then let them
  associate with one another in peace. This kiss of peace
  should not be given before a prayer has first been said, on
  account of satanic deception. In the greeting let all
  humility be shown to the guests, whether coming or going;
  with the head bowed down or the whole body prostrate on
  the ground, let Christ be adored in them as He is also
  received. When the guests have been received, let them be
  accompanied to prayer, and after that let the Superior, or
  whom he shall bid, sit down with them. Let the divine law
  be read to the guest that he may be edified, after which let
  every kindness be shown him... Let the abbot pour the
  water on the guest's hands, and let both the abbot and the
  whole brotherhood wash the feet of all the guests. When
  they have been washed, let them say this verse: "We have
  received Thy mercy, O God, in the midst of Thy temple"…
  On no account let anyone who is not ordered to do so,
  associate or speak with guests; but if he meet or see them,
  having saluted them humbly, as we have said, and asked a
  blessing, let him pass on saying that he is not allowed to
  speak with a guest.
  56. Let the abbot's table always be with the guests and
  travelers. When, however, there are no guests, let it be in
  his power to invite any of the brethren he desires. Let him
  
  Stéphane Gesbert                                           Pagan Call: The Fall of Guthlac Abbey                                                                   20
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  provide, however, that one or two of the seniors always
  remain with the brethren for the sake of discipline.
  63. In naming each other let no one be allowed to address
  another by his simple name; but let the older style the
  younger brethren, brothers; let the younger, however, call
  their elders, fathers, by which is implied the reverence due
  to a father. But because the abbot is believed to hold the
  place of Christ, let him be styled Lord and abbot.
  66. If it can be done, the monastery should be so situated
  that all the necessaries, such as water, the mill, the garden,
  are enclosed, and the various arts may be plied inside of
  the monastery, so that there may be no need for the monks
  to go about outside, because it is not good for their souls.
  69. Care must be taken that on no occasion one monk try
  to defend another in the monastery, or to take his part,
  even though they be closely related by ties of blood. Let it
  not be attempted by the monks in any way; because such
  conduct may give rise to very grave scandal. If anyone
  overstep this rule, let him be severely punished.
  Monastic routine (winter season)
  Unless for major Christian fetes or unless disrupted by
  grave events, the routine of a Benedictine monastery like
  Guthlac is everyday the same, more or less strictly
  following the Rule of Benedict and punctuated by
  canonical praying hours or “offices”: Prime, Tierce, etc.
  Each office takes place in the abbey’s church, is
  announced by the sounding of the bells, and consists of
  psalms, readings, a hymn, and a prayer. Prayers are
  typically devoted to the salvation of the world, mercy for
  the poor, and protection from Vikings. Monks also pray
  for the salvation of their secular benefactors, e.g. the earl.
  Note that the measurement of time differs from what we
  are used to, since 12 hours are fitted between sunrise and
  sunset, and 12 hours from sunset to sunrise. Day “hours”
  in winter are thus relatively short; while night “hours” are
  long. Note also that most monks do not work on Sundays,
  spending instead time in prayer or in study.
  When
  What
  Where
  Monks rise before sunrise
  Wash hands and face
  Dormitory
  Sunrise
  Prime day office
  1st Mass
  Church
  Chapter meeting
  Chapter
  ↑
  Short discussions/reading
  Cloister
  Auditorium
  Morning
  ↓
  Tierce day office
  2nd Mass
  Monks go to work
  Church
  Everywhere
  Noon
  Sext day office
  Church
  ↑
  Dinner
  Back to labor
  Refectory
  Everywhere
  Afternoon
  Nones day office
  Church
  ↓
  Monks labor
  Everywhere
  Sunset
  Vespers day office
  Church
  Supper
  Refectory
  ↑
  Short discussions/reading
  Cloister
  Auditorium
  Evening
  Compline day office
  Church
  ↓
  Monks go to bed
  Dormitory
  Midnight
  Matins night office
  Earlier on Sundays
  Church
  ↑
  Novice study
  Back to sleep
  Scriptorium
  Dormitory
  Night
  Lauds morning office
  Church
  ↓
  Back to sleep
  Dormitory
  Talking amongst monks is only allowed during two short
  periods after the chapter meeting and after supper;
  incidentally, these are also the best times for players to
  interrogate the monks. For the remains of the day monks
  use sign language to communicate with each other. On
  Sundays all talking is prohibited. Note that monks are very
  talkative to strangers.
  Incidentally, office hours are the best times for
  investigators to rummage around without fear of being
  caught!
  Demon Bowls
  Demon bowls are clay vessels exclusively found in Iraq
  and Iran, dating from the 6th to the 8th centuries AD. They
  are inscribed on the inside in Syriac language. The writing
  is coiled like a spiral, beginning from the bowl's rim and
  moving toward the center, which shows the primitive
  figure of some kind of bound demon. Bowls come in pairs,
  glued together with pitch, and the inner space contains
  human skull fragments.
  These artifacts are demon traps, aimed at sending the
  sealed demon upon the sorcerer’s target. Demon bowls
  are first buried in a place where a ghost or a demon is
  known to hide. Once the spirit is caught, the bowl is placed
  next to the victim's house. Punching a small hole in the
  bowl or breaking it releases the creature (the sorcerer
  must flee lest the demon takes him to be the target).
  THE DEMON BOWLS IN THIS SCENARIO…
  The serpent man Seth/Stigand gave three demon bowls to
  Mark. Each demon bowl is a magical artifact: a permanent
  “Seal” spell (see the Old Grimoire) is embedded in the
  clay. The serpent man instructed Mark to bury the demon
  bowls for two weeks in the evil ground of the temple of
  Morrigu. There the demon bowls trapped three vampire
  spirits – the lilims - prowling the border region of the
  otherworld. The lilims may or may not be the three-
  centuries-old spirits of the priestesses of Morrigu who
  were killed by Guthlac. Each lilim can be released within
  one single combat round, by punching a hole in the clay of
  the demon bowl.
  Additionally, Mark tries to command each demon by
  vocalizing an Ancient Egyptian spell (“Bind Ghoul”) he
  learned from the Serpent Man. The actual spell is
  unpronounceable to Dark Ages people, except maybe to
  Egyptians, with a bit of luck. Dean Mark is Egyptian, but
  failed his first Luck roll and mispronounced the command
  to kill Caedmon! The lilim took lay brother Immin instead,
  and left unbound…
  With a successful Repair/Devise roll, it is possible to
  reconstruct a broken demon bowl (such as found in the
  abbot’s room or in the latrines). One needs a successful
  Read Syriac or Greek roll to decipher the inscriptions on
  the inside of the bowl:
  
  21                                                                        Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  Demon bowl inscriptions
  The following example holds only for the deman bowl
  used against Lord Caedmon. Simply change the name of
  the target for other instances:
  “I deposit this binding spell with you, chthonian gods - the
  Destroyer, also called the Old One, and chthonian
  Hermes-Thoth, and mighty Lilith, who holds the keys to
  those in Hades, and chthonic spirits, and those who
  suffered an untimely death, year by year, month by month,
  day by day, night by night, hour by hour. I adjure you, all
  spirits in this place, to assist the ghost. Rouse yourself for
  me, ghost, whoever you are, whether male or female, and
  go into every place, into every quarter, into every house,
  and bind Caedmon, whom her mother Hilda bore, that the
  curse of She Who Says No will descend upon Caedmon.
  May the darkness take him, Caedmon son of Hilda. May
  the fear of death be in Caedmon's house.
  For I adjure you, ghost, by the fearful and dreadful name
  of her at the hearing of whose name the earth will open, at
  the hearing of whose name the spirits tremble with fear, at
  the hearing of whose name men are agitated. Now, now
  quickly, quickly! I am the Prolonged of Life who conceals
  the stars, who preserves Hades, who establishes the
  spheres in truth.”
  FORMATION OF A LILIM…
  “A chill creeps from the clay bowl into the room. Small
  sinuous plumes of what looks like black smoke slowly
  drift from the hole close to the cold flagstone floor. Faint
  murmurs can be heard, and by listening closely one can
  make out raucous voices! The tendrils of black mist drift
  under the doors towards the dormitories. There they ‘rape’
  the monks’ sleeping minds, break into their dreams and
  nightmares, and use the monks’ living force to form bodies
  (see Statistics)…”
  The ancient Egyptian version of Bind Ghoul costs is
  identical to the Bind spell in the Old Grimoire, apart from
  the fact that only a sorcerer with knowledge of Egyptian
  has a chance to cast it (Luck roll required after a
  successful Other Language/Egyptian roll).
  Player Handouts
  Aethelnoth’s recommendation letter (handout #1):
  To the most reverent Caedmon, abbot, Aethelnoth, deeply
  concerned by your distress,
  In view of the gravity of the situation you expose in your
  letter, let me be as brief as possible. I have decided to send
  [investigator names] to Guthlac abbey in order to
  investigate the plight of brother Jens, and if need be, to
  assist you in everything. I trust you will allow them to fully
  exercise their wisdom and their gifts by allowing them to
  move about unrestricted and to question the brethren if
  necessary. It is up to you, most Holy Father, to help my
  clerics so that, with your intercession and with the gift of
  God that guides us all, your brethren and Jens will
  overcome this scourge and glorify the name of our Lord
  Jesus-Christ.
  Sign of dean Aethelnoth.
  Given 7 days before the Kalends of November, year of the
  incarnation of our Lord 1020. Written in Canterbury.
  In dei nomine, Amen.
  The abbot’s Journal (handout #2):
  This is a diary kept by the abbot and is written in Latin. It
  takes three hours to read. Only two entries are of note:
  Anno Domini 1020, September 6th.
  Brother Jens approached me this day. He has been
  suffering terrible nightmares. I had brother Mark examine
  him and we were horrified to find his back entirely covered
  with a malignant rash. Jens fears that he is being
  possessed by a devil and begged us to seal him within a
  penitent’s cell until the foul creature released him. I spoke
  soothing words, and ordered him to go to the infirmary, to
  which he reluctantly agreed.
  Anno Domini 1020, October 14th.
  The poor boy is possessed. His condition is awful. Mark
  advised me to send the boy back to his family, as they
  request. Brother Jens raged when I suggested this – he
  said he preferred to die than to return to Ythancaestir. I
  have written to the bishop asking for an exorcitate to be
  sent to Guthlac as soon as possible. I pray for the Mercy of
  our Savior.
  The Letters (handout #3):
  The letters are all from Rollo of Ythancaestir (A successful
  Own Kingdom or Other Kingdoms roll reveals the name to
  be Danish). The letters are addressed to the abbot of
  Guthlac abbey.
  To Lord Caedmon, abbot of Guthlac, Rollo of
  Ythancaestir,
  Due to unforeseen happenings within our family I must
  request that you release Jens from his duties to return to
  us with the utmost haste.
  To Lord Caedmon, abbot of Guthlac, Rollo of
  Ythancaestir,
  I appreciate your concern for Jens’ health, however I must
  insist that he returns home immediately. Please hand Jens
  over to my messenger who will nurse him on his way to
  Ythancaestir.
  To Caedmon, abbot of Guthlac, Rollo One-Eye,
  I must protest in the strongest terms your treatment of my
  retainer. If Jens were truthfully possessed as you claim,
  then the second opinion of my man would have confirmed
  this. If Jens does not arrive home within two weeks I will
  come and fetch him in person, using violence if necessary.
  Excerpt from Guthlac, his Journeys (handout #4):
  This old parchment details the deeds of Guthlac.
  At last, Guthlac traveled south to Kent. There by
  a village, he discovered a temple dedicated to the goddess
  Danu. The worshipers of this pagan god were brutal and
  bloodthirsty, and killed two of Guthlac’s companions.
  
  Stéphane Gesbert                                           Pagan Call: The Fall of Guthlac Abbey                                                                   22
  Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
  Then a great Fear was called forth by the evil priestesses,
  and slaughtered the remainder of Guthlac’s companions,
  120 souls. But the spirit of God was with Guthlac, and
  held his hand that held his sword. And with his sword and
  his spear, Guthlac pierced the three women, a child, a
  mother, and an old woman. And the great Fear was gone.
  Once the blood stopped flowing, Guthlac cast his sword
  from his red hands, and said: “truly I have seen evil and I
  have seen the angel of God holding my sword, and the
  angel destroyed the four demons.” He said: “and build
  here a place of worship, that none may ever pray here
  again to false gods. And when I die, bury my body here
  that I might ever protect the true worshippers.” Then he
  left and went to Repton.
  Mark’s secrets (handouts #5):
  A large number of scrolls, letters, notes, etc. Requires
  several Library Use rolls before finding the interesting bits
  below. Importantly, any well-informed person can tell that
  Ferriby is an important port on the Humber:
  Half burnt letter by an unknown person (in fact
  Stigand) to a certain “Lupus” (in fact Mark):
  To Lupus,
  I have important business to do in London and in
  Canterbury. There is a long ship waiting for me at Ferriby.
  I will make sure we can meet at the usual place October
  15th at sunset. Be there. After that I will go to… (Burnt
  section) I do not expect to return to the mines for a long
  time. I have asked the Norsewoman… (Burnt section) Burn
  this letter like the previous ones. Do not reply.
  October 1st.
  Letter sent to “Lupus” (Mark):
  To Lupus, Rollo One-Eye,
  We need the monk who speaks Greek. I will send three men
  shortly. Make sure they lay their hands on the monk as
  soon as possible and return to Ythancaestir unhindered.
  Also, I need to get my son back before he changes. This
  situation is intolerable – you must not allow the Church of
  men to discover our secrets. Don’t fail me this time.
  A 9th century book entirely written in Irish using the
  magical Ogham script. The book is full of Irish sagas,
  and contains a guide to the Ogham alphabet:
  (Note that vowels can be carved as dots instead of lines)
  In principle, deciphering this book is only possible with
  the help of Ennabarus. The Ogham script is the key to
  understanding the Ogham wheel carved on the door to the
  temple of Morrigu. Interestingly, there are annotations by
  Mark written in red ink on one page of the book that
  depicts an Ogham wheel. Most of the notes are names of
  Celtic deities written in Ogham script: Danu, Anu,
  Blodeuwedd, Cerridwen, Morgan. There is also a short
  Latin sentence at the bottom of the page, which reads:
  “what is the name of the triple goddess?” The answer of
  course is “Morrigu” (successful Occult roll required, or
  simply asking Ennabarus).
  More about the the temple of Morrigu and its magical door
  can be found in the “Last Day” section of the scenario.
  
  1                                                                                   Pagan Call: The Clan                       Kevin Anderson and Stéphane Gesbert
  Copyright © 1991-2002 Kevin Anderson
  The Clan
  “When passing a door-post, watch as you walk on, inspect as you enter. It is uncertain where enemies lurk or crouch in a dark
  corner” – Viking saying, anonymous.
  Introduction
  The investigators travel to the small village of Ythancaestir
  in Essex, to seek out the family of Brother Jens the Meek,
  and in pursuit of the kidnapped Brother Paulinus. They
  find an old Christian church threatened by a Deep One
  clan and their allies. The investigators become involved in
  the serpent man Stigand’s machinations, as the Deep Ones
  have been charged with placing an altar stone at the head
  of the Great Serpent ley line.
  Keeper's Information
  The Danish clan of Rollo One-Eye have long been
  associated with the Deep Ones, with most of the male side
  changing around their 25th birthday. The serpent man Seth
  (known to the clan in his human guise under the Norse
  name of Stigandr - the Wanderer) made a pact with the
  Deep Ones years ago. He prophesized to them the end of
  the age of men, and the rise of a new kingdom where the
  cold-blood races would reign supreme. To realize the
  prophecy, they must work together and open the Door to
  Yog-Sothoth, who will eradicate life at the surface of the
  earth - in a single day! After that, Stigandr claimed that
  mighty Cthulhu would be unchained and free to walk the
  earth. He provided the clan with fragments of a manuscript
  describing the ritual to open the Door. Ythancaestir forms
  the head of a serpent shaped ley line needed for the
  opening of the Door. This posed two problems for the clan.
  First, the ritual is written in Greek and none of the clan can
  read Greek (Stigandr lied to them he couldn’t either).
  Second, the ritual requires a sacred altar stone that was lost
  until recently.
  Rollo One-Eye, Danish ruler of the village, has organized
  the kidnapping of a monk from the abbey his son fled to
  five years ago. This monk, Brother Paulinus, is being
  forced to translate the ritual and to speak it during the
  ceremony.
  The altar stone, or Head Stone, has been found by the
  Deep Ones; it was used by the early Christians along with
  much of the stone of the Roman fort to build St. Peter’s
  church. More pressing business, such as the kidnapping of
  Brother Paulinus to translate the manuscript fragments,
  have meant that so far the Deep Ones have not attempted
  to retrieve the Head Stone. Brother Paulinus’ partial
  translation has revealed that the altar stone must be bathed
  in blood under at least two new moons, and this has lent
  some urgency to the need to retrieve the stone.
  History
  The Roman fort of Othona, a coastal defence, was built in
  the area that later became known as Ythancaestir. The fort
  was sited on a promontory, surrounded by marsh land on
  its North and South sides, which gave access to the River
  Panta and the North Sea beyond.
  In 653, as Christianity spread throughout Essex, the
  remains of the Roman fort was used as a site of worship to
  the great Deep One, Dagon. As was their way, the early
  Christians drove the 'devil' worshippers away and
  demolished much of the fort, using the materials to build a
  small church named St. Peter’s. Unknown to these early
  builders, one of the stones included in the church was the
  Deep Ones’ altar or Head Stone.
  The settlement of Ythancaestir sprung up near St. Peter’s
  Church, and was long ruled by the Tondhere family. In
  865 AD, the Danes invaded and the whole of Essex fell
  under their rule. The Viking clan of Rollo the Bent came to
  rule Ythancaestir. The Rollo clan has long associated and
  interbred with the Deep Ones of Northern Europe, and his
  clan soon made peace with the Deep One race of
  Ythancaestir, who find the salt water marsh an ideal
  breeding ground.
  It was not until 980 AD, when King Aethelred ordered the
  extermination of all Danes, that the Tondhere family
  managed to gain back control of their village. The Rollos
  escaped death by hiding within the marshes.
  In 1013 AD, when the Danish King Cnut invaded, Rollo
  One-Eye (son of Rollo the Bent) and his clan retook
  Ythancaestir with the aid of the local Deep Ones.
  Tondhere was slain in this invasion, but the invaders
  allowed his family to live to hopefully prevent rebellion by
  the other villagers. Additionally, Rollo One-Eye’s eldest
  son had taken a likening to the Tondhere daughter,
  Rebecca.
  The exact time of Seth/Stigandr’s relationship with the
  Deep One’s is unknown. Suffice to say that at some point
  in the serpent man’s long life, he came into contact with
  Deep Ones and Deep One hybrids of North-Western
  Europe and struck a bargain with them. The seafaring
  Deep Ones and their more human relations (e.g. the Rollo
  clan) would provide transportation services for Stigandr. In
  return, he gifted them with partial arcane knowledge and in
  particular the means to free Cthulhu from his watery
  prison. In reality, Seth is completely indifferent to the fate
  of the Deep One race; the ritual frees Yog-Sothoth, so
  much is certain, not Cthulhu. That’s the Deep Ones’
  problem, Seth reasons, not his; trust is a weakness, and
  why shouldn’t the weak pay for their gullibility?
  Ythancaestir
  Ythancaestir is a typical Anglo-Saxon village on the
  Eastern edge of Essex. The village huddles on the edge of
  the Ythancaestir marshes, and is located on the only area
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  Kevin Anderson and Stéphane Gesbert                       Pagan Call: The Clan                                                                                   2
  Copyright © 1991-2002 Kevin Anderson
  suitable for landing an invasion force by sea for some
  miles. The actual village has slowly moved in land since
  first being settled, as the marsh land slowly spread.
  Ythancaestir now lies about a mile from the river.
  As the investigators near the village of Ythancaestir, and
  before it actually comes into view, a smell assails their
  noses. The smell is that of salt water, but there is also a
  faint trace of something less wholesome, a rotting smell
  perhaps? Once the investigators emerge from the woods,
  they see the small village of Ythancaestir before them and
  beyond that, the flat, green and brown expanse of the salt
  marsh. The whole area is wreathed in low lying fog, only a
  foot or so high, which gives an unearthly look to the scene.
  This low lying fog is a common feature during the
  investigators’ stay at Ythancaestir. At night the fog rises
  and become thicker as the air dampens.
  The village is home to perhaps 100 souls, and consists of
  ten 20 to 30 feet long, 10 feet wide, wattle-and-daub huts
  with a thatch roof. These huts are windowless, with one
  entrance, and the floor is slightly lower than the ground
  level outside. The furniture is limited to a bare minimum:
  an open fireplace, a hanging cauldron, a table, a bench,
  straw beds, kitchen pots, tools, etc. Each hut is home to a
  complete family. The longer houses are those of farmers
  owning livestock, and at this time of year the animals
  share the farmers’ homes for some extra warmth at night.
  There are also three smaller wooden huts with slanted
  walls housing slave families. One farm is distinctively
  larger than all others, a timber hall belonging to the fated
  Tondhere family, once rulers of the community. Other
  buildings of note are scattered corn silos, a communal
  oven to bake the bread, a communal hay barn, a water mill
  on a tributary of the river Panta, and a small boorish tavern
  named the Green Man. The farms provide Ythancaestir for
  much of its food needs. Further food supplies are provided
  by the community’s fishermen (about one third of the
  population); the River Panta is fished regularly by boats
  from the single wharf providing access to the river and to
  the sea beyond. This wharf is sited near St. Peter’s church,
  about a mile from the actual village.
  Two hundred yards away from the village, closest to the
  marshes, stands the remarkable Viking stronghold of the
  Rollo clan. It is surrounded by a defensive timber palisade
  with a single gate facing the village. The palisade encloses
  a barn, a blacksmith’s Danish-style house (made with
  wooden planks and roof beams reaching to the ground), a
  timber hall for Rollo’s warriors, and Rollo’s “house”. The
  house is 25 yards long with two protruding wings, and it is
  entirely covered with moss and grass, in Icelandic style.
  From a distance, the house looks like a grassy mound. Two
  protruding chimneys give it away as being some kind of
  habitation. The keeper may allow Other Kingdom rolls to
  recognize these peculiar Viking designs.
  Last but not least, religious needs are catered for by a
  small stone church, St. Peter’s, about a mile away from the
  main village by the marshes.
  Talking to Locals
  The villagers are a close-mouthed and community-spirited
  bunch. They are not very impressed by high flying clergy
  or similar investigators. Only a few methods get them to
  talk. A successful Fast Talk or Persuade whilst buying ale
  in the Green Man works. Heavy handed threats should be
  discouraged by the Keeper, as they only work for a short
  while, after which the remainder of the village’s men are
  been alerted (25 in total, from 13 to 55 years old) and
  come to manhandle the oppressors!
  Information from the locals
  Rollo One-Eye (or old One-Eye as many refer to him) and
  his clan rule the village. They are Danes and not much
  loved. Tolerated would be a better term. Many of the
  fishermen nevertheless admit that their village is more
  profitable under the Danish leadership. Rollo One-Eye’s
  men showed them where to fish, and their catch has more
  than doubled. Such statements are almost always followed
  by the affirmation ‘…but he is a Dane…’
  • 
  Rollo One-Eye has been little seen since he took over
  the village seven years ago. Those who have seen him
  describe a bent yet tall bald man with only one eye,
  probably an injury received during Aethelred’s purge
  of the Danes back in 980 AD According to his wife
  Snotra the Red, who takes care of business in his
  stead, Rollo One-Eye is often away from the village
  on business.
  • 
  Jens the Meek is the youngest son of the clan of Rollo
  One-Eye. No one has seen him since he disappeared
  five years back, stealing an important sum of money.
  • 
  The rest of Rollo One-Eye’s clan consists of his wife
  Snotra the Red and two daughters – Unn and Jorrunn
  • 
  The older brother Vilmund was generally regarded by
  Anglo-Saxons as a “good Dane”. It was he who
  persuaded his father to spare the family of Tondhere
  after the battle to retake Ythancaestir. Vilmund died
  some six years ago after an accident up at the
  Tondhere farm. No more details are given; further
  probing yields only that the Tondheres are a cursed
  family.
  • 
  When asked about village records, the locals tell that
  most are kept at the home of Rollo One-Eye. Some are
  stored in the cellar of St Peter’s church. They are older
  records, which the Danes were not interested in.
  • 
  When questioned specifically about the last attack of
  the Danes, a few of the braver villagers tell how they
  saw “..strange stooped or twisted men, naked they
  were and sort of leaping through the village…” No
  one actually got a clear look at these men as the attack
  occurred at night.
  • 
  When asked about strangers in the area, the villager
  questioned looks about in a furtive manner before
  telling of a small group of outlaws hiding in the
  marshes. Further questioning (necessitating at least a
  successful Persuade, Fast Talk or some serious
  threats), makes the villager say, “so you really want to
  know, he? If you’re so keen stranger, why don’t you
  ask the Changeling?”. The villager points at a remote
  hut close to the tree line. Keeper’s note: the villagers
  older than 50 hide a terrible secret linked to the fate
  
  3                                                                          Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1991-2002 Kevin Anderson
  of the outlaws and the Changeling. Only physical or
  psychological torture, or some impending catastrophe
  can make them talk however.
  The Secret
  Back in 980 AD, there was a fisherman family who
  collaborated with the Vikings under the Danish
  rule. When the tide turned for the Danish rulers,
  and the villagers had either massacred or driven off
  the Danes, their thirst for vengeance turned towards
  the “traitors”. The night after, the men gathered and
  burned down the farm with the family trapped
  inside. There were only two survivors: the five year
  old boy Alfred who fled to the marshes and would
  become an outlaw, and his “changeling” baby sister
  Aelfwyn. From that moment on, Alfred only lived
  to avenge the crime, and the villagers did their best
  to forget it. At the time of the scenario, Alfred still
  hides in the wooded parts of the marshes with a few
  outlaws, and Aelfwyn lives in a hut close to the
  village.
  A few of the eldest women of the village, still
  feeling the guilt and the shame as if it happened
  yesterday, regularly bring food or clothes at the
  doorstep 
  of 
  Aelfwyn’s 
  rudimentary 
  hut. 
  If
  investigators visit Aelfwyn, the keeper could have
  them spot one of the older village women furtively
  dropping a bag of foodstuffs near the hut.
  The Changeling
  The Changeling is a woman of indeterminate age
  suffering from a mild form of Down’s Syndrome.
  Her statistics are given at the end of the chapter.
  The Changeling is almost mute, because her vocal
  chords were damaged in a fire when she was still a
  baby. Despite that handicap, she is no fool and she
  can help the investigators if they speak truly and
  show kindness. If on the other hand the
  investigators act slyly or make jokes, she
  completely ignores them. The keeper could allow
  the players a second chance at a later stage.
  Aelfwyn is an outcast and the villagers shun her.
  The obvious reason is her looks, but the truth is
  much uglier than that. She has no family except for
  her brother Alfred who lives now as an outlaw and
  sometimes passes by to bring her food and other
  necessities while the village is asleep.
  The Green Man Tavern
  The tavern is a low, smoky drinking place open most of
  the day and night. There are usually at least a couple of
  villagers (mainly men) within, supping the rather weak ale.
  The tavern is named after a Celtic being, the Green Man,
  an avatar of Cernunnos the Horned God. In times past, this
  god was paid tribute to by the village, and extended his
  protection to it. An Occult roll reveals the Cernunnos
  connection and that the Horned God was a nature god. The
  tribute is all but forgotten now, only vestiges remain, such
  as May pole Dances, and the villagers’ use of the 'horned
  fingers' (index and little fingers extended from a fist) to
  ward off evil. Cernunnos' power is now minimal, however
  the tavern (built on one of the main worship sites) is still
  protected: no minion of lesser power than Father Dagon
  himself may enter it.
  Rumors
  The following rumours can be easily gathered,
  particularly when the ale flows freely. The keeper
  may elaborate on them or paraphrase them ad
  infinitum. Note that all of the rumors are true to
  some extent!
  1. A huge monster lives in the center of the
  marshes. Nobody ever survived seeing it to
  return and tell the tale.
  2. Since Samhain (November 1st), the ghost of a
  monk in a ragged cowl has been spotted
  wandering through the marshes at dusk.
  3. Rollo One-Eye has been dead for years – that is
  why nobody has seen him lately.
  4. The real Rollo is a nine-feet tall giant who
  hides in the marshes.
  5. There is a huge treasure of strange gold coins
  hidden in Rollo’s house.
  6. Many of the Vikings are “berserkers”: they can
  turn into animals at night.
  7. The Vikings don’t ride horses. Horses hate
  them for some reason.
  8. On several occasions, a mysterious stranger
  dressed as a monk has paid a visit to the
  Vikings. Always at dusk.
  9. In old times the village was protected by the
  “Green Man”, a woodland spirit.
  10. During the last battle with the Danes, many
  warriors described their foe as loping on all
  fours like great dogs.
  11. The woman Aelfwyn is a changeling: her
  father probably had intercourse with marsh
  spirits or sea devils.
  The Tondhere Farm
  Any villager can point out the Tondhere farm. It consists
  of a long house and several abandoned dependencies, and
  outside yards to keep animals. The fields have been
  allowed to grow wild, the house is in a poor state, the
  dependencies seem abandoned, and the yards are empty.
  The Tondhere family consists of :
  TONDHERE – the father, died fighting the Danes seven
  years ago.
  MOTHER TONDHERE – wife of Tondhere.
  WILFRID - son of Tondhere, killed by Rollo One-Eye.
  REBECCA – daughter of Tondhere.
  THE TONDHERE’S PROBLEMS
  The Tondhere family ruled Ythancaestir for many
  generations, until Essex was invaded and defeated by the
  Danes. The family carried on during the rule of the Danes,
  and finally became the ruling family again when King
  Aethelred ordered the extermination of all Danes in 980
  AD. However the Tondhere’s success was short lived,
  because the Danes retook the area in 1013 AD
  
  Kevin Anderson and Stéphane Gesbert                       Pagan Call: The Clan                                                                                   4
  Copyright © 1991-2002 Kevin Anderson
  The returned Rollo (now also named One-Eye) spared the
  family after their father was slain during the battle. This
  act of ‘kindness’ was at the behest of Rollo One-Eye’s
  eldest son , Vilmund, who had become enamoured of the
  Tondhere daughter Rebecca.
  For several months Vilmund visited the farm, helping the
  widowed Mother Tondhere, her daughter and son, Wilfrid,
  with the farm work. Vilmund insinuated that he wanted
  peace between the Danes and Anglo Saxons, and felt that
  all could live and work together. Gradually he wormed his
  way into Rebecca's affections. One fatal night, soon after
  Vilmund had been introduced to his Deep One relatives,
  for some obscure reason he took Rebecca to meet them.
  The sight of the sea demons drove her mad. The
  Tondhere’s house was awoken by Rebecca's screams as
  Vilmund left her alone outside the door. Only Wilfrid’s
  sharp eyes spotted him running away. Not knowing what
  had occurred, Mother Tondhere took what care she could
  of Rebecca. Wilfrid suspected Vilmund of some foul deed,
  but had no proof. Driven by rage he nonetheless
  confronted Vilmund whilst the two were cutting wheat:
  they fought, and Vilmund fell hitting his head. Wilfrid
  returned home by a long route and arrived some three
  hours later. He was met by Snotra the Red, who informed
  him that Vilmund had fallen in the field and died of a
  broken head. Snotra gave Wilfrid a small engraved stone
  that Vilmund had wanted his friend to have. The stone was
  the focus for a spell cast by the Deep Ones to avenge
  Vilmund, and Wilfrid drowned in his bed a week later.
  Mother Tondhere has always maintained that Wilfrid fell
  in the marsh water whilst fishing and staggered home,
  before choking and dying 24 hours later.
  TALKING TO THE SURVIVING TONDHERES
  Mother Tondhere now lives alone with her mad daughter;
  local women leave food parcels at her front gate, and
  regard her as a poor thing cursed by fate. A Fast Talk or
  Persuade roll (the latter automatic for a member of the
  clergy) gets Mother Tondhere to talk. She is old but still
  shrewd, and has pieced together most of what occurred,
  although she has no definite knowledge of the Deep Ones.
  She cannot understand how Wilfrid drowned in his bed,
  but she is sure that Rollo One-Eye was behind it (she had
  seen Vilmund with the stone she found in Wilfrid’s hand).
  When asked, she gives the investigators the stone kept in
  an old leather pouch.
  When asked about the battle in which her husband died,
  Mother Tondhere relates that Tondhere did not die straight
  away. He was returned to her after the battle mortally
  wounded. For three days and nights, Tondhere clung onto
  life. Not once during this time did he say anything that
  made sense. He just raved about “…leaping devils…”,
  “…formorians..” and  “…his eye… his eye…”. When
  questioned about these ‘devils’ or ‘formorians’, Mother
  Tondhere makes the horned fingers sign and state that such
  things are not right for Christians to speak of. A member
  of the clergy or a successful Persuade roll convinces
  Mother Tondhere to elaborate.
  THE FOMORIANS
  All of Mother Tondhere’s ‘knowledge’ of the Formorians
  comes from the tales that her husband used to tell.
  • 
  The Formorians were sea raiders who came from the
  North, and terrorized the locals with attacks for
  supplies and tribute. This tribute was in the form of
  corn, milk and slaves. Many battles were fought over
  the years with these sea-raiders.
  • 
  The Fomorii were a race of ugly, violent, and
  misshapen giants.
  • 
  The Fomorii were rumoured to hail from Fomoria
  (Keeper’s note: an ancient name for Scandinavia), a
  land of ice and darkness, although many tales give
  their home as the underworld.
  • 
  One of the most renowned of the Formorians was their
  leader Balor. This Formorian was said to be taller than
  all men and to possess only one eye which could strike
  his foes dead, merely by gazing at them.
  From these tales, Mother Tondhere has decided that those
  who aided the Danes in the battle which took her
  husband’s life were these Formorian devils.
  The Stone
  This is an oval stone about two inches long and one
  wide at its largest points. It has a uniform cream
  colour, with a strange symbol scratched upon it; an
  Occult roll identifies it as a symbol for Water. The
  stone is a focus for the Drown spell that is detailed
  later. Anyone possessing it is a potential victim of
  the Deep Ones. Mother Thondere has always been
  careful to never touch the stone, although she
  cannot tell why exactly. For that reason, she has
  been protected from the stone spell.
  TALKING TO REBECCA
  A successful Insight roll gets Rebecca to talk; she lapses
  into a singsong voice and intones the following:
  Rebecca's Story
  Vilmund wants me to meet some of his relations,
  only they are leaving tonight. It’s quite thrilling
  sneaking out of the house at night, to meet the man
  I love. It's too dark to see clearly, but I think I can
  see someone...no! no! what is that? keep it away!
  Vilmund! Vilmund help! no! No! NO!
  She then begins to cry over and over. Her Mother attempts
  to calm her and suggests that the investigators leave.
  A Hint of the Fomorians
  The first time the investigators visit the marshes,
  the woods, or spy around Rollo One-Eye’s hall - at
  night, the keeper may invoke an encounter with a
  smallish Deep One hybrid. The encounter is
  optional and has no further significance in the plot,
  besides trying to scare the players, and suggesting
  that something unnatural is afoot.
  As the investigators make their cautious way in the
  deepening gloom, their flickering torchlight reflects
  off of what appears to be a water slicked, mossy
  rock. They miss a heartbeat as the rocky shape
  shifts and rises. At first, the shape seems to be that
  of a large dog or other four-legged beast, until it
  
  5                                                                          Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1991-2002 Kevin Anderson
  rises up from its crouching position on to two legs.
  As it becomes more erect, the creature’s true nature
  becomes more apparent in the dim torchlight.
  About three or four feet tall with leathery looking,
  greyish skin, the creature turns towards the
  investigators. Huge, black, expressionless eyes
  reflect the groups torches, before the creature
  abruptly turns away and leaps away at great speed
  into the darkness. Faint, almost liquid, slapping
  sounds can be heard as the creature flees in a
  strange hopping manner.
  The creature is one of the Deep Ones dwelling
  within the marshes. The Deep One is more
  interested in escaping than anything else. Details of
  any chase through the darkness are left to the
  imagination of the individual Keepers.
  The Stronghold of Rollo One-Eye
  THE ROLLO ONE-EYE’S CLAN
  The ruling clan of Ythancaestir consist of the following
  members:
  ROLLO ONE-EYE – a fully transformed Deep One.
  SNOTRA THE RED – Rollo One-Eye’s wife, human.
  UNN THE RUTHLESS - Eldest daughter, human,
  currently at Treaks Cliff (see Chapter 3)
  JORRUNN FAIRHAIR – Daughter, Deep One hybrid
  dwelling within the marshes with a succession of Deep
  One lovers.
  VILMUND – Eldest son, deceased.
  JENS THE MEEK  – Benedictine monk at the abbey
  (probably deceased).
  The stronghold defines a more or less circular area,
  defended by a ditch and an earthen rampart surmounted by
  a wooden stockade. The stockade is alternately 5 feet to 7
  feet high every other yard. There is a single opening in the
  rampart topped off by a gate house. At all times, there are
  two Vikings guarding the stronghold: one posted at the
  gatehouse overlooking the gateway, and the other circling
  the stronghold behind the stockade. There are two ways in:
  by sneaking in under the gate house, or by clambering up
  the rampart and then climbing over the stockade.
  Rollo’s house has an rectangular base, 25 yards long and 7
  to 8 yards wide. There is only one entrance, almost entirely
  below ground level; an access ramp has been dug out into
  the earth. The entrance is guarded by a stout oaken door,
  barred on the inside. On the opposite side, there are two
  protruding wings respectively 5 yards and 8 yards long,
  extending from the house’s main body. Of the two
  chimneys, one could be used to enter the house; it is
  readily accessible by clambering up the house’s grassy
  roof. Note that it is a 6 yard jump from the roof to the
  floor. There are no windows.
  A smaller long house stands near the main one. This is
  home to Rollo’s 15 Viking warriors. This long house
  consists of one big barn-like room, with a central area with
  a fire place in the middle, defined by vertical posts and
  side aisles. A big cauldron with simmering broth is
  hanging over the fire from a tie beam (it is possible to
  swing the cauldron around by kicking it). Clothing,
  weaponry (spears, axes, shields), animal skins, and
  personal effects are everywhere, and many objects could
  be used as improvised weapons or shields. Along the side
  of the aisles, two long uninterrupted wooden frames define
  beds and seating places. The long house is smoky and it
  reeks of sweat; there are on average 2D6 Vikings hanging
  around, playing dice, sharpening their swords, eating, etc.
  Rollo One-Eye has commanded these men to follow his
  woman’s orders as though they were his own.
  The warriors are true Vikings, in the sense that they do not
  know fear. Their greatest aspiration is to die in battle, and
  they stop at little to please their master. As an example, if
  alerted to anyone breaking into Rollo’s house, they think
  nothing of pursuing the offenders.
  The third and last house is that of the smith. The house is
  quite “modern” by Dark Ages standards, divided up into
  small rooms by wooden panels. One of the rooms contains
  an oven and tools of the trade, as well as unfinished
  swords. The smith himself plays no particular role in the
  scenario and poses no threat. This house may be a good
  hiding place for the investigators once inside the
  stronghold’s walls.
  Here follows a detailed description of Rollo’s house:
  GREAT HALL
  The Hall is currently empty save for one Deep One hybrid
  retainer, as most of the clan are gathered in the marshes.
  Callers are met at the door by the hybrid, a stooped man
  with a bald head and protruding eyes; he informs visitors
  that the Master and his woman are away on business, and
  will not be returning for at least a fortnight. On no account
  does he let anyone in, resorting to calling the warriors
  from the nearby long house if necessary. If the
  investigators break in, he stalks them and tries to pick
  them off one by one.
  The hall is strangely empty except for the timber posts and
  beams supporting the roof. Between the posts and the outer
  walls of the hall, are wooden screens that separate the
  edges of the hall into bays. These small areas are untidy,
  with sleeping furs and rubbish, and ideal places to hide if
  required. Only scattered and mostly broken earthenware
  lies around, and a few stones define an unused fireplace in
  the middle. When the sun is up, a single ray of light falls
  through the chimney and illuminates a random spot in the
  darkness. Appropriate modifiers apply for fighting in the
  dark aisles (typically half skill). Upon the timber beams
  and posts are carved hunting scenes. An Idea roll notes
  that there is something wrong with the outlines of the
  hunters, all are bent or twisted, and they seem to be
  hunting people. Sanity Loss is 0/1 point.
  At the far end of the hall, a wide ledge half way up the
  walls serves as a sleeping place. Twin ladders lead up to
  this ‘mezzanine’ floor. Most of the sleeping area shows
  little sign of use. This high level area is shadowy and a
  popular hiding place of Rollo One-Eye’s retainer to jump
  onto intruders.
  
  Kevin Anderson and Stéphane Gesbert                       Pagan Call: The Clan                                                                                   6
  Copyright © 1991-2002 Kevin Anderson
  STOREROOM.
  Two narrow chambers extend perpendicularly from the
  great hall; the smallest of the two, opposite the entrance, is
  the storeroom. Cluttered and dirty, not what one would
  expect of the store of a head clan, and little useful can be
  found here. A single plate bears a recent meal of raw fish.
  A heap of rags in one corner provides bedding for the clan
  retainer.
  BUTTERY
  In the corner opposite to the entrance, a narrow slopping
  passageway leads to a cool room that was originally
  intended to store milk products. A strong sour smell hangs
  in the air, and comes from a barrel full of decayed milk.
  The air is full of buzzing flies.
  SMALL ROOM
  Under the ledge in the great hall there is an opening
  leading to a smaller extension of the house. Again, this
  dark chamber is empty, except for three chests aligned
  along one wall. Two of the chests hold records and papers
  such as births, deaths etc. The third chest is locked and
  holds personal papers of Rollo One-Eye. This chest is in
  complete disarray, as though it has been thoroughly
  searched. If the investigators sort through the papers and
  make a Library Use roll the following items may be found:
  Clan Papers #1a – Page section from a diary (Norse)
  ...with Vilmund's death no one in the clan can read
  Greek. Damn that Tondhere boy he must be dealt
  with.
  Clan Papers #1b – Page section from a diary (Norse)
  Jens has run away, despite my efforts to convince
  him of our clan blessing, so far none of those I have
  sent to find him have managed to locate him. The
  money he stole is of no consequence but if an
  outsider was to discover our heritage....
  Clan Papers #1c – Page section from a diary (Norse)
  ..has found Jens he is a monk at a small abbey in
  Kent. The time of his change is fast approaching so
  we must have him return…
  The Norse passages can be translated by one or two of the
  older villagers of mixed blood. A captured Viking could
  also do the job with appropriate “incentives”. These
  options are left to the keeper’s discretion.
  A successful Spot Hidden roll notes a discrepancy between
  the size of the third chest and its internal space. A false
  bottom can soon be opened. Secreted within, are a large
  number of pieces of gold jewellery of Saxon make, as well
  as a small number of Byzantine Nomisma gold coins and
  Arabian dinars, also gold (Other Kingdoms rolls are
  required to identify the provenance). The actual value of
  the trove found here is up to the individual Keepers. The
  authors would suggest that the value is left ambiguous but
  be sufficient to fund ‘normal’ expenses, such as they are in
  the Dark Age period, during the campaign.
  The Marshes
  The Ythancaestir Marshes are an example of a saltmarsh.
  A saltmarsh is a terrain type that can develop in parts of an
  estuary that is above the normal tidal zone. The area where
  a saltmarsh may develop, is usually only covered at spring
  tides, or perhaps by exceptionally high tides as a result of
  storms. Spring tides are the highest tides and generally
  occur in March / April and September / October.
  There is a special range of salt resistant plants, low lying
  shrubs, which are able to survive in this habitat. It is these
  plants that bind the mud together to form large flat areas of
  land. These ‘islands’ are split by a complex network of
  creeks and pools. At low tide, these creeks and pools are
  nothing more than areas of thick (and sometimes deep)
  clinging mud.
  At some point, the investigators are going to realise that
  the marshes play a major roll in what has been happening
  and go to them. Whenever they investigate the marshes,
  they find them wreathed in low lying mist, cold and
  clammy, faint noises sound loud and nearby, and the eerie
  cries of gulls overhead seem harsh and loud.
  
  7                                                                          Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1991-2002 Kevin Anderson
  The salt marsh is
  a nightmare to try
  and cross. The
  creeks form an
  almost maze like
  area. It is very
  easy to see where
  you want to go,
  but 
  almost
  impossible to get
  there 
  without
  wading 
  through
  the thick, chest-
  deep mud that is
  at the bottom of
  the creeks. Any
  investigator
  fighting 
  or
  running near one
  of 
  the 
  creeks,
  should be called
  upon to attempt a
  DEX X 5 roll
  each 
  combat
  round or fall into
  the creek. If an
  investigator does
  fall in, he finds it
  impossible to get
  back out without help. Note that the Deep Ones, although
  not perfectly at home in the mud, have an easier time of it
  than the human invaders.
  Once within the marshes proper, a Track roll notes a faint
  trail winding its way further in. A total of four successful
  Track rolls are required to follow the trail to its end. Once
  a roll is failed the investigators find themselves lost and
  the Keeper is at liberty to choose where they are within the
  marshes. The track eventually leads to a shack (see the
  Wooden Shack later).
  THE GHOST
  The Keeper should have this encounter occur during one
  of the investigator’s early visits to the marsh lands. The
  encounter occurs preferably at dusk (or dawn); if not the
  Keeper should ensure that the always present fog is thicker
  and deeper than usual.
  A silhouette is spotted by one of the investigators, standing
  some distance away. The figure is hooded and seems to be
  watching the group. Almost as soon as the figure is seen, a
  bank of fog swirls over it. When the eddy clears, the figure
  is gone.
  Further searching should be rewarded with a second
  sighting of the figure, this time closer. This time, the
  figure’s garb may be identified as that of a monk. A Spot
  Hidden roll specifically identifies it as the robes of Brother
  Paulinus. The brother seems to be slouched over as though
  in  pain.
  The figure does not respond to any hails from the
  investigators, and if they attempt to get closer it turns and
  moves rapidly away with a limping gait. Attempts to close
  with 
  the
  ‘ghost’ 
  are
  further
  hindered by a
  partially
  concealed
  creek 
  (Spot
  Hidden 
  to
  notice it). By
  the time the
  investigators
  have managed
  to 
  extract
  themselves
  from the creek,
  or 
  crossed
  over it, there is
  no sign of the
  ‘ghost’.
  This ‘ghost’ is
  in fact one of
  the 
  Deep
  Ones, wearing
  the 
  captive
  Brother
  Paulinus’ robe
  and cowl. The
  Deep Ones are
  aware of the
  newcomers in the area, and have sent this one to observe
  them.
  THE SCREAM
  At some point, while the investigators are exploring the
  marshes, they hear a scream. It is obviously the cry of a
  man in mortal anguish. A successful Listen roll enables the
  investigators to discern from which direction the scream
  came from. The Keeper should point the investigators
  towards the encounter with the kidnapped Brother
  Paulinus.
  THE WOODEN PATHWAYS
  Towards the river side of the marshes, the investigators
  may come across a series of pathways used by the Deep
  Ones. This network of pathways is on average about 3 feet
  above the water level, supported by poles that rise a further
  5 to 7 feet above the walkways. Some of the poles have
  been carved to depict rough but distinctive silhouettes of
  humans, animals, pagan deities, and monstrous creatures,
  or combinations of the four. Occult rolls identify Norse
  deities 
  Odin 
  and 
  Thor. 
  Mythos 
  rolls 
  recognize
  representations of a huge Deep One (Dagon). These
  “totems” are markers used by those who are not intimately
  familiar with the marsh lands, to find their way to various
  Deep One’s locations. The Keeper should use these totems
  to subtly direct the investigators as and when required.
  If the path is followed landwards, it leads to the edge of
  the marshes, then into the woodlands about a half mile
  from Ythancaestir. Seawards, the wooden path leads to a
  very secluded bay where one Viking longship (a
  “drakkar”) has been beached on a narrow strand, and a
  
  Kevin Anderson and Stéphane Gesbert                       Pagan Call: The Clan                                                                                   8
  Copyright © 1991-2002 Kevin Anderson
  smaller boat (a merchant version of the longship, or
  “knorr”) floats up and down in the River Panta. The small
  boat is sea-worthy, having recently arrived from a “night
  jump” across the Channel from the port of Quentovic in
  France. The investigators cannot move the drakkar without
  the help of at least 15 strong men. Note that the knorr
  provides a possible escape route to the investigators at the
  end of the scenario.
  This bay and the wooden path are used by the Deep Ones
  to move cargo to and from the land without using the
  wharf used by the fishermen.
  DEAD OUTLAWS
  As the investigators cross this large ‘island’ of mud and
  vegetation, have each attempt a Spot Hidden roll. Success
  spots a strange white branch protruding from the low
  undergrowth. A closer examination reveals that the branch
  is in fact a human forearm, apparently ripped away at the
  elbow joint. An examination of the surrounding
  undergrowth reveals that it is loose, and may be lifted like
  a carpet.
  Beneath this carpet of vegetation, are the corpses of three
  men. All of the corpses show signs of being clawed or
  ripped apart, with ragged tears through clothing and flesh
  alike (SAN loss 0/1D2). The bodies have nothing upon
  them, apart from their ripped clothes, and nothing to
  identify them. It is obvious by the state of the bodies, that
  they have not been hidden under the damp vegetation for
  long.
  If any of the investigators encountered the outlaws at the
  abbey (in Chapter 1) they recognize the bodies as those of
  the outlaws.
  THE WOODEN SHACK
  This structure is a ramshackle affair of water logged wood
  that is sited in one of the deeper waterways. The top of the
  shack protrudes about 4’ above the surrounding marshland.
  Perhaps big enough for half a dozen people, it has only one
  room behind its rough door, which is barred but may be
  forced open (STR 8). Within are six chunks of tree trunk
  arranged around a larger chunk acting as a table, and a
  crude bed. Snotra is sleeping on the bed when the
  investigators arrive, but awakens when the door is forced.
  She claims that this is her retreat away from the rigours of
  village life, particularly while her husband is away at sea,
  and would the investigators please leave. If they refuse,
  she angrily stalks out and disappears into the fog. All
  attempts to track her fail. If the investigator block her way
  or man handle her at all, she flies into a mad rage, pulls out
  a knife, and attacks them.
  On the table, are several piles of raw fish and a small
  leather pouch. The leather pouch contains perhaps a
  double handful of fluorescent, pale blue powder, warm to
  the touch. This is a sample of Blue Stone sent by Unn from
  the Treak Cliff mines.
  A search of the shack along with a successful Spot Hidden,
  finds a rolled up piece of leather, thin from much handling.
  Unrolling the leather reveals a prophecy written many
  years ago, in Latin:
  Clan Papers #2a –Deep One prophecy (Latin)
  One hundred, three score and ten years after the
  sufferers of Grendel have been thwarted by Great
  Dagons scions shall a door be opened. And from
  this door shalt pour forth they whose rightful place
  has been usurped by the christian god. When that
  time does come gather the stone of blue and powder
  it that it may be sprinkled upon the head of the
  serpent that the powere may flow and the throat
  open.
  The Danes are the people who suffered the monster
  Grendel. The attack referred to is the one that occurred in
  850 AD, and was defeated by the Deep Ones who at that
  time were not allied with the Danes, and saw the invasion
  as an attack on themselves.
  A second Spot Hidden roll (or automatically if the bed is
  searched) finds a short note written in English:
  Clan Papers #2b –a short note (English)
  Mother,
  I trust all is well in Ythancaestir and that Jens
  has returned. We have almost completed the final
  batch of Blue Stone required from the mines and
  will be returning soon. I will travel to Ferriby and
  hire a boat there to return me to Ythancaestir to
  enable me to return soonest.
  I’m pleased to hear that Father’s contact in
  Quentovic has been successful. Had we know
  before that the Blue Stone was to be found in
  Greenland and in the kingdoms of our cousins – the
  Russ! What irony!
  Thanks to the pestilence that descended on the
  nearby village, running the mines has become a
  simple task. I have learned much that will aid us
  from the man who calls himself Wanderer
  Your daughter Unn.
  If the investigators do not find this parchment, have them
  find it within the pages of the book dropped by Rollo One-
  Eye at the end of this chapter. Any well-informed person
  can tell that Ferriby is an important port on the Humber.
  Other Kingdoms rolls are necessary to identify Quentovic
  as the major French port from cross-Channel trade, and the
  land of the Russ as the Russian Empire, originally founded
  by the Swedish Vikings.
  THE TRYSTING COUPLE
  Jorrunn Fairhair is the only member of Rollo One-Eye’s
  clan with fair hair. All others are brown, leaning towards
  red. The Deep One traits are normally recessive in females
  born of Deep One – Human matings. In Jorrunn’s case,
  this was not so. Jorrunn has not changed yet as she is too
  young, however she has the rare ability among Deep One
  females of being a ‘Brood Mother’.
  Deep One Brood Mothers
  Certain Deep One females are born as so called
  Brood Mothers. These rare females have an
  incredible urge to breed, and are equally fertile. The
  gestation period of the Deep One before its change,
  
  9                                                                          Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1991-2002 Kevin Anderson
  is only three months compared to the nine months
  of a human female. The result of such a birth is
  normally not a human – Deep One hybrid baby, but
  a batch of ten to twelve ‘Deeplings’. These are fish
  that bear some features of mammals (for example
  rudimentary hands or lungs as well as gills), and
  have greatly increased intelligence.
  These Deeplings develop rapidly once born
  growing to the size of a child in a few weeks.
  Once the Brood Mother changes she is equally
  fertile but all of her offspring will be pure bred
  Deep Ones, not hybrids that will change as they
  mature.
  Jorrunn spends most of her time either trying to satisfy her
  primal urges with one or another of the Deep Ones that
  dwell within the marshes, or lounging in her spawning
  pool (see below), surrounded by her offspring. When the
  investigators are exploring the marshes, Jorrunn is engaged
  in her former activity with her latest Deep One beau.
  If Jorrunn or her Deep One companion succeed in a Listen
  roll (35% for Jorrunn, 25% for her lover), they hear the
  investigators stumbling around, and ambush them, gaining
  surprise and a free attack by suddenly appearing out of the
  fog.
  JORRUNN FAIRHAIR’S SPAWNING POOL
  Deep within the marshes, is a pool that is partially natural
  and partially man (or Deep One) made. The almost circular
  pool has a single creek leading into it, which can be
  blocked or cleared by sliding a large, flat stone up or
  down. This crude gate allows the Deep Ones to keep
  Jorrunn’s spawn in one place, and still refresh their water
  periodically.
  The surrounding mud flats lead to a drop of some three
  feet to the water’s surface. The water itself is a further
  three feet deep, with another two feet of thick clinging
  mud beneath it. Any investigator foolish enough to enter
  the pool, soon sinks into the mud and find themselves
  stuck. A STR roll against the mud’s suction STR of 10 is
  required to pull free. Such a stuck investigator cannot use
  their Dodge skill, and any melee attacks are at 50% of their
  normal chance.
  This pool is Jorrunn Fairhair’s spawning pool, it is here
  that she comes to give birth and spend time with her brood.
  There are currently ten Deeplings within the pool.
  BROTHER PAULINUS
  Brother Paulinus has not been a captive of the Deep One’s
  for long, but already has suffered much, both physically
  and mentally. The monk has been held prisoner in a small
  cove at the edge of the salt marsh, where it meets the tidal
  area. The back of the cove has a small cave like hollow,
  some ten feet deep and wide, where the tidal flow has
  eroded the mud. The Deep Ones have sunk two wooden
  posts deep into the mud and sand within this hollow, and
  Brother Paulinus is tied to these. The hollow’s position is
  sufficiently far back, that only the highest tides fill the
  hollow completely. Even so, the good Brother’s prison is
  flooded to a depth of a foot or so twice a day at high tide.
  This drenching, along with the ‘persuasion’ that Rollo
  One-Eye has administered to convince Brother Paulinus to
  translate the ritual, has left the monk in a very poor
  physical state. Additionally, the Brother’s sanity has been
  affected by the Deep Ones, the book he has to read to
  translate the ritual, and the nightly visits of one of the
  Deeplings.
  Brother Paulinus
  The monk is but a shade of his former self. His hair is
  wildly unkempt with a beard to match. Brother Paulinus
  only wears his basic tunic (his cowl and his scapular have
  been snatched by a Deep One tormentor), and shows sign
  of hypothermia. When the investigators meet him, he has
  only 5 hit points left out of 11, and every additional hour
  left in the cold costs him another hit point upon a failed
  CONx5 roll.
  Paulinus’ skin is sallow and pale from continual soakings
  in water. The monk’s legs show signs of torture, cuts and
  bruises administered by Rollo One-Eye as he persuaded
  Brother Paulinus to translate the ritual. His limbs also bear
  small bite marks, as though from a dog. Worse than the
  physical condition, is Brother Paulinus’ mental health. His
  eyes staring from sunken pits mirror his internal madness.
  To those who knew the educated monk, this figure is but a
  drooling shell that once housed a fine mind. A failed
  Sanity roll at seeing what Brother Paulinus has been
  reduced to, costs the investigators 1 Sanity point.
  Brother Paulinus is insane, he rambles about ‘talking
  frogs’, ‘Brother Jens’ and ‘of the coming of the Beast’. If
  an investigator listens long enough, Brother Paulinus
  actually provides some useful information. A successful
  Listen roll picks the following disjointed phrases from his
  mad ramblings:
  • 
  …Church of Peter…
  • 
  …altar stone…
  • 
  …Rollo must have it…
  Given sufficient care and attention for three months, the
  Brother could regain his health and his sanity.
  Jens the Deepling
  One of Jorrunn’s brood, whose role in the Deep One
  society in the salt marsh is that of a guard, has taken to
  tormenting Brother Paulinus at night. During the hours of
  darkness, the Deepling swims and slides its way up to
  Paulinus, and talks to him, relating dark and evil secrets. In
  his fevered state, Brother Paulinus is convinced that this is
  Jens the Meek from the abbey. When the Deepling tires of
  its sport, it usually takes a bite at Brother Paulinus before
  leaving.
  If the investigators attempt to free Brother Paulinus, Jens
  the Deepling may well decide to attack them, particularly
  if they do not look too martial. The Deepling swims and
  slithers his way across the mud flats to launch himself at
  the nearest investigator.
  BALOR’S SHRINE
  This area of the marshes is completely surrounded by
  creeks between eight and fifteen foot wide. It may come to
  the investigator’s attention, as the area is slightly higher
  than the surrounding marshland, having a dome like shape.
  This marsh ‘island’ is in fact a crude temple built at the
  junction of several creeks. The temple is constructed from
  a mixture of stones (removed from the ruins of the Roman
  
  Kevin Anderson and Stéphane Gesbert                       Pagan Call: The Clan                                                                                 10
  Copyright © 1991-2002 Kevin Anderson
  fort) and wood. The roof is covered with a layer of marsh
  mud and plants to disguise it.
  Entrance is via a low, three foot high, opening in the wall
  of the surrounding creek. The mud in this creek is only
  eighteen inches deep, but this means that investigators
  must be crawling through the mud to enter the temple.
  Within the temple there is very little, apart from a stone
  slab about three foot high (a further foot of stone lies under
  the mud) and wide and six foot long. Upon this stone slab
  lies a corpse. A stone statue or idol stands at the ‘head’ of
  the stone slab. A search of the structure also uncovers an
  earthenware jug and a bundle of cloth.
  The Slab
  The slab is simply a block of stone, quite smooth to the
  touch. The rock is a pale grey in colour, but is highly
  stained with a dark red colour, which can be easily
  identified as blood that has soaked into the rock.
  The Corpse
  The corpse is that of a man, his skin is curiously pale,
  almost white. The man’s chest bears a smudged and
  smeared painting of a dragon like creature, with what
  appears to be a single eye rising from the water.
  • 
  The body is that of a man of late age.
  • 
  The man died from blood loss caused by having his
  wrists slashed.
  • 
  He has been dead for about a week.
  • 
  The man’s body is emaciated as though he has been
  starved.
  The body can be identified by any of the villagers or
  Father Peohtric, as that of Father Oslac, the prior priest of
  St. Peter’s church. Upon his retirement from his position in
  the church, he accepted an invitation from Rollo One-Eye
  to dine with him. Father Oslac became the latest offering
  to Balor from the clan. The elderly priest’s will was slowly
  broken by a combination of strong ale and the whiles of
  Jorrunn Fairhair, until at the end Oslac became a willing
  sacrifice to Balor.
  The Statue
  This stands about two foot high and is made of stone. The
  focal point is a squat, almost toad like figure with a wide
  gaping mouth, a single protuberant eye and hideously
  distorted male attributes. Arrayed around and upon this
  figure, are a further thirteen smaller wooden figures in
  various poses of torture and supplication. Details of these
  smaller figures are difficult to discern. Sanity loss for
  viewing this statue is 0/1.
  An Occult roll identifies the main figure as that of Balor,
  Lord of the Formorians. A Cthulhu Mythos roll identifies
  Balor as either Dagon or another Deep One of equal size
  and power.
  The Jug
  There is nothing remarkable about this container. It is
  obviously home made, and a cursory examination reveals
  that it has contained ale. A small amount of liquid still
  remain within it, smelling it identifies it as very strong.
  The Bundle of Cloth
  Examination reveals this to be the remains of a robe of the
  style worn by priests. No roll is necessary to identify the
  robe, if any present is a member of the clergy.
  The Outlaws
  The outlaws who kidnapped Brother Paulinus from
  Guthlac Abbey, are a wandering band of pirates who prowl
  around the Ythancaestir area since the fated night of the
  Deep One raid, in 1013 AD.
  A Tragedy
  The 46-year old outlaw leader Oswulf (“wolf of
  God”, his true name is Alfred) was originally the
  eldest son of a fisherman family who had
  collaborated with the Vikings under the Danish
  rule, before 980 AD. When the tide turned for the
  Danish rulers, and the villagers had either
  massacred or driven off the Danes, their thirst for
  vengeance turned towards the “traitors”. The night
  after, the men gathered and burned down the farm
  with the family trapped inside. There were only two
  survivors: the five year old boy who fled to the
  marshes and would become an outlaw, and his
  “mongoloid” (Down’s Syndrome) baby sister
  Aelfwyn (“friend of the elves”). From that moment
  on, the outlaw only lived to avenge the crime, and
  the villagers did their best to forget it. The outlaws
  live from hunting, and occasionally from the
  cargoes of raided ships stopping by Ythancaestir.
  When Rollo One-Eye needed men without scruples
  to do some dirty jobs, the outlaws did not hesitate a
  second. The outlaw’s leader was paid well in
  advance, and promised a similar amount on
  delivery of Rollo’s son, Jens, or a senior brother
  from the monastery. Three of Oswulf’s men
  kidnapped Brother Paulinus and delivered him to
  Rollo One-Eye, only to be double crossed and slain.
  The remaining outlaws are still camped in the area.
  The investigators may have third hand knowledge of a
  group of men camping in the woods West of Ythancaestir,
  or they may simply be exploring the area. Either way, a
  successful Spot Hidden roll sees a thin spiral of smoke
  wafting up through the trees.
  The outlaws are fairly timid. Their leader has terrible old
  burn marks on the head and his forearms. When
  approached, they claim to be itinerant workers just passing
  through. If any details, no matter how vague, of their
  involvement with Rollo One-Eye are mentioned, the men
  become more aggressive. An Insight roll discerns that
  most of their attitude is bluff.
  Further discussion, particularly involving suspicion of
  Rollo One-Eye and his clan, may well reveal the outlaws’
  role in the Dane’s plots. Particularly persuasive characters
  may well convince the leader Oswulf to aid them in any
  conflict with the clan of Rollo One-Eye. Certainly
  payment in advance, perhaps with gold recovered from the
  manor house, enlists such aid.
  
  11                                                                        Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1991-2002 Kevin Anderson
  The actual aid given by these men is up to the individual
  keeper. Atmospheric use of such ‘cannon fodder’ can be
  found easily within the marshes or at St. Peter’s Church,
  when the Deep Ones attack. Also, the keeper with a sense
  of drama may develop a more involving story between
  willing investigators, the outlaws, and the leader’s “gifted”
  sister Aelfwyn.
  Note that the outlaws possess a small boat that they use to
  go to sea. The boat is very well hidden, and can only be
  found by stumbling across it in the marshes, or by being
  told where it is.
  The Remains of the Roman Fort
  Very little remains of the Roman fort, Othona, since much
  of the stone work has been used over the years for
  construction. What remains consists of three sections of
  wall, each 20 to 30 feet long and about 3 to 4 foot high,
  and surrounded by marshland vegetation where the marsh
  has slowly claimed the land. These remains lie only about
  one hundred foot from St.Peter’s church.
  One area of the remaining walls is of interest to the
  investigators. Indeed, there the stone work has been
  cleared of the obscuring vegetation and partial excavations
  made. Many of the stones in the cleared wall, show signs
  of carvings on top of roman ‘grafitti’. These carvings
  depict strangely hunched or deformed men, arrayed around
  a man-like figure, half as tall as the men. The central, large
  figure has jagged lines coming from it’s face which seem
  to strike down more normal looking figures in the distance.
  Investigators who have seen the carvings in the great hall
  of Rollo One-Eye, note the similarities between the
  deformed figures.
  Of more interest, is the ‘graffiti’ partially obscured by the
  carvings. A Read Latin roll is required to make out some
  of what is written.
  Keepers information: The author of the graffiti was a
  survivor of the degenerate Serpent Men attack of the
  Tower of Trajan, as per the story ‘Worms of the Earth’ by
  Robert E. Howard. The surviving Roman legionnaire fled
  the tower’s ruin and was eventually posted at the Roman
  fort Othona. Unfortunately, the happenings at the tower
  had already driven him insane, hence his scrawl upon his
  barrack’s wall. This encounter provides a clue towards
  dealing with the Worms of the Earth in later chapters.
  Clan Papers #3 –Roman graffiti (Latin)
  …was there with Sullus of Eboracum when they
  came for him…
  …heard it, like rats burrowing or like worms
  hollowing out the earth…
  …say Bran Mak Morn the Pictish king made a pact
  with the worms of the earth…
  …stole the black stone they worship…
  St. Peter's Church
  The church is a simple structure built of stone from the old
  Roman fort. A low porch leads into a plain rectangular
  nave, which holds two dozen wooden benches. A narrow
  doorway (with no door) leads from the nave into the
  southern porticoes (where offerings would be received
  from the people); a further door leads outside. Twin arches
  lead from the nave to the apse, which contains the altar and
  an opening to the northern porticoes (where the vestments
  are kept). A Spot Hidden roll in the Apse notes a block of
  stone some 15' above the floor with a strange mark upon it.
  An Idea roll sees a snake's head.
  The church is normally overseen by Father Peohtric, who
  is present the first time the investigators visit. Peohtric has
  only been in Ythancaestir for six months since the last
  clergyman retired, as such he does not know too much
  about the village. He has met Snotra the Red (whose
  husband was away overseas at the time), and found her
  reasonably charming. Peohtric has a small hut in the  main
  village, but he spends a lot of his time in the church, since
  he discovered signs of vandalism two weeks ago. When
  asked about this, he tells that the altar had been dragged
  over to the east wall, and someone had been trying to pry
  stones out of the wall.
  Requests to view the records kept in the church are
  refused, unless the investigators have expressed distrust of
  the Rollo One-Eye clan. They are kept in two wooden
  chests hidden in a bare earth pit beneath a loose flagstone.
  Many papers have been ruined by damp.
  Two interesting documents exist here. Each requires a
  successful Library Use roll to locate, and possibly an Other
  Language roll to read.
  
  Kevin Anderson and Stéphane Gesbert                       Pagan Call: The Clan                                                                                 12
  Copyright © 1991-2002 Kevin Anderson
  Clan Papers #4a – Annal (Latin)
  Early in the morn on the fifth of October 850 AD
  the village was awoken by a runner sent from
  Maeldun. A small fleet of invaders had been sighted
  by a fisherman returning to the River Panta, they
  were not headed for Maeldun so the runner was
  sent to warn Ythancaestir.The night was dark and a
  damp fog was everywhere, the village men did
  gather what weapons they could and made their
  way through the marshes, past the Church of St.
  Peter. As the darkness lifted two longboats came
  into view through the shifting mist. As the fog
  billowed away a sight of horror was seen, the
  invaders had been slain to a man,  but not just
  slain, dismembered as though by beasts.
  Depending on the desired level of awareness of the
  players, the Keeper is free to leave the bracketed section in
  or out of the following manuscript.
  Clan Papers #4b – Manuscript (Latin)
  Cedd did arrive, at the behest of King Sigbert, at
  Ythancaestir and landing upon the quay of a
  ruinous fort of Roman build did declare that a
  church should be built there. [That night did
  demons emerge from the marshes and cavort within
  the fort paying worship to false gods. The soldiers
  with Cedd did descend upon these devils and
  dispatch them. That such foul worship could not be
  performed again, with much haste was the fort
  pulled down] A church dedicated to Saint Peter was
  built using stone from the remains of the fort.
  The Assault
  As stated in the Keeper’s Information, Rollo One-Eye and
  his Deep One allies need to retrieve the Head Stone very
  soon and to bathe it in blood, as required by the ritual.
  Once the investigators alert Rollo to their prying, he tries
  to lure them to St. Peter’s church where he may slay them,
  and nourish the altar stone in one fell swoop.
  If the investigators do not visit the church within a day or
  so, Rollo One-Eye sends a message for them claiming to
  be from Father Peohtric. This message is delivered to
  where ever the investigators are staying.
  Clan Papers #5 – Fake letter from Father Peohtric to
  the investigators  (English)
  To Lord [investigator’s name], Peothric, humble
  priest,
  It has come to my attention that you have issue with
  the ruler of our small village. I have knowledge that
  you may find of use. Meet me at St. Peter’s Church
  as soon as you possibly can. Make sure that you are
  not followed.
  THE FAKE PAULINUS
  When the investigators enter the church, they first hear a
  scratching sound coming from the far end of the apse.
  Then they spot the silhouette of a hooded monk, his back
  turned to them, trying to loosen parts of the wall with some
  tools. If the investigators saw the apparition in the
  marshes, dressed with Paulinus’ scapular and cowl, they
  recognize the figure immediately. The figure continues its
  mysterious work on the wall in the cool shadows of the
  church, completely ignoring the investigators, until they
  are only a few feet away. Then, in a brusque movement the
  monk-thing turns around, shrieking horribly in a
  completely alien gurgling voice, and lunges at the nearest
  investigator. In these few seconds the hood falls back,
  revealing the abhorrent head of a Deep One, and causing
  all present a full 0/1D6 Sanity loss.
  The creature’s cry signals the beginning of the attack by
  the other Deep Ones…
  Once the fake Paulinus has been dealt with, the
  investigators discover Father Peohtric slumped in a
  darkened corner. The priest has been knocked unconscious
  and may be revived with a First Aid roll. He can only
  relate that he opened the church door after somebody
  knocked, a figure rushed at him, and he fell back hitting
  his head.
  THE FOG
  First the Deep Ones call up a thick, damp fog using the
  spell Create Fog (detailed nearby). This supplements the
  existing ground fog, creating a billowing mass of thick fog
  around the church, which reduces visibility to a few feet,
  with strange cries echoing within it.
  THE ULTIMATUM
  Rollo One-Eye approaches within 20' of the porch and
  calls out to those within. He claims that anyone who leaves
  will be unharmed, but those who stay will be slain in the
  name of Dagon. Peohtric refuses to leave. Rollo One-Eye
  has no intention of honoring this statement, and anyone
  who does leave is attacked by 1-3 Deep Ones.
  THE ATTACK
  Ten minutes after Rollo One-Eye's ultimatum, the Deep
  Ones attack the church. They rush the two doors through
  the thick fog and begin to batter upon them. Both exterior
  doors have an armour rating of 3 and 15 hit points
  assuming the investigators bar them; the interior porch
  door has an armour rating of 2 and 10 hit points. Smart
  investigators barricade the doors with benches adding 15
  hit points. The Deep Ones, being bad climbers, batter at
  the doors until they give way. Once the doors give way,
  the Deep Ones rush in, with the fog following.
  Investigators risk a Sanity Loss of 0/1D4 per Deep One
  until a total of 8 points have been lost. At this time further
  Deep Ones do not disturb them. During the first round of
  combat with each Deep One, the investigators have a
  +10% bonus and the Deep Ones a –10% penalty, as the
  Deep Ones have to clamber over the remains of the
  barricades.
  THE RETREAT
  After eight Deep Ones have been slain, Rollo One-Eye
  leads the remaining ten, and any of his surviving family
  away into the fog. Successful Track or Spot Hidden rolls
  allow the investigators to follow. The survivors gather and
  begin chanting. No matter what the investigators do, the
  
  13                                                                        Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1991-2002 Kevin Anderson
  Contact Star-Spawn of Cthulhu will be cast. All hear a
  faint, far off cry and a wet, massive sloshing sound. A
  Listen roll guesses that it is headed towards the church.
  Surviving Deep Ones flee into the fog, as does Rollo One-
  Eye.
  THE FINAL HORROR
  During the next half an hour, the fog does not disperse,
  and the watery sounds grow louder (Sanity Loss 0/1D2).
  Finally, a huge shape looms up out of the fog, and heads
  for the church’s Apse. The Star-Spawn reaches out with its
  myriad tentacles and pseudopodia, and grasps the stone
  work. Cracks appear in the walls of the apse, and the two
  porticoes begin to fall. The walls cascade to the ground,
  revealing the monstrosity causing their downfall: Sanity
  Loss is now applicable. Rollo One-Eye appears out of the
  thick fog, his fine clothes stripped away to reveal his Deep
  One visage; his eye patch is now absent, revealing an
  obscene, mobile tongue and crude mouth beneath, where
  the eye should be. The Deep One lord clutches a square
  shaped object under one arm, and with the other directs the
  Star Spawn. The probing tentacles reach and grasp a stone,
  lifting it out of the wreckage. The Spawn turns and strides
  away, sinking deeper into the marsh with each step. Rollo
  One-Eye turns to those who escaped the collapsing church,
  and croaks 'as falls your church, so shall fall your god'.
  Enraged Father Peohtric rushes Rollo One-Eye with his
  bare hands, the Deep One lord easily brushes the attack
  aside in one powerful blow.
  During Father Peohtric’s ill fated attack, Rollo One-Eye
  drops the package he was carrying. As the Deep One looks
  feverishly around to locate the dropped package, the
  investigators have a chance to confront him. Rollo has no
  choice but to try and fight the investigators, as he must
  have the package. Using all his not insignificant combat
  abilities, Rollo leaps into the fight, all the while croaking
  out loud for help.
  Keepers may want to bear in mind the potential aid to both
  side in this final fight. There are a number of Deep Ones
  still in the area. Additionally, the Vikings may be
  searching the area, if the investigators left any indication
  that they had broken into and searched Rollo’s home. On
  the investigators side, there may be the remnants of the
  outlaws double crossed by Rollo, and perhaps a small mob
  of villagers tired of the Danish oppression.
  Once the fight is over, the investigators may find the
  package dropped by Rollo. The package contains several
  pages of ancient parchment written in Greek, wrapped in
  oiled cloth to prevent them being damaged by the damp.
  These pages are detailed nearby.
  Conclusion
  Deceased Deep One rapidly decompose into piles of
  unidentifiable fishy smelling flesh. Surviving Deep Ones
  flee into the marshes, and from there to the river. The
  keeper should only allow as much time needed for the
  investigators to get their act together and to mop up the
  wounded. After that, the keeper should progressively
  reapply pressure:
  The Star Spawn’s unnerving shambling can be heard at all
  times, only varying by position and proximity. At some
  point, it should be made obvious to the players that the
  monster is returning and tracking the investigators.
  However, the keeper should not allow the creature to get
  closer than 50 yards. When the investigators stop or are
  lost, let the Star Spawn “miss” them, walk away for a few
  hundred yards, then return.
  Rollo’s Vikings also enter the marshes to track down the
  investigators, but they remain on the pathways.
  If the party can still take it, have them encounter one or
  two Deep Ones in a surprise attack in the mist. The keeper
  can increase the pressure, by having one Deep One hoot,
  obviously calling for support!
  Last but not least, the keeper can surprise the players by
  letting them know that the investigators have lost track of
  the time, and that night is falling rapidly. Alternately, have
  huge storm cloud gather which, in combination with the
  mist, plunge the whole area in to darkness.
  The above should be enough to drive the investigators to a
  near panic, and make them flee the village and its
  surroundings. There are basically two escape routes: by
  land or by sea. Both are viable, though the sea escape
  permits additional scares as described below. The escape
  by sea is possible with the Viking Knorr or the outlaws’
  boat. Both can be maneuvered relatively easily by 3 people
  or more.
  Clan Papers #6 – Manuscript (Greek)
  To any learned investigator these pages have been
  ripped from a book. The pages consist of three
  sections:
  The first section is incomplete and appears to be the
  final part of a ritual to make a pact with a water
  demon (Contact Star Spawn of Cthulhu, the spell is
  incomplete and even if successfully learned yields
  no results).
  The second section comprises the majority of the
  pages and describes a complicated ritual involving
  a specially consecrated altar, called the Head Stone,
  and a blue powder.
  The final section is again incomplete and consists
  of a few notes on a spell to drown people on dry
  land. The fragmentary notes make mention of a
  special stone which needs to be inscribed but goes
  no further.
  None of the pages make mention of any specific
  Cthulhu beings, however there are sufficient hints
  and allegations about water beings to gain +1%
  Cthulhu Mythos and the loss of 1/1D2 SAN.
  Drown (New Spell)
  This spell - or rather infection - requires two weeks
  of preparation, and ingredients not normally
  available to Dark Age humans. It is cast upon a
  porous lasting object, usually an appropriate stone.
  Edited by Foxit Reader
  Copyright(C) by Foxit Software Company,2005-2006
  For Evaluation Only.
  
  Kevin Anderson and Stéphane Gesbert                       Pagan Call: The Clan                                                                                 14
  Copyright © 1991-2002 Kevin Anderson
  Anybody coming into close contact with the object,
  like for instance holding it for longer than a few
  seconds, tasting or smelling it must roll CONx5 roll
  or become a victim of the spell. Three to four days
  following the exposure, the victim develops flu-like
  symptoms: weakness, muscle aches, headaches.
  One week after exposure, lungs begin to fill with
  salty fluids, and the victim becomes seriously
  handicapped – all skill rolls and MOV halved. Roll
  CONx10 the first hour, CONx9 the second, etc. At
  the first failed roll, lose 1 HP per hour until death
  intervenes as per drowning/asphyxia. The process is
  irreversible unless stopped by Medicine or curative
  magic. Note that the caster is often the spell’s first
  victim! Only humans are affected; animals and
  other creatures are immune to this version of the
  spell.
  Create Fog (New Spell).
  This spell is a variant of the Mist spell found in
  Cthulhu Dark Ages. It requires the sacrifice of a
  friend or companion (no problem to the Deep Ones)
  as the person dies a bank of fog spreads out from
  the body to a radius of 20' multiplied by the number
  of Magic Points expended, more than one person
  may supply Magic Points if they know the spell.
  Sanity loss is 1D10 for the murder of a friend.
  If the investigators did not recover the letter from Unn at
  the shack, the Keeper should place it with the manuscript
  pages dropped by Rollo.
  The Final Scare
  The keeper who wants to get the players on their way and
  to provide them with some extra scares, may put the Star
  Spawn on their heels. Here is an example of an optional
  side plot for investigators who escaped by sea. Once the
  investigators are at some distance from the coast, let them
  spot the distant, faint, but unmistakably huge shape of the
  Star Spawn emerge from the mist, and walk into the water
  in their direction. What follows is a contest of nerves,
  where the keeper requests Pilot Boat rolls, and each failed
  roll allows the Star Spawn to close the distance with the
  boat. The investigators only see the vast glistening back of
  the beast breaking the surface.
  This little game can be carried on for as long as pleases the
  keeper, and before the players either tire or become too
  unnerved. At that crucial moment, the wind turns in favor
  of the investigators, and the Star Spawn drops behind and
  disappear in the distance.
  A Deus ex machina  that can be quite effective to boost the
  players’ morale and that adds some drama, is to have the
  woman Aelfwyn invoke the favorable winds, using her
  spell (see below).
  The malicious keeper can surprise the players at a later
  stage in the campaign, with an unexpected encounter at sea
  with the Star Spawn!
  What next
  If the investigators do away with the clan of Rollo One-
  Eye, they are awarded 1D10 Sanity Points.
  From Ythancaestir, the investigators should travel to
  Ferriby, and try to locate the Treak Cliff mines where Unn,
  the last member of Rollo One-Eye’s clan, is hiding (“the
  Blue Stone” scenario). If none of the investigators think of
  it, the Keeper may suggest that they follow Unn’s route
  home in reverse to have the best chance of locating her.
  If the investigators are not fleeing the area in fear of their
  lives, one of the local fishermen is willing to take the
  investigators from Ythancaestir to Ferriby.
  STATISTICS
  Peohtric, 34, Father of St. Peter’s.
  STR
  13
  CON
  14
  SIZ
  12
  INT
  15
  POW
  16
  DEX
  10
  APP
  13
  EDU
  16
  SAN
  80
  HP
  13
  Damage Bonus: +D4.
  Weapons: Fist/Punch 60%, 1D3+db.
   Candlestick 40%, 1D6+db.
  Skills: Accounting 30%, First Aid 40%, Insight 20%,
  Library Use 45%, Listen 60%, Latin 75%, Own Kingdom
  50%, Preach 85%, Status 40%, Stoically Defend Church
  90%, Write Latin 80%.
  Peohtric is of the school of clergy that believes their
  church must be defended with words and if necessary
  deeds against all whom threaten it.
  THE TONDHERE FAMILY
  Mother Tondhere, 54, Widow and mother to
  Rebecca.
  STR
  8
  CON
  12
  SIZ
  12
  INT
  13
  POW
  14
  DEX
  13
  APP
  11
  EDU
  10
  SAN
  50
  HP
  12
  Damage Bonus: None.
  Weapons: None.
  Skills: Accountancy 15%, Bargain 45%, First Aid 45%,
  Insight 15%, Natural World 45%, Occult 35%, Own
  Kingdom (Local) 45%.
  A brave elderly woman trying her best to care for her
  remaining family. She knows much of the local gossip and
  if befriended, she can fill in gaps in the investigator
  knowledge.
  Rebecca, 26, Insane Victim of the Deep Ones
  STR
  10/18
  CON
  13/16
  SIZ
  14
  INT
  12
  POW
  8
  DEX
  13
  APP
  15
  EDU
  12
  SAN
  25
  HP
  13/15
  Damage Bonus: None/1D4.
  Weapons: Punch/Gouge 50/75%, 1D3+db.
  Kick 25/45%, 1D6+db.
  Skills: Cthulhu Mythos 5%, No other applicable skills in
  her current state.
  
  15                                                                        Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1991-2002 Kevin Anderson
  Rebecca is insane and spends most of her time suffering
  from Stupefaction. At these times the statistics before the
  slash apply. When confronted by a Deep One she becomes
  berserk, gaining the statistics and skills after the slash, and
  attacking them.
  ROLLO ONE-EYE’S CLAN AND ALLIES
  Rollo One-Eye, 48, Deep One Lord
  STR
  17
  CON
  13
  SIZ
  17
  INT
  15
  POW
  15
  DEX
  11
  HP
  15
  Move
  8/10
  Damage Bonus: +D6.
  Weapons: Claw 25%, 1D6+db
   Sword 45%, Parry 30%, 1D8+db.
  Eye Tentacle 60% at close range, 1 plus poison POT 12*
  Armour: 1 point skin and scales.
  Spells: Contact Deep One, Contact Star-Spawn of
  Cthulhu, Drown, and Create Fog.
  Sanity Loss: 0/1D6.
  Special Items: Enchanted Cane storing sufficient Magic
  Points for his needs. If the investigators get hold of this
  cane, there will be 2D10 points remaining.
  *Rollo’s eye tentacle causes 1 point of damage due to it’s
  rasping edges, additionally the pus covering it is a poison
  of potency 12. After ten minutes, a victim begins to vomit
  uncontrollably whether the poison was successfully
  resisted or not. If the poison was not resisted, this is
  followed by spasms causing 12 points of damage.
  Rollo One-Eye is both a Danish chieftain and a Deep One
  lord. Rollo’s second name came from the loss of his left
  eye during a raid. His fellow Deep Ones treated his injury,
  and the eye socket became a festering pit of yellow/green
  pus with a thin, foot long tentacle coiled within it. Rollo
  has perfected the use of this eye tentacle as a weapon
  during close combat.
  Rollo One-Eye insists on wearing his once fine clothes
  over his deformed body.
  Snotra the Red, 47, Wife to Rollo One-Eye
  STR
  11
  CON
  15
  SIZ
  13
  INT
  14
  POW
  16
  DEX
  12
  APP
  14
  EDU
  9
  SAN
  0
  HP
  14
  Damage Bonus: None.
  Weapons: Carving Knife 60%, 1D6.
  Since her husband's change, she has been running the clan
  house and the village. With the upcoming ritual, she is
  keen to join her kin in the marshes. Snotra’s name comes
  from her striking red hair.
  Jorrunn Fairhair, 22, Lover of Deep Ones
  STR
  12
  CON
  14
  SIZ
  14
  INT
  13
  POW
  14
  DEX
  15
  APP
  8
  EDU
  10
  SAN
  0
  HP
  14
  Damage Bonus: +D4.
  Weapons: Knife 40%, 1D4+db
  Finger Nails 60%, 1D2+db may attack twice per round.
  Skills: Listen 35%
  Jorrunn Fairhair is the only member of Rollo One-Eye’s
  clan with fair hair (all others are brown leaning towards
  red). The Deep One traits are normally recessive in
  females born of Deep One – Human matings, but in
  Jorrunn’s case this was not so. Jorrunn has not changed yet
  as she is too young, however she has the rare ability
  among Deep One females of being a ‘Brood Mother’. (use
  Deep One #1 for her current lover).
  Rollo One-Eye’s House Retainer, 35, Deep
  One Hybrid
  STR
  16
  CON
  15
  SIZ
  15
  INT
  10
  POW
  13
  DEX
  14
  APP
  7
  EDU
  7
  SAN
  0
  HP
  15
  Damage Bonus: +D4.
  Weapons: Knife 45%, 1D4+2+db.
  Iron Poker 40%, 1D6+db.
  Skills: Sneak 70%, Hide 70%.
  Half-human and half-Deep One, the retainer defends his
  Master’s home with his life if necessary.
  Viking Warriors, Loyal Mercenaries
  STR
  CON
  SIZ
  INT
  DEX
  POW
  HP
  1
  16
  15
  14
  10
  12
  12
  15
  2
  12
  14
  12
  11
  12
  11
  13
  3
  17
  12
  17
  9
  10
  10
  15
  4
  11
  10
  10
  12
  13
  15
  10
  5
  13
  14
  12
  12
  13
  8
  13
  Note: Viking One and Five have a damage bonus of +1D4,
  Three has +1D6 the other +1D4.
  Weapons: Short Spear 45%, 1D6 + db,
  Axe 60%, 1D6 + db
  Small shield 40%, absorbs 20 damage.
  The warriors are employed by Rollo One-Eye and live in
  fear of his wrath. They are also richly rewarded for their
  service, and they stop at little to please their master.
  Reuse the above statistics as required.
  Deeplings, Minor Servitor Race
  The Deeplings are hybrid creatures born to a Deep One
  Brood Mother before the change. When first born, these
  creatures resemble fish, each being some nine inches in
  length. Within a few days, the Deeplings feed upon
  whatever is available, each other if nothing else, and
  rapidly grow. As they grow, the Deeplings develop
  features of mammals. Some may grow rudimentary hands
  or feet, other develop lungs to supplement their gills and
  enabling them to move to the land. A few, exceptional
  Deeplings develop sufficient intelligence to learn speech.
  Deeplings, Minor Servitor Race
  characteristics
  Rolls
  Averages
  STR
  2D6
  7
  CON
  3D6
  10-11
  SIZ
  1D6+1
  4-5
  INT
  2D6
  7
  Edited by Foxit Reader
  Copyright(C) by Foxit Software Company,2005-2006
  For Evaluation Only.
  
  Kevin Anderson and Stéphane Gesbert                       Pagan Call: The Clan                                                                                 16
  Copyright © 1991-2002 Kevin Anderson
  POW
  3D6
  10-11
  DEX
  3D6
  10-11
  Move 8
  HP
  7-8
  Move
  .10 Swimming/4 crawling
  Av. Damage Bonus:
  Varies, -1D6, -1D4
  Weapons:
  Bite 35%, damage 1D4,
  minimum of 1 damage
  Armour:
  None
  Spells:
  None
  Sanity Loss:
  0/1D2
  Note that the above statistics are for a mature Deepling.
  Deeplings, Spawn of Jorunn
  STR
  CON
  SIZ
  INT
  DEX
  POW
  HP
  1
  7
  11
  4
  8
  14
  11
  8
  2
  4
  10
  4
  4
  10
  12
  7
  3
  8
  12
  5
  6
  11
  15
  8
  4
  5
  12
  3
  8
  11
  13
  7
  5
  6
  9
  6
  8
  8
  13
  7
  6
  6
  10
  5
  7
  10
  10
  7
  7
  4
  11
  5
  6
  14
  9
  8
  8
  3
  9
  4
  5
  11
  11
  6
  9
  5
  12
  3
  5
  11
  10
  7
  10
  9
  16
  7
  5
  10
  13
  12
  Damage Bonus: Deeplings 3 and 10 –D4, all others –D6.
  Weapons: Bite 35%, 1D4+db.
  Armour: None.
  Sanity Loss: 0/1D2.
  Jens the Deepling
  STR
  6
  CON
  14
  SIZ
  7
  INT
  14
  POW
  14
  DEX
  15
  HP
  6
  Move
  12/4
  Damage Bonus: -D4.
  Weapons: Bite 35%, 1D4+db.
  Armour: None.
  Sanity Loss: 0/1D2.
  Jens is a particularly intelligent Deepling. It has been
  charged with guarding the captive Brother Paulinus, and
  takes a perverse delight in tormenting the poor soul.
  Possessing lungs and arms/hands, Jens can both speak and
  crawl across the land.
  Deep Ones
  STR
  CON
  SIZ
  INT
  DEX
  POW
  HP
  1
  18
  16
  18
  14
  14
  09
  17
  2
  22
  08
  15
  09
  09
  15
  9
  3
  13
  12
  14
  09
  11
  11
  13
  4
  18
  13
  19
  14
  10
  12
  16
  5
  17
  14
  22
  10
  07
  13
  18
  6
  15
  11
  17
  12
  12
  13
  14
  7
  18
  16
  18
  14
  14
  09
  17
  8
  22
  08
  15
  09
  09
  15
  9
  9
  13
  12
  14
  09
  11
  11
  13
  10
  18
  13
  19
  14
  10
  12
  16
  11
  17
  14
  22
  10
  07
  13
  18
  12
  15
  11
  17
  12
  12
  13
  14
  Damage Bonus: +D4.
  Weapons: Claws 25%, 1D6+db.
  Armour: 1 point skin and scales.
  Sanity Loss: 0/1D6 or 0/1D4 within fog.
  Star-Spawn of Cthulhu, Church wrecker and
  altar remover
  STR
  50
  CON
  65
  SIZ
  80
  INT
  25
  POW
  24
  DEX
  15
  HP
  70
  Move
  20/20
  Damage Bonus: +7D6.
  Weapons: Tentacles 80%, half db
  Claw 80%, db.
  Armour: 10-point hide and blubber, regenerates 3 hit
  points per round.
  Sanity Loss: 1D6/1D20.
  The Star-Spawn does not attack unless provoked; its
  purpose is to get the Head Stone to safety. It may attack
  with 1D4 tentacles or one claw per round.
  Some Burly Farmers
  STR
  CON
  SIZ
  INT
  DEX
  POW
  HP
  1
  18
  17
  16
  10
  11
  9
  16
  2
  14
  14
  15
  11
  10
  11
  14
  3
  17
  15
  17
  9
  9
  15
  16
  4
  18
  18
  15
  12
  13
  10
  17
  5
  14
  13
  14
  10
  14
  12
  13
  6
  16
  14
  14
  8
  17
  12
  14
  Note: Farmers One, Three and Four have a damage bonus
  of +1D6 the other +1D4.
  Weapons: Fist 55%, 1D3+db
  Farm Implement 40%, 1D6+db.
  If the investigators begin causing trouble, one or more of
  these 'lads' may come along to sort them out. Alternatively,
  they may be persuaded to aid the investigators against the
  Deep Ones.
  Paulinus, 45, Once School Master
  STR
  10
  CON
  11/7
  SIZ
  12
  INT
  14
  POW
  14
  DEX
  9
  APP
  12
  EDU
  16
  SAN
  35
  HP
  11/5
  Damage Bonus: None
  Weapons: None
  Skills: Cthulhu Mythos 5%, Trivium (grammar, rhetoric,
  and dialectic) 80%, Greek 50%, Latin 75%, Occult 40%,
  Own Kingdom 50%, Persuade 30%, Library Use 60%,
  Write Latin 80%
  Since being kidnapped from Guthlac abbey, Brother
  Paulinus has not been treated well. Regular beatings from
  Rollo One-Eye and the administrations of the Deeplings
  have left him in poor physical conditions (lowered CON
  and hp). Attempts at translating Rollo’s manuscripts and
  the overnight visits of Jen the Deepling have sapped his
  Sanity.
  Aelfwyn, 40, the “Changeling”
  STR
  10
  CON
  9
  SIZ
  8
  INT
  7
  POW
  18
  DEX
  11
  APP
  7
  EDU
  7
  SAN
  90
  HP
  9
  Damage Bonus: None
  Weapons: Small knife 30%, 1D4, Head Butt 20%, 1D4.
  Skills: Cthulhu Mythos 5%, Occult 40%, Hide 25%,
  Natural World 40%, Spot Hidden 55%
  
  17                                                                        Cthulhu Dark Ages – Pagan Call              Kevin Anderson and Stéphane Gesbert
  Copyright © 1991-2002 Kevin Anderson
  Spells: Bless Physical Movement, Demon’s Ear, Heal,
  Moonlight, Winds of Desolation.
  Aelfwyn suffers from a mild form of Down’s Syndrome.
  Because of her looks (bulging eyes, broad lip-less mouth,
  skin rash), overzealous players could easily mistake her for
  a Deep One hybrid! She is almost mute, because her vocal
  chords were damaged in a fire when she was still a baby.
  With much strain, she can produce single words, including
  her true name Aelfwyn (meaning “friend of the elves”),
  but it takes Idea rolls to understand her. To role-play
  Aelfwyn, the keeper should resort to improvised sign
  language and to making simple drawings (with a stick on
  the hut’s dirt floor).
  Despite her not to high intelligence, she is no fool and may
  help the investigators if they speak truly and show
  kindness.
  Aelfwyn, of all villagers, knows the marshes best. She
  could easily guide the investigators around safely, and she
  instinctively avoids the dangerous areas, like those haunted
  by the Deep Ones or their hybrids. She knows about the
  Deep Ones - having spotted them at a distance - and can
  draw a rough silhouette when asked.
  Importantly, Aelfwyn is “gifted” with supernatural powers.
  How she acquired these powers remains a mystery, but
  Aelfwyn can be a powerful ally despite her handicap, if
  investigators know how to gain her affection.
  The Surviving Outlaws
  STR
  CON
  SIZ
  INT
  DEX
  POW
  HP
  1
  16
  10
  12
  10
  11
  10
  11
  2
  13
  12
  13
  12
  12
  12
  12
  3
  15
  15
  15
  11
  8
  14
  15
  4
  14
  15
  12
  13
  11
  12
  13
  5
  18
  14
  15
  9
  12
  11
  12
  6
  13
  12
  12
  12
  14
  11
  11
  Note: Outlaw one is the leader and calls himself Oswulf
  (but older villagers know him as Alfred). All the outlaws,
  except number five, have +1D4 damage bonus, outlaw
  number five has +1D6.
  Weapons: Club 55%, 1D6+db,
  Long sword 50%, 1D6+db
  Outlaws 2 and 6 also have Crossbows 35%, 2D6
  Skills: all have at least 40% in Pilot Boat, Sneak and
  Track.
  
SOURCE: textdata/thevault/Cthulhu Dark Ages (CoC)/adventures/CoC - Dark Ages - Pagan Call.pdf