TEXT: GHOSTS OF GLENCOE
  A Case Note for Liminal
  Guy Milner
  
  2
  GHOSTS OF GLENCOE
  A Case Note for Liminal
  Concept: Guy Milner
  Writing: Guy Milner
  Cover Art: Jason Behnke
  Editing: Paul Mitchener
  (C) 2019 Guy Milner and Jason Behnke
  
  3
  Introduction
  A climber has gone missing; it all points to increased ghost activity in the wilds of Glencoe.
  The PCs investigate, and find out that it is not related to the ghosts at all, but to the
  Lairds of Rhum, a werewolf pack recently moved to the mainland seeking out new hunting
  grounds. They must meet and dissuade the Lairds, possibly finding them a new location
  to hunt in.
  Hooks
  The PCs are contacted by Tom McAllan, landlord of the Clachaig Inn in Glencoe. He is a
  clued-in mortal, and reports increased reports of climbers going missing in the valleys and
  Glens around him. Alternatively, another faction may have need of an investigation into
  the missing climbers. A member of P Division, a well-known Mercury Collegium member,
  or any number of wizards or errant wizards, may have disappeared while climbing in the
  Glen.
  Background
  There have been more murders on the hills, but it is not at the hands of the ghosts. A
  werewolf pack, the Lairds of Rhum, have moved in from their remote bases on the Isles
  and are trying to claim the area as their own. Taking advantage of the remote location and
  easy pickings, they have drawn attention to themselves, and by hunting in an area near to
  a Ghost Realm, the dead have begun to take issue with them as well. Most recently, the
  disappearance on the moors of Paul Stromsoe, a werewolf allied to the Jaeger Pack, has
  made the ghosts much more aggressive.
  Characters
  Tom McAllan
  Tom McAllan is the landlord of the Clachaig Inn. He is in his mid-50s, and runs the Inn
  with his wife Pamela and an assortment of seasonal staff, a mixture of summer workers
  from Europe and locals.
  
  4
  Draug
  Draug is the lieutenant, and killer, of the Lairds of Rhum. After their initiation rite was
  discovered by the walkers, he has been patrolling the area, looking to pick off any curious
  walkers. He is an old werewolf, and has spent more time with the wolves than humans. In
  wolf form he is scraggy and mangy, but still moves with a confident grace. As a human, he
  is a bedraggled, toothless man who stoops low and avoids eye contact – he finds human
  contact difficult.
  Drive:
  Protect the interests of the Lairds of Rhum
  Physical Skills:
  Athletics 3, Awareness 2, Melee 3, Survival 3
  Mental Skills:
  Lore 1
  Social Skills:
  Conviction 1, Taunt 1
  Traits:
  Brawny, Night Sight, Rage, Rapid Healing (Weakness: Silver),
  Shapechange (massive wolf form)
  Endurance:
  15
  Will:
  9
  Damage:
  d6+3 (natural weapons in wolf form)
  The Ghosts
  Alasdair Maclain is the leader of the ghosts that haunt Glencoe. He appears as he died –
  in a rough kilt bearing the MacDonald tartan and a loose, grimy white shirt.
  Drive:
  Keep the memory of the Massacre alive
  Physical Skills:
  Athletics 2, Awareness 3, Melee 2, Survival 1
  Mental Skills:
  Lore 3
  Social Skills:
  Conviction 3, Taunt 1
  Traits:
  Immaterial (note that Maclain is not Immaterial in the Ghost Realm),
  Night Sight, Terror, The Sight
  Endurance:
  10
  Will:
  13
  Damage:
  d6+2 (big knife)
  Clan MacDonald has around 30 ghosts around Glencoe, who flit into and out of the
  Ghost Realm to take revenge on people (and werewolves) who would violate their sacred
  grounds. They are belligerent and murderous, often extending hospitality to the guests
  that they meet before killing them in irony of their situation.
  Drive:
  Protect the memory of Clan MacDonald
  Physical Skills:
  Athletics 1, Awareness 1, Melee 2, Survival 1
  Mental Skills:
  Lore 1
  Social Skills:
  Conviction 1, Taunt 1
  Traits:
  Immaterial (note that they are not Immaterial in the Ghost Realm),
  Night Sight, Terror, The Sight
  Endurance:
  9
  Will:
  9
  Damage:
  d6+1 (knife)
  
  5
  Paul Stromsoe
  Paul Stromsoe is an up-and-coming werewolf who serves the Jaeger pack as a scout and
  diplomat. He has been scouting out potential packs to ally with, and had heard about the
  Lairds as an option. He decided to come to find them. He is usually a tall, middle-aged
  man with a trimmed beard, but his time captive in the Ghost Realm of Glencoe has left
  him dishevelled
  Use the statistics for a Werewolf Soldier on p245 of the Liminal core book, but remove
  Limitation: Uncontrolled Anger
  Initial Situation
  Tom meets the Crew at the Clachaig Inn and offers them directions to the site of the most
  recent disappearance – a group of climbers disappeared while climbing Beinn Trilleachan
  (ben trill-e-ackan), a steady-gradient peak at the end of the Glen opposite the Clachaid, a
  feeder river to Glencoe. They disappeared in decent walking conditions – “just a wee bit
  of rain” – and seemed to be experienced climbers. They had stayed in the Clachaig the
  night before.
  The climbers were:
  • Raymond Ferrier, an accountant from London;
  • Eric Peterson, an English teacher, again from London;
  • Paul Stromsoe, a builder and surveyor from Sheffield.
  Tom describes all men as being in their mid-forties and fit and able – they had the kit and
  equipment to cope with much more challenging hills than Beinn Trilleachan. They ate a
  full meal – Stromsoe in particular, Tom recalls, ate enough to feed a horse – and had a
  few beers before retiring early to bed. In the morning, Raymond settled up the bill and
  checked out, while Eric and Paul has already departed.
  
  6
  First Location
  The climbers began their ascent at the sea loch at the foot of Beinn Trilleachan, and it
  is logical for the Crew to begin their search there. The mountain rises sharply from the
  Loch, and although steep in parts does not require any special climbing knowledge. Beinn
  Trilleachan is notable for the Etive Slabs, a series of 40-degree granite slabs that slope up
  the hill and shine in the morning sunlight as the rain is reflected from them.
  Searching an area as large as this requires a group skill test. Skills the Crew can use, include:
  • Athletics to comb the mountain, looking for signs of clues;
  • Survival to look for anything unusual in the natural world;
  • Lore to look for signs of Hidden World activity on the mountain;
  • Science to use GPS to look for variations in activity.
  A failed roll on any of these checks could result in, for example:
  • A member of the Crew falling a short distance down the scree near the summit for
  1d6 damage;
  • The Crew making more noise than they hoped – attracting the attention of some
  passing hikers who are keen to know their business on the mountain – and why
  they are so far off the path. A convincing use of Social skills will be needed to
  avoid them reporting the Crew to mountain rescue, who could cause trouble later.
  As they search they will be tracked by Draug. If the group test fails, Draug gets the chance
  to make an ambush. He attempts to pick off one of the Crew. If the group test succeeds,
  they find the initiation grounds, which are around a pool just below the summit, hidden
  from climbers. They also realise they are being tracked by Draug, and can confront him.
  Leads
  Any violence or spilling of blood on the Etive Slabs gives the Crew access to the Ghost
  Realm of Glencoe.
  In the Ghost Realm, the Crew are met by the grey-skinned ghosts of Clan MacDonald
  who insist on taking them to their leader. Their attitude is suspicious and angry, but not
  openly hostile.
  Draug can be captured, where he admits that they tried to capture the climbers and offer
  them as a sacrifice to the ghosts. He tells them of his Pack, and asks the Crew to help him
  recover his fellow pack members from the Realm. He knows how to access the Realm,
  and if needed is prepared to lie that many more climbers may be found there.
  
  7
  Complications
  Upon arrival in the Ghost Realm the Crew faces a frosty reception. Silent ghosts bring
  them to Ellis Macdonald, their erstwhile leader, who offers them hospitality. He initially
  orders Draug to be put to death immediately – and needs convincing with a Social skill,
  or a deal to be struck – perhaps to help moving the Lairds of Rhum on from the area –
  to rescind this.
  The Ghost Realm of Glencoe is unusual in that, although a relatively small area within
  itself, it covers a large area in the mortal world. Most of the hills around Glencoe and its
  nearby Glens can offer some access to it. Hidden World scholars speculate that this is
  due to the long memories of the massacre in these lands.
  Final Location
  In the Ghost Realm, the Crew are shown to their quarters – a simple room of straw
  bedding. Nearby, they can find the other inhabitants of the Realm. Stromsoe is in the cell
  next to them, starving and barely conscious. He will explain that they were walking – he
  had heard of a new werewolf pack operating in the area so had convinced his friends to
  try and summit Beinn Trilleachan, where he had heard there was activity.
  Neither of his fellow climbers were werewolves, although they were aware of the Hidden
  World, and had done work with the Jaegers before. Both are quite dead now, and he
  is convinced that the ghosts have only halted their slaughter because they have realised
  that Stromsoe is a werewolf and have assumed that he is linked to the new werewolf
  activity. There are several other Lairds of Rhum in the cells around, all in a similar state
  to Stromsoe.
  To escape from the Ghost Realm requires an Awareness check of Difficulty 10 – to
  observe that each time blood falls on the bed of a guest a portal is opened back into
  the real world. Unfortunately, such a trigger alerts all the ghosts in the realm, who will
  then try to stop them. The ghosts of Glencoe are powerful and numerous, and not an
  active threat, but they will be difficult to banish.
  The Lairds are in dire need of a hunting ground, although Stromsoe can be persuaded to
  make their case to join the Jaegers, as giving such a powerful pack a foothold in Scotland
  may not be in the Crew’s best interests. There are many nearby wilderness areas of Scot-
  land around Glencoe, including around Fort William, the city to the North, which the
  ghosts do not inhabit.
  
SOURCE: textdata/thevault/Liminal/Liminal - Ghosts of Glencoe.pdf