TEXT: 2329 
  Thirteen 
  NEW 
  Single Night 
  Adventures 
  \ 
  Adams 
  \ 
  Aniolowski 
  Behrendt, Clegg 
  Detwiler, Gibbons 
  Geier, Gillian 
  Harber, Hickie 
  Ross, Rowland 
  Manui, Monroe 
  Shirley, Szymanski 
  Triplett-Smith 
  J 
  
  Blood Brothers 
  13 Tales of Terror 
  
  by 
  John B. Monroe 
  Fred Behrendt 
  GeoffGiUan 
  Barbara Manui 
  Chris Adams 
  Kevin A. Ross 
  Sam Shirley 
  Keith Herber 
  Marcus L. Rowland 
  Scott Aniolowski 
  Michael Szymanski 
  Gregory Detwiler 
  John Scott Clegg 
  Tony Hickie 
  cover paintings by Lee Gibbons 
  interior illustrations by Earl Geier 
  maps by Carol Triplett-Smith 
  project, editorial, film histories by John B. Monroe 
  additional editorial, text by Lynn Willis 
  interior layout by John B. Monoe 
  cover layout by Charlie Krank 
  Chaosium Inc. 
  1990 
  
  Contents 
  I ntroduction .......................................................... 5 
  Honeymoon in Hell ........................................... 75 
  Uncle Timothy's Will ............................................ 6 
  hy Marrus L. Rowland 
  By KI'iTh Herber 
  Dead on Arrival .................................................. 87 
  Oath of Blood ..................................................... 15 
  hy.lolm B. Monroe 
  by Sam Shirley 
  Nemesis Strikes! ................................................. 24 
  The Swarming .................................................... 93 
  by Ton), Hickie. John B. Monroe 
  by Kel'in A. Ross 
  The Land That Time Ignored ............................ 35 
  Spawn o/the Deep ........................................... 103 
  by Gregory DeTwiler. JollII B. MOllroe 
  by Michael Szymanski 
  The Mummy's Bride .......................................... 42 
  Trick or Treat ................................................... 112 
  by John SCOTt Clegg. Jollll B. Monroe 
  by SCO/T Aniolo .... wki 
  The Dollmaker .................................................... 51 
  b)' Geoff Gillan 
  Horror Planet ................................................... 119 
  by Fred Behrendt 
  Ancient Midget Nazi Shamans .......................... 65 
  by Barbara Manui and Chris Adams 
  Handouts .......................................................... 137 
  Dedication 
  Blood Brothers ;s dedicated to anyone who has ever stayed up past their bedtime to watch one of "those terri-
  ble movies." 
  BlOOD BROTHERS Is published by Chaoslum Inc. 
  BLOOD BROTHERS is copyright© 1990 by Chaosium Inc.; all rights reserved. 
  CALL OF CTHULHU® is the registared trademarK of Chaosium Inc. 
  Similarities between characters in BLOOD BROTHERS and persons living OT dead are purely COincidental. 
  -
  The Authors 
  H.P Lovecraft·s works are copyrighl© 1963. 1964,1965 by ALgust Derleth and are quoted for purposes of illustration. All material concerning Shudde·M·ell 
  and the Cthonians. and all other inventions of Brian Lumley as portrayed in his books. specifically The Burrowers Beneath. are used with his kind 
  permission. 
  Cover paintings are by Lee Gibbons, copyrighl© 1990 Lee Gibbons; ail rights reserved. 
  Chaosium wishes to thank Joshua Stull for assistance in finding information an studios and release dates for some films. 
  Interior lIuslrations are copyrighl© 1990 by Earl Geier; all rights reserved. 
  The reproduction of material from within this book for the purposes of personal or corporate profit by photographic. electronic. or other retrieval media is 
  prohib~ed. 
  Address questions and comments conceming this book as well as requBSts for free listings of Chaosium publications to Chaosium Inc., 95C·A 56th street, 
  Oakland. Ca 94608. United States of America. 
  Chaosium publication 2329. first pubUSfled in NOvember ot 1 ~90. 
  ISBN D-933635·69·9 
  
  Introduction 
  Welcome to Camp Cthulhul 
  For some time now, players have wanted Call of Cthulhu scenar-
  ios dealing with non-Cthulhu Mythos entities. Blood Brothers 
  contains 13 such adventures, each drawing from a type of movie 
  familiar to horror fans. Within you will find vampires, werewolves, 
  mad scientists, flesh-eatlng zombies, killer dolls, fish people, and 
  other horrors. 
  While the adventures in Blood Brothers are not your typical 
  Call ofCthulhu scenarios, and may seem downright silly to some, 
  there are definitely some good frights awaiting both players and 
  keeper alike. The monsters and settings In these scenarios will 
  be familiar to many readers, be assured that there are plenty of 
  new and exciting ideas within. 
  The scenarios in this book have been set in times ranging 
  from the late 20's into the 80's and beyond, In order to preserve 
  the feel of the films which inspired the adventures. The time Is 
  when the classic films of that type were being made. If you use 
  miniatures in your games, you may want to experiment with 
  painting a batch in shades of gray to simulate the black and white 
  IiIms before 1960. 
  Each scenario is designed to be a seH-contained, one-night 
  excursion into the world of B-movles. We provide six pre-gener-
  ated investigators for each scenario. While these adventures can 
  be played with your normal Investigators, we recommend you 
  use the investigators provided. 
  When running these adventures, keep In mind the style ofthe 
  movie being emulated. Ham up your characterizations, describe 
  the surroundings In detail, and use weird sound effects to en-
  hance the atmosphere. A short box has been included with each 
  scenario, discussing the importance of that type of movie, as well 
  as a list of films the keeper may wish to see for Inspiration. 
  It is important that the keeper remember that all of the new 
  rules (spells, skills, weapons, etc.) included In this book are only 
  considered to be Official for the scenarios they are In. If he wishes 
  to use them In his own scenarios later, so be it, but don't let 
  players get their hands on spells like Negate Tool, Flash of Ra, 
  etc.-it will upset the balance of your campaign. 
  Optional Rules 
  The following are some optional rules which can be used to 
  enhance the cinematic feel of these adventures. 
  Sanity 
  Call of Cthulhu investigators are prone to go mad when con-
  fronted by the unnameable horrors of the Mythos. However, if the 
  heroes of Them had gone nuts when they saw their first giant ant, 
  there wouldn't have been much of a movie left. 
  When an investigator loses 5 or more points of SAN in one round, 
  roll on the table below instead of the Temporary Insanity Table in 
  the rulesbook. 
  1010 
  Result 
  1-4 
  Scream Real Loudl Note that the player should 
  scream here also. (Ham It up I) 
  5-7 
  As above, plus get a streak of white in 
  investigator's hair. 
  8-9 
  Trip and fali. 
  10 
  Roll on T.r.S. table from the rulesbook. 
  If an investigator suffers from Indefinite Insanity, this lasts 
  only as long as the keeper thinks Interesting. These adventures 
  are supposed to be fun. Your player will become bored if his 
  investigator has to sit around catatonic for the entire evening. 
  :IoD 
  3-D movies are a basic part of the 1950's B-movies. Decide at 
  the beginning of the adventure if you want It 10 be 3-0. The 
  easiest way to simulate this is any time an NPC hands something 
  to an Investigator (like a coffee mug), lean across Ihe table and 
  stick the object right in the player'S face, then lean back and hold 
  the object far away, then lean forward again, all the while making 
  "Weeooo-weeeoooo" noises. Continue this until the player can 
  grab the object out of your hand. Make sure to stop when it is no 
  longer funny. 
  Abbott and Costello 
  During the late 40's and early fifties, comedians Bud Abbott and 
  Lou Costello starred with a plethora of famous monsters. In order 
  to simulate these movies, replace two characters with the Slats 
  below, the occupation should not change, and the name of the 
  character can probably be kept Oust don't use them for any of the 
  characters who actually have some influence on the outcome of 
  the adventure). 
  The statistics are based on how these two people were 
  portrayed in the movies, not on any real-life information. 
  BUD ABBOTT, Comic Relief, Bom In 1898 
  STR 10 
  CON 9 
  SIZ 10 
  DEX 13 
  APP 12 
  INT 13 
  POW 15 
  EDU 12 
  SAN 75 
  HP 10 
  Damage Bonus: 0 
  Move: 12 
  Weapons: Club 45%, damage 108 
  Trip 55%, a suocessful roll knocks down a human sized 
  opponent. 
  Seltzer Bottle 55%, no damage 
  Skills: Bargain 45%, Debate 40%, Fast Talk 85%, Hide 50%, 
  Jump 45%, Oratory 35%, Sneak 40%, Spot Hidden 55%, 
  Swim 45%, Throw 55%. 
  LOU COSTELLO, Comic Relief, Born In 1908 
  STR 8 
  CON 16 
  SIZ 15 
  DEX 10 
  APP 9 
  INT9 
  POW 18 
  EDU 8 
  SAN 90 
  HP 16· 
  ·Lou Costello never takes damage from any source. 
  Damage Bonus: 0 
  Move: 12 
  Weapons: Club 55%, damage 108 
  Trip 45%, a successful roll knocks down a human sized 
  opponent. 
  Cream Pie 65%, no damage 
  Skills: Bargain 55%, Climb 60%, Fast Talk 75%, Sing 8%, 
  Swim 45%, Throw 55%. 
  Clnematlo Wupona 
  The following are weapons commonly found in horror movies. 
  Feel free to insert them into any adventure. 
  Name 
  Shots Damage 
  Bas8 
  Range HP 
  Notes 
  Chalnsaw 
  na 
  208 
  20% 
  na 
  20 
  Shovel 
  na 
  1010 
  20"10 
  na 
  10 
  ScIssors 
  (opened) 
  na 
  (closed) 
  na 
  203 
  104 
  BBlPellet Gun 112rds 1 D6 
  Power Drill 
  na 
  104+3 
  Frying Pan 
  na 
  Broken Bottle oa 
  4' Long Chain na 
  Foun1aln Pen! 
  106+1 
  106+2 
  1010 
  lceplck 
  oa 
  102 
  Straight Razor na 
  103+3 
  I: The weapon can Impale . 
  15% 
  20% 
  15% 
  25 
  15% 
  1yd 
  25% 
  20"10 
  • An Impale severs a random appendage. 
  na 
  9 
  na 
  9 
  10 yds 12 
  oa 
  na 
  na 
  15 
  na 
  na 
  15 
  15 
  4 
  * 
  5 
  8 
  I. t 
  tt 
  •• A roll of 00 means that the firer has hit a stop sign whIch bounces the 
  pellet back at him, hitting him In the eye for rolled damage. 
  t Damage is for a standard-sized bit only. different sized drill·bIts will do 
  more or less damage at the keeper's option. 
  tt Does 1010+2 damage if hot. 
  :tA roll of 00 means the attacker has whacked himself in the head. for 
  rolled damage 
  
  6 -
  Uncle Timothy's Will 
  Uncle Timothy's Will 
  by Keith Herber 
  Scenario Considerations 
  The investigators are isolated atop a mountain. There is no 
  phone. A single muddy road leads down the mountainside 
  to the village of Hamton ten miles away, where another 
  executor of Uncle Timothy's estate is staying at an inn. 
  Anyone leaving the mountain will be spotted. The first 
  evening in the house a tremendous thunderstorm breaks 
  out; pouring rain and lightning last the entire length of the 
  scenario. (Any investigator spending considerable time 
  outside in this weather might have to roll CON x5 or catch a 
  severe cold.) 
  Uncle Timothy begins his assault on the investigators 
  that first evening. They will probably be awakened from 
  their sleep and dragged into the situation in the middle of 
  the night by the shocking murder of the anomey. Pace the 
  uncle's attacks to match the progress of the investigators. 
  The scenario may completely unwind before sunrise or it 
  may last the whole weekend. depending on how quickly the 
  investigators find and put together the clues. There is no 
  real need to be "fair." Do what it takes to keep the adven-
  ture exciting. try to keep the investigators alive for at least 
  half the game, and have fun. Do not attack the investigators 
  so often that they have no time to research the clues they 
  find. Judge players on role-playing. not on survival. 
  All the investigators arrived in their own automobiles. 
  Should they choose to leave or flee by car they will find the 
  going hazardous. The rain has made the narrow muddy 
  road treacherous and at three places down the mountainside 
  the investigator must receive a Drive Automobile roll. Fail-
  ure to make the roll will cause the car to plunge over the 
  Haunted Ghosty Places 
  Haunted houses have been a slaple of horror films for years. The 
  most common theme here, is a group of people who are isolated 
  from the outside world within a house which contains a number 
  of malevotent otherworldty beings. 
  In all good ghost stories, the thing dOing the haunting always 
  has some reason to harass the characters of the story. It is not 
  reasonable to expect an audience to be interested in a story 
  about an unstoppable ghost or monster if there is no reason for 
  the thing to be where it is. The haunter must atways have a 
  clear-cuI goat. This can be as simple as trying to kill the person(s) 
  who caused it harm, or trying to warn someone aboul an immi-
  nent danger. 
  Ghosts do present a filmmaker wth a lot of opportunities for 
  frights. They can watk through walts. or appear at will. Some can 
  mountainside. crash through the trees, and fall into the 
  rushing river. The investigator is dead. All three of these 
  sites are visible from the mansion and any imestigator wit-
  nessing the crash loses 1/103 points of SAN. 
  Investigator's Information 
  It is April 23, 1928. a cold. drizzly Friday evening in back-
  woods Vermont. The investigators are visiting the old Dun-
  can Mansion high on Harps Mountain, a piat'e well known 
  to them from the many summer vacations they spent here 
  as young children. Their Uncle Timothy Duncan, long time 
  owner of the house, ha., recently died and they have been 
  invited here to witness the reading of Uncle Timothy's last 
  will and testament. At the time of his death. Uncle Timothy 
  was thought to have been worth nearly a million dollars and 
  it is expected that the nieces and nephews gathered here 
  tonight will share in the inheritance of this fortune. 
  Seven potential heirs were invited but only six may 
  attend. The invited cousins were Peter Duncan, no-accoum 
  California tennis pro, alcoholic. and philandering gigolo 
  (Peter couldn't make it to the reading); Harvey Duncan 
  Allen. a former shyster attorney now turned real estate 
  salesman and rumored to be wanted by a Chicago mobster 
  over a bad land deal; Dr. Sydney Duncan, a respected Bos-
  ton physician and family man, but recently. at the Hamton 
  Inn. seen in the company of his curvy blonde secretary; 
  Mindy Elizabeth Duncan. two-rime past heiress. divorcee, 
  socialite. squanderer. and champion bitch; Jack Duncan. 
  irritating poet and political radical with capitalist aspira-
  tions: Fiona Duncan Holmes. "dancer." globe-troller. and 
  irresponsible hedonist, rumored to have had a Paris abor-
  use telekinesis to throw objects around or can posess the body 
  of an innocent victim. 
  Some good ghost films are: 
  Dead of Night (1945. Ealing Studios) 
  House On Haunted Hill (1958, Allied Artists) 
  13 Ghosts (1960, Wilti,"" Castle Productions) 
  The Haunting (1963. Argyle Productions) 
  Kwaldan (1964. Ninjin Club) 
  The Legend of Hell House (1973. Academy Pictures) 
  The Amityville Horror (1979. AI P) 
  Poltergeist (1982. MGM) 
  Ghostbusters (1984. Columbia) 
  House (1986, New Line) 
  
  tion lalit year; and Lord Jeffrey Duncan. bankrupt British 
  snob. All are greedy. arrogant peopl without whom the 
  world might be better off. The same. of course. is true if 
  Uncle Timothy. 
  The other housemates include the aging butler and 
  maid team, Jamison and Hcnricua (whum the investigators 
  remember all too well from their childhood), and an attor-
  ney, Mr. Charles Turner, of the firm of Regis & Marsh. 
  Regis & Marsh acts as executor for Uncle Timothy's estate. 
  The investigators drove themselves up here; their auto-
  mobiles are presently parked in the driveway outside. Al-
  though they intend to stay no longer than absolutely neces-
  sary they have brought with them, as advised. enough 
  clothing to spend the weekend. 
  The mansion was home to the infinitely rich Timothy 
  Duncan who recently died at the age of eighty-one. The 
  investigators are all greedy dilettantes gathered here for the 
  reading of their Uncle Timothy's will. All of them are dis-
  tant cousins of each other, don't know each other well, but 
  might recall incidents about each other from childhood 
  meetings. Each, for different reasons. desperately wants to 
  inherit Uncle's money. They may not be too fond of each 
  other. 
  The group is called to the mansion on Friday night. 
  There they meet the servants and an agent of the estate's 
  executor. That evening Uncle Timothy's last will and testa-
  ment is read and the six learn that they are to split one 
  million dollars in cash. The location of the money, how-
  ever, is not released to them until the single condition of the 
  will has been met: they have to spend the weekend hi the 
  house (ta-da)! 
  The agent will stay there with them and precautions 
  have been taken to make sure that if they leave the moun-
  tain, the estate's executor will know of it. From now until 8 
  A.M., Monday morning, anyone leaving the estate (approx. 
  two mile radius of the mansion) forfeits his share of the 
  money. This money will be split between the remaining 
  heirs. They can of course leave anytime they want, but 
  they'll stick around for the money. Besides, every time one 
  of them dies or does flee the mountain, that means more 
  money for those who stay. 
  The Cast 
  The players, in the roles of the would-be inheritors. 
  Dr. Charles Turner, attorney. Forty years old and a 
  member of the law firm (Regis & Marsh) that represents 
  Uncle Timothy's estate. He is intelligent. friendly, and 
  doomed to die early in the story. 1\0 stats are necessary. 
  Jamison, the butler. Tall and in his sixties. Jamison is 
  British. snobbish, witty and urbane. and performs his duties 
  impeccably. Like the maid, he is the victim of subtle drug-
  ging by Uncle Timothy and will be unwittingly used to 
  perform Uncle Timothy's dirty work. Jamison's low SAN is 
  Blood Brothers -
  7 
  not evident unless someone makes an unprompted Psychol-
  ogy roll. 
  Henrietta. the maid. is in her forties. frumpish and busy. 
  She will also be used by Uncle TImothy to aid his murder-
  ous scheme. Like Jamison. her low SAN will not be noticed 
  unlt:ss sumeune makes a successful Psychology roll. 
  The Murderous 
  Scheme 
  Uncle Timothy died a few weeks ago-but not really. 
  Using the force of his powerful will. he remained in his 
  rotting body until after the funeral and his interment in the 
  old family crypt. Later. he caused the two servant" to re-
  move the body and. using equipment he had rigged in the 
  cellar of the long-forgotten Brew House. had them render 
  his body down to its essential fats. He can live indefinitely 
  in this state but he would prefer to have a new body. To do 
  this he requires fresh human hearts placed in the old brew-
  ery kettle in which he presently resides. With enough 
  human hearts. Uncle Timothy will be able to form his new 
  body and escape to live a new life. 
  Uncle Timothy knows a number of spells that he will 
  use against the investigators. He may use them in a certain 
  order, but the keeper can apply them as he sees fit. 
  Step One 
  The first thing that Uncle Timothy does is cause Henrietta 
  to murder the lawyer while everyone is sleeping. She cuts 
  out his heart, carries it to the secret kettle, and drops it in. 
  On her way back through the woods she strips off her 
  bloodstained clothes and tosses them aside. incidentally 
  allowing the rain to wash most traces of the crime from her 
  body. She then sneaks back to her room and falls asleep. As 
  always. she remembers nothing of what she has done while 
  under the influence of Uncle Timothy. 
  Jamison is the tirst to discover what has happened and 
  calmly wakes the investigators and informs them of the 
  murder. Henrietta remains asleep in her room. Viewing the 
  body, with the gaping wound in its chest, causes a SAN loss 
  of 1/\D6. 
  Gore is everywhere about {he room and a trail of 
  bloody shoe-prints (small. woman's) leads out the back 
  door. Henrietta is the obvious suspect and even though 
  Jamison cannot believe her capable of such a deed, he 
  agrees that all evidence points in her direction. 
  Awakened, Henrietta remembers nothing and deny any 
  wrongdoing. Close examination of the maid reveals-if a 
  successful Spot Hidden is rolled-traces of blood in her 
  hair and under her tingernails. 
  
  8 -
  Uncle Timothy's Will 
  It is impossible to contact anyone. There is no tele-
  phone. Jamison does not drive and could not possibly make 
  the ten-mile walk down the mountainside to the village. 
  Any investigator leaving the mountain loses his inheri-
  tance. The mansion is in no way visible to the village of 
  Hamton: even high-ranging tlares could not be seen. 
  The investigators most likely attempt to restrain Henri-
  etta. The basement would be best because there are no 
  windows for her to escape through. 
  step Two 
  The next attempt will be to use Jamison (and Henrietta, if 
  she has not been subdued) to directly attack one or more of 
  the investigators. They use kitchen knives and. considering 
  their age, they are not too dangerous. 
  TIle servants wait until an investigator is alone before 
  attempting to kill him. It is not likely that both maid and 
  butler attack a single unarmed investigator. 
  JJ!)cle Tilt10tIWs 
  Ma1)sioq 
  -~,.... .. 
  DIN/Nq 
  , 
  The investigators may kill the murderous servant(s) or, 
  as before, somehow manage to subdue them. If the two 
  servants are locked in a room together. Timothy waits until 
  the appropriate moment and then has one of them murder 
  the other one and attempt to escape with the victim's heart. 
  If a crazed servant escapes. he or she hides in the woods, in 
  the vicinity of the old brew house, mindlessly attacking any 
  trespassers. 
  Discovering a second or third or fourth murdered vic-
  tim causes additional SAN losses of 1/1 D4 for each occa-
  sion. 
  Timothy can animate any human corpses which are in 
  the vicinity of his estate. This includes Dr. Turner (the law-
  yer). Jamison and Henrietta (if they are dead), any dead 
  investigators, and eight other corpses which are buried in 
  unmarked graves in the woods nearby (these were victims 
  of Timothy's mystical experiments and sacrifices). 
  The animated corpses attack any living characters (in-
  cluding Henrietta and Jamison if they are alive) and carry 
  them to the Brew House to have their hearts 
  tossed in to Timothy's kettle. 
  The corpses under Timothy's control are 
  none too subtle. They make no attempt to 
  sneak up on any investigator. Bashing down a 
  door or smashing through a window is fine for 
  them, However. they do not attempt to over-
  come more than one investigator at a time. 
  Step Three 
  EX'EC.vroR "')' 'O~l 
  "': 
  Roo.N\;U'" 
  t 
  9J~(JJN D FLooR 
  Timothy can summon a demon one time. If an 
  investigator is alone, the thing crashes directly 
  through a large window and tries to kill and 
  carry off its victim. (If the investigator can 
  make a Spot Hidden. he notices a shadow at 
  the window and has a second or two to prepare 
  himself and perhaps, start to flee or dodge.) [f 
  the investigators stay together in a group. the 
  monster will crash into a vacant upstairs room 
  (or downstairs if the investigators are holed up 
  on the second tloor) and scuffle around at-
  tempting to lure a potential victim to investi-
  gate. The demon is bound by the spell until 
  either it carries off a victim, or is killed, or is 
  somehow driven off, It will prove a continual 
  nuisance until satisfied or disposed of. 
  ----:. 
  ~ 
  wo~ 
  SI«)P '" .. 
  CEu.AR 
  ENTMNCE 
  ~ASEt1ENT 
  The demon. if pressed by the investiga-
  tors, may attempt to fly off with a still-living 
  victim. The investigator will not be able to 
  stop the monster from leaving the ground. He 
  may continue to fight with the monster but if 
  the demon loses more than half its hit points it 
  starts to lose altitude and is forced to drop the 
  investigator in flight (4D6 points of damage 
  unless a POW x I roll is made: if the roll suc-
  
  ceeds. the investigator's fall is broken by tree branches and 
  he suffers only 206 points of damage). The demon will be 
  freed from its summoning and escape into the night. 
  If it gets away with a victim. it flies to the site of the old 
  Brew House and here attempt to finish off its victim. If the 
  investigator is killed (more than likely) his heart will be 
  removed and placed in Uncle Timothy's vat. Investigators 
  who watch the flight of the demon might be able to see 
  approximately where it lands and in this way be led to the 
  site of the Brew House. 
  Step Four 
  Uncle Timothy. probably after nightfall. will semi-coalesce 
  and greasily slide out of his kettle. He makes his way to the 
  house and there tries to attack a sleeping niece or nephew. 
  He oozes into the bedroom of the sleeping investigator (a 
  successful Listen roll causes the investigator to awake) and 
  there try to plant his 'kiss' upon the sleeper. This should be 
  done only to force a climax in the event the investigators 
  fail to make any headway in the mystery. See the descrip-
  tion of the Brew House cellar for more details concerning 
  Uncle Timothy. 
  The Mansion 
  The mansion was built over 250 years ago by a family 
  ancestor. the father of Richard Duncan. When that branch 
  of the family eventually died out, the estate passed into the 
  hands of cousins and was for many years used as a summer 
  retreat by successive Duncan families. For the last fifty 
  years it has been owned by Timothy Duncan who resided 
  here year round. However. not wishing to disappoint rela-
  tives. Timothy kept the house open to guests throughout the 
  summer. All the investigators remember Uncle Timmy (as 
  well as their fellow heirs and investigators) from their 
  childhood visits. TIle house is slightly rustic but very spa-
  cious and expensively furnished. It has been partially mod-
  ernized over the years and the kitchen is up to date; the 
  stove runs on bottled gas. There are fireplaces in most 
  rooms (the only heat) and large windows surround the first 
  and second floors. Lighting is by candle and oil lamp. 
  Ground Floor 
  There are no clues on this floor aside from the two books to 
  be found in the library. Extra oil lamps can be found in the 
  kitchen along with knives and other makeshift weapons. 
  Numerous fireplace pokers around the house can be 
  wielded. The bedrooms numbered I and 2 are for the inves 
  tigators as are numbers 3 and 4 on the second floor. The 
  keeper (in his role as Jamison) shall assign the bedrooms as 
  he sees fit. 
  Blood Brothers -
  9 
  Marked page in "Aboriginal Beliefs" by Sir Allen 
  Bridely, published G.Br., 1895. 
  AUstralian tribes of the southern region hold particutar rever-
  ence for human fat. Their medicine men apparently believe it 
  to be the vessel of the human soul .... 
  -Handout #2 
  The library contains about 1500 volumes on shelves. 
  The DUllcan Family History can be found with either a 
  Excerpts from the journal of 
  Timothy Duncan 
  And il was from the secret tome of Richard Duncan that I 
  learnod the socret of everlasting life. The process is a drastic 
  one but well worth the costs, I believe. Cooperation from the 
  servants will also be necessary .... 
  I have found a drug which I will administer to Jamison and 
  Henrietta. In regular doses it will steadily repress their wills. 
  Once ur.der the influence of the drug. they will be subject to 
  my commands, spoken to them from the other side. t have 
  aiso begun construction of the equipment necessary for the 
  transformation. I've hired the blacksmith in Hamlon to do the 
  heavier work. Someone will have to be hired to install Ihe gas 
  equipment.. .. 
  The cellar is ready. I feel my time is drawing near. The 
  money ~as been securely hidden in the floor of the basement 
  workshop. This journal I shall place in my study. Once the 
  transformation is complete, I will have to move fast. It would 
  do no good for me to have achieved a new life only to be 
  connected with what they will find in this house after the 
  reading of the will. The subtle poison I have prepared is ready, 
  Jamison and Henrietta have had their iast instructions. The 
  time is now. 
  -Handout 1/3 
  quick Spot Hidden roll or a diligent search (2 hours). It is 
  written in modem English and can be read by any of the 
  players in about two hours (handout # I). It also contains 
  reproductions of drawings and miniatures as well as more 
  recent photographs and snapshots. The investigators will 
  probably find a picture or two of themselves in here. 
  It also takes a Spot Hidden to notice the anthropology 
  book with the bookmark in it (the only book so marked). It 
  can also be read by anyone (handout #2). 
  Hanging over the fireplace is a dusty 12-gauge double-
  barrdt:d shulgun. Shdls and a deanillg kil ~all Ix fuum.l in 
  the drawer of the desk in Uncle Timothy's study. If the gun 
  is fired without being properly cleaned, it will explode 
  causing I D8 points of damage to the user and 104 points to 
  anyone standing nearby. Cleaning takes I hour. 
  Second floor 
  Uncle Timothy's Bedroom and Study doors are locked (al-
  though the connecting door between them is not). The key 
  
  10 -
  Uncle Timothy's Will 
  Excerpts from the tome of 
  Richard Duncan 
  Such methods are dark and dismal and require the rendering 
  of the witch's body down to its purest grease. The bones that 
  remain are discarded. This grease is to be kept in a proper 
  vessel and heated, but not so as to cook, until the proper 
  number of hearts can be obtained. Seven hearts was the 
  number told to me by the Arab but some say six, or even five. 
  The hearts are placed in the kettle with the witch's grease. No 
  other magicks need be applied. If the proper signs were made 
  on the body and the witch performed the rite of calling on the 
  day before their death, and the rendering complete and cor-
  rect. the witch will gain a new body and a new life. 
  (Last Entry) 
  The fools down in Hamton are stirring again. Blast their souls 
  to Hell I The basement of the brew house has been cleared 
  and the rendering equipment is ready. The vessel, made of 
  copper, as this is believed best, is not yet complete -
  perhaps 
  two more days. I do not think they are ready to approach the 
  house, they know I am not unguarded. 
  I think I will have time to complete my plan but I will be 
  forced now to rely on the loyalty of my servants while I am 
  betwixt. I suspect even now that the groom, Eli, has sneaked 
  down to the village, and there informs the townsfolk of what it 
  is I do up here. I will question him upon his return. 
  The brew house is less than a mile north of the house. The 
  townsfolk will find it for sure. I can only hope the servants keep 
  them from discovering the cellar. 
  -Handou/#5 
  is in the hands of the executors (in Battleboro) and if the 
  investigators attempt to smash in the doors. Jamison will 
  protest vigorously. There is nothing of use in the bedroom 
  but in the desk of the study is a good supply of 12-gauge 
  shotgun shells. a loaded .38 revolver with 10 extra shells. 
  and a shotgun cleaning kit (with instructions). 
  If the desk is pulled away from the wall. an obvious 
  secret panel will be found. It is secured by a special catch 
  that requires an investigator to roll an lNT x3 or less to open 
  Excerpts From "The Duncan 
  Family History" 
  Complied In 1921 By Eleanor Duncan and Anne Dun-
  can Scott 
  • It was in 1675 that Jedediah Duncan chose to move his family 
  to Vermont. Selling his share in the family iron works. 
  Jedediah left Massachusetts behind. 
  • The house on Harps Mountain was completed in 1877 and the 
  family wintered there, moving from the house that Jedediah 
  had rented for them in Hamton. 
  • Despite the early death of Elizabeth, Jedediah lived to raise 
  his three sons. One of them, Richard. went to sea and spent 
  many years in the Orient before returning home. Jededlah 
  also became well known for the beer that was brewed on his 
  estate .... 
  Page 188 of "Spirits of the Other 
  World" 
  ... These spirits are best called with a small drum although 
  some hold that they also answer to an offering of flesh. Cov-
  ered with ice they are and cold from their journey. "In nomine 
  Satanis" is repeated three times then the drum is played. The 
  spirits most often answer the call in the lime between harvest 
  and last frost. 
  -Handou/#4 
  it. Alternatively, it can simply be kicked in. Behind the 
  panel will be found Uncle Timothy's journal (written in 
  short-hand French) and an old Elizabethan-era tome. 
  Reading the journal requires a successful Read French 
  roll for each of the three paragraphs and four hours time 
  (handout #3). A character reading this book loses 106 
  points of SAN. 
  The other book is entitled Spirits of the Other World 
  and was written in 1621 by an Alfonso Riccoletti. It will 
  take eight hours to read the book and require a successful 
  English roll to understand it. There is nothing of immediate 
  use here but the reader discovers the summoning/binding 
  spell (handout #4) that Uncle Timothy may use against 
  them. The reader suffers a SAN loss of 1 D8 points. 
  The Basement 
  A stout door seals the basement from the kitchen and the 
  area serves as a good place to look up rampaging zombies 
  or insane servants. There is a workshop down here with 
  various garden tools. crowbars, and some metal-working 
  equipment. A brief investigation will discover slivers of 
  copper and unused rivets scattered about the dirty floor. 
  Concealed beneath a loose stone in the floor is a metal 
  box with $75.000 in cash and negotiable securities. An in-
  • There is no record of the Duncan family's involvement in the 
  Salem witchcraft scare of 1692 but a Vermont Duncan was 
  perhaps the victim of foul play. Richard Duncan. son of 
  Jedediah. was found dead at the foot of the stairs by one of 
  the grooms. There appears to have been some dispute and 
  the family tradition tells that one of the servants accused the 
  groom of slaying Master Richard. Nothing was ever proven .... 
  • In 1825 the last of the Vermont Duncans died and the house 
  atop the mountain became a summer vacation spot for sev-
  eral generations of Duncan families. who shared in the 
  property's upkeep. Many a Duncan is fond of recalling child-
  hood summers spent at the mountain house, running In the 
  fresh air and thrilling to fireside stories about the "ghost of 
  Richard Duncan murdered foul in his home." 
  • With the death of Ona Duncan Cotwell in 1879, the Vermont 
  home, jointly owned for so many years, came into the sole 
  possession of Timothy Duncan, then of Boston. Timothy soon 
  moved his belongings to Vermont and has since occupied the 
  home full-time. He has, however, continued to honor the 
  
  vestigator ha..o.; to be looking for a loose stone and make a 
  successful Spot Hidden roll to find this secret stash. 
  The Attic 
  Lots of storcd junk but no clues. Investigators could spend 
  fruitless hours sorting through the boxes and trunks. 
  The Grounds 
  Directly behind the house is a large woodshed only par-
  tially stacked with wood. An ancient, peeling gazebo stands 
  further back in the muddy yard while near the edge of the 
  dark woods is an old family cemetery complete with a 
  small mausoleum. Uncle Timothy supposedly rests there. 
  There is nothing of interest in the gazebo but anyone 
  sitting on the bench stands a 75% chance of running afoul 
  of a rusty nail. Some time later the keeper may 
  ask this player to make a resistance roll, the 
  investigator's CON against the nairs tetanus 
  POT of 14. If the investigator fails this test he 
  notices bright red veins radiating away from 
  the wound-a sure sign of blood-poisoning. 
  The mausoleum is sealed by a chain and 
  lock which have to be broken away (crowbars 
  in basement workshop). Once inside. the in-
  vestigators find that there are eighteen coffins 
  slid into the walls, nine on each side stacked 
  three across and three high. With the excep-
  tion of Uncle Timothy's. no coffin is newer 
  than 1843. 
  Pulling OUI these slabs and examining the 
  remains within costs the investigators 1/1 D3 
  points of SAN. Only two. however, should be 
  of interest: Uncle Timothy's, which contains 
  only clean, absolutely fleshless bones, and the 
  ancestor's, Richard Duncan. the purported 
  wizard. Clutched in the arms of Richard's de-
  cayed corpse is the dead wizard's secret tome 
  where he kept the secrets he had learned in 
  Arabia (handout #5). 
  A successful Spot Hidden made directly 
  behind the graveyard will reveal the remains 
  of some of the old paving stones that used to 
  line the path. The remains of tracks 
  (Henrietta's, Jamison's) might also be found 
  here but they will have been nearly obliterated 
  by the pouring rain. A successful Track roll 
  allows an investigator to follow the trail for a 
  short distance and discover the crumpled, 
  soiled unifoml abandoned by Henrietta. Four 
  more successful Track rolls are needed to fol-
  Rlnod Rrothers-11 
  low the remains of such a trail all the way to the Brew 
  I-louse. 
  The Brew House 
  nlC Brew House burned and collapsed almost a hundred 
  years ago and the area is overgrown and nearly indistin-
  guishable from the surrounding woods. Anytime the inves-
  tigators prowl the forest there is a 10% chance they stumble 
  across this spo!. Unless a Spot Hidden succeeds they pass 
  by the area noticing nothing. 
  If the Spot Hidden succeeds, remnants of burned tim-
  bers and stone foundations poke up out of the ground. A 
  casual search around reveals the not-too-skillfully-con-
  cealed stairway (a sheet of plywood covered with boughs) 
  that leads to the cellar. (The Brew House floor was concrete 
  
  12 -
  Uncle Timothy's Will 
  and stone and survived the fire and eventual decay of the 
  building.) 
  If Uncle Timothy has been visited by the demon. the 
  concealment is no longer in place. The creature does not 
  stop to cover the opening once its duties have been ful-
  filled. 
  The cellar has a dirt floor, littered with forest debris. 
  Old sheet metal. rusted tools. barrels, and other evidence 
  testify to the brewing and soap-making that took place 
  here. An acrid stench hangs in the air. In the far comer, 
  perched atop a large gas burner. is a copper kettle, about 
  three feet in diameter and three feet high. The kettle is 
  covered by a lid. Tiny blue flames. fed by a nearby gas 
  tank, lick delicately at the bottom of the pot. A slight burp-
  ing, or gurgling sound, can be heard coming from within. 
  Uncle Timothy. in his disgusting liquid state, is hiding 
  in the kettle. He can be destroyed relatively easily. His 
  soap-like body is subject to flame and he could be poured 
  out on the floor and set afire. More conventional weapons 
  might also be used. The simplest method is merely to tum 
  up the gas. The heat eventually boils to death Uncle Timo-
  thy in a satisfyingly horrible manner. Most investigators. 
  however. will not be able to resist taking a peek. 
  Someone lifting the lid is first assailed by the strong 
  acidic smell that wafts up into his or her face. At first 
  glance the kettle seems to contain only a soapy yellowish 
  goo, burping and bubbling ever so slightly. Then, without 
  waming, Uncle Timothy's face and anns suddenly rise up 
  out of the formless mass. 
  "Come kiss your Uncle Timmy!" he cackles as he at-
  tempts to grab his nosy nephew or niece. The investigator 
  must make a SAN roll against a loss of 1/1 D 1 O. If the player 
  fails his SAN roll, his investigator is startled and Uncle 
  Timothy automatically grabs him and kisses his face. If the 
  investigator receives a successful SAN roll, he has a chance 
  to make a Dodge roll to escape his uncle's embrace. If 
  Uncle is unsuccessful in his attack, he flops out onto the 
  floor and begins to crawl toward the nearest investigator. 
  It should not be difficult to dispatch the uncle but what-
  ever pieces are left go on living and moving (even talking). 
  The only way to completely destroy awful Uncle Timothy 
  is to drop him back into the kettle and cook him until he 
  dies. Uncle Timothy screams and curses as he cooks to 
  death (the re-application of heat, should he have left the 
  tank and been dismembered, causes him to partially re-co-
  alesce). Horrible fumes and smoke begin to pour out ofthe 
  kettle. Uncle Timothy may try to escape, a horrible melting, 
  dripping ann reaching out of the kettle, only to drop off and 
  bum in the flames below. Uncle Timothy dies in the most 
  horrible agony. causing the investigators to lose an addi-
  tional 1/104 SAN. 
  If the investigators should attempt to cook Uncle Timo-
  thy without first looking in the pot, the keeper should feel 
  free to have Uncle Timmy at least partially emerge, knock-
  ing aside the lid and forcing the investigators to see him 
  and experience the Sanity loss. 
  Epilogue 
  Once Uncle Timothy is dead, the surviving investigators 
  can divide the inheritance. Each receives a 206 SAN award. 
  However. unless the books were destroyed. one or more of 
  the investigators (especially one who has lost a lot of SAN) 
  may attempt to steal these books and start the process all 
  over. 
  But that is another story. 
  Non-Player 
  Characters 
  JAMISON THE BUTLER. But ..... 63 
  STR 11 
  CON 12 
  SIZ 15 
  DEX 11 
  APP 16 
  INT 14 
  POW 5 
  EDU 14 
  SAN 25 
  HP 13 
  Damage Bonus: +104 
  Weapons: KitChen Knife 45%, damage T 06+ 1 04 
  Skills: Accounting 15%, Botany 30%, Chemistry 10%, Credit 
  Rating 35%, Diagnose Disease 35%, Electrical Repair 20%, Flrst 
  Aid 40%, History 60%, Law 25%, Library Use 45%, Listen 55%, 
  Oratory 45%, Pharmacy 30%, Photography 40%, Psychology 
  65%, Sneak 50%. 
  Quote: "You rang?" 
  Jamison has been Uncle TImothy's butler for as long as any of 
  the Investigators can remember. He may appear as if he is be· 
  coming somewhat senile in his old age, forgetting sometimes im-
  portant things, yet this Is just the result of uncle Timothy's confrol 
  over him. 
  HENRIETTA THE MAfD. Maid. 34 
  STR 10 
  tNT11 
  CON 10 
  SIZ 13 
  POW 4 
  EDU8 
  Damage Bonus: 0 
  DEX 11 
  SAN 21 
  Weapons: Kitchen Knife 35%, damage 106 
  APP 11 
  HP 11 
  Skills: Bargain 25%, Diagnose Disease 25%, Drive Automobile 
  30%, Fast Talk 15%, First Aid 40%, Hide 30%, Listen 55%, 
  Psychology 35%, Ride 25%, Sing 45%, Sneak 70%, Spof Hidden 
  45%. 
  Quote: "You rang?" 
  Henrietta has been Timothy's maid lor the last ten years. Her will 
  has been sapped just as Jamison's above. 
  
  Blood Brothers-13 
  -.' .J 
  J 
  ') 
  -~ 
  "Come and kiss your Uncle Timmy!" 
  
  I4 -
  Uncle Timothy's Will 
  ANIMATED CORPSES 
  STR 
  CON 
  SIZ 
  16 
  14 
  12 
  2 
  17 
  16 
  13 
  3 
  15 
  17 
  11 
  4 
  15 
  15 
  10 
  5 
  17 
  14 
  14 
  6 
  14 
  15 
  12 
  7 
  17 
  17 
  15 
  8 
  14 
  14 
  15 
  Weapon: Fist 55%. damage 1 03 
  Grapple 45%. special 
  DEX 
  HP 
  OB 
  5 
  13 
  +104 
  8 
  15 
  +104 
  5 
  14 
  +104 
  8 
  13 
  .104 
  9 
  14 
  +104 
  7 
  14 
  +104 
  9 
  16 
  +104 
  ~ 
  15 
  +104 
  , 
  SAN loss: 1/106 upon seeing the first living corpse, 1/103 for every corpse 
  seen thereafter. 
  The corpses cannot be SUbdued and will have to be destroyed or 
  somehow locked away. Any unanimated corpses can be dismem-
  bered (or otherwise destroyed) to prevent possible future attacks. 
  If the corpses are trapped in the basement or other secure place, 
  they continue to attempt to get at the investigators, pounding on 
  doors or walls and moaning terribly. 
  UNCLUE TIMOTHY. Insane Wizard 
  STR 12 
  CON 11 
  SIZ 11 
  DEX 9 
  INT 16 
  APP NA 
  EDU 25 
  SAN 0 
  Damage Bonus: 0 
  Weapons: Touch 65%, damage 304 
  POW 16 
  HP 11 
  Skills: Anthropology 40%, Archaeology 20%, Astronomy 40%, 
  Botany 10%, Chemistry 20%, Credit Rating 75%, French 75%, 
  History 50%, Latin 65%, Library Use 65%, Linguist 25%. Listen 
  45%. Occult 55%. Oratory 25%. Pharmacy 10%. Sneak 70%. 
  Spot Hidden 45%. 
  Quote: "Come and kiss your uncle Timmyl" 
  Uncle Timothy discovered the secret of immortality about a year 
  before he set up his own death. He has taken control of the 
  minds of Jamison and Henrietta and will use them in his plot 
  against his heirs. 
  Timothy's touch resembles being splashed with concentrated 
  acid, scarring is severe and in most cases even plastic surgery 
  will not repair the damage. If Uncle Timothy kills a victim. he 
  burns through the corpse's chest in order to remove the heart and 
  then leave the bubbling. festered remains of the character where 
  it lies. Finding a corpse In this condition causes a SAN loss of 
  1/106. 
  Armor: none. 
  Spells: SumMon/Bind Demon", Create Zombie, Immortality." 
  SAN: 1/1010 (+ 104 automatic if kissed) 
  THE DEMON 
  STR 18 
  CON 10 
  SIZ 17 
  DEX14 
  INT 10 
  HP 16 
  Damage Bonus: + 106 
  Weapons: Claw 35%, damage 106+ 106 
  Bite 35%, damage 106+106 
  The demon can attack with either two Claws or one Bite. After a 
  successful Bite the demon will remain attached to its victim, dOing 
  an additional 206 damage per round until the Victim is dead. 
  Skills: Camouflage 45%. Climb 60%, ~odge 55%, Hide 50%, 
  listen 45%. Sneak 60%, Spot Hidden 45%. Track 75% 
  Armor: 2 point Skin 
  Notes: This demon has a vaguely humanoid body. covered in fur 
  and warts, and dripping with slime. Its head is humanoid. yet it 
  has a wolf-like muzzle and ears. Huge homs grow from the 
  thing's temples and curl back around its skull. crossing and 
  encircling its neck. A pair ot large. bat-like wings emerge from the 
  thing's back. 
  The demon has the ability to mimic the speech patterns of 
  anything it hears. It can repeat words which were spoken exactly 
  as the speaker said them. It can only repeat words spoken before. 
  SAN Loss: 11106 
  Two New Spells 
  Summon/Bind Demon 
  This spell allows the caster to contact and controllhe type of 
  demon listed below under "The Demon." The caster must 
  spend 1 POW during the ritual and loses 1010 SAN from the 
  experience. A small drum must be used in the ceremony. and 
  some demons require some sort of living sacrifice. 
  Immortality 
  Allows the casterto prolong his life indefinitely. In order forthis 
  spell to work the caster must prepare a large copper pot 
  before his death into which he will be placed and heated after 
  his death. Preparation of the pot costs 5 POW and 106 SAN. 
  After the pot is prepared. the caster enchants his body. cost-
  ing 8 POW and 1 020 SAN and then must have someone 
  place his body after death into the pot so that the heating may 
  begin. It takes 1 06 days to boll the caster down to his essen-
  tial fats and now six human heart must be placed into the pot 
  with the caster. Once the sixth heart is in the pot, Ihe casters 
  body reforms -
  immortal. 
  The Investigators 
  HARVEY DUNCAN ALLEN, Ambulance Chaser. 
  35 
  STR 12 
  INTi6 
  CON 10 
  SIZ 10 
  DEX 9 
  POW 18 
  EOU 18 
  SAN 90 
  Damage Bonus: 0 
  Weapons: Fist 35%. damage 103 
  .30-06 Rifle 75%. damage 206+3 
  APP15 
  HP10 
  Skills: Accounting 40%, Bargain 35%. Camouflage 35%, Climb 
  45%. Credit Rating 35%. Debate 60%. Dodge 25%. Drive 
  Automobile 30%. Fast Talk 75%. Hide 30%, Law 45%. Ubrary 
  Use 35%, Oratory 45%, Psychology 45%. Sneak 20%. Spot 
  Hidden 45%, Track 40%, Zoology 10%. 
  Cuote: "Don't worry about the fine print." 
  Harvey Duncan Allen, a resident of Michigan, is a divorced 35-
  year-old attorney now turned real estate entrepreneur. Harvey re-
  cently inadvertently sold 1200 acres of prime Florida swampland 
  to the notorious Chicago mobster Benny Siegel. By the time Har-
  vey realized his mistake. the money had already been re-invested 
  and lost. leaving Harvey bankrupt. The word is out that the of-
  tended gangster has put a contract out on the lawyer and Harvey 
  fears he will soon find himself fitted with cement overshoes. With 
  the money from Uncle Timothy's will. he plans to change his 
  name and leave the country for a few years. His ex-wife and the 
  two kids will get along somehow. 
  Harvey was foresighted enough to bring along with him some 
  brochures and blank contracts. figuring he might be able to un-
  load a few hundred acres of his picturesque Florida water front 
  properties on his dim-witted relatives. Harvey is an experienced 
  hunter and likes to compare his approach to customers with the 
  way he stalks prey in the woods. 
  SYDNEY DUNCAN, Phvsician, 42 
  STR 12 
  CON 14 
  SIZ 13 
  OEX 16 
  INT 17 
  POW 13 
  EDU 24 
  SAN 65 
  Damage Bonus: + 1 04 
  Weapons: none 
  APP14 
  HP14 
  
  Sldlls: Anthropology 10%. Bargain 25%, Chemistry 40%. Credit 
  Rating 55%. Debate 20%. Diagnose Disease 75%. Drive 
  Automobile 30%. Fist Aid 90%. History 45%. Law 25%. Library 
  Use 75%. Listen 30%. Oratory 25%. Pharmacy 40%, 
  Photography 35%, Spot Hidden 55%. Swim 25%, Treat Disease 
  65%. Treat Poison 65%. 
  Quote: "Now. what seems to be the problem?" 
  Doctor Sydney Duncan. M.D .• has a good practice in Boston, a 
  lovely wife, and three fine children. Why he wants to throw it all 
  away and run off with some blonde floozie is anybody's guess. 
  His amour. Mindy, presently awaits him down at the Hamton Inn. 
  As soon as Sydney lays his hands on his inheritance, the two of 
  them will be off to Mexico, leaving everything behind. The doctor 
  is a whiskey-and-cigar man. An amateur photographer. Sydney 
  has brought with him cameras and film. He has no special dislike 
  of the other heirs but considers himself the only heir present who 
  can boast of any personal accomplishment. 
  ELIZABETH DUNCAN, Dilettante, 35 
  STR10 
  CON 11 
  SIZ9 
  DEX15 
  APP16 
  INT15 
  POW 14 
  EDU14 
  SAN 70 
  HP10 
  Damage Bonus: 0 
  Weapons: .40 Derringer 65%. damage 1 D1 0 
  Skills: Accounting 30%, Bargain 35%, Credit Rating 15%. Fast 
  Talk 65%. Law 25%. Listen 55%, Psychology 45%, Ride 35%, 
  Sing 25%, Sneak 30%, Spot Hidden 45%. 
  Quote: "You are all such little people\" 
  Elizabeth Duncan has the dubious distinction of having already 
  spent her way through two fortunes, first her parents', and then 
  her husband·s. She hopes that Uncle Timothy will provide her 
  with a third. Her present lover. Roberto. awaits her at home in 
  New York. As soon as she lays her hands on the money. the two 
  of them plan to sail for Italy. Elizabeth is snide, snotty. and 
  spoiled; she despises the other potential heirs. She smokes ciga-
  rettes from a long. ornate holder and packs a.40 caliber. two-shot 
  derringer in her handbag. 
  JACK DUNCAN, Radical Political Nitwit, 22 
  STR 10 
  CON 9 
  SIZ 11 
  DEX 12 
  APP 12 
  INT 11 
  POW 9 
  EDU 13 
  SAN 45 
  HP 10 
  Damage Bonus: 0 
  Weapons: none. 
  Skills: Botany 10%, Chem'lstry 15%. Credit Rating 25%. Debate 
  40%. Drive Automobile 40%, First Aid 35%, History 30%, Library 
  Use 50%. Listen 30%. Occult 35%. Oratory 25%. Write English 
  65%, Sing 15%, Treat Disease 15%. 
  Blood Brothers -15 
  Quote: "Capitalist pig\" 
  Jack Duncan is a college dropout. a mediocre poet. and radical 
  socialist. A pre-med student before leaving school, Jack can now 
  barely tolerate the presence of his capitalistic. money-grubbing 
  relatives -
  especially fat and over-paid bourgeois prolessionals 
  like Harvey and Sydney. With enough money from the estate 
  Jack will be able to publish a socialIst political/literary joumal 
  which he will edit Since his meager trust fund is running dry. he 
  needs to do something fast. 
  FIONA DUNCAN, Entertainer, 27 
  STR 9 
  CON 11 
  SIZ9 
  DEX 16 
  APP 17 
  INT 10 
  POW 16 
  EOU 12 
  SAN 80 
  HP 10 
  Damage Bonus: 0 
  Weapons: none 
  Skills: Credit Rating 25%, Dance 65%. Drive Automobile 40%. 
  Fast Talk 65%. Jump 45%. Occult 15%. Pose 75%, Pick Pocket 
  35%. Psychology 25%, Ride 45%. Sing 45%. Sneak 50%, Spot 
  Hidden 45%, Swim 55%. 
  Quote: "Got a light?" 
  Fiona Duncan Holmes Is a dancer and free-thinker. She has 
  spent most of her adult life living and traveling around Europe 
  and is probably the most scandalous member of the entire Dun-
  can clan. A champagne-and-party girl, she has had numerous af-
  fairs and even a recent abortion. Fiona likes to smoke teeny little 
  cigars. II she can get her hands on a large hunk of money, she 
  plans to party like she has never partied before. 
  LORD JEFFEREY DUNCAN, Dilettante, 31 
  STR 10 
  CON 12 
  SIZ 16 
  DEX 10 
  APP 10 
  INT 16 
  POW 14 
  EDU 18 
  SAN 70 
  HP 14 
  Damage Bonus: +1 D4 
  Weapons: Swordcane 55%, damage 1 D6+ 1 + 1 D4 
  Skills: Anthropology 20%. Archaeology 10%, Bargain 25%. 
  Botany 20%. Camouflage 45%, Credit Rating 55%. History 60%, 
  Law 25%, Library Use 45%. Make Maps 30%. Occult 25%, 
  Oratory 25%, Ride 45%. 
  Quote: "I say, bloody good. whaU" 
  Lord Jeffrey Duncan is British. and an American-hating snob. He 
  was in the oountry at the time of Uncle Timothy's death and was 
  able to attend the reading of the will. He desperately needs a 
  large sum of money In order to pay the taxes overdue on his 
  large country estate in Sootland. Despite his airs. Jeffrey is flat 
  broke. He smokes very expensive continental Cigarettes kept in 
  an elegant silver case that he likes to snap shut with an irritating 
  click. He prefers expensive brandy. 
  Oath Of Blood 
  by Sam Shirley 
  Scenario Considerations 
  In this adventure the investigators are medium-level mafia 
  enforcers in New York City circa 1929. They have the full 
  support of an organized crime syndicate behind them. They 
  can mug. murder. mutilate. and assault with little concern 
  for law. as long as they keep their activities confined to 
  Family business. The only group to threaten them greatly is 
  the rival organization moving into their territory. 
  Keeper's Information 
  The Rumanian Mafia 
  Count Teppes leads the invading Rumanian crime syndi-
  cate. Teppel'. stems from an ancient line of Transylvanian 
  
  16 -
  Oath of Blood 
  nobility dating back before the 15th century. He is a centu-
  ries-old vampire who has surrounded himself with a group 
  of supernaturally-loyal, less-powerful vampire assistants. 
  He came to New York to quench his thirst on the virality of 
  the thriving city. 
  Realizing that the real power in New York City during 
  this era rests with the organized crime syndicates. he has 
  created his own organization to rival the incumbent mob-
  sters. lust as his ancestors once spread their black stain of 
  rulership through feudal Wallachia, he plans to control 
  modern New York. and from there to reach through the 
  crime syndicates to spread his control across the United 
  States. He is ready to systematically destroy the Dutch 
  Schultz organization through domination and assassina-
  tion. 
  Dutch Schultz' Organization 
  Dutch Schultz: The Dutchman is head of the New York 
  bootlegging and numbers rackets. He is a mean-spirited 
  and vicious criminal. He controls his criminal organization 
  with money and bullets, buying compliance where he can 
  and murdering when he can'l corrupt. 
  Typical Mobsters: Use the mobster statistics at the end of 
  the adventure. 
  Bribed Officials: A web of bribery supports and reinforces 
  Dutch Shultz's criminal activities. Little transpires in New 
  York City ilia! he does not know about. He and his mob-
  sters can perfonn their business without fear of legal reper-
  cussions. 
  Joey and Frank Booker: The unfortunate victims, Joey 
  and Frank, were a team. They did everything together-
  breaking legs, squeezing infonnation, and disciplining peo-
  Vampires 
  Vampires are one of the oldest and most frequent of horror film 
  monsters. The first horror film ever made, Le Manoir du Diable 
  (1896, Star) concerned the doings of a vampire-like demon who 
  could take Ihe form of a bat and was turned by the cross. 
  However, our modem views of how vampires should look 
  and act are based solely on the performance of one man -
  Bela 
  Lugosi. Although Lugosi only played the count by name twice (in 
  Dracula and Abbott and Costello Meet Frankenstein) he set the 
  standard for the look of a vampire for decades to come: aristo-
  cratic. fashionable. subtly evil. yet with a touch of old world 
  charm. Unfortunately for Lugosi, Dracula ruined his career as an 
  actor. He was hoplessly typecast and never received another 
  great role after that of the Count. He died in 1956, and was buried 
  in his trademark cape. 
  When Hammer studios resurected the Count in 1959. they 
  went for a more visceral approach. They brought the murders 
  onto the screen. Gone were the shadows and pillars behind 
  which Lugosi would stalk and kill. We could now witness the 
  vampire's fangs drawing blood in lull technicolor glory. 
  The combination of the original Universal Dracula, and the 
  Hammer Rims WOrked together to bring us the modem style of 
  pie who reneged on their agreements or infringed on the 
  mob's business. Just the threat of sending the Booker broth-
  ers was enough to get most people back in line. Their last 
  bit of business was back-shooting two Rumanians for dis-
  tributing booze in the Dutchman's territory. Now they are 
  dead in the Watterson Memorial Hospital morgue. 
  Investigator Resources 
  Police on the Take: Mob connections within the police 
  force can provide any infonnation the police have. The 
  connections also warn the mob if the police are investigat-
  ing the investigators for whatever criminal activities they 
  commit during this adventure. 
  Officer Braunlich is the investigator's major infornmnt. 
  He can be found at the police station or at home. For ten to 
  twenty dollars, he tells the investigators anything they want 
  to know. 
  Judges: Bought judges and bribed juries can get the inves-
  tigators acquined of one major crime, if it even gets to the 
  point of a trial. Dutch Schultz uses his influence only if the 
  investigators commit the crime in the pursuit of the mob's 
  business. 
  Street Information: Informants drop hints and clues about 
  what the Rumanians are up to, who heads the Family, 
  where they live, etc. They can also attempt to learn specific 
  infonnation for the investigators. 
  Rumanian Informers: The investigators may choose to 
  squeeze someone in the rival hierarchy for information. 
  They'll find it difficult to get infonnation this way, but the 
  final payoff is more rewarding. 
  vampire movies begun in Count Yorga and established in Fright 
  Night. The Lost Boys, and Near Dark. The vampires now have 
  all the style and panashe of LugoSl, yet they do nOl hide their 
  hemivorous activities from anyone. The modern vampire thus 
  satisfies the two main classes of horror film viewers. those who 
  want to be scared, and those who wish to be disgusted. 
  A small portion of vampire movies include: 
  Nosteratu: Eine Symphonfe des Grauens (1922, Prana Films) 
  Dracula (1932, Universal) 
  The Horror at Dracula (1959. Hammer) 
  Dracula -
  Prince of Darleness (1965. Hammer) 
  Dracula Has Risen From the Grave (1968, Hammer) 
  Count Yorga, Vampire (1970, AlP) 
  Blacula (1972, AlP) 
  Nosteratu: Phantom Der Nacht (1979, Werner Herzog 
  Filproduktion/Gaumont) 
  Dracula (1979, Universal) 
  Fright Night (1985, Columbia) 
  Lost Boys (1987, Warner BrotherS) 
  Near Dark (1987, DEG) 
  
  Investigator Information 
  The investigators work for the Dutch Schultz bootlegging 
  and numbers operations. They have access to official police 
  records and street informants. Their mob runs New York 
  City. The Dutchman has judges, senators, and some say 
  even the mayor and governor in his pocket. This city be-
  longs to the Schultz mob; there isn't a crime a mobster 
  can't get away with, as long as he commits it for Dutch 
  Schultz. 
  A new organization ha<; begun to push into the territory 
  of the New York crime syndicate. Word on the street says 
  they come from Eastern Europe, somewhere near the Black 
  Sea. Already the Schultz mob has caught the foreigners 
  bootlegging alcohol over the Canadian border to distribute 
  it in New York City. In defense of the Schultz mob's terri-
  tory, the Booker brothers assassinated two of the newcomer 
  mobsters while they were convincing a local merchant to 
  convert to their distribution. In remliation, somebody grue-
  somely butchered the Booker brothers last night outside 
  O'F1annahan's. a popular Brooklyn restaurant. 
  This morning Dutch Schultz wants to see the investiga-
  tors, at Floyd's Barber Shop in Brooklyn. 
  Scenario 
  Investigator Introduction 
  Stan the adventure in Floyd's Barbt:r Shop. Dutch Schultz 
  has summoned the investigators for a meeting. This is the 
  first time that some investigators have talked with him. Tell 
  the players that this is their opportunity to impress Schultz 
  with their loyalty and ability, assuring advancement within 
  the organization. 
  Dutch Schultz reclines in the barber chair, the burning 
  end of a cigar poking from a swirl in the hot towels 
  wrapped around his face. Two of Schultz' personal assis-
  tants and bodyguards sit nearby. One reads the sports sec-
  tion while the other watches the investigators. Schultz 
  doesn't move as the investigators enter the barber shop. He 
  waits a few moments, then says in a muffled voice, "I've 
  got a special job for you boys." The barber pulls the towels 
  from Schultz' face as he tells the investigators why he sum-
  moned them. 
  Schultz wants the investigators to locate the people 
  who killed his mobsters at the Little Italy Restaurant and 
  make them pay for their insult. "It isn't right that business-
  men should treat each othcr this way," hc says. "I want you 
  to find the people who did this to Joey and Frank and do the 
  same thing back to them ... Dutch Schultz tells the investi-
  gators to see if street informants have information about 
  where to find these mobsters. If they ask, Dutch Schultz 
  Blood Brothers -
  17 
  What kind of Vampires are these? 
  Modern literature describes many different varieties of vam-
  pires, with each author adding new twists and features as his 
  story requires. The vampires in Oath of Blood are just like the 
  ones in the Call of Cthulhu rules, with a few clarifications, as 
  follows: 
  Full vampires are unable to move abroad in sunlight. 
  Direct sunlight causes them 1 D3 points of flame damage per 
  round of exposure. 
  All vampires who were devoutly religious in life shun sym-
  bols of their old faith out of respect. For example, christian 
  vampires shun crosses, while jewish vampires fear the Star of 
  David. Touching a vampire with such a symbol causes a 
  psychosomatic wound, with physical contact of several sec-
  onds causing 103 damage and a burn mark. Holy water does 
  103 from 1 fluid ounce. Note that the vampires in Teppes' 
  gang are affected by the cross and other symbols of christian-
  ity. 
  Because of their regenerative powers, vampires cannot 
  be destroyed in the usual straight forward manner. To kill a 
  vampire, the investigators must drive a wooden stake through 
  its heart, and then cut off the creature's head, and finally 
  scatter the things remains in running water, this will perma-
  nently kill it. The Vampire, naturally, will resist this. Thus the 
  best moment to kill a vampire is when it rests within its coffin. 
  agrees to provide the investigators with any reasonable 
  equipment, including weapons and even ex.plosives, but 
  they must have a coherent plan for their use before he'll 
  hand over anything that destructive. 
  Schultz wants them to report to him each morning at 
  the barber shop. 
  If they can convince him that they aren't dealing with 
  ordinary murder but with blood-sucking vampires, Schultz 
  gives them carte-blanche to assassinate the entire Ruman-
  ian organization. "What these people are doing isn't right. 
  It's an offense to God, nature, and common decency," he 
  says. "I want you to kill the sons of bitches. Kill them all, 
  especially this Teppes." 
  When this happens the scenario degenerates into a no-
  holds-barred bloodbath, pitting the might of organized 
  crime against the powers of darkness. The investigators 
  have the special assignment of a~sassinating the vampire 
  leaders. The police are ineffectual in stopping the mob war. 
  They stay out of the way, trying to cordon off the battle 
  zones so that civilians don't get hurt. 
  Help from Father O'RieIly 
  Father James O'Rielly is the uncle of Brian O'Rielly, one 
  of the investigators. He is slightly built, with red hair and 
  an Irish temper. Father O'Rielly chose not to join the mob, 
  entering the priesthood instead. He has never involved 
  himself in mob business-until he heard of the unusual 
  killings outside the restaurant. After the investigators have 
  their first encounter with a vampire, Father O'Rielly sends 
  for his nephew (or one of the other investigators if Brian is 
  
  18 -
  Oath oj Blood 
  already dead) to meet him at the church of the Sacred Heart 
  in Brooklyn. 
  At the meeting he gives him the original manuscript of 
  Bram Stoker's Dracllia and a short lecture about the reality 
  of evil. "Brian," he starts, "you're my brother's son, and I 
  love you like my own, so there's something you have to 
  know. I've never told this to anyone before." One winter 
  night in 1913 he and his older brother Loel, Brian's father, 
  burgled a New York City mansion. They had collected nu-
  merous items, including the manuscript, when they were 
  discovered. James bolted and ran, but his brother never 
  followed him out. Loel was later found in a nearby park, his 
  throat tom out and body drained of blood. James entered 
  the seminary the next day. He never told the police about 
  their burglary of the mansion. 
  The mansion has since been demolished. A successful 
  Library Use roll at the hall of records or some other suitable 
  place reveals the owner in 1913 to have been a Mr. Drake. 
  Father O'Rielly is a willing supporter who can provide 
  the investigators with crosses (inexpensive ones) and small 
  quantities of holy water. He makes his nephew Brian and 
  all the investigators promise to treat the religious icons with 
  proper respect before he gives them to him. 
  Locations 
  O'F1annahan's 
  The scene uf the deaths of Lhe Booker Brothers is a Brook-
  lyn Irish pub and restaurant. It is popular with people in the 
  Schultz mob. At least one or two of his men can be found 
  here on any night. The restaurant is managed by Sean 
  O'Flannahan, a sometimes-drunk who moved his restau-
  rant business over to America around the tum of the cen-
  tury. He dresses in an unfashionable brown suit and tie. He 
  has a shock of blond hair and puffy green eyes. 
  The restaurant opens for lunch at eleven and stays open 
  until midnight. As soon as the investigators make their 
  business known, O'Flannahan provides them with com-
  plete assistance. He offers them free dinner and beer, show-
  ing them toa semi-private table. O'Flannahan fears that the 
  Dutchman is upset at the deaths of the Booker Brothers. so 
  he does not wish to give him any more reason to be angry. 
  O'Flannahan did not witness the murders. He remembers 
  seeing the two men at their table. but he didn't notice them 
  again until the busboy ran in from behind the restaurant to 
  tell him he had found two dead men. 
  Billy Trent, the busboy, works on the restaurant every 
  evening. He's fifteen and nervous about talking to real 
  mobsters. O'Flannahan points him out if the investigators 
  ask. Trent's story is simple. His job keeps him busy. so he 
  did not see the two men eating at the restaurant, although he 
  Bram Stoker's Dracula 
  The original manuscript of Dracula is typed on loose· leaf 
  paper collected In a leather binder. A certified letter dated June 
  17, 1913 from Sotheby's auction house altests to the 
  manUSCript's authenticity. The typing of the manuscript is 
  smudged and scrawled over with shaky author's corrections, 
  as though the writer suffered from some difficulty controlling 
  his writing hand. It takes four hours to read the entire manu-
  scrpt. Any who have read the published version (Knowledge 
  roll to have done so already) and also read this version notice 
  that there are differences between this and the published 
  version. 
  In its original manuscript form the book reads less as a 
  work of calculated fiction than as a plea for hefl against the 
  horrors of evil. During the preparation for publication the pub· 
  lisher altered It into its present form. 
  I! explains that vampires are unnatural creatures of evil 
  that feed on the souls of men. They can be destroyed by a 
  wooden stake through the heart or exposure to the sun. The 
  manuSCript also explains that vampires shun symbols of the 
  Christian faijh, although the author can only speculate why. 
  does remember Louise complaining about them leaving 
  without paying right before he carried a load of trash out to 
  the bin behind the restaurant. "It was horrible," he says. "I 
  was working in the kitchen just five feet away and I didn't 
  hear a thing. J came out with the trash and 1 saw them lying 
  there. Someone had gUlled them both on top of the garbage 
  pile. Their guts were so tangled that you couldn't tell one 
  man's from the other's. When I was done puking, I went in 
  to get Mr, O'FIannahan." 
  The trash pile in back is as the police left it last night. 
  more strewn than normal. Investigators succeeding in a 
  Spot Hidden roll notice that there is no blood anywhere to 
  be seen. The trash should be soaked in blood if they had 
  died the way the busboy described it. 
  Louise Mifflin, the waitress who served the Bookers 
  that night. is not at the restaurant. Nobody at the restaurant 
  is certain where she lives or where to find her. If an investi-
  gator receives a successful Fast Talk roll while questioning 
  the staff. the bartender comments that Louise mus! live 
  nearby because he remembers her saying that it only takes 
  ten minutes to walk to work. 
  Locating Louise should be easy if they go outside and 
  lean on a few locals. If it is daytime and they ask at the 
  comer grocery store, the grocer can direct them to her 
  aparunent. Otherwise a luck roll followed by a successful 
  Fast Talk or Orate gains a questioner directions to the flat 
  from a passerby, or if they wish. they can come back to the 
  restaurant the following evening when Louise returns to 
  work. 
  Louise recalls that both men had t-bone steak with po-
  tatoes. Around ten o'clock they were halfway through their 
  meal when they got up and left through the rear door, ne-
  glecting to pay their bill. Less than a minute later the bus-
  
  Blood BrOlhers -19 
  The Pries!',\ Secret 
  
  20 -
  Oath of Blood 
  The Curse of Undeath 
  The Booker brothers are not wholly dead and not wholly alive. 
  They are undead vampires. although in such crippled and 
  weakened states that they are unable to act. The vampires 
  who butchered them shared their own blood with them to 
  make them undead. but first they drained their victims of all 
  their POW and blood. This left the Booker brothers too weak 
  to use their vampiric powers of regeneration or POW drain. II 
  someone. for some unimaginable reason. were to give a 
  Booker brother fresh blood and donate to him a permanent 
  point of POW he would be able to turn to mist and regenerate 
  his wounds. He wO·Jld then become a fully functioning vampire 
  enslaved to the will of the two who killed him. 
  A wooden stake through the heart. it it can be found 
  among the jumbled mess of organs. would permanently kill the 
  vampire. Cremation would have the dreadful result of reducing 
  them to ashes but not actually killing them. It would then be 
  possible for someone to come along laler and donate blood 
  and POW to reconstitute them. 
  The Curse of Undeath can only be performed by a Vam-
  pire. They will use it on the investigators whom they have the 
  opportunity to kill. 
  boy found them in the trash heap. Louise thinks they may 
  have followed two foreign gentlemen who exited through 
  the rear door a short while before. The two gentlemen were 
  also sining at a table of hers, and they also did not pay their 
  bill, which is why she remembers them so well. 
  She can describe the foreigners. They dressed in dark 
  suits of an unusual European style. perhaps the latest 
  French fashion. Both men were tall, with very dark hair and 
  pale white faces. They spoke with peculiar accents which 
  she could not identify, but guesses to be French because it 
  would go with their clothes. 
  Watterson Memorial Hospital 
  Morgue 
  The Booker brothers are in the morgue in the basement 
  level of the Watterson Memorial Hospital in Brooklyn. It is 
  common knowledge that murder victims from this area end 
  up at the Watterson Memorial, something an investigator 
  can realize with a successful know roll. Asking a police 
  contact gets them the same information. 
  Only medical staff is allowed into the morgue. but the 
  investigators can push past the intern stationed at the door 
  with a successful Orate or Fast Talk roll. Dr. Plotnik. (he 
  coroner on duty, protests the gangsters' presence but is 
  quick to give them what they want if they threaten him. The 
  preliminary autopsy reports are in the hospital files. An 
  investigator can locate them with a successful Library Use 
  roll, or he can make Dr. Plotnik locate them. Alternatively. 
  an investigator could get a brief look at the reports from a 
  police contact. This would require a ten-dollar bribe! and an 
  Orate roll. 
  The autopsy reports suggest that the bodies were 
  drained of blood before being gutted and thrown into the 
  bin. The wounds contain no metal filaments. which indi-
  cates they were not cut with sharpened metal weapons. The 
  pattern of the tear marks suggest an animal's claw. although 
  there are no tC!eth marks on the bodies nor any consumed 
  portions of flesh as there would be if animals had ki lied the 
  men. If an investigator reading the reports receives an INT 
  x2 or less roll, he realizes that the reports are hastily pre-
  pared and incomplete; the doctor did not fill out all the 
  associated paperwork. This is unusual because the bodies 
  are scheduled for burial later this day, apparently before a 
  complete autopsy can be performed. The autopsy report is 
  signed by Dr. Brace. If they look for him, Dr. Brace stayed 
  home sick today; he is recuperating from the shock of the 
  au£Opsy. 
  The Booker brothers lie on tables in the morgue. Any 
  who look must make a Sanity roll or lose 103 SAN. Both 
  bodies are chalk white, almost translucent. Gaping wounds 
  yawn where their bellies should be, filled with a confused 
  jumble of dry, flaking organs. The heads are mostly sev-
  ered, each held on only by a slab of muscle and tendon 
  along one side. 
  More horrifying still is the discovery made by the first 
  investigator who succeeds in a Spot Hidden roll while 
  studying a body. TIle corpses' eyes are not the dull, unsee-
  ing eyes of the dead. In Frank's and Joe's eyes the investi-
  gator sees the focused Light of intelligence looking back at 
  him from deep wells of insanity and horror. Roll Sanity and 
  lose 1/1010 points as the investigator realizes the eyes are 
  following him around the room. 
  If the Booker brothers are not destroyed as vampires, 
  bring them back to haunt the investigators later in the sce-
  nario. This time they are in the service of Teppes. Fore-
  shadow the meeting with rwnors among the mob that the 
  Booker brothers have been seen recently. Then confront the 
  investigators with them. 
  Police Station 
  The investigators may drop by the police station to find out 
  what the police know. The police are treating the deaths of 
  the Booker brothers as a mob murder. They are conducting 
  a routine investigation and do not expect to solve the case. 
  The investigators can get a copy of the Booker broIDers' 
  autopsy here with a successful Fast Talk roll or offering a 
  bribe in excess of ten dollars. 
  Rumor among the police has it that there was some-
  thing specially horrifying about the bodies. The officers 
  who handled the investigation have taken leave time, 
  though nonnally they should be on the case. as police infor-
  mants can indicate. 
  The police repon reveals that nO blood was found at the 
  scene of the murder. It does not say that the corpses were 
  alive. 
  
  Blood Brothers -21 
  On the Street 
  Street contacts provide the following informa-
  tion: 
  • The new mob is led by a man named Rolanov 
  Teppes. 
  tmpire Hotel 
  • Teppes lives in and works out of the Empire 
  Hotel. He always has a couple of bodyguards 
  with him when he goes into town. 
  • Teppes enjoys a cullUred life. He attend~ opera 
  openings. plays. and frequents the finest restau-
  rants. 
  • The new mob showed up in town four months 
  ago. In that short amount of time they have 
  taken over a significant amount of Dutch 
  Schultz'territory. 
  Empire Hotel 
  Teppes and his eight vampire assistants live in 
  the penthouse suite on the 34th floor of the Em-
  pire Hotel. During the day they rest in coffins 
  placed in two of the rooms. At night Teppes and 
  his lieutenants are often here planning their con-
  quest of the local crime organizations. If the in-
  vestigators were to confront Teppes in the pent-
  house at night, four vampire assistants, plus the 
  human guards would be there. 
  Teppes is weB-guarded. especially during 
  the day when the vampires sleep. All of the 
  human guards are totally dominated by Teppes, 
  and overlook his quirks. particularly his peculiar 
  sleeping preferences. At any time there are two 
  human guards in the lobby. They try to act in-
  conspicuously. but are frequently not successful. 
  An investigator looking for guards spots them 
  easily. 
  Another guard waits in the penthouse near 
  the elevator where he can watch the elevator and 
  the stairs. He would be alerted by the sound of 
  gunfire or explosions in the lobby. which easily 
  carry up the open elevator shaft. 
  Two more guards protect the door leading 
  into the sitting room. Richard Bradley. Teppes' 
  top human lieutenant, is usually in the living 
  area of the penthouse. meeting with business as-
  sociates. or in the office room. At night he is in 
  his own suite elsewhere in the hotel. 
  Meeting Area: Teppes entertains business asso-
  ciates here. The large plush couches make for 
  comfortable sitting. The balcony affords a com-
  manding view of the city. 
  Sitting Room: The furniture was cleared from this room to 
  make room for the five large and ornate coffins. At night 
  >-
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  LOBBY 
  MEETINc, 
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  '--
  the coffins are empty, but by day each holds a vampire 
  servant. 
  Bedroom: The furniture has been removed to make room 
  for more coffins. Three more ornate coffins lie parallel be-
  
  22 -
  Oath of Blood 
  fore the door. The fourth. made of rich walnut and gold 
  fittings. sits above the others on a marble platfonn. This 
  one contains Teppcs. Investigators succeeding in an An-
  thropology or History roll recognizes that the baroque cof-
  fin is several hundred year~ old, probably of eastern Euro-
  pean origin. 
  Office Room: A large central desk faces the entrance. 
  Against one wall several filing cabinets contain records of 
  Teppes' criminal organization. Utility tables. a couch. tele-
  phones, a teletype machine, and a stock ticker also furnish 
  the room. 
  Defeating the Vampires 
  To destroy the rival mob, kill Teppes. He has under mind-
  control a network of assistants within the judiciary and 
  police force. If he is killed, they are released from his dom-
  ination. The investigators must destroy some of his vam-
  pire underlings before they can get at him. After the inves-
  tigators destroy Teppes, they'll have to deal with the re-
  maining vampires, several of whom desire to continue the 
  criminal enterprises. But without the experience of Teppes 
  and the help of his web of enthralled servants, the remain-
  ing vampires will find it difficult. 
  The investigators might confront Teppes at night When 
  he is out on business or stalking prey. If the investigators 
  tail Teppes, they notice that he always attends opera and 
  play openings. They could ambush him going to or coming 
  from such an event. but the investigators would have to 
  defeat two vampire bodyguards and then Teppes if they 
  attack this way. 
  Perhaps a wiser course would be to enter the hotel suite 
  during the day to kill Teppes in his coffin. This would 
  require defeating five well-armed guards, but Teppes and 
  his vampire subordinates would be defenseless until night-
  fall. Or the investigators may come up with their own 
  method. such as stalking Teppes outdoors until the sun 
  rises. 
  Attack on an Investigator 
  At some point during the adventure, after the investigators 
  have made themselves known to Teppes. two vampires at-
  tack an investigator and attempt to tum him into one of 
  their own. Use the Booker brothers for this if they are avail-
  able (use the generic vampire statistics found at the end of 
  this adventure). No need to destroy the rival mob, Teppes 
  reasons. if he can take it over from within. The assailants 
  wait until the investigator is alone before they strike. 
  If the two assailants can hold their victim down and 
  drain off all his STR points of blood, then Teppes steps 
  forward and gives him some of his own blood to make him 
  a vampire under his thmll. The victim is entombed in a 
  mausoleum in nearby Pleasant Gardens cemetery. The next 
  evening he awakens in his coffin. ravenous for blood. He 
  must return to his coffin at dawn or perish. 
  Tell the investigator's player thaI he is now a vampire 
  subject to the mental domination of Teppes. He is free-
  willed in all matters except where he has been expressly 
  commanded by Teppes. The only command Teppes gives at 
  this time is to rejoin his comrades and learn what they have 
  planned. Later Teppes appears to the investigator and com-
  mands him to reveal what he has discovered. Reintroduce 
  the investigator to the investigator group without giving 
  away his altered condition. 
  If he wishes. the keeper may use this method to convert 
  all the invesligators to vampires. Then they will have the 
  choice of siding with Teppes against their fomler boss. or 
  of trying to destroy him even whi Ie under his mental domi-
  nation. 
  Non-Player 
  Characters 
  COUNT ROLANOV TEPPES, Vampire 
  STR 33 
  CON 14 
  SIZ 13 
  DEX 12 
  APP 15 
  INT 15 
  POW 21 
  EDU t6 
  SAN 0 
  HP 14 
  Damage Bonus: +206 
  Weapons: Touch 85%, damage 104+ 104. Orains POW through 
  armor. 
  Bite 70%. damage, 104+206. Orains 106 STR (blood) . 
  . 38 Pistol 40%, damage 1010 
  Skills: Credit Rating 40%, Drive Automobile 25%, Hide 75%, 
  History 50%. Occutt 25%. Oratory 35%. Sneak 70%. Track 80% 
  Quote: "I never drink ... wine!" 
  The count Is always impeccably dressed in the styte of European 
  aristocracy. Since he is about only after dark, he wears white tie 
  and tails while out on the town. When home resting in his hotel 
  suite, Teppes prefers a more comfortable lounge Jacket. He is un-
  erringly polite and formal in all occasions. until he is driven to per-
  sonally kill a victim. 
  Teppes enjoys an active night life. He dines in the city's fine 
  restaurants, attends operas and Broadway openings. He always 
  has two vampire assistants with him, the overly large Horrowitz 
  (#8 on the list at the end of the adventure) and the tithe and alert 
  Veldaman (#5). 
  Vampire Underlings: eight younger vampires serve Count 
  Teppes. All came with him from Rumania. They act as 
  Teppes' lieutenants and enforcers. controling the various 
  elements of his budding criminal empire. 
  TIlese vampire underlings are subject to mental domi-
  nation by Teppes. While several of his vampire underlings 
  aspire to control the organization themselves. Teppes can 
  bend them to his will, leaving them no opportunity to tum 
  on him. At least two vampires are always with Teppes 
  while he is about in the city. 
  
  VAMPIRES 
  STR 
  CON 
  SIZ 
  OEX 
  POW 
  HP 
  DB 
  2;) 
  9 
  9 
  13 
  10 
  9 
  +104 
  2 
  18 
  10 
  I' 
  II 
  12 
  II 
  +104 
  3 
  22 
  7 
  IS 
  7 
  13 
  II 
  +106 
  4 
  26 
  10 
  12 
  7 
  II 
  11 
  +106 
  5 
  16 
  6 
  8 
  9 
  17 
  11 
  0 
  6 
  19 
  10 
  10 
  9 
  13 
  II 
  +104 
  7 
  28 
  12 
  12 
  12 
  10 
  12 
  +206 
  8 
  32 
  9 
  16 
  II 
  16 
  13 
  +206 
  Weapons: Touch 65%, damage 104+104 POW drain 
  Bite 75%, damage 104+ 106 STR (blood) drain per round 
  These vampires disdain the inelegant use of firearms, although 
  new recruits would have no qualms against using them. 
  Enthralled Servants: Teppes uses mentally enthralled ser-
  vants to conduct his business during the day while he and 
  his vampires rest in their coffins in the Empire Hotel. 
  RICHARD BRADLEY, Attomey, 39 
  STR 13 
  CON 9 
  SIZ 11 
  DEX 12 
  APP 12 
  INT16 
  POW 10 
  EDU20 
  SAN 10 
  HP10 
  Damage Bonus: 0 
  Weapons: Fist 75%, damage 1 03 
  .38 Pistol 50%, damage 1010 
  Skills: Bargain 60%, Credit Rating 30%, Drive Automobile 45%, 
  Fast Talk 50%, Law 65%. Orate 45%. 
  Quote: ·Work with me here. guys: 
  Bradley is Teppes' top human servant. He oversees Teppes' busi-
  ness during the day. leaving the more important matters for his 
  master to handle at night. Bradley is aware that his master is a 
  vampire. but is both enthralled and immoral enough to serve him 
  even with that knowledge. When he is not out on business, Brad-
  ley is in Teppes' penthouse or his own suite at the Empire Hotel. 
  Bradley frequently seems distracted. often pausing as though 
  listening to something and then continuing with a new attitude of 
  inspiration. Clever investigators may perceive this as Teppes' 
  mental domination. 
  Typical Mobsters: the normal human mobsters do not 
  know that their leaders are vampires, although some sus-
  pect that something abnormal is taking place. The keeper 
  can use the lypical mobster statistics found below. 
  Mind-Controlled Civil Servants: the vampires use a com-
  bination of money and hypnotic mind-control to buy off 
  judges and police. Their network is not as extensive as the 
  Dutchman ·s. bur it could give the investigators some trou-
  ble, 
  MOB THUGS 
  These stats can be used for members of the Dwight Schultz mob 
  as well as for the Rumanian lamily. 
  Blood Brothers -
  23 
  STR 
  CON 
  SIZ 
  DEX 
  POW 
  HP 
  I 
  13 
  14 
  I' 
  13 
  12 
  13 
  2 
  11 
  9 
  9 
  11 
  7 
  10 
  3 
  10 
  9 
  13 
  II 
  14 
  II 
  4 
  12 
  17 
  15 
  9 
  13 
  16 
  5 
  7 
  11 
  9 
  11 
  13 
  10 
  6 
  12 
  14 
  10 
  '5 
  II 
  12 
  7 
  16 
  13 
  17 
  8 
  9 
  15 
  8 
  13 
  8 
  13 
  9 
  15 
  II 
  Weapons:.45 aulomatic 55%, damage 1010+2 
  Punch 70%, 103 
  Investigators 
  BRIAN O'RIELLY, Mobster, 26 
  STR 13 
  CON 12 
  SIZ 16 
  OEX 11 
  INT9 
  POW 10 
  EDU 10 
  SAN 50 
  Damage Bonus: + 104 
  Weapons: Punch 75%, damage 103+104 
  .38 Automatic 50%, damage 1010 
  APP14 
  HP14 
  DB 
  0 
  0 
  0 
  +104 
  -104 
  0 
  +106 
  +104 
  Skills: Oodge 50%. Drive Automobile 25%, Electrical Repair 
  35%. Fast Talk 35%. Listen 35%. Mechanical Repair 40%. Spot 
  Hidden 60%, Throw 40%, Track 20%. 
  Quote: "It may not be much. but n's the only family I've got." 
  Your father died when you were a boy, leaving you to grow up in 
  a Catholic orphanage. You ran away at 14 and got involved with 
  the Dutch Schultz mob. At first you made money delivering alco-
  hol and running errands for the bookies. Now you work directly 
  for Dutch Schultz. helping to protect his territory from outsiders. 
  TOBY FULLERMAN, Mob Lawyer, 34 
  STR 9 
  CON 11 
  SIZ 11 
  OEX 11 
  APP 12 
  INT 16 
  POW 15 
  EDU 18 
  SAN 70 
  HP 11 
  Damage Bonus: 0 
  Weapons: FisUPunch 55%. damage 103 
  .32 AutomatiC 40%, damage 1 08 
  Skills: Anthropology 35%, Dodge 30%. Orive Automobile 25%, 
  Fast Talk 50%, History 45%. Law 50%, Library Use 65%, Listen 
  45%, Orate 60%. Spot Hidden 40%. Throw 30%. 
  Quole: "Don't worry. I'll get you out of here in five minutes." 
  You graduated with a law degree from Columbia University, and 
  then went to work in the family business-the mob. For the last 
  four years you have helped Dutch Schultz develop his criminal or-
  ganization and hide his prolits from the IRS. 
  Harold Kupperton, Mob Enforcer, 31 
  STR15 
  CON 14 
  SIZ15 
  OEX11 
  APP9 
  INT 11 
  POW 10 
  EDU 9 
  SAN 40 
  HP 15 
  Damage Bonus: + 104 
  Weapons: .45 Revolver 55%, damage 1010+2 
  .30-06 Rifle 75%, damage 2D6+3 
  Punch 65%, damage 103+ 1 D4 
  Skills: Camouflage 40%, Dodge 40%, Drive Automobile 25%, 
  First Aid 25%. Hide 65%. Listen 45%, Spot Hidden 60%, Sneak 
  45%. Thro'N 60%, Track 40% 
  Quote: "You stay here. 1'/1 take care of this guy." 
  After a stint as a rifleman in the Great War you ended up in New 
  York looking for employment. It was difficult finding a job where 
  your skills were appreciated, but eventually you found a place 
  with Dutch Schultz' organization. Now you get paid a lot of money 
  to dress sharp and rub out jerks. 
  THOMAS RINGSCHNIDT, Mob Organizer, 35 
  STR 13 
  CON 9 
  SIZ 10 
  DEX 16 
  APP 8 
  
  24 -
  Oath of Blood 
  INT 14 
  POW 9 
  EDU 12 
  SAN 45 
  Damage Bonus: 0 
  Weapons: Punch 75%, damage 1 D3+ 1 D6 
  .38 Automatic 50%, damage 1 D1 0 
  HP10 
  Skills: Accounting 40%. Chemistry 40%. Dodge 35%, Drive 
  Automobile 75%, Fast Talk 25%, Listen 55%, Spot Hidden 40%. 
  Throw 40%. 
  Quote: "That's not in the plan." 
  You work in the importing business -
  the alcohol importing busi-
  ness. At first you drove the Canadian round trip for the Schultz 
  gang. Now you help plan and oversee the fleets of trucks that 
  make the regular trips. 
  VITO CARPESY, Mob Thug, 24 
  STR 15 
  CON 12 
  SIZ 19 
  DEX 11 
  APP 10 
  INT9 
  POW 9 
  EDU 9 
  SAN 45 
  HP 16 
  Damage Bonus: +1 D6 
  Weapons: Grapple 75% 
  Brass Knuckles 35%. damage 1 D6+2D6 
  .45 Automatic 40%. damage 1010+2 
  Skills: Dodge 40%. Intimidate 65%, Usten 35%. Sing 55%. Swim 
  35%. Spot Hidden 35%. Throw 40%. 
  Quote: '1 dunno. what do you lhink. Vinny?" 
  You and your brother Vinny work as muscle for the Dutch Schultz 
  mob. You get to bully bartenders into buying your alcohol. disci-
  pline bettors who miss their payments. break the kneecaps of ri-
  vals. and any other nasty job that needs doing. Your brother 
  Vinny has taken care of you ever since somebody beaned you 
  with a brick when you were a child. leaving you a bit addled. 
  VINNY CARPESY, Mob Thug, 29 
  STR 10 
  CON 13 
  SIZ 9 
  DEX 14 
  INT 17 
  POW 16 
  EDU 12 
  SAN 80 
  Damage Bonus: 0 
  Weapons: Switchblade 45%. damage 104 
  .32 Automatic 50%. damage 1 D8 
  APP15 
  HP 11 
  Skills: Bargain 35%, Credit Rating 35%, Dodge 40%. Drive 
  Automobile 25%. Fast Talk 65%, First Aid 45%. Listen 55%. 
  Orate 35%. Spot Hidden 65%. 
  Quote: "The Dutchman is very unhappy wit' youse." 
  You and Vito work as a team. breaking legs In the service of 
  Dutch Schultz. Vito breaks the legs. actually. while you do the 
  thinking. Vito was hit on the head many years ago and has 
  needed looking-after ever since. 
  Nemesis Strikesl 
  by Kevin A. Ross 
  Scenario Considerations 
  Nemesis Strikes! has been set in New York city in the 
  1920·s. It can easily be transferred to any other large metro-
  politan city with no effect on its plot. and shifting its time 
  period should be no trouble for an enterprising keeper. 
  This is your basic Theatrical Madman plot. Our villain. 
  Nemesis, was horribly disfigured in a lire years ago, which 
  also caused the death of his true love. He has now returned 
  to "haunt" the theater in which he was wronged. and to kill 
  those who did him hann. 
  Theatrical Madmen 
  The term Theatrical Madman describes someone who destroys 
  things or kills his victims in a flashy. spectacular way. Stabbing 
  someone is not enough tor the Theatrical Madman! No. It Is more 
  aesthetically pleasing to catapult a bronze unicorn head across 
  the street and impale his victim to the wall of a posh restaurant. 
  The Theatrical Madman is usually mad because of some 
  hideous disfigurement. And. more often than not. his victims 
  were the cause of his disfigurement. 
  The essence of this character Is style. Everything the char-
  acter does must be outlandish and stylish. The typical dress of 
  the Theatrical Madman includes a long cloal< or overcoat. a hood 
  Keeper's Information 
  Seven years ago scandal and tragedy struck the Edward 
  Charlton Acting Company-a large. successful acting 
  troupe. A married member of the troupe. Derek Lewton, 
  was involved with a young female member, the 17 -year-old 
  understudy. Julia Philbin. Other members (led by the 
  company's tyrannical leader Alan Glover) found out about 
  the affair, and decided to black.mail Lewton. Julia Philbin 
  overheard the plan and the shamed teen killed herself to 
  prevent a scandal for Lewton and herself. After the funeral 
  the enraged Lewton confronted the other members of the 
  Company in the Orpheum Theater, where they were re-
  hearsing. A scuffle broke out. leading to a fire. which in the 
  end cost four lives: actOrs Felix Magee and Martin Shelley, 
  or wide·brimmed hat. and a r:1ask to cover his disfigured face. 
  Though an underused character recently. the Thealrical Mad-
  man has a genuine appeal. 
  Films of this genre Include: 
  The Phantom of the Opera (1925. Universal) 
  The Phsnlom of the Opera (1943. Universal) 
  The Phantom of the Opera (1962. Hammer) 
  The Abominable Dr. Phibes (1971. AlP) 
  Dr. Phfbes Rises Again!(1972, AlP) 
  Theatre Of 810od(1972. Cineman) 
  Phantom of the Opera (1989. RCA/Columbia) 
  Batman (1 989, Warner Brothers) 
  Darkman (1990, Universal) 
  
  stagehand John Hooper. and, apparently. the adulterer 
  Derek Lewton. The Orpheum was gutted. and the Edward 
  Chariton Company-long tom by internal disputes-dis-
  banded. 
  Seven years later. and some of the Edward Charlton 
  Company have reunited for the first performance in the 
  newly rebuilt Orpheum Theater. But even as they rehearse. 
  they are being killed off in bizarre ways. The first victim. 
  Deiter Granach. was killed when his precious collection of 
  old books fell on him. The second victim, Christine Leigh. 
  was shot with heart-tipped crossbow bolts. At the funeral of 
  Miss Leigh, where the scenario starts. Owen Fra7.er has 
  been drugged with a substance which makes him literally 
  laugh himself to death. 
  From then on the police and the investigarors will be 
  tracking down an elusive Phantom-like killer who wears 
  the ancient Greek theater mask of Tragedy. Behind the 
  mask is the horribly disfigured Derek Lewton. thought 
  killed years earlier in the Orpheum fire. Lewton escaped 
  the blaze. though not without serious injuries; the charred 
  body discovered in the ruined theater was that of a name-
  less vagrant asleep backstage. Now recovered, Lewton kills 
  those he holds responsible for the death of Julia Philbin. He 
  has dubbed himself "Nemesis" after the Greek goddess of 
  Revenge, and his murderous pattern involves the muses of 
  Greek myth. 
  The muses were nine beautiful goddesses of the arts 
  often called upon by artists and poets for inspiration. For 
  offending the muses with their callous behavior, Nemesis 
  has condemned to death several members of the Edward 
  Charlton Company. Each of the victims will be killed in a 
  manner reminiscent of one of the nine classical arts. Nem-
  esis then leaves at the murder scene a clue naming the muse 
  involved. usually some form of that muse's personal sym-
  bol. 
  Nemesis has five more victims on his list, whose char-
  acters and demises are described in "The Victims" section 
  below. His targets are those who were involved in the 
  blackmail plot and who were present at the Orpheum the 
  night of the fire. 
  No victim has been chosen for Melpomene. the Muse 
  of Tragedy. In Lewton's mind Melpomene has already been 
  accounted for with the deaths of Julia Philbin and the Or-
  pheum fire victims -
  and by Lewton's own disfigurement. 
  Investigators' Information 
  Christine Leigh, a friend of the investigators. has recently 
  died and they are attending her funeral. During the funeral. 
  one of the guests bursts into a fit of uncontrollable laughter. 
  Finally. this poor soul asphyxiates and tumbles into 
  Christine's open grave. A few minutes later a wreath is 
  delivered to the grave site which bears a banner reading 
  "Thalia." and a comedy mask from classical greek theater. 
  Blood Brothers -
  25 
  The investigators also have the chance to see the cloaked 
  and masked fornl of their future opposition. Nemesis. 
  For more information on this encounter see Owell Fra-
  zer: Thalia in the section "The Victims." 
  Notes on Running the 
  Adventure 
  Nemesis Strikes! is different from most Call of Ctllllillu 
  scenarios. No statistics are given for most of the major 
  characters, because they won't live long enough to use their 
  skills or statistics. And the investigators aren't supposed to 
  prevent any of the murders; instead their main activities are 
  witnessing the killings. unearthing the details of the seven-
  year-old scandal. vainly searching for Nemesis. and finally 
  taking part in the climactic battle in the theater at the 
  scenario's end-in the spirit of the movies which inspired 
  this adventure. 
  The investigators spend most of the adventure talking 
  to various people. researching rumors and clues. and 
  searching the theater all the while witnessing murders and 
  vainly pursuing Nemesis. The Orpheum Theater is the cen-
  ter of most of this activity. 
  The rest of this section gives advice for handling vari-
  ous elements of the adventure. 
  The Murders 
  Each of the murders is discussed in detail in "The Victims" 
  section below. including the ones which occurred before 
  the scenario begins. The murders don't necessarily have to 
  occur in the order in which they are given, though Glover's 
  fall should be played last. Tampering with the given order 
  affects when the play must shut down due to lack of certain 
  personnel. The murders should be spaced out so that one 
  occurs roughly every other day. 
  Nemesis 
  Nemesis' movements are largely left to the keeper, though 
  his possible appearances at the murder scenes are detailed 
  in the description of each murder. The description of our 
  protagonist. below, also gives some hints as to the use of 
  Nemesis. 
  Information 
  There are a number of avenues of research for the investi-
  gators to follow. This information. and where it can be 
  obtained. is listed below. 
  Julia Philbin: if the investigators saw the hooded stranger 
  laying flowers on a grave during the funeral of Christine 
  Leigh. they might be curious to know who Julia Philbin 
  was. She was. of course. the 17-year-old actress who com-
  mitted suicide seven years ago. This much can be gained 
  from newspapers dating to that time. If the investigators 
  question any of the current staff at the Orpheum Theater 
  
  26 -
  Nemesis Strikes! 
  (many of whom also worked there seven years ago), allow 
  them a POW x2 roll on D I 00 to find someone who can tell 
  more; this story might also be known by a gossip columnist 
  or theater critic. if the investigators seek out such a source. 
  The journalist can add that Miss Philbin was having an 
  affair with Derek Lewton. 
  The Orpheum Fire: checking with theater personnel or old 
  newspaperfiJes unearths details of the fire seven years ago. 
  The unexplained fire broke out during a rehearsal one night 
  not long after julia Philbin's death. Among those present 
  were Glover, Granach, Ellison, Leigh, Frazer. Russell. 
  Powell. MacGinnis, Magee, Shelley, Lewton, and several 
  stagehands including John Hooper. All but Lewton, Magee, 
  Shelley, and Hooper escaped, and the Orpheum Theater 
  was gutted by the blaze. With a successful POW x2 roll, an 
  investigator can gather from one of the stagehands present 
  that night that an argument occurred between several of the 
  actors just before the fire. 
  Mythology: Nemesis was the Greek goddess of vengeance. 
  The nine most commonly recognized muses are Caliope 
  (Epic Poetry and Eloquence), Clio (History), Erato (Erotic 
  Poetry), Euterpe (Flute) Melpomene (Tragedy). Poly-
  hymnia (Mime), Terpsichore (Dance), Thalia (Comedy) 
  and Urania (Astronomy). This infonnation, along with 
  each muse's symbol (see "The Victims" below). can be 
  gained at any library. or it may already be known to a 
  character with a successful History or Occult skill roll. 
  The Blackmail Attempt: as with the details of Julia 
  Philbin's affair with Derek Lewton, this rumor is sensitive 
  enough that it is only accessible with a successful POW xl 
  roll on D 100. It can only be obtained by interviewing for-
  mer theater personnel (supporting actors. stage crew, etc.). 
  The timid source will reveal that some members of the 
  Edward Charlton Company had found out about Derek 
  Lewton's affair with Julia Philbin and sought to blackmail 
  the young actor. But Philbin apparently overheard the 
  blackmailers' plot and killed herself to avert it. 
  The Phantom of the New Orpheum: anyone associated 
  with the rebuilt Orpheum can supply this infonnation, and 
  certain theater critics and gossip columnists may know of it 
  as well. There have been numerous reports of stolen build-
  ing materials, costumes, and money from the Orpheum's 
  storerooms and offices. Some workmen and stagehands 
  claim to have seen and heard a mysterious figure lurking 
  about the theatre at all hours. The phantom supposedly 
  appears and disappears at will. always eluding pursuit. 
  Police 
  Details on the individual officers involved in the Nemesis 
  case are discussed in 'The Law" section below. The pri-
  mary roles of the police force in this scenario will be pro-
  tection for the Edward Charlton Company members and a 
  hindrance for the investigators. Not until well after the 
  murder of Owen Frazer do the authorities tie together the 
  "Muse-cIues" left at each murder scene. After the death of 
  Faye Russell. Detective O'Shea assigns at least one plain-
  clothes officer to protect each member of the production. 
  The police may also conduct occasional searches of the 
  Orpheum Theater. but the authorities will be unable to find 
  or stop Nemesis. 
  THE PLAY 
  The play is The Grow of the Faulls. written by Deiter 
  Granach and loosely based on two poems by Roger Ainsley 
  (1799-1846). Charles B. MacGinnis is directing the pro-
  duction. The play tells of a lonely poet (played by Glover) 
  lost in a grove on a Greek isle. The poet encounters 
  nymphs, fauns. faeries, centaurs, and so forth (ponrayed by 
  Andrews, Powell. Russell, Frazer. and many others) before 
  falling in love with a nymph (played by Leigh). But ajeal-
  ous gorgon (played by Margaret Ellison) turns the writer to 
  stone, after which the bereaved nymph also allows herself 
  to become petrified by the Gorgon's gaze. Unfortunately, 
  the play is destined to fold early because of the loss of 
  several of its principal players. After Willard Powell's mur-
  der the play's opening will be delayed by a week. and when 
  Margaret Ellison is killed it is set back another two weeks. 
  Charles MacGinnis' death is the last straw, and the play is 
  indefinitely postponed. 
  The Cast and Crew 
  The cast of The Grove of the Faulls is mostly made up of 
  present and former memhers of the Edward Charlton Com-
  pany, with newcomers in a few supporting roles and as 
  understudies. Many of the current crew worked at the old 
  Orpheum before it burned. The entire production seems on 
  edge, and there is frequent needling, bickering. and out-
  right shouting among the cast and crew. Nevertheless, they 
  consider themselves family, and are reluctant to betray 
  each others' secrets. 
  The Final Act 
  The final scene of "Nemesis Strikes!" is played out in the 
  Orpheum Theatre. A few days after his embarrassing public 
  confession of the role he played in the events leading up to 
  the Orpheum fire (see "The Victims" section below), Alan 
  Glover eludes his police protection, grabs a gun, and heads 
  for the Orpheum. There he and Nemesis engage in a life-or-
  death, cat-and-mouse game in the darkened theater -
  one 
  which the investigators may or may not be able to affect 
  one way or another. 
  Glover's advantage will be his gun. but Nemesis' 
  knowledge of the theater will be the greater edge. The fight 
  should range throughout the Orpheum, with Glover shoot-
  ing at shadows and Nemesis laughing insanely, throwing 
  knives. dropping things onto the stage, and hurling nooses 
  
  at Glover. Unless they agree to help him hunt down Neme-
  sis, the desperate Glover will consider the investigators 
  enemies. 
  Regardless of which. if any, side the investigators take, 
  when the battle is over both Glover and Lewton should be 
  dead (unless the Keeper plans Nemesis Returns). This final 
  confrontation should be very theatrical, perhaps to the ex-
  tent of having one man die even as he kills the other. With 
  the possible exceptions of the ineffectual Detective O'Shea 
  and Sergeant Webber. the police arrive on the scene after 
  the battle is done. 
  Alan G10l'er: HP 14, DEX 12, Handgun 20% (.38 revolver, 
  to 10 damage). 
  The Protagonist 
  NEMESIS (Derek Lewton): Actor, Scholar, 
  Madman, 34 
  STR 18 
  CON 20 
  SIZ 15 
  INT 17 
  POW 16 
  OEX 16 
  APP 0 
  EOU 17 
  SAN 0 
  HP 19 
  DAMAGE BONUS + 106 
  Weapons: FisVpunch 65%, damage 1 03+106 
  Kick 45%, damage 1 06+ 1 06 
  Knife 46%, damage 106+ 106 
  Thrown Knife 60% danage 106+103 
  'Noose 65% (see below) 
  Pistol 25%, damage 1010 
  Crossbow 25%, damage 1 08+ 1 
  Skills: Acting 86%, Chemistry 35%, Climb 86%, Dodge 55%, 
  Electrical Repair 30%, First Aid 50%, Greek Myth 20%, Hide 
  75%, History 85%, Hypnosis 85%, Jump 85%, Listen 66%, Me· 
  chanical Repair 40%, Oratory 85%, Sneak 85%, Spot Hidden 
  70%. Throw 45%. 
  Armor: Lewton wears a homemade protective vest made of cloth 
  padding and small metal plates. The vest protects Lewton 50% of 
  the time, and halves any damage taken when it does work. 
  San Cost: II Lewton's gruesomely·burnt lace is revealed anyone 
  seeing it loses 1/104+1 SAN. 
  'Nemesis' Noose attack is best performed from the catwalks in 
  the Orpheum Theatre. With a successful attack Nemesis loops a 
  noose about the target's neck, doing 1 04 damage the first round 
  and possible strangulation damage (ie. drowning) each round 
  thereafter. A noosed victim makes all attacks at lf2 the normal 
  percentage; a successful knife attack roll will cut the rope and 
  free the victim. A character watching for the noose attack can 
  Dodge to avoid it. If Nemesis wants to kill a noosed character 
  quickly. he can fasten the rope to a heavy object in the ralters 
  and drop it over a scenery hanging (or use a pulley) to hoist the 
  victim into the air, hanging him or herl This will do 206 damage 
  immediately and an automatic 108 strangulation damage each 
  round therealter. The noose is a favorite weapon 01 Nemesis. 
  Quote: "Eight killed her, eight must diel Eight times eight! Eight 
  souls in exchange for onel Eight killed her, eight must die I" 
  Derek Lewton was once a handsome and sensitive young actor, 
  a promising talent when he joined the Edward Charlton Com· 
  pany: well-read, intelligent, and a devotee of the classics from 
  Shakespeare to Euripides. The death of Julia Philbin, the Or· 
  pheum Theater fire, and the terrible injuries he sustained in the 
  fire have driven Lewton mad, and he now seeks vengeance on 
  those he leels were responsible. Lewton has worked out clever re-
  venges using the muses as his theme. Using the sewers and 
  other hidden passages beneath the rebuilt Orpheum Theater, 
  Lewton has acquired from it the money and materials needed to 
  carry out his plans. 
  Blood Bro/Izers -27 
  Lewton always dresses entirely in black: pants, shin. cloak. 
  gloves, and slouch hat. He also wears a black-haired wig 
  and a bronze Greek mask of tragedy, a frightening visage 
  with doleful eyes and despairing down-turned mouth. Any 
  items lost from his costume can be replaced from the gear 
  he has stolen from the theater.) He carries several large 
  (106 damage) knives with him at all times, and. rarely, a 
  .38 revolver or the crossbow with which he killed Christine 
  Leigh. He has several lairs hidden in the sewers and in 
  nearby alleys and abandoned buildings. If asked who he is, 
  Lewton replies "I am Nemesis!". if someone calls him 
  Derek Lewton, he cries "Lewton is dead! Call me ... Neme-
  sis!" . 
  Nemesis' sole objective is to carry out his revenge, but 
  if someone repeatedly interferes with his plans he will 
  strike back. Such retributive measures can range from a 
  knife thrown to narrowly miss a target who has mildly 
  offended him, to a spotlight dropped onto a victim who has 
  dared to shoot at Nemesis. His tactics in the Orpheum The-
  ater include a number of items (spotlights, scenery hang-
  ings, sandbags, etc.) he can drop from the catwalks onto 
  targets below. engaging in perilous battles on the catwalks 
  swinging on ropes, throwing knives. and dropping victims 
  down trapdoors in the stage. Nemesis also uses his intimate 
  knowledge of the theater to evade pursuit, using all its 
  ropes. ladders, hidden trapdoors. sewer entmnces and nu-
  merous obstacles to foil his pursuers. The description of the 
  Orpheum Theater. below, should give the keeper ideas a~ to 
  how Nemesis can use the theater to his best advantage. 
  Nemesis keeps his face hidden behind the Tragedy 
  ma~k. At some appropriately dramatic moment Lewton 
  may decide to reveal his face, perhaps to shock his pursuers 
  long enough to allow his escape (anyone failing a SAN roll 
  stands dumbstruck while Lewton escapes). Lewton's facial 
  features are melted, twisted, and look like raw meat. Be-
  neath the gloves his hands are similarly raw-looking. as is 
  most of his body. 
  Nemesis' appearances at the murders of each of his 
  victims are detailed in "The Victims" section below. The 
  keeper should schedule his other appearances with respect 
  to the investigators' progress in the adventure, bringing the 
  villain in gradually. Nemesis' appearances don't necessar-
  ily have to be actual ones, either. He may set up a dummy 
  for the investigators to comer, or show himself in a mirror 
  to appear somewhere that he's not. or he may send one of 
  his indigent accomplices in his garb to draw the 
  investigators' attentions, for whatever sinister reasons. 
  Whenever he does show up. Nemesis should be played as 
  melodramaticallya<; possible he is, after all an actor. Also. 
  he should always be taunting his pursuers with evil chuck-
  les and mad laughter. 
  Nemesis' Indigent Accomplices: since the fire. Lewton has 
  been living on the streets with numerous vagrants, bums. 
  and winos-one of whom died in the fire and whose body 
  
  28 -
  Nemes;s Strikes! 
  was mistaken for Lewton ·s. These pathetic souls are used 
  as messengers. lookouts. and distractions by Lewton. They 
  make purchases. deliver messages. and perform other tasks 
  that he cannot do because of his masked visage. Lewton 
  can also persuade these pathetic souls to perform more dan-
  gerous. potentially illegal, duries. These jobs include dress-
  ing in Nemesis' mask and cloak and distracting police or 
  other pursuers, blocking pursuit of their master, and so 
  forth. 
  The hobos will not put up much of a fight, and normally 
  carry no weapons. They are reluctant to inform on Neme-
  sis. who keeps them fed, clothed. sheltered, and in drink 
  (with money stolen from the Orpheum). Even if they were 
  to tell what they know, they don't know all of his hiding 
  places and other secrets. and they have no idea of his real 
  identity. nor do they care. 
  The Victims 
  This section describes the victims of Derek Lewton's ven-
  geance, including those killed before the investigators enter 
  the adventure. The victim himself will be described, along 
  with the manner in which he or she is killed, details con-
  cerning the muse with which this person's murder is com-
  mined. The first three victims are bracketed. as the investi-
  gators are powerless to prevent their deaths. 
  (DEITER GRANACH: Clio (History)] 
  Deiter Granach was a 53-year-old playwright and support-
  ing actor, one of the original members of the Edward 
  Charlton Company, and a friend and contemporary of Ed-
  ward Charlton himself. Granach, a chubby little man, was 
  sorely affected by his wife's death a few years ago. and had 
  been absent-minded since. Granach had always surrounded 
  himself with books of all kinds, and after his wife's death 
  he became more and more caught up in building his pre-
  cious library. 
  Granach was killed a little over a week before the ad-
  venture begins. A servant found his body pinned beneath 
  several of the bookshelves in his library, which had been 
  toppled. domino-like, onto him. The police deduced from 
  footprints that someone had then jumped from bookcase to 
  bookcase. eventually stopping where Granach was trapped 
  and there jumping up and down until Granach was crushed 
  to death. A laurel wreath and a scroll inscribed with the 
  name "Clio" were found next to the body. 
  Clio is the muse of history and her symbols are the 
  laurc1 wreath and the scroll. 
  (CHRISTINE LEIGH: Erato (Erotic Poetry)] 
  Christine Leigh was 34-years-old, quite attractive. and a 
  relatively successful theater actress and singer. Most of her 
  roles were second leads and supporting roles. Her love-life 
  was legendary, and more than once she had been forced to 
  defend her promiscuous activities in the tabloids. She was 
  friendly. bright, and charming, but unforgiving to those 
  who offended her. She was as quick to expose the love 
  affairs of others as they were to expose hers. 
  Christine Leigh was shot several times with a crossbow 
  two nights before the scenario begins; the wounds were to 
  the left shoulder. the stomach and the heart. She was return-
  ing home late from a date. and was shot outside her apart-
  ment building. The crossbow bolts were unique in that the 
  tips were heart-shaped. and pinned to the dead woman's 
  blouse was a lyre-shaped brooch inscribed with the name 
  "Erato." 
  Erato is the muse of erotic poetry; her symbol is the 
  lyre. 
  (OWEN FRAZER: Thalia (Comedy)] 
  Owen Frazer is a quiet 39-year-old actor with a shrewish 
  wife and, not coincidentally. a drinking problem. Frazer 
  keeps to himself most of the time and, despite being a 
  competent supporting actor, is quite shy. Frazer is a small 
  and rather sad-looking man. 
  Owen Frazer's death occurs at the funeral of Christine 
  Leigh. right in front of the investigators. Among those pres-
  ent at Miss Leigh's funeral are Willard Powell, Margaret 
  Ellison, Charles G. MacGinnis. Alan Glover, Vance Con-
  way, Carlton Andrews, Detective Peter O'Shea. and Ser-
  geant Rupert Webber, each of whom are described below. 
  Anyone present at the funeral who makes a Spot Hid-
  den roll also notices a figure in a dark hooded cloak laying 
  flowers at a grave some distance from Christine Leigh's. 
  The figure stops at the grave only briefly before leaving the 
  cemetery. If anyone follows the hooded one. a Spot Hidden 
  reveals that beneath the hood is a Tragedy mask used in 
  ancient Greek theater. This is Nemesis. who will flee to a 
  waiting stolen car. The grave he visited is that of Julia 
  Philbin, the young actress who committed suicide seven 
  years ago. 
  Frazer's death-throes begin while the priest is reading 
  the service for Christine Leigh. Frazer begins snickering 
  and tittering aloud and is elbowed sharply by his loud, 
  unattractive wife. Frazer. shocked, manages to stop for a 
  moment. and everyone's attention turns back to the priest's 
  service. But moments later Frazer begins laughing out loud 
  again. uncontrollably, unable to catch his breath. He stag-
  gers and guffaws oblivious to the others and eventually 
  falls atop Christine Leigh's coffin, which then tumbles pre-
  maturely into the grave-along with Frazer. Frazer contin-
  ues to cackle and cough, now choking on blood. Regardless 
  of any actions taken to save him. Owen Frazer continues to 
  laugh (literally busting a gut) until he dies. Anyone viewing 
  Frazer's bizarre death loses 0/ID3 SAN. Just minutes after 
  Frazer's death, a local flower service del ivers a large stand-
  
  ing wreath of flowers to the site. Attached to the wreath are 
  a banner reading "Thalia" and a Comedy mask used in 
  ancient Greek theater. 
  Contacting the flower service reveals that the flowers 
  were ordered by a smelly old woman who paid in cash and 
  did not leave a name. The police investigation reveals that 
  Frazer's attack was caused by a mysterious drug found in 
  the hip-flask of whiskey he always carried with him; fur-
  ther investigations reveal that the affected whiskey wa'l 
  originally poured from a decanter in the Frazer home. 
  Thalia is the muse of comedy. and her symbol is the 
  Comedy mask. 
  FAYE RUSSELL: Terpsichore (Dance) 
  Faye Russell is 29 years old. single, auburn-haired, outgo-
  ing, athletic, and very beautiful. She is a well-trained ac-
  tress, but rather dim-witted. She was an understudy in the 
  Edward Charlton Company during the scandalous times 
  seven years ago, but she's just recently taken some leading 
  roles; so far she hasn't received very good notices. Faye is 
  very friendly. maybe more than friendly to an attractive 
  investigator. 
  Faye Russell's murder occurs backstage at the Or-
  pheum Theater. in the dressing room she shares with a few 
  other actresses and understudies. Faye is alone in the room, 
  though others may be just outside or in the doorway. She 
  remarks disgustedly that the carpet is wet, but before any-
  one can react there is a humming and popping sound. Faye 
  begins jerking and jumping and shaking, her hair stands on 
  end. and there is a smell of ozone in the air. Sparks and fire 
  flicker on the carpet. Anyone stepping into the room, onto 
  the smoking carpet. is also electrocuted-taking 106 dam-
  age the first round, 206 the second, 306 the next. and so 
  forth; this damage continues until the victim is reduced to a 
  cinder or someone thinks to find the fusebox and cut the 
  power in the theater. Unfortunately, they will be too late to 
  save poor Faye Russell. who does a spastic death-dance 
  until she is burnt to a crisp. Anyone viewing the girl's hor-
  rible death loses 1/106 SAN. Once the power is turned off 
  and any small fires have been extinguished, several bare 
  wires will be found under the carpet. Also. on Faye's dress-
  ing table is a small brooch in the shape of a lyre, its back 
  inscribed with the name "Terpsichore." Meanwhile, from 
  the rafters above the stage comes menacing laughter -
  on 
  one of the catwalks is the masked and cloaked form of 
  Nemesis! The figure remains motionless if anyone climbs 
  up after him, but at close range it turns out that the figure is 
  a mannikin in mask and cloak. The fiend has triumphed 
  again. 
  Terpsichore is the muse of dance. and the lyre is her 
  symbol. 
  Blood Brothers-29 
  A ViJi, From Mr. Sal/dhaRmal/ 
  
  30 -
  Nemesis Strikes! 
  WILLARD POWELL: Polyhymnia (Mime' 
  Powell is a part-time actor, a 37-year-old romantic lead, 
  more of a dilettante than anything else, He has formed a 
  partnership with Vance Conway in order to buy and rebuild 
  the Orpheum Theater. Powell is handsome. energetic, and 
  wealthy, but too busy with his business affairs. charities. 
  and investments to be much of a ladies man. Powell is 
  usually in a hurry when the investigators want to speak 
  with him. always talking on the phone. sending messages. 
  arranging meetings or engaged in similar activities. If he 
  does have time to talk. Powell is forthright and friendly. but 
  business-like. Seven years ago he too was a fledgling mem-
  ber of the Edward Charlton Company. having bought his 
  way into the troupe with a grant. 
  Powell's death occurs at his business office, in a large 
  building downtown. Three weeks ago some vandals broke 
  into his personal office. ransacking the place. breaking 
  windows and furniture. knocking holes in the walls. and 
  making a shambles of the place. Since then Powell has had 
  construction men working nearly round the clock to re-
  model his office. It·s almost fmished on the day of his 
  murder. Powell is talking to someone-his secretaries. 
  business partners. police. or the investigators-and wan-
  ders into his office for a moment to get something. As he 
  does so there is a loud thunk as a thick sheet of unbreakable 
  glass slams down in the doorway of the office, trapping 
  Powell inside. Seconds later, as Powell pounds helplessly 
  on the glass, a yellowish smoke issues forth from below the 
  desk in the office. Powell begins choking, screaming, and 
  pounding on the doors and windows-but the glass is 
  soundproof. and Powell's death-throes and cries go un-
  heard. After a few minutes he collapses. dead. Anyone 
  helplessly watching Powell die loses 1/103 SAN. In a win-
  dow across the street a shadowy figure is glimpsed for a 
  moment then a shade is drawn across the window; on that 
  window-shade is written the name "Polyhymnia." A suc-
  cessful Spot Hidden roll identifies the shadowy figure as 
  the Tragedy-masked Nemesis. whom the investigators may 
  try to pursue as he flees. 
  Later investigation reveals that unknown workmen had 
  done the work on the door-frame and the windows. A can-
  ister of poison gas is found beneath Powell's desk. and this 
  is obviously the cause of his death. 
  Polyhymnia is the muse of mime, and her symbol is the 
  veil (and isn '( a window-shade a type of veil'?). 
  MARGARET ELLISON: Euterpe (Flute, 
  Margaret Ellison is 43 years old. but still rather attractive. 
  Five years ago she married wealthy bank executive Dean 
  Capp and Margaret (not" Maggie." as her fellow thespians 
  still call her) has been climbing the social ladder ever since. 
  She's cold, snooty. and scornful of others unless they're 
  members of her social circle. Margaret Ellison frequently 
  smokes (using a fancy cigarette holder), and is rarely seen 
  without some valuable jewelry-rings, bracelets, earrings, 
  necklaces, etc. The lead actress/socialite is devoted to her 
  rich husband, and prattles about how shrewd and successful 
  he is. 
  Margaret Ellison's death can take place anywhere the 
  keeper chooses. She mights be scornfully addressing the 
  nosy investigators when it happens. Margaret lights a ciga-
  rette and puts it in her ornate cigarette holder. Moments 
  later there is a loud crack, and Margaret Ellison crumples to 
  the floor. Her cigarette holder has shattered, and blood is 
  running out of the collapsed woman's mouth. It appears 
  that the mouthpiece has been driven up through the roof of 
  her mouth and into her brain. killing her instantly. Viewing 
  this gruesome sight costs 0/103 SAN. Inspecting the frag-
  ments of the cigarette holder, an almost imperceptible in-
  scription will be discovered: .. Euterpe." 
  Further investigation reveals that the cigarette holder 
  was not one of Mrs. Ellison ·s. It had apparently been 
  booby-trapped to fire a spike-like projectile when a trigger 
  mechanism in the holder became hot. 
  Euterpe is the muse of wind instruments -
  particularly 
  the flute which, is her symbol. 
  CHARLES G. MacGINNIS: Urania (Astronomy) 
  At 48, Charles MacGinnis is one of the older members of 
  the Edward Charlton Company. He is a former actor. but 
  now has taken the task of directing the company's produc-
  tion of The Grove of the Fauns. MacGinnis is tall and pow-
  erful-looking, and married with two teenaged children. He 
  always carries a clipboard, or a script. or a stack of papers 
  with him. which he frequently consults. The production is 
  foremost in his mind. and he can seem distracted in conver-
  sations because his mind is always on the play. MacGinnis 
  is a demanding director, constantly issuing orders, and has 
  little time to spend answering the investigators' questions. 
  MacGinnis' death occurs at the Orpheum Theater be-
  tween rehearsals. MacGinnis is engaged in various produc-
  tion details and is trying to talk with the investigators at the 
  same time. on stage barking orders, making notes, and mo-
  tioning with his clipboard. At a particularly heated point in 
  his discussion with the investigators. there is a whooshing 
  sound and then MacGinnis is lifted off the stage as a huge 
  metal-framed crescent moon stage prop swings down from 
  the rafters and impales the director through the chest. 
  Blood splatters everywhere. and anyone witnessing this 
  loses 1/\04+ I SAN. The bloody crescent and its dead load 
  swing high across the stage. and meanwhile there is a burst 
  of maniacal laughter from the catwalk on the other side of 
  the stage. 
  Anyone on stage who fails a SAN roll or turns to look 
  for the laughter's source must make a Dodge roll, for the 
  moon has swung pendulum-like back across the stage 
  again. If any of the Dodge rolls are failed. the character 
  who rolled the highest failure is struck by the other point of 
  
  the crescent, takes 208 damage and, if the Dodge roll was 
  fumbled, is impaled and caught on the crescent until some-
  one frees him. The source of the laughter is of course Nem-
  esis. Once MacGinnis is dead, Nemesis tosses a small 
  globe (inscribed with the name "Urania") onto the stage-
  perhaps at a pursuer-and then makes his escape using the 
  catwalks, the storage attic, and the roof. if necessary. This 
  is an excellent opportunity for the investigators to try to 
  tmck down Nemesis, but the theater will be in a panic due 
  to the grisly death of MacGinnis: stagehands, understudies, 
  and so forth will be running and milling about, perhaps 
  slowing the pursuit of Nemesis or showing where he went. 
  Urania is the muse of astronomy, and her symbol is the 
  globe. 
  ALAN GLOVER: Calliope (Epic 
  Poetry/Eloquence) 
  Lead actor Alan Glover is 49 years old, and wa'i another of 
  Edward Charlton's contemporaries. When Charlton died, 
  Glover was successful enough and influential enough to 
  take over the helm of the company. Glover is a brilliant 
  actor and a clever businessman as well. Glover is well-
  dressed, tall, good-looking, with a commanding stage pres-
  ence and voice. He is married, but his marriage is the exact 
  opposite of Owen Frazer's. Alan Glover is a tyrant in his 
  marriage, as in all other aspects of his life: his wife Barbara 
  is pretty and quiet, but cowed by her husband's overwhelm-
  ing personality. Glover has always considered himself a 
  ladies' man, and has had numerous affairs. In fact, Glover 
  had tried to press himself on young Julia Philbin seven 
  years ago, and when she refused him he threatened to ex-
  pose her affair with the married Derek Lewton. This in tum 
  led to the tragedy which will see the downfall of most of 
  those involved with the Edward Charlton Company. 
  In dealing with the investigators and the police, Glover 
  initially maintains an air of calm and control: he doesn't 
  fear the killer, and he trusts that the police will capture the 
  madman. As the killings continue however. his demeanor 
  changes and he is less understanding, more fearful, and 
  frustrated. His temper becomes very short, and he demands 
  (and get<;) police protection for himself and the other mem-
  bers of the production. 
  Nemesis' plans for Glover are not fatal. Three days 
  before he is to speak at a charity banquet. Glover is kid-
  naped. This occurs as follows: the investigators may be 
  standing by, having just spoken with him, when Glover gets 
  into a waiting car-presumably with his police protection. 
  As the car pulls away the investigators hear a moan from a 
  nearby alley, and there they find a groggy, clubbed Rupert 
  Webber (see below)-Glover's police protection for the 
  night! They can try to follow. but the other car is quickly 
  out of sight. 
  One of Nemesis' scruffy accomplices is driving the car, 
  and he takes Glover to where Nemesis wailS. There our 
  Blood Brothers -31 
  hero overpowers Glover, hypnotizes him, and gives him a 
  post-hypnotic suggestion; when activated Glover will 
  make a full confession of all the details concerning the 
  blackmail attempt, Julia Philbin's suicide. and the Or-
  pheum fire. The police meanwhile search vainly for Glover 
  and/or Nemesis. Two days after the abduction, Nemesis 
  allows Glover to escape. Upon his return Glover knows 
  nothing of the hypnotic suggestions nor that he was al-
  lowed to escape. All he knows is that he was held captive in 
  a rundown building somewhere by Derek Lewton (who 
  called himself "Nemesis") and some vagrants and winos. 
  Glover never saw his captor's face, but he recognized 
  Lewton's voice behind the Tragedy mask. 
  Glover egotistically thinks he's foiled Lewton/Neme-
  sis. and insists on attending the charity banquet the night 
  after his return. He does so. under considerably increased 
  police protection. Detectives O'Shea and Webber are pres-
  ent, along with a dozen plainclothes officers scattered 
  throughout the hall. Several politicians. financiers. and 
  other bigwigs give boring speeches and donate money to 
  one of the local art foundations. 
  Just before Glover's tum at the podium. a messenger is 
  cleared by the police who see but don't read the note, and 
  allowed to give something to Glover. Glover reads the brief 
  note (the trigger for the hypnotic suggestion. it reads 
  "Caliope demands your compliance," with a picture of a 
  stylus and tablet) and takes the podium. Once there, Glover 
  tells the assembled members of high society all about the 
  tragedies which occurred seven years ago: Lewton's affair 
  with Julia Philbin. Glover's own attempt to seduce the girl, 
  his attempt to blackmail Lewton. the girl's suicide, the 
  angry quarrel between Lewton and the others at the Or-
  pheum. the fire which then broke out at the theater. and the 
  subsequent deaths of Magee, Shelley, Hooper, and a va-
  grant (Lewton told Glover about the fire's actual victims. 
  The shocked crowd murmurs and gasps during 
  Glover's tale, and from the looks he gets when he finishes 
  it's obvious that Alan Glover's reputation is ruined. Glover 
  is too stunned by what he's done to try and save face, and 
  the hall tails deathly silent as he rushes out followed by 
  equally shocked police. 
  Glover stays out of sight for two or three days, still with 
  police protection. The gossip columns have a field day with 
  the Glover story. doing further damage to his name and 
  career. In a rage. Glover finally gets a .38 revolver and goes 
  down to the Orpheum Theater to have it out once and for all 
  with Derek Lewton. 
  (Alan Glover: HP 14 DEX 12. Handgun 20% .38 re-
  volver. damage 10 10) 
  Calliope is the muse of epic poetry and eloquence, and 
  her symbol is the tablet and stylus. 
  
  32 -
  Nemesis Strikes! 
  The Law 
  There are two detectives in charge of the so-called "Neme-
  sis murders." These are Peter O'Shea and Rupert Webber. 
  They have several uniformed officers at their disposal and 
  a number of lesser detectives if needed. Plainclothes offi-
  cers underO'Shea's supervision will be used to protect the 
  members of the Edward Charlton Company after the death 
  of Owen Frazer. These officers should only be a nuisance to 
  the investigators unless the laner carry weapons, in which 
  case they will be taken in for questioning. 
  Detective Peter O'shea: Detective O'Shea is an average 
  cop in his mid 40's. short. and a linle overweight. O'Shea 
  smokes a pipe, especially when working on a tough case. 
  He is stem, and not overly fond of having private citizens 
  undertaking their own investigations during his cases. If 
  these people are hindering his own efforts he'll have them 
  arrested, but if they can be of help he may take their advice, 
  as long as they follow the law and don't get in his way. 
  Sergeant Rupert Webber: Sergeant Webber is a good-look-
  ing man in his early 30s, tall. skinny, with a high-pitched 
  voice. Unfortunately, as a cop he's a hopelessly inept bum-
  bler. Webber is constantly tripping over things, misplacing 
  files and other items (such as evidence), and getting names 
  and dates and other details wrong. He's also not very atten-
  tive, and O'Shea is always having to repeat his orders to the 
  lame-brained Webber. In short, Webber is on hand to sup-
  ply comedy relief, and the investigators should have no 
  trouble outwitting him. 
  Interested Parties 
  These characters are red herrings. Conway and Andrews 
  are on hand to introduce as optional targets for Nemesis. 
  And if the investigators start poking into the tragedy which 
  occurred at the Orpheum Theater seven years ago, they 
  may wish to interview the widow of Derek Lewton. 
  Vance Conway: Vance Conway is the 48-year-old co-
  owner of the Orpheum Theater (with Willard Powell). Con-
  way is single, debonair. athletic, and extremely good look-
  ing. He's a shameless playboy. almost as dashing a figure 
  as Alan Glover. Conway oversees the current production at 
  the Orpheum. taking care of the financial end of things. 
  Seven years ago he was a stage manager at the Orpheum, 
  before the fire. Oddly enough. he had no knowledge of the 
  blackmail attempt by Glover and the others, and thus 
  Lewton/Nemesis has not marked him for death. Neverthe-
  less Conway receives police protection along with the other 
  principal members of the cast and crew. Vance Conway 
  will undoubtedly make a pass or two at any attractive fe-
  male Investigators. 
  Carlton Andrews: Carlton Andrews is 41 years old, an ac-
  complished second-lead actor. Andrews is married. and an 
  obnoxious busybody. He doesn't smoke. drink. or carouse, 
  and doesn't approve of those who do. If someone smokes in 
  his presence, Andrews will insist that the offending item be 
  extinguished immediately. In fact. Andrews has been 
  known to go on tirades against his fellow actors about their 
  "atrocious and ungodly" behavior. Needless to say. the 
  fussy Andrews isn't overly popular with the cast and crew. 
  Andrews' ethical attitude kept him out of the blackmail plot 
  seven years ago. He too gets police protection. 
  Rainey Lewton: Rainey Lewton is 32 years old. remarried 
  since her husband's death seven years ago. She is plain. and 
  speaks with cold detachment about the events surrounding 
  her first husband's death. She doesn'[ know that Derek is 
  still alive. or that he is killing the members of his old acting 
  company. She does know about Derek's affair with Julia 
  Philbin. and suspects that the girl's suicide had something 
  to do with what went on at the theater the night it burned. 
  The Orpbeum Tbeater 
  Personnel: the total number of persons working at the Or-
  pheum Theatre is a linle over 50; this includes actors, un-
  derstudies, light and stage crews, make-up artists. costum-
  ers, box-office personnel. and ushers. 
  Basement: accessible via stairways in the lobby and on 
  both sides of the stage, this is a dark and crowded place 
  mostly given over to storage of sets. props, costumes, and 
  such. To the west are rooms containing the boiler and main-
  tenance equipment. There are also three trapdoors in the 
  states which can be raised or lowered from below; an unex-
  pected fall down one of these does I D6- I damage. Also 
  beneath the stage area is the fusehox for the Orphellm. 
  There are manholes in the floors of the rooms to the east 
  and west, opening into the sewers. Only theater personnel 
  are allowed downstairs. 
  Ground/seats/Slage: in.ide the lobby of the Orpheum's 
  main floor are ticket windows and concession booths. and 
  stairways leading up to the balcony and down to the base-
  ment (the latter not open to the public). The seating area of 
  the theater slopes downward from west to east, leveling off 
  at the stage. The theater can seat up to 500 or so patrons. 
  Also in the seating area are fire exits and stairways leading 
  up to the box seats. In front of the stage is an orchestra pit 
  about five feet deep. The stage is surrounded by curtains, 
  and is set four feet above the main floor. There are three 
  trapdoors in the stage floor. North and south of the stage are 
  lines, ropes, and wires controling scenery. props. and lights. 
  There are also ladders leading into the catwalks above and 
  stairways leading down to the basement. Behind the stage 
  are the dressing rooms and rear stage doors. The stage area 
  is usually not open to the pUblic, though reporters are a 
  notable exception. 
  Balcony/boxes/catwalk: In one corridor to the west are 
  stairways down to the lobby, and a trapdoor leading up to 
  
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  Blood Brothers -33 
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  34 -
  Nemesis Strikes! 
  the attic. The balcony setting area also slopes downward 
  from west to east. There are fire exits in this area, opening 
  on metal staircases down to the street. Two hallways con-
  nect the balcony area to six box seats. The front of the 
  balcony is 20 feet from the main floor, as are the box seats. 
  30 feet above the stage are a series of catwalks, and parallel 
  to these are several lightweight metal beams used to hang 
  scenery. props. and lights. Next to the catwalks are numer-
  ous ropes. lines. pulleys, winches. and lights, controllable 
  either from beside the stage or from the catwalks them-
  selves. There are trapdoors above the catwalks and in the 
  box seat hallways which lead to the storage attic above. 
  Items dropped from the catwalks do the following dam-
  age: sandbags 1 D4 plus possible knock-out attack (see 
  Gaslight). small background scenery/prop (Nemesis would 
  drop this to warn a foe) 203, medium scenery/prop (if 
  Nemesis wants to cripple) 206, large scenery/prop (if 
  Nemesis wants to kill) 2010. lights 204 or 206. 
  Storage/attic: this level is not normally open to the public. 
  A very clamped, dark and dusty area crowded with crates, 
  boxes, heat ducts. pipes. and so forth. This level is only five 
  to six feet high. The cross-hatched areas on the map are 
  impassable due to ducts. machinery, support columns, etc. 
  There are several trapdoors leading down to the balcony 
  level, four skylights in the roof/ceiling, and a narrow stair-
  way leading up to the roof (normally kept locked). 
  Rewards and Penalties 
  If the keeper allows them to do so. each of the murders 
  (after Owen Frazer's) prevented by the investigators should 
  gain them 104 SAN. Killing or capturing Nemesis gains 
  them another 106 SAN; note that this reward should not be 
  given if the villain is killed/captured by Alan Glover or the 
  police. If the investigators discover Alan Glover's role in 
  the scandal from seven years ago before Nemesis brings it 
  to light. each investigator should get an additional 103 
  SAN. 
  Investigators 
  Vincent Debunke, Theater critic, 42 
  STR 9 
  CON 10 
  SIZ 14 
  DEX 9 
  APP 10 
  INT16 
  POW 14 
  EDU16 
  Damage Bonus: 0 
  Weapons: none 
  SAN 70 
  HP12 
  Skills: Bargain 20%. Drama/Acting 70%, Credit Rating 45%, De-
  bate 65%, Dodge 18%, History 55%, Library Use 45%, Listen 
  55%, Oratory 45, Psychology 55%, English 90%, Italian 30%, 
  Spot Hidden 40%. 
  Quote: "A miserable performance." 
  Vincent Debunke is a distinguished New York theater critic. 
  Debunke is knowledgeable in all areas of the theater: dramas, 
  musicals, opera, etc. Fairly well-respected in the New York enter-
  tainment circles. A little overweight, but fiercly intelligent. 
  FELICIA DEVON, Actress, 24 
  STR 9 
  CON 10 
  SIZ 11 
  DEX 15 
  APP 12 
  INT 15 
  SIZ 11 
  EDU 17 
  SAN 60 
  HP 11 
  Damage Bonus: 0 
  Weapons: None. 
  Skills: Accounting 25%, Bargain 20%, Climb 45%, Drama/Acting 
  75%, Credit Rating 30%, Debate 15%, Dodge 35%, Fast Talk 
  20%, Rrst Aid 35%, History 40%, Jump 35%, Listen 40%, Occult 
  20%, Oratory 20%, Psychoanalysis 5%, Psychology 25%, French 
  60%, Sing 45%, Spot Hidden 30%, Swim 35%, Throw 35%. 
  Quote: "I can't work under these conditions." 
  Felicia Devon, an attractive young actress, Felicia Devon plays 
  one of the lesser nymphs in The Grove of the Fauns. Miss Devon 
  is very talented and knowledgeable about her craft and athletic 
  to boot (she plays a lot of tennis and swims regularly). 
  Stephen Keslo, Reporter, 43 
  STR 11 
  CON 12 
  SIZ 13 
  DEX 12 
  INT 13 
  POW 11 
  EDU 14 
  SAN 55 
  Damage Bonus: 0 
  Weapons: Fist/punch, 60%, damage 103 
  APP13 
  HP13 
  Skills: Bargain 15%, Debate 40%, Dodge 24%, Drive Automobile 
  30%, Fast Talk 80%, Hide 15%, History 30%, Law 50%, Library 
  Use 40%, Listen 45%, Occult 10%, Oratory 65%, Photography 
  20%, Psychology 30%, English 85%, Spot Hidden 35%. 
  Quote: "I just tell it like it is." 
  Stephen Keslo, a grizzled reporter specializing In crime stories, 
  works for a smaller metro paper. He's rather handsome, and is al-
  most as persuasive in person as he is in print. Keslo has a taste 
  for lurid assignments. 
  PETER LEIGH, Historian, 31 
  STR 8 
  CON 10 
  SIZ 14 
  DEX 9 
  INT 17 
  POW 13 
  EDU 18 
  SAN 65 
  Damage Bonus: 0 
  Weapons: None. 
  APP13 
  HP12 
  Skills: Anthropology 45%, Archaeology 15%, Bargain 20%, 
  Credit Rating 20%, Drama/Acting 30%, Dodge 18%, History 90%, 
  Law 30%, Library Use 85%, Linguist 15%, Make Maps 35%, Oc-
  cult 65%, Read/Write English 90%, ReadlWrite Spanish 75%, 
  Speak Spanish 75%, Throw 35% 
  Quote: "I'm going to find the bastard who did this." 
  Peter is the brother of Christine Leigh, Nemesis' second victim. 
  Peter Leigh has traveled down from Boston to attend his sister's 
  funeral. Leigh is a historian specializing in Spanish history, and is 
  fluent in that language. Leigh was close to his sister, and shared 
  some of her interest in the theater. 
  Nell Lotus, Private investigator, 35 
  STR 13 
  CON 11 
  SIZ 14 
  DEX 12 
  APP 12 
  INT 13 
  POW 11 
  EDU13 
  SAN 55 
  Damage Bonus: +1 04 
  Weapons: .38 revolver 65%, damage 1010 
  Fist/punch 70%, damage 103+104 
  HP13 
  Skills: Accounting 30%, Credit Rating 20%, Dodge 24%, Drive 
  Automobile 45%, Fast Talk 50%, Hide 45%, Law 30%. Listen 
  45%, Photography 40%, Psychology 15%, ReadlWrite English 
  65%, Sneak 40%, Spot Hidden 55% 
  Quote: "There are a thousand stories in the city. Why do I always 
  get the crummy ones?" 
  Neil "Blackle" Lotus Is a hardboiled private eye, hired by the fam-
  ily of Deiter Granach to investigate the playwright's murder. Lotus 
  is pretty low-rent and seedy (but good-looking in a rough sort of 
  
  way), and certainly out of place in the world of the theater into 
  which he has been sent. 
  Robert Anton Sullivan, Actor, 26 
  STR 11 
  CON 11 
  SIZ 14 
  OEX 10 
  INT 13 
  POW 13 
  EOU 16 
  SAN 65 
  Damage Bonus: + 1 04 
  Weapons: Fencing Foil 55%, 106+ 104 
  APP10 
  HP13 
  Skills: Drama/Acting 80%, Credit Rating 50%, Dodge 20%, His-
  tory 65%, Library Use 40%, Listen 40%, Oratory 55%, Psycho-
  Blood Bro/hers -
  35 
  analysis 5%, Psychology 40%, English 85%, Greek 45%, Latin 
  25%, Spot Hidden 30% 
  Quote: "I was only ... acting!" 
  Robert Anton Sullivan Is an extremely promising young actor with 
  a lot of talent -
  and ego. Sullivan has been very successful, and 
  this has gone not only to his pocketbook. but to his head as well. 
  Sullivan is handsome, athletic. learned In two languages, and has 
  studied fencing as well. Plays a major supporting role (a satyr) In 
  "The Grove of the Fauns". 
  The Land That Time 
  Ignored 
  by Gregory Detwiler and John B. Monroe 
  Scenario Considerations 
  The Land ThaI Time Ignored tells of explorers' adventures 
  in 1932. in a valley filled with giant dinosaurs which just 
  happen to look like iguanas with rubber stuff cemented 
  onto them. The purpose of [his scenario is to auempI IO 
  recapture the spirit and style of the Lost World type of 
  movie. in which all dinosaurs are flesh-eaters. and there are 
  always beautiful cave-girls to rescue. 
  Investigators' Information 
  A famuus scientist has recently disappeared after broaching 
  an unusual theory. Dr. Philip Xavier Claymont of the 
  Smithsonian Institution is a noted paleontologist who is 
  also a history buff. which is what started the trouble. He 
  was reading an account of 19th-century American explorer 
  Roger Johnson's adventures in Brazil, when he discovered 
  an obscure reference to the sighting of a "dragon-like beast 
  Dino-Rama 
  While dinosaurs are not really a staple of horror films, their 
  apppearances in bad science fiction are too numerous to Ignore. 
  In most bad dinosaur movies, all the dinosaurs are meat 
  eaters. brontosaurs and trachodons included. One of the most 
  memorable scenes In King Kong shows us a brontosaur chasing 
  a member of the film crew across the jungle and up a tree before 
  It finally eats the helpless soul. 
  In the earliest dinosaur films, the monsters were created 
  through the use of stop-motion animation, filming intricate move-
  ments a frame at a time. A scene which would last for a few 
  seconds of final film time could take hours to film. 
  Somewhere down the line someone decided that it would be 
  easier to film actual lizards with plastiC glued onto them than it 
  would be to use the elaborate stop-motion effects. In these later 
  films we have seen baby alligators supposedly playing tyranno-
  saurs. iguanas as dimetrodons. and chameleons as triceratops. 
  with two massive horns protruding from a bony ridge 
  above the thing's eyes." Paleontologist Claymont recog-
  nized that the description suggested a member of the 
  Ceratopian family. Had Johnson possibly met real dino-
  saurs? 
  Claymont used his savings to finance a trip to the South 
  American jungles. where the encounter took place. He told 
  only a few close friends about it. and no one thought to 
  mention it to the top men at the Smithsonian until it was too 
  late. 
  A recall or rescue expedition was hastily formed, con-
  sisting of fellow Smithsonian scientists Ben Hollings and 
  Andrew Tyler. Things went wrong from the start. The sci-
  entific pair had gotten no farther south than Quito when 
  they received word of a shakeup back home. Budget cuts 
  left the two scientists on their own scanty resources. 
  The plots of most dinosaur movies follow the same path: a 
  group of explorers discovers that there is a lost valley/plateau/un-
  derground land in the Amazon/Arctic/Africa and that throughout 
  time dinosaurs and cave people have wandered into this land. 
  Once the explorers reach this place, they discover that evolution 
  has been put on hold for the last 10.000,000 years. They then 
  meet some cave people and before they get back to their own 
  world. a volcano erupts. 
  Some dinosaur films which may prove to be amusing include: 
  Lost World (1925. First National) 
  King Kong (1933, RKO) 
  When Dinosaurs Ruled the Earth (1946, Warner Brothers) 
  Beast From 20,000 Fathoms (1953, Warner Brothers) 
  Journey to the Center of the Earth (1959, 20th Cenrury Fox) 
  The Valley of Gwangl (1969, Warner Brothers) 
  The Lost World (1960, 20th Century Fox) 
  
  36 -
  The Land ThaI Time Ignored 
  While they were discussing their expedition and other 
  problems in one of the better cantinas, three figures ap-
  proached them. Two were together: a suntanned. sandy-
  haired European and a black-haired, dark-complexioned 
  Mexican. These proved Sir Reginald Carter-Smythe, Major 
  (Ret.). and Ricardo Hernandel, friends, both of whom had 
  money and also much hunting experience in the Amazon. 
  The third man was the bearded albino Ralph Detweiler. a 
  struggling pulp author who was researching folk tales for a 
  new series of stories which have been accepted by Strange 
  Stories magazine. All three men expressed interest in the 
  expedition. and chose to share the remaining expenses 
  among themselves. for the sake of knowledge. fame. a 
  place in the Explorer's Club, and the sheer love of adven-
  ture. 
  While out shopping for some equipment, Dr. Tyler was 
  accosted by an attractive young woman with a hard-luck 
  tale. Stranded in Ecuador by her erstwhile boyfriend, the 
  poor little blonde beautiful thing simply could not be left 
  here, and yet she refused to go home to her overbearing 
  Beacon Hill family. There was nothing for it but to bring 
  her along. Gwen Montague seems to be thrilled at the pros-
  pect of the expedition, though she expects it to be no more 
  than an unusual vacation. Ben Hollings, who has noticed 
  similar phenomena on other trips, is now constantly moan-
  ing "Why do all the oddballs get attracted to my expedi-
  tions?" 
  Keeper's Information 
  Dr. Claymont has reached the scene of Johnson's encoun-
  ter, and entered the valley of a tributary to the Amazon 
  river. Various animals and humans from different stages of 
  Earth's prehistory have wandered into this valley and 
  stayed. leaving a mixture of dinosaurs, apemen, and cave 
  people. Surviving the prehistoric terrors through sheer 
  luck. Clayton ha<; reached the dubious refuge of the cave 
  homes of the Barai Clan. 
  The Barai, though friendly, are at odds with the local 
  Beastrnen, who continually demand sacrifices for their god. 
  Kallaboloum, "He who makes the earth tremble and lives 
  under the mountain. " 
  After fighting their way through a dinosaur-infested 
  wilderness. the investigators arrive in the middle of a tribal 
  war. 
  Arrival 
  In order to get to the valley. the expedition must travel up 
  the Amazon by steamer, then take a lesser-known tributary 
  by canoe, finally arriving at the secret valley. 
  The expedition reaches the valley entrance in the latc 
  fall, after months of travel. The native guides are holding 
  up well, but occasionally make ominous comments about 
  "EI Rio de los Dragones" (the River of Dragons). and "EI 
  Valle de los Diablos" (the Valley of Devils). At one point, 
  over half of the bearers desert the: camp during the night. 
  Canned foods are low: the expedition's provisions now 
  consist of dried meat, cakes of dried curds, and fresh meat 
  from wild pig or river fish. 
  INDIAN GUIDES (same stats for all): 
  STR t4 
  CON 14 
  SIZ 12 
  INT 12 
  POW 9 
  OEX 12 
  APP 9 
  EDU5 
  SAN 40 
  HP 10 
  Damage Bonus: +104 
  Weapons: Machette 50%, damage 108 
  Hatchet 45%, damage 1 06+1 
  Oagger (Fighting Knife) 50%, damage 104+2 
  Skills: Anthropology 10%, Bargain 60%, Botany 35%, Climb 
  60%, Dodge 45%, First Aid 35%, Jump 20%, Listen 25%, Make 
  Maps 50%, Occult 10%, Play Instrument 45%, Sing 20%, Span-
  ish 55%, Portugese 60%, English 15%. Spot Hidden 40%. Throw 
  45%, Track 65%, Zoology 35%. 
  There is a tangible aura of weirdness about the entrance to 
  the valley. The superstitious Indians feel it most of all. If 
  the investigators wish 10 maintain the services of the two 
  dozen Indians, they will receive a successful Fast Talk. 
  Debate, or Oratory roll. 
  As the river enters the valley, it will come out onto a 
  broad plain with many low shrubs scattered about in lieu of 
  grass. Just to their east, and several miles to the south, are 
  several sizable forests of conifers, dogwoods. and magno-
  lias. Beyond the nearest forest are more mountains. and a 
  long. hard stare at them with binoculars reveals smoke ris-
  ing from several. The river continues on through the plains 
  and forest, seemingly ending near the mountains. A suc-
  cessful Geology roll reveals that the plumes of smoke can-
  not be volcanic activity: the smallness of the smoke col-
  umns suggests the work of men. Guides report that the 
  plains stretch to the south and then to the north, ending at 
  the fUUI uf thuse muuntains. 
  The expedition can continue for a bit further using the 
  river, but will have to abandon their canoes soon as detailed 
  below in "Mountains Ho!" 
  Mountains Ho! 
  The following are encounters possible while the expedition 
  travels toward the mountains. 
  Hronto-Terrorl 
  The expedition is traveling down the river. All is quiet. 
  Maybe Gwendolyn is singing a song, accompanied by the 
  guides on flutes and drums. Suddenly the water begins to 
  
  Blood Brothers-37 
  
  38 -
  The Land That Time Ignored 
  boil. Gwendolyn and the guides begin to shriek in terror. 
  and the huge head of a vicious brontosaur breaks the sur-
  face, tipping over one boat. As the crew of the capsized 
  canoe flail about in the water. the brontosaur lowers his 
  head and eats two of them whole! 
  BRONTOSAUR 
  Description: The brontosaur has a small head attached to a long 
  neck. a large. elephantine body. and a long. whiplike tail. It can 
  look like a giant gila monster if you want. 
  STR 64 
  CON 39 
  SIZ 81 
  INT 3 
  POW 14 
  OEX4 
  HP: 60 
  Armor: 14 point skin 
  Move: 5 
  Weapons: Tail lash 65%. 706 
  Trample 75%. 1406 
  Bite 85%. can swallow up to 20 SIZ points whole. 
  If the expedition steer their boats toward shore to avoid the 
  beast. the vicious dinosaur chases after them. trampling 
  whomever it can get its feet on. After it eats a few guides, 
  the brontosaur wanders back into the river. 
  Dino Battle 
  As the explorers trudge through jungle, they hear horrible 
  roaring and crashing noises ahead. Soon they can see a pair 
  of gigantic lizards locked in a life-or-death struggle. A suc-
  cessful Paleontology roll identifies them as a tyrannosaurus 
  rex and a triceratops, although they look a lot like a baby 
  alligator and a horned chameleon. 
  The triceratops seems to be fairly uninterested in the 
  tyrannosaur, its independently-rotating eyes staring at 
  something or other. Suddenly, the triceratops is dead and 
  the tyrannosaur is on its chest. trumpeting triumphantly. 
  The tyrannosaur is too interested in its meal to worry 
  with the explorers. They may pass safely unless they attack 
  the terrible lizard. 
  AvalancheJ 
  The explorers are traveling through a deep gorge. Sud-
  denly, the ground rumbles and small rocks start rolling 
  down and bouncing off of the explorers' pith helmets. 
  When they look up. they see huge boulders streaming down 
  the side of the gorge. Call for luck rolls, Failure means that 
  the character takes 206 damage and barely gets away, suc-
  cess means that the character escapes unscathed. 
  Bog-O-Rama 
  As the explorers travel along the river. they enter swampy 
  ground. The group must travel slowly as they push fallen 
  trees out of the way of their boats, untangle their equipment 
  from fallen vines. and swat away two-foot-Iong dragon 
  flies. Every so often as they travel through the swamp. one 
  of the expedition members glimpses a humanoid shape in 
  the distance. These are hunters from the Beastman Clan. 
  They have been watching the explorers for some time and 
  are very interested in what they are doing. If attackeu, the 
  Beastmen will run off into the woods. but continue to fol-
  low. 
  The Mountains 
  When the investigators reach the mountains. they will find 
  a number of narrow paths leading up. just wide enough for 
  tT'avel single-t1le. The boats must be moored and len at the 
  river. All the paths eventually converge into one slightly 
  larger path, leading to the caves of the Barai Clan. 
  About halfway to the clan's domain. the investigators 
  are startled by a woman's scream and a harsh squawking. 
  Hurrying off in that direction. they find a human figure 
  crouching by a small cluster of boulders. while above her. 
  an enormous pteranodon repeatedly swoops to the attack. 
  Clearly she can't duck forever. If the party seems hesitant 
  to attempt a rescue, have the person spring to her feet dur-
  ing a brief lull in the attacks and head for the possibly 
  superior cover of another set of boulders. revealing what a 
  beautiful woman with long black hair, clad in an animal-
  hide bikini she is. If the party still hesitates. have an old 
  woman appear on the scene to shriek with terror and an-
  nounce in crude Portugese that the girl is her daughter. and 
  beg the investigators to rescue her. 
  The pteranodon will walk to the attack if its wings are 
  damaged (a reduction of one third of its hit points should do 
  the trick), now enraged by pain. 
  PTERANODON 
  Description: Pteranodon is a member of the Pterosaur family of 
  fliers. It has a large wingspan, a relatively short tall, and a long 
  toothless beak which was counterbalanced by a long crest ex-
  tending back from the head. Its short legs are barely sufficient for 
  ground movement, but might grab targets off of the ground. 
  STR 25 
  CON 21 
  SIZ 24 
  OEX 16 
  INT 3 
  POW 9 
  HP23 
  Damage Bonus: +206 
  Attacks: Bite 42%, 1 08+2D6 
  Wing Buffett 100%, 306 knock·out damage 
  Grapple 30%, special 
  Claw 30%, 106+206 
  The young woman rushes to the investigators and embraces 
  one gratefully (Major Carter-Smythe, if he's still around). 
  Immediately afteTWl ..I, however. after getting a good look 
  at her rescuers, she steps back with a startled cry. Talking to 
  her is fruitless until someone tries Portugese. then she 
  calms down and replyies. She is Dona. daughter of Taran. 
  chief of the Barai Clan. The sight of the guides calms her 
  still more; her tribe has occasionally dealt with such men. 
  After the initial introductions and explanations have been 
  made, Dona (and her mother. Rhelai. if she appeared dur-
  
  ing the attack) leads the expedition to the caves of the Barai 
  Clan. 
  The Tribal Caverns 
  At the expedition's approach, several dozen skin-clad men 
  carrying clubs. spears. and stone axes rush toward the 
  party. until Oona steps forward with upraised hands. After 
  she explains what has happened. they joyously welcome of 
  the investigators. The party pitches its camp in a great 
  clearing surrounded on three sides by mountain slopes. 
  where the mouths of the caves of the Barai Clan are. Here 
  Taran. the chief of the clan. greets his daughter's rescuers. 
  With him is another man: Dr. Philip Xavier Claymont. 
  who has been staying with the cIan for several months. 
  After initial communications difficulties. he has learned the 
  clan's language, and is a better interpreter than these expe-
  dition members. who can only understand the indian equiv-
  alents to the Barai tongue. This tongue is rather simple. and 
  a successful Linguist roll for an individual investigator 
  means that he or she will be able to learn enough in a week 
  to converse tolerably well with the cavefolk. The party is be 
  quite popular here. not only because of Oona's rescue. but 
  also because of the fascinating technological wonders they 
  may have brought with them (guns. canned food. maybe a 
  working radio). 
  Once the party and their hosts understand each other. 
  Taran speaks to them about a very important matter. Living 
  in another cavern complex to the west. separated from this 
  one only by a broad plain. dwell the Beastmen, a tribe of 
  hideous apemen. Normally they are wary of attacking the 
  humans next door. but they have become bolder. and are 
  preparing for an all-out assault on the clan. The disorga-
  nized Beastmen have no leader. claiming to all be jointly 
  inspired by their god, Kalabaloum. who prefers Beastmen 
  to humans. 
  Taran tells shocking stories of the Beastmen raiding the 
  Barai for sacrifices and brides and other. more loathsome 
  purposes. Dr. Claymont also adds his pleas to those of the 
  Barai. and threatens to spread tales of Hollings' and Tyler's 
  cowardice when they return to the Smithsonian. 
  Shortly after the party has agreed to help. tribal sentries 
  report a delegation of three Beastmen. The Beastmen have 
  come to demand (in crude Barai) regular human sacrifices 
  to Kalaboloum. as the only way for the Barai Clan to avoid 
  annihilation. The shaggy. whitish-gray creatures participate 
  in an eerie ceremony. during which one of their number 
  will step apart from the others and walk stiffly forward. 
  arms outstretched. to grab anyone who is designated as a 
  sacrifice. should the Barai come to their senses. 
  This is a good opportunity for the investigators to dem-
  onstrate their support of the Barai by socking the Beastman 
  in the nose. This daring mightily impresses both Barai and 
  Beastmen. The remaining Beastmen fall back, one pro-
  claiming vengeance from Kalaboloum. The Barai raise 
  Blood Brothers-39 
  clubs and spears to the skies with a mighty shout. It will be 
  war. 
  Battle 
  One small valley leads from Barai territory to the plains. It 
  separates their mountains from those of the Beastmen, so it 
  is obvious which way the enemy will have to come. Taran 
  and Ricardo have as big a say in the battle planning as any 
  investigator, as they command the largest Barai contingents 
  (two dozen men each). The tribe had originally planned to 
  fortify the valley mouth with fallen trees and rolled boul-
  ders. waiting for the Beastmen from behind this wall. They 
  will still do so. but now powerfully reinforced by the inves-
  tigators with their guns. 
  The Barai position is a six-foot wall of logs and boul-
  ders. with enough other stuff rolled up behind for a two-
  foot high parapet. The defenders can see the Beastmen ad-
  vancing across the plain for a distance of several miles. 
  giving the investigators a chance to even the odds still more 
  with long-range rifle fire. (This should be with the .30-06 
  rifles only. as the elephant guns' ammunition will be 
  needed for dealing with dinosaurs on the return trip.) Not 
  associating the shots with those who fall, the surviving 
  Beastmen come on fearlessly, hurling themselves at the low 
  wall. The advantage in position and superior weapons may 
  enable the defenders to hold their own. The Beastmen rWI 
  when they understand that they are losing. Beastmen survi-
  vors might be hunted down and slain out on the plain by the 
  exuberant Barai, who leap out from behind the wall to join 
  in the fun. Or Taran might try to make peace. The investi-
  gators who decide to pursue find that such fun may have a 
  high price. 
  By the time the last fleeing Beastman is slain. any pur-
  suers are be in the middle of the plain. Just then. one of the 
  mountains on the Beastmen's territory reveals itself to be a 
  volcano, with a thunderous roar and much spouting of 
  smoke and magma. The flowing lava sets the bordering 
  jungle ablaze, causing the dinosaurs that live there to stam-
  pede out onto the plain in a blind panic. If the investigators 
  head for Barai territory as soon as the nature of the threat is 
  evident. they barely win a thrilling race. reaching the safety 
  of the mountain slopes just in the nick of time. 
  If they foolishly decide to stop and blaze away at the 
  dinosaurs. even for a short period of time. they'll be 
  stomped into the dust. If they really get a head start. you 
  could make things more interesting by having Oona (who. 
  as the chief's daughter. had an obligation to be at the battle) 
  stumble and fall, directly in the path of the thundering 
  horde. Someone. preferably the Major, should stop and res-
  cue her at considerable personal risk. 
  
  40 -
  The Land That Time Ignored 
  The dinosaurs pass through the valley, only to be 
  trapped in a dead-end pass. and mill about in confusion 
  until the danger passes. 
  Epilogue 
  The Barai Clan is saved. and the expedition's members are 
  heroes. The grateful Oona marries Major Carter-Smythe. 
  either in the tribe or after he takes her back to civilization. 
  If you wish, the latter could be a double wedding. with 
  Gwen Montague finding true love with Dr. Tyler and aban-
  doning her selfish. spoiled ways. Every surviving investi-
  gator should gain I D I 0 points of SAN for saving the Barai 
  Clan. Dr. Claymont has spent enough time here (for now). 
  and he willingly goes home with the party. 
  However, the expedition's rafts and boat<; were trashed 
  by rampaging ankylosaurs while they were left on the river. 
  The expedition has no way out. Dr. Claymont and Ricardo 
  use the broken wood from the boats to construct potoons 
  which can be attached to a large brontosaur egg nearby. As 
  the credits roll. we see a large egg. with the remnants of the 
  expedition sitting on top. float off down the Amazon. 
  Non-Player 
  Characters 
  Dr. PHILIP XAVIER CLAYMONT, Paleontologist, 
  42 
  CONS 
  SIZ 11 
  DEX7 
  STRB 
  INT'7 
  POW 11 
  EDU 'B 
  SAN 55 
  Damage Bonus: 0 
  APP6 
  HP9 
  Weapons: 12-Gauge Shotgun (DB) 30%, damage 406/206/1 D6 
  .32 Automatic 35%, damage 1 DB 
  Skills: Accounting 40%, Anthropology 40%, Archaeology 45%, 
  Bargain 30%, Botany 45%, Climb 30%, Credit Rating 50%. 
  Debate 45%, Diagnose Disease 30%, Drive Automobile 30%, 
  First Aid 55%, Geology 65% (with 90% for Paleontology), History 
  50%, Library Use 70%, Linguist 40%. Make Maps 55%. 
  Psychoanalysis 50%. Psychology 45%. German 60%. Latin 60%. 
  Russian 40%. Ride 35%. Speak Barai 60%. Spot Hidden 70%, 
  Swim 20%, Treat Disease 20%. Treat Poison 35%. Zoology 50%. 
  Quote: "What an amazing discovery I" 
  Nearly as big a history buff as he is a paleontologist, Dr. 
  Claymont was reading about Johnson's travels when he 
  discovered references to the "horned dragon·like beast." 
  Comparing the account with what he knew of ceratopians. the 
  good doctor put two and two together and set off for the Amazon 
  at once. He is prematurely gray, and wears a goatee. 
  TARAN, Chief of a Barai Clan, 50 
  STR 18 
  CON 17 
  SIZ 14 
  DEX 14 
  APP 11 
  INT 10 
  POW 13 
  EDU 6 
  SAN 65 
  HP 15 
  Weapons: Spear 90% damage 1 DB+ 106 
  thrown Spear 90% damage 1 D8+ 103 
  Wood Axe 50%, damage 1 DB+2 
  Club 70%. damage 1 DB 
  Stone Knife 70%. damage 104 
  Skills: Botany 60%. Camouflage 70%. Climb 60%. Dodge BO%. 
  First Aid ~O%, Hide 70%, Jump 60%. Listen 45%, Sing 30%. 
  Sneak 80%. Sarai 100%, Portugese 35%. Spot Hidden 90%. 
  Swim 50%, Throw SO%. Track 85%. Treat Disease 40%, Treat 
  Poison 40%, Zoology 75%. 
  Quote: "Oola boola kong'" 
  Taran is the mightiest hunter of the Saral Clan: the main reason 
  he is chief. He and his daughter are the only ones who can speak 
  any outer·world language, in order to deal with the infrequent 
  visitor. Once he gets over his surprise. he will try to use the 
  investigators to help him destroy the Beastmen next door. 
  OONA, Chieftain'S Daughter, 23 
  STR 9 
  CON 11 
  SIZ9 
  DEX 11 
  INT 12 
  POW 15 
  EDU 6 
  SAN 75 
  Weapons: Spear 40% damage 1 DS+ 1 
  Thrown Spear 40% damage 1 DB+ 1 
  Club 30%, damage 1 DB 
  Small Club 60%, damage 106 
  Stone Knife 50% damage 1 D4 
  APP1S 
  HP10 
  Skills: Botany BO%, Camouflage 50%. Climb 70%, Dodge 60%. 
  First Aid SO%, Hide 50%, Jump 50%. Listen 45%. Song 50%. 
  Sneak 70%, Sarai 100%. Portugese 50%. Spot Hidden 90%. 
  Swim 70%, Throw 50%. Track 50%. Treat Disease 60%, Treat 
  Poison 60%. Zoology 65%. 
  Quote: "Oota goota, soam peetalay." 
  Unlike her father the hunter, Oona specializes more on the less 
  physical aspects of tribal life (healing. gathering plants. dealing 
  with visitors, etc.). She has waist-length black hair (all members 
  of the Sarai Clan have black hair). is tall, slender, and stunningly 
  beautiful. More of an outdoor girl than any "civilized" woman, she 
  will hit it off quite well with the Major. 
  BARAI TRIBESMEN 
  STR 
  CON 
  Sil 
  1 
  15 
  12 
  13 
  2 
  14 
  11 
  14 
  3 
  12 
  13 
  13 
  4 
  12 
  16 
  13 
  5 
  16 
  14 
  14 
  6 
  18 
  15 
  13 
  7 
  17 
  13 
  11 
  OEX 
  15 
  16 
  15 
  15 
  14 
  15 
  13 
  POW 
  15 
  14 
  15 
  16 
  16 
  15 
  15 
  HP 
  DB 
  13 
  +104 
  13 
  +104 
  13 
  +104 
  15 
  +104 
  14 
  +104 
  14 
  +104 
  12 
  +104 
  8 
  12 
  11 
  13 
  15 
  15 
  12 
  +104 
  Weapons: Spear 75% damage 1 DB+ 104 
  Thrown Spear 75% damage 1 D8+ 102 
  Stone Axe 45% damage 1DB+2 
  Club 60% damage 1 DB 
  Stone Knife 55% damage 1 D4 
  Skills: Botany 50%, Camouflage 60%, Climb 55%. Dodge 70%. 
  First Aid 45%, Hide 60%. Jump 45%. Listen 30%. Sing 25%, 
  Sneak 65%. Speak Barai 80%. Spot Hidden 75%. Swim 40%, 
  Throw 70%. Track 75% Treat Disease 30%, Treat Poison 30%, 
  Zoology 65% 
  BEASTMEN (all have same stats) 
  STR 
  CON 
  Sil 
  OEX 
  POW 
  HP 
  DB 
  24 
  10 
  16 
  17 
  14 
  13 
  +106 
  2 
  23 
  9 
  17 
  18 
  13 
  13 
  +106 
  3 
  20 
  11 
  16 
  17 
  14 
  14 
  +106 
  4 
  20 
  14 
  16 
  17 
  15 
  15 
  +106 
  5 
  21 
  12 
  15 
  16 
  15 
  14 
  +106 
  6 
  22 
  13 
  16 
  17 
  14 
  15 
  +106 
  7 
  22 
  11 
  14 
  15 
  14 
  13 
  +106 
  8 
  20 
  9 
  17 
  17 
  14 
  13 
  +106 
  Move: 8 
  Weapons: Huge Club 60%, damage 1010 
  Large Rock (thrown or hurled) 50%, 1 DB 
  
  Armor: 1-point hairy hide 
  SAN Loss: 104 (initial sighting only) 
  The Beastmen are a race of primitive apemen, scarcely more ad-
  vanced than real apes. They obtained only the glimmerings of civi-
  lization after thousands of years of evolution. 
  Investigators 
  SIR REGINALD CARTER·SMYTHE, Major (Ret.), 
  47 
  STR 17 
  INT 10 
  CON15 
  POW 16 
  SIZ 11 
  EOU13 
  OEX10 
  SAN 80 
  APP12 
  HP13 
  Weapons: Double-Barreled Elephant Gun 70%, damage 208+4 
  .30-06 Bolt-Action Rifle 70%, damage 206+3 
  12-Gauge Shotgun, (DB) 60%, damage 406/206/106 
  .32 Revolver 50%, damage 1 08 
  Sabre 60%, damage 1 08+ 1 
  Dagger 45% damage 104+2 
  Fist/punch 60% .. damage 103+ 104 
  Skills: Bargain 40%, Camouflage 70%, Credit Rating 30%, 
  Dodge 50%, First Aid 40%, Hide 60%, History 45%, Linguist 45%, 
  Listen 50%, Make Maps 30%, French 40%, Portugese 34%, Ride 
  65%, Sneak 60%, Spot Hidden 50%, Swim 40%, Track 80%, 
  Zoology 55%. 
  Quote: "Ahem, yes, well, jolly good fun, what!" 
  Sir Reginald (who prefers to be called "Major") is a veteran of 
  long standing on the Northwest Frontier, forced to retire early due 
  to some sort of a scandal involving a Pathan woman (no details 
  are known). A sandy-haired man with a rather thick mustache, he 
  enjoys hunting, and knows the area around the expedition's desti-
  nation well. His main motivation is to restore his reputation with a 
  major discovery here, qualifying him for membership in the 
  Explorer's Club. 
  RICARDO HERNANDEZ, 45 
  STR 12 
  CON 12 
  SIZ 10 
  OEX 14 
  APP 16 
  INT9 
  POW 18 
  EOU 9 
  SAN 90 
  HP 11 
  Weapons: Double-Barrelled Elephant Gun 60%, 208+4 
  .30-06 Bolt Action Rifle 70%, damage 206+3 
  12-Gauge Shotgun (DB) 50%, damage 406/2061106 
  .32 Revolver 40%, damage 1 08 
  Dagger (Fighting Knife) 55%, damage 104+2 
  Fist/punch 45%, damage 103+1 
  Skills: Anthropology 20%, Bargain 60%, Botany 25%, 
  Camouflage 76%, Climb 45%, Dodge 60%, First Aid 55%, Hide 
  70%, Jump 45%, Linguist 50%, Listen 65%, Make Maps 40%, 
  Occult 30%, English 40%, Portugese 40%, Ride 65%, Sneak 
  40%, Spot Hidden 55%, Swim 35%, Throw 30%, Track 70%, 
  Treat Disease 35%, Treat Poison 40%, Zoology 45% 
  Quote: "I think one of us should go around to their front and 
  distract them." 
  A fierce-looking man, Ricardo Hernandez has organized expedi-
  tions with the Major in the past. They were close friends and hunt-
  ing companions, and when the Major was forced to retire, Ri-
  cardo Hernandez began exploring the world's mysteries with him. 
  He is also the expedition's peacemaker, sitting down among ev-
  eryone during an argument and polishing his razor-edged dagger. 
  DR. BENJAMIN ''Big Ben" HOLLINGS, 
  Geologist, 33 
  STR 8 
  CON 10 
  SIZ 9 
  OEX 9 
  APP 8 
  Blood Brothers-41 
  INT 14 
  POW 10 
  EOU 18 
  SAN 50 
  HP9 
  Weapons: .30-06 Bolt-Action Rifle 40%, damage 206+3 
  12-Gauge Shotgun (DB) 50%, damage 406/206/1 06 
  .32 Automatic 60%, damage 108 
  Pocketknife 30%, damage 103 
  Skills: Accounting 40%, Archaeology 30%, Botany 30%, Credit 
  Rating 70%, Debate 50%, Drive Automobile 55%, First Aid 30%, 
  Geology 75%, History 45%, Library Use 70%, Make Maps 50%, 
  Occult 40%, Photography 40%, French 50%, German 40%, Ride 
  20%, Spot Hidden 45%, Swim 25%, Zoology 60%. 
  Quote: "Hey guys, wait upl" 
  The man nominally in charge of the expedition, Dr. Hollings will 
  be swiftly ignored in favor of the Major when trouble starts. Only 
  his near-monopoly on knowledge of dinosaurs keeps him from 
  being pushed into the background forever. Such outdoor skills as 
  he has are the result of a conscious effort to be more like normal 
  men. He is ctean-shaven, and has black hair. 
  Dr. ANDREW TYLER, Zoologist, Age: 32 
  STR 8 
  CON 10 
  SIZ 9 
  OEX 9 
  APP 8 
  INT14 
  POW 10 
  EDU 18 
  SAN 50 
  HP9 
  Weapons: .30-06 Bolt-Action Rifle 40%, damage 206+3 
  12-Gauge Shotgun (DB) 55%, 4061206/106 
  .32 Automatic 50%, 1 08 
  Hunting Knife (Butcher Knife) 40%, damage 106 
  Fist 30%, damage 103 
  Skills: Accounting 30%, Anthropology 40%, Bargain 35%, Botany 
  50%, Chemistry 20%, Credit Rating 60%, ~iagnose Disease 
  30%, Dodge 35%, Drive Automobile 25%, Fast Talk 35%, First 
  Aid 50%, Geology 30%, Hide 40%, History 43%, Law 20%, 
  Library Use 55%, Linguist 45%, Make Maps 35%, Photography 
  45%, French 30%, Spanish 50%, Ride 35%, Sneak 40%, Spot 
  Hidden 40%, Swim 45%, Throw 35%, Track 60%, Treat Disease 
  35%, Treat Poison 30%, Zoology 75%. 
  Quote: "No, don't shoot! It's only a deranged alligator." 
  A soft-spoken man with dark brown hair and a clean-shaven face, 
  Dr. Tyler prefers the company of animals to most people. He 
  does, however, have a soft spot when it comes to women, which 
  is how the expedition will pick up its least-qualified member (see 
  below). He is mildly annoyed at the Major's frequent references to 
  his hunting triumphs. 
  RALPH DETWEILER, Pulp Author, 37 
  STR9 
  CON10 
  SIZ8 
  OEX12 
  APP7 
  INT 15 
  POW 12 
  EOU 14 
  SAN 90 
  HP 9 
  Weapons: 12-Gauge Shotgun (DB) 30%, 406/206/106 
  .32 Revolver 20%, damage 108 
  Dagger (Fighting Knife) 25%, damage 104+2 
  Skills: Ant~ropology 40%, Archaeology 25%, Astronomy 35%, 
  Bargain 45%, Botany 40%, Fast Talk 50%, First Aid 55%, 
  Geology 35%, Hide 50%, History 60% Library Use 45%, Occult 
  30%, Photography 50%, Swim 35%. Throw 25%, Treat Poison 
  30%, Zoology 40% 
  Quote: "If we stand very still maybe it won't charge." 
  The struggling black sheep of a Rotterdam family which is promi-
  nent in the shipping industry, Ralph Detweiler has been os-
  tracised from the rest of his family, and now spends what little 
  money he has trying to dig up interesting folk tales which might 
  be able to form the plots for saleable stories. He has an annnoy-
  ing habit of writing himself Into his short stories as a main charac-
  ter. An albino, he has pink eyes and white hair. He views the cur-
  rent expedition as inspiration for a series of books similar to 
  Doyle's The Lost World or Burrough's Pellucidarseries. 
  
  42 -
  The Land ThaI Time Ignored 
  GWENDOLYN MONTAGUE. Stranded "Flapper", 
  24 
  STR7 
  INT10 
  CON a 
  siza 
  DEX12 
  APP16 
  POW 11 
  EDU 12 
  SAN 55 
  HP a 
  Weapons: 12-Gauge Shotgun (DB) 30%, damage 406/206/106 
  .22 Automatic 40%, damage 1 06 
  Pocketknife 25%. damage 103 
  Skills: Astronomy 25%, Bargain 40%. Climb 30%, Credit Rating 
  0%, Debate 35%. Dodge 35%, Drive Automobile 45%. Fast Talk 
  60%. First Aid 30%. Hide 40%. History 25%. Jump 25%. Law 
  30%. Listen 50%. Occult 30%, Photography 35%. Pick Pocket 
  30%. Pilot Aircraft 30%. Psychoanalysis 50%, Psychology 50%. 
  French 35%. Spanish 35%. Ride 40%. Sing 35%. Sneak 35%. 
  Hidden 30%. Swim 50%. Throw 30%. 
  Gwen comes from a wealthy Beacon Hill (Boston) family. but is 
  currently in disfavor due to her travels in South America with a 
  man of whom the family disapproved. He abandoned her in Ecu-
  ador, and she would rather live the life of a petty thief than go 
  back home In disgrace. 
  The Mummy's Bride 
  by John Scott Clegg and John B. Monroe 
  Scenario Considerations 
  In ancient Egypt there lived a wicked princess to the royal 
  throne. Her name was Bintanaseth and she was also a 
  mighty sorceress who so lusted for power that her own 
  father had her entombed alive after all attempts to kill her 
  had failed. 
  Imrahotep was a high priest of Ra at the time of 
  Bintanaseth·s rule. He was hopelessly in love with her. tom 
  between her beauty and her evil. When she was entombed. 
  he agreed it was for the best. yet was so heartbroken that he 
  wasted away. Dying. he confessed his secret love for 
  Bintana<;eth to her father. who cursed him to the same fate. 
  Irnrahotep knew many powerful magics. Using spells 
  contained in the Scroll of Thoth. he attained an immortal 
  state. waiting in his tomb until someone were to open it. 
  In the early half of the twentieth century Imrahotep's 
  tomb was discovered. and he walked the earth again. 
  Shortly after this, the tomb of Princess Bintanaseth was 
  discovered. Sharrkan. a priest of Seth, learned of this and 
  began a plan to waken Bintanaseth and, with her. awaken 
  Egypt from foriegn domination. 
  Mummies 
  With the release of The Mummy starring Boris Karloff in 1932. 
  Universal Pictures added the fourth of their six' classic monsters. 
  The Mummy was a convenient bridge between Dracula and 
  Frankenstein. In Ardeth-Bey. the audience was treated to a char-
  acter who had all the charm and mystique of the Count, yet was 
  as tragic and forbidding as the Monster. 
  In 1940. Universal began its long cycle of mummy movies 
  with The Mummy's Hand. This was followed by 3 direct sequels. 
  In each of these movies. the mummy Kharis wandered around 
  the world discovering women who were the reincarnation of his 
  former love. and killing those who interfered. 
  Keepers Infonnation 
  In 1913 an archaeological expedition into Egypt uncovered 
  the tomb of Imrahotep. priest of Ra, and one of the men 
  involved in the affair of Bintanaseth. Imrahotep was awak-
  ened by one of the students on the expedition who care-
  lessly translated appropriate passages from the Scroll of 
  Thorll in the mummy's presence. 
  After killing the student, lrnrahotep took the scroll and 
  fled into the night. Fanatic worshipers of Seth among the 
  Egyptian workers stole many of the artifacts in the confu-
  sion of the beginning of World War I. The account of the 
  entombment of Bintanaseth was among the things stolen. 
  In 1935. the University of Edinburgh's archaeological 
  expedition to Egypt has found the unopened tomb of the 
  Princess Bintanaseth and are preparing to excavate, but 
  they have found more than they bargained for, since fol-
  lowers of Seth have joined the expedition with the goal of 
  finding Bintanaseth and reviving her. 
  One of the members of the expedition, a Miss Miranda 
  McCoy, happens to look exactly like the ancient princess. 
  The resemblance between Miranda McCoy and Princess 
  Mummy films which may prove to be of some inspiration to 
  the keeper include: 
  The Mummy (1932, Universal) 
  The Mummy's Hand (1940. Universal) 
  The Mummy'S Tomb (1942, Universal) 
  The Mummy's Ghost (1944, Universal) 
  The Mummy's Curse (1945. Universal) 
  The Mummy (1959, Hammer) 
  Wrestling Women Vs. The Aztec Mummy (1964. studio un-
  known. available on Rhino Vldeo) 
  'The six classic Universal monsters are: The Phantom of the 
  Opera, Dracula. Frankenstein's Monster. The Mummy. The Wolt-
  man. and The Creature from the Black Lagoon. 
  
  Blood Brothers -
  43 
  .: -... 
  -
  ~ .==--
  Imru}:ot/!/I Reselll!.\' Miss McCoy. 
  
  44 -
  The Mummy's Bride 
  Bintanaseth will be instantly apparent to Imrahotep. The 
  others leam of it only when the tomb is opened and they 
  reach the section of the Opening of the Mouth. If the inves-
  tigators fail to notice the resemblance, leave them in igno-
  rance. Sharrkan and AI-Ghazban, two sorcerers masquer-
  ading as diggers, notice at once. 
  Investigator Information 
  The University of Edinburgh's archaeological expedition 
  of 1935 is on the verge of a major discovery in Egypt. This 
  is to be an historic event, but the university does not want a 
  premature announcement. They have sent Miranda McCoy. 
  the sister of the expedition's leader. Dr. Chadwick McCoy. 
  to handle relations with the working press. At the dig site 
  are the player characters, Sharrkan the Egyptian foreman, 
  AI-Ghazban the cook, and forty Egyptian laborers. On the 
  morning of the third day, Hajj Hasan, a representative of 
  the Egyptian Department of Antiquities. 
  The Dig Site 
  The dig site is on the west side of a small canyon deep in 
  the Egyptian desert. 
  There are three large tents for the investigators. Each 
  contains two cots. four blankets, a small folding chair. a 
  small folding table, a lantern. and their ersonal effects. 
  One large tent houses the food supplies and the cook. 
  There is food and water for a month. a stove. a dozen 
  cooking knives (106 damage. 4 HP). two lanterns, several 
  large boxes of matches, the cook's cot. and blankets. 
  Sharrkan, the foreman, has his own small tent. It con-
  tains a cot. two blankets. a small folding chair, a small 
  folding table, and a lantern. 
  The workers share four large tents. Each has a straw 
  mat and two blankets. 
  A medium sized tent holds digging supplies. It contains 
  30 shovels. 20 picks. 100 baskets (for hauling dirt), 2 
  sledge hammers. a single cold chisel, a dozen 2 x 12 planks, 
  a hammer. a saw. a sack of nails. 5 prybars, 20 lanterns. and 
  twenty gallons of lamp oil. There are also a dozen papyrus 
  mats. 
  Another large tent holds a large folding table and six 
  folding chairs and two lanterns. In this tent are examined 
  and cataloged artifacts found. It also contains photographic 
  and film development equipment. 
  A small tent for Hajj Hasan contains a papyrus mat and 
  blankets. 
  Scenario 
  The Mummy's Curse 
  The story begins with the arrival of Miss McCoy and her 
  finace. Martin Westwood. There they are greeted by Dr. 
  McCoy (Miranda's brother. and also an investigator). Have 
  Chad's player explain that the tomb is almost ready to be 
  opened, but first -lunch. 
  The cook, AI-Ghazban, has prepared a delicious meal 
  of traditional Egyptian food for the investigators. The la-
  borers eat a filling meal of bread and almost tasteless stew. 
  The discussion at the investigators' table probably runs 
  along the lines of what's been going on at the site so far, the 
  weather. etc. Suddenly, from the diggers a blood-curdling 
  scream is heard. followed by a crash as one of the Egyptian 
  laborers falls face first across the table, a huge black scor-
  pion crawling down his back. A second laborer smashes the 
  scorpion with a platter. With a successful Zoology roll, an 
  investigator determines that the scorpion is of a species 
  normal to this area, yet this specimen is unnaturally large 
  and bloated. the stinger in particular strangely distended. If 
  none of the investigators succeed in the Zoology roll, a 
  laborer relays the above information. 
  Following the death of the worker, a few of his compa-
  triots mutter about "the curse of the tomb." (That night 
  four of the Egyptians disappear from camp. taking their 
  gear with them.) 
  Once the excitement has died, the tomb is opened. 
  For the next two days, the investigators carefully exam-
  ine the tomb. The going is slow. They cannot run from 
  room to room: everything must be photographed, cata-
  loged. and protected from thieves and the elements. See 
  "The Tomb of Princess Bintanaseth" for information about 
  the tomb and its contents. 
  While the investigators are recording the contents the 
  tomb. the curse manifests itself twice. The first time, a 
  cobra sneaks into a tent and kills another worker. Then a 
  section of ceiling in the tomb comes loose. crushing four of 
  the Egyptian laborers. 
  IIUe thought he'd take a little 
  walkl" 
  On the third day of the dig. Hajj Hasan, Imrahotep in his 
  new persona. appears on the site. A Spot Hidden roll will 
  notice Hasan's curious ring-made of solid gold. it bears a 
  cartouche which shows two crossed ankhs. The investiga-
  tors know of Hasan; see his stats at the end of the scenario 
  for information about him. He asks to speak privately with 
  Dr. McCoy. He earnestly explains that the tomb is cursed. 
  and that it should be closed for eternity. Dr. McCoy realizes 
  that this is the most significant archaeological discovery 
  
  Blood Brorhers-45 
  HA LL OF TRUTH 
  
  46 -
  The Mummy's Bride 
  since the opening of Tutankhamen's tomb 12 years earlier, 
  and should reject Hasan's unofficial request. 
  If his pleas to the investigators go unheeded, Hajj 
  Hasan attempts to disrupt the dig by harassing the Egyptian 
  workers, exploiting the workers' superstitions, reminding 
  them of what happened to the poor souls who opened the 
  tomb of Tutankhamen. If this fails, he uses Karim (the ani-
  mated mummy) to kill one or two of the workers while a 
  few others watch. Karim only kills Sharrkan's cultists. 
  Gilded Death 
  Once the House of Gold (see "The Tomb of Princess 
  Bintanaseth" below) has been reached, Sharrkan and AI-
  Ghazban put their plan into action. They begin by using 
  their mummy to kill the guard on duty during the night. 
  After this, they slay more workers in order to scare the 
  expedition away. He does not want to risk the trouble 
  which the deaths of Europeans may bring, and sends the 
  mummy after them only if necessary. 
  Then he sends the mummy after Miranda McCoy to 
  bring her into the House of Gold during the night. There he 
  plans to use Summon Ghost to bring forth the spirit of 
  Princess Bintanaseth. and then Transfer Soul to seat the 
  spirit of the princess in the body of Miss McCoy. 
  Can't Stand Losing You 
  As Sharrkan prepares to call back the spirit of Princess 
  Bintanaseth, lmrahotep alerts the other investigators to 
  what is happening and brings them to the tomb, to save 
  Miranda and destroy Bintanaseth forever. 
  Hasan explains that if they destroy Bintanaseth's 
  mummy and kill Sharrkan before he can use the Transfer 
  Soul spell on Miranda McCoy, they assure that Bintanaseth 
  never again walks the earth. 
  However, when the investigators get to the tomb, they 
  will find a mummy animated by Sharrkan waiting for them. 
  The mummy now guards the tomb at the doorway between 
  the Hall of Truth and the House of Gold. 
  The investigators should fight through the mummy just 
  in time to see the spirit of Princess Bintanaseth materialize 
  above the sarcophagus. Hasan yells for the investigators to 
  get Miss McCoy off of the altar while he charges forward 
  and tries to ignite the mummy of Bintanaseth with his 
  torch. Sharrkan and AI-Ghazban use all their spells in order 
  to kill the intruders. 
  Finally, Hasan engages Sharrkan in battle. As he yells 
  for the investigators to get out of the tomb, a loud rumbling 
  noise begins. Within seconds the floor of the tomb begins 
  to shake and buckle while chunks of rock plummet from 
  the ceiling (luck roll to avoid or take 106 damage). As the 
  investigators run for the exit of the tomb, a loud explosion 
  occurs from far behind as the tomb collapses. When they 
  reach the outside. they hear a rumble. Then a huge cloud of 
  dust billows forth from the entrance to the tomb: the tomb 
  of Bintanac;eth has been closed forever. 
  The Tomb Of 
  Princess 
  Bintanaseth 
  As the investigators probe deeper and deeper into the tomb, 
  the keeper should require Egyptology or Archaeology rolls 
  to identify the various bas reliefs. seals, and inscriptions. 
  All doors open toward the outside of the tomb. Those 
  blocked with rubble obviously would be impossible to 
  open from the inside. 
  The rubble and debris on the north side of the canyon 
  have been cleared to reveal seven stone steps cut into the 
  living rock that lead down to two massive wooden doors. 
  The doors still have the Seven Seals of the Jackal in place 
  and are locked with two bronze bolts. each of which is also 
  sealed. They can easily be opened from the out<;ide. A ru-
  ined cartouche cut in the rock near the door has been metic-
  ulously cleaned by Dr. McCoy. It reveals the name 
  Bintanaseth. and other characters nearby indicate her royal 
  birth. Hieroglyphs warn that anyone who opens the tomb is 
  cursed by the gods of Egypt, and lists their names. All but 
  Seth are mentioned. 
  Once the first doors are opened. the investigators find 
  the Entrance Passage filled with rubble. It will take the 
  workers one day to clear it out. The cleared passage slopes 
  downward, a central ramp is flanked by two stairways. The 
  ceiling is painted dark blue with gold stars (a sure sign that 
  this is indeed a tomb).The entrance passage ends at the 
  second doors. The second doors also bear the seal of the 
  high priest of Ra. (If the players have seen Hasan's ring an 
  idea roll matches it with the seal.) This is a good time for a 
  cobra to attack a worker. 
  The second doors opened, the investigators find an-
  other Entrance Passage filled with rubble. The workers 
  need two days to clear the way. Cleared of rubble, the 
  passage slopes further downward. The central ramp is 
  flanked by two stairways. The ceiling is painted dark blue 
  with gold stars. It ends at the third doors. The third doors 
  are also sealed with the seal of the high priest of Ra. 
  Once the third doors open. the investigators find the 
  first clear passage. Just beyond halfway point is a Pit Trap, 
  twelve feet wide. which serves to keep things in or out and 
  traps any moisture that might get into the tomb. One of the 
  workmen should find the trap the hard way, unless the in-
  vestigators countermand Sharrkan's orders. The keeper 
  
  must detennine how lethal the tmp is, but it was designed to 
  kilL Spikes set in the sides make it impossible to climb out. 
  Once past the pit trap, the passage opens into the Hall 
  of Waiting. The walls are covered in bas reliefs and appear 
  to be standard tomb adornment, but certain key sections 
  have been chiseled away. including all images and car-
  touches of Bintanaseth. The Hall of Waiting opens into 
  Annex I (Alan the map). A central ramp sloping down-
  ward is flanked by two stairways. 
  Annex I should be filled with artifacts, but it is empty. 
  A doorway leads to Annex 2 (A2 on the map) which is also 
  empty. A concealed panel. hidden by the bas reliefs, opens 
  to Annex 3. if a successful Spot Hidden roll is followed by 
  a successful Idea roll. A central ramp sloping downward 
  and flanked by two stairways leads to the fourth doors also 
  sealed with the seal of the high priest of Ra. This is a good 
  time for a cobra to attack a worker. 
  Annex 3 has no bas reliefs. but is filled with fine furni-
  ture and fine clothing of SIZ 8. There are makeup boxes and 
  other feminine articles. It takes several weeks to catalog 
  everything in the room. Dr. McCoy only works here if the 
  main chamber has been finished: otherwise it will be closed 
  to await that time. 
  Once the fourth doors are opened, the investigators see 
  the passage known as the First Opening of The Mouth. A 
  successful Spot Hidden roll detects an intact image of 
  Bintanaseth. The passage ends in the fifth doors, which are 
  not sealed but closed with a bronze bolt which is easily 
  opened from the outside. 
  Once the fifth doors are opened. the investigators will 
  find the passage known as the second Opening of The 
  Mouth. The passage ends in the sixth doors which are not 
  sealed, but closed with a bronze bolt which is easily opened 
  from the outside. 
  The sixth doors open into the Hall of Truth. Again the 
  bas reliefs have been damaged, but a successful Spot Hid-
  den roll finds an image of Bintanaseth intact. Another suc-
  cessful Spot Hidden reveals hieroglyphs that state that 
  "Bntnsth" will live again and bring terror to the world. To 
  the right of the doors is a massive pile of fumiture, chests, 
  rocks. and gold objects. It takes months to catalog all the 
  items, but it is curious that they are jumbled into a pile. 
  Many of the gold objects should be in the House of Gold 
  wirh the sarcophagus. If enough of me pile is moved. the 
  seventh doors can be seen. These doors have been nailed 
  shut and are sealed with the seal of the high priest of Ra. 
  They take a bit of work to open. 
  The seventh doors open into the House of Gold or the 
  burial hall, the largest chamber in the tomb and the site of 
  the princess' sarcophagus and an altar. hoth on small raised 
  platfonns. Eight stone pillars support the roof. It will take 
  100 points of STR to safely open the stone lid of the sar-
  cophagus. Inside the sarcophagus is a gold coffin with the 
  face of Bintanaseth. This inner coffin is wrapped in bronze 
  Blood Brothers -
  47 
  chains. Hours with a sledge hammer and cold chisel break 
  the chains. The mummy ofBintanaseth is within. 
  A concealed panel, hidden by the ba~ reliefs. opens into 
  Tl with a successful SpOI Hidden roll followed by a suc-
  cessful idea roll. Here are the gold and jewels Bintanao;eth 
  needs to build her power. This wealth is in the fonn of bars 
  and uncut precious stones. 
  A concealed panel. hidden by the bas reliefs. opens into 
  T2 with a successful Spot Hidden roll followed by a suc-
  cessful idea roll. This room contains Bintanaseth's gold 
  annor and copper sword. It gives 5 points of protection, but 
  is so form-fitting that only she or her twin can wear it. It is 
  laid out ready to be worn. 
  A door in the northeast comer of the House of Gold 
  goes into an empty room. 
  A door in the southeast comer of the House of Gold 
  goes into E I. and from there to E2 and E3. This is a com-
  plex for embalming. Large stone jars on the shelf running 
  around the room hold the ingredients for the embalming 
  fluid. All that is lacking is water. Every tool, bandage, etc., 
  is present. The bas reliefs on the walls give clear instruc-
  tions on the procedure. 
  A door in the southwest comer leads to T3. This room 
  contains the remains of a vast library of burned papyrus 
  scrolls, smashed stone tablets, and similar debris. Dr. 
  McCoy is heartbroken at the extent of the damage. 
  A door in the southeast comer leads to T4. This room 
  has curious bas reliefs of no apparent meaning. A success-
  ful Spot Hidden roll followed by a successful idea roll will 
  open the secret door in the South Wall. Within is an empty 
  cupboard. 
  Epilogue 
  A tall man wearing a spotless white suit and fedora is walk-
  ing through the back alleys of Cairo. His eyes are searching 
  for someone through the crowds of robed passersby. A 
  small Egyptian boy signals him from a darkened doorway. 
  "Effendi." the boy mutters, "I have found something you 
  may be interested in." 
  TIn: man ent~rs the; doorway. pushing his hat ba\.:k a f~w 
  inches so as to take advantage of what little light there is in 
  the dank room. The boy brings a small wooden box forward 
  and opens it, revealing the bundle of cloth inside. 
  The man in white carefully lifts the tangled rags out of 
  the box and begins to unwrap them. When all the rags are 
  cleared away he holds a shrivelled. leathery human hand. 
  which wears a gold ring emblazoned with a pair of crossed 
  ankhs. 
  Suddenly the hand twitches, and then closes into a fist. 
  The boy screams and runs out the door. The man in white 
  
  48 -
  The Mummy's Bride 
  carefully wraps the hand back up and then places it into the 
  box. He then leaves. with the box under his ann. gloating 
  over his discovery. 
  Non-Player 
  Characters 
  IMRAHOTEP alias HA .... HASAN 
  STR 24 
  CON 26 
  SIZ 12 
  DEX 12 
  APP 10 
  INT 17 
  POW 18 
  EOU 18 
  SAN 20 
  HP 19 
  Damage Bonus: + 106 
  Weapons: .38 revolver 30%, 1010 
  Club 40%, damage 1 06+ 1 06 
  Fist 30%. darrage 1 D3+ 106 
  Knife 50%. damage 104+2+ 106 
  Armor: 2 point !:kin 
  Spells: Ihose contained in the Scroll of Thoth. 
  Skills: Hide 45%, Listen 85%, Arabie 30%, English 60%, Read 
  Hieroglyphics 95%, Speak Ancient Egyptian 95%, Sneak 60%, 
  Spot Hidden 65%. 
  Equipment: electric torch, knife, .38 revolver, ammunition, a 
  magical gold amulet with a 15 carat-diamond in the center which 
  holds 200 magic pOints, a pouch containing one application of the 
  Dust of Annubis, a signet ring with the seal of the high priest of 
  Ra (two crossed ankhs), the original copy of the Scroll of ThOth' 
  Quote: "Bintanaseth's evil must not be allowed to escape again." 
  Hajj Hasan has been a representative of Egypt's Department of 
  Antiquities since 1920. His astounding knowledge of ancienl 
  Egypt soon won him his current position. Dr. McDowell checked 
  his references carefully and found that other Egyptologists and 
  his peers in the Department of Antiquities have nothing bUI praise 
  for his skills. 
  After being awakened in 1913, Imrahotep took the Scroll of 
  Thoth and used 1110 complete his restoration. He has the appear-
  ance of an old man, but retains the supernatural strength of the 
  mummy. Because his restoration was complete, he can regener-
  ate magic points normally. He can and does use magic when the 
  need arises. Once his body was restored, he learned Arabic and 
  English. Working as a guide and foreman at archaeological sites, 
  he made enough money to go 10 Britain where he studied al Ox-
  ford and the University of Edinburgh. He returned to Egypt in 
  1919. He wants to destroy Bintanaseth forever. He plans to revive 
  and restore his old friend Karim to aid him in his work. 
  KARIM, A Mummy 
  STR 36 
  CON 24 
  SIZ 15 
  DEX 10 
  INT 6 
  POW 14 
  HP: 20 
  Damage Bonus: +2D6 
  Move: 6 
  Weapons: Fist 75%, damage 1 03+206 
  Grapple 65%, damage special 
  Armor: 2-Poirt skin 
  APP3 
  Skills: Hide 35%, Usten 80%, Understand Imrahotep's Order 
  75%. Sneak 50%, Spot Hidden 45%. 
  SAN loss: 0/108 
  Equipment: None 
  Quote: "Aaargh!" 
  Karim in life was a captain in the Egyptian Army. A kind, generous 
  man, he was a personal friend of Imrahotep. He was aware of 
  Bintanaseth's evil powers. When her father ordered her destruc-
  tion, he willingly volunteered to be her eternal guardian and be-
  came a living mummy. Karim will awaken when the door to the 
  Hall of Truth Is opened. 
  SHARRKAN, Foreman and High Priest of Seth 
  STR 15 
  CON 12 
  SIZ 12 
  OEX 15 
  APP 14 
  INT 15 
  POW 16 
  EDU 14 
  SAN 15 
  HP 12 
  Damage Bonus: + 104 
  Weapons: Club 40%, damage 106+ 104 
  Fist 50%, damage 1 03+ 1 04 
  Knife 60%, damage 104+2+104 
  Spells: Animate Mummy', Enchant Dust of Annubis', Flash of 
  Ra", Heat, Magic Portal", Sacrifice", Soul Transfer, Summon 
  Ghost. 
  Skills: Hide 25%, Listen 40%, Arabic 70%, Read Hieroglyphics 
  15%, Speak Ancient Egyptian 15%, English 55%, Sneak 40%, 
  Spot Hidden 65%. 
  Quote: "Soon I shall rule Egyptl" 
  Sharrkan is devoted to raising the mummy of Princess 
  Bintanaseth. With his leadership and her magic, he will restore 
  tho might of Egypt. Ho will kill or hav~ killed anyone who stands 
  In his way. 
  Sharrkan is in charge of the Egyptian laborers (twelve are 
  members of the cult of Seth). Hidden in his blankets Is the ac-
  count of the entombment of Princess Bintanaseth and a copy of 
  the Scrol/ of Thoth. 
  Sharrkan's tent holds most of his equipment: a knife, lantern, 
  a magical amulet containing 20 magic points (he wears this at al/ 
  times), two pouches each containing an application of the Dust of 
  Annubis, and a poor copy of the Scroll of Thoth. 
  SHARRKAN'S MUMMY 
  STR22 
  CON 17 
  SIZ 11 
  INT 4 
  HP 14 
  Damage Bonus: + 106 
  Move: 6 
  Armor: 3-point skin and bandages 
  DEX7 
  Skills: Hide 40%, Sneak 50%, Understand Arabic 20%. 
  Weapons: Fist/punch 70%, damage 1 04+ 1 06 
  Quote: "Aarghl" 
  SAN Loss: 1/108 
  Raised from a forgotten tomb, Sharrkan's mummy is under the 
  Egyptian's controt and does his bidding. 
  AL·GHAZBAN, Sharrkanns's eronle, and the 
  expedition's cook 
  STR 16 
  CON 14 
  SIZ 10 
  DEX 12 
  APP8 
  INT 10 
  POW 11 
  EDU 12 
  SAN 20 
  HP 12 
  Damage Bonus: + 104 
  Weapons: Club 50%, damage 106+ 104 
  Fisl 70%, damage 103+104 
  Knife 60%, damage 104+2+1 D4 
  Spells: Animate Mummy, Summon Ghost. 
  Skills: Hide 55%, Listen 70%, Arabic 60%, English 35%, Sneak 
  70%, Spot Hidden 45%. 
  Equipment: 5 knives, a pouch containing one application of the 
  Dust of Annubis, a lantern and an Arabic translation of the poor 
  copy of the Scroll of Thoth (Sharrkan knows of this copy), all hid-
  den in the cook tent. 
  AI-Ghazban is an angry, violent man, but an excel/ent chef. 
  His job is to keep Sharrkan informed aboul activities. He will rule 
  the worte with Sharrkan. 
  
  THE EGYPTIAN LABORERS 
  The Egyptian laborers are all 01 similar build. The 12 cultists will 
  stop lighting when wounded individually. 
  Three Magical Artifacts 
  The Scroll of Thoth 
  Written on ancient papyrus, this fragment of the Book of Thoth 
  contains the following spells: Animate Mummy', Enchanted Dust 
  of Annubis", Flash of Ra", Heal, Restore Ufe", Sacrifice", Trans-
  fer Soul", and Summon Ghost. 
  'new spells. 
  Animate Mummy: This spell Is used to create the tyl=6 of 
  mummy described in the sourcebook s-ection 01 the Call of 
  Cthulhu rules. The mummy has double its original STR, half 
  again its original CON, and two-thirds of its DEX. It move rate 
  drops to 6. Mummies retain all knowledge of skills and spells 
  from their former lives. They may not regain magic points spent. 
  Mummy brains were removed during the preparation process; for 
  purposes of the game, this has no effect on INT or knowledge-
  It is assumed that the spirit trapped in the body retains that 
  information. 
  The spell can be cast only on someone who has been 
  mummified properly. It costs one point of POW and 1 D10 SAN 
  to cast. 
  Enchanted Dust of Annubls: This spell creates a handful of 
  dust which is damaging to undead. Each point of POW the caster 
  sacrifices In the creation of the dust gives the powder 106 POT. 
  When the dust is tossed at any undead creature, the monster 
  must resist the POT of the dust with its own POW. If it fails to 
  resist, the creature is destroyed. Each casting of the spell creates 
  103+2 doses of the powder. For the purposes of Call of Cthulhu 
  an undead monster is defined as anything which had life, died, 
  and was magically physically animated. Mummies, zombies, and 
  vampires are undead. Ghosts, wraiths, and ghouls are not. 
  Flash of Rs: When cast, the caster creates a brilliant flash of 
  light which may blind some beings, and may destroy creatures 
  such as ghosts, wraiths, or other noncorporeal creatures. Each 
  point of POW spent when this spell is cast does 25 pOints of 
  damage to noncorporeal creatures within 10 meters. Ught radi-
  ates out from the caster and blinds all sighted beings within sight 
  if they do not close their eyes or tum away. For those who are 
  blinded, roll 0100. If the result is 96-00, they are permanently 
  blinded. If the result is over CON x5, the victim is blinded for 
  approximately one hour. If the result Is between CON x1 and 
  CON x 5, the character Is blinded for 106 minutes. If the roll Is 
  Jess than CON x1, the character is blinded only for 1 D3 rounds. 
  The keeper should decide on appropriate reductions in time 
  spent blinded if precautions were taken against blinding. 
  Restore Life; This spell costs 100 magic points, one point of 
  POW and 103 points of SAN to cast. The target must be a 
  preserved mummy. The body of the target must be lying on a new 
  mat made from papyrus, with the gold disk of Hathor under the 
  target's head. The target immediately begins returns to life at the 
  rate of one point in each of his characteristics per minute. The 
  caster must touch the bared chest of the target for the entire 
  duration of the revivification process With his left hand and the 
  right hand must be raised to form a right angle. The process is 
  complete when all characteristics have been restored. The target 
  Blood Brothers -
  49 
  will then awaken fully restored. If interrupted, the spell must be 
  started again from the beginning. 
  Sacrifice: This spell Is used to ritually slay a victim to provide 
  magic paints or POW to the caster, or to a deity. The spell 
  normally requires a lengthy ritual and ritual objects such as a 
  sacrificial dagger. 
  The spell costs one magic point to cast, and can only be cast 
  on one target at a time. If the magic points of the victim are going 
  to go to the caster. they are added to his magic point tally_ 
  However, if not used in 24 hours, any magic points over his POW 
  are forfeit. The magic points gained through this ritual may never 
  exceed twice the wizard's POW. If a wizard casts this spell who 
  has magic points, but not normal POW (such as a mummy or 
  vampire) it does not lose the excess magic pOints, but still cannot 
  gain more than twice its POW in magic points. If the caster takes 
  POW from the victim, he must spend these new POW points 
  immediately on any spell which costs POW to cast. 
  The amount of magic points or POW gained by this spell will 
  vary depending on the sacrifice. In general, the more life force 
  the sacrifice potentially could generate in the future, the more 
  energy the caster receives. Some examples include: a child or 
  virgin woman gives magic points equal to the POW of the victim 
  to two points of POW; young women who are not virgins and 
  young men give magic points equal to one hail of their POW or 
  one point of POW; older people give magic points equal to one 
  quarter of their POW; and no magic points. 
  Deities gain the same rewards from the sacrifices as would 
  the caster. Thus they usually call for sacrifices which gain them 
  the most life force. 
  The SAN cost for this spell is 1010. 
  Transfer Soul: This evil spell takes the soul from one body and 
  places it In another restoring the target body to life. It costs 10 
  magic points and 1 D20 SAN. The caster places his left hand on 
  the chest of the body housing the soul to be transferred and his 
  right on the target body. An assistant must then suffocate the 
  target body and open the way for the transferred soul. The target 
  wiff have the INT and POW at the soul transferred, but all other 
  characteristics remain the same. Viewing this ritual costs 1 SAN. 
  Can be used to transfer to a corpse, but any physical damage 
  would have to be healed first. 
  The Golden Disk of Hathor 
  A round disk made of gold with a cow inscribed on one side and 
  a bull on the other. Both are surrounded by hieroglyphs that 
  indicate the nature 01 the item. It is required for the Restore Life 
  spell. The Golden Disk of Hathor is currently under the posses-
  sion of Sharrkan. 
  The Amulet of Isis 
  A small bronze statuette of Isis. She holds an ankh in her right 
  hand and a staff in her left. This powerlul magical amulet protects 
  the wearer from all magic as long as it remains in contact with his 
  or her flesh. The Amulet of Isis provides no protection from 
  physical damage, and cannot be used on inanimate objects. 
  The Amulet of Isis can be given to another such as Miranda 
  McCoy by Dr. Chisholm, but only itthe player controlling Marga-
  ret agrees. 
  
  so -
  The Mummy's Bride 
  STR 
  CON 
  SIZ 
  OEX 
  POW 
  HP 
  OB 
  1 
  12 
  13 
  13 
  12 
  14 
  13 
  .. 104 
  2 
  13 
  12 
  13 
  14 
  12 
  13 
  +104 
  3 
  14 
  13 
  12 
  12 
  12 
  13 
  ... 104 
  4 
  12 
  13 
  11 
  12 
  12 
  12 
  0 
  5 
  12 
  14 
  11 
  13 
  13 
  13 
  0 
  6 
  13 
  12 
  12 
  15 
  14 
  12 
  .. 104 
  7 
  14 
  11 
  12 
  13 
  11 
  12 
  +104 
  8 
  10 
  10 
  12 
  10 
  11 
  11 
  0 
  9 
  11 
  14 
  13 
  16 
  11 
  14 
  0 
  10 
  12 
  15 
  14 
  12 
  12 
  15 
  +104 
  Weapons: Knife 30%, damage 1 D4+2 
  PRINCESS BINTANASETH, Ghost 
  INT 16 
  POW 18 
  Skills: Hide 55%, Listen 65%, Read Hieroglyphics 95%, Speak 
  Ancient Egyptian 95% 
  Weapons·: Club 45%, 1 D6 
  Ast30%,lD3 
  Knife 40%, 1 D4 
  *Bintanaseth's weapon skills are seable only when she has had 
  her soul transferred into the body of Miranda McCoy. 
  The Investigators 
  FRANCIS "Buster" CARPENTER, Chauffer, 35 
  STA18 
  CON16 
  SIZ14 
  DEX16 
  APP14 
  INT12 
  POW 13 
  EDU 10 
  SAN 65 
  Damage Bonus: + 104 
  Weapons: Fist/punch 90%, damage 03+1 D4 
  Head Butt 47%, damage 104+1 D4 
  Kick 34%, damage 1 D6+ 1 D4 
  Spanner 62%, damage 1 D8+ 1 D4 
  HP15 
  Skills: Climb 67%, Dodge 43%, Drive Automobile 95%, English 
  50%, Fast Talk 47%, First Aid 47%, Hide 18%, Make Maps 46%, 
  Mechanical Repair 74%, Sneak 35%, Spot Hidden 64%, Swim 
  47%. 
  Quote: "Anything I ken do fer ya Miss Chisholm?" 
  Buster, an ex-boxer, is Dr. McDowell's chauffeur. He hates to be 
  called "Francis." He hates guns and loves women. He is 
  hopelessly in love with Dr. Chisholm and keeps an eye on her. 
  Buster is an excellent mechanic and is in charge of Ihe 
  expedition's transportation. 
  Busler was wilh Dr. McDowell and Dr. O'Keaf when the latter 
  was killed in a savage gun battle with a group of unsavory Egyp-
  tians. Since then he has hated guns and will not use one. He 
  wears a gray chauffeur's uniform with black boots and a matching 
  cap. He carries a heavy Spanner and a polishing cloth on his per-
  son. His tool kit is kept in a large case in Dr. McDowell's truck. He 
  also has a flashlight, a pair of binoculars and a set of maps In the 
  car. 
  DR. MARGARET CHISHOLM, PhD., 32 
  STR 10 
  CON 1 0 
  SIZ 8 
  DEX 18 
  APP 15 
  INT17 
  POW 16 
  EDU 18 
  SAN 80 
  HP9 
  Damage Bonus: 0 
  Weapons: Fist 50%, damage 1 D3 
  Skills: Anthropology 20%, Arabic 30%, Archaeology 70%, 
  Egyptology 70%, Fast Talk 15%, History 40%, Latin 10%, Library 
  Use 50%, Occult 40%, Oratory 30%, Photography 35%, 
  Psycholgy 70%, Read Hieroglyphs 40%. 
  Quote: "There is so much here to learn." 
  Miss Chisholm is a skilled Egyptologist although her degree is in 
  Psychology. The university felt that her skill with Hieroglyphs 
  would be needed on the expedition. Since she needs her job she 
  reluctantly agreed to go. She dreads Africa and will go nowhere 
  alone. She is the only one alive who talked with her cousin, Adam 
  Chisholm, about his strange experiences in the dark Continent, 
  but that is another story. Her tent is next to Dr. McCoy's. She 
  finds Buster's attention amusing, but goes out of her way to be 
  nice to him. Dr. Chisholm wears a pith helmet, sturdy khaki 
  clothes and calf high boots. She carries a pencil, notebook, 
  magnifying glass, paintbrush and trowel. She wears the Amulet of 
  Isis which she found on her first dig two years ago. 
  Dr. CHADWICK MCCOY, 40 
  STR 14 
  CON 16 
  SIZ 12 
  DEX 14 
  APP 13 
  INT 14 
  POW 13 
  EDU 18 
  SAN 65 
  HP 14 
  Damage Bonus: +1 D4 
  Weapons: Fist 50%, damage 1 D3+ 1 D4 
  Knife 70%, damage 1 D6+ 104 
  .38 Revolver 50%, damage 1010 
  Walking Stick 36%, damage 106+ 104 
  Skills: Arabic 35%, Chemistry 25%, Climb 60%, Credit Rating 
  35%, Debate 20%, Diagnose Disease 80%, Drive Automobile 
  45%, Egyptology 85%, Fast Talk 50%, Ars1 Aid 72%, Hide 30%, 
  Latin 80%, Library Use 30%, Listen 50%, Pharmacy 15%, Read 
  Hieroglyphics 75%, Sneak 30%, Spot Hidden 35%, Treat Disease 
  85%, Treat Poison 15%. 
  Quote: "Don't touch anything -
  do you realize just what we've 
  found?" 
  A Professor of Archaeology and Egyptology at the University of 
  Edinburgh, Dr. McCoy heads the expedition. He is determined to 
  make a significant find this season and will not leave until he has 
  succeeded. Dr. McCoy wears a pith helmet. slurdy khaki clothes 
  and calf high boots. He carries a pencil, notebook, magnifying 
  glass, paintbrush and trowel. He has a double-barreled 12-gauge 
  shotgun In his tent, with 20 shells. 
  MIRANDA MCCOY, 28 
  STR 12 
  CON 14 
  SIZ8 
  DEX 11 
  APP 16 
  INT 16 
  POW 15 
  EDU 14 
  SAN 75 
  HP 11 
  Damage Bonus: 0 
  Weapons: none 
  Skills: Archaeology 15%, Bargain 40%, Climb 55%, First Aid 
  55%, Hislory 45%, Library Use 45%, Listen 45%, Occult 45%, 
  German 50%, Arabic 30%, Sneak 25%, Zoology 75% 
  Quote: "Oh, Martin, you're wonderful." 
  Miss McCoy Is a free-lance author and regular contributor to 
  Strange Stories magazine. She jumped at the chance to join her 
  brother, Chad, at the university of Edinburgh's dig site in Egypt. 
  She wears navy-blue clothes and a soft, grey hat. In her tent she 
  has an iron-bound trunk containing 10 pencils, 3 nolebooks, a 
  wind-up alarm clock, a pocket knife, a copy of The New American 
  Family Physician (published in 1900). the latest issue of Strange 
  Stories which has one of her stories ("The King of the Dead") in 
  ii, a flashlight with 3 sets of spare batteries, 2 changes of clothing 
  (with £120 hidden inside). She carries a pocket knife and a box of 
  20 matches on her person. 
  DR. JOHN R. MCDOWELL, 54 
  STR 12 
  CON 15 
  SIZ 13 
  INT 16 
  POW 13 
  DEX 12 
  APP 13 
  EDU 20 
  SAN 65 
  HP14 
  Damage Bonus: +1 D4 
  Skills: Arabic 10%, Archaeology 65%, Chemistry 35%, Debate 
  35%, Drive Aulomoblle 30%, Electrical Repair 20%, Egyptology 
  85%, Geology 10%, History 30%, Library Use 45%. listen 50%, 
  Make Maps 30%, Mechanical Repair 30%, Read Hieroglyphics 
  45%, Spot Hidden 60%. 
  Quote: "This won't hurt a bit." 
  
  A personal friend of Professor McCoy, he serves as the 
  expedition's doctor. He retired from private practice five years ago 
  after his colleague, Dr. Patrick O'Keaf, died in a gun battle with 
  bandits. He also carries a pocket watch, matches, a pocket knife. 
  a notebook and penCil, and a walking stick. He also has a 
  medical bag with instruments, bandages, and medicines His 
  suitcase contains extra clothing, a roll of twine, a novel, $200 
  American, an electric torch with three sets of spare batteries and 
  a raincoat. His Model A Ford is on hand at the dig site. 
  MARTIN WESTWOOD, 32 
  STR 10 
  CON 12 
  SIZ 12 
  INT 15 
  POW 15 
  EDU 14 
  Damage Bonus: 0 
  DEX15 
  SAN 75 
  Weapons: Fist/punch 55%, damage 103 
  . 38 Revolver 65%, damage 1010 
  APP14 
  HP12 
  Blood Brothers -
  51 
  Skills: Chemistry 45%, Climb 65%, Credit Rating 35%, Dodge 
  43%. Drive Automobile 55%, Rrst Aid 50%. Oratory 25%, Pilot 
  Aircraft 70%, Latin 10%, Ride 20%, Sneak 40%, Spot Hidden 
  40%, Throw 35%, Track 20%, Treat Poison 65%. 
  Quote: "Where's Miranda?" 
  Martin Served in the U.S. Army Air Corps for six years as a pilot. 
  Madly In love with Miranda McCoy. he followed his fiance to 
  Egypt. Martin wears a slouch hat. soft gloves, and trench coat 
  except in the hottest weather. He wears a flapped U.S. Army 
  holster with a .38 revolver and cartridge belt (holds 36 rounds of 
  .38 ammunition). He carries a flashlight, a small magnifying glass. 
  and a box of matches in the pockets of his coat. He has a small 
  pocket knife concealed in the heel of his right boot and carries 
  another in his trouser pocket. He has a valid driver's and pilot's 
  licenses and a New York City license for his .45. Martin drove to 
  the dig site in the expedition's truck . 
  The Dollmaker 
  by Geoff Gillan 
  Scenario Considerations 
  "The Dollmaker" tells the story of an army of living dolls, 
  puppets, mannequins, and wax dummies who go on a kill-
  ing spree. The most frightening thing about these creatures 
  is their relentlessness. They cannot be stopped except by 
  their complete destruction. Keepers should not be afraid to 
  act out these lurching horrors with stiffened arms and fro-
  zen expression -
  the creatures' robotic intensity is most of 
  their endearing charm. 
  The investigators are theatrical entertainers, members 
  of vaudeville and inheritors of the grand British music hall 
  tradition. But since this is London during the Depression, 
  they have fallen on hard times. Keepers will fmd it useful to 
  impart a general feeling of seediness to the scenario. 
  Killer Dolls 
  The killer doll Is one of the rarest of all horror film monsters. 
  These loathsome little things have made their way into only a few 
  of the "classic" horror films, but they have been some of the most 
  terrifying. 
  Psychologically> the dolls are some of the most devastating 
  of all horror liIm monsters. Everyone as a child had some sort of 
  doll or toy of which we were extremely fond. We would spend the 
  daylight hours playing with the object lovingly> and would take it 
  wherever we went. However, when the sun sank below the 
  horizon and bed-time approached, that doll became Just as men-
  acing as the trees scratching at the windows, or the misshapened 
  pile of dirty clothes at the end of the room. 
  When nighttime came, we all knew that the doll was conspir-
  ing with the closet monsters and the things that lived under the 
  Keeper's Information 
  Many nights ago a Thing fell from the stars. This Thing was 
  a smaller fragment of a great parent, a hideous monstrosity 
  that lives beyond the worlds of men. This fragment. small, 
  stone-like, dappled and green but shot through with silver 
  veins. was thought to be some kind of meteorite. One of the 
  men taken to the Welsh valley to study the Thing brought it 
  home. Tests yielded nothing beyond that it was some kind 
  of extra-terrestrial object. some new kind of rock. The man, 
  Professor Grescham. had a wife who made dolls. 
  Despite being only a part, the Thing had a strange semi-
  sentience of its own. It hungered to grow whole again, but 
  needed help. Alone in the house with the Thing, working 
  for hours on her dolls. Doreen Grescham was easy prey. 
  Slowly but surely it took her mind. When she was utterly in 
  its power, it made her kill her husband. His death made the 
  bed, and so the toy was put away until the morning when the play 
  could resume. 
  The doll was our symbol of authority when we were children. 
  Mom and dad could make us do our homework, or clean our 
  rooms, or even (gaspl) read a book Instead of watching televi-
  sion, but we had complete control over what little dolly did. We 
  could make it sky-dive off the roof, perform mad operations on it, 
  or even get the family dog to attack it. 
  This is the reason Killer Doll movies are so powerful. They 
  take the object over which we had complete control over, give it 
  a meat hook, and send it out for revenge. 
  Killer doll films which the keeper may lind entertaining in-
  clude: 
  Magic (1978. Joseph E. Levine Studios) 
  Dolls (1987, Empire) 
  Child's Play (1988, MGM) 
  
  52 -
  The Dollmaker 
  Cinematic London 
  The setting of the scenario. while being London In 1938. is 
  definitely the London of the movies rather than real life. No 
  actual suburbs are given. Keepers are encouraged to use 
  broader strokes like The Docks. The Seedy Side of Town. The 
  Business District. Film is by its very nature, two-dimensional: 
  in cinematic London, cliches crowd one another and the cries 
  of Cockney barrow boys vie with the chimes of Big Ben for 
  attention In the fog·shrouded streets. The impending war hov-
  ers in the background, almost taken as given that it will hap-
  pen, though that is certainly not the case historically. Inter-
  ested keepers may wish to take a look at some of the pre-Hol-
  lywood product of Alfred Hitchcock, notably The 39 Steps, and 
  The Secret Agent for a look at the thirties motion picture 
  London town. 
  entity grow. It doubled in size. More deaths followed; Do-
  reen was forced to move often and changed her identity 
  each time. The entity grew, but became no more complete. 
  One day. during one of her many moves. Doreen 
  knocked a fragment from it. and the fragment fell inside 
  one of her dolls. The doll came alive. Doreen tried sending 
  the doll out to kilL The doll. while bearing the fragment 
  within it. killed a man miles away in a deserted lane. and 
  the place from where the fragment came grew back differ-
  ently. This time there was the semblance of an organ. The 
  creature sensed a way to completeness. 
  Doreen moved to London. took a house where she 
  could install her dolls. and began to chum out many. plac-
  ing slivers of the creature in them alL These slivers adhered 
  within the Things and could not be dislodged. The dolls. 
  puppets. and mannequins she constructed are able to obey 
  Doreen's commands and even have a limited intelligence 
  of their own. They know how to kill and to survive. 
  Doreen's greatest creation is a tall articulated dummy 
  which she dubbed Mister Mysterioso. Mysterioso can 
  speak and move fluidly. With Mysterioso acting as agent, 
  she contacted a doll-shop which might act as distrihutor for 
  her line of goods. 
  The doll-shop proprietor, Penelope MacCauley of 
  MacCauley's Toys, found the things disturbing and refused 
  to deal in them. Mysterioso, by now established as a theat-
  rical personality. has organized a benefit to promote the 
  toys with leaflets and demonstrations. The last of the late 
  Professor's savings have been L1sed for this and. as profes-
  sional entertainers. the investigators have been invited to 
  appear on the bill. which is taking the form of a Gala Vari-
  ety Spectacular. 
  The show now goes on. 
  Investigator's Information 
  A friend known to all the investigators. Herbert Whippet 
  the escape artist, has invited them to the Cafe Elite, a less-
  than-elite establishment on the seedy side of the city, The 
  investigators know Herbert as one who always has his ear 
  to the ground, and always knows what is going on around 
  town. He is a good-hearted chap. thin and wiry, and be-
  lieves firmly in the talents of all the investigators. They 
  have been asked to attend by note hand-delivered to their 
  various residences. 
  The Scenario 
  The Cafe Elite 
  Herbert Whippet arrives at 2:00 p.m. He hops from foot to 
  foot in his excitement and his keenness to share this good 
  fortune with his friends. Herbert is almost gray and shabby. 
  were it not for a twinkle in his eye that belies his otherwise 
  nondescript appearance. He thrusts playbills into the hands 
  of the investigators and orders drinks for everyone, even 
  offering to pay for lunch. The playbills announce a concert 
  for tomorrow night, the Gala Spectacular: Variety, Com-
  edy. Music. The venue is the Palais Theatre. in the heart of 
  the Theatre District. 
  "This is it. They're looking for acts. I've spoken to the 
  stage manager and mentioned you. All you have to do is 
  tum up and look presentable an hour from now. It's just the 
  kind of exposure you can all use. not to mention the two 
  quid performance fee." He will beam, inviting thanks and 
  superlatives on the from the investigators. If they do not 
  gush enough. he is quite crestfallen: otherwise. Herbert 
  puffs like a rooster and announces "Sometimes I amaze 
  even myself." Then he will wag an almost fatherly finger at 
  the investigators. "Now just make certain you're not late, 
  otherwise we'll all be in for it. The bloke you have to see is 
  Hodgekiss. the stage manager. Tell him I sent you ... Once 
  Variety Acts 
  The acts staged in this gala are of the kind popular in Britain 
  since stage censorship was instituted in the 18th century. The 
  show is structured that various entertainers appear and do 
  self-<:ontained acts, comedy, magic, dancing, music, or com-
  binations of the above. All the Investigators' professions are 
  drawn from this rich pool of skills. Rarely did the performances 
  feature material that was new or novel. Part of the appeal for 
  the audience was the sameness of the material, and they took 
  comfort in not being challenged. much as the monotony of 
  television programs appeals to viewers today. 
  Keepers can decide to have players simulate their 
  character's acts one of two ways. Either allow for the rolls on 
  the individual skills used in those acts as a measure of audi-
  ence success, or, for the more creative players, keepers can 
  encourage some thought as to the actual material presented. 
  This should not be so complex as to interfere with the flow of 
  the game, and should conform to the inclination of the individ-
  ual keeper. 
  
  the investigators have ordered what they will on Herbert's 
  bill. he pays it and departs, teHing them he'll see them on 
  the night, The investigators must make their way to the 
  theater. 
  The Stage Manager 
  Bertram Hodgekiss. the stage manager, is a large Victorian 
  blusterer, given to windy speeches about the glory of the 
  theater. Once the investigalors introduce themselves. he 
  casts a nosy glance up and down each of them, ask a few 
  brusque questions about the particulars of their act. then 
  asks them if any of them perform anything that might be 
  considered risque. He insists he wants none of it; this is a 
  family show. He is quite happy 10 take Whippet's word for 
  their professionalism. 
  A successful Psychology roll shows that Hodgekiss 
  seems to be under pressure and that he cares little about the 
  performer's abilities as long as he or she is vouched for by 
  someone. Gentle questioning reveals he is acting virtually 
  as producer of the show, since the producers and backers 
  wish to remain in the background and work only through an 
  agent. Hodgekiss does not know who his ultimate masters 
  are. He then details what the investigators need to know. 
  Each petionner gets fifteen minutes to do his act and 
  get off. If anyone needs special lighting or other stage re-
  quirements. notice must be given to Hodgekiss. Lo inform 
  the set and lighting people. This must be done in advance;. 
  fiendish keepers will spring player oversights about 
  investigators' act requirements during the performances. 
  Thus if the magician. for instance. has not stated he wants 
  the lights to go down during the removal of trick props, 
  then the harsh full stage-lights will illuminate his every 
  move. 
  Hodgekiss pumps the hands of the investigators and 
  tells them he looks forward to a wonderful show, heaping 
  on tired superlatives as he ushers them out. 
  The Marvelous Mr. Mysterioso 
  As the investigators are ushered out, a dashing caped and 
  masked figure sweeps past the investigators and Hodgekiss 
  with bUllhe curtest of nods. If the investigators attempt to 
  engage him in conversation. he brushes them off with a 
  brusque reply and slams the door behind him as he enters 
  the office. Hodgekiss quickly makes his apologies and 
  fawns afler Mysterioso. 
  Investigators who might be intrigued by this man. find 
  at the end of their forty-minute wait that they gel the same 
  rude treatment. Mysterioso exits. darts away, and easily 
  shakes off any attempt to follow him though the chaos of 
  backstage. 
  Questioning Hodgekiss angers the man. who, only after 
  considerable effort on the part of the investigators and per-
  haps a successful Fast Talk, or Debate roll. will finally tell 
  them. "He's connecled with the backers. allright. That's all 
  Blood Brothers -
  53 
  I know of him. and of them for thaI matter ... Then he stalks 
  off. muttering under his breath things decidedly uncompli-
  mentary to the investigators. 
  Awaiting The Day 
  TIle investigators must now wail a night and a morning 
  untill their performances. Keepers wishing to keep things 
  tight can merely skip over this time. or otherwise get play-
  ers to have their investigators attend auditions or purchase 
  new props for their acts, or something else appropriate. 
  The Great Day 
  When the investigators arrive at the theater on the day of 
  the performance, they find the dressing rooms packed and 
  the place humming with excitement. The atmosphere is 
  bustling, with all manner of people running about on vari-
  ous errands; stage hands, technicians. performers, and 
  hangers-on. 
  The investigators have a few hours to prepare and to go 
  over their acts. As they enter they see Mister Mysterioso 
  emerging from one of the star dressing rooms. He carries 
  with him a large jointed doll, the Cute Girl Doll with old-
  fashioned frock and curly blonde hair. Mysterioso signals a 
  stage hand and begins whispering with him. Investigators 
  wishing to listen may do so, but a failed Sneak roll means 
  that Mysterioso notices their eavesdropping, shoots them a 
  sharp glance. and moves away to where he cannot be heard, 
  For those who overhear, the conversation runs: .. r wish 
  you to deliver this doll. with my compliments, to Lady 
  Marsden. Remember to do it right at the star1 of my act. " 
  He then walks away. 
  Investigators observing him before the show see that he 
  leaves al once, going to the stage door where he supervises 
  the unloading of mannequins and dolls to be set up in the 
  wings of the stage. At the same time. tuxedoed stage hands 
  begin to pass out pamphlets [0 everyone in the theater 
  (stage crew and audience). The pamphlets advertise 
  Mysterioso's Dolls. Dummies. and Toys. Orders can be 
  placed through the agents, Carruthers and Smedley. Cata-
  logs can be ordered from the same source. A successful 
  idea roll perceives that the entire show has been set up for 
  the promotion of these items and Mister Mysterioso him-
  self. 
  The Curiosity of a Whippet 
  Herbert turns up after this, deputi7.ed by Hodgekiss to tell 
  the investigators their order of appearance. He is excited in 
  his usual way. but a Psychology roll will show that his 
  agitation goes quite beyond that. He hands out the noteson 
  the order of performers and the investigators will note that 
  they have scored plum spot towards the end of the show. in 
  fact, right before the curtain act: Mister Mysterioso him-
  self. 
  
  54 -
  The Dol/maker 
  The order of appearance (including the act preceding 
  the tlrst inves{igator) follows: 
  • Bingo and his Amazing Perfonning Poodles (NPC) 
  • The Dancer 
  • The Comic 
  • The Magician 
  • The Clairvoyant 
  • The Memory Man 
  • The Ventriloquist 
  • Mister Mysterioso (NPC) 
  Once he has finished. Herbert will tum to the thing thai is 
  really exciting him-Mysterioso's trunk. Herbert caught a 
  glimpse of it being toted into Mys{erioso's room. He is 
  dying to get a closer look at it. 
  "Amazing it is. Never seen its like. I can't see any 
  joints for the life of me. Looks like just a solid block, but its 
  obviously a trunk of some kind. because I heard something 
  shift inside when they set it down. If I could find out its 
  secrets and then escape from a thing like that, I'd be greater 
  than Houdini." 
  Herbet1 is adamant that he is going to discover all there 
  is to this amazing trunk and duplicate one himself. He tells 
  the investigators he is going to have a look, since he saw 
  Mysterioso out on the stage just now, supervising things. 
  Would they like to come with him? And will one of them 
  stand look-out? The players have two options: they can go 
  with Herbert or they can remain. If they remain, then they 
  hear what happens in the dressing room next door. The 
  narrative a~sumes that at least one investigator accompan-
  ies Herbert into Mysterioso's dressing room. 
  The Astounding Trunk 
  Mysterioso is still elsewhere as Herbert creeps (o the dress-
  ing room door. It is unlocked and he passes through, a.<:king 
  a willing investigator to wait and watch oul. Mysterioso has 
  been given the full star treatment-flowers and champagne 
  bedeck the room, which has a lounge for guests and the 
  obligatory make-up mirror framed with light globes. 
  In the comer stands a huge chest, measuring six feet by 
  three by three. It is decorated with strange symbols and odd 
  motifs which appear to move when the gaze is not fixed 
  upon them. The symbols are disturbing. Herbert will go to 
  the box and walk all around it admiringly. There are indeed 
  no apparent lids, catches or crevices. The thing looks com-
  pletely solid. "Fantastic." Herbert says, "this really is a 
  super piece of work." Despite warnings the players may 
  give him, Herbert begins running his hands over the box 
  edges, looking for some catch or secret trigger. 
  The box is in fact a Gate directly to the Star Thing 
  which waits at Doreen's house. If it senses a human in 
  proximity for very long it draws them into it to make a 
  blood sacrifice. 
  As Herbert examines the box, a slIccessful Listen roll 
  detects a low groaning noise coming from within it. Her-
  bert will not hear it nor be distracted from his examination, 
  since he believes he has found something. The sound is 
  thick and repellent. One round after emitting it. the box 
  opens. Not so much in the accepted sense, but more like 
  expanding, then folding in on itself, drawing Herbert in 
  with it. His screams are suddenly muffled as if by a pillow. 
  Sanity loss for witnessing this is l/lD4 SAN. Then Herbert 
  will be gone and the box closed, dormant. and for the next 
  twelve hours, safe. Investigators who grab Herbert to drag 
  him back out will have their hands enveloped as the box 
  reassembles. On a failed DEX x5 the fingers of those hands 
  are sheared off. Damage is 106 and SA.N loss 1/103. No 
  amount of strength can free Herbert from the trunk's 
  clutches. 
  Aftermath Of Disaster 
  Hodgekiss and Mysterioso arrive at the door ten rounds 
  after Herbert's screams. Hodgekiss has been summoned by 
  the noise, Mysterioso by a bond he has with the trunk. 
  Myslerioso is outraged at this invasion of his privacy. 
  Hodgekiss is equally outraged and treats with skepticism 
  any claims of the investigators that the trunk has swallowed 
  up Herbert. He defends Mysterioso's right not to open the 
  trunk if, the players demand that he do so. If an investigator 
  succeeds in an Oratory roll. Mysterioso opens the trunk. 
  The saturnine Mysterioso simply shrugs and lift') one ofthe 
  edges. as if indeed there has been a lid there all along. 
  Within the trunk lies magician's paraphernalia and a 
  ventriloquist's dummy, a hideous clown doll with a gar-
  ishly painted face and a distorted grin. Beyond this, noth-
  ing. Hodgekiss tells the performers to go out and prepare. 
  The show is about to begin. He says that Herbert Whippet 
  has probably crawled off somewhere to get drunk. 
  Hodgekiss vows if the man isn't there to do his act. he will 
  make sure he neVer works in London again. Then he stalks 
  out. 
  The Investigators' Dilemma 
  If the trunk was not opened, the investigators must come up 
  with some way to see into it. If they open it within the next 
  twelve hours. or within Mysterioso's presence. it appears as 
  a normal trunk interior with the contents described as 
  above. After that time. it will be ready to devour another 
  victim as it did Herbert. Getting to the trunk once Mys-
  terioso has been alerted will prove difficult. and keepers are 
  encouraged to reward only the more cunning of players' 
  schemes to get at the thing. Obstacles can include stage 
  hands interrupting, the box being moved on Mysterioso's 
  request. and that naturally it goes onto the stage at the 
  wings once Mysterioso's act is imminent. Of course, the 
  
  investigators themselves should be also busy at this time, 
  since their own perfonnances immediately precede 
  Mysterioso ·s. 
  Searching The Theatre 
  Investigators may suspect that the body of Herbert is some-
  where about the theater. This red herring might be a way of 
  amusing them before the curtain goes up on their own acts. 
  If they are diligent and search the area around the dressing 
  room. they find an old leaflet. trampled and discarded, ad-
  vertising MacCauley's Toys as the distributor of 
  Mysterioso's goods. at an address in the commercial dis-
  trict. Alternately keepers may wish to place this lead in the 
  hands of the investigators should they choose to search 
  Mysterioso's dressing room at any time before or after 
  Herbert's disappearance. Otherwise any search of the the-
  ater will be fruitless. 
  The Performers Call 
  The investigators will now have to stage their acts. Keepers 
  should remind the players that their investigators have a 
  responsibility to perform. and that professional ruin could 
  result if they do not appear onstage. Players might nonethe-
  less wish to continue investigating instead of performing: 
  in that case they hear of the resultant activity via Hodgekiss 
  when he finds them to tell them Herbert (and now they) 
  will never work again in London, in between gushing about 
  the brilliance of Mister Mysterioso. 
  Mister Mysterioso's 
  Once the performers do their part. it is the turn of Mister 
  Mysterioso. As the ventriloquist comes off-stage. Mys-
  terioso will be there. Uncharacteristically flustered. he 
  bumps into the ventriloquist and knocks the dummy from 
  his hand. Mysterioso mumbles an apology and picks up the 
  dummy, thrusting it back at the ventriloquist before dashing 
  onto the stage like a man late for a train. With the skill of a 
  The Ventriloquist's Descent 
  Once the Ventriloquist's dummy has been primed with a splinter 
  of Space Thing. it slowly manifests Its new power. Mysterioso is 
  merely carrying out orders to spread havoc as much as possible. 
  If he does not slip the splinter into the dummy off-stage he does 
  it later before the ventriloquist can leave the theatre. 
  The Ventriloquist slowly shows the effects of the dummy's 
  new power and eventual domination of its master. This will take 
  close work between the keeper and player,. keepers are advised 
  to encourage their best players to tackle the demanding part of 
  the ventriloquist. 
  The power within the dummy manifests in three stages. 
  • 1. First, the dummy exerts its influence by making the inves-
  tigator reluctant to part with it and become very protective 
  toward it. 
  Blood Brothers -
  55 
  true magician he has slipped a shard of the Space Thing 
  into the ventriloquist's dummy. For results see the box. 
  "The Ventriloquist's Descent", below. 
  On stage, Mysterioso remains himself and greets the 
  audience with a deep bow. Then he turns his attention to the 
  box above stage left and bows to Lady Marsden as a stage 
  hand appears. The stage hand gives Cute Girl Doll to Lady 
  Marsden and her little girl. Clara. She nods her thanks. The 
  little girl is delighted. 
  Mysterioso launches into his act. He is undeniably im-
  pressive. He perfomls with effonless and uncommon skill. 
  Standard tricks, card and sleight-of-hand, he whisks 
  through as though without thought. Then he goes through 
  more complex visual tricks, iIIus.ions performed without 
  benefit of an assistant. After this he extracts the Clown 
  Dummy from the box. A know roll suggests that he is brave 
  to follow a ventriloquist's act with one of his own. 
  He has no need to fear. His dummy is amazingly life-
  like. At the end of a string of tomlenting remarks, the 
  dummy lets out a hideous cackle. Onlookers swear they see 
  the thing's lips curl in contempt. As a piece de resistance 
  the dummy appears to leap out of Mysterioso's anns and 
  scuttles about the stage. tinally kicking Mysterioso sharply 
  in the shin before leaping back into the case. Mysterioso 
  feigns trying to get him out while the audience roars with 
  laughter and approval. 
  Lastly, Mysterioso displays a few conventional tricks. 
  making rabbits and pigeons appear from nowhere before 
  bowing to the audience and. pointedly. to her ladyship's 
  box. 
  • 2. The dummy begins to speak to the investigator. It will do it 
  when the he is not watching, so that the voice is like unspo-
  ken thoughts. It prompts the investigator to look after the 
  d'Jmmy's interest: keep safe the shard within the dummy, and 
  promote the success of the doll maker and her plans. 
  • 3. The dummy speaks and acts overtly. This Is as though the 
  PC is do'ing a ventriloquism rouline and is persisting with the 
  gag. Lastly. the dummy discards its master and begins to 
  ambulate and speak as it will. Now it attempts to kill Its mas-
  ter and his companions. 
  At the beginning of each stage, the player must make a POW 
  x5 roll for the investigator every 24 hours. Once he fails the 
  dummy exerts Its power through thai stage. but can not move 
  onto the next stage until the player fails another power test. If the 
  dummy is destroyed once it has the PC in its power then the 
  Investigator loses 103/1010 SAN since he has established a 
  symbiotic link with the thing. Pulling apart the dummy to remove 
  the shard of Space Thing will bring on the same kind 01 trauma. 
  
  56 -
  The Dollmaker 
  Investigator 
  Moves 
  The amazing Mysterioso and his strange chest disappear 
  immediately after his perfomlance. They will be free to 
  pursue a number of leads. The most likely ones are dis-
  cussed below. 
  MacCauIeys Toys 
  Investigators who found the old nOlice may wish to visit 
  MacCauley's Toys. a cozy, homey little shop in the busi-
  ness district. Rows and rows of toy glass eyes stare at the 
  investigators as they prowl about the shop waiting to be 
  served. In the middle of her dusting the proprietor will 
  eventually peer between the shelves and ask the investiga-
  tors if she may be of any help. She is Penelope MacCauley 
  and is very friendly. if slightly distracted, She remembers 
  Mysterioso and his toys. He had asked if she would distrib-
  ute a line of dummies and dolls which his company manu-
  factured. He explained that he was a performer and his 
  partner was the craftsman, so neither had the time for the 
  selling end of the business and were looking for someone to 
  come in on the ground floor of the deal. The deal sounded 
  a good one and Penelope agreed and Mysterioso printed 
  leaflets. However. when she actually saw the goods, she 
  began to grow uneasy 
  "There was nothing wrong with them: they were bril-
  liantly made. but I found them unsettling. They made me 
  very uneasy. When 1 put them out in the shop fewer people 
  came in. One gentleman bought one, then telephoned me to 
  ask if he could exchange it for something else. 1 readily 
  agreed, but he never came. " 
  She removed them from the store and told Mysterioso 
  that the deal was off. He didn't seem at all interested in the 
  money. just in how many were taken. He argued but she 
  stood firm and he took the stock away. She has not heard 
  from him since. 
  She knows nothing else about business connections 
  that Mysterioso might have. She wishes the investigators 
  good luck. Miss MacCauley might prove unhelpful if the 
  players suppose some conspiracy between her and Mys-
  terioso and are rude or aggressive. In that case she orders 
  them out and calls the police if they do not comply. 
  The Agents 
  Following the agents' leaflets leads to the offices of Car-
  ruthers and Smedley. Theatrical Agents. on the third floor 
  of a building in the less-prosperous part of the business 
  area. Upon calling, the investigators tind Carruthers pres-
  ent. He is a streak of oil with legs and a grin, all the panache 
  and taste of a used car salesman. He is rude unless he thinks 
  he can make some money out of them. Then he will invite 
  them into his tacky office where strips of flypaper covered 
  with mildewy nies vie with tattered theatrical posters as 
  chief decoration. If offered. Carruthers wants to be their 
  agent, since he needs clients desperately. Provided he is 
  appropriately bribed or otherwise encouraged. he gives in-
  formation that the investigators want. 
  Carruthers says that Mysterioso is a mystery to him. 
  That he believes is part of the man's act and is happy to go 
  along with it, though he is disappointed that Mysterioso 
  refuses most publicity stunts. Since Carruthers has been 
  able to book him anyway, he does not argue. The agent 
  freely admits that nonnally he would not act as business 
  go-between in the doll business but that Mysterioso makes 
  it protltable for him. He gives Carruthers some of the take. 
  Carruthers receives the orders for the goods and sends all 
  the documentation on to a warehouse on the dockside. For 
  money. Carruthers gives the address. He keeps invoices of 
  orders placed and delivered, since this means Mysterioso 
  cannot cheat him. But after tal1ying them he sends the 
  paperwork straight on to the warehouse. He hasn't met 
  anyone there, has never been there in fact. and is happy to 
  keep it that way. 
  The Newspapers 
  With successful Library Use roils, the investigators find two 
  related newspaper articles. 
  PUBLIC OUTRAGED 
  Store Display Gets Ousted 
  The window of Sadler Bros. Depamnental Store remained 
  empty today after its previous display was removed follOWing 
  public outcry. Outraged passersby claimed that the manne-
  4uins had been posed in threarening and obscene positions. 
  The manager of Sadler Bros. Mister Montague. claimed 
  that the complaints were unfounded, since many of the citizens 
  said that the dummies had assumed different positions within 
  minutes of one another. He said all the reports conflicted, and 
  as the mannc4uins had nm been touched since that morning. 
  it could nor even be the results of a hmlx. 
  Mister Montague stated, "1 believe this uproar is only one 
  of the manifestations of mass hy;;t:eria as is brought on by the 
  current poll tical climate in Europe." 
  In the interests of cusromer relations the offending 
  figureswere removed, to be replaced by a new dressing, cur-
  rently being designed. 
  The second article is smaller and merely mentions a new 
  exhibit at Madame Montage's Wax Museum. The exhibit, 
  Hollywood's Horrors, features three wax renderings drawn 
  from the movies: Frankenstein, Dracula, and The Mummy_ 
  "This marks the first occasion that Montage's figures have 
  been commissioned rather than created on the premises. The 
  quality of these are said to be so superb the management 
  could not resist. The display begins today." 
  -Handout#! 
  
  After pestering the investigators for pressbooks, pho-
  tos, and details of their career, Carruthers lets them go. If 
  they become threatening or too demanding he will tell them 
  he will take them to the factory and then give them the slip. 
  thinking they are gangster:;. He keeps low for three weeks. 
  The blank order forms, with the factory address. is in the 
  top drawer of his bureau. They simply note the number and 
  kinds of goods delivered since the scheme began. See "The 
  Warehouse," Item Three for details. 
  Lady Marsden's Doll 
  Investigators may rush to Lady Marsden's to investigate 
  the doll given her daughter by Mysterioso, but to no pur-
  pose as yet. The encounter with the gift doll has been de-
  signed as a denouement. If the players insist keepers could 
  run the incident out of sequence. The details remain for the 
  end of the scenario. under" Lady Marden's Rescue. " 
  The Warehouse 
  Once alerted to the existence of the warehouse, the investi-
  gators should lose no time in looking closer at the place. It 
  will not need to be broken into, since with all his activities 
  Mysterioso has not had a chance to get near the place. 
  Investigating the Warehouse 
  There is no one in attendance. It is in such a bustling area 
  that it will be almost impossible to break in during the 
  daylight hours; assign appropriate difficulties if investiga-
  tors try. The warehouse is on the docks and in the middle of 
  a thriving trade area. It teems with people. If investigators 
  can be cunning so be it. but it should be obvious that dark-
  ness gives better protection. 
  Breaking In 
  Inquiries around the area yield nothing. Neighboring ware-
  house staff have glimpsed the odd person coming and 
  going, and some stock going in and out, but there has been 
  no contact among the locals by the people running the 
  newly set-up warehouse. The place is locked and appar-
  ently deserted. 
  By night. fog drifts in and surrounds the three-story 
  building. There are two doorways and six windows to the 
  warehouse. Four of the windows are along the sides of the 
  building (two per side) while the other two windows stretch 
  front and back. All are quite long, and take up quite an area. 
  The windows on the right hand side of the warehouse let 
  onto an office area. The others are of thirty feet above the 
  floor of the warehouse storage area. All windows are 
  twenty feet above the ground. 
  Blood Brothers -
  57 
  The front doors are padlocked and also locked with a 
  Yale lock. (STR 19). The rear door is for deliveries. This 
  docking bay is twelve feet by twenty and has a rauling 
  shuttered door which. when opening has a 250k chance of 
  anracring rhe anention of the local bobby on his beat. Here 
  the lock is a padlock, STR 25. 
  The Warehouse Within 
  1 nside the place is dark and cavernous. A maze of crates fill 
  the floor space. Overhead. reached by a flight of sturdy 
  wooden steps. is a glassed-in office area tifteen feet above 
  the floor of the building. In the crates. and indeed in be-
  tween them, stand hundreds of mannequins, dummies, and 
  dolls. They watch the investigators, their dead eyes eerie in 
  the half-light thrown off by the investigator's flashlights. 
  Investigating the boxes and stock yields nothing inter-
  esting. If one of the dummies is smashed, a successful Spot 
  Hidden locates the shard within it. This prompts an attack 
  by the creatures. 
  The Office 
  Upstairs in the office are a few battered old chairs. a big 
  scarred table and a few ancient tiling cabinets. Successful 
  Spot Hiddens locate three items. 
  Item One: A shard of the Space TIling is found. Dappled. 
  greenish, and shot through with silver. it is wedged in a 
  crack between the floorboards. 
  Item Two: A newspaper cutting from the Cardiff Daily 
  News. August 5th. 1936. 
  STRIKE FROM ABOVE I 
  Reports from all overthe Llanmorgan Valley told of 
  a "meteorite" which fell from the stars. The object. 
  about the size of a rugby football. was described as 
  looking green and dappled with silver veins throughout. 
  Professor Grescham of London, a noted expert. was 
  taking the thing back to London University for further 
  studies. He believes it to be dormant and quite safe, 
  though certainly of "outer space origin." 
  -
  Cardiff Daily News. August 5th, 1936 
  -Handoul#2 
  Players following up on this at London University learn 
  that Grescham died soon after, under mysterious circum-
  stances. and that his wife disappeared. The stone went with 
  her and has never been recovered. 
  Item Three: A manifest noting deliveries made in the past 
  two days. It runs: 
  • 3 mannequins to Sadler Bros. Depanment Stores. 
  
  58 -
  The Dollmaker 
  • 12 toy soldiers to Mr. Edgar Hampton of West London 
  • 6 marionettes to The Little Theatre Group. 
  • 3 wax figures to Madame Montage's Wax Museum (Cham-
  ber of Horrors) 
  During the Search 
  While the investigators are searching. the creatures within 
  the warehouse are stirring. Ten minutes after the investiga-
  tors arrive. they begin forming into ranks. rising from their 
  crates and marching upon the investigators, inteIlt on de-
  stroying them utterly. A successful Listen or Spot Hidden 
  roll detects movement in the factory. If any damage is done 
  to any creature, then the rest attack. They do so en masse. 
  Attack of the 
  Puppet People 
  The figures attack unrelentingly until the investigators stop 
  them. Players should soon realize that combating the fig-
  ures individually is fruitless and eventually brings about 
  the destruction of their investigators. 
  See the Non-Player Character section for methods of 
  dealing with mannequins and dummies. Burning the place 
  down is the obvious choice and would destroy most of the 
  creatures, but investigalors must be careful to flee the scene 
  quickly or arson charges will follow. 
  If the players choose to escape. 1 D 1 0 of these crea-
  tures, all faceless, characterless mannequins, hunt down the 
  investigators throughout the rest of the scenario. The rest 
  shamble back to the warehouse and wait placidly. Keepers 
  can run the hunt in two ways: either the investigators can be 
  aware at once that they are being pursued and must deal 
  with their attackers; or if the investigators are unaware, 
  various attacks can be sprung on them if the proceedings 
  "Now il my 111m /() PllllliJl! SIring!"' 
  
  get a Iiltle dull between encounters. or if the players are 
  dragging their feet. 
  Aftermath and 
  Investigation 
  Players should now realize the threat these things pose. 
  They have in their hands the clues to find them and neutml-
  ize them. If the investigators did not deal fully with the 
  warehouse, they might return to it before they move on. It 
  is a simple matter to follow the manifest to the various 
  addresses. This can be done in any order, though the House 
  Of Wax section does provide for some climactic moments. 
  The addresses are dealt with below. 
  Sadler Bros. Department Store 
  The mannequins have been taken from the window and 
  locked in the basement of the store. The basement area is 
  large and filled with bric-a-bmc and unwanred materials. 
  There is a small office for the maintenance staff. one of 
  whom has been killed by the mannequins and hidden in a 
  large crate beneath packing material. 
  The mannequins are full-sized. If rhe investigarors go 
  during the day and have read the newspapers they may 
  wish to claim they are from the company providing the 
  mannequins, and are going to take them back and reim-
  burse Sadler's. Montague, the manager, is helpful if so. He 
  relates the bizarre claims made by the public and how they 
  are obviously outrageous. and puts the whole thing down ro 
  the political climate. 
  If he is suspicious. he proves to be unhelpful. and inves-
  tigators must invent some way to assist him. He will not 
  help them unless he feels he or his store can directly bene-
  fit. He mentions in passing his absentee maintenance man. 
  but suggests that the fellow may be an inebriate. 
  If the investigators go at night to break in, then treat the 
  store doors the same as the front of the warehouse. The 
  store is six stories high and keepers may create the many 
  obstacles inherent in the average department store-spill-
  age of tennis balls in the sports section. mannequins in the 
  fashion section whose out-thrust hands catcb the 
  investigator's jacket. They will not know which dummies 
  are responsible unless they have read the newspapers, so it 
  could be quite an effort for them to locate and destroy the 
  creatures. 
  The things attack once the investigators make any 
  undue noise during their search of the premises. There is a 
  50% chance the things either wait for the investigators to 
  find them. or come through the store. If it is daytime the 
  mannequins wait until the investigators are alone in the 
  Blood Brothers -
  59 
  basement. If this is not possible. then the things attempt to 
  kill whoever is with them. 
  Mr. Edgar Hampton 
  Mr. Edgar Hampton is an elderly gent who lives in a small 
  cottage and whose tin soldier collection is the pride of his 
  life. The collection is kept at the very rear of the cottage in 
  a large sunroom. Here there are rows upon rows of lead 
  figures. as well as model battlefields set out in painstaking 
  dioramas. The new figures that Edgar has received. all 
  twelve of them, are arrayed at the rear. grouped around a 
  large mock cannon. They are a foot tall. somewhat larger 
  than the other figures. but so uniquely detailed (as Edgar 
  will happily tell anyone who calls and acts interested in the 
  things) that he just had to add them to his collection. They 
  are Nap<>leonic in era and bright red and white. 
  Edgar proves more than helpful ro anyone who shows 
  the slightest benign interest in his collection: he will give 
  them weak tea and crumbly biscuits and regale them on the 
  details oi the figures. "Every Major British Land Encoun-
  ter Represented!!" If they appear suspicious or threatening 
  he thinks they are tax men. Edgar lives in horror of the tax 
  men and for no good reason believes they conspire to seize 
  his collection as part of their nefarious tax. 
  The investigators are going to have to come up with a 
  convincing reason to take the soldiers from him. The things 
  remain totally inert despite the best efforts of the investiga-
  tors to prompt them into action. Investigators may soon 
  doubt that they have any shards in them. They are in fact as 
  animated as any of Grescham's toys. but they wait the in-
  vestigalOrs out. They attack if any are threatem::d. and 
  though small. they carry rifles with razor-sharp bayonets 
  fixed to them. and will thrust with them. If the investigators 
  choose to attack at night, there will be a 50% chance of 
  waking old Edgar (the old sleep badly). He expects it is 
  burglars or tax men and responds with his trusty elephant 
  gun. 
  The Little Theatre Group 
  This puppet theatre group operates out of a small ram-
  shackle theater near the Thames. Its manager and director 
  is Alicia Bridges, who lives on the premises. The group 
  received six new marionettes: a Punch, a Judy, a Dog. a 
  Policeman. a Thief and a Rustic. They have only used them 
  in one performance and found them unsatisfactory. since 
  they would not respond properly to the strings. These pup-
  pets have been stored backstage to be returned to the man-
  ufacturer. 
  If the investigators visit at night they find the mario-
  nettes only if they actively search the backstage area. hung 
  in a kind of closet by the strings. When the marionettes 
  come to life to kill the investigators. the strings drag behind 
  them. making a sinister scuffling noise. 
  
  60 -
  The DollmakeT 
  Keepers should treal the theater as a smaller version of 
  the Palais for purposes of running the encounter. Alicia 
  lives just off the side. in a small flat connected by a dimly-
  lit walkway to the stage door at the rear. If the investigators 
  break in, she is unlikely to hear them unless they make 
  some untoward noise. She is timid and nervous. and calls 
  the police before venturing to investigate. 
  Investigators who wish to view a performance attend a 
  standard fifty-minute show. It repeats three times a day, at 
  2:00, 4:00 and 7:00 pm. The show consists of standard 
  puppet characters and re-enactments of favorites like 
  Punch and Judy and a few familiar fairy stories. Investiga-
  tors who speak to Alicia find her helpful and friendly. un-
  less she detects they mean the group some harm. She is 
  quite protective of her theater group. 
  She believes the new marionettes to be defective and 
  she argues that they give off some unpleasantness that is 
  difficult for her to define. She explains that she sent some-
  one to the factory yesterday to take the things back, bul 
  there was no answer. When he heard strange movement 
  from within the warehouse. the boy panicked and returned. 
  quite fearful. If the investigators offer to return the puppets. 
  she is quite relieved, provided they convince her she will be 
  compensated. She worries about the lack of funds of her 
  group. 
  The marionettes themselves prefer to attack after their 
  strings have been detached from the holding box in which 
  they are dangling. Choose the most dramatically appropri-
  ate moment, based on investigator actions. 
  Tbe House of Wax 
  Night or day makes no difference in the adventure of the 
  wax museum. Between the delivery of the wax figures and 
  the investigators' visit, dramatic incidents have taken place. 
  The new figures have been so frightening to people that the 
  museum has been closed. The police are looking into the 
  matter and the museum cannot be opened until they are 
  satisfied that what is contained therein is not too disturbing 
  to the public. The frights the patrons have received have 
  been due to the figures moving. but people put down these 
  stories as exaggerated hysteria. This should all be related to 
  the players through Constable Parkins, who is now sta-
  tioned outside the museum, making sure the "ghoulish and 
  the curious" do not break into the place. 
  There is no rear entrance to the museum. only win-
  dows. A constable is on duty day and night. Investigators 
  must be particularly clever or ruthless to get into the place 
  without being detained by the police. Keepers must judge 
  what a London hobby would do, although in the movies 
  police are often dim-witted and gullible. This may help lip 
  the scales in the investigators' favor. Once inside, the mu-
  seum is a long single-storied building divided into four 
  sections and wilh a long narrow basement area running 
  beneath all four parts. 
  At the front end of the building is the foyer. where 
  stands a ticket booth and a welcoming wax figure depicting 
  an elegant evening-suited couple with a child. Even by day 
  the place is gloomy and dark. since it has been forcibly 
  closed. From the foyer lead two doors. One locked and 
  bolted heavy iron door (STR 18) leads to the basement, the 
  other to the display rooms. The only windows are those 
  letting into the foyer. The rest are closed, 10 provide the 
  right artificial environment that best highlights the wax fig-
  ures. Thus the investigators must move through the rooms 
  in order, unless they go into the basement, pass through it 
  and up into the back room. The display rooms and base-
  ment follow. 
  Display Room One: The Hall of History. Tableaux here 
  depict many historical personages and scenes. Nelson and 
  Hardy, Henry VIII, Elizabeth I. Napoleon. Cleopatra and 
  Mark Antony. Players who have not read the newspaper 
  stories will wonder which figures are the animated ones. 
  Keepers should endeavor to keep them tense by making the 
  light glint from the eyes of figures like Henry or Napoleon 
  and suggest they may just have moved. This room lets onto 
  display room two. 
  Display Room Two: Popular Favorites. Recording and mo-
  tion picture stars are here-Gable and Lombard. Greta 
  Garbo, and Charlie Chaplin, and also popular British musi-
  cal entertainers and archetypes like the Pearly King (Cock-
  ney music hall figure in dark suit covered in fake pearls) 
  and a barber shop quartet. 
  Display Room Three: Current Display. This area of the 
  museum changes most often. At the moment the display is 
  Warriors and Barbarians. Frightening figures with large 
  threatening weapons dominate the display area: Viking ma-
  rauders. King Arthur, Lancelot and Gawaine. Queen 
  Boedicea in her bloody chariot. These figures look most 
  threatening and their weapons appear sharp and dangerous 
  as the players negotiate the place as they pass. Sword 
  points may snag jackets if successful DEX rolls aren't made. 
  Display Ruum Fuur: Chambt:r of Horrors. Here real-life 
  horrors like Jack the Ripper and Burke and Hare, the body 
  snatchers, rub shoulders with Frankenstein's Monster, 
  Dracula, and the Mummy. These last three are the shard-
  ridden figures delivered by the warehouse. 
  As the investigators search. a successful Spot Hidden 
  reveals a nasty surprise: a large. mostly empty bag in the 
  bottom of which are a few silvery shards. This bag is wrin-
  kled. as though was recently quite full. Someone (Mister 
  Mysterioso in fact) has been here earlier and set shards into 
  all of the wax figures. Once the investigators reach the 
  Chamber of Horrors, the figures there attack. but so too 
  does every wax figure in the place. They number forty. 
  Two ways lead out of the chamber-back through the 
  display rooms or through the hatch (needing a Spot Hidden 
  
  to find) that opens to a narrow set of steps into the base-
  ment. then through the basement and out the padlocked 
  door into the foyer. 
  The Basement: This is the workroom of the museum where 
  most of the wax figures (those that aren't brought in from 
  stmnge warehouses) are created. Beside big vats of wax 
  and barrels of paraffin oil. prototype wax figures. heads and 
  torsos exist. These replicas have not been loaded with 
  shards but are quite eerie in their dismembered state. Natu-
  rally this area is hideously flammable. which may give 
  investigators ideas. but remember if fire breaks out the wax 
  figures will continue to attack until they melt. causing bum 
  damage to the investigators as well as the usual crush and 
  swipe attacks. 
  Mysterioso's Move 
  Whichever location the players encounter last. Mysterioso 
  waits there waiting to confront them. He leaves his Gate 
  Box hidden within shadows just outside the final location 
  and hopes that the investigators will be drawn into it before 
  they realize what is happening. 
  While they are contemplating the thing. or reacting [0 
  it. he launches a physical attack to kill them. If this fails. he 
  disengages and flees to Doreen's residence. drawing them 
  along. trusting that the power of the Space Thing suffices to 
  destroy the threat. 
  If they destroy Mysterioso. then they will learn the lo-
  cation of the space thing through more supernatural ways. 
  As Mysterioso's body is destroyed. the great mass of the 
  space entity inside him will strive for a link to something. 
  The character with the highest POW will be it. This link will 
  immediately enable them to see through the eyes of the 
  captured Herbert Whippet as he lies entombed within the 
  Space Thing. Whippet is almost dead and in his agony 
  sends a scream for help to the investigator. This scream 
  burns an indelible picture of the location of Herbert's 
  prison in the investigator's mind. The Space Thing. then 
  realizing it has made contact with a living person. will try 
  to take over the investigator. 
  For the initial contact the investigator loses lD3/1D6 
  SAN. For the second. if they are still sane. the investigator 
  will have to resist the creature's POW on the resistance 
  table. This is only a shard so the POW is low. merely 7 .If the 
  investigator comes under the control of the entity. he turns 
  against the other investigators. to destroy them. 
  If the investigator goes insane. uncontrolled by the 
  Thing, then on a successful idea roll he offers the connec-
  tion about where the thing may be found. and Herbert with 
  it. in a garbled fashion. 
  Blood Brothers -
  6/ 
  The Toymaker's 
  Palace 
  The encounter in the lower floor of the Toymakcr's Palace 
  is essentially the same whether or not the investigators de-
  feal Mysterioso. 
  The Layout 
  The First Floor: contains Doreen's display room. Here are 
  some of the same dort of dolls. dummies. and puppets the 
  investigators have already encountered. in greater num-
  bers. The actual work area is small and cramped with rows 
  of shelving. There are ten big shelving units marching to 
  the rear of the shop. Once the investigators enter. things 
  emerge from here to stop them. The most advisable tactic is 
  [0 make for the stairs. which follow on directly from the 
  front hall and front door. The hall is narrow and leads to a 
  rear door. Both front and rear doors are unlocked. 
  Upstairs: is a small room. Here Doris has eked out her 
  days, slave to the will of the Space Thing. creating more 
  and more creatures and eating only enough to to work for 
  the Thing. The place is dark and dingy. dominated by the 
  massive lump of Space Thing, now grown to SIZ 35. The 
  Thing has been storing the energy given it by the killings of 
  the puppet things. to prepare for a ritual that it believes will 
  cause it to grow to its former glory. Doreen is a conduit to 
  that ritual. Once the battle joins downstairs. the Thing be-
  gins the ritual. Doreen stammering out the weird syllables 
  of the inhuman chant. 
  The Ritual and Aftermath 
  The ritual drains the last from the life Herbert Whippet. 
  trapped within it. Investigators witnessing Herbert's pre-
  dicament lose I/ID6 SAN. The rituaL once begun. only can 
  be stopped by rendering Doreen unconscious by her death. 
  If the ritual is halted before completion. the power 
  needed for the ritual turns back on the Thing. This shatters 
  it. scattering the pieces and reducing it to as when first 
  found. It is still sentient. bu[ does not have sufficient pow to 
  mount an attack against the investigators. The dummies 
  equipped with shards cOJ1linue to attack. since each shard is 
  a small version of the Thing itself. Doreen is still linked to 
  the Thing, but isolating her by distance and employing Psy-
  choanalysis breaks her link and restore her to sanilY. 
  If the ritual is completed. the Space Entity is doomed to 
  failure. since it cannot regenerate iJ1lo its old self. only a 
  bigger and bigger fragment of what it was. Having evoked 
  the ritual it doubles its SIZ to 70. effectively jamming the 
  area of the upper story with its bulk. but its pow will be 
  exhausted temporarily (until the puppets kill more people). 
  
  62 -
  The Dol/maker 
  In its rage it attempts to exert the mind power that it used to 
  have as a whole entity, and as a result will destroy itself. 
  This effectively destroys the dummies also. This will be 
  catastrophic to the investigators as the resultant apocalyptic 
  explosion and shattering does IOD6 damage to everything 
  in the building and within a quarter-mile radius beyond. 
  The Doll's Attack 
  If Doreen is stopped and the ritual halted. then the first doll 
  to anack the investigators is one exactly like the Cute Girl 
  Doll given to Lady Marsden's daughter. This is the last 
  shard left (if they have not previously dealt with it). They 
  must therefore destroy it before it can take another life and 
  begin to resuscitate the Space Thing. For results of mop-
  ping up and defeating the menace after the last dolls have 
  been wiped out, see "The Final Outcome" below. 
  Lady Marsden's Horror 
  Investigators visiting Lady Marsden's are in luck. The fam-
  ily has gone away and left the doll in the house. The butler 
  remembers them leaving it, since the little girl had grown to 
  hate it and correctly blamed it for the killing of her pet dog. 
  Investigators will be taken to the Little Girl's bedroom by 
  the butler, if they can prove the thing is a threat, since the 
  butler dislikes the thing also and is glad to help them get rid 
  of it. 
  The house is a gothic-style Victorian mansion. multi-
  storied. Presume a big spacious room exists for every activ-
  ity someone might wish to do: dining, smoking, reading all 
  have their own rooms; there are multiple bedrooms and a 
  large kitchen. The doll flees to the kitchen once it realizes 
  the investigators have come for it. 
  The Doll's Last Stand 
  Once the investigators arrive, the doll steals out of the bed-
  room and down the stairs. It takes a few minutes. and inves-
  tigators who enter the house quickly see the thing dart into 
  the kitchen. The creature is small and very fast. Like Mys-
  terioso it has a massive amount of Space Thing within it. 
  making it quick and agile. 
  The doll returns to the kitchen because weapons are 
  available there. Once there. the doll grabs a carving knife 
  and scuttles under the bench. 
  The first investigator through the door gets the knife 
  flung at it. The doll then darts up, nings the kitchen drawer 
  on the ground ~md grabs one of the knives sent skittering 
  across the tiles, then ducks under a table. If keepers are so 
  inclined and investigators inefficient enough, this cat-and-
  mouse match could range through the house. The doll uses 
  its small size to make lightning ambushes and then its 
  speed to flee. Investigators get one attack at it and then it is 
  gone, and they mllst flush it out again. 
  Do not underestimate the horror implicit in fighting 
  something small. fast. and with malicious intent and a huge 
  knife. If the thing escapes. then the investigators know that 
  sooner or later it will kill again and the Space Thing. what-
  ever they have done with it. will grow. Their Sanity reward 
  at the end of the scenario thus lessens. 
  The Final Outcome 
  Once the investigators have dealt with the dolls and the 
  Space Thing. they still face the shards of the Thing. If given 
  the chance they'll provoke a new murderous rampage in an 
  attempt to regenerate all over again. Keepers should make 
  certain that investigators pick up all the shards. making 
  Spot Hiddens for them. They must dispose of the shards. 
  which will not bum. Throwing them into the Thames or 
  burying them far underground will effectively seal off the 
  threat of the thing. Keepers should judge what mea'iures 
  prevent a resurgence of activity. 
  Investigators who destroy the Thing and the dolls. and 
  who keep Doris alive get JD20 SAN. Take away ID4 for 
  each thing left undone: killing Doris. for leaving shards and 
  dolls active, and for not gathering up Mysterioso's box and 
  destroying it. 
  Non Player 
  Characters 
  SPACE THING 
  SIZ35 
  POW 19 
  INT 14 
  The individual shards have only a SIZ and a POW of 1 and these 
  are dormant unless placed within something. They all have the 
  same intelligence. For every 10 murders the dummies commit. 
  the SIZ of the parent entity grows by 1 point. The entity has no hit 
  points, and can only be destroyed in ways mentioned within the 
  scenario. 
  The Mannequins, Dolls, 
  Dummies, And Puppets 
  These are the animates created by the shards of Space 
  Thing. When a shard of the Thing is placed into an object. 
  it slowly begins to extend fibrous tendrils throughout the 
  object. Soon it has enough tendrils placed in the object thaI 
  it is able to control it .. movements. The shards can only use 
  this effect on items which are hollow or constructed of 
  pliable materials such as wood or wax. The effect will only 
  work on simple mechanisms (the shards cannnot animate 
  cars or boat'». 
  For the stats of the Children of the Entity. three lists are 
  included: Small, Medium and Large. Any limb severed 
  from the whole ceases to function. but these things do nOl 
  
  Blood Brothers -
  63 
  need to worry about going unconscious from hit point loss. 
  MISTER MYSTERIOSO 
  They continue to attack until they are at zero hit points. 
  STR14 
  CON14 
  SIZ 16 
  DEX20 
  APP18 
  With the exception of Mysterioso and the Little Girl Doll. 
  INT 14 
  POW 12 
  EDU na 
  HP15 
  if the things have a weapon already they will use it. If not. 
  Damage Bonus: + 104 
  they will use their fists instead. They can also rend. If two 
  Move: 10 
  attacks are successful and then a Grapple. the creatures can 
  Weapons: Fist 65%, damage 1 D3+ 104 
  Kick 55%, damage 1 06+ 1 D4 
  tear the limb from an investigator. doing double their nor-
  Skills: CliMb 60%, Dodge 60%, Hide 80%, Jump 55%, Listen 
  mal damage due to shock and blood loss. First though they 
  45%, Sneak 60%, Spot Hidden 55% 
  must overcome the CON of the Investigator with their own 
  Mister Mysterioso has had the largest shard of the space thing 
  STR on the resistance table. 
  insterted into it, thus It has more control over its movements than 
  the other dolls. 
  Keepers should also remember some figures will be 
  more susceptible to some damage than others. depending 
  LITTLE GIRL DOLL 
  from what substance they are constructed. Wax will bum 
  STR8 
  CON 6 
  SIZ3 
  DEX16 
  APP8 
  very fast. where the wooden dummies will take longer. 
  INT 14 
  POW 11 
  EDU na 
  HP5 
  Damage Bonus: -104 
  The Children Of The Entity 
  Move: 5 
  Weapons: Kitchen Knife 65%, damage 1 D6-1 D4 
  Large 
  Bite 65%. damage 106-1D4 
  Skills: Climb 85%, Dodge 75%, Hide 80%, Jump 65%, Sneak 
  STR 
  CON 
  SIZ 
  OEX 
  POW 
  HP' 
  08 
  80%, Spot Hidden 45%, Throw 65%. 
  1 
  15 
  11 
  15 
  15 
  5 
  13 
  +104 
  2 
  17 
  16 
  18 
  12 
  2 
  17 
  +106 
  DOREEN GRESCHAM 
  3 
  13 
  16 
  14 
  15 
  3 
  15 
  +104 
  STR9 
  SIZ 10 
  CON 6 
  DEX1B 
  4 
  15 
  11 
  13 
  13 
  2 
  14 
  +104 
  APP10 
  5 
  16 
  16 
  15 
  14 
  7 
  16 
  +104 
  INT 14 
  POW 3 
  EDU13 
  SAN 0 
  HP8 
  6 
  12 
  15 
  18 
  15 
  3 
  15 
  +104 
  Damage Bonus: 0 
  7 
  10 
  12 
  14 
  13 
  0 
  13 
  +104 
  Weapons: None 
  8 
  13 
  11 
  15 
  12 
  6 
  13 
  +104 
  Skills: Make Dolls 90%, Serve Entity 86%. Dodge 27%. 
  9 
  14 
  14 
  15 
  13 
  6 
  15 
  +104 
  Doreen has no defense strategies to speak of, and cannnot think 
  10 
  15 
  14 
  14 
  15 
  3 
  14 
  +104 
  on her own. With the Intensity of the Entity's plan she has 
  Move: 8 
  become almost an appendage to it. 
  Medium 
  STR 
  CON 
  SIZ 
  OEX 
  POW 
  HP' 
  DB 
  12 
  12 
  4 
  18 
  5 
  8 
  ·104 
  2 
  11 
  9 
  7 
  17 
  2 
  9 
  0 
  Investigators 
  3 
  13 
  13 
  5 
  18 
  3 
  9 
  0 
  4 
  13 
  10 
  6 
  16 
  4 
  10 
  0 
  5 
  13 
  9 
  5 
  16 
  7 
  9 
  0 
  6 
  14 
  10 
  5 
  14 
  3 
  10 
  0 
  HUMPHREY ASTRIDGE, Stage Magician, 47 
  7 
  14 
  13 
  6 
  17 
  5 
  10 
  0 
  STR 10 
  CON 15 
  SIZ 12 
  DEX16 
  APP14 
  8 
  13 
  15 
  8 
  16 
  6 
  11 
  0 
  INT 14 
  POW 10 
  EDU13 
  SAN 50 
  HP 11 
  9 
  14 
  15 
  5 
  17 
  6 
  10 
  0 
  Damage Bonus: 0 
  10 
  11 
  12 
  4 
  16 
  5 
  8 
  ·104 
  Move: 6 
  Weapons: Fist/punch 50%, damage 1 D3 
  Swordcane 40%, damage 1 D6 
  Small 
  Skills: Bargain 20%, Credit Rating 25%, Fast Talk 25%. Hide 
  STR 
  CON 
  SIZ 
  OEX 
  POW 
  HP 
  DB 
  25%, Listen 40%, Mechanical Repair 40%. Occult 15%, Pick 
  1 
  7 
  18 
  5 
  4 
  -106 
  Pocket 70%, Orate 50%, Spot Hidden 35%. 
  2 
  2 
  3 
  15 
  6 
  2 
  -106 
  Quote: "Ala-ka-ZAMI" 
  3 
  4 
  9 
  18 
  5 
  5 
  ·106 
  The Astounding Astridge is a struggling stage magician. Aged 47, 
  4 
  3 
  5 
  14 
  6 
  3 
  -106 
  he is beginning to have doubts about his dwindling career. He 
  5 
  3 
  6 
  15 
  7 
  4 
  ·106 
  has never really hit his peak. and his life has been one small-time 
  6 
  4 
  6 
  18 
  8 
  4 
  -106 
  engagement after another. He welcoms the opportunity to 
  perform in the Gala as a much-needed shot of exposure. 
  7 
  2 
  7 
  16 
  9 
  4 
  -106 
  8 
  3 
  8 
  15 
  5 
  5 
  -106 
  CARLA HOOVER, Dancer, 20 
  9 
  3 
  8 
  16 
  6 
  5 
  -106 
  10 
  4 
  9 
  18 
  8 
  6 
  -106 
  STR7 
  CON 10 
  SIZ 11 
  DEX15 
  APP17 
  Move: 4 
  INT 13 
  POW 11 
  EDU14 
  SAN 55 
  HP 11 
  Skills: Hide 40%. Track 10%, Sneak 35%. 
  Damage Bonus: 0 
  Weapons; Strike 30%, 106 
  Weapons; Kick 50%, damage 1 D6 
  Weapon, 35%, as per weapon type 
  Skills: Camouflage 40%, Credit Rating 35%, Dance 70%, Dodge 
  Grapple 30%, special 
  55%, Fast Talk 35%, Photography 15%, Sing 35%, Speak French 
  'These points must be brought to zero to simulate utter 
  25%, Hide 35%. 
  destruction, weapons doing usual damage. 
  Quote: "It's a living." 
  
  64 -
  The Dol/maker 
  A young dancer who sometimes succumbs to the lure of extra 
  money by the removal of the odd garment during her act. Carla is 
  vivacious and keen. She has not been in the business long 
  enough to become jaded and sees the Gala as a chance to find 
  herself a wealthy patron and an opportunity to perform in more 
  respectable establishments. 
  BERNARD BEETON, Ventriloquist, 32 
  STA 13 
  CON 9 
  SIZ 15 
  OEX 12 
  APP 10 
  INT16 
  POW 11 
  EOU15 
  SAN 55 
  HP12 
  Damage Bonus: + 104 
  Weapons: Club (Dummy) 40%. damage 108+104 
  Skills: Bargain 15%, Fast Talk 25%, Mechanical Repair 30%, 
  Operate Dummy 80%, Hide 25%, Listen 55%, Sing 20%, Throw 
  25%, Ventriloquism' 90%. 
  'For a description of this special skill, see the scenario "Ancient 
  Midget Nazi Shamans" in this book. 
  Quote: "We don't think that's such a good Idea. Isn't that right 
  Chuckles? You bet, Boss." 
  A ventriloquist who with his dummy Chuckles thinks he Is ready 
  for the big time. Bernard is 32 and a bit of a dreamer, always just 
  one step away from the engagement that is going to bring him 
  wealth and fame. Now he thinks the Gala is that engagement and 
  nothing deters him going on. He has an unsettling habit of talking 
  to his dummy as if it were a real person. 
  BUSTER DANDY, Comic, 32 
  STA9 
  CON 12 
  SIZ17 
  OEX13 
  INT14 
  POW 13 
  EOU 16 
  SAN 65 
  Damage Bonus: + 104 
  APP 11 
  HP15 
  Weapons: Jokes 10%, damage SAN roll or stand befuddled for 
  103 rounds. 
  Skills: Teli Jokes 10%, Bargain 65%, Drive Auto 45%, Listen 
  15%, Sneak 50%, Fast Talk 65%, Psychology 45%, Spot Hidden 
  60%, Throw 55%. 
  Quote: "No wait that's not right.. .. " 
  A ter(ble loud-mouthed comic, Buster is nowhere near as funny 
  as he would like to be. He thinks he is quite good and has just 
  missed the breaks, but in fact the breaks have been avoiding him, 
  due to his spectacular lack of talent. 
  WANDA STARDUST, Medium, 39 
  STR 12 
  CON 11 
  SIZ 13 
  OEX 11 
  APP10 
  INT 15 
  POW 17 
  EOU 13 
  SAN 85 
  HP12 
  Damage Bonus: 0 
  Weapons: Fist 65%, damage 103+ 104 
  Skills: Astrology 45%, Fast Talk 40%, First Aid 40%, Oratory 
  55%, Spot Hidden 65%, Psychology 85%, Speak French 50%. 
  Quote: "There is a great disturbance in the other world." 
  Wanda is a clairvoyant, with fairly limited powers. She is more a 
  magician than a true psychic. A little scatty and a true believer in 
  powers form beyond, she nonetheless tries hard at her stage 
  profession and would truly like to get ahead, if nothing else than 
  to serve as an example to the skeptics of the world who doubt her 
  field. 
  GUS GORMAN, Memory Man, 47 
  STA 15 
  CON 12 
  SIZ 12 
  OEX 10 
  INT 16 
  POW 13 
  EDU 19 
  SAN 65 
  Damage Bonus: + 104 
  Weapons: Fist 75%, damage 103+ 104 
  Kick 55%, damage 1 06+ 1 04 
  APP 13 
  HP12 
  Skills: Accounting 25%, Botany 20%, Fast Talk 45%, History 
  65%. Ubrary Use 50%, Oratory 35%. Trivia 87%, Bluff Audience 
  80% 
  Quote: "Hey, you know what?" 
  The memory man of the British music hall is a wa'king trivia night, 
  a human encyclopedia, although his fantastic memory is used 
  more on sports. entertainment, and other trivia than for true 
  knowledge and learning. Gus is a stocky and forthright fellow who 
  delights in showing off his knowledge, be it on the stage or off. 
  Ancient Midget Nazi 
  Shamans 
  by Barbara Manui and Chris Adams 
  Introduction 
  Scenario Considerations 
  From the keeper's point of view Ancient Midget Nazi Sha-
  mails may prove to be the most difficult adventure in this 
  book. The time shifts, while extremely cinematic, may also 
  confuse_ In order to save valuable SAN, the sequence of the 
  plot is summarized below: 
  THE NIGHT RAID: The only main investigators who take 
  place in this episode are Max Johnson, Jack Lance, and 
  Sam Jensen. The other players should take the part of un-
  named grunts who, though they help to advance the plot 
  and may take heroic actions. are more expendable than the 
  characters listed above. The keeper should take pains to 
  assure that Max, Jack, and Sam are not killed in this epi-
  sode. 
  KLAUS' HALLOWEEN PARTY: In this scene the keeper 
  should take the player of Scotty Jensen into a separate room 
  and run him through the appropriate settings. This will as-
  sure that the other characters have no reason to suspect 
  Klaus. or to believe the Halloween whinings of Scotty. 
  THANKSGIVING DINNER: From here on. all the inves-
  tigators are involved in the scenario. 
  
  Keeper's Information 
  The archaeological record tells us that. at the end of the 
  Pleistocene era. about 250.000 years ago. several hominid 
  species co-ex isted on the European continent. Whether 
  modem man descends from one or several of these is still a 
  matter of debate. However. the traces of culture left by 
  these early men prove beyond doubt that they were self-
  aware. intelligent beings. 
  The religion of early man. represented by his art and 
  burial practices. appears to have been centered on magic 
  and symbolism. Although we cannot reconstruct the pre-
  cise symbolic significance of flowers scattered in a grave 
  or of paintings of the hunt. the appeal of these images to our 
  minds may not be too removed from the ancient intent. Our 
  knowledge of this early world is far fcom complete. how-
  ever. and there arc certainly factors present which we do 
  not suspect. 
  This scenario presupposes the existence of a variant 
  species. early hominids with a marked predisposition to-
  ward evil. These small, malformed creatures, worshipers of 
  dark inhuman gods. lived by violence. cannibalism, and 
  plunder. They died out, or were killed off by the ancestors 
  of mankind, long before civilization came to Europe. 
  However. one of these creatures has managed to sur-
  vive. A shaman of his people, he placed himself in sus-
  pended animation to escape death; he lay thus undisturbed 
  for millennia, until 1938, when he was discovered and re-
  vived by the emissaries of Hitler. The Nazis have used him 
  for diverse purposes. studying his unusual gifts and forcing 
  him to use his prehistoric lore to undermine the Allied 
  forces. 
  The shaman hal) not been idle. He has tolerated years of 
  being treated as a lab animal in order to achieve sufficient 
  familiarity with the present time to begin recreating his 
  people by means of spells learned dark eons ago, when the 
  world was younger and less innocent. He has attempted this 
  once already, in an effort to escape the Nazis. but all the 
  creatures were killed. He hopes to find a place more secure, 
  Gremlins 
  Gremlins are a relatively new Idea in feature fitms, although they 
  did appear in cartoon shorts In the 1940s such as Warner 
  Brothers' Gremlins From The Kremlin. This kind of creature did 
  not appear in films until the last few decades because of tech-
  nOlogy. Filmmakers in the 1 940s had no way to create a believ-
  able horde of green-skinned gobl;nish puppet monsters in the 
  way that such special effects wizards as Chris Walas and Carl 
  Buechter can today. 
  Gremlins themselves were invented during World War II as 
  a scapegoat for mechanical problems in aircraft. Whenever an 
  aircraft part suddenly stopped working for no apparent reason, 
  the pilot or mechanic would probably say "I've got gremlins in 
  my engine." 
  Blood Brothers -
  6S 
  far from human civilization. Fate places him into the hands 
  of a well-intentioned American. PFC' Boris Hall. during the 
  course of the scenario. 
  The scenario opens amidst the tighting of WW/l. in the 
  Ardennes Forest. shortly before Hitler's last offensive. the 
  Battle of the Bulge in December 1944. then moves to the 
  peaceful Chicago suburb of Fmetown in the autumn of 
  1947. 
  The following investigators are included in this battle: 
  Max Johnson. Jack Lance. and Sam Jensen. The keeper 
  should give other players an average infantryman each 
  from the end of the chapter to play during this scene. equip-
  ping each with the following: 
  • Garand M I rifle. damage 2D6+3: (range 110 yards. 
  I/round); 
  • 150 rounds of ammo 
  • Knife, damage lD4+2: 
  • 3 grenades. damage 3D6 (3-yard radius. 1/2 rounds); 
  • Sufficient protective gear to equal an armor rating of I; 
  Note that if any of the investigator soldiers die during this 
  scene. the player of that character will have to roll up an-
  other investigator to play through the rest of the adventure. 
  Also note that the firefight which follows should be de-
  cided in favor of the Americans and that Boris Hall must 
  survive to find Klaus or else there is no adventure! 
  Night Raid (Early 
  December, 1944.) 
  Preparation 
  The keeper should brief the combatant-investigators on 
  their mission: to search and destroy a small Nazi compound 
  Most of the films listed below owe their success to the lirst 
  one listed. Gremlins. The common themes of all of these films 
  seem to be that someone is trusted with great power and 
  wamed 01 some vague problems which might occur II certain 
  instructiors are not followed. Of course. the instructions are 
  ignored or accidentally forgotten, and soon the gremlins are 
  loose, caLsing mayhem and mischief. 
  A good setection of gremlin films includes: 
  Gremlins (1984, Warner Bros.) 
  Ghoulles (1 984, Empire) 
  Critters (1986, New Line) 
  Critters 2 (1989. New Line) 
  Gremlins 2: The New Batch (1990. Warner Bros) 
  
  66 -
  Ancitnt Midget Nazi Shamans 
  that lies not far behind german lines. before they have a 
  chance to evacuate. Little information is available on the 
  target. but intelligence suggests it is a research facility. Re-
  cover as many important papers as possible. 
  Assume that the players' squad (numbering len sol-
  diers) has penetrated German lines. and stands poised in a 
  nearby grove to attack the compound. The target is a small 
  stone farmhouse, nondescript except for the bustle of an 
  ongoing nocturnal evacuation. Successful Spot Hidden and 
  luck rolls are required to discover the exact number of 
  guards and other personnel loading the two trucks with 
  unmarked boxes: 4 men in civilian dress, 3 SS troops. and 
  12 regular German troops. If all of the investigators fail 
  both rolls. the keeper should tell them that they see only 
  some civilians and three German soldiers, two of whom are 
  in the cabs of the trucks. The rest are inside. and take ad-
  vantage of the cover (see below). 
  A Listen roll and a German roll allows an investigator 
  to overhear the SS commander shout, .. I will hear no more 
  arguments Dr. Schelling! It returns to Berlin alive!" 
  Attacking the Farmhouse 
  The GIs get a free round for their surprise attack. Assuming 
  the investigators discover the exact number of their enemy. 
  Sarge gives the signal to open fire when most of their foes 
  are out in the open. The only Germans still inside are one 
  civilian, the SS commander. and one regular soldier. These 
  """""" = C.lJR.TAIN 
  I 
  I 
  I 
  IS 
  Ie) 
  IS 
  YARDS 
  have [he advantage of cover, which provides them with an 
  armor rating of 5 when firing out a window or door, and a 
  rating of 10 when simply hiding. These ratings vanish once 
  the Americans enter the building. Only one German can 
  fire from each window or door per round. The windows and 
  doors can be covered and bolted at STR 20 in a single round. 
  but only have 7 HP for grenade purposes. The exterior walls 
  have 2S HP for every 10 feet. 
  The trucks provide an armor rating of 6 for men in or 
  behind them; but it takes a round to enter or leave the truck. 
  and two rounds to get it moving. They are equivalent to 
  six-ron trucks (see the Auto Chase rules in the rulesbook). 
  One is empty. the other contains the mission's goal: Papers 
  marked Hiicilste Geheimlihckeit ("Top Secret" in Ger-
  man). A successful German roll allows a browsing soldier 
  to understand that biological experiments have been occur-
  ring here. 
  Until they charge the cottage. the GIs are hidden in the 
  nearby scrub, thereby adding +30 percentiles to German 
  attack roll results to hit them. 
  Order of Combat by DEX rank: 
  • Surprise Round: Sarge 14. Boris 14. Sam and Max 13. GJ.s 
  13. 
  • Subsequent Rounds (note that German Mauser rifles fire 
  only once every two rounds) SS 15, Sarge 14, Boris 14. 
  Max 13, OJ.s 13. Germans 12. (Civilians 10). 
  
  AVERAGE U.S. SOLDIER 
  STR 14 
  OEX13 
  CON15 
  APP9 
  Damage Bonus: + 1 04 
  SIZ 14 
  EOU 12 
  INT12 
  SAN 45 
  pow 10 
  HP15 
  Weapons: Handgun 30%. damage 1 08 
  Garand M1 40%. damage 2D6+3 
  Knife 45%. damage 104+104+2 
  Skills: Camoflage 45%. Dodge 45%. Rrst Aid 55%. Hide 55%. 
  Jump 65%. Listen 50%. German 55%. Sneak 50%. Spot Hidden 
  65%, Track 40%. 
  GERMAN REGULARS 
  SlR 
  CON 
  SIZ 
  OEX 
  POW 
  HP 
  DB 
  1 
  16 
  12 
  14 
  14 
  15 
  13 
  +104 
  2 
  18 
  17 
  17 
  11 
  12 
  17 
  +106 
  3 
  15 
  14 
  15 
  14 
  13 
  15 
  ... 104 
  4 
  16 
  10 
  12 
  12 
  12 
  11 
  +104 
  5 
  16 
  15 
  15 
  13 
  17 
  15 
  +104 
  6 
  15 
  15 
  15 
  14 
  13 
  15 
  +104 
  7 
  14 
  12 
  12 
  12 
  10 
  12 
  +104 
  8 
  13 
  13 
  13 
  11 
  16 
  13 
  +1D4 
  9 
  14 
  14 
  15 
  12 
  16 
  15 
  +104 
  10 
  15 
  14 
  14 
  14 
  13 
  14 
  ... 104 
  11 
  14 
  13 
  12 
  18 
  12 
  13 
  +lD4 
  12 
  14 
  12 
  14 
  14 
  15 
  13 
  +104 
  Weapons: Mauser 98K 40%, damage 206+3 (range 110 yards, 
  1/2 rounds) 
  Knife 45%, damage 104+ 104+2 
  Throw Grenade 55%. damage 3D6 (3 yard radius, 1/2 rounds) 
  Skills: Camouflage 50%, Climb 65%, Dodge 35%, English 3%, 
  First Aid 50%, German 70%, Hide 70%, Jump 80%, Listen 45%, 
  Psychology 20%, Sneak 40%, Spot Hidden 60%. Throw 55%. 
  Track 40%. 
  SSTROOPS 
  STR 
  CON 
  SIZ 
  OEX 
  POW 
  HP 
  DB 
  1 
  16 
  16 
  17 
  15 
  14 
  17 
  +106 
  2 
  17 
  18 
  16 
  15 
  15 
  17 
  ... 106 
  Weapons: Mauser 98K 65%, damage 206+3 (range 110 yards, 
  1/2 rounds) 
  Knife 80%. damage 1 06+ 1 04+2 
  Skills: Camouflage 70%. Climb 85%, Dodge 65%, English 9"10. 
  First Aid 70%, German 80%, Hide 60%, Jump 60%, Usten 75%. 
  Psychology 40%, Sneak 65%, Spot Hidden 80%, Throw 75%, 
  Track 70%. 
  SS OFFICER 
  STR 17 
  DEX 15 
  CON 18 
  APP15 
  Damage Bonus: + 1 06 
  SIZ 16 
  EOU16 
  INT 15 
  SAN 5 
  pow 17 
  HP17 
  Weapons: .30 Mauser 90%, damage 1010 (range 25 yards, 2 
  shots/round) 
  Mauser 98K 65%, damage 206+3 (range 110 yards, 1/2 rounds) 
  Knife 80%, damage 1 06+ 104+2 
  Skills: Camouflage 70%, Climb 85%, Dodge 75%, English 35%, 
  First Aid 70%, Hide 90%, Jump 75, Usten 85%, Psychology 60%, 
  Sneak 75%. Spot Hidden 90%, Throw 80%, Track 80%. 
  CIVILIAN SCIENTISTS, including Dr. Schelling 
  (#2) 
  1 
  2 
  3 
  4 
  STR 
  10 
  11 
  12 
  10 
  CON 
  SIZ 
  9 
  12 
  12 
  12 
  11 
  11 
  10 
  12 
  OEX 
  15 
  11 
  11 
  12 
  POW 
  HP 
  16 
  11 
  12 
  12 
  13 
  11 
  12 
  11 
  DB 
  o 
  o 
  o 
  o 
  All are unarmed, but may attempt to fight If the Keeper desires. 
  They have base chances to use any weapon they pick up. 
  The SS officer kills Dr. Schelling rather than let his knowl-
  edge fall into the hands of the Allies. He attempts to flee 
  Blood Brothers -
  67 
  ILLINOIS SOLDIER LIBERATES NAZI 
  EXPERIMENT 
  BRUSSELS. Dec 13 (AP)- PFC Boris Hall of Fl· 
  netown, Illinois, has earned the Medal of Valor due to 
  his unflinching bravery in the assault on Namur, and for 
  the rescue of a young boy from German SS officers who 
  were attempting his murder. 
  The bOy, who has yet to be identified, had been hideously 
  mutilated In some unnamed experiment. Had Private Hall not 
  taken the initiative, he would have become yet another innocent 
  casuCllty of NClLi cruelly. But as it stands, it looks as if It will be 
  a Merry Christmas for little 'Klaus', as Hall has nicknamed him. 
  Hall has announced his intention of adopting Klaus if his 
  own parents cannot be found. Even though our boys won't be 
  home for Christmas, Klaus at least has a chance one day to 
  see pea:e on earth. 
  -Chicago Herald, December 15, 1944 
  -H:lndout2 
  across the snowy field to the north with Klaus' cage. but if 
  surrounded. attempts to kill Klaus as well. This the little 
  monster prevents by Negating the officer's pistol, Shrivel-
  ling his ann. etc. For maximum dramatic effect, some in-
  vestigators should witness the officer's pain. but not see 
  Klaus' happy expression, crouched out of view in the back 
  of the small crate. Witnessing Shrivelling costs 1D6 SAN. 
  Some thoughtful GI puts the Nazi out of his misery. 
  Victory 
  Peering into the box. the Americans discover a wrinkled. 
  brown-skinned living thing, resembling a cross between a 
  tailless monkey and a young child. Sanity loss to see it is 
  011. It is naked and blubbering, and seems altogether 
  wretched and pitiable. Psychology and First Aid confinns 
  that it has been tortured for some time. Gennan prisoners 
  cannot be made to tell what it is, or what it can do. 
  Boris Hall (who automatically survives the fight) takes 
  a liking to the "poor little guy" almost instantly. maintain-
  ing that it must be a boy whom the Nazis have brutally 
  tortured. The lad speaks Gennan. and eagerly confinns 
  Boris' theory. As if further proof were needed. a pile of 
  small, charred bones is found behind the house, obviously 
  the remains of a dozen similar children. Sanity loss to find 
  these is I/ID6 points: the discovery of the extermination 
  camps is only beginning. and their existence is not gener-
  ally discussed until the Nuremburg trials. 
  Boris names it Klaus. after Santa. Once the objective of 
  the mission is obtained. the squad is assumed to return 
  safely with Klaus. Tp conclude this scene, pass out player 
  handout #2. and then announce that the time in 1947, 
  Investigators awaiting word back in the States will be 
  treated to the article above in their local paper. 
  
  68 -
  Ancient Midget Nazi Shamans 
  Klaus' Halloween 
  Parly 
  In trus section Klaus' secret cave is first encountered. 
  Keepers will want to reveal its existence to the adults only 
  at the end of the scenario, but some children become miss-
  ing on Halloween night. 
  The keeper should take whoever plays little Scotty Jen-
  sen out of the room and quickly run through this scene, 
  while giving the other players a chance to get acquainted 
  with their new investigators and scarf all the chips and 
  soda. 
  Scotty Jensen and four of his friends are going trick-or-
  treating tonight in lovely Finetown. It's a Friday night -
  no school tomorrow! Adults rarely supervised trick-or-
  treaters until the 1960s. 
  The keeper informs Scotty's player that he has a class-
  mate, "Klaus the Mouse," who's a real ugly pug with no 
  friends, who makes a fuss in class. and doesn't speak En-
  glish very well. He never comes out for trick-or-treating. 
  Only this year, while Scotty and his pals are going down 
  that dark new street they're building at the west end of 
  town. they see some kid creeping around in the darkness 
  between the houses. Spot Hidden reveals it to be Klaus. 
  done up like "some kinda crazy Indian." 
  Klaus whispers at the youngsters that he can take them 
  to see a real ghost. Ifhe's laughed at. he uses Ventriloquism 
  to make a strange sound echo from somewhere high over-
  head, "It's going back to its grave! Hurry!" urges Klaus. A 
  Psychology roll reveals Klaus to be genuinely anxious. as 
  he runs off down the hill of a backlot after tilt: "sound ... All 
  of the NPC kids bolt after him, overwhelmed by curiosity; if 
  Scotty dosen'( follow, the investigators learn nothing ex-
  cept that little Timmy McAdoo never returned home again. 
  (The rest of the kids chickened out when they got to the 
  cave.) 
  If the chase is taken up across the moonlit fields, with 
  the cool glow of Chicago in the distance, the young inves-
  tigator must make three Track rolls (or an idea and two luck 
  rolls) to find his way back to town. This assumes he will-
  ingly turns back, or survives the upcoming party in the 
  . ',.-::.. 
  - _.t;) 
  , -~-
  - -=----
  .~--~ 
  .. ,~ 
  -
  ----
  tPt 
  "Olle for YOII. olle for me." 
  
  cave. Klaus takes pains not to lose any of his new friends 
  along the way: Ventriloquism keeps them going on, or if 
  necessary. too scared to tum back to safety. 
  If Klaus becomes too vexed with a laggard. he screams 
  ar him in a fashion terrible enough to require a 0/1 SAN roll. 
  A successful Psychology roll at this point reveals Klaus to 
  be completely insane; a Spot Hidden reveals that his teeth 
  have been sharpened recently, and are bleeding. SAN loss is 
  a further I D2. 
  If the children panic and scatter, Klaus grabs little 
  Timmy, snaps his neck, and drag!> him off to celebrate the 
  reincarnation of the koholrvolk. Any kid seeing Timmy's 
  loosely-dangling head loses another 1D6 SAN. 
  If the foolhardy juvenile investigator accompanies 
  Klaus to his cave. he lights candles revealing the real neat 
  paintings that are in there---ones Klaus made himself. de-
  picting wooly mammoths, Panzer tanks, and unspeakable 
  ancient rites. Each of Klaus' victims must receive a suc-
  cessful Dodge roll, or be caught in a crude pit trap, laid near 
  the front of the cave and hidden with shrubbery. 
  The firs! kid to go into the cave (this. should be one of 
  the NPCs) will faJl into the pit, the following kids can avoid 
  this trap by succeeding in DEX x3 rolls. Klaus attempts to 
  push (STR vs. STR) any survivors into the 20' deep pit (fall-
  ing damage 2D6, Jump rolls at +50%, due to the narrow-
  ness of the hole). Those that escape must find their way 
  home; the kids in the pi! must receive four consecutive 
  successful Climb rolls to escape. 
  For a few minutes. Klaus will drop rocks on his play-
  mates (damage 1D4), but he will shortly tire of this game. 
  and reincarnate a pal from the old neighborhood to join the 
  fun. Victims in the pit hear the terrible invocations, the 
  rising wind, and then a second voice conversing with Klaus 
  (SAN loss 103). Unless they are ex.tremely lucky, and man-
  age to climb out and beat off Klaus (now armed with a 
  knife), the kids in the pit are stoned to death, then devoured. 
  The pit is carefully filled, and the cave camouflaged. Klaus 
  and his new accomplice split the candy between them, and 
  hide it for later. 
  Searches by the authorities for the missing children, 
  (and the cave. if reported) yield nothing. Boris Hall can 
  account for the whereabouts of his son: he had gone to bed 
  early Halloween night. and didn '( arise until eight 0 'clock. 
  His teeth do not appear to be sharpened, and he is so reluc-
  tant to speak that he almost seems not to understand the 
  English he's addressed in. Young investigators find that the 
  grown-ups soon stop believing in them; players with adult 
  investigators must decide how to accept these rumors. 
  Klaus begins to Reincarnate Hominids over the next 
  month. Occasionally, he has one of his old friends pretend 
  10 be him at school. or at Roris' hOllse so that he can train 
  the rest to be a new master race. A campaign investigating 
  Klaus' November doings is possible to construct, but falls 
  outside the scope of this scenario. 
  Blood Brothers -
  69 
  Thanksgiving 
  Dinner, 1947 
  (Thursday, 
  November 27). 
  No Leftovers This Year 
  The keeper should inform the players that Boris Hall has 
  invited many of his old friends over for Thanksgiving, es-
  pecially those without family ties of their own. Sheila Cart-
  wright offers to whip up a lovely meal, and Boris' army 
  buddies look forward to reminiscing about their recent 
  valor. Scotty Jensen will be there with his uncle. Sam Jen-
  sen. 
  As the boys are showing up and talking sports in the 
  living room, Sheila encounters Klaus in the kitchen. If she 
  fails an idea roll, (to realize thar this wrinkly thing in the 
  oversized togs is Boris' ward,) her polite cry of greeting is 
  clearly audible throughout the house. Klaus offers her a 
  bunch of wildflowers he picked himself. Klaus hangs 
  around the kitchen, his object being to slip a drug (Potency 
  15) into the mashed potatoes once Sheila's back is turned. 
  Sheila can get a Spot Hidden roll to notice the little vial 
  Klaus is carrying. but by the time she notices it will be 
  empty. 
  At any point during the evening. a successful Psychol-
  ogy roll revealS that Klaus is full of mischief tonight. He is 
  talkative, and as dinner approaches he grows more ram-
  bunctious: knocking things over, extinguishing Sarge's 
  cigar with a squin gun. etc. 
  Conversation before dinner should include the local 
  Halloween disappearances. Boris recalls that Klaus never 
  liked going out 'treating, and went to bed early last Hallow-
  een. Klaus has been acting odd-sometimes he under-
  stands what Boris is saying, sometimes not. And Boris is 
  under the impression that his son looks different "in differ-
  ent lights". He seems unwilling to discuss the matter in 
  depth: raising Klaus has put him under enormous strain. 
  Klaus quiets down as dinner is served. Boris says grace, 
  and everyone tucks in. Klaus eats delicately, watching ev-
  eryone take their helping of those scrumptious mashed po-
  tatoes. A successful luck roll is required to notice this be-
  fore one has swallowed too much of the drug. Those that 
  succeed with the roll have only ingested a drug of Potency 
  4; those that fail the roll must resist Potency 10. Once 
  somebody asks Klaus why he is staring. he leans across the 
  table. opens his mouth wide suddenly revealing his sharp-
  ened teeth, and takes a big, slobbering bite out of the tur-
  key. The action is grotesque. and everyone but Boris must 
  roll for SAN loss of 0/1. Boris quietly chastises his son: 
  
  70 -
  Ancient Midget Nazi Shamans 
  Psychology reveals that Boris is beginning to take even 
  frightening behavior like this for granted. 
  Klaus continues his primal devouring of the carcass as 
  the investigators begin to feel the effects of the drug. Fail-
  ure to save on the resistance table means the victim falls 
  catatonic for I D6 hours; Treat Poison is effective only for 
  the first ten minutes after ingesting. Those resisting the 
  drug have all their skills reduced by 10 percentiles. 
  Klaus brandishes the carving knife and takes it to any-
  one who is still conscious. (SAN loss I D6 to see a close 
  friend die.) If outnumbered or outgunned, he flees outside. 
  laughing hidt:uusly. If ~alalOl1ic investigators are lefl un-
  guarded, a dozen or so of Klaus' reincarnated relatives 
  carry them off to the cave, where they're preparing their 
  own Thanksgiving. 
  What Little Klauses Are Made 
  Of 
  Survivors of supper may decide to check out Klaus' room 
  upstairs. Boris' bedroom is tidy. and unexceptional. Klaus' 
  room. across the hall. is messier; the furniture is appropri-
  ate for a boy of ten. with a marked interest in mechanical 
  toys. Only if an investigator deigns to play with one does he 
  notice that it does not work. (Trucks do not roll. trains do 
  not stay on their tracks, wind-up toys whir but do not move, 
  etc.) All the toys are mysteriously crippled. A successful 
  Spot Hidden in this room reveals three gnawed mice. A 
  successful Zoology roll reveals that one is not a mouse. but 
  a bal. An idea roll may find a link between the chewed bat. 
  and the children's stories of Klaus' cave. 
  Tracking Klaus 
  Track rolls are at a 20 percentiles disadvantage while 
  Tracking Klaus or his brethren through the Illinois land-
  scape at night. It requires three such rolls to locate Klaus' 
  cave, each attempted roll costing twenty minutes of time. 
  The Track roll nearest Boris' house reveals that at least a 
  dozen Klaus-sized kids have been running barefoot in the 
  area. 
  Klaus wkes (J secolld helpil/g. 
  
  Blitzkrieg 
  Today FinetoWD, Tomorrow 
  Chicago 
  Meanwhile Klaus retreats to his cave HQ. with the cran-
  berry sauce. and there orders his long-awaited reprisal 
  against Homo Sapiens. He whips his troops into a war 
  frenzy with a stirring speech. then sends them off to maim 
  the cozy suburb. Tonight's objective is Bori:;' neighbor-
  hood, approximatc:ly 36 houses. The kohoifl'olk are divided 
  into three "armies:" the First AmlY made up of 24 homi-
  nids. who are the bulk of the altack on Finetown. The Sec-
  ond Mechanized is made up of five hominids on bicycles 
  whose task is reconnaissance. communications with HQ. 
  and Negating hum~m weapons. electric transformers, tele-
  phones, etc. before a hominid strike. They also help to 
  bring dead soldiers back to HQ for reincarnation. The Third 
  (Elite) Army. with five members. guards the cave and are 
  armed with knives. 
  As the invaders approach the unsuspecting town, alert 
  investigators can catch a tribal drumbeat and chant rising in 
  the distance. The First Army splits into twO divisions of a 
  dozen each. and each division assaults a neighboring home. 
  killing all inside. II should not rake long for the former 
  infantrymen to locate the screams of civilians in the cold 
  Blood Brolhers-71 
  night; at the very least, the darkening streetlamps show 
  where the spearhead of the attack has been launched. 
  The investigators. any citizens attempting to flee, and 
  police arriving on the scene find all their cars Negated. or 
  otherwise disabled. 
  The investigators' first encounter with enemy forces 
  inside Finetown should be a recon soldier on a bicycle. If 
  attacked. it rings the handlebar bell as a signal to his fel-
  lows. The koholfl'olk arc too clever to fight in the open, and 
  attempt to lure our heroes into a building by holding 
  women and children hostage. The police might be alerted, 
  but a luck roll is required to find a working phone within a 
  mile of the neighborhood. 
  Once the main force of the enemy is sighted. an idea 
  roll reveals to the experienced soldiers that this is no job for 
  the police. 
  House-to-House 
  It is presumed that civilians are easily killed; any house that 
  is entered in pursuit of the monsters is strewn with dead 
  bodies and ruined Thanksgiving dinners. Unless engaged 
  swiftly. the entire First Army soon arm themselves with the 
  best silver carving knives. 
  At maximum efficiency, the First destroys two house-
  holds every ten minutes, so the investigators have three 
  hours to destroy the enemy. A the koholtvolk run faster than 
  humans. they can only be caught while attacking a house. 
  Once inside a house, investigators find 75% of the enemy 
  
  72 -
  Ancient Midget Nazi Shamans 
  killing people in the dining room. the other 25% are else-
  where in the house. Each division of 12 creatures sticks 
  together until all are destroyed; a division can move on to 
  another house, of course. The Second Mechanized zip 
  along the streets at Move 16, but off-road they must aban-
  don their bikes, even to report to HQ. Reincarnated rein-
  forcements arrive individually. and may surprise investiga-
  tors in-between houses. 
  The creatures' basic attack is feral clawing and biting, 
  and three of them can comfortably auack one human at a 
  time. However. they are monstrously clever and prefer a 
  deadly prank to a direct blow. Some tactics they'll use in-
  side: 
  • In a seemingly deserted home, a voice on the radio (Ventril-
  oquism) announces (in a stilted German accent) the follow-
  ing: "Attention peeples uv Finetownl Zis ees yoor mayor 
  person specking to yoo on ze raydeeo. I am heer to varning 
  you about a large type invasion of ze vastly zoopeerior 
  kobo/volk. You have no chance against zees highly intelli-
  gent leetle peeples so you should all dropping your gunses 
  und surrender." An idea roll reminds the investigators that 
  the mayor of Finetown speaks with a distinct southern 
  drawl. A sl."Cond idea roll discovers that all the power is off 
  in the house. If the investigators hesitate for more than a 
  moment. the koboltvolk get a free surprise round to attack. 
  • The dumbwaiter trick. The investigator is lured to look up a 
  dumbwaiter shaft by cries for help, and tinds his head 
  smashed by a falling dumbwaiter. (Dodge to avoid, damage 
  3D6.) 
  • One critter douses itself in /lour and wanders into view. 
  pretending to be a ghost. while his fellows pretend to be 
  frightened and flee. In fact. they circle around to attack the 
  investigators from behind. 
  • The basement contlagration trick. One creature pUlling up a 
  tough fight. (throwing kitchen implements. for example) 
  retreats downstairs. Pursuit lands the investigators in a cel-
  lar full of heating oil. (Spot Hidden might detect the odor.) 
  A true koho/tmann gladly incinerates himself for his spe-
  cies. Besides, he'll be back. Damage IOD6. 
  • Trip wire on the stairs, Spot Hidden to detect. Dodge to 
  avoid. An old favorite. Damage 106+ I. 
  • False parley: One division offers to surrender. lay down its 
  carving knives. etc. Once they're all sitting on the pavement 
  with their hands on their heads. the other division allacks. 
  probably from the shady trees along the lane. An opportu-
  nity for a free-for-all in the open air. 
  AI the keepers' discretion, he may allow players whose 
  heroes have fallen to take up policemen lately arriving on 
  the scene, or to have them arrive as reinforcements. The 
  police have no idea of what they're up against, of course. 
  and may even be a hindrance: who are these madmen 
  shooting at children? After witnessing a few kobo/tvo/k 
  atrocities. however. they realize that Finetown is succumb-
  ing to Nazi Midgets. 
  ~~~~~~~~~~R~D 
  FWO~ 
  FE.I5T 
  1 ~ I~ ~ 
  FINETOWN'S FINEST (average police officer, 
  STR 14 
  CON 14 
  SIZ 14 
  OEX 10 
  APP 12 
  INT 10 
  POW 9 
  EOU 12 
  SAN 45 
  HP 14 
  Damage Bonus: + 1 04 
  Weapons: Fist/Punch 60"10, damage 103+ 104 
  Nightstick 55%. damage 1 D5+ 104 
  .45 Revolver 50%. damage 1 D1 0+2 
  The Cave 
  After a chase through a few houses, allow Spot Hidden 
  rolls to detect the 2nd Mechanized whisking koboltvo/k 
  dead off the battlefield in their handlebar baskets. If they 
  follow the corpsebearers directly, succeeding in one Hide 
  roll each. a single Track roll allows them to follow the 
  creature to Klaus' cave. The investigators must kill all of 
  Klaus' bodyguards in order to reach him. and Klaus himself 
  will be casting spells. He is also armed with a grenade 
  which Boris brought home as a souvenir. 
  Once Klaus is killed. the investigators can look around 
  his cave. untl discover what he was really like. Like muny 
  of his generation, he firmly believed that the wall of a cave 
  is the only place where one can come clean with one's 
  gods. The entire saga of Klaus is pictured here: his hunts. 
  his worship of the dark gods. his enslavement by the Nazis. 
  It takes an Archaeology and an Idea roll to truly understand 
  what the paintings are relating. and if these are successful. 
  Sanily loss is I/lD4+l SAN. 
  
  Non-Player 
  Characters 
  KLAUS, FUhrer der Koboltvollc and Pleistocene 
  Hominid Shaman 
  STR 15 
  CON 22 
  SIZ6 
  DEX 18 
  APP5 
  INT 16 
  POW 19 
  EDU 10 
  SAN 0 
  HP 14 
  Damage Bonus: 10 
  New Spells 
  Hibernate 
  Slows the metabolism of any being which has a heart, and then 
  sustains the target over great lengths of time. The target falls to 
  the floor in deep slumber and dreams endlessly. For a single 
  magic point, the sleep lasts for a year; for 2 MP, ten years; for 3 
  MP, 100 years, and so on. 
  The target retains a modicum of perception, If clear danger 
  presents Itsell, he or she awakes if a luck roll succeeds, though 
  the spell is thereby broken. 
  Hibernate can be cast only on willing targets. 
  Negate Tool 
  Causes anyone tool, no matter how simple, to fail in its function· 
  ing. Works on anything from a spearthrower to a howitzer to a 
  microchip. Simple lools like hammers bend, or go dull, or come 
  apart. The caster must be of Klaus' species, and only costs one 
  Blood Brothers -73 
  New Skill 
  Ventriloquism 
  The ability to project one's voice so that it appears to originate 
  from some location other than the speaker, A successful roll 
  indicates that the voice is heard where intended; failure indi-
  cates the voice is heard by the victim from some place much 
  closer to the speaker. A 95-00 automatically gives away the 
  speaker's position, Even with a successful roll, listeners are 
  allowed an Idea roll to detect the use of ventriloquism a suc-
  cessful Listen roll locates the speaker. 
  Weapons: Bite 40%, damage 106 
  Claw 60%, damage 1 D2 
  Throw Grenade 25%, damage 2D6+3 
  Handgun 35%, damage 1 D8 
  Armor: 1 point hide 
  Spells: Hibernate .. Negate Tool', Shrivelling, Reincarnate 
  Hominid", various other primordial spells 
  Skills; Camouflage 80%, Climb 90%, Dodge 87%, Drive 
  automobile 20%, Drive Tank 15%, Electrical repair 40%. Hide 
  104%, Jump 98%. Listen 85%, Mechanical Repair 50%, Operate 
  Hvy Mach 5%. Physics 10%, Pick Pocket 75%. Pilot Aircraft 40%, 
  Psychology 30%, Read/Speak English 60%, Read/Speak 
  German 50%. Sneak 103%, Spot Hidden 70%. Swim 35%, Throw 
  55%. Track 76%. Ventriloquism 60% .•• 
  SAN loss: Oft, Loss Is 0/1 D2 if Klaus has had the chance to 
  decorate himself in frightening warpaint. 
  " New Spell 
  "New Skill 
  K080LTVOLK WARRIORS (reuse as necessary) 
  STR 
  CON 
  SIZ 
  DEX 
  POW 
  HP 
  DB 
  12 
  22 
  4 
  19 
  15 
  13 
  -104 
  2 
  l' 
  19 
  7 
  16 
  12 
  13 
  0 
  3 
  13 
  18 
  5 
  19 
  13 
  12 
  0 
  4 
  13 
  20 
  6 
  17 
  14 
  13 
  0 
  5 
  13 
  19 
  5 
  18 
  17 
  12 
  0 
  6 
  14 
  20 
  5 
  19 
  13 
  13 
  0 
  7 
  14 
  17 
  6 
  17 
  10 
  12 
  0 
  8 
  13 
  18 
  8 
  16 
  16 
  13 
  0 
  9 
  14 
  19 
  5 
  17 
  16 
  12 
  0 
  10 
  11 
  19 
  4 
  19 
  13 
  12 
  -104 
  Weapons: Bite 50%, 106 
  MP and thirty seconds to cast. The target must be in direct line 
  of sight, and the caster may not take any other action in those 
  thirty seconds. A firearm that is Negated automatically jams, and 
  explodes on a roll of 95 or higher on 10100, doing maximum 
  damage for the weapon. Analysis of a Negated object shows it 
  to be throwing off unusual and unpredictable tjh~clromagnetic 
  fields. Negate Tool wears off in 1010 x100 days. 
  Reincarnate Hominid 
  Recreates a dead Iriend or companion from memory. The recre-
  ated being possesses ail the Idiosyncracies of Its original, or 
  close enough for jazz. The hominid caster must picture in his 
  mind the lost pal uninterrupted for 1010+20 minutes to 
  "reincarnate" him. This can only happen once per day, unless at 
  east 40%01 the larget's body is available, in which case it can be 
  cast an indefinite number of times. The spell costs a hominid a 
  mere 1 MP per pal. In the unlikely event that a human should 
  leam this spell, it will cost him 5 POW to cast and he may not be 
  happy wilh the results. 
  
  74 -
  Ancient Midget Nazi Shamans 
  Claw 60%, 106 
  Club 50%,108 
  Skills: Camoflage 50%, Climb 70%, Dodge 40%, Hide 60%. 
  Jump 85%, Usten 50%. Pick Pocket 50%, Sneak 50%, Swim 
  40%, Throw 50%, Track 50%, Ventriloquism" 60%, Speak 
  English 20%. 
  Spells: Negate Tool' 
  BORIS HALL, Private First Class, 28 
  STR 15 
  CON 13 
  SIZ 15 
  INT 16 
  POW 10 
  DEX 14 
  APP 
  13 
  EDU 16 
  SAN 50HP 14 
  Damage Bonus: + 104 
  Weapons: Handgun 55%, damage 108 
  Garand Ml 75%, damage 206+3 
  Knile 60%, damage 1 D4+ 1 D4+2 
  Skills: Camouflage 53%, Climb 65%, Diagnose Disease 31%, 
  Dodge 55%, Electrical Repair 73%, Fast Talk 17%, First Aid 65%, 
  French 62%. German 56%, Hide 80%, Jump 88%, Usten 61 %, 
  Make Maps 46%, Mechanical Repair 82%, Physics 29%, 
  Psychology 12%, Sneak 52%, Spot Hidden 73%, Throw 55%, 
  Track 49%, Treat Poison 28%. 
  Quote: "C'mon Klaus, cut it au!." 
  Boris is an amateur physicist. He had been interviewed by Army 
  Intelligence upon his enlistment as to his scientific skills, but was 
  sent to the front anyway. During the war, Boris earned two 
  commendations for bravery. Boris owns an average-sized 
  suburban house In Finetown, a suburb of Chicago. In 1944, he 
  adopted a deformed son, named Klaus, whom stateside 
  investigators will have met at least once before Thankgsgiving 
  dinner. 
  Investigators 
  MAX .JOHNSON, Army Private, 25 
  STR 15 
  CON 17 
  SIZ 17 
  DEX 13 
  APP12 
  INT12 
  POW 15 
  EDU 14 
  SAN 61 
  Damage Bonus: +104 
  Weapons: Handgun 50%. damage 206+3 
  Knife 60%, damage 1 04+ 1 04+2 
  HP17 
  Skills: Camouflage 73%. Climb 65%. Diagnose Disease 20%, 
  Dodge 31 %, Electrical Repair 46%. Fast Talk 27%, First Aid 70%, 
  German 48%, Hide 81%, Jump 90%, Listen 69%, Make Maps 
  40%, Mechanical Repair 52%, Psychology 15%, Sneak 40%, 
  Spot Hidden 82%. Throw 65%. Track 53%. Treat Poison 20%. 
  Quote: "Hey Klaus, pull my fingerl" 
  Max is Baris Hall's best buddy in the war. He remembers Hail's 
  brave deeds with great enthusiasm, and has a lew stories of his 
  own. Both soldiers agree thatlorgetting about little Klaus' early 
  trauma and riot mentioning it again will help him to lead a normal 
  life in the clean, healthy U.S.A. Max is disconcerted by Klaus' 
  failure to grow, and says this at the Thanksgiving dinner. 
  .lACK "Sarge" LANCE, Army Sergeant, 35 
  STR 17 
  CON 17 
  SIZ 16 
  DEX 14 
  APP 8 
  INT 11 
  POW 14 
  EDU 12 
  SAN 52 
  HP 17 
  Damage Bonus: +1 D4 
  Weapons: Handgun 50%, damage 108 
  Garand Ml 83%, damage 206+3 
  Knife 65%, damage 104+ 104+2 
  Skills: Camouflage 82%, Climb 74%, Diagnose Disease 30%, 
  Dodge 67%, Electrical Repair 36%. Fast Talk 46%, First Aid 72%, 
  French 45%, German 32%, Hide 80%. Jump 88%, Usten 76%. 
  Make Maps 56%, Mechanical Repair 57%, Psychology 65%, 
  Sneak 57%, Spot Hidden 85%. Throw 69%. Track 71 %, Treat 
  Poison 27% 
  Quote: "You adapt. you improvise, you overcome." 
  "Sarge"-the name says it ali. Tough as nails, willing to get his 
  uniform messy to save democracy. smokes Cigars, bud when it's 
  called for, silent as death-on-a-stick when he's stalking the 
  Krauts, etc. Sarge is still very much in the army in 1947. He will 
  even bring some handy surplus souvenirs to the Thanksgiving 
  dinner. Sarge's early Christmas presents Include 4 .32 revolvers 
  (damage 108; holds 6 rounds), plus a couple of grenades for 
  himseli. 
  SAM .JENSEN, Army Private, 29 
  STR 15 
  CON 14 
  SIZ 12 
  DEX 13 
  INT 14 
  POW 15 
  EDU 13 
  SAN 64 
  Damage Bonus: + 104 
  Weapons: Handgun 45%. damage 108 
  Garand M1 60%, damage 206+3 
  Knife 60%, damage 104+2+ 104 
  APP 14 
  HP13 
  Skills: Bargain 40%, Camouflage 60%. Climb 60%, Debate 50%, 
  Dodge 45%, Drive Automobile 45%, First Aid 50%. Hide 50%, 
  History 40%, Usten 60%, Make Maps 50%. Psychology 45%, 
  German 45%. French 35%, Sneak 50%, Spot Hidden 35%. 
  Quote: "But what if that doesn't work?" 
  Sam is the cautious one of the group. When they were In the 
  trenches, he was always the one to think things through before 
  they went charging the Nazi machine guns. A low months after he 
  returned from the front lines, Sam's brother and his wife were 
  killed in a driving accident. Sam has adopted their son, Scotty, 
  and treats him like his own. 
  SOTTY .JENSEN, Kid, 11 
  STR 8 
  CON 12 
  SIZ 9 
  DEX 15 
  INT 14 
  POW 13 
  EDU 6 
  SAN 65 
  Damage Bonus: -1 D4 
  Weapons: Fist 45%, 103-1 04 
  Kick 35%,106-104 
  Baseball Bat 55%,108-104 
  APP 12 
  HP10 
  Skills: Camoflage 45%, Climb, 50%, Dodge 55%, Fast Talk 45%, 
  Hide 55%, history 35%, Mechanical Repair 40%, Psychology 
  45%. Sneak 55%, Spot Hidden 55%, Swimm 35%, Throw 45%. 
  Quote: "Neatol" 
  Scotty has lived in Flnetown all his life. all eleven years of it. His 
  parents died in a car crash about a year ago. Since then, his 
  uncle Sam Jensen has adopted him. Scotty has the biggest 
  collection of plastic dinosaurs in his neighborhood. 
  SHEILA CARTWRIGHT, Erstwhile Sweetheart, 
  26 
  STR 11 
  INT15 
  CON 13 
  POW 14 
  Damage Bonus: 0 
  SIZ9 
  EDU16 
  Weapons: Knife 25%, damage 1 04 
  High Heels 10%, damage 1 02 
  DEX13 
  SAN 70 
  APP 16 
  HP 11 
  Skills: Anthropology 25%. Archaeology 25%, Climb 45%, Credit 
  Rating 60%. Dodge 28%, First Aid 40%, Hide 30%. Jump 43%, 
  Library Use 62%, Listen 32%. Psychology 28%, Sneak 18%, 
  Spot Hidden 38%. 
  QUOTE: "Oh. how sweetl" 
  Sheila is an allractive New Yorker who used to date Hall. She 
  rejected his marriage proposal before the war, as Hall had lillie 
  promise of becoming wealthy. In 1947, she's back in Chicago, 
  and finding it impossible as a woman to find work. Perhaps 
  preparing Thanksgiving dinner for Boris and his eligible friends 
  from his old platoon wouldn't be such a bad idea. Sheila is 
  reconsidering marriage to Boris because she can't make it on her 
  own in post-war America. 
  PETER MACPHER50N, -Journalist and Wit, 30 
  STR 9 
  CON 7 
  SIZ 10 
  DEX 17 
  APP 14 
  INT 17 
  POW 16 
  EDU 21 
  SAN 80 
  HP 9 
  Damage Bonus: +0 
  Weapons: Knife 25%. damage 104 
  
  Skills: Acerbic Wit 88%, Climb 43%, Credit Rating 65%, Debate 
  70%, Dodge 34%, Electrical Repair 20%, Hide 52%, History 85%, 
  Jump 30%, Library Use 76%, Listen 42%, Occult 41%, Oratory 
  66%, Pharmacy 22%, PhySiCS 10%, Psychology 58%, Sneak 
  43%, Spot Hidden 43%. 
  auote: "ThaI's not the point." 
  Blood Brothers -75 
  Macpherson is a journalist, but his satirical novels have been 
  applauded as gems of cultural crijicism. Macpherson and BoriS 
  Hall go back a long way: they attended preparatory school 
  together before the war. "Do physicists ever use themselves as 
  guinea pigs in deadly experiments, as biologists do?" he was 
  heard to quip, years before the atom bomb. Boris has never 
  shown any signs of Communist sympathies, but Macpherson 
  teases him aboul his name all the same. 
  Honeymoon In Hell 
  by Marcus L. Rowland 
  Scenario Considerations 
  The investigators are innocent couples sharing a boat for a 
  honeymoon cruise in the Rorida Everglades in the late 
  1940s. Throughout the adventure try to emphasize the at-
  mosphere of the Everglades in mid-summer; oppressive 
  heat and humidity, bubbles and mysterious ripples in the 
  water, the smell of damp rotting vegetation, and so forth. 
  Describe the plants and animals; see later sections for more 
  details. 
  Once the horror begins, don't forget to maintain this 
  atmosphere: investigators trying to wade to safety will sink 
  to their ankles or waists in mud, and will emerge covered in 
  leeches-if they emerge at all. Clothing should be sodden 
  with sweat. Carelessly-handled weapons will be blocked 
  with mud, or wi II rust if they aren't cleaned regularly. 
  Mad Scientists 
  Ever since Colin Clive first plugged in his jacob's ladder in 
  Universal's 1931 version of Frankenstein. mad SCientists have 
  been one of the most popular horror characters. The trademarks 
  of the mad scientist are a fanatical devotion to his work. which 
  takes precedence over human life and sanity; frequent bouts of 
  depression or anger; a maniacal laugh or grin; a lab coat. 
  Mad Scientist movies are usually among the most grisly films 
  made. The common theme Is usually a process whereby the 
  human body can be changed to make ij better. Whether this 
  process is achieved through the use of parts of fresh corpses, or 
  complicated computers and lasers doesn't matter. The important 
  thing. is that whattever the scientisl is trying to do ends up going 
  horribly wrong, with exceptionally disgusting results. 
  Keeper's Information 
  For most of his adult life Doctor John Pellew has lived on 
  an isolated island in the Everglades, working on a regener-
  ation serum for damaged nerves. Unfortunately isolation 
  and a series of personal tragedies have driven him insane. 
  Ten years ago a fire killed his children. His wife Norma 
  turned to spiritualism for consolation. Five years later she 
  was murdered by Peter Baxter, his cousin's illegitimate 
  son, as part of a crazy scheme to inherit the family fortune. 
  Peter also murdered John's father and some house guests. 
  Through a series of mishaps Peter was detected; he 
  tried to escape into the swamps, and was tom apart by 
  alligators. 
  A year later Pellew's secretary persuaded him to marry 
  her; she died in childbirth three years ago, and the child was 
  stillborn. These disasters snapped the last threads of 
  Pellew's sanity. Defying a universe that seems determined 
  to punish him for his attempts to improve the lot of the 
  Some Mad Scientist films which the keeper may wish to see 
  are: 
  Frankenstein (1931. Universal) 
  The Island of Lost Souls (1933. Paramount) 
  Bride Of Frankenstein (1935. Universal) 
  Dr. Cyclops (1939, Paramount) 
  The Fly (1958. 20th Century Fox) 
  The Brain That WOUldn't Ole (1963, American International) 
  Frankenstein Must Be Destroyed (1970, Hammer) 
  Altered States (1981. Warner Brothers) 
  Dr. Butcher M.D. (1982. Aquarius) 
  Re--Animator ( 1986. Empire) 
  From Beyond (1987. Empire) 
  The Fly (1987. 20th Century Fox) 
  
  76 -
  Honeymoon in Hell 
  ABoVE 
  DECKS 
  15 
  FE£T 
  6ELO'W 
  DE<!/<S 
  SVN DECK 
  CABIN 
  (1:3 
  human nice, he has ruthlessly continued his experiments. 
  The island is isolated, and Pellew has added accommoda-
  tion for the occasional captives who become the guinea 
  pigs for his research. 
  Meanwhile something is stirring in the swamps. Un-
  known to Doctor Pellew, Peter Baxter had taken a keen 
  interest in Pellew's work. and had injected himself with a 
  massive dose of the regeneration serum before his well-de-
  served death. He believed that the serum would make him 
  invulnerable; in fact it regenerates damaged nerve cells. 
  and speeds healing, but it isn't a cure-all and has serious 
  side-effects. 
  When Baxter died, his tissues were saturated with the 
  serum. Body fragments were eaten by several alligators. 
  Over the last five years regenerating fragments of Peter's 
  nervous system have infiltrated these animals. gradually 
  mutating their brains towards near-human intelligence. 
  with the cunning of ruthless murderers. Soon they will at-
  tack. 
  Naturally the honeymooners know nothing of this, until 
  they enter the wrong stretch of waler. 
  Investigator Information 
  You all chose the same Miami Beach hotel for your honey-
  moons. and made friends when you discovered that you 
  had married on the same day. Unfortunately things have 
  gone badly wrong: the hotel has been raided by the Board 
  ) 
  of Health. and most of the management and staff are in jail. 
  You could stay on. but there is no service. and you don '{ 
  want to pay lUXUry prices for nothing. All the other hotels 
  are fully booked. 
  Rather than cut things short, you've pooled your t;ash 
  and chartered a boat for a fishing holiday in the Everglades. 
  As the Everglades Princess chugs away from Honest 
  AI's Charter Docks you're sure it'll be a vacation to re-
  member. 
  The Bverglades Princess 
  The Princess is a houseboat, with a shallow draft hull and a 
  small diesel engine. Normal cruising speed is 2-3 knots. 
  Cabins are plainly furnished but comfortable. The engine is 
  also the generator for electric lights. with a battery to give 
  an hour or two of light when it isn't running. There isn't 
  power for major appliances, so food is cooked on an oil 
  stove. The cabin roof is a sun deck with reclining chairs, 
  tables, and sun beds. A canvas awning can be rigged in wet 
  weather. The other deck areas are small and cluttered with 
  hatches and fittings. 
  There are two 20-gauge double-barreled shotguns and 
  fifty cartridges in a gun case in the wheelhouse. A fire axe 
  is clipped to the bulkhead in the galley. There are also 
  several sharp knives in the galley. Other equipment in-
  c1ude~ four oil lanterns and two flashlights, several coils of 
  rope. tishing rod" and reels, a 78-rprn record player with a 
  
  stack of jazz and Andrews Sisters records. and a boat hook. 
  A four-seat rowing dinghy. the Little Princess. is towed aft. 
  It can hold 5-6 people if the extra pa'>sengers sit between 
  the rowing benches. but is easily swamped if heavily 
  loaded. 
  The Everglades 
  Picture a fifty-mile wide river. of depths ranging from a 
  few feet to a few inches. subdivided into acomplex maze of 
  islands. swamps. and streams. These are the Everglades. 
  There are literally thousands of small islands. and they are 
  home to many plant and animal species found nowhere else 
  on Earth. 
  Cypress trees grow in the water. with tubular air roots 
  sticking up as snorkels. Festoons of Spanish moss cover 
  their branches like strange wigs. Twisting lianas strangle 
  trees and bushes. Log-like shapes float in the water. some-
  times opening cavernous mouths. then slipping underwater 
  as the boat approaches. Snakes and amphibians swim and 
  cling to trees, flamingoes and pelicans flap overhead. 
  Pitcher plants lure insects into their lethal maws. and or-
  chids attract lovers of beauty. Insects are everywhere, from 
  gigantic dragon-flies to mosquitoes and hordes of stinging 
  midges. Small lizards and amphibians find their way into 
  cabins and beds. At night bats swoop through the trees. 
  eyes glimmer from every tree and islet the boat passes. and 
  every light is besieged by moths. 
  In the 1940s the Everglades have been explored, and 
  areas are being drained. Wildlife is plentiful. and alligators 
  are common. though becoming rare around the main chan-
  nels. Other large animals include a few crocodiles and 
  manatees. There are no hunting restrictions. There are 
  houses and farms on some of the largest islands. and vil-
  lages in the drained areas. but most of the region is still 
  uninhabited. 
  Into the Islands 
  Honest Al provides a chart, but warns that many of the 
  smaller channels and islands aren't marked, and they shift 
  every time there's a flood. [t shows the best fishing 
  grounds. some old Indian camps, and several island farms 
  that sell food and milk. All are separated by miles of small 
  islands and twisting channels. Most of the waters are navi-
  gable by a shallow-draft boat like the Princess. 
  The boat runs well. and the scenery is beautiful. 
  Occasionally the Princess passes an outpost of civiliza-
  tion; a house or a fann, a fisherman, or another boat. 
  The Princess should visit at least one of the inhabited 
  islands; if the honeymooners don't want to stop. find some 
  plausible reason to call in. For example, they could dis-
  Blood Brothers -
  77 
  cover that they forgot to bring bread. matches. beer. or 
  some other staple of life, then pass one of the farms men-
  tioned by Honest AI. 
  The farm they visit is run by the Clancy family. They 
  keep good stocks of normal commodities (and some moon-
  shine for friends) at reasonable prices. Mrs. Isobel Clancy 
  does most of the talking; she's a garrulous old biddy who 
  will cheerfully chat for hours, and is a fount of unreliable 
  information about places of inlerest. Once she knows 
  roughly where the team is going. she marks three more 
  farms and another Indian camp. She ends with a warning: 
  "Stay near the main channels. Strange things can happen in 
  the backwaters; why, it's no more than tive years since 
  there was a whole raft of mUrders on one of those little 
  islands." 
  If they ask about the deaths, Isabel says a little more; 
  the murderer was called Alex Phillips, "or maybe it was 
  Philpott?" and he killed a woman and two or three men. 
  She says he died in a swamp, but won '[ reveal the gory 
  details to tourists. She won't name lhe family involved, or 
  mark the island. saying that it's best to keep away because 
  "It's not Christian to bother folk who've had so many trag-
  edies," but adds that "Someone as died as mean as that 
  won't rest easy in his grave--I wouldn't want to go near 
  that place at night." 
  Her husband Jed nods, spits, and says "He were a mur-
  derer all right, but no man deserves to die like that." Both 
  refuse to elaborate, or explain exactly how he died. 
  Wherever the team go in this part of the Everglades, 
  they should hear variations on this story. All that it's really 
  possible to discover is that someone murdered several peo-
  ple and died in the swamps. The locals agree that "it" was a 
  horrible way to die, but refuse to explain what "it" was. 
  Directions to the island are very vague, because everyone 
  agrees that no-one should want to go there. 
  If players start looking for the island. give more definite 
  hints of distance and direction ("about ten or fifteen miles 
  to the northeast"), to encourage them to continue the 
  search. If they are attempting to avoid the island, keep 
  things vague and contradictory. 
  There is only time to visit two or three of the islands 
  mentioned by Honest AI and Isobel Clancy before sunset; it 
  takes two to three hours to travel from olle to the next, and 
  the team will probably want to spend some time ashore. 
  If you want more time for the investigators to interact, 
  days pass before they approach the island or learn more 
  about the murders. In this case the encounter with the State 
  Police (below) takes place when you are ready to continue. 
  Library Research 
  There are nO libraries in the Everglades, but even if the 
  team somehow find old newspapers and try to learn more 
  about the murders they'll be unsuccessful. The murderer 
  was killed along with his victims. and no-one was anxious 
  
  78 -
  Honeymoon in Hell 
  to cause further distress for the Pellew family by giving the 
  case much publicity. A gangland massacre in Miami made 
  the headlines that week. the Pellew killings got a few para-
  graphs on an inside page and won't be found in a hurry. 
  The Indian Sites 
  These sites are just old camps on some of the islands. They 
  are the remnants of huts and fire pits left by the Seminole as 
  they retreated from the advance of the white man. A search 
  finds arrow heads and other relics, but nothing valuable or 
  of occult significance. 
  While exploring these islands, the honeymooners 
  should run into other tourists who can be as friendly or 
  sinister as you like. They have no relevance to the rest of 
  this adventure. 
  The State Police 
  During the late afternoon the Princess rounds a bend in one 
  of the channels. to find it blocked by a powerful launch 
  with State Police insignia. There's plenty of room to stop 
  before a collision. The police are dragging the water with 
  nets and poles: as soon as the Princess appears they hail the 
  boat, and ask if the team have seen anything of a small girl 
  in a green dress named Mary O'Toole. She's missing from 
  one of the island farms upstream, and her parents fear she's 
  drowned. The team haven't seen her. 
  Unless the honeymooners do something incredibly stu-
  pid they'll be alIowed to proceed after answering. but it's 
  likely that they'll think of asking about the murders. 
  Naturally Police Lieutenant O'Grady has all the facts at 
  his fingertips, but will want to know why they are asking. If 
  they can come up with a rea'>onable excuse (and it will have 
  to be very good) he tells them about the Pellew murders 
  and marks Pellew Island on their chart. He says that Peter 
  Baxter drowned; he won't say anything about alligators 
  unless the honeymooners are extremely persuasive. The 
  island is several miles away, too far to travel before sunset, 
  but it happens to be very close to the route the honeymoon-
  ers intend to take. 
  Whatever else he says, O'Grady's last words are a 
  waming of stormy weather: there's a gale on the west coast, 
  and it seems likely to head inland. He advises the team to 
  moor the Princess in the lee of an island before nightfall, 
  take in the deck awning and furniture, and make sure that 
  all the hatches and doors are secured. 
  A Dark And 
  Stormy Night ••• 
  As the afternoon turns to evening. clouds blow in from the 
  west. It's still very hot and humid, and there are occasional 
  rumbles of thunder, but it doesn't min. The barometer in the 
  wheelhouse is falling, and already shows stormy weather. 
  The storm strikes shortly after sunset, a solid wall of 
  rain sweeping towards the boat, accompanied by violent 
  gusts of wind. If the team didn't take O'Grady's advice 
  they'll start to lose furniture from the sun deck, and the 
  awning will act as a sail and drag the Princess downwind 
  even if it is moored: the rope snaps because of the force of 
  the wind. If this happens the team can start the engines and 
  make their way back to safety: by the time they get back to 
  the shore most of the furniture will be gone. If they have 
  taken the advice, the boat rocks violently but doesn't drift. 
  The storm continues for hours, reducing visibility to a 
  few feet and making conversation difficult. There isn't 
  much that the team can do about the situation except check 
  the moorings occasionally. Unless they keep the engine 
  running (which requires someone in the wheelhouse to 
  control the throttle) the batteries run out after two hours. 
  Afterward the only illumination comes from lanterns and 
  lightning. 
  During the storm the boat is attacked by four mutant 
  alligators. They bite through the moorings, then as the boat 
  drifts all four climb aboard and try to get into the cabins, 
  Try to present this invasion for maximum shock value; with 
  limited visibility and no lights, the first sign of trouble 
  might be a glimpse of one of the creatures in a flash of 
  lightning. They attack until at least two mutants are killed, 
  then retreat with anything edible they can take. They won't 
  keep their victims alive; corpses are easier to drag off. They 
  also set the boat alight, either by turning over the galley 
  stove or by smashing lanterns. Unlike most animals they 
  aren't scared of fire, though it damages them normally. 
  MUTANT ALLIGATORS 
  STR 
  CON 
  SIZ 
  INT 
  OEX 
  HP 
  08 
  1 
  2 
  3 
  4 
  18 
  19 
  16 
  17 
  12 
  13 
  12 
  12 
  14 
  13 
  13 
  10 
  Weapons: Bite 60%, damage 1 D8 
  Claw 45%. damage 1 D6 
  6 
  6 
  7 
  5 
  7 
  6 
  7 
  7 
  13 
  13 
  13 
  11 
  +104 
  +104 
  o 
  o 
  Skills: Hide 60%. Listen 45%. Sneak 60%, Spot Hidden 40% 
  Armor: 4 point skin 
  Move 6/8 swimming 
  This fight should end with the boat ablaze, drifting before 
  the storm, and preferably with all the surviving honey-
  mooners injured. Somehow the diesel tanks catch fire; they 
  don't explode, but the blaze wrecks the engine compart-
  
  Blood Brothers -
  79 
  Attack of IIII' killer mutant alligator-things. 
  
  80 -
  Honeymoon in Hell 
  ment. Try to ensure that all the investigators take some 
  damage from the fight or the fire. The corpse of at least one 
  mutant alligator should be left aboard. By the time the fire 
  is out, the boat is drifting before the storm, seriously dam-
  aged and taking on water. All hands must tend to wounds or 
  help with repairs. 
  The Island Of 
  Doctor Pellew 
  The storm ends. just before dawn. Sunrise illuminates a 
  house on an island a few hundred feet away; with a little 
  effort the team can use the dinghy's oars to pole the Prin-
  cess to a ramshackle wooden jetty. 
  A post box on the end of the jetty is labeled Dr. John 
  Pellew, PhD. As the boat docks. a man 
  walks from the house to the jetty, then 
  sees the extent of the team's injuries 
  and says "What on earth happened? 
  Were you struck by lightning? Better 
  come inside, I'll get some bandages 
  and antiseptic." 
  Pellew isn't expecting visitors, but 
  can't resist a chance to get more guinea 
  pigs. His plan is simple: find out what 
  the team are doing here and make sure 
  that they haven't told anyone they are 
  visiting his island, then treat them with 
  his regeneration serum while pretend-
  ing to tend to their wounds, or else add 
  it to their food. He'll wait until the 
  side-effects start to appear, then im-
  prison the team until he's ready to con-
  duct more experiments. 
  PeUew Island 
  The island is a small patch of dry land 
  surrounded by swampy treacherous 
  mud. The outline of the island changes 
  a little with every flood. It's visited by 
  a supply boat every week; the next is 
  expected in four days. 
  Part of the north end has been 
  cleared. The rest is covered in near-im-
  penetrable trees and thickets. 
  The main features of the cleared 
  part of the island are Pellew's house 
  (described below), a hut containing a 
  small diesel generator that supplies 
  electricity to the house, and rhe graves 
  OPEN 
  WATE~ 
  of Pellew's father (Tom Pellew>, his tirst and second wives 
  (Norma and Barbara Pellew), and the children of his first 
  marriage. All the graves are carefully tended. 
  A path has been hacked through the trees south of the 
  house. One fork is badly overgrown; it leads to rotting 
  childrens' slides and swings, covered in poison ivy and 
  Iianas and badly weakened by termites. The other fork 
  leads to an odorous rubbish pile. high with years of cans, 
  bottles, papers. and other domestic rubbish. The pit has 
  been colonized by opossums, rats. and other vermin. all 
  disinclined to get out of the way of investigators, and all 
  capable of inflicting nasty bites and scratches. 
  On a Spot Hidden roll. a small comer of green cloth can 
  be seen under some recent rubbish. It's part of the skirt of a 
  child's dress. Several human corpses are buried deep under 
  the rubbish; it would take hours of digging to find them. 
  Behind the garbage pile another Spot Hidden roll re-
  veals a narrow gap in the trees, the opening to another path. 
  
  This winds around to a small bay, whose entrance is con-
  cealed by reeds and a tangle of driftwood. A two-seater 
  motor boat is chained to a stake on the shore: Pellew has the 
  keys. 
  The House 
  Pellew lives in an old mansion, built by abolitionists in the 
  1850s and at one time a stage on a branch of the under-
  ground railway. It was partially rebuilt four years ago: the 
  main change was the construction of two modem labora-
  tories with glass roofs. 
  Doctor Pellew, his cousin Avril Baxter, and butler Syl-
  vester Potter are now the only occupants: at one time he 
  employed more servants, but fired them when he decided 
  that they might interfere with his experiments. If Pellew is 
  asked about the other servants he says that they retired, and 
  that it's difficult to get more staff for such an isolated 
  house. 
  Lower floor 
  Visitors enter the house through a lobby that doubles as a 
  small greenhouse. Plants include many rare local species, 
  from tiny orchids to giant pitchers and other exotica. Two 
  cupboards hold wet-weather clothing and fishing gear. 
  The central hall is two stories high. paneled in dark oak 
  with a tiled floor downstairs and carpet on the upper gal-
  lery. It's illuminated by a skylight and an electric chande-
  lier (most of the bulbs don't work), and is gloomy but 
  impressive. There are two doors under the stairs; one is a 
  broom cupboard, the other is locked and leads to the cellar. 
  A concealed door in the hall leads to an old abolitionist 
  secret pa<;sage. The passage is two feet wide, ending in a 
  ladder that originally linked concealed rooms in the cellar 
  and attic, but now ends in the new laboratory. There is 
  another entrance in the dining room, but it's blocked by a 
  pianola. Spot Hidden (after deciding to look for them) to 
  find the hidden doors; it isn't obvious that there is a missing 
  space unless rooms are measured very carefully. 
  The dining room, lounge, and kitchen hold no special 
  surprises: they are large comfortably-furnished rooms, all 
  reasonably clean. One of several locked cupboards in the 
  lounge holds two 12-gauge shotguns and a .22 rifle. 
  Doctor Pellew's study contains hundreds of books in 
  several languages, mostly on biochemistry, zoology, bot-
  any, and medicine. Most of the titles are extremely special-
  ized: for example, "Neurological Pathology," "The Histol-
  ogy of Mesodermal Tissues," "Proceedings of the fourth 
  Herbert West Memorial Colloquium on NeurOChemistry," 
  and the like. 
  Papers scattered on his desk are covered with complex 
  biochemical formulae and sketches of nerve cells. 
  Although Pellew isn't a practicing physician, he keeps 
  a medical bag and first-aid equipment in the office. One of 
  Blood Brother.s -81 
  the bottles in the kit is labeled antiseptic but contains 100 
  cc of an amber-colored minty liquid, his regeneration 
  serum. 
  The bag also holds a hypodermic syringe, needles, and 
  a bottle containing 10cc of strong anaesthetic, labeled as 
  "Anitvenin-l dose Icc." One dose acts a<; POT 20 poison,. 
  and knocks a victim out for 25-cON minutes after 1D3 
  rounds.lfcON isn't overcome the victim still feels dizzy for 
  25-cON minutes, and performs all actions with STR and DEX 
  halved. Larger doses are lethal. 
  The Regeneration Serum 
  This chemical speeds healing and repairs damaged nerve 
  fibers if it is applied to a wound or injected. It is also 
  effective if drunk, though a large dose is needed, and could 
  be mixed into a mint julep. 5 cc changes the rate of healing 
  from 1 HP per week to ID2 HP per hour for approximately 
  24 hours. 
  Unfortunately anyone treated develops a high fever 
  CON+ 1 D3 hours later. the tirst sign of uncontrolled neuro-
  logical changes which reduce DEX and STR to 1/3 normal 
  for 106+6 hours, and cause intense dizziness, pain, and 
  nausea. 
  Victims must resist Potency 12 poison: if the roll is 
  failed they must roll on the institutional disasters table. and 
  also roll SAN for I/ID6 SAN loss. Those who fail must 
  repeat the whole cycle of illness and possible recovery 
  every I D6+6 hours until the poison is successfully resisted. 
  The effects of the illness are permanent; the potion causes 
  uncontrolled growth of brain and nerve cells, which disrupt 
  mental and physical attributes. Even APP can be affected; 
  for example, someone who lost the ability to control the 
  muscles on one side of his face would lose some APP. 
  If the potion is resisted with a roll of 0 1-05 during the 
  first crisis only, the victim actually benefits; roll on the 
  institutional disasters table until you get a result between 
  21 and 85, then add I to the relevant characteristic. This 
  transformation is accompanied by pain and 1/1 06 SAN loss. 
  Peter Baxter took the equivalent of several hundred 
  doses shortly before his death. Enough stayed in his tissues 
  to ensure that his nerve cells would start to grow again 
  under almost any circumstances. 
  A locked wall safe contains a loaded .32 automatic pis-
  tol (which Pellew will pocket if he thinks the team suspects 
  him) and Pellew's life's work, the manuscript of a book 
  entitled Regeneration of Neural Tissues. The earlier parts 
  are typed: they begin with a long section on biochemistry 
  and cell structure, then cover experiments on amphibians, 
  reptiles, and mice. The latter half of the manuscript is hand-
  wriuen. It describes a series of experiments in which ani-
  mal and human limbs were severed and replaced, and the 
  effects of various biochemical compounds on restoration of 
  nerve fibers. Anyone reading this manuscript and making a 
  Read, Zoology, or Pharmacy roll realizes that several 
  
  82 -
  Honeymoo1l in Hell 
  The Feb House 
  STUDY 
  \VATER 
  TANK. 
  CJ 
  LOWER R&oB 
  LABORATORY 
  ROOF 
  (~LA5SJ 
  human guinea pigs underwent multiple amputations to pro-
  duce these results, and that they all were killed. 
  Reading this book in its entirety takes several hours. 
  and costs O/lD3 SAN. The procedures described are compli-
  cated enough to ensure that no layman could ever duplicate 
  Pellew's serum, while no sane specialist would want to try 
  using it. 
  UPFER W\Ll-
  CELLARS 
  CELL'·· 
  Upper 
  Floor 
  Half of this story 
  consists of family 
  bedrooms and a 
  bathroom, quarters 
  for three servants. 
  and a guest room. 
  The unoccupied 
  rooms are dusty but 
  reasonably comfort-
  able. 
  The rest of the 
  story is taken up by 
  two large modern 
  laboratories with a 
  good range of 
  equipment. Anyone 
  with 
  scientific 
  knowledge who ex-
  amines these rooms 
  will realize that they 
  must have cost tens 
  of thousands of dol-
  lars. 
  Laboratory I is 
  primarily used for 
  biological studies. 
  It's equipped with 
  aquariums 
  and 
  cages. two powerful 
  Zeiss microscopes, 
  cameras, and a vast 
  array of preserved 
  plants and animals. 
  Drums under one of 
  the work benches 
  contain gallons of 
  poisonous formalin 
  and industrial alco-
  hol. 
  A rack of cages 
  contains a dozen 
  small monkeys; all 
  have surgical scars 
  and stitching around 
  their arms, legs, or 
  spines, but can use their limbs normally. They are ex-
  tremely vicious if handled. The rack is on concealed 
  hinges. and swings out as an entrance to the secrel pa.t;sage. 
  Wooden cases contain hundreds of home-made micro-
  scope slides. all labeled, dated, and indexed. Approxi-
  mately 20% are specimens of human tissue, with dates 
  
  from three years ago to the present; the rest are animal 
  cells. 
  A large cork-topped bench is kept clear for dissections 
  and operations. It has been scrubbed clean. but there are 
  still traces of (human) blood if it is examined closely. A 
  locked cupboard holds surgical instruments and several 
  set<; of restraining straps. 
  A waste bin in one comer contains a small scrap of 
  green cloth and some bloody swabs. 
  Laboratory 2 is set up for complex biochemical tech-
  niques. with a range of equipment from stills and retorts to 
  furnaces and fume cupboardS. Jars and boxes hold a full 
  range of chemicals. enough for any laboratory process, and 
  ample glassware. There is also a darkroom; an undeveloped 
  roll of 35mm film includes pictures of one of Pellew's op-
  erations. 
  Attic 
  The attic is reached by a trap door above the first floor 
  gallery. adjoining a small empty box room. It's possible to 
  move around by walking on beams, but the lath and plaster 
  between the beams will collapse under any weight. There 
  are holes at various points where cables and pipes enter the 
  roof space; the holes are large enough for eavesdropping. 
  Cellars 
  Pellew won't mention the cellars, and the keeper should not 
  indicate that they exist unless the team look for them. They 
  were built with the house. and are old and damp. 
  The wine cellar contains a few bottles of beer and wine. 
  H can be locked. and the door is thick wood reinforced with 
  iron bands. Pellew hasn't noticed that the bottom foot of the 
  door is starting to rot; it can be gouged with a knife or even 
  a broken bottle. It would take approximately thirty minutes 
  to break through. 
  The entrance to the secret passage in the cellar is a 
  stone slab on a steel pivot, whitewashed to match the wall. 
  Pellew has converted one of the secret rooms into a cell 
  by adding a new door, a bed, and an electric light. Currently 
  it holds Mary O'Toole. the missing child. Pellew operated 
  on her two nights ago, and has successfully transplanted 
  her hands to her ankles and her feet to her wrists. She is 
  sedated. in a near-catatonic state of shock. and won't re-
  cover without prolonged medical and psychiatric help; 
  even then she will be crippled. Anyone realizing what has 
  been done to her must make a SAN roll for 1/ I D3 SAN loss. 
  Be ~ 
  Guests •••• 
  After the night's events all the adventurers feel tired, and 
  Pellew suggests that they have some sleep. then join him 
  for lunch. Anyone who doesn't sleep should start making 
  hourly ID20 rolls under CON to avoid dozing off. 
  Blood Brothers-B3 
  While he waits for the honeymooners to start feeling ill. 
  he'll do his best to impersonate a kindly absent-minded 
  professor, taking a genuine interest in the alligators they 
  described. If they still have an alligator corpse he'lI get 
  Potter to help bring it indoors, then start to dissect it. If they 
  didn'l keep a corpse, one washes ashore anyway. 
  If questioned about his work he describes his experi-
  ments, but says that he's still working on animals; there are 
  still too many side effects for clinical trials. 
  If asked about the murders, he'll describe what hap-
  pened: Peter tried to pretend that his wife had committed 
  suicide, then went on a killing spree when the murder was 
  detected. He really doesn't want to say more about such 
  horrible events, though he will reveal that alligators killed 
  Peter. He takes great care to avoid mentioning the secret 
  passages which Peter used in his crimes. 
  Unless interrupted, Pellew spends the morning examin-
  ing the alligator corpse. At lunch he reveals that he's found 
  traces of human neural tissue in its brain, and that the cells 
  still seem to be alive and growing! He'll gladly let the team 
  examine slides. By now he's guessed that Peter had taken 
  the serum before his death. He's thrilled by the discovery: 
  "Incredible-when he was killed, the cells must have been 
  regenerating quickly enough to survive digestion! This 
  proves my formula really works!" He realizes that the alli-
  gators could be unusually intelligent and dangerous. and 
  warns the team not to stray too far from the house. He 
  needs them alive for his experiments. 
  Lunch is the best time to introduce the honeymooners 
  to Avril Baxter and Sylvester Potter, if they haven't already 
  met. Avril gives the impression of a confused but harmless 
  old maid, while Sylvester exudes an air of looming menace 
  (and a rank body odor that's the result of alcoholism but 
  may be interpreted as some alien taint). Try to give the 
  impression that Potter is extremely sinister. without any 
  definite cause. Mention that he was butler at the time of the 
  murders. He'll spend the afternoon tending to chores in and 
  around Ihe house. staying well away from anything incrim-
  inating. until trouble begins. 
  See You Later, 
  Alligator 
  After lunch Pellew returns to the laboratory, to make more 
  studies of the alligator's brain. Soon he has a sample of 
  tissue growing in a beaker of his serum. slowly throbbing 
  as thousands of cells multiply into a spongy ball. 
  A little later grunting roars erupt from the waters 
  around the island. Occasionally a reptilian head breaks the 
  surface. and eyes the island balefully before subsiding into 
  
  84 -Holleymoon ill Hell 
  the depths. Encourage the team to make plans to defend the 
  house: Pellew doesn't admit to owning weapons, and 
  seems totally absorbed in his studies, but the team should 
  still have the guns from the Princess, and may think of 
  using chemicals from the laboratories to make fire bombs 
  and other weapons. 
  If the team didn't bring their weapons into the house, 
  mention that the Princess is listing at the end of the jetty. If 
  anyone goes after the guns two more alligators (9 & II HP) 
  attack them aboard the Princess. More lurk in the woods 
  south of the house, studying the movements of its occu-
  pants. Let the team glimpse them occasionally, or even take 
  shots at them. They are too far away for any effective ac-
  tion. Shooting just wastes ammunition. They have already 
  smashed Pellew's boat. 
  As nightfall approaches the situation is unchanged, but 
  the investigators start to feel ill. By now Pellew has a new 
  theory: if all the alligators are infected with Peter's neural 
  tissue, their minds could be linked telepathically. If he can 
  link someone's brain to a specimen of the tissue he might 
  be able to contact or control them! 
  Naturally Pellew says nothing until at least half the 
  investigators are incapacitated; he pretends that he can't 
  diagnose their illness, and that he's very alanned. 
  When Pellew is SUR! that he can subdue the tl:am, he 
  and Potter produce guns and force the investigators down 
  to the cellar. He frisks them for weapons (and will tlnd 
  them, no matter how well they are hidden!), shoots anyone 
  who resists, then puts the healthy investigators into the 
  wine cellar, and the rest into the secret room with Mary 
  O'Toole. 
  H He Only Had Your Brain 
  It takes Pellew twenty minutes to prepare to operate. When 
  he's ready he and Potter return to the secret room, grab an 
  investigator, and hustle back upstairs. There hasn't been 
  time to break out, no matter how hard the team try. 
  The person who has been grabbed should remain con-
  scious. Describe the long struggle up to the laboratory. the 
  fight as the victim is tied to the bench, and the care with 
  which Pellew shaves the victim's head and disinfects the 
  scalp, then straps the head to the bench. As he works he 
  explains his theory and plans. The victim should make a 
  SAN roll for 1/1 D6 SAN loss. Pellew produces a large surgi-
  cal saw and raises it for the first stroke. As he does so 
  there's a loud explosion. and all the lights go out. Pieces of 
  wood, metal, and tlesh patter onto the laboratory roof. 
  While Pellew has been preparing to operate, one of the 
  alligators has smashed its way into the generator hut and 
  tried to destroy the machinery. Sparks set the diesel fuel 
  alight. with predictable results. 
  If the rest of the investigators have been attempting 10 
  break a door. this is a good moment for them to succeed. If 
  they've prepared an ambush, or some other trap which de-
  pends on someone opening the door from the outside. they 
  are still imprisoned while Pellew lights an oil lamp and 
  commences the operation. He isn't prepared to let a little 
  explosion stop him, but sends Potter to deal with the inter-
  ruption. Potter starts patrolling the ground floor windows, 
  shooting at alligators Lhat approach tht house. He doesn't 
  do much good, but does stop them closing in. 
  It will take Pellew ten minutes to cut a suitable opening 
  in the investigator's skull; since he doesn't bother with 
  anaesthetic, the victim loses another 6/3D6 SAN and 4 HP. 
  He spends five more minutes examining the brain. then 
  pulls a lump of Peter's neural tissue from the beaker and 
  pushes it into the investigator's head. It takes another fif-
  teen minutes to close the wound and bandage the victim's 
  head. 
  Sy the time Pellew has finished, fibers from Peter's 
  brain have begun to contaminate the victim's mind, and the 
  investigator starts to feel uncontrollable anger. Start oppos-
  ing the investigator's strength (initially reduced, but rising 
  to its normal level at 1 STR/round) against STR 14 straps. 
  The first success means that a strap breaks, and the investi-
  gator then attacks in a frenzy. Pellew attempts to defend 
  himself with a scalpel and other instruments, but probably 
  dies. This investigator stays berserk for the remainder of 
  the adventure, if the berserk character encounters any other 
  investigator. an INT x2 or less roll allows the berserker to 
  remember this person and break off the attack. This chance 
  raises to INT x5 if the investigator seen is the berserker's 
  loved one; however, this will cause the berserker to go 
  completely mad, stumbling off into the swamp, never to be 
  seen again (at least until Honeymoon ill Hell. Part II any-
  way). 
  Meanwhile Potter has run out of ammunition, and the 
  first alligators kill him and start to move into the house; 
  Avril should be their second victim jf the team haven't 
  escaped. 
  Unless the investigators are unusually stupid, the 
  screams and roars they hear should encourage them to es-
  cape, if they haven't already done so. 
  There are eight more alligators in the house, the last 
  survivors of those that originally ate Peter's body: they 
  have 8.9,9, 10. II, 11. 12, & 12 hit points. 
  By now it's hoped that the investigators are free and 
  fighting the alligators; if not, the creatures eventually find 
  their way down to the cellars and break into the cells. This 
  probably isn't survivable. The alligators fight to the death, 
  with no thought of escape; by the time the last is dead. the 
  house is in ruins. and possibly on fire if the team have been 
  using home-made Molotov cocktails. 
  The adventure ends with the surviving adventurers 
  waiting for rescue. Some or all of them may be affected by 
  the serum and their injuries. or the brutal results of Pellew's 
  surgery. Some may still be ill. and slowly succumbing to 
  the side effects of the serum. 
  
  If Pellew completed the operation. one of the investiga-
  tors has a lump of Peter's neural tissue in his or her skull. It 
  usurps the investigator's personality. slowly lowering SAN 
  to zero. and leaves the mind of a demented killer in control. 
  This can take as long or as short a time as you like. If the 
  victim of this operation was Glenda Stakowski. the neural 
  tissue also invades the developing embryo; the child will be 
  born with the instincts and reflexes of a homicidal killer. 
  Whatever the situation. they have to explain it to the 
  authorities. which won't be easy. 
  After this. married life will probably be an anticlimax. 
  Epilogue 
  A piece of meat floats on the water, a fragment blown clear 
  by the explosion. streaked with writhing threads of regener-
  ating neural tissue. Four ripples converge on the floating 
  debris. As the sun sets over the swamp, alien tissue starts to 
  grow within the bodies of four tiny turtles. By dawn they 
  have already started to change. 
  Non-Player 
  Characters 
  Dr. JOHN PEL LEW, Tragicallw Mad Scientist, 57 
  STR 12 
  CON 14 
  SIZ 14 
  OEX 13 
  APP 11 
  INT 18 
  POW 13 
  EOU 19 
  SAN 0 
  HP 14 
  Damage Bonus: + 104 
  Weapons: Fist/Punch 25%. damage 103 + 104 
  30-06 Rifle 35%damage 206+3 
  12-gauge Shotgun. damage 45% 
  Skills: Botany 83%. Chemistry 57%. Credit Rating 45%. First Aid 
  32%, Geology 25%, Library Use 72%. Linguist 32%. Listen 35%. 
  Pathology 44%. Pharmacy 32%. Photography 30%. Spot Hidden 
  50%. Treat Disease 32% (and many languages and other knowl-
  edge skills) 
  Quote: "They called me mad at the university!" 
  Pellew looks older than his years. He is tall. walks with a slight 
  stoop. and is alnost completely bald. On the surface he is a typi-
  cal absent minded professor. totally engrossed in his work. How-
  ever. he has taken to kidnapping human subjects for his experi-
  ments. and is totally unmoved by their sufferings. He is sure that 
  he is near to a breakthrough. and will let nothing stand in the way. 
  Pellew is obsessed with the memory of his wives and chil-
  dren. Their graves are carefully tended. and he reacts violently to 
  any suggestion that he was responsible for their deaths. Inciden-
  tally. his first wife was named Norma: if Norma Preston plays on 
  this fact Pellew will be badly distracted. and there should be favor-
  able modifiers to any attempt to deceive or attack him. 
  Pellew always carries a hand lens. a pen knife. a pocket dis-
  secting kit. and a large bunch of keys. 
  Blood lJrothers -
  85 
  AVRIL BAXTER, Demented Former Governess, 
  56 
  STR 10 
  CON 11 
  SIZ 12 
  OEX 9 
  APP 10 
  INT 9 
  POW 8 
  EDU 11 
  SAN 19 
  HP 11 
  Damage Bonus: a 
  Weapons: Fist 25% damage 1 03 
  Skills: Catholic Dogma 47%. Cooking 35%. Geography 55%, 
  Knitting 55%. Listen 30%. Occult 25%. ReadiWrite French 75%. 
  Speak French 65%. Spiritualism 40% 
  Quote: "Isn't that right, Norma?" 
  Fony years ago Avril Baxter was seCluced by a sailor, and left the 
  resulting child In an orphanage after she was disowned by her fa-
  ther. She spent many years as a governess. moving to her 
  cousin's home when Norma Pellew's first child was born. 
  Five years ago Avril's son re-appeared as the murderous 
  Peter. The shock was too much for Avril. and she has been on 
  the edge of insanity ever since, She isn't aware of John's experi-
  ments; she is barely aware of her surroundings. and spends all 
  her time cooking. cleaning. and singing hymns. She often talks to 
  the late Norma and the dead children. and acts as though they 
  are present. The only way to engage her attention is to talk about 
  religion or spiritualism. 
  SYLVESTER POTTER, Alcoholic Butler and 
  Henchman, 49 
  STR 12 
  CON B 
  SIZ 11 
  DEX 11 
  INT 12 
  POW 14 
  EOU 12 
  SAN 35 
  Damage Bonus: -
  Weapons: Fist/Punch 25% damage 103 
  12 gauge Shotgun 25% damage 406/206/1 06 
  Skills: Accounting 25%. Spot hidden 20% 
  auote: "You rang?" 
  APP7 
  HP9 
  Potter is tall and bald. with the strong body odor of a severe 
  alcoholic. He knows of Pellew's experiments. but Pellew keeps 
  him supplied with medicinal alcohol. and he is too scared of cutt-
  ing off this source to object. Potter is never really drunk. but never 
  sober; he is physically addicted to alcohol, and the quart or so he 
  drinks a day is Just enough to prevent withdrawal symptoms. 
  Mutant Alligators 
  These animals are North American alligators with unusual intelli-
  gence. Improved coordination allows them to climb (using their 
  claws as pitons) and even rear up on their hind legs and tails for 
  a few seconds. They are more intelligent and aggressive than nor-
  mal animals. but can't talk, although they can communicate with 
  each other by grunting roars and gestures. 
  They have unusually enlarged craniums and bulging eyes. 
  Their claws can't grasp weapons or tools. 
  Characteristics 
  Average 
  STR 
  306 + 6 
  16-17 
  CON 
  306 
  10-11 
  SIZ 
  306 
  10-11 
  INT 
  2D6 
  7 
  POW 
  OEX 
  306 
  206 
  Hit Points: 11 
  Move 6/8 swimming 
  10-11 
  7 
  Weapons: Bite 55%. damage 108 + 104 
  Claw (if upright) 45%. damage 106 + 104 
  Skills: Hide 60%. Sneak 60% 
  Armor: 4-polnt hide 
  Seeing these creatures causes no SAN loss. 
  
  86 -
  Huneymooll in Hell 
  The Investigators 
  If there aren't enough players to run all six honeymooners. 
  you should let players run a pair of honeymooners. If at all 
  possible, let each player only run one person. For example. 
  if you only have five players, you could have four people 
  play one character each, while the last person plays a pair; 
  if you have four players. only run two pairs of honeymoon-
  ers. and trim the opposition appropriately. 
  ROBERT PRESTON, Lieutenant U.S. Navy, 23 
  STR 14 
  CON 11 
  SIZ 12 
  DEX 13 
  APP 12 
  INT 14 
  POW 9 
  EDU 10 
  SAN 42 
  HP 11 
  Damage Bonus: +1 04 
  Weapons; .38 revolver (in luggage) 35"10, damage 1010 
  Fist/Punch 65%, damage 103 
  Jack Knife (carried) 25%, damage 104 
  Skills: Bargain 20%, Fishing 28%, Usten 45%, Make Maps 37%, 
  Mechanical Repair 32%, Navigation 31%, Operate Diese: Engine 
  22%, Seamanship 49%, Swim 45%. 
  Equipment: straight razor, steel mirror, binoculars 
  Quote: "Ahoy there'" 
  You have used your leave and your accumulated pay to marry 
  your childhood sweetheart and take a honeymoon. The boat trip 
  was Graham's idea, not yours, but you like life afloat and gener-
  ally take the wheel. Your new friends seem to be nice people, 
  apart from Glenda; she never helps the other women with the 
  cooking, and seems to dislike you and Graham. 
  NORMA PRESTON, Nurse, 22 
  STR 14 
  CON 10 
  SIZ 11 
  DEX 16 
  APP 17 
  INT16 
  POW 17 
  EDU12 
  SAN 85 
  HP11 
  Damage Bonus: + 104 
  Weapons: Fist/punch 55%, damage 103+104 
  Grapple 35% damage special 
  Skills; Botany 15%, Chemistry 22%, Cooking 36%, Diagnose Dis-
  ease 27%, Drive Automobile 28%, First Aid 55%, Fishing 43%, 
  Pharmacy 18%, Psychoanalysis 33%, Psychology 24%, Swim 
  25%, Treat Disease.29% 
  Equipment: Pocket flashlight, small first aid kit. 
  Quote: "Oh, I don't know." 
  You love Robert, but this trip is opening your eyes to a few flaws 
  in his character. He expects the women to do all the work of 
  housekeeping and cooking, never helps, and never lets you run 
  the boat. If you aren't careful he'll try to make you give up your ca-
  reer and become a housewife! 
  GRAHAM BRADY Jr., Lounge Lizard, 25 
  STR11 
  CON9 
  SIZ9 
  DEX15 
  APP16 
  INT12 
  POW 7 
  EDU 11 
  SAN 33 
  Damage Bonus: -
  Weapons: Fist/punch 50% damage 103 
  Pocket Knife 32%, damage 103 
  HP9 
  Skills: Accounting 21%, Bargain 41%, Cooking 43%, Credit Rat-
  ing 25%, Drive Automobile 30%, Fast Talk 55%, Pickpocket 52%, 
  Play banjo 32%, Sing 46%, Swim 05%. 
  Equipment: Banjo, water wings, hip flask bootleg v.hisky 
  Quote: "Thank you, thank you very much." 
  You eloped with heiress Lucy Schultz against her family's wishes. 
  You suggested this trip to get away from a Memphis private eye 
  you saw lurking near your room in Miami. 
  Allhough you are on your besl behavior, you are already 
  bored with Lucy (especially with her cooking!) and increasingly in-
  terested in the other women. 
  LUCY BRADY, Heiress, 32 
  STA7 
  CON 14 
  SIZ7 
  DEX12 
  APP8 
  INT 10 
  POW 18 
  EDU 15 
  SAN 90 
  HP 11 
  Damage Bonus: -104 
  Weapons: Fist/punch 25% damage 103 - 104 
  Skills: Cooking 22%, Credit Rating 45%, Embroidery 57%, 
  French 26%, Ride 42%. 
  Equipment: Embroidery kit, box camera, knitting. 
  Quote: "Oh Graham, you're so cleverl" 
  You are the luckiost girl in the world. How else could you have 
  won Graham? So handsome and dashing, he swept you off his 
  feet and into his arms. Now you live for his happiness, and you're 
  dOing your utmost to please him by pretending that you are really 
  enjoying yourself. In fact you hate all the icky bugs and the smell 
  of the swamps, and don't like fishing, so you busy yourself with 
  cooking and chores. 
  ALAN STAKOWSKI, Painter, 30 
  STR 12 
  CON 9 
  SIZ 11 
  DEX 18 
  APP 8 
  INT 17 
  POW 12 
  EDU 16 
  SAN 54 
  HP 10 
  Damage Bonus: -
  Weapons: Fist/punch 50% damage 103 
  Skills: Camouflage 41%, Dodge 84%, Fishing 10%, Jump 30%, 
  Make maps 32%, Painting 73%, Spot Hidden 55%. 
  Equipment: Oil paints, canvases, easel, etc. 
  Quote: "You wouldn't understand it anyway." 
  After years as your mistress, Glenda has inexplicably changed 
  her mind and consented to marry you. You weren't planning on a 
  trip to the Everglades, but now you're here and the subtle colors 
  and lighting of the swamp demand to be portrayed by your brush. 
  The other couples aboard seem to be nice people, but you're re-
  ally much more interested in Glenda and your art. 
  GLENDA STAKOWSKI, Sculptress, 25 
  STR16 
  CON 14 
  SIZ17 
  DEX16 
  APP15 
  INT 14 
  POW 11 
  EDU 12 
  SAN 55 
  HP 16 
  Damage Bonus: + 106 
  Weapons: Fist/punch 55% damage 1 D3 + 106 
  Mallet 25% damage 108 + 106 (not carried I) 
  Skills: Fishing 45%, Mecharical Repair 43%, Operate jack ham-
  mer 27%, Operate Welding Torch 32%, Photography 32%, Sculp-
  ture 47%, Spot Hidden 43%, Swim 64%. 
  Equipment: 35mm camera, sketch pad, pencils etc. 
  Quote: "Go away." 
  You are Alan Stakowski's former mistress, but married him when 
  you realized you were pregnant; the child is due in seven months. 
  You enjoy this boat, but can't bear to stay inside; the smell of food 
  makes you ill. You think that the other women resent the fact that 
  you don't help. You don't want anyone (even Alan) to know you 
  were pregnant before you married. Despite your pregnancy you 
  are the fittest person aboard: swinging a mallet for 10urs every 
  day does wonders for your figure and muscles! 
  
  Blood Brothers -
  87 
  Dead On Arrival 
  by John B. Monroe 
  Scenario Considerations 
  Dead on Arrival tells the story of a small group of people 
  who become trapped (through no fault of their own) in a 
  small farming town completely overrun by hordes of tlesh-
  eating zombies. 
  Throughout this scenario. it is the keeper's duty to keep 
  things moving. If the investigators stop to rest. zombies 
  attack. If they get trapped inside a building, there are zom-
  bies inside. Never let up. Bludgeon the players with grisly 
  scenes of death and mutilation. and numb their senses umil 
  they no longer try to formulate complex plans and instead 
  concentrate on getting their characters out of the town and 
  to safety. 
  An appendix, Flesh Eating Maniacs From Beyond The 
  Grave at the end of the scenario gives stats and rules for the 
  zombies. 
  Keeper's Information 
  Three days ago was homecoming day in the small town of 
  FarviIle. The high school football team. the Screaming 
  Cavemen. were returning from a game against their arch-ri-
  vals the Pottsly Berserkers. 
  The Screaming Cavemen had won the game and were 
  counting the minutes until they made it back to Farville and 
  could impress their cheerleader girlfriends by getting ex-
  ceptionally drunk and throwing up. 
  Zombies 
  In 1968, an unknown film maker named George Romero made 
  movie history with the release of Night Of the Living Dead. Night 
  was one of the most shocking films yet released to a mass 
  market. It contained scenes of graphic cannibalism, matricide, 
  patricide, and sororicide. 
  Filmed in black and white, Night told the ultimately depress-
  ing tale of the resurrection of the dead, whose only purpose was 
  to hunt down and devour the flesh of the living. The film Is one 
  of the few horror movies ever released in which all of the main 
  characters are dead at the end of the film. 
  In the 20 years since release, Night has spawned four 
  sequels (two official, two not) and over forty imitations. One 
  reason for this fascination with the zombies could be that zom-
  bies are more believable than the 1aceless slashers of the 80's 
  (we can only hope that Freddy and Jason do not follow us into 
  the 90's). Zombies walk around with arms stuck out in front of 
  them and kill anyone they meet. Zombies resemble slashers. 
  When the bus stopped to let the learn stretch their legs, 
  little did the driver know that they were parked on an un-
  marked toxic waste dump. and that the team was thusly 
  exposed to a horrible mixture of industrial chemicals and 
  radioactive wastes. 
  After ten minutes or so. the driver piled everyone back 
  into the bus to continue the trip to Farville. However. an 
  hour later members of the team began to complain of ab-
  dominal cramps. chills, and stiffness in their joints. When 
  the team doctor checked them out, he came to a horrifying 
  realization. They were showing symptoms of rigor mortis! 
  Soon. almost everyone on the bus was exhibiting these 
  symptoms. The driver was having trouble steering, and ran 
  off the road at least once. 
  A few minutes later. they could see the lights of Farville 
  in the distance. Rut to their shrive.lled. twisted brains those 
  lights no longer signified a return to family and friends. 
  No. the lights only triggered a dim memory. To the 
  things which were once human those lights meant only one 
  thing .. .food. 
  When the bus came to a screeching halt in the town 
  square. hundreds of cheering fans surrounded it. to pat their 
  team on the back for a job well done. Those who did got 
  their hands binen off at the wrists, as the ghoulish players 
  scrambled through the windows of the bus and out into the 
  crowd. chewing t1esh from bones, tearing muscles and ten-
  dons and peeling skin from their once-enthusiastic fans. 
  but are easier to believe in than some slob in a hockey mask 
  doing the same thing. No one ever questions a zombie's moti· 
  vation; if they do, "they're zombiesl" is always a reasonable 
  response. 
  Finally. as one character in Dawn Of The Dead explains, 
  "they're us." They look like us, they dress like us, they smell like 
  some of us. And we reciprocate: sometimes. when we've had a 
  bad day, we act like them. 
  The following is a decent selections of cannibal zombie 
  movies which may be of Interest to the keeper. 
  Night of the Living Dead (1 968, Image Ten Productions) 
  Dawn of the Dead (1979, Laurel Group Associates) 
  Zombie (1979, Variety Film) 
  Day of the Dead (1985. Laurel Productions) 
  Return at the Living Dead (1985, Hemdale/Fox) 
  Redneck Zombies (1988, Trema) 
  Night of the Uvlng Dead (1990, 21 st Century) 
  
  88 -
  Dead On Arril'aI 
  Those who fell under the first assault rose minutes later and 
  chased the scattering crowd through the blood-soaked 
  streets. stopping at nothing to reach toothsome quarry. 
  Police tried to phone to the National Guard. but the 
  careening school bus had knocked down the phone lines 
  miles outside of town. 
  By the end of the night. everyone in town had been 
  turned into flesh-hungry ghouls. They wandered the streets 
  of town looking for more flesh. but finding none. 
  After a day of this. the zombies began first to wander 
  through the town. and then clustered in places which were 
  once familiar to them: schools. workplaces. movie lheaters. 
  convenience stores. etc. 
  Now it is three days later. and a lone station wagon is 
  chugging into town. its engine in dire need of repair. 
  As it putters towards the gas station. its occupants look 
  out the windows and wonder why the townsfolk shuffle 
  around so slowly. bumping into sign posts and each other. 
  with no clear destinations. 
  This is where it starts getting good. 
  Investigator's Information 
  The time is the falI of 1982. The investigators are retuming 
  from a camping weekend. About ten miles out of Farville. 
  call for Listen rolls. Anyone receiving a successful roll 
  hears a loud thunk from under the front hood. If they stop to 
  look. they see that a bolt has snapped and the alternator has 
  fallen loose of the green Vol vo station wagon. A successsful 
  Mechanical Repair roll and fifteen minutes temporarily 
  fixes the alternator back in place. but the patch will not last 
  long. A map shows that Farville is the closest town. If the 
  Mechanical Repair rolI failed. they have to walk into Far-
  ville. 
  It would be a good idea to keep all the investigators 
  together. If only one or two of them go into Farville, they 
  almost surely die. 
  The battery in Ron and Kathy's car is notoriously unre-
  liable: if the alternator is not re-attached. the battery dies. 
  Creepy, Scary 
  Dead Guys 
  As the investigators pull into town. call for idea rolls. With 
  a success they notice that there are not many people on the 
  streets. The few people who are on the street seem to be 
  wandering around aimlessly. bllmping into each other. and 
  stumbling around. While most of the investigators worry 
  about the townsfolk. one of them spots a gas station about a 
  block away. The car can just make it to the station before 
  the alternator falls out again. 
  The gas station (Fred's Gas Station reads the sign out 
  front) is a small, 4-pump. full-service filling station with a 
  few vending machines filled with sodas, candy and loath-
  some sandwiches. 
  When the car stops next to one of the pumps, a little bell 
  rings. signaling for the attendant. Hint to the players that 
  this may be a good time for their investigators to get out of 
  the car and stretch their legs. The vending machines as a 
  possible source of refreshment. 
  As the characters climb out of the car, two men in 
  stained gray uniforms come shuffling out of the booth and 
  towards the car. They are muttering something which the 
  investigators cannot quite understand. 
  As they reach the car. one approaches the window of 
  the driver's side. If the driver can make a Listen roll. he can 
  hear the shambling form asking him "Check oil?" over and 
  over again. The second attendant pulls out a rag and begins 
  to wipe the windshield. Blood and pus drip out of his mouth 
  onto the hood and windshield of the car. Seeing this is 
  worth O/ID4 SAN. 
  The first zombie gets closer and closer to the driver. At 
  arm's reach he begins to claw at the driver. trying to pull 
  him out of the car. Anyone watching this will be able to 
  make out the shrivelled, distorted features of the attacking 
  zombies and lose 0/1U8 SAN. 
  The two zombies try to kill and eat everyone. It should 
  not be too much trouble for the other investigators to kill 
  these two zombies. but at least investigator probably gets 
  bitten (see appendix). There are plenty of weapon-like ob-
  jects around the area -
  wrenches. broom handles. tire 
  irons. etc. 
  Once the investigators have defeated the first zombies. 
  they notice that dozens more approach from stores. houses. 
  barber shops. etc. The investigators should realize at this 
  point that something is seriously wrong. 
  If they try to fill up the gas tank of their car from the 
  pumps at Fred ·s. they find that all of the pumps are dry. 
  During later exploration of the town, they may find the gas 
  truck turned on its side a few blocks away. Its tank has split 
  open and all of the gasoline has drained into the sewers. 
  Another zombie is in the men's restroom of the gas 
  station. waiting to get whoever enters. 
  If the investigators want to escape from town. they 
  must find a way to repair their car or. failing that. they must 
  find other means of transportation. 
  Ghost Town 
  Now the scenario is free-form. The investigators may wan-
  der through the town as long as they can avoid the zombies. 
  A list of locations which contain interesting scenes and 
  
  Blood Brothers -
  89 
  / 
  
  90 -
  Dead On Arrival 
  encounters follows. Use these in any order, allowing the 
  investigators to discover any of them while searching for a 
  way to get out of town. 
  Many of these places could be used as a base of opera-
  tion for the investigators. Barring doors and windows will 
  keep the zombies out for a while. but they will still crowd 
  . around the building, staring in at the investigators like they 
  were looking at sides of beef. 
  If the investigators abandoned their car at the gas sta-
  tion, they have to get back to it while they still can, or else 
  find another vehicle. This is easier said than done. Any time 
  they leave a building, zombies attack them. Breaking into a 
  car and getting it started takes them 5-10 minutes and a few 
  Mechanical Repair rolls, all this being done while having to 
  fight off zombies. Even if they get a car going, dozens of 
  zombies are beginning to converge around the investiga-
  tors. 
  Never let them have an easy time getting out of town, 
  and do not be afraid to kill off a few investigators. In most 
  zombie films even the most trivially stupid action can mark 
  a character for death. Be extremely graphic when describ-
  ing the zombies and their victims, since zombie movies are 
  by nature bloody and vile. 
  The Quiki-Mart 
  This is the local convenience store. Candy, stationery sup-
  plies, and cheap toys spill from the racks onto the pale 
  linoleum floor. Fluorescent lights flicker overhead. making 
  it hard to see all of the shop. 
  Next to the door is the cashier's booth. A horrible, half 
  eaten zombie is here slowly pumping away at the levers on 
  the (empty) Cherry Squishy machine. When the investiga-
  tors enter the store, he turns towards them, fluid dripping 
  from his empty eyesocket and begins to mutter "will that be 
  all?" as he clambers over the counter to the attack. Another 
  zombie emerges from the frozen food section, a thawed 
  burrito in one hand, intestines hanging loose from the 
  thing's tom abdomen. 
  If the investigators survive these awful zombies, they 
  have access to anything in the store. All of the food in the 
  frozen section is thawed, but most of it is as edible as it was 
  before (preservatives don't really need to be frozen any-
  way). They find $42 in the cash register, and there is $200 
  in a safe in the storeroom in the back of the store. Behind 
  the counter lays a completely stripped skeleton, fragmented 
  in a pool of crusty blood. Seeing the zombies in this section 
  costs 0/1D8 SAN. 
  Viking Sports 
  This is the local sporting goods store, stuffed with football, 
  baseball, soccer. and tennis gear, and whole sections de-
  voted to hunting and fishing. This would be a good place 
  for the investigators to get their hands on powerful hunting 
  rifles. Assume that the investigators can find all the stan-
  dard handguns and rifles from Crill/filII Noll', as well as 
  12-gauge shotguns here. 
  Zeke's Parts 
  This ramshackle steel-and·concrete structure is the local 
  junkyard and auto parts shop. Various machine tools lie 
  scattered around the place. many encrusted with dried 
  blood and brains. The door to the shop swings freely in the 
  breeze. rusty hinges squeaking like terrified mice. 
  The investigators can tix any car here. A successful 
  Spot Hidden roll locates a lO-gallon drum of gasoline in a 
  back storeroom. 
  There are three zombies in the garage part of this shop. 
  One shuffles forward to the attack missing one of his feet 
  and arms. The others are more or less intact, yet bite marks 
  are clearly visible on their faces and throats. All are armed 
  with wrenches or similar metal objects. They all have a 
  45% chance to hit with these weapons doing I D6 damage. 
  If they are able to knock down an investigator, they will 
  attempt to eat him. Seeing these zombies costs 1/108 SAN. 
  Safeway 
  Gleaming glass windows enclose the smells of food left 
  unattended for three days. The only light available is that 
  which streams through the windows in the front of the 
  store. Disgusting zombies wander up and down the aisles 
  of the supermarket, leaving behind trails of loathsome 
  slime and blobs of rancid meat. One incredibly obese zorn· 
  bie sit'> in front of the frozen meats section, stuffing steaks, 
  hamburger meat and whatever else he can down his throat, 
  only to appear again seconds later as it slides out of the 
  gory mess which used to be his stomach and intestines. 
  Viewing this scene costs 1/1 D 1 0 SAN. 
  This is the town's main grocery store. Within can be 
  found all manner of food and supplies. Except for canned 
  items. most of the food in this store has gone bad. About 
  thirty zombies wander the ten aisles of the market. 
  The Cemetery 
  The local cemetery is a run-down jungle of marble slabs 
  and overgrown trees. Roofs of mausoleums peek out from 
  under twisted stacks of brambles and ivy. In the distance 
  can be heard the howls of the dead. 
  Somehow, everyone in a zombie movie decides to go 
  into the graveyard at one point or another. Fortunately for 
  the investigators, the dead buried here have no chance of 
  digging out of their graves. 
  However, what would a zombie story be if the investi-
  gators didn't get attacked in the graveyard? Feel free to fill 
  this place up with dozens of zombie pall-bearers, undertak-
  ers, mourners, etc. 
  The keeper should note that the graveyard is one of the 
  few places in town that the investigators are likely 10 avoid. 
  
  ".' ,.'1,' ., 
  .. "' . . ,-.-.. :'- .~ .. \.,-. ".,,",,,,,-
  . 
  OJ ."'.' .':"--- -.,,, -- _ ..... ,--.-." ... -
  ... -'-_0_-
  Blood Broth ers-9J 
  Nowhere ir r-rl: 
  ..... ,e. 
  
  92 -
  Dead On Arrival 
  The best way to get them here is to have them chased by 
  zombies. 
  Burger Jarl 
  As the doors open, the smell of three-day-old fast food 
  assails the nostrils. Behind the counter three horrible half-
  eaten teenage zombies flip nonexistent burgers and stir in-
  visible fries. 
  Zombies begin walking towards the investigators mut-
  tering. "Want fries with thatT'. as bits of skin and blood 
  drip from their decaying bodies. Anyone seeing this loses 
  1/1D8 SAN. 
  Not much is of value here. If the zombies are elimi-
  nated. the investigators can get into the frozen food locker 
  and get some unspoiled food to eat. Forty-two dollars can 
  be found between the three cash registers. 
  Residences 
  The individual keeper must design the encounters if the 
  investigators wander into a house. 
  The best way to set this up is to have the investigators 
  wander through the house and then, when they have been 
  lulled into false security, have them attacked by a zombie 
  who was floating in the swimming pool. or hiding in the 
  hamper, or sitting mesmerized in front of the TV set. 
  Send More 
  Investigators 
  At some point the remnants of the investigators get a vehi-
  cle working and make it safely out of town. When this 
  happens. set up a fmal desperate battle, as the investigators 
  try to start up the vehicle while defending themselves from 
  the zombies. Describe the stench of being surrounded by 
  hundreds of the rotting things. If one of the investigators 
  was turned into a wmbie. now is the time for his friends to 
  see him (causing a 1/1 D 10 SAN loss). When this is done. the 
  remaining investigators can all pile into the car and get out 
  of town. looking back at the hordes of zombies staggering 
  after them. 
  They drive back onto the highway and tum towards the 
  nearest metropolis. Anyone who thinks to try the radio 
  finds that it is still just registering static. 
  Soon, the investigators begin to see signs along the 
  highway indicating that they are approaching the city. If the 
  radio is still on, they hear the following: 
  "Repeat. the President has declared ... disaster area. 
  All ... vilians are urged to stay inside and wait f...escue 
  teams. This station will ... tinue to broadcast as long ... possi-
  ble ... Top scientisL" have ... that the dead are somehow com-
  ing back ... in the immediate vicinity of. .. citizens are urged 
  to stay away from them ... not family or friends. they will 
  kill you and eat you ..... (here there is a noise like .Iplinter-
  illg wood. followed by a campl/onlls moaning. investiga-
  tors will recognize it as the noise made hy the zomhies 
  when on the hunt. and wil/lose III D6 sAN)" ... God, help, oh 
  Jesus! AaarrghL .. 
  By the time the message above ends. the investigators 
  are on the outskirts of the city. They notice the empty 
  streets. No one seems to be in town. An idea roll suggests 
  that everyone may be hiding inside. as the radio advised. or 
  that the town may have been evacuated. 
  A Spot Hidden detects someone in the window on the 
  top floor of a tall building waving to them. If they roll down 
  the windows or stop the car and get out. they can faintly 
  hear the figure screaming "Get out of here! Run!" Before 
  they can react, thousands of screaming zombies come run-
  ning out of buildings, cars and alleys towards the investiga-
  tors. Soon their car is immobilized by the crowd. The win-
  dows are shattered. and the investigators are plucked out of 
  the vehicle and tom to pieces. 
  Flesh-Bating 
  Maniacs From 
  Beyond the Grave 
  The zombies in this scenario differ from those found in the 
  Call of Ctllufhu rules in a few ways. First. they are not 
  created by magic, but by a toxic mixture of radiation and 
  chemical contamination. This disease is transferable by a 
  bite. 
  When bitten by a zombie, the victim must resist a poi-
  son with a POT equal to the zombie's CON. If the victim 
  successfully resists. he takes half of the POT as damage to 
  hit points; if he fails. he takes the full damage to his hit 
  points. Anyone killed by the zombie poison rises as a zom-
  bie after a number of minutes equal to 20-original CON. If 
  an investigator is killed by a zombie. let the player continue 
  to play the zombie. who can then chase down the other 
  investigators who let him die. 
  When someone is killed by more than one zombie. be-
  fore he can rise again he may be pulled apart and eaten by 
  the others. Once the zombies grip a victim. they try to eat 
  that one person. oblivious to anything else. It is quite easy 
  to sneak up on a feeding zombie. 
  To kill a zombie. cut off the brain from the rest of the 
  body. Any part of the zombie removed from the whole 
  ceases to function, and if the brain is destroyed. the zombie 
  collapses. 
  
  Most weapons do half damage against zombies. If 
  using the hit location rules from Cthulhu Nm ... , 5 points of 
  damage to the head destroys the brain. 
  Most zombies remember a little about their former 
  lives: one who was in the military may salute anyone wear-
  ing a military uniform for instance. They may congeregate 
  at places which they were fond of in life -
  shopping malls. 
  movie theaters, amusement parks. etc. 
  Characteristics 
  Average 
  STR 
  306 
  10-11 
  CON 
  306 x 1.5 
  15-17 
  SIZ 
  306 
  10-11 
  INT 
  206+6/3 
  4-5 
  POW 
  1 
  1 
  OEX 
  306/2 
  5-6 
  Move: 6 
  Hit Points: 13-14 
  Weapon 
  Grapple 
  Bite 
  Attk% Damage 
  45% 
  special 
  70% 
  1 03+ 1 06+poison 
  Notes: The most common tactic for the zombie is to grab an op-
  ponent and then bite him. 
  SAN: most zombies will cost 0/108 SAN to see. However, truly 
  loathsome ones may be worth 1/1010 SAN. 
  ZOMBIE HORDE (reuse as necessary) 
  STR 
  CON 
  SIZ 
  INT 
  OEX 
  1 
  13 
  18 
  12 
  4 
  8 
  2 
  14 
  12 
  15 
  4 
  4 
  3 
  12 
  22 
  16 
  4 
  6 
  4 
  10 
  16 
  9 
  3 
  4 
  5 
  13 
  13 
  12 
  3 
  5 
  6 
  16 
  13 
  11 
  5 
  6 
  7 
  10 
  16 
  13 
  5 
  7 
  8 
  12 
  18 
  14 
  6 
  6 
  9 
  13 
  15 
  11 
  4 
  7 
  10 
  11 
  16 
  12 
  4 
  4 
  Investigators 
  RONALD MAYGEN, Artist, 23 
  STR 14 
  CON 14 
  SIZ 15 
  OEX 16 
  INT 16 
  POW 13 
  EOU 14 
  SAN 56 
  Damage Bonus: +104 
  Weapons: Fist/Punch 55%, damage 103+104 
  Baseball Bat 75%, damage 108+ 1 04 
  Dodge 55% 
  APP13 
  HP15 
  HP 
  15 
  14 
  19 
  13 
  13 
  12 
  15 
  16 
  13 
  14 
  Skills: Accounting 30%, Botany 35%. Craft Jewelry 57%, Debate 
  45%, Drive Automobile 56%, Electrical Repair 45%, History 65%, 
  Make Maps 65%, Mechanical Repair 75%, Occult 35%, 
  Psychology 55%, Ride 35%. Spot Hidden 85%. 
  Quote: "No. Kath, it's like this ... " 
  Ronald is a jeweller specializing in recreations of medieval jew-
  elry, and fantasy pieces. His interest in medieval history has led 
  him into various aspects of fantasy wargaming, recreational socie-
  ties. and literature. His particular fascination with Viking history 
  has crept into his style and mannerisms. He wears his curly 
  brown hair down to his shoulders, and he frequently wears T-
  Blood Brothers -
  93 
  shirts with strange designs screened onto them. Ronald and 
  Kathy are married. 
  KATHY DOUGHERTY, Law Student, 25 
  STR 14 
  CON 14 
  SIZ 15 
  DEX 13 
  APP 14 
  INT 18 
  POW 13 
  EDU 20 
  SAN 45 
  HP 15 
  Damage Bonus: +1 D4 
  Weapons: Fist/Punch 45%, damage 1 D3+ 1 D4 
  Baseball Bat 65%, damage 1 D8+ 104 
  Skills: Bargain 45%, Debate 55%, Drive Automobile 60%. First 
  Aid 60%, History 55%. Law 55%, Library Use 65%, Psychology 
  65%, Read/Speak French 45%. Ride 75%, Throw 45%, Treat 
  Disease 55%. Zoology 65% 
  QUOTE: "But Ron I... " 
  Kathy is currently studying to be a lawyer. Two years ago she 
  was studying to be a veterinarian. She is intelligent enough to be 
  able to do just aboutany1hing she sets her mind to. but as some 
  friends of hers have observed, "she has the attention span of a 
  gnat". She is married to Ronald and shares his interest in medi-
  eval history and customs. They frequently attend Society for Cre-
  ative Anachronism events, where they both train as recreational 
  warriors. She wears her dark red hair down to the small of the 
  back. frequently tying it in a pony tail. She frequently wears tie-
  dyed t-shlrts, a quiet reminder of the two years she spent study-
  ing at UC Berkeley, 
  MARC STULL, Video Junkie, 20 
  STR 13 
  CON 12 
  SIZ 19 
  DEX 9 
  INT16 
  POW 12 
  EDU 14 
  SAN 55 
  Damage Bonus: +1 D4 
  Weapons: Fist/Punch 45%. damage 1 D3+ 
  APP13 
  HP16 
  Skills: Accounting 45%, Anthropology 25%. Botany 55%, Drive 
  Automobile 21%, Drive Motorcycle 35%, History 45%, Make 
  Maps 35%, Occult 55%, Sing 7%, Track 55%, Zoology 55% 
  Quote: "I'm too tired ... " 
  Marc fancies himself a mountain man. He works for a chain of 
  video rental stores. but takes off into the wilderness whenever he 
  can. A friend of his has forced him to watch more bad movies 
  than Marc ever thought had been made, and he has become an 
  expert on bad horror and Kung Fu movies through this associa-
  tion. Although he looks fairly gruff and imposing. he is a placid 
  person with a soft spot for kids. A terrible Singer. he has been 
  singing the theme song to Goldfingerthe whole way along the car 
  trip. 
  JOSHUA HERBERT, Film Student, 20 
  STR 14 
  CON 15 
  SIZ 13 
  DEX 16 
  APP 13 
  INT 16 
  POW 16 
  EDU 14 
  SAN 75 
  HP 14 
  Damage Bonus: + 1 D4 
  Weapons: Fist 45%, damage 1 03+ 1 D4 
  Head Bull 45%. damage 104+1 D4 
  Kick 65%, damage 1 06+ 1 D4 
  Staff 55%, damage 1 D8+ 104 
  Skills: Anthropology 55%, Botany 45%, Debate 55%. Dodge 
  65%, Drive Automobile 45%, History 55%, Jump 65%, Library 
  Use 45%, Martial Arts· 45%, German 45% 
  Quote: no standard quote, yet he brushes his hair continually. 
  Joshua is a film student. He also studies the martial arts of 
  Capoeira and ShaoIin Kung Fu. Being an artsy type, he usually 
  dresses all In black. Through association with the same friend as 
  Marc. Joshua has been subjected to hundreds of hours of bad vid-
  eos. The influence of these films have been slowly creeping into 
  his projects at film school lately. 
  SEAN BAYAN, Marine Reservist, 22 
  STR 17 
  CON 15 
  SIZ 16 
  DEX 15 
  APP 14 
  INT 16 
  POW 15 
  EOU 14 
  SAN 75 
  HP 16 
  Damage Bonus: +1 D6 
  
  94 -
  Dead On Arrival 
  Martial Arts 
  When attacking with fist, head butt, kick, or grapple, if the roll 
  to hit equals or is less than the attacker's Martial Arts percent-
  age, ther. the attacker d,oes double damage-hls or her list 
  does 203 damage, for instance, plus the ordinary undoubled 
  damage bonus, " a defender with the Martial arts Skill suc-
  cessfully parries-receiving a die roll equal to or less than his 
  or her Martial Arts percenlag~then the defender takes no 
  damage, The Martial Arts parry can be used only against 
  melee weapon attacks. 
  Weapons: Fist 75%, damage 103+106 
  Kick 55%, damage 1 D6+ 1 D6 
  Grapple 75%, damage special 
  Staff 55%, damage 1 D8+ 1 D6 
  Fighting Knife 65%, damage 104+2 
  M16A1 80%, damage 2D8 
  Skills: Accounting 45%, Camouflage 55%, Climb 65%, Computer 
  Use 55%, Dodge 45%, Drive Automobile 55%, Electrical Repair 
  55%, First Aid 55%, Hide 65%, History 65%, Make Maps 85%, 
  Martial Arts' 65%, Mechanical Repair 55%, Operate Heavy 
  Machinery 45%, Oratory 75%, Physics 55%, Read/Speak 
  German 65%, Swim 55%, Treat Poison 55% 
  Quote: "What's the time on deck?" (Meaning: What time is it?) 
  Sean is manager of the warehouse 01 a wholesale book distribu-
  tor. He is also in the Marine reserves. He studies Kung Fu with 
  Joshua and Cameron and has also studied Judo, Western Boxing 
  and Greco-Roman wrestling. Sean is not your stereotypical ma-
  rine. He is remarkably intelligent and has a good sense of humor. 
  He dees insist however. on getting up at the first rays of sunlight 
  everyday, a habit which annoys everyone but him. Sean will be 
  the first to take charge in a crisis situation. 
  Sean lends to use Marine lingo in his every day speech. 
  Some examples include: Butt stroking (hitting someone with the 
  butt of a rifle), Humping up ... (hiking), Cover (hat), Deck (floor). 
  Cameron Hoffman, High School Student, 17 
  STR 14 
  CON 14 
  SIZ 13 
  DEX 15 
  APP 16 
  INT 17 
  POW 13 
  EoU 11 
  SAN 65 
  HP 14 
  Damage Bonus: +104 
  Weapons: Fist 55%, damage 1 D3+ 104 
  Kick 55%, damage 1 06+ 1 04 
  Grapple 55%, damage special 
  Staff 65%, damage 1 D8+ 1 D4 
  Skills: Accounting 35%, Archaeology 25%. Chemistry 25%, 
  Climb 45%, Computer Use 65%, Debate 55%, Dodge 65%, 
  Godzilla Lore 95%, Hide 45%, History 55%, Jump 45%, Martial 
  Arts' 55%, Occult 55%, Oratory 45%, Photography 55%, Play 
  Saxophone 75%, Read/Speak French 55%/65%, Sneak 75%, 
  Swim 65%, Track 35% 
  Quote: "Hey, loan me twenty bucks." 
  Cameron, 17, is in his senior year of high school. He studies 
  Kung Fu with Joshua and Sean, and is a member of the high 
  school wrestling team. He is the younger brother of the friend of 
  Joshua and Marc who is so obsessed by bad movies. These 
  tastes in films have rubbed off on Cameron more than anyone 
  else. Over the last ten years, Cameron has assembled a huge col· 
  lection of Godzilla memorabilia. His collection includes over lifty 
  different toy Godziilas as well as comics, posters, records, and 
  videos. He i~ CI whiz on a computer, and a talented musician. 
  The Swarming 
  by Tony Hickle and John B. Monroe 
  Scenario Considerations 
  ·'The Swanning" is a tale of werewolves and the doom that 
  threatens the small eommunit), around Gittings, a town on 
  the southern shore of Lake Superior. 
  Much of the action takes place at night, although hor-
  rific discoveries will also be made in the less frightening 
  light of day. Exploit the real and imagined terrors of the 
  dark for all they"re wonh: mist drifting in off Lake Supe-
  rior. strange rustlings in the undergrowth. clawed paws 
  clicking on rock, bone-chilling howls, sniffling and howl-
  ing outside a closed window in the dead of night, a twig 
  cracking in the silence. the mournful haunting tones of fog-
  horns from lake steamers, they're all there to be used. 
  Two non-player characters whose actions and reactions 
  need monitoring by the keeper are: 
  • Comelius Bagby. the mayor of Gillings, runs Ule town's 
  newspap:!f, and has much influence over the Police Chief, 
  Luther Ellet. Cornelius, while not an evil character. is trying 
  [0 play down the dealhs caused by the werewolves. He is 
  worried that tourists won't spend their vacation money in a 
  town labeled as "the Murder Capital of the Great Lakes. ,. 
  He runs anicles in his paper on the deaths, but these are 
  usually buried on the next-to-the last page. somewhere be-
  tween anicles about prize pigs and recipes for JeIl-O fruit 
  salads. 
  • Peter Verdun is the leader of the werewolves in Gittings. He 
  runs the local sawmill. He is currently plotting to tum ev-
  eryone in town into lycanthropes. Once he has turned all 
  400+ locals, he plans to attack the surrounding small towns, 
  boosting his numbers before attempting to take a major city. 
  As the investigators arrive, Peter is putting his plan into 
  effect. 
  The time-scale of the adventure is compact: from be-
  ginning to end it should encompass no more than a week. 
  pt:rhaps less. for the days of the full moon drive the were-
  wolves . 
  The time is the fall of 1981 •.• and the autumn moon is 
  bright:' 
  
  LJ\KI=-
  SuPeRIOR 
  Keeper's Information 
  Peter Verdun is a lineal descendant of Gustave Verdun. a 
  16th-century French lycanthrope. On his 18th birthday. 
  with no warning whatsoever. Peter underwent his first 
  change into wolf-like fonn. He killed the friends he was 
  with and has been hiding ever since. 
  Since that fateful night. Verdun has exhaustively re-
  searched his problem and family history. He discovered 
  that his ancestor Gustave was a worshiper of the powers of 
  darkness, who used his magical knowledge (0 become a 
  lycanthrope. This pact with Satan had dire consequences 
  for his descendants. Every second generation. male chil-
  Werewolves 
  The werewolf is descended from mythology and folklore. Almost 
  every culture has tales about men who can change into wolves, 
  or wolf-like creatures. The first werewolf film was a US-produced 
  movie aptly titled. The Werewolf. released In 1 913. However. the 
  most memorable werewolf film. and one of the most influential 
  monster movies of the early 20th century was The Wolfman. 
  starring Lon Chaney Jr. 
  Most werewolf films deal with the tale of one person cursed 
  by lycanthropy and was then either haunted by his own guilt. and 
  finally killed by someone very close to him •. Failing that. the 
  lycanthrope is the true monster of Ihe film and appears only 
  briefly to kill someone before it is killed at the end of the film. 
  Blood Brothers -
  95 
  dren directly related to Gustave are born with the curse of 
  lycanthropy. which manifests first on their 18th birthday 
  and on every full moon thereafter. 
  Verdunhas uncovered numerous relatives infected by 
  the curse over the last few hundred years. He suspects 
  which members of his family living in this century are 
  werewolves. but has not appproached them on the subject 
  as he feels betrayed by them. 
  Verdun came to the logging town of Gittings about two 
  years ago. He chose Gittings because of its seclusion and 
  small size. He used money stolen from victims to reopen an 
  old sawmill. Once the mill was refitted. he brought in peo-
  ple to help him run the place. Some of his employees were 
  lycanthropes whom he had mel during his travels. During 
  the next year. Verdun and his werewolves initiated others of 
  the town and the mill into their pack. 
  In two days he is going to introduce LSD into the town's 
  water supply. to induce minor brain damage and insanity in 
  the townsfolk. hopefully making them more susceptible to 
  his orders. 
  The last investigator arrives in town a week before he 
  begins to infect the water. 
  Investigator Information 
  The six player-characters come from assorted backgrounds 
  and are thrown together by fate. Some of the player-charac-
  ters have prior knowledge of one another for obvious rea-
  sons: the newly-weds. Barbara and Jack Logan; the psychic 
  research investigators Ralph Butler and Ambrose Grier, 
  and Grier's niece, Dancer McCoy. 
  The investigators arrive at the inn within a day or so of 
  one another. The interval before anything significant oc-
  curs can be used for the players to introduce their jnvestiga~ 
  tors to one another. 
  Lycanthrope literally means wotl-man in latin. The term has 
  no relevance to wererats. wereboars. or werebears. and should 
  not be used in reference to these creatures. Strangely enough. 
  few werewolf movies deal with the creatures in terms of packs. 
  Those that have. are among the best werewolf films made. 
  Some werewolf films that may interest keepers include: 
  Werewolf of London (1935. Universal) 
  The Wolfman (1941 • Universal 
  Abbott and Costello meet Frankenstein (1948. Universal) 
  Curse of the Werewolf (1961. Hammer) 
  The Howling (1981. Avco Embassy) 
  An American Werewolf in London (1981, Lycanthrope Films) 
  
  96 -
  The Swarming 
  Scenario 
  Some miles from Gittings. II little way inland from Lake 
  Superior. stands the Red Fox Inn. a vacation lodge run by 
  Frank and Ellen Coville. A variety of circumstances find 
  the six investigators staying at the Red Fox at the same 
  time. 
  The Ked Fox Inn 
  Frank and Ellen Coville run the lodge with the assistance of 
  a live-in maid. Annie Lowder. and a handyman. Max Hood. 
  The Covilles are in their 50s and childless. Lowder is in 
  her 20s. Hood is in his late 40s. There is nothing remark-
  able about either the Covilles or Lowder. but Hood is slow 
  of thought. has a severe stammer which inhibits his speech 
  and is clearly backward; however. his mental retardation is 
  compensated for by his cleverness with his hands and, 
  amongst his other accomplishments, he makes delightful 
  carvings which he sells to guests for a few dollars each. 
  Frank Coville is a keen amateur photographer and has 
  his own small dark room; he and Jake Scobie will get on 
  famously. The inn has a telephone which connects with the 
  exchange in Gitting's post office. 
  Neither of the Covilles nor Lowder is a lycanthrope. but 
  Hood has been infected with the strain after sexual liaisons 
  with one of the pack. At present his transformations are 
  uncontrolled and irregular. but he is responsible for the 
  deaths of at least two Gittings citizens. Verdun only re-
  cently learned of Hood's infection and has drawn the 
  handyman into the circle of his pack. 
  O'Halloran and the Logans have driven to the inn in 
  their cars. Grier hates traveling by car and he does so only 
  under protest and over the shortest possible distance; con-
  sequently. he. Butler. Dancer. and Scobie took the train as 
  far as Champion. the thrice-weekly bus to Gittings from 
  there. and then by the Covilles' truck to the lodge itself. 
  Gittings, Michigan 
  The isolated town of Gittings inevitably becomes a com-
  munity of werewolves if the investigators cannot success-
  fully deal with the events that confront them. 
  Gittings lies about 30 miles south of Champion. on the 
  shores of Lake Superior to the east of Huron Bay. It has 
  around 400 inhabitants. perhaps 200 more living within ten 
  miles in the surrounding countryside. The lycanthropes are 
  concentrated almost exclusively amongst the latter. 
  Between 20 and 30 individuals are werewolves similar 
  to the type described in the Call l?r Ctlllllllll rulebook. In 
  Gittings werewolves. the infection may be transmitted sex-
  ually. the chance of infection equal to the lycanthrope's 
  CON x3. There is a 50% chance that the child of a normal 
  1 
  N 
  human and a lycanthrope will be a werewolf but the chil-
  dren of two werewolves will inevitably be Iycanthropes. 
  Of these several dozen lyeanthropes. the great majority 
  respect Peter Verdun's leadership and work toward the 
  same goals. The others have been bullied into the pack by 
  Verdun's thugs and try to escape at first chance. 
  Newer werewolves may undergo transformation acci-
  dentally when times of great physical stress or psychologi-
  cal disturbance occur during days near the full moon. 
  Previous Disappearances 
  Verdun's werewolves are responsible for the disappear-
  ances around Gittings. Although Verdun's ultimate objec-
  tive is to infect all of Gittings with lycanthropy rather than 
  to kill, frequently the blood-lust frenzy of a werewolf at-
  tack fatally injures its target; in the greater number of these 
  cases. the bodies are concealed. 
  The most significant recent disappearance is that of 
  Robert Hammond. the son of a wealthy New York family. 
  who was cruising through America in his new Maserati on 
  vacation after graduating from Princeton. 
  Police Chief Ellet pursued his inquiries nonnally. treat-
  ing the disappearances as routine events. but when a body 
  was discovered the severity of injury invited comment. As 
  bodies and disappeanmces multiplied. fears of an unknown 
  man-eating beast loose in the countryside around Gittings 
  began to gain ground and folks became concerned about 
  
  the effect that adverse publicity would affect the town's 
  nascent tourist trade. 
  A Body Discovered 
  When the investigators came to the lodge. one other guest 
  was in residence. The second morning at the inn. however. 
  Mrs. Coville will ask if anyone has seen this guest. Henry 
  Wise. for he seems to have disappeared. Wise came to the 
  lodge to fish and the Covilles fear that he may have met 
  with an accident. None of the investigators recollect seeing 
  Wise since their first evening when he left the lodge. saying 
  that he was going for an after-dinner stroll. 
  The first death that confronts the investigators will hap-
  pen the day after Wise's disappearance. Two of the investi-
  gators (Barbara and Jack) take a luncheon picnic basket to 
  the shore of Lake superior. Circumstances can be easily 
  contrived so that they stop for lunch and a canoodle. The 
  horribly-mutilated body of a werewolf's victim is near 
  enough to be discovered accidentally. 
  At some point during the lunch, separate the two inves-
  tigators for a seemingly innocuous reason ("nature calls"). 
  Leave one investigator down by the beach while the other 
  goes into the woods for few minutes. 
  While taking care of business in the woods. the charac-
  ter stumbles over the corpse of Henry Wise. The fly-cov-
  ered, sticky red mess costs 1/104 SAN. Screams will bring 
  the other investigator running to the site of the discovery. 
  If the body is examined, a wallet in the pocket identifies 
  it as that of Henry Wise. 
  A successsful Spot Hidden roll identifies strange spoor 
  around the corpse. A successful Zoology roll recognizes it 
  as wolf-like. but strangely different. 
  Sister Moon 
  After the discovery of Henry Wise's mutilated corpse, 
  Chief Ellet keeps all the investigators and hotel staff in the 
  hotel for questioning. This ties up the investigators all day 
  and into the evening. 
  Ellet's questioning runs along the lines of did anyone 
  know Wise, how long had he been staying in the hotel, etc. 
  The questioning is not important to play through. as none 
  of the characters have anything important to tell him. but 
  inform the players how extremely annoying this man is and 
  how tired they are of it all when through. 
  After Ellet leaves. the Covilles try to salvage something 
  out of a nice day, and suggest a barbecue on the beach. 
  Assuming that the investigators are interested. they pack up 
  a cooler with hamburger meat. hot dogs and beer, bags of 
  potato chips, some coal and lighter fluid, and head down to 
  the beach. 
  Frank Coville (in chef's hat and "Kiss the Cook" 
  apron) prepares one of the beachside grills as the investiga-
  tors get the food ready (or do whatever they are doing). Just 
  when they are set to drop the meat onto the glowing coals. 
  Blood Brothers-97 
  Max Hood starts acting strange. He begins to whine and 
  scratch his feet in the sand as he looks off towards the old 
  cemetery. If anyone asks him what's wrong, he explains 
  that he had forgonen that he was suppposed to meet some 
  friends tonight. but now he feels bad because he has also 
  accepted the invitation to the barbecue. Ellen will explain 
  to him that it is okay if he wants to go off with his other 
  friends. "If they'd like," she says. "bring them b,lck for 
  dinner later." 
  "Oh they' d like that!" says Max as he bounds off to-
  wards the cemetery. 
  Any investigator who receives a successful Spot Hid-
  den roll can see, by the light of the full moon, Max stopping 
  about 200 yards away, and then dropping down on all 
  fours! He stays this way for a few seconds. and then carges 
  off across the ground at an amazing speed. 
  If the investigators decide to follow Max. they have to 
  succeed in three Track rolls. Max is moving much too fast 
  for them to keep up. so they have to rely on his trai I. If the 
  investigators do not wish to follow Max, Jake Scobie will 
  take off after him; however. he has left his camera at the 
  inn. 
  If the investigators manage to follow Max, they crawl 
  through a thicket of brambles and end up in the Old Ceme-
  tery which, lies between the Red Fox Inn and Gittings. 
  Listen rolls detect the sound of human voices before the 
  investigators stumble out of the bushes. Peering through 
  the foliage reveals a strange scene. Standing around a grave 
  are ten large men dressed in overalls and plaid shirts with 
  heavy work boots. A successful idea roll links these men 
  with the sawmill nearby. One (Peter Verdun) seems to be 
  directing the actions of the others. Lanterns on the ground 
  illuminate the scene, so it is easy to make out faces. As the 
  investigators watch, they see Max suddenly pop up out of 
  the grave the men are surrounding. He is holding the ends 
  of ropes in his hands which he gives to two others before 
  getting out of the way. 
  The two men struggle with the ropes for a few seconds. 
  and then a coffin begins to rise out of the grave. As the rest 
  of the group stands back to make room for the casket. the 
  supposed leader of the group steps forward. When the cof-
  fin rests on the ground. he flips open the lid. revealing 
  hundreds of small plastic bags inside. 
  The group begin to stuffs the plastic bags into satchels 
  and backpacks. When the coffin is empty. they lower it 
  back down into the grave and cover it up. At this point the 
  group disperses. However. successful Spot Hidden rolls 
  will detect the following about the area: 
  • A small plasic bag filled with a number of small tablets. A 
  successful Pharmacy roll (taking two hours of time). or a 
  know roll from Dancer identifies the substance as LSD. 
  • From the abundance and disarray of the foliage in the area, 
  this seems to be an old parts of the graveyard. (Checking the 
  tombstones reveals that the mOSl recent corpse in this plot 
  
  98 -
  The Swarming 
  was from 1897). However. beside the grave which the in-
  vestigators witnesscd being dug up. there is another fresh. 
  unmarked gravc. Exhuming it reveals the dirt-encrustcd. 
  maggott-ridden. half-eatcn corpse of Robert Hammond. 
  Discovery of this costs I/lD6 SAN. 
  If investigators stick around to dig up Hammond's 
  grave, they will be spotted by Max Hood, who will tell 
  Peter Verdun about them. 
  The Logging Camp 
  The logging in Red Fox Forest is small-scale, a front oper-
  ation. It is owned and run by Verdun. Approximately forty 
  people are employed at the camp. All but ten are were-
  wolves. Those who are not know about the others and wail 
  to be inducted into the pack. 
  Verdun discourages casual visitors. A sign at the en-
  trance reads "These premises patroled by attack dogs-
  Keep Out!" This entrance is also barred by a single-pole 
  padlock barrier. 
  Investigators who Hide and Sneak successfully can 
  scout the forest in the immediate vicinity of the camp for 
  clues. Luck followed by Track identifies signs similar to 
  that found near Henry Wise's body. The tracks have been 
  made by several, perhaps many different creatures. for the 
  size of the imprints varies markedly. Further Track suc-
  cesses trace some of the paw-marks to a small c1ea.ring a 
  quarter-mile south of the camp. 
  The Iycanthropes share a common cast of features: re-
  ceding chins, brown eyes, yellow-tinted canines. long fin-
  gers with sharp nails. etc. A successful Occult roll recog-
  nizes features popularly associated in legend and myth with 
  shape-changers. 
  Should an investigator enter Peter's cabin (Mechanical 
  Repair to unlock the door or ease open a window) he dis-
  covers a scene straight from hell. Bones from humans and 
  large animals have been strung together with half-cured 
  leather straps to make the furniture. The flayed skin of a 
  human lies on the ground in the center of the room, its head 
  stuffed and staring towards the door. The heads of deer, 
  beavers. and humans have been mounted on the walls of 
  the cabin. Seeing this infernal mess costs I/ID8 SAN. 
  The atmosphere is still and sinister; obscene black flies 
  hum furiously into the air as they are disturbed. Searching 
  the clearing quickly finds scattered remains of a human 
  (pieces of clothing adhere to some portions). Most of the 
  body has been eaten: bones have been gnawed. A blood-
  stained wallet identifies the victim as Henry Wise. This 
  encounter costs \/\ D4 SAN. 
  Death of a Close Friend 
  The evening following the barbecue, Jake Scobie takes it 
  upon himself to go and scout out the graveyard again, hop-
  ing to find out something more regarding what he saw the 
  night before. Without telling Dancer, he stakes out the cem-
  etery overnight, armed with camera and flash equipment to 
  record strange occurrences. 
  Later in the evening, Dancer realizes that Scobie is no 
  longer around. A quick peek into his room determines that 
  he is not there. There is no trace of him around the lodge. 
  Searching Scobie's room more closely finds an envelope 
  propped against the dressing-table mirror. It bears Dancer's 
  name in Jake's handwriting. The letter inside is brief. 
  Dancer. 
  /'m sure the cemetery has a key to all this. so f' m 
  going to see what I can find out tonight as r m sure 
  something is about to happen. DOll't worry and 
  DON'T come after me. r /I be fine. You know what 
  they say about old photographers! 
  Lm'e -Jake 
  -Handout"t 
  The investigators should hurry to find Jake before di-
  saster overwhelms him. As they near the cemetery they 
  hear a terrible sound ahead: a man's screams are intermin-
  gled with savage snarls and bestial howling. 
  It takes the investigators at least two minutes to reach 
  the immediate area from which the screams come, assum-
  ing that they take no precautions and do no! slow down as 
  they near the location. Within the tirst minute-and-a-half 
  
  Blood Brothers -
  99 
  With a huff and a puff. and a gOllge and a chew. 
  
  100 -
  The Swanlling 
  the screams have stopped. tcnninated by one particularly 
  terrible shriek; the snarling and growling continues for tcn 
  or twcnty seconds. then fades away. 
  Jake is dead, and in such a fashion as to require a I/ID6 
  SAN check. The site is gruesome and even a hardened char-
  acter like O'Halloran is sick to his stomach. Scobie has 
  been torn apart by a creature with the most powerful of 
  jaws and wickedly sharp teeth; long raking tears across 
  what remains of the photographer's body indicate that the 
  animal must have vicious claws as well. A massive rip 
  across his abdomen shows his intestines. Jake's left ann has 
  been ripped from its socket and cannot be found. There is 
  blood everywhere and an unpleasant stench lingers over 
  everything. 
  Zoology identifies the animal as the same kind respon-
  sible for Moskowitz's death. There are tracks clearly visi-
  ble in the blood-soaked ground: Zoology confinns the sim-
  ilarity between these tracks and those found at the site of 
  Wise's death. Tmck can follow the sign for some distance; 
  the trail leads southwest from the cemetery. acrofoS the 
  slopes of Antler Hill. doglegs around the Chippewa sacred 
  ground and is lost shortly thereafter. Hood has been respon-
  sible for the attack. 
  Beside Jake's terribly mutilated body lies his banered 
  camera. A frame of the liIm in the camera has been ex-
  posed. If it can be developed it presents an awful image: the 
  blurred image of the werewolf. indistinct and ill-defined. 
  terrifying. 
  Back at the inn. Hood is nowhere to be found. He re-
  turns just before dawn, looking shifty and fearfuL Interro-
  gation geL') nothing from him but that he has "bin fo' a 
  wark." 
  The Swarming 
  Through Hood, and the death of Scobie and his own en-
  counters with them, Verdun quickly regards the investiga-
  tors as a threat not only to his ambitions but also to his 
  safety and that of the pack. He decides to move against 
  them while they are still isolated at the Red Fox Inn. Al-
  though the investigators may also plan to hit the logging 
  camp. leI Verdun pre-empt them (Hood overhears their 
  scheming and warns Verdun). 
  The Attack 
  It is the night before the full moon. The sky is clear and 
  bright. At dusk Frank Coville is servicing the genemlor 
  when a horrible scream rends the evening air. Investigators 
  who look out spot the body of Coville outside the generator 
  shed, his throat tom open. This event is sufficient to cause 
  Ellen Coville's collapse; neither she nor Lowder will be of 
  any help thereafter. The sight of Frank's body costs 1/103 
  SAN. 
  The telephone line is dead. All vehicles at the lodge 
  have been sabotaged: wires tom out, distributors taken. 
  sugar in the gas, etc. 
  As the investigators try to come up with a plan, spine-
  chilling howls echo through the woods and from Antler 
  Hill. 
  Heroic investigators who venture along the trail sense 
  threatening shapes closing in on them. If they get more than 
  tifty yards from the inn they are attacked by two were-
  wolves for each investigator. 
  At 8:45 PJJ., headlights approach along the road. Un-
  fortunate Mayor Bagby has decided to visit the lodge to try 
  and find out what kind of article Dancer McCoy intends to 
  write about Gittings; if it is unfavomble. he hopes to be able 
  10 persuade her to change her mind. Suddenly the head-
  lights halt: Bagby's car has encountered a log taid across 
  the road. He gets out and begins to walk towards the inn. 
  The besieged can see him approaching from about sixty 
  yards away, but he reacts slowly to their shouted wamings. 
  Shadowy shapes lope through the woods on Bagby's right. 
  He starts to run towards the Inn, but it is too late. Suddenly 
  one of the fonns detaches itself from the shadows and in a 
  blur of motion so fast that its true shape is hard to discern. 
  races towards the gasping, stumbling man. It leaps while 
  still yards from Bagby and hits him between the shoulders 
  with a sound that brings a shudder. 
  With a despairing wail Bagby goes down like a sack of 
  potatoes and the thing is straddling him, worrying and tear-
  ing with its teeth. More shapes rush from the darkness. The 
  Mayor screams piercingly as he is tom to pieces. If investi-
  gators attempt to aid Bagby, they will be assailed by were-
  wolves; sniping from the cover of the inn risks hitting 
  Bagby by mistake. Bagby's death warrants a I/ID6 SAN 
  check. 
  At midnight, with the moon bright and clear above the 
  Red Fox Inn, the werewolves, including all those from the 
  logging camp and Max Hood, launch a concerted assault on 
  the lodge from all sides. 
  Coping 
  Success with Occult emphasizes several facts about the 
  classic lycanthrope: 
  • Transfonnations from human to animal form can take place 
  only at night and only around the lime of the full moon. 
  • II is very resistant to injury in animal form and can be 
  regarded as virtually invulnerable to ordinary weapons. 
  • It is highly vulnerable to damage from silver weapons. 
  • Fire can damage it nomlally. 
  The Red Fox Illn has a garage-workshop where Frank Cov-
  ille ston.~d gas, oil, and a wide selection of tools and equip-
  ment for keeping his truck road-worthy and the inn re-
  paired and in good order. At the back of the inn is the shed 
  
  housing the generator. which supplies the lodge with elec-
  tric power. There is a variety of equipment and material in 
  the workshop and generator shed that resourceful investi-
  gators can use to combat Iycanthropes. 
  There is sufficient gear to construct a rudimentary 
  flamethrower, so long as characters working together can 
  succeed with consecutive uses of Mechanical Repair, 
  Chemistry. and Electrical Repair. Each full attempt con-
  sumes 45 minutes: if one skill is failed. it must be repeated 
  successfully before the next can be tried. 
  The keeper should keep the statistics for these weapons 
  secret. so that the players have no way to know how effec-
  tive the homemde arsenal may be. 
  Molotov cocktails are easier to make. Simple devices 
  with a 35% chance of igniting properly can be made in a 
  few minutes from a bottle. ga<;oline. and rags. Taking a 
  little longer (ten minutes each) in Coville's workshop and 
  succeeding with Mechanical Repair produces a bomb that 
  has an 80% chance of functioning effectively. Twenty-five 
  Molotovs can be prepared from the makings in the work-
  shop. 
  Frank Coville is a keen hunter and has several weapons 
  at the lodge. These include two 12-gauge shotguns (one 
  pump-action) and one 20-gauge shotgun; a .30-06 rifle and 
  two .22 rifles; one .45 and three .38 revolvers. He makes 
  his own bullets in preference to mass-produced ones and 
  has molds for all the calibers of his weapons. He has more 
  than enough conventional casings each to satisfy the 
  investigators' needs. 
  Quick-witted investigators realize that if they can lay 
  their hands on silver. then they can craft silver bullets. Bul-
  lets may be made relatively easily. using the cartridges 
  which the investigators themselves have or those that Cov-
  ille himselfhas. the only important constraint being time; if 
  the investigators make bullets for themselves, add 15 per-
  centiles to the chance of a misfire; if Coville makes them, 
  add five percentiles. 
  Barbara and Dancer have a few items of silver jewelry. 
  enough to cast three bullets. Mrs. Coville has further 
  pieces. sufficient for another two bullets. but before Frank's 
  death she must be persuaded to part with them by success-
  ful Oratory. Frank Coville has three silver dollars. which 
  makes a further six bullets if Debate can convince him to 
  give them up. The Covilles also have a silver tea-service 
  which can be melted down to produce five hundred more 
  bullets. Should the Covilles be incapacitated. a twenty-
  minute search turns up their silver articles. 
  All windows of the inn can be shuttered and the doors 
  (two at the front and two at the back) can be barred. Shut-
  ters have a STR of 30; doors a STR of 30. Internal doors can 
  also be barred. but without barricading only have a STR of 
  30. Coville's workshop has tools with which tiring pons 
  can be cut through shutters and doors. The werewolves 
  may launch combined assaults on doors or windows: if a 
  Blood Brothers -/01 
  Incendiary Weapons 
  Weapon 
  skill 
  shots damage% Points 
  Range 
  Flm Thrwr 
  spcl(1) 1 (2) 
  606(3) 
  4(4) 
  15 yards 
  Mltv (A) 
  Throw 1/2 
  206(3)(5) 
  1 (6) 
  5 yds radius 
  Mltv (8) 
  Throw 1/2 
  406(3)(7) 
  1 (6) 
  5 yds radius 
  1 To make a flamethrower work properly, the user must suc-
  ceed with Mechanical Repair. 
  2 A flamethrower fires a stream of gasoline at its target: one 
  target may be engaged each round. To determine whether a 
  flamethrower has fuel remaining atter a 'shot', roll equal to 
  or less than the firer's luck on 0100. A failed roll means that 
  the weapon's fuel reserve Is empty. 
  3 The burning gasoline affects the target with this damage 
  on the round the target is hit: on the next and each subse-
  quent round it suffers 106 less damage; if the target Is hit 
  again while still burning. the damage is cumulative. Flame-
  throwers affect equally everything and everyone within three 
  yards of the primary target. 
  4 If a flamethrower's points are destroyed by a bullet there 
  is a chance that it will explode. If the firer fails in a Luck roll, 
  the fuel tank explodes. doing 1206 damage to the carrier. 
  and 
  5 Once it has hit this type of Molotov cocktail has a 35% 
  chance of exploding successfully. 
  61f a Molotov cocktail's points are destroyed by a bullet 
  there is a 50% chance that It will explode. If it explodes. the 
  person carrying it suffers the Molotov's damage + 106 as de-
  fined above; anyone within three yards has a 50% chance 
  of being hit by flaming gasoline for 206 damage, reducing to 
  106 on the next round. 
  7 Once it has hit, this type of Molotov cocktail has an 80% 
  chance of exploding successfully. 
  werewolf's STR overcomes that of the barrier. roll its dam-
  age normally against the door/window; once its STR has 
  been exceeded by this damage it splinters and allows ac-
  cess on the next round. If a door or window is also barri-
  caded, it takes a werewolf lD4 rounds to push through this. 
  Final Words 
  Assuming that the investigators triumph over the were-
  wolves. the physical evidence can be used to persuade 
  Chief Ellet that lycanthropy is a fact and that the investiga-
  tors had little choice but to kill those who threatened them. 
  On this basis, Ellet conspires to cover up the truth behind 
  events at the Red Fox Inn and. with the help of the investi-
  gators (their alternative is to be charged with multiple ho-
  micide). concocts a reasonable story designed to present 
  the vicious deaths as the result of a terrible but unfortunate 
  accident; a fire bums the inn to the ground while a party to 
  which the loggers had been invited is in progress. Trapped 
  and killed in this fire are those whose deaths would other-
  wise lead to embarrassing questions. 
  Award surviving investigators 1010 SAN for defeating 
  the werewolves of Gittings. 
  
  102 -
  The Swarming 
  Epilogue 
  A lone car travels down the highway. It pulls over to pick 
  up a hitchhiker standing in the rain by the side of the road. 
  "Thanks" says the hitchiker. "1 thought 1 was gonna 
  drown out there." 
  Max Hood turns towards his passenger as he pulls away 
  from the side of the road. "N-no pop-problem"~ he stam-
  mers. "You hungry? I got an extra s-sandwich if you want 
  it. .. 
  "Yeah, thanks man." says the hitchiker as he slowly 
  unwraps the wax paper surrounding the sandwich. 
  Max grins. "It's head cheese, 1 m-made it myself." 
  Non-Player 
  Characters 
  PETER VERDUN, Leader of the Pack 
  STR'14 
  CON 15 
  SIZ 16 
  INT# 15 
  POW 16 
  OEX 13 
  APP 13 
  EOU 12 
  SAN 0 
  HP 16 
  'x2 in wolf form 
  #xl/2 in wolf form 
  Move: 8/12 
  Weapons: Bite 85%. damage 108+2068 
  Fist 74%. damage 103+104 
  Bowie Knife 67%, damage 104+2+104 
  . 45 automatic 52%, damage 1010+2 
  12g Shotgun 66%, damage 4/2/1 06 
  • In werewolf form 
  Skills: Hide' 84%. Track' 78% (' as werewolf) 
  TYPICAL WEREWOLVES 
  STR' 
  CON 
  SIZ 
  OEX 
  POW 
  one 
  12 
  12 
  12 
  12 
  11 
  two 
  13 
  12 
  13 
  13 
  12 
  three 
  12 
  10 
  12 
  14 
  13 
  four 
  14 
  11 
  14 
  15 
  12 
  five 
  14 
  11 
  14 
  13 
  12 
  six 
  12 
  11 
  12 
  14 
  14 
  seven 
  10 
  10 
  13 
  12 
  15 
  eight 
  12 
  15 
  15 
  11 
  14 
  nine 
  14 
  11 
  14 
  13 
  11 
  ten 
  17 
  18 
  16 
  14 
  10 
  , x2 in wo~ form 
  Weapons: Shotgun 55%, 406/206/106 
  Fist 75%, damage 1 03 
  Bite' 45%, damage 108 
  Claw' 65%. damage 1 06 
  , In werewolf form 
  Skills: Hide' 57%. Track' 63% (' as werewolf) 
  Notes: Other weapons as Citizens. 
  HP 
  12 
  13 
  11 
  13 
  13 
  12 
  12 
  15 
  13 
  17 
  OB 
  0/+106 
  +106 
  0/+106 
  +1041+206 
  +104/+206 
  0/+106 
  0/+106 
  +1041+106 
  +104/+206 
  +1061+206 
  TYPICAL CITIZENS 
  STR 
  CON 
  SIZ 
  DEX 
  POW 
  HP 
  OB 
  one 
  16 
  12 
  14 
  14 
  15 
  13 
  +104 
  two 
  18 
  17 
  17 
  11 
  12 
  17 
  +106 
  three 
  15 
  14 
  15 
  14 
  13 
  15 
  +104 
  four 
  16 
  10 
  12 
  12 
  12 
  11 
  +ID4 
  five 
  16 
  15 
  15 
  13 
  17 
  15 
  +104 
  six 
  15 
  15 
  15 
  14 
  13 
  15 
  +104 
  seven 
  14 
  12 
  12 
  12 
  10 
  12 
  +104 
  eight 
  13 
  13 
  13 
  11 
  16 
  13 
  +104 
  nine 
  14 
  14 
  15 
  12 
  16 
  15 
  +104 
  ten 
  15 
  14 
  14 
  14 
  13 
  14 
  +104 
  Weapons: Fist 60%. damage 103 
  Club 45%. damage 108 
  Knife 50%. damage 106 
  Rifle 25%. damage varies with type 
  Shotgun 40% damage varies with type 
  Notes: Choose weapon-types to fit the circumstances. but only 
  rarely should an Individual have more than one firearm; about 
  25% will have firearms of one sort or another. 
  The Investigators 
  RALPH BUTLER, Parapsychologist, 46 
  STR 11 
  CON 14 
  SIZ 13 
  OEX 10 
  APP 12 
  INT 16 
  POW 14 
  EOU 18 
  HP 14 
  SAN 64 
  Damage Bonus: 0 
  Weapons: .22 automatic 42%. damage 106 
  Skills: Anthropology 61%. Archaeology 72%. History 81%. Ubrary 
  Use 62%. Occult 79%. Psychoanalysis 69%, Psychology 83%. 
  Latin 65%, Throw 47%. 
  auote: "I sense a great evil here." 
  Of the six player-characters. only you. anthropology professor 
  Ambrose Grier. and Grier's niece. Dancer McCoy, have familiarity 
  with occult and paranormal phenomena. In connection with Grier, 
  you have become a well-known psychic researcher and during 
  recent seances with renowned Chicago medium Mrs Amy Seton • 
  both you and Grier have become convinced that something of 
  great moment and great evil has its focus in or near Gittings. You 
  have decided to investigate this. with a view towards attempting 
  to forestall it. 
  Ambrose Grier, Professor, 54 
  STR 10 
  CON 12 
  SIZ 12 
  OEX 9 
  INT 17 
  POW 18 
  EOU 21 
  HP 12 
  Damage Bonus: 0 
  Weapons: .30-06 rifle 46%, damage 206+3 
  APP10 
  SAN 53 
  Skills: Anthropology 93%. Chemistry 68%. Debate 82%. History 
  67%, Library Use 91%, Occult 84%. German 65%, Zoology 54%. 
  auote: "How unusual." 
  Of the six player-characters. only you. parapsychologist Ralph 
  Butler. and your niece Dancer McCoy have prior knowledge of 
  the occult. You are a professor of anthropology at the University 
  of Chicago. During rece 
  seances with renowned Chicago 
  medium Mrs Amy Seton. you and Butler became convinced that 
  something of great evil is about to happen in or near Gittings and 
  that you must act to forestall It. 
  BARNEY O'HALLORAN, Private Detective, 35 
  STR 17 
  CON 15 
  SIZ 16 
  INT 14 
  POW 15 
  OEX16 
  APP13 
  EOU13 
  HP12 
  SAN 64 
  Damage Bonus: +106 
  Weapons: Fistlpunch 91 %. damage 103+106 
  
  Grapple 88%. damage special 
  Blackjack 84%. damage 108+ 106" 
  .38 revolver 82%. damage 1010 
  " knock-out damage only 
  Skills: Accounting 51 %, Camouflage 62%, Chemistry 34%. 
  Credit Rating 43%. Drive Automobile 82%, Fast Talk 76%. First 
  Aid 66%. Hide 81 %. Law 57%. Usten 76%. Mechanical Repair 
  73%, Psychology 64%. Sneak 79%. Spot Hidden 84%. Throw 
  78%. Track 65%. 
  Quote: "I can make it worth your time." 
  You have been hired by the wealthy parents of Robert Hammond 
  to investigate the disappearance of their son. As the last place 
  Hammond is known to have stayed is the Red Fox Inn, you are 
  making the lodge your base. 
  BARBARA LOGAN, Honeymooner, S 
  STR 8 
  CON 15 
  SIZ 9 
  DEX 14 
  APP 17 
  INT 16 
  POW 17 
  EDU 14 
  HP 13 
  SAN 81 
  Damage Bonus: -104 
  Weapons: Shotgun" 73% damage varies with type 
  ·A keen shot, but your shotgun is not amongst your luggage 
  Skills: Botany 63%, Credit Rating 92%, First Aid 52%. Hide 71 %, 
  Linguist 64%. Ride 78%, Sneak 67% 
  Quote: "Oh, Jackl" 
  You are the daughter of a well-ta-do Chicago family. You have 
  recently married Jack Logan, rookie quarterback for the Chicago 
  Bears, and are enjoying a motoring honeymoon through 
  Wisconsin and Michigan's Upper peninsula. The worst thing that 
  could happen to you is to lose Jack. 
  JACK LOGAN, Honeymooner, 26 
  STR 15 
  CON 13 
  SIZ 15 
  DEX 17 
  INT9 
  POW 13 
  EDU 13 
  HP 14 
  APP15 
  SAN 64 
  Blood Brothers -
  J 03 
  Damage Bonus: +104 
  Weapons: Fist/punch 64%, damage 103+1 04 
  Head Butt 56%, damage 104+104 
  Grapple 77%, damage special 
  Skills: Credit Rating 6%, Dodge 73%, Drive Automobile 51%, 
  Electrical Repair 68%. Jump 51 %. Mechanical Repair 57%. Psy-
  chology 71 %, Swim 87%, Throw 76%, Track 46%, Zoology 53%. 
  Quote: "What was the middle part?" 
  You have just completed your rookie year as a quarterback with 
  the Chicago Bears and are honeymooning through Wisconsin 
  and Michigan's Upper peninsula with your new wife, Barbara. You 
  are completely devoted to Barbara and would wrestle alligators 
  bare-handed to protect her. 
  DANCER MCCOY, Journalist, 26 
  STR 10 
  CON 11 
  SIZ 10 
  OEX 15 
  INT14 
  POW 13 
  EOU 14 
  Damage Bonus: 0 
  Weapons: none 
  HP 11 
  APP13 
  SAN 61 
  Skills: Debate 61%. Fast Talk 89%, Oratory 42%, Occult 72%, 
  Photography 52%, Psychology 73%, French 64%. 
  Quote: "Just, like, close your eyes and, like feel the energy. 
  Wow." 
  You are the only woman reporter on the magazine Psychic In-
  quirer. a journal devoted to reporting paranormal phenomena, 
  spiritualism and the occult. You are also Ambrose Grier's niece 
  and have persuaded your editor that Uncle Ambrose's researches 
  In the Upper Peninsula are worth an article. You have also per-
  suaded Grier and Butler that n&ther your presence nor your re-
  port will hinder their investigations. You have come to the Red 
  Fox Inn with Jake Scobie, a photographer. 
  Spawn Of The Deep 
  Scenario Considerations 
  This modem-day scenario takes place anytime in the early 
  1980's. Though they may not all know one another. each of 
  the six provided characters has a direct connection to the 
  terrible and bloody occurrence at the Day View I falfway 
  House. and each possesses infonnation vital to the solution 
  of the mystery. 
  Keeper's Information 
  In the ocean depths off the sea-coast metropolis of Bay City 
  a colony of gillmen has existed for thousands of years. Tn 
  that time, they were content to remain hidden from human-
  kind, abducting only an occasional victim for unpleasant 
  purposes. 
  But over the last century the race of gillmen dwindled. 
  and the creatures sought desperately to ensure their species' 
  survival. At last they found the perfect solution: by im-
  planting the eggs of their queen into the wombs of human 
  females, they would incubate over a period of three 
  months. At the end of incubation. hatchlings would be 
  born. literally tearing themselves free of the host bodies. 
  who died in II horrible and :Igonizing fashion. Rut the gill-
  men could attain their goal. 
  Assured of success, the gillmen began kidnaping young 
  women from nearby Bay City. causing a ra~h of mysterious 
  disappearances along the waterfront. 
  One night, a street punk who calls himself Shark wit-
  nessed such an abduction, and also noticed that the amphib-
  ious humanoids who attacked the young girl wore amulets 
  of pure gold. This inspired a fiendish plan. 
  
  104 -
  Spawn of the Deep 
  Befriending a runaway girl, Shark took her to the wa-
  terfront where he had seen the gillmen emerge, and where 
  they emerged again that night. Shark offered the terrified 
  young girl to the gillmen, and made them understand that 
  he would provide more victims in exchange for gold. And 
  so an unholy deal was struck. 
  Shark prowled the streets of the city. looking for poten-
  tial victims. young runaway girls. He would gain their trust, 
  and then take them at night to the abandoned lighthouse on 
  Gull Island. There a concealed door opened into a network 
  Fish People 
  Fish People films have been some of the hokiest movies ever 
  made. They appeal to us on a basic nature. When watching a fish 
  person film. we are usually told that the monster is some kind of 
  missing link, and that it is not all that different from us air-breath-
  ers. 
  Usually. one of the main characters of the film is a scientist 
  who wants to study the monsters in order to learn more about 
  them. Invariably. this is the first charaeterto get be assaulted by 
  the ichthyous monstrosity. 
  The most famous of modem fish people is undeniably The 
  Creature From the Black Lagoon. It established the basic theme 
  Sharks 
  of tunnels that make up the gillmen's lair. In this manner 
  the foul creatures get their hosts without running the risk of 
  discovery and Shark grew rieh from the lives of his victims. 
  But then Ms. Karyn Alilla and her halfway house pro-
  gram came along, depriving Shark of many potential vic-
  tims. Shark and Atilla the Nun (as her charges call her) 
  quickly became enemies. locked in a battle for the lives of 
  teenage runaways. 
  for the fish men -
  they want our womenl And that's all. Even the 
  martians of the fifties sometimes took a break from their interspe-
  eies carousing to try to take over the planet, but not the fish 
  people. 
  Fish-people films include: 
  Creature From the Black l.8goon (1954, Universal) 
  Revenge of the Creature (1955, Universal) 
  The Creature Walks Among Us (1956, Universal) 
  Beach Girls and the Monsters (1965, U.S. Films) 
  Humanoids From The Deep (1980, New World Pictures) 
  
  When the gilJmen made it known that they were step-
  ping up their foul program and required more hosts. Shark 
  knew instantly where to find them. 
  Having learned the secrets of the gillmen tunnels. 
  Shark led the aquatic horrors into an abandoned sewer 
  which ran directly under the halfway house. From the base-
  ment of the house, the creatures swarmed upstairs. killing 
  alJ the boys a~ well as the two adult supervisors who were 
  present. 
  Their grisly task complete. the gillmen rounded up the 
  girls and dragged them into the tunnels to their fate. Shark 
  satisfied his aqueous clients and dealt Atilla the Nun a blow 
  from which she may never recover. 
  Now it is up to the investigators to locate and rescue 
  these twelve young girls before their doom is sealed. 
  Sergeant Willis was in the Halfway House before the 
  bodies were removed. and can still vividly recall their 
  slashed and mangled condition. The keeper is encouraged 
  to be exceedingly graphic in his/her description of the 
  scene. 
  Also. Vinton Vernor has been putting together data for 
  a story on runaways. and has assembled a disturbing list of 
  young women who have vanished over the past fifty years. 
  He has a similar list of female bodies found in the water-
  front district over approximately the same period. the 
  corpses all badly decomposed. but some having been evis-
  HALFWAY HOUSE MASSACRE 
  Police were summoned to the Bayview Halfway 
  House in the early hours of this morning to discover the 
  scene of a grisly multiple murder. 
  Fifteen r~naways, aged 14 to 19 were literally torn apart. their 
  bodies slashed open and thrown against the walls with such force 
  that each sustained several broken bones from the impact. 
  Also slain in what is being called the worst mass murder in the 
  city's history were Sister Agnus Mary of All Saints Church, and Mr. 
  LaMont Dearborne, a volunteer councilor who was working late 
  with one of the runaways. 
  Sources in the police department state that the bodies had 
  sustained "deep, Incising cuts to the chest and abdominal region 
  which were most consistent with the type of damage Inflicted by 
  timber wolves, or some other such wild animal." 
  The 15 runaways were also reported to have been all boys, 
  and the fact that the dozen or more runaway girls who were known 
  to be present that night were now~,ere to be found only adds a 
  more sinister twist to this bizarre and monstrous mystery. 
  "There were at least twelve teenage girls in the house when I 
  left for the evening." stated Karyn Atilla, administrator of the 
  halfway house program, who Is affectionately known on the streets 
  as "Attilla t~e Nun", "but others could have arrived during the 
  night: many of them do. poor kids. As a matter of fact. there were 
  three more boys in the house this morning than there were when 
  I left." 
  When asked about these murders, Ms Atilla stated, "I cannot 
  comprehend the evil mind that could be capable of such an 
  unspeakable act. I served for a time In a MASH unit in Viet Nam 
  and witnessed the terrible things that could be done to the human 
  body, but w~at I saw in there was horrible beyond description. 
  Blood Brothers -
  lOS 
  cerated. What do these facts mean? Are they connected? 
  And do Ihey have any bearing on the massacre at the half-
  way house"? 
  Jimmy Daltrey and Officer Talbot know Shark some-
  what, and so know a couple of the pool halls. bars and 
  nightclubs he generally frequenl~. They also know Shark 
  ha<; his finger on the pulse of the streets. 
  From the morning after the kidnaping, the investigators 
  have three days before the missing girls become hosts for 
  the gillmen eggs. They will be taken three a day. Jimmy's 
  girlfriend will be one of the last. If the investigators fail to 
  solve the mystery in that time. they will get no Sanity re-
  ward for this adventure. 
  The Teaser 
  The nearby article. "Halfway House Massacre", appears in 
  the Bay City Gazette. and is the only handout in this sce-
  nario. Since all the investigators are in some way involved, 
  this story should put them on the alert. Also, all the charac-
  ters have easy access to the papers, and will no doubt be 
  reading them with a careful eye. 
  Those poor children never had a chance against their killers; I will 
  pray for their souls . ., 
  As will be remembered, Atilla the Nun Is the administrator of 
  the church's halfway house program, a controversial undertaking 
  which did not meet with universal approval when it was proposed 
  In June of last year. 
  Despite the protests of opponents the program was approved 
  and set irto motion. Those opponents are now vocally citing this 
  mass killing as Justification for their opposition. 
  "It's perfectly clear what happened here." states Ho:ner Dent, 
  leading opponent of the program, "gang violence". 
  "The halfway house is In a rough neighborhood, and we all 
  know how street gangs flourish in this part of town. Those missing 
  girls were obviously from a rival gang who infiltrated the house and 
  ambushed the boys. killing Sister Agnus and Mr. Dearborne to 
  eliminate any witnesses, then they took off. 
  "I guarantee. you find those female delinquents and you' I! find 
  your killers. This is exactly what we feared would happen: the 
  rotten apples are taking advantage of a good thing, and in light of 
  what's happened here, I say irs gone on long enough." 
  The future of the Bay View halfway house remains in doubt at 
  this time, and it is certain that the outcome of the investigation 
  Into these crimes will have a direct effect on the church's decision 
  concerning the program 
  Ms. Atilla remains a staunch supporter. ''We did a great deal 
  of good here, and despite what some may say. those children were 
  all innocent victims, and I fear for the safety of those poor missing 
  girls . ., 
  Sergeant Brian Willis, a honicide detective on the Bay City 
  police force, wos ossigncd the cose, Llnd wos present ot the scene 
  early this morning. but he could not be reached for com:nent. 
  -Handour#! 
  
  106 -
  Spawn ofllu Deep 
  Homer Dent is a red herring. a vocal one. He appears on 
  local news programs citing the murders at the halfway 
  house as reason to end the entire program. Dent is merely a 
  sour. sanctimonious stuffed shirt who hates teenagers. 
  Atilla the Nun. a short. quiet-voiced woman ill her mid-
  thirties. knows nothing at all about the attack. but pleads 
  that investigators who visit her tind out who committed this 
  terrible crime. She mentions Shark and his mundane con-
  nection with runaways, stating that he is probably quite 
  happy that the halfway house program in endangered. She 
  reveals their enmity. that Shark is a drug addict. and that he 
  is capable of about anything. 
  The Locations 
  The Halfway House 
  Located in a run-down section of town. the old brownstone 
  has seen much better days. It was once the main house of a 
  large estate. whose family sold off the surrounding coun-
  tryside over the years. then eventually moved oUl as the 
  City closed in around them. 
  Two foot patrolmen guard the block occupied by the 
  scene of the crime investigators who are not members of 
  the force must get by them in order to gain access to the 
  house. The front door is securely locked. requiring a suc-
  cessful Mechanical Repair roll to open. 
  Once inside the house, each investigator must receive a 
  CON x4 roll to keep from being physically ill. llle air is 
  heavy with the sickening, cloying sweetness of large quan-
  tities of blood. The carpets are soaked and matted with 
  dried blood. The walls are scarred and slashed ac; if attacked 
  with a knife. (n some places the plaster is broken and out-
  lined by rivulets of dried blood. the surrounding wall spat-
  tered with a pink jelly which was once a human brain. lllis 
  was where one of the boys was thrown against the wall and 
  eviscerated. With successful Spot Hidden rolls the investi-
  gators find pieces of shredded human tissue scattered 
  throughout the first floor. 
  The same brand of bloody destruction continues in the 
  dining room (C). the two boys' dormitories (A & B). and 
  Mr. Dearborne's room (E). There is also some blood in the 
  kitchen (D). where Sister Agnus was slain. A successful 
  Spot Hidden in the kitchen emphasizes that the door lead-
  ing to the pantry (F) is smashed inward. as though someone 
  had broken through from the cellar. 
  The gillmen's lightning attack massacred the hapless 
  humans on the firs! floor and trapped the girls on the sec-
  ond floor. 
  Lillie hloOO or damage appears on the second floor. 
  though the doors to both girls' dormitories (G & H) are 
  shattered into kindling and the walls around them shredded 
  by the razored lalons of the gillmen. 
  Room I is a bathroom. and Room J is Sister Agnus' 
  quarters; nothing of interest is in either. 
  In the cellar. a successful Spot Hidden roll reveals that 
  the old sewer cover has been recently movcd. Require a 
  STR vs the slab's STR of 25 on the resistance table to move 
  the sewer cover. revealing the dank. damp tunnel below, 
  made of cobblestone and choked with the malodorous mi-
  asma of dead fish. 
  They Came from Beneatb the 
  Sidewalk 
  These tunnels comprise the original sewer system for Bay 
  City. They were sealed off long ago when the new system 
  was installed. The gillmen use them as hidden routes into 
  the heart of the city. Countless side passages branch frolll 
  the main tunnel, but they arc choked with rubble and other, 
  less agreeable things, making it obvious that the route taken 
  by the killers lies straight ahead. Rats abound. 
  After traveling about ten blocks. the investigators dis-
  cover thaI the tunnel is broken by a much more recent 
  excavation, in the form of a flight of beslimed. rough-hewn 
  stairs which descend into the thick darkness. lllese stairs 
  descend at a steep angle, and the deeper they go. the 
  damper the tunnel gets. A successful idea roll lets the inves~ 
  tigators realize that by now they must be nearing the waters 
  of the bay. 
  Gillman-Q·Rama 
  1. The Sea Entrance: This is a rough round chamber of 
  slimey rock with a wide pool of dark water in the center, 
  through which the gillmen enter the warren from the sea. 
  There is a 40% chance of the investigators' encountering 
  ID4 gillmen either entering or leaving the warren at this 
  location. This entrance is far enough removed from the rest 
  of the warren that the sounds of a battle go unnoticed. 
  2.Tlze Incubation Chamber: As the investigators make 
  their way along the tunnel leading 10 this chamber. they 
  notice Ihat the slime-covered rock is slowly replaced by 
  some kind of resilient, membranous material which gives 
  off a foul stench and thick. drippy streams of a greenish. 
  mucus-like fluid: by the time they reach the incubation 
  chamber. this membrane covers the walls. floor. and ceiling 
  of the tunnel, and the fluid oozes down from above. 
  The chamber itself is covered Wilh weird. semi-organic 
  growths of a twisted. aquatic nature whil:h exude steady 
  flows of viscous fluids of various sickly hues. Strewn 
  around this chamber are approximately two dozen pod-like 
  growths which pulse and quiver with life. Sanity loss is 
  I/lD4. 
  While the investigators are in the chamber. one of these 
  pods suddenly ruptures. In a sickening gush it spi lis a flood 
  
  I , 
  l 
  \ 
  j 
  I 
  I 
  Blood Brothers -107 
  
  108 -
  Spawn of the Deep 
  of vile, syrupy SlUff quickly absorbed by the organisms 
  growing in the floor. Anyone looking inside the pod loses 
  1/ID6 SAN. 
  Inside the pod is a teenage girl, obviously immersed in 
  that foul fluid for some time, still alive and very pregnant. 
  If the investigators watch. the girl's swollen abdomen 
  writhes and stretches in a hideous and unnatural manner. 
  Her eyes fly open and she screams in mad fear and agony. 
  Amidst her shrieks, her stomach is tom open from 
  within, as a hideous infant gillman emerges, bathed in gore 
  and entrails and hissing its hatred for the watching investi-
  gators. Its mothers screams fade into a gurgling death ranle. 
  The infant gillman is totally helpless at this time, and can 
  be easily slain. More Sanity loss is called for. lD3/1 D8. 
  A successful Chemistry roll or know roll points out that 
  the foul stench they are breathing may include a flamable 
  gas like methane. which could be easily ignited by the tini-
  est spark--or the firing of a gun. 
  3. The Holding Area: The tunnel from the incubation 
  chamber ends in a small. roughly circular chamber which 
  has an organic, valve-like mechanism in the opposite wall. 
  A gillman stands guard here, and behind the valve mecha-
  nism (Mechanical Repair to operate) will be found the run-
  away girls who were abducted from the halfway house. 
  who have not yet been impregnated with the gillmen eggs. 
  The girls will be terrified and difficult to manage, but 
  will follow anyone who can get them out of this place. 
  Jenny. Jimmy's girlfriend is here, and was of the last of this 
  group to be impregnated should the investigators take 
  longer than three days to reach this point. 
  4. The Nursery: This is a large. damp chamber with a pool 
  of murky water taking up most of the floorspace. In the 
  center of the pool is a small island on which has been 
  erected a low platform of polished black rock. Dozens of 
  infant gillmen are scrambling and crawling about the 
  chamber and swimming in the water. 
  The pool is another opening to the sea. but this one is 
  used only by one creature, the gillman queen. the creature 
  who provides the eggs for this abominable undertaking. 
  Should the investigators find their way to this chamber, the 
  queen squats on the platform, surrounded by swarms of her 
  young. 
  THE QUEEN 
  STR 52 
  CON 50 
  SIZ 60 
  INT21 
  DEX20 
  HP55 
  Move 10 
  Weapons: Claw 40%, damage 1D6+6d6 
  Armor: 6-Points skin 
  SAN: 1/1 D1D 
  POW 30 
  This queen is a larger gillman. and is stronger and more powerful 
  than her smaller counterparts. She is also the only egg producer 
  for this colony. If she is destroyed. there can be no more eggs. 
  and the Bay City colony will die out. 
  She is vengeful and vindictive, and will openly pursue the in-
  vestigators across Gull Island, the bay, and even into the water-
  front district before self-preservation calls it back into the sea. 
  The queen defends her young to the death, but it is far too 
  large to pursue prey down the tunnels. However. its terrible 
  roars attract the attention of the gilImen in the warren. The 
  keeper may roll 3D 1 0 to determine how many there are. 
  5. The Temple: Where the gillmen worship their aquatic 
  deity, some sort of creature many times larger than even the 
  queen. This is the largest chamber in the complex. though 
  half of its area is taken up by a small lake of sea water, on 
  whose shore has been erected an altar of pure gold, which 
  is flanked by twin statues of creatures resembling the 
  queen. 
  During important ceremonies, the queen enters the tem-
  ple through the lake (which also connects to the sea) and 
  watches over the inhuman rites performed in honor of 
  something vast and horrible which lurks in the nether 
  depths of the sea. Such a ceremony takes place at the time 
  of the investigators' intrusion into the warren, and they can 
  be present to witness this ceremony. 
  Gull Island 
  This small island in the bay has been transformed into a 
  park. where the citizens of Bay City can go to relax or have 
  a quiet lunch_ A small amusement area has been built 
  around the lake on the eastern end of the island, separated 
  from the marina and yacht club by luxurious trees and 
  flowering bushes which cover the majority of the island. 
  There is a beach along the southern shore, and a large bath 
  house stands ncarby. Gull Island is accessible by ferry from 
  the mainland. or by private boat. 
  The two most important features of the island are the 
  manhole concealed in the underbrush. and the old aban-
  doned lighthouse. The lighthouse is where Shark takes his 
  unwitting victims, telling them that this is a safe place to 
  stay. A hidden trap door in the flagstones of the first floor 
  leads down into the gillmen tunnels. 
  The trap door opens onto a narrow well with iron rungs 
  descending 100 feet into the darkness. At the base of the 
  well is a IO-foot-wide chamber from which a tunnel opens. 
  leading north to the entrance from the sea (Location I). A 
  successful Spot Hidden roll unmasks the secret door con-
  cealing another twmel, leads to the old manhole and the 
  Incubation Chamber (Location 2). This manhole serves as 
  a bolt-hole for Shark in case of emergencies. 
  The Action 
  Shark continues abducting runaway girls to please the giIJ-
  men and to gain even more unholy wealth. Ifhe learns that 
  
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  109 
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  110 -Spawn of the Deep 
  the investigators are looking for him, he turns his vicious 
  talents against them. He will look for opportunities to am-
  bush lone members of the party, and will attempt to give 
  female investigators to the gillmen. 
  His anacks are cruel and bloody, as he anempts to du-
  plicate the slashing eviscerations of his aquatic allies. If he 
  sees that the fight is turning against him, he cuts and runs 
  like the coward he is. Even so, if it is night, he attempts to 
  lure his pursuers (0 the waterfront, where three of the gill-
  men wait. These creatures attack the intruders on sight. 
  Select any three of the fiendish gillmen from the Non-
  Player Characters. 
  If he learns of them, Shark follows the investigators for 
  a time to see what they are up to. If he sees them enter the 
  halfway house and not reappear after some time, he as-
  sumes that they have found the entrance to the gillmen 
  tunnels. He follows after them to warn his inhuman part-
  ners of their danger, and perhaps eliminate an investigator 
  or two. 
  If he wanders into the temple area, he sees what no 
  human was ever meant to see, and the gillmen tear him to 
  shreds for entering their holy place. Shark's terrified 
  screams of agony and horror alert the investigators that 
  something is amiss. 
  The Finale 
  The investigators must rescue the abducted girls and get 
  them to safety to earn the minimum 1 D 1 0 Sanity reward. If 
  they are also able to destroy the gillrnan warren, they get an 
  additional IDIO points. If they manage to destroy the 
  queen, add the appropriate SAN reward for that as well. 
  The abductions cease, and things will settle back to 
  normal, with the investigators once more the unsung he-
  roes. Word comes down from the Mayor's office that offic-
  ially Shark ran a slavery ring, and that he was killed in a 
  shootout with police in the hideout where he was holding 
  the girls. 
  There will be at least six in the city who know better, 
  but they must keep silent-and who would believe them, 
  anyway? 
  Non-Player 
  Characters 
  SHARK (NPC, Male, 23JOCCUPATION: Punk 
  STR 14 
  CON 15 
  SIZ 14 
  OEX 16 
  APP 15 
  INT 13 
  POW 14 
  EOU 11 
  SAN 75 
  HP 15 
  Damage Bonus: +104 
  Weapons: Stiletto 45%, damage 1 04+ 1 04 
  .45 Automatic 40%, damage 1010+2 
  Club 35%, damage 108+ 1 04 
  Punch 30%. damage 103+ 104 
  Kick 25%. damage 106+1 D4 
  Skills: Bargain 40%, Climb 50%, Drive Motorcycle 50%, Fast 
  Talk 35%. Hide 30%, Jump 40%, Listen 40%, Pick Pocket 45%, 
  Psychology 30%, Sneak 50%, Spot Hidden 45%, Throw 30%. 
  Quole: "Comere, I wanna show ya something." 
  A sleazy, amoral piece of human garbage, Shark behaves as de-
  scribed in The Plot, responding with brutal violence to any threat 
  he encounters-real or imagined. He fancies himsel1 a ladies' 
  man, and he does have a certain ability to charm frightened run· 
  aways; but this is only a facade, which he cannot maintain for 
  very long-usually until the first slight obstacle. 
  He prowls the streets during the evening, and can usually be 
  found at the bus or train stations, where the ''fresh meat" arrives. 
  Having drawn in a runaway, he takes her to Gull Island on the pre-
  text of n being a safe place to stay, and there hands her over to 
  the gillmen, receiving his golden blood money in exchange. 
  Shark is a drug addict, which does much to explaln hiS vio-
  lent mood shifts; most of his ill-gotten gains goes towards support-
  ing his habit. He favors black leather outfits accented by steel 
  chain and a working pair of handcuffs, topped off by a head of 
  heavily moussed black hair gathered into a tail which reaches 
  halfway down his back. 
  THEGILLMEN 
  There are 30 gillmen present In and around the incubation facili-
  ties; reuse the stats below as needed. 
  GILLMEN 
  STR 
  CON 
  SIZ 
  DEX 
  1 
  14 
  10 
  15 
  13 
  2 
  12 
  11 
  16 
  14 
  3 
  15 
  9 
  18 
  16 
  4 
  13 
  12 
  IS 
  12 
  5 
  11 
  15 
  14 
  11 
  6 
  14 
  12 
  16 
  13 
  7 
  16 
  17 
  20 
  15 
  8 
  15 
  12 
  19 
  14 
  9 
  12 
  13 
  16 
  11 
  10 
  14 
  12 
  15 
  14 
  Weapons: Claw 35%, damage 106 .. 104 
  Bite 25%. damage 1D4+lnfection' 
  Trident 35%, damage 106+104 
  Armor: 1 Point Hide 
  Move: 811 0 swimming 
  SAN Loss: 0/106 
  POW 
  HP 
  DB 
  12 
  12 
  +104 
  14 
  13 
  +104 
  15 
  13 
  ... 106 
  14 
  13 
  +104 
  15 
  14 
  +104 
  13 
  14 
  +104 
  12 
  14 
  .. 106 
  12 
  15 
  +106 
  17 
  15 
  +104 
  14 
  14 
  .. 104 
  'If an investigator Is bitten by a gillman, they must make a STR vs 
  STR roll on the resistance table to successfully pull free of the 
  ichorous fangs; each failed roll causes an additional 1 03 points of 
  damage. Also, a CON X 3 roll must be made, or the bitten 
  investigator will fall victim to a strange infection that will cause a 1 
  point per day CON loss until a successful CON X 2 roll is made. 
  NOTE: A successful Treat Poison roll will provide an additional 
  20% to this roll. 
  Investigators 
  SERGEANT BRIAN WILLIS, Homicide 
  Detective, 43 
  STR 16 
  CON 17 
  SIZ 16 
  INT15 
  POW 14 
  EOU15 
  OEX15 
  SAN 70 
  Weapons: .357 Magnum, 50%, 108+ 106 
  APP 15 
  HP17 
  
  M16Al', 40%, damage 208 
  FisVPunch, 55%, damage 103+104 
  Kick, 50%, damage 106+ 104 
  -Fully automatic police issue weapon. 
  Skills: Bargain 20%, Climb 60%, Computer Use 20%, Dodge 
  40%, Fast Talk 50%, First Aid 35%, Hide 50%, Jump 45%, Law 
  30%, Listen 45%. Psychology 45%. Sneak 55%. Spot Hidden 
  65%, Swim 35%, Throw 50%. Track 20%. 
  Quote: "I don't have time for this." 
  A very by-the-book type who frowns on anything that even hints 
  of sensationalism. He has been assigned the Halfway House 
  case, and is already under pressure from his superiors to close 
  what could become a very controversial case before the end of 
  the week. Needless to say, he is not a happy man, and will not 
  take kindly to anyone who tries to obstruct his investigation with 
  wild stories and bizarre theories. 
  VINTON VERNOR, Reporter, 30 
  STR 14 
  CON 14 
  SIZ 12 
  DEX 16 
  INT 16 
  POW 18 
  EDU 15 
  SAN 90 
  Damage Bonus: +104 
  Weapons: none. 
  APP15 
  HP13 
  Skills; Accounting 10%, Bargain 30%, Climb 45%, Computer Use 
  65%, Debate 30%, ~odge 30%, Drive Automobile 45%, Fast Talk 
  50%, Hide 35%, History 15%, Jump 40%, Law 20%, Library Use 
  50%, Listen 50%, Oratory 25%. Photography 50%, Pilot Aircraft 
  25%, Psychology 40%, Greek 40%, Latin 40%, Sneak 40%, Spot 
  Hidden 45%, Swim 20%, Throw 40%, Punch 45%, Kick 40%, 
  Quote: "Sgt. Willis, Is there a six-foot toad prowling the streets of 
  Bay City?" 
  While prone to sarcastic humor, Vinton is a very good reporter, 
  and is always factual with his information-sometimes scathingly 
  so, and this has not earned him many friends in high places. One 
  of his favorite pastimes Is baiting Sergeant Willis, and even 
  though their conversations are usually heated, the two men bear 
  a grudging respect for one another, 
  Vinton is currently suffering a desk assignment as punish-
  ment for following a story he wasn't assigned to, and he is chaff-
  ing to get his teeth into a front-page banner headline story; the 
  murders could be it. 
  JODIE O'CONNOR, Private Eye, 26 
  STR 15 
  CON 15 
  SIZ 14 
  DEX 16 
  APP 17 
  INT 14 
  POW 15 
  EOU 15 
  SAN 75 
  HP13 
  Damage Bonus: +104 
  Weapons: .35i Magnum 50%, damage 108+106 
  12-Gauge Shotgun 45%, damage 406/206/1 06 
  Fist 40%, damage 1 03+ 1 04 
  Kick 30%, damage 1 06+ 1 04 
  Skills: Accounting 10%, Bargain 55%, Camouflage 45%, Cimb 
  55%, Computer Use 20%, Dodge 55%, Drive Automobile 65%, 
  Electrical Repair 20%, Electronics 40%, Fast Talk 55%, First Aid 
  60%, Hide 50%, Jump 35%, Law 15%, Library Use 20%, Listen 
  55%, Mechanical Repair 45%, Photography 40%, Pick Pocket 
  55%, Psychology 50%, Spanish 65%, Sneak 50%, Spot Hidden 
  55%, Swim 20%. Throw 40%. 
  Quote: "Don't make me shoot you, shooting people puts me in a 
  bad mood." 
  Jodie was hired by the parents of a runaway girl, who felt that a 
  female private investigator would have a better chance of locating 
  their missing daughter. She is a thorough professional who has 
  seen mucin of life's darker side, but she has made certain that 
  doesn't interfere with her own life. 
  She is an outsider in Bay City, aOO so is working under a 
  handicap. But she is tough, knows the streets no matter what city 
  they're in, and she knows all too well the sort of people who prowl 
  them. Jodie is a lone wolf, but she's smart enough to admit when 
  she needs help. 
  Blood Brothers -1 JJ 
  JIMMY DALTREY, Runaway, 17 
  STR 15 
  CON 17 
  SIZ 16 
  OEX 17 
  INT 15 
  POW 15 
  EOU 14 
  SAN 75 
  Damage Bonus: + 104 
  Weapons: Pocketknife 65%, damage 1 D3+ 104 
  Club 50%, damage 106+104 
  Punch 60%, damage 1d3+1D4 
  Kick 55%, damage 1 06+ 1 04 
  APP16 
  HP 16 
  Skills: Bargain 55%, Camouflage 50%, Climb 75%, Dodge 70%, 
  Fast Talk 45%, First Aid 40%, Hide 55%, Jump 50%, Listen 45%, 
  Mechanical Repair 55%, Pick Pocket 50%, Psychology 35%, 
  Sneak 50%, Spot Hidden 55%, Swim 5%, Throw 70%. 
  Quote: "Yeah, sure you care." 
  Jimmy is a runaway who has leamed to survive on the streets 
  without falling prey to human animals like Shark. He is the boy-
  friend of Sharon, one of the girls abducted from the halfway 
  house. While he is desperate to learn what has happened to his 
  girlfriend, Jimmy cannot go to the police because he distrusts au-
  thority, and fears being tied into the grisly murders. 
  Jimmy was in fact supposed to be spending the night at the 
  halfway house, but had gotten Involved in a pool game and did 
  not return until the small hours of the morning, only to discover 
  the shelter had been turned into a slaughterhouse. Now, driven 
  by guilt and desperation, Jimmy will do anything it takes to find 
  and rescue his girl, 
  RANDY TALBOT, Police Officer, 30 
  STR 15 
  CON 16 
  SIZ 15 
  DEX 18 
  APP 17 
  INT 16 
  POW 16 
  EOU 16 
  SAN 80 
  HP 15 
  Damage Bonu8: +1 D4 
  Weapons: .45 Automatic 55%, damage 1010+2 
  Police issue automatic weapon 50%, damage by weapon type 
  Skills: Bargain 45%, Climb 55%, Computer Use 40%, Dodge 
  50%, Drive Automobile 55%, Fast Talk 50%, First Aid 45%, Hide 
  45%, Jump 40%, Law 25%, Listen 55%, Mechanical Repair 50%, 
  Pick Pocket 45%, Psychology 50%, Spanish 60%, Sneak 50%, 
  Spot Hidden 45%, Swim 30%, Throw 45%. 
  Quote: "Oh, now what did you have to go and do that for?" 
  Talbot maintains a cover as a s!reet punk so that he can iearn the 
  times and iocations of drug deals; he reports them, but is never 
  present at the bust so that a well-constructed cover won't be 
  blown. He is quite familiar with Bay View Halfway House, and 
  knows Karyn Atilla reasonably well. At Alilla the Nun's request, Tal-
  bot has been keeping an eye out for runaways and steering them 
  to the halfway house. He is also keeping an eye out for Shark, 
  whom he is certain is luring teenage girls into doing pornographic 
  movies. Talbot would like nothing better than to put Shark away 
  for good. but he has yet to get the proof he needs to make a solid 
  bust. 
  FATHER ANGUS DUDDLESWORTH, Priest, 52 
  STR 12 
  CON 15 
  SIZ 14 
  OEX 14 
  APP 14 
  INT 17 
  POW 18 
  EOU 19 
  SAN 90 
  HP 14 
  Damage Bonus: +1 D4 
  Weapons: none 
  Skills: Accounting 30%, Debate 40%, First Aid 65%, History 
  65%, Library Use 75%, Listen 55%, Oratory 75%, Psychology 
  55%, Latin 55%. 
  Quote: "All shall be forgiven." 
  A gentle, quiet and unassuming gentleman, Father Angus has al-
  ways secretly suspected that the day would come when he would 
  be forced to face some great evil and put his faith to the test. He 
  is also the creator of the halfway house program, and has deter-
  mined to actively involve himself in the investigation, even though 
  this might draw censure from his superiors. 
  
  112 -
  Trick or Treal 
  Trick or Treat 
  by Scott Aniolowski 
  Scenario Considerations 
  "Trick or Treat" is set in the mid-to-Iate 1980's. The inves-
  tigators will quickly discover that brute force is nOl the 
  answer to tneir problems in this scenario and the keeper is 
  strongly urged to play the hellish scarecrow as liendishly as 
  possible, taking full advantage of the creature's sorcerous 
  powers and incomparable evil, and conveying the madden-
  ing horror of the straw-and-wood killer. Cunning. skills and 
  arcane powers are required to defeat the foe and lay the evil 
  druid's spirit to rest. 
  Atmosphere is of the utmost importance here-the 
  keeper should strive to relay the creepiness of the night 
  with its cold, damp wind and swirling fog, its rustling 
  leaves and creaking branches: the fields are full of brown 
  com stalks and dried vines, fat warty pumpkins are carved 
  with villainous features and a ripe full moon beams down 
  cold blue rays of light down upon a world preparing for 
  winter's cruel touch. 
  Keeper's Information 
  The date is October 3 I-Halloween. and people are cele-
  brating the holiday with bonfires (to ward away Ihe evil 
  forces of the night). setting out food and saying prayers (for 
  long-deceased friends and relatives are closest to the world 
  of the living on this eve), and others, mostly the young and 
  the young-at-heart, are dressed up in costumes, playing 
  pranks. collecting treats from neighbors and entertaining 
  themselves at masquerade parties. On this night one group 
  Druids, Satanists, and Demons 
  supposedly satanic or pagan culls have been a common theme 
  in horror films for some time. The early satanist films supposed 
  that the audience was moderately if not devouliy Christian. and 
  so a film in which Christian sensibilities encounter the devil and 
  triumph would be accepted by the audience as a good film. 
  As the world becomes less bound by the teachings of the 
  scriptures, this genre of horror films becomes less potent. An 
  audience comprised mostly of atheists probably doesen' ,t be· 
  lieve in Satan nor will they believe that the power of God can 
  overcome the power of Satan, because they believe in the pow-
  ers of neither. Arguably. Blatty's The Exorcist was the last conse-
  quential movie dealing with Satan and the power of God. 
  Druids and paQans seem more acceptable to a largely unre-
  IIgious culture. Most of the films dealing with druids and pagans 
  seem to concentrate more on the powers of the individual's mind 
  of hearty individuals in the sleepy town of Lockport, in 
  western New York state, find themselves pitted against a 
  mighty and supernatural adversary. 
  Earlier this cool autumn evening a group of local 
  youths stumbled upon an appalling scene at the old Carrick 
  farm just outside of town. The young people had sought a 
  secluded site for a bit of holiday celebration of their own-
  a little drinking, a little intimacy, a little ... well. you know! 
  As they crept through the dried com husks in Old Man 
  Carrick's fields they heard an unusual sound ·a weird 
  singing and chanting. Upon closer examination they dis-
  covered Liam Carrick in long robes. seemingly praying to 
  a large knotty oak tree in the heart of his property, deep 
  within the thick fields of com. Fascinated by this scene the 
  four youths watched until finally the old man finished his 
  wierd act with a vile deed: before their astonished eyes he 
  performed a human sacrifice to the ancient oak tree. As the 
  victim's blood soaked into the damp ground. the young 
  people fled in terror but Carrick discovered the frightened 
  trespassers and demonstrated his powers of darkness by 
  causing the trees and plants of his fields to literally attack 
  them. They managed to escape the grasping branches and 
  twitching vines and in the ensuing flight to freedom Car-
  rick was mortally wounded. 
  The four terrified young people escaped. while old 
  Liam Carrick crawled back to his crumbling house. There 
  he accidentally knocked over a lit candle. causing the old 
  farm house to become a blazing inferno. 
  and the spirits of nature than on anyone specific supreme being. 
  The rule in these kinds of movies seems to be "to each his own." 
  Some films dealing with Satan worship. druids and paganism 
  follow: 
  Curse of the Demon (1958. Columbia) 
  The Dunwlch Ho"or (1969, AlP) 
  The EJtorclst (1973, Wamer Brothers) 
  The Wicker Man (1973. British Lion) 
  Devll's Rain (1975, Bryanston Productions) 
  The Manitou (1977. Manitou Productions) 
  Satan's Cheerleaders (1977. World Amusments) 
  The Guardian (1990. MeA) 
  The First Power (1990. Orion) 
  
  Carrick did not die. however: he is a druid with incred-
  ible power over the elements. He had foreseen his mortal 
  demise in a vision and was prepared. As he gasped his final 
  breath. the druid's spirit left his ruined body and drifted to 
  the fields. to enter into a scarecrow in his fields previously 
  enchanted by Carrick for this eventuality. 
  As the decrepit house burned to the ground, a hellfire 
  ignited within the carved jack-o-Iantern head of the scare-
  crow and the wood-and-straw creature stiffly lurched from 
  its post in the damp field to seek revenge on those four 
  responsible for the death of Liam Carrick. As the investiga-
  tors become involved they too will become targets of the 
  marauding pumpkin-headed fiend. 
  Investigators' 
  Information 
  It is Halloween. The sun has just set and soon costumed 
  children will be at the investigators' doors expecting treats. 
  Jack-o-lanterns are carved and aglow on porches and bowls 
  of candy wait near doors-it should be as any other Hal-
  loween night. On this particular Halloween the investiga-
  tors will be pulled into a maelstrom of madness. destruction 
  and terror. 
  At around 7:30 P.M., Alek Burnett is startled out of a 
  sound sleep by a disturbing and alarmingly realistic night-
  mare. At about the same time one of the other investigators 
  receives a frantic phone call from friend Jeromy Wolfe. 
  If Alek attempts to reach his friend Jeromy Wolfe by 
  phone he finds that the line gives a busy signal-he must 
  go over to Jeromy's home if he wishes to check up on his 
  friend. Alek had not intended to fall asleep so early in the 
  evening; should he try to go back to sleep he finds that he is 
  unable to do so. If the other investigator who received the 
  call from Jeromy attempts to call him back, he too discov-
  ers a busy signal. 
  Jeromy Wolfe's Phone Call 
  As the investigator picks up the phone he is greeted with 
  the following: 
  "Thank god. I'm glad you're there. You've got to help 
  me. Please. It's going to kill me. My god, I can't believe 
  this is real. Please. you have to help me. It will kill me. My 
  god. I don't want to die. Please .... " 
  There is the sound of something breaking in the back-
  ground. a scream, and then the phone is disconnected. 
  Jeromy Wolfe's Apartment 
  A stupefying scene awaits visitors to artist Jeromy Wolfe's 
  apartment; the place is a shambles-the front door has been 
  Blood Brothers -1l3 
  ALEK'S NIGHTMARE 
  You are standing in the middle of a corn field. totally lost and 
  confused. You can not seem to escape the sea of brown and 
  dried husks-as far as you walk in any direction you find 
  yourself still surrounded by corn stalks. The night sky in the 
  distance casts a weird glow. liKe something large burning. You 
  can not seem to get closer to the blaze. for as soon as you take 
  your eyes off the glow. even for a second. it seems to move to 
  a different location. Frustrated. you scream and race off 
  through the wall of dead plant material. 
  You find yourself In a clearing. someone else is there with 
  you-it is your friend and fellow artist Jeromy Wolfe. As you 
  approach. you see that he Is tied to a wooden post. his arms 
  spread out from his sides. He opens his mouth to speak but 
  as he does he begins to gag. You reach for your friend but 
  freeze In your tracks. gasping in horror as his head suddenly 
  rips from his neck. plunging to the damp ground with a wet and 
  sickening plop. 
  Jeromy's severed head splits open and a mass of green 
  tendrils. vines and branches sprout out and begin to entangle 
  you, pulling you screaming down to the ground. The grasping 
  branches and vines constrict. crushing you. pulling you deeper 
  Into the soft ground. You claw at the plants, but they tighten, 
  pulling you waist·deep Into the damp soil. You feel roots or 
  tentacles wrap around your submerged legs. You are violently 
  yanked down deeper. You see Jeromy's bloody body topped 
  with a blazing jack·o-Iantern. which smiles at you evilly. Then. 
  with one final and violent tug you are pulled completely be-
  neath the ground. 
  This is where you wake up. 
  -Handour#7 
  savagely battered in, the living room just beyond has been 
  turned inside out. and poor Jeromy has been murdered. The 
  carpeting, furniture. and walls of the living room are 
  streaked with blood. On the floor rests Jeromy's severed 
  head. his body nowhere in sight. It costs 1/106 SAN to see. 
  There also lingers an odd odor in the air. 
  If any investigator examines the the head he finds an 
  acorn in Jeromy's mouth. It falls out of the mouth if the 
  head is knocked over or picked up. A successful Botany roll 
  identifies it as from a white oak. 
  A successful Spot Hidden roll finds a bit of straw in the 
  broken front door. A successful Botany, Chemistry, or idea 
  roll identifies the lingering odor as similar to burning 
  pumpkin! A successful Listen roll allows an investigator to 
  hear a faint whimpering come from a closet. The door is 
  locked and no key is to be found. Pounding on the door 
  brings only louder. more hysterical crying from beyond but 
  whoever is inside refuses to open the door. The lock must 
  be picked, the hinge pins removed or the door broken in 
  (STR 15). 
  Opening the closet. the investigators discover Virginia 
  Foster cowering in a comer. She has suffered great mental 
  shock, and cries and babbles incoherently. Virginia and 
  Jeromy were to be wed next summer. A successful Psycho-
  analysis calms the frightened woman long enough to leam 
  
  114 -
  Trick or Treat 
  that earlier this evening she, Jeromy, Sybil Langford, and 
  Jeffrey Tierney had gone to Old Man Carrick's farm. where 
  they had encountered some trouble-apparently Liarn Car-
  rick may have died. 
  They had fled the farm, and she and Jeromy came here 
  to think of what to do next. She doesn't know where the 
  other two are-Jeff drove, and he dropped them off here 
  and continued on. Later Jeromy saw someone in the yard-
  he went out to investigate and returned shortly, locking the 
  door behind him. He was terrified and locked Virginia in 
  the closet. She heard him on the phone with someone, there 
  was a great crash, Jeromy screamed, and then it got very 
  quiet. That's all her information. 
  Telephoning the Langford and Tierney homes gets no 
  answers. 
  The Langford Foster And 
  Tierney Homes 
  All three homes have been similarly destroyed. Neither 
  Sybil Langford or Jeffrey Tierney are found. At the 
  Langford home, Mr. and Mrs. Langford and their other 
  child have been savagely murdered. The bodies are hacked 
  and tom apart, although no pieces are missing. This costs 
  1/106 SAN to see. 
  Nothing of the Tierney family can be found until the 
  investigators look in the back yard-there they find the 
  Tierneys dead, their twisted bodies entangled by vines and 
  branches in their garden. They seem to have been mauled 
  and strangled by the plants: I/ID4 SAN to see this. A very 
  large pumpkin rests not far away. It appears that they had 
  gone into the garden to retrieve it, probably to carve for 
  Halloween. A successful idea roll allows the investigators 
  to realize that Jeff Tierney's car is not in the garage-he 
  must still be out somewhere. 
  Virginia Foster's parents and three brothers are discov-
  ered in various locations around the Foster home and yard, 
  their bodies similarly mauled as the Tiemeys and the 
  Langfords. 111 D6 SAN loss, as usual. Should Virginia see 
  the blood bath she goes insane, requiring serious profes-
  sional help for a very long time. 
  Should they think or know to look, the investigators 
  find no acoms as they may have at Jeromy Wolfe's apart-
  ment. All of the bodies discovered, while horribly muti-
  lated in some cases, are otherwise fully intact. 
  Tbe Fate Of Jeffrey Tierney 
  And Sybil Langford 
  If the investigators call, the police will be uninterested in 
  assisting them to locate Jeff and Sybil unless the pair have 
  committed some crime or have been missing for more than 
  48 hours. The investigators may lie, of course, but need a 
  successful Fast Talk to pull it off. If the investigators alert 
  the police 10 the murders, they will be detained to give 
  statements, be questioned. etc., and may even find them-
  selves suspects in the gruesome case. If the police help, 
  they locate Tierney's car in ID3 hours. If the investigators 
  search the city for the car, the investigator with the lowest 
  POW x3 receives that roll once an hour until successful. A 
  success locates the car is found. 
  The young lovers are already dead, having encountered 
  the murderous scarecrow along a quiet and darkened road. 
  When the investigators arrive, the scene is disturbingly 
  stained with blood, and vines and plants have weirdly 
  spread over the automobile, entwining the door handles 
  and shattering the windows. The severed heads of Sybil 
  Langford and Jeff Tierney rest in the back seat. This sight, 
  costs ID6 SAN unless a successful SAN roll is made. Should 
  the investigators check. both victims have acorns in their 
  mouths. 
  With a Spot Hidden roll, they notice bits of straw in the 
  car. Another successful Spot Hidden discovers odd. foot-
  print-like markings on the ground around the car. These 
  markings head off into a field and away from town. If the 
  investigators should think to inquire. the tracks do go off in 
  the direction of Liam Carrick's farm. A successful Track 
  roll is required to follow the markings. 
  Who's Afraid Of Virginia Foster? 
  This frightened young woman is the last of the scarecrow's 
  four victims and it will hunt her down and brutally murder 
  her as it did Jeromy, Sybil, and Jeff unless she is well-hid-
  den and protected by the investigators. If she has seen the 
  bodies of her family, then she is insane. In either case she 
  will be of little help to the investigators, except possibly as 
  bait for the murderous scarecrow. She will be very reluctant 
  to return to the Carrick farm and a successful Psychoanaly-
  sis roll is required to convince her to do so. 
  The carrick Farm 
  Liarn Carrick's farm is a few miles east of Lockport on a 
  dark and quiet road. The once-decrepit farm house now 
  lays in smoldering ruins, embers still glowing red, and 
  wisps of smoke yet curling away into the dark night sky. 
  Carrick's charred body is in the rubble. should the remains 
  of the building be excavated. 
  In the center of the sprawling farm, surrounded by acres 
  of now-dead corn stalks, towers an oak tree hundreds of 
  years old. This knotted and twisted tree has been the center 
  of Carrick's druidical worship for many years. A large 
  stone altar rests at the base of the tree, its rough surface 
  stained with blood. The evil man buried many victims in 
  his fields; if the land is thoroughly searched. thirty bodies 
  in various stages of decay will be exhumed. 
  Upon close examination of the stone altarthe investiga-
  tors \\-i11 see odd and fancy glyphs carved into the stone. 
  The characters are ogham and if the glyphs are understood. 
  the spells Call Lightning and Control Elements may be 
  
  -----
  -
  -
  -- --~ 
  Blood Brothers -
  115 
  ~I 
  ,y 
  , 
  \ I' 
  t ,! 
  ~ 
  Carrick's l'iC'lims rise, 
  
  116 -
  Trick or Treat 
  learned. These spells appear in song fonn. It takes several 
  tries until they are properly intoned. 
  If the investigators wander through the fields. they 
  eventually come upon a horrible scene: pushing past dry 
  and rustling com stalks. they emerge into a small clearing. 
  Within this clearing are the headless. blood-soaked bodies 
  of Jerorny Wolfe. Sybil Langford. and Jeff Tierney (and 
  Virginia Foster. if the scarecrow has found her). The 
  corpses of the young people are tied up on stakes. their 
  anns out from their sides and atop each body is a jack-o-
  lantern where a human head should be. The appalling sight 
  of these human scarecrows costs 1 D6 SAN if a SAN roll is 
  missed. If Alek Bumett witnesses this he will suffer an 
  additional and automatic loss of ID3 SAN (no SAN roll al-
  lowed) because of rhe similarity of this sight to his grisly 
  nightmare. 
  The villainous scarecrow rests on a stake not far from 
  the old oak tree. If they have not yet encountered the mon-
  ster. then it stands motionless until the investigators move 
  away, then stalks them, killing one at a time if it can. If it or 
  the oak tree are in any way disturbed. then the scarecrow 
  instantly attacks. 
  The Old Oak Tree 
  This lowering tree is the focal point for aJl of the druid's 
  powers. His soul is tied to this ancient plant, and not to the 
  wood and straw scarecrow. If the scarecrow is destroyed. il 
  simply refonns after a time--to destroy the evil and banish 
  the druid's spirit to the plane of the dead. destroy the oak 
  tree. A successful Occult roll will give that infonnalion. 
  The tree has some powers of its own and should the inves-
  tigators attempt to harm it. it causes the corpses buried 
  beneath the fann land to rise up and attack. It can also grasp 
  at and attack the investigators. Impaling-type weapons 
  have no effect. The best idea Would be dynamite. or an 
  old-fashioned axe or a chainsaw. 
  THE OAK TREE 
  STR 40 
  CON 200 
  SIZ 60 
  POW 30 
  HP 130 
  MOVE 0 
  Weapons: Branches/Roots 25%, 106+506 damage crushing 
  Armor: 2 points of hard, thick bark 
  When the tree attacks. its branches and roots attempt to entangle 
  the victim, crushing him into submission. and then WIll hurl the 
  broken corpse at the other investigators. 
  ANIMATED CORPSES 
  STR 
  CON 
  SIZ 
  DEX 
  POW 
  HP 
  DB 
  14 
  12 
  13 
  G 
  13 
  +104 
  2 
  12 
  14 
  12 
  7 
  13 
  0 
  3 
  15 
  12 
  16 
  8 
  14 
  +104 
  4 
  13 
  14 
  13 
  9 
  14 
  +104 
  5 
  15 
  12 
  13 
  5 
  13 
  ... 1D4 
  6 
  12 
  15 
  10 
  9 
  13 
  0 
  7 
  18 
  15 
  17 
  4 
  16 
  +106 
  8 
  14 
  13 
  14 
  7 
  14 
  +104 
  Move 6 
  Weapon: Maul 35, 208 
  If He Only Had A Brain 
  Liam Carrick's spirit controls the scarecrow. and through 
  the creature he murders the people of Lockport. 
  Carrick's soul is not held pennanently within the scare-
  crow but is instead linked to the old oak tree that the evil 
  dmid worshiped. The villainous scarecrow is a powerful 
  adversary-brute force alone will not stop it. If the investi-
  gators destroy the scarecrow, it refom1s in six hours and 
  come looking for them. 
  The investigators will also find it difficult to actually 
  harm the enchanted fiend. While the scarecrow has magic 
  points it is difficult to harm; should its magic points drop to 
  zero. it becomes motionless and nonna\ly vulnerable. and 
  the druid's spirit goes donnant within the oak tree until it 
  has regenerated all of its points (this will take six hours). 
  Then the scarecrow activates, able to heal all of its damage 
  and refonning itself jf need be. To really destroy Carrick's 
  evil and banish his spirit 10 another plane, the oak tree must 
  be destroyed. 
  The scarecrow will furiously protect the oak tree, using 
  every bit of its powers in the defense. If the tree is de-
  stroyed. the scarecrow freezes in its tracks. the fire dying 
  within the jack-o-Iantern head. If the tree is dead, Carrick's 
  spirit is exorcised out of the scarecrow and the tree and sent 
  to its final resting place. 
  THE SCARECROW 
  STR 20 
  CON 15 
  SIZ 19 
  INT 16 
  DEX 6 
  HP 17 
  MOVE 5 
  Weapon: claws 60%, damage 106+ 106 
  scythe 45%, damage 206+105 
  POW 36 
  Armor: 1 point of hard wood. Impaling-type weapons do only 
  minimum damage and fire causes only 2 points of damage per 
  round while the scarecrow has magic points-lf its magic points 
  fall to 0 it can be harmed normally by weapons. Magic will always 
  do normal damage. 
  Spells: Bring Pestilence, Call Lightning, Command Plant, Control 
  Elements, Create Storm, Enchant Scarecrow. Implant Fear, 
  Nightmare 
  SAN Loss: 0/108 
  The Great Pumpkin ••• Finishing 
  Up 
  If the investigators save Virginia Foster from the murder-
  ous scarecrow, award each investigator I D6 SAN. If they 
  destroy the scarecrow and the oak tree. banishing Liam 
  Carrick to the afterworld. award each an additional 
  1D1O+2 SAN. 
  If they have destroyed the scarecrow and left. thinking 
  all was well. then in six hours there is a pounding knock at 
  one of the investigator's door. Upon opening the door the 
  investigator is met with a mind-numbing sight -
  the scare-
  crow has returned and has come for the investigator. The 
  creature now has back all its hit points and magic points. 
  Unless the investigator saw the creature through a window. 
  when he opens the door the scarecrow lashes out with its 
  scythe with + 10 percentiles for surprise. If it manages to 
  
  kill the investigator. then his friends find his head. acorn in 
  mouth. laying in a pool of blood on the floor. His body will 
  be found in the com field. as were the others. Who will be 
  next? What will be left of them? The scarecrow will hunt 
  down each of the investigators and will not give up until its 
  spirit is banished from this plane. 
  If all of the investigators are killed. the scarecrow re-
  verts to a state of dormancy, awakening every year on Hal-
  loween to kill again. 
  NEW SPELLS 
  Bring Pestilence 
  This foul spell causes the recipient to become Infested with some 
  dread disease. The spell takes effect immediately with the dis-
  ease becoming apparent within 1 D3 hours. The illness can vary, 
  at the keeper's discretion; however, the effects are always the 
  same-the victim suffers the loss of 1 D3 points of CON as the 
  Infection spreads through his body and then loses 102 CON 
  every day after until the victim's CON reaches 0 and they die. Of 
  course, as the CON is reduced, so are the hit points. Also, all 
  skills are performed at a cumulative -5% each day. The sick 
  investigator may be cured with a successful Diagnose Disease 
  followed by a successful Treat Disease skill roll. A cured investi-
  gator will regenerate all lost CON and hit points In 1 Dl0 weeks. 
  The spell costs 10 magic points and 1010 SAN to cast and 
  the recipient must be touched and their magic points overcome 
  by the spell caster's. A bit of decayed human flesh is required for 
  this spell. 
  Call Lightning 
  This spell causes a bolt of lightning to strike where the spell 
  caster directs. The bolt causes 6D6 points of damage and the 
  target of the bolt must be within the spell caster's view. It takes 5 
  minutes to cast. The spell costs 10 magic paints to cast and 1 D2 
  SAN. There must be storm clouds in the area for the spell to be 
  effective. 
  Cast CIrcle 
  This spell creates a magical barrier through which specific unnat-
  ural creatures (byakhees, deep ones, Iycanthropes, nightgaunts, 
  vampires, wraiths, and zombies) may not pass. Other Mythos 
  servant races-those which can be summonned and bound-
  have a 50% chance by individual of being stopped. Humans, 
  natural creatures, and greater Mythos entities are unaffected, nor 
  are spells nor physical or magical weapons affected. 
  The caster spends 3 magic points to establish the barrier, and 
  an additional magic point for each person to be enCircled by the 
  barrier. Sanity cost to the caster is 1 D3 SAN. 
  The spell takes five minutes to cast: the magical barrier lasts 
  an hour, then must be recast to continue in effect. 
  The spell caster must inscribe the spell's barrier as a rough 
  circle on the floor. The spell being cast, the barrier appears as a 
  brightly glowing circle. Though the barrier Is inscribed as circular, 
  nothing against which the spell is effective can reach those 
  protected from any direction. 
  Command Plants 
  This spell enable the spell caster to control and manipulate plants 
  and cause them to take on semi-sentient life. This spell may be 
  used to cause vines to wrap around a victim, branches to grasp 
  at a target, roots to entangle feet, etc. The plants effected by this 
  spell can not actually move from their places, however. The 
  effects of the spell costs 1 D6 points of SAN to cast and it costs 2 
  Blood Brothers -
  Jl7 
  Investigators 
  KARYN BASI ANTI, Veterinarian, age 27 
  STR 5 
  CON 13 
  SIZ8 
  DEX 13 
  APP 15 
  INT 18 
  POW 15 
  EDU 18 
  SAN 75 
  HP 11 
  Damage Bonus: -1 D4 
  Weapons: .45 Revolver 35%, damage 1 D1 0+2 
  magic points per square yard of plant material to be controlled. 
  The spell costs 1 D6 points of SAN to cast and the plants must be 
  within the spell caster's sight, for he must point at them While 
  intoning the spell. During the spell's duration the caster has 
  complete control of the plants. The keeper must decide the STR 
  and hit points of the plants In combat-type situations (corn stalks 
  perhaps having 1 STR and hit point each and thick tree roots 
  having 10 STR and 5 hit points each, etc.) 
  The caster of this spell must be able to see the target vege-
  tation at all times during the spell's use. 
  Control Elements 
  This powerful spell enables the caster to control earth, wind, fire, 
  or water (the spell is the same lor each of the four elements, 
  however it must be cast separately for each one contrOlled). The 
  use if this spell can cause the ground to move or split open, winds 
  to become strong and destructive, fire to spread or move where 
  it normally wouldn't or water to form deadly waves or whirlpools, 
  etc. The basic STR of the element's damage bonus (thus, a 
  column of water with a STR of 30 would do 104 damage each 
  round). 
  The basic spell costs 8 magic points per 10 yard radius of 
  effect and takes 10 minutes to cast. The spell costs 1 D8 SAN to 
  cast and the spell caster must have a bit of the element in his 
  hand which he desires to control. The STR may be increased by 
  1010 for each additional 4 magic points expended. The spell's 
  effects last for 5+ 1010 minutes. 
  Create Storm 
  This spell may be used to bring on some sort of storm. The 
  storms are normal in nature and other than perhaps some heavy 
  winds, rain, or snow, cause no direct damage. The rain or snow 
  brought about by this spell can, however, obscure vision and 
  make driving or flying hazardous. The spell costs 5 magic points 
  to cast. no SAN, and takes 10 minutes to properly intone. Such 
  an invoked storm lasts for 10+ 10100 minutes and will be local-
  ized in effect. 
  Enchant Scarecrow 
  This spell creates a living scarecrow that can follow complex 
  commands. Such enchanted creatures move at a rate of 5 and 
  have limited INT and POW but are strong and menacing ser-
  vants. The spell takes 30 minutes to complete and costs 1 D8 
  SAN. The animated scarecrow has 1 point of POW, 1 D4 INT, and 
  obeys the spell caster totally until destroyed, 
  Power Chant 
  This spell allows the caster to temporarily double his magic points 
  by expending one point of POw. The caster must chant for ten 
  minutes while Intoning the gods of earth and then expend the 
  POW point. The caster's newly-doubled magic points last only 
  from sun up to sun down, or sun down to sun up, depending upon 
  when it was cast. 
  
  118 -
  Trick or Treat 
  Skills: Credit Rating 25%, Debate 40%,Diagnose Animal Disease 
  50%, Fast Talk 25%, First Aid 50%, Library Use 30%, Pharmacy 
  35%, Latin 35%, Ride 25%, Treat Animal Disease 50%, Treat 
  Poison 35%, Zoology 50%. 
  Cuote: "Make my day." 
  Karyn is a quiet woman, although known for her sharp wit when 
  provoked. She is very intelligent and her love for all animals pre-
  vents her from harming or being a part of any harmful acts to ani-
  mals. While small and quiet she does know how to use a rather 
  powerful weapon! 
  ALEK BURNETT, Artist, age 20 
  STR8 
  CON17 
  SIZ9 
  DEX15 
  INT 16 
  POW 13 
  EDU 14 
  SAN 65 
  Damage Bonus: 0 
  Weapons: Fist/Punch 55%, damage 103 
  Pocketknife 30%, damage 1 D3 
  .22 Revolver 20%, damage 1 D6 
  APP16 
  HP13 
  Skills: Anthropology 10%, Dodge 40%, Draw 55%, Drive 
  Automobile 10%, Fast Talk 60%, History 25%, library Use 30%, 
  Listen 35%, Make Maps 20%, Mechanical Repair 25%, Occult 
  40%, Paint 45%, Photography 40%, Pickpocket 25%, Sneak 15%. 
  Cuote: "You think this is some kind of haloween costume? This is 
  a way of life!" 
  Alek is a talented and creative artist. He often has realistic and bi-
  zarre dreams on which he bases much of his art work These 
  dreams are psychic or precognitive at times. He Is moody and 
  while small he does not run from trouble and can, at times, be an-
  tagonistic. He dabbles in the occult. Alek is known for his auto 
  mishaps I Jeromy Wolfe was a very close friend. Alek tries to 
  make a statement In the way he dresses and wears his hair -
  he 
  Is seldom seen w~hout his pin and stud-covered leather coat and 
  his black hair Is often spiked up and colored with streaks of white. 
  TIM CONIFF, Doctor, age 30 
  STR 13 
  CON 14 
  SIZ 16 
  OEX 10 
  INT 15 
  POW 14 
  EDU 16 
  SAN 70 
  Damage Bonus: +104 
  Weapons: Scalpel 45%, damage 103+104 
  .32 Automatic 25%, damage 106 
  APP13 
  HP15 
  Skills: Astronomy 10%, Chemistry 10%, Credit Rating 50%, 
  ~iagnose Disease 40%, First Aid 50%, Law 20%, Occult 20%, 
  Pharmacy 30%, Psychoanalysis 30%, Psychology 40%, Latin 
  30%, Spot Hidden 30%, Treat Disease 35%, Treat Poison 30%. 
  Cuote: "This won't hurt a bit." 
  Tim is a good-natured soul who goes to any length to help peo-
  ple. He is reserved and unobtrusive by nature and sometimes 
  awkward around strangers, not being a really social person. He is 
  a very good young doctor. His best friend Is Nathan Hennings 
  and the unlikely pair spend a great deal of time together. 
  NATHAN HENNINGS, DlieHante, age 25 
  STR16 
  CON 16 
  SIZ13 
  OEX13 
  APP14 
  INT16 
  POW 14 
  EDU 14 
  SAN 70 
  HP15 
  Damage Bonus: + 1 04 
  Weapons: Fist/Punch 55%, damage 103+1 D4 
  .30-06 Bolt-Action Rifle 45%, damage 206+3 
  Skills: Archaeology 20%, Bargain 15%, Botany 20%, Climb 75%, 
  Dodge 30%, Drive Automobile 60%, Linguist 10%, Listen 30%, 
  Make Maps 15%, Pilot Aircraft 60%, Spot Hidden 30%, Swim 
  30%, Track 50%. 
  Cuote: "Did I ever tell you about the time .. ." 
  Nathan is very good-natured and friendly, and always has some 
  tali tale to tell. He seems to know a little about almost everything. 
  He is active, a survivalist and adventurer. Everyone likes Nathan, 
  even with his endless bits of trivial information and fabulous sto-
  ries. He owns a small plane which he keeps at a private airfield a 
  few miles south of Lockport. 
  Michael Sardonski, Author, age 38 
  STR 14 
  CON 17 
  SIZ 12 
  DEX 15 
  APP11 
  INT17 
  POW 12 
  EOU 16 
  SAN 60 
  Damage Bonus: +104 Insanity: Paranoia 
  Weapons: Wood Axe 25%, damage 108+2+ 104 
  12-gauge Shotgun 35%, damage 406 
  HP15 
  Skills: Botany 10%, Drive Automobile 35%, First Aid 35%, 
  History 40%, Library Use 45%, Listen 30%, Mechanical Repair 
  30%, Occult 65%, Ogham 25%, Oratory 25%, Psychology 45%, 
  Gaelic 30%, Sneak 20%, Spot Hidden 35%, Track 20%. 
  Cuote: ·Wait a minute, why do you want me to drive?" 
  Michael is a talented writer who has had several horror novels 
  published by a small firm in California. He is friendly and a good 
  person but known for his pessimism and paranoia. He Is a team 
  player but ultimately looks out for number one. He has a very 
  sharp wit and a cutting sense of humor. Although close friends, 
  he and Karyn Basanti would appear to be arch enemies -
  they 
  continually throw barbs and insults back and forth ... all in fun, of 
  course! 
  DAVID SCOTT, Chef, age 28 
  STR 15 
  CON 16 
  SIZ 16 
  INT15 
  OEX 10 
  APP 13 
  EOU 14 
  SAN 60 
  POW 16 
  HP16 
  Damage Bonus: +104 Phobia: Acrophobia 
  Weapons: Butcher Knife 30%, damage 106+104 
  .38 Revolver 25%, damage 1010 
  Skills: Accounting 15%, Cook 60%, Drive Automobile 25%, First 
  Aid 35%, Listen 30%, Occult 50%, Oratory 25%, Sneak 15% 
  French 50%, Spot Hidden 30%. 
  Spells: Cast Circle, Chant of Thoth, Command Bird, Heal, 
  Levitate, Power Chant 
  Cuote: "What's the point?" 
  David is friendly yet very moody, known for his sudden and unex-
  plained mood swings. He has a very dry sense of humor and a 
  quick wit. He is Wiccan-a modem witch, although only Alek Bur-
  nett knows this as he keeps that part of his life very private. While 
  large and relatively strong, he would be the first to avoid violence. 
  He is afraid of heights, although flying does not bother him. His 
  best friend is Alek, to whom he is teaching Wlcca 
  
  Blood Brothers -119 
  Horror Planet 
  by Fred Behrendt 
  Scenario Considerations 
  Horror Planet takes place in the near future. a grim place 
  and time as seen in such films as Robocop. Blade Runner. 
  and Hardware. Almost no action takes place on Earth, but 
  it is important to set the feel of the grimy streets, strewn 
  with technogarbage and urban graffitti. 
  The investigators seek the fate of a brilliant inventor in 
  the heart of a chaotic urban sprawl, called Scattennurk. and 
  from there are drawn into interstellar adventure. 
  The pre-generated investigators are brilliant scientists 
  and researchers. Events in the scenario assume that each 
  investigator has the ability to grasp and instantly under-
  stand unfamiliar events. surroundings. or objects. To simu-
  late these flashes of insight. increase the number of idea 
  rolls used during play. 
  Investigator's Information 
  The investigators are a team of scientists and researchers 
  from the Bander Institute for Progressive Research (see 
  box below). This trip is a working vacation from the Insti-
  tute for the investigators: they are following up on a letter 
  received from Richard Eubastis, a quixotic and reclusive 
  friend of John Blademoor. the Bander Institute Project 
  Leader. 
  Long ago. they went [0 high school together. "Eu-
  bastis.·' says Blademoor. "was always the wild one in the 
  Gross Things From Outer Space 
  In the 1950'5. as Senator McCarrthy tirelessly promoted the Red 
  Menace. filmmakers had a fascination with things from other 
  worlds who wanted to take Earth tor their own. In most of the 
  classic Gross Things movies. aliens land on earth encounter 
  little. if any initial reistance. Once the aliens decimate a sizeable 
  portion of earth. scientists manage to discover a killer death 
  ray/poison gas/bacteria which could get through the aliens' pro-
  tective screenlarmorlinvisibility and thus end the menace. 
  Notable 01 all 01 these films was It Came From Outer Space. 
  In It ... the aliens crash-landed on Earth and took over the bodies 
  of the local townsfolk. However. they did this to repair their ship. 
  Once this was accomplished. they left their host bodies intact and 
  left the planet. 
  In the decades to follow. the Gross Things movies took a 
  radical tum. In the next wave. it was always us. the humans. who 
  were invading (although we said we were exploring) the aliens' 
  home worlds. There the humans IVere attacked by aliens and 
  then fled the place. 
  class: he always had extremely difficult questions for Mr. 
  Pasolini. the physics teacher. One day." Blademoor re-
  members. "Pasolini threw this pointer he was always slash-
  ing over the class's heads into the back of the room. 
  grabbed Eubastis and dragged him up to the front of the 
  class. 
  "If you're so smart,' said old Pasolini, 'why don't you 
  teach the class?' After Pasolini stomped out, Eubastis took 
  him at his word and started talking about gravitational har-
  monics. gravity string configurations, and other obscure 
  concepts. That was in high school, for God's sake. I didn't 
  have any idea what he was talking about-at least not 
  then." 
  Blademoor looks briefly at the others. apparently think-
  ing back. "He was so sharp then nobody in the school-or 
  in our home town, for that matter-could even imagine 
  what he was talking about. If he says he's discovered a way 
  to travel to the stars without using a space vessel. I'm in-
  clined to Iisten-even if I am waiting to be convinced ... 
  Keeper's Information 
  Richard Eubastis was working on something he called a 
  harmonic gravity trans-locator. The invention is able to lo-
  cate objects in space and-sometimes-move the object 
  from one point to another without traversing the interven-
  ing space. After tinkering with the thing for years, Eubastis 
  had finally gotten the device to work-most of the time. 
  Some say that a secret government organization backed 
  many of these movies. to prepare us earthers for what might be 
  out there. Most say that these are movies fun to watch at three 
  in the morning when suffering bouts of terminal insomnia. 
  A few classics of the Gross Things include: 
  The Day the Earth Stood Stili (1951 . 20th Century Fox) 
  The Thing (From Another World) (1951. RKO) 
  Robot Monster (1953. 3-D Productions) 
  It Came From Outer Space (1953. Universal) 
  War of the Worlds (1 953. Paramount) 
  Plan 9 From Outer Space (1956. Distributors Corp. of America) 
  Forbidden Planet (1956. MGM) 
  The Blob (1958. Paramount) 
  The Invisible Invaders (1959. United Artists) 
  The Angry Red Planet (1959. American International) 
  Invasion 01 the Body Snatchers (1956. AII/ed Artists) 
  Alien (1979. 20th Century Fox) 
  Aliens (1986. 20th Century Fox) 
  Predator(1987. 20th Century Fox) 
  
  120 -
  H OTTor Plallet 
  Having vindicated his theories. Eubastis re-established 
  contact with Blademoor. his old high school classmate. be-
  cause Eubastis knew of his involvement with the Bander 
  Institute. 
  After Eubastis wrote his first letter, however, some-
  thing unpleasant happened: while fooling around with his 
  invention, Eubastis detected the presence of a large metal 
  object in the vicinity of Gamma Leporis (about 27 light 
  years from Earth). After establishing contact with the ob-
  ject Eubastis acquired the object's configuration in his dis-
  play-and determined it was a spaceship! Once he knew 
  what it was, Eubastis used his invention to feel around 
  inside the ship for anything alive. Once he got something (a 
  dangerous parasitic alien called an aalimorne and its long 
  decaying host) Eubastis pulled it back through the link. The 
  host body was fairly small, so Eubastis wasn't worried 
  about danger. 
  The aalimome was disoriented for a moment after com-
  ing through; but sprang forth from the host's body to attack 
  while Eubastis hesitated fascinated. The alien ate 
  Euba'itis's brain (absorbing some of his memories) and has 
  since been planning to set up a connection to its planet. Yar; 
  bringing its inhuman kindred through to this world of easy 
  pickings. The aalimome has. however. been unable to oper-
  ate Eubastis's invention. 
  Investigators' Information 
  The investigators travel from LaGuardia airport to a satel-
  lite hoverport near Eubastis's house in a low-flying com-
  muter hoverbus. TIle keeper should describe the cityscape 
  as they pass over and provide introductory information dur-
  ing the air ride. 
  Eubastis lives in the Scattermark. the center of an eco-
  nomically devastated and culturally faded eastern U.S. city. 
  In the Scattermark, homeless routinely wander in bands 
  through the streets. Run-down, boarded-up houses and 
  apartment buildings, each layered with decades of garish 
  graffiti, dominate each city block. Streets are lined with 
  abandoned. broken-down cars and masses of filthy refuse. 
  Fires smolder fitfully. The investigators know this is not 
  good part of town. 
  The 'bus sets down. disgorges the investigators, and 
  lifts again without cooling its jets. The investigators' 
  clothes and gear are violently whipped about their bodies 
  by the wind howling through the canyons of brick and 
  steel. The pilot docs not wait to pick up any passengers. but 
  none seem to be waiting. 
  Once on the ground. the investigators are buttonholed 
  by a harried looking woman claiming to be a taxi-driver. 
  Rosalie Fuentes 
  She is a uniformed driver for the Yellow Czechs Cab Co. 
  She is abo lit five feet tall. and wears a Yellow Czechs jacket 
  over a tight buckskin vest and pants. Her hair hangs six 
  inches below her shoulders and is dark brown from the 
  crown of her head to her earlobes. but the rest has been 
  dyed a dull yellow. Her eyes are large, dark and intense; her 
  cheeks deeply reticulated by acne scars. Rosalie grew up in 
  this area; after graduating from driver survival school, she 
  pulled duty in her old neighborhood. About this. she is not 
  happy. She reels out strings of violent obscenities at every 
  frustration or delay. Although fiery. she is honorable and if 
  the in\'estigators enlist her services. she does her best to get 
  them to Eubastis's house. By performing her job well she 
  hopes to move up the Yellow Czechs corporate ladder. Ro-
  salie charges $38.95 for a one-way trip to Eubastis' house 
  (she can be bargained down to $35). Her vehicle is a low. 
  lightly-armored station wagon with a paint job that has 
  seen better days. It is a cramped tit for six investigators. 
  Rosalie has a taped-up axe handle mounted in brackets 
  over the driver's seat. 
  Rosalie Fuentes, Cab Driver, 27 
  STR11 
  CON 14 
  SIZ8 
  DEX16 
  APP9 
  INT 15 
  POW 13 
  EDU 10 
  SAN 53 
  HP 11 
  Damage Bonus: 0 
  Weapons: Knife (RH) 60%. damage 104+2 
  Knife (LH) 45%, damage 106 
  Axe Handle 40%. damage 106 
  MAC 11 40%, damage 108 
  Skills: Accounting 75%, Bargain 60%, Camouflage 55%, Climb 
  52%. Credit Rating 40%, Debate 45%, Dodge 45%, Drive Auto-
  mobile 70%. Electrical Repair 42%, Fast Talk 50%. Arst Aid 51 %, 
  Hide 35%, Usten 51%, Mechanical Repair 45 %, Pick Pocket 
  15%, Psychology 65%, Spanish 85%, Spot Hidden 47%, Throw 
  80%. 
  Quote: "You wanna go where?" 
  Rosalie is a two-handed knife fighter. The left hand weapon -
  a 
  beatup but solid commando dagger -
  Is primarily a parrying tool. 
  Her right-hand knife is a plastic shiv with wickedly barbed notches 
  ground out of the blade. Rosalie has several of these in her car's 
  glove compartment. If she can, Rosalie snaps the plastiC blade In 
  a wound (she must overcome the 6 STR of the blade to break it 
  off, this takes one round). A human target imbedded with one of 
  her blades must roll less than CON x3 each round or lose an addi· 
  tional HP. First Aid is required to remove the blade. Rosalie uses 
  the MAC 11 under the driver's seat usually as a last resort. And 
  then usually only to brandish and frighten. The weapon operates 
  at semi-auto fire only. 
  Getting to Eubastis's House 
  Assume that Blademoor has the lener from Eubastis with 
  him. and can give Rosalie the address from the envelope. 
  While in transit. the vehicle is surrounded and stopped by 
  seven rough-looking street toughs. Rosalie suggests the in-
  vestigators Bargain or Fast Talk their way through this 
  blockade. If the attempt fails, Rosalie waits for an opening. 
  guns the engine. and bowls through the street toughs (this 
  requires a successful Drive roll from her). She does not 
  look back to see if anyone has been hurt. When they get to 
  the address. Rosalie offers to wait outside. 
  
  STREET TOUGHS 
  STR 
  CON 
  SIZ 
  OEX 
  POW HP 
  08 
  1 
  16 
  12 
  14 
  14 
  15 
  13 
  +104 
  2 
  18 
  17 
  17 
  11 
  12 
  17 
  +106 
  3 
  15 
  14 
  15 
  14 
  13 
  15 
  +104 
  4 
  16 
  10 
  12 
  12 
  12 
  11 
  +104 
  5 
  16 
  15 
  15 
  13 
  17 
  15 
  .104 
  6 
  15 
  15 
  15 
  14 
  13 
  15 
  +104 
  7 
  14 
  12 
  12 
  12 
  10 
  12 
  +104 
  Weapons: Knife 50%. 1 06 
  Chain 60%. 108 
  Pipe 35%. 108 
  Finding Eubastis's Apartment 
  Richard Eubastis lives on the second floor of a run-down 
  two-story apartment bUilding. Two thirds of the apartments 
  in the bui Iding are boarded up-many, but not all, appear to 
  be empty. An idea roll points out that Eubastis's place is the 
  only apartment in the building which is lighted. 
  Investigators find ragged, desperate-looking people 
  cowering in darkened hallways. As they pass through the 
  squalor, a door cracks open, revealing only a deeper band 
  of darkness. A voice hisses from the dark gap, asking if the 
  investigators have come to fix the lights-"it's been dark 
  as a coffin here for two weeks," says the voice, "all except 
  that place upstairs .. .that SOB got all the light he needs." 
  Then the door slides shut. Nothing the investigators say 
  prompts it to open again. Offers of money go unheeded. 
  Investigators trying to break into the room with the 
  voice hear a shot ring out and a bullet blows out through the 
  panel in the upper half of the door. The shot is not likely to 
  hit anyone, but make the players roll against luck. If none 
  fail, the shot goes wild and slams into the opposite wall. If 
  one or more rolls fail, the investigator with the worst roll is 
  grazed by the bullet and takes 1 HP damage. 
  If the investigators continue breaking into the room, 
  they find a wizened black man wearing a tattered U.S. 
  Army fatigue shirt sitting on a broken sofa in the middle of 
  a darkened room. His face is sad. (An successful know roll 
  identifies a Viet-Nam-era Army Air Corps insignia on the 
  shirt.) The man holds an empty .45 automatic (he fired his 
  last cartridge at the door). He offers no further resistance. 
  He says his name is Ernie Dalack. and if the investigators 
  aren't there to tilt the lights, why don't they just get out? 
  Asked about Eubastis. he agrees to take them on up if 
  they'll leave him alone afterward. 
  Whether or not the investigators break into Ernie's 
  place, they should be able to locate Eubastis's apartment 
  (rely on the electric lights as a clue). 
  Richard Eubastis 
  When they knock on the door to Eubastis' apartment. there 
  is at first no answer. The investigators can. however, hear 
  movement behind the door. The door has been braced to a 
  STR of 20 with two 2x4 cross bars bracketed with angle 
  iron. Each investigator can make one separate attempt to 
  Blood Brothers -121 
  (ubastiss 
  A artment 
  SKYLIT 
  ~iH. 
  ROO#\ 
  R""'" 
  (L~"~iS 
  r..:::~~ ... " FOYER/IIALLWAY 
  HALL.WAY .' 
  break down the door, or they can try forcing the door two at 
  a time. In either case an investigator should not get more 
  than one attempt at breaking the door. 
  If Blademoor speaks through the door, mentioning his 
  past friendship with Eubastis. and makes Oratory, the door 
  opens. Eubastis is tall and thin with long. unwashed hair. 
  and a shaggy beard. He wears thick-lensed glasses, faded 
  paint-spotted jeans and a filthy KY Mets t-shirt. His face is 
  blank and emotionless when speaking to the investigators. 
  His brow furrows constantly when he talks. as ifhe's trying 
  to remember something. Although the scientist is not un-
  friendly to the rest of the party, the only investigator ElI-
  bastis is willing to speak with extensively is Blademoor. All 
  the lights in the apartment are burning brightly. even in the 
  middle of the day. 
  Eubastis's Apartment 
  FoyerlHallway: This V-shaped room is jammed with the 
  debris of Eubastis's life. Several chairs are piled with tech-
  nical journals and unopened junk mail. If an investigator 
  (especially Blademoor) uses Spot Hidden, the last letter 
  sent to Eubastis by Blademoor is found. It too is unopened. 
  (Eubastis says he's been busy.) Several burst plastic gar-
  bage bags are piled into the comers of the room. The eyes 
  of a rat glint from the corner of one bag. The rank smell of 
  rotting garbage covers the acidic scent of the aalimorne 
  from all but Argus the monkey. 
  
  122 -
  Horror Plallet 
  The door between the comer bedroom and the dining 
  room is propped open by a sawed-off, double-barrelled 12-
  gauge shotgun. A box containing 108 shells is behind the 
  door. If the gun is examined by an investigator. Eubastis 
  takes linle note of it. If asked why he is using it as a door-
  stop. Eubastis displays confusion. If pressed on the matter, 
  his face suddenly transforms with realization-like a light 
  clicking on-and he says: HOh. this is a weapon. I had 
  wondered." (Eubastis had the gun around to scare off mug-
  gers and burglars. The only time he ever fired it. he 
  missed.) 
  Darkened Bedrooms (2): Stuffed under the bed in one of 
  these rooms is the brainless corpse of a six-legged mamma-
  lian-appearing creature. Encountering this corpse in the 
  darkened space under the bed costs an investigatorO/l SAN. 
  The creature's head is something like that of a capybara 
  with a large cranium <that has been relieved of ils brain). 
  The creature is the size of a German shepherd dog. It wears 
  the remains of a tattered. plasticized garment. The limbs are 
  rotted and limp, and pull free of the flaccid body if the 
  investigators try to remove the body from beneath the bed. 
  This was the aalimome's last host. 
  Kitchen: A bane red slab of mysterious meat lays on the 
  kitchen table. Portions of the carcass have been hacked off 
  inexpertly with a large cleaver. The cleaver is imbedded in 
  the carcass. Gnawed bones, most still festooned with tatters 
  offlesh. litter the floor, counter tops and the sink. An inves-
  tigator using First Aid or know realizes the slab is mutilated 
  human remains. This realization costs 0/1 D6 SAN. 
  Dining room: Hundreds of electrical schematics are scat-
  tered on the tabletop. Several dozen notebooks litter the 
  table and Ihe floor. The pages of these notebooks are cov-
  ered with hand-written scrawls. Reading these books re-
  quires successful English and Physics skill rolls. Mixed 
  with Eubastis's notes are loose papers covered with large 
  intricate characters. These characters have been fonned by 
  pressing and forming wadded up (presumably chewed) 
  paper onto the sheets and allowing it to dry. An investigator 
  The Trans-Locator 
  Eubastis's invention creates harmonic waveforms within 
  gravity·string structures. These gravitational strings reach 
  throughout the galaxy. The harmonic wave acts as a kind of 
  sensory freld. Using the sensory field the trans-locator deter-
  mines the shape and size of objects within gravity fields. The 
  more powerful the field it encounters, the greater the sensitiv-
  Ity of the device. Selected objects or locations within the 
  sensory field can be displayed in the star bowl. 
  Employing an effect that Eubastis was only just beginning 
  to understand, the trans-locator was able to instantaneously 
  shift the position of loose objects of reasonable size within the 
  sensory field. In Eubastls' experiments, the trans-locator had 
  been tuned to set up signal harmonics in structures composed 
  primarily of metal. Eubastis was hoping to find evidence of 
  extra-terrestrial civilizalion. 
  can Pickpocket or Hide one or more of these sheets. if 
  Eubastis is in the room while they are being examined. If 
  Eubastis is elsewhere. sheets can be taken with impunity. 
  The characters are unlike any language Hanim has ever 
  seen, though they do resemble carvings recently discovered 
  in Mohenjo Daro. Subtract 10% to 30% (keeper's option) 
  from Hanim's Historical Linguistics if sheet(s) are folded 
  the wadded paper may fall away and make the characters 
  un-translatable. 
  Skylight Room: The center of the room contains a large 
  open framework supporting a series of flat vanes or reflec-
  tors etched with straight, crisscrossing lines of black sub--
  strate. The vanes point through the open skylight. In front 
  of the frame is a large spun-aluminum reflector (industrial 
  grade lighting reflector) inside of which is a miniature ho-
  lographic display of a star field. To the left of Ihe frame and 
  "star bowl" is an ugly assemblage of shrouded assem-
  blies-most of which are humming or whining away. 
  These assemblies are fed by huge power lines running up 
  from ragged-edged holes drilled in the floor. 
  To the right of the frame and star display are two bread-
  boarded control panels. Hastily soldered printed circuit 
  boards with mismatching components hang by tangled wir-
  ing from the rear of LeOs. Keypads and humming power 
  supplies lay exposed on rubber insulating pads. 
  An investigator with Electronics or Electrical Repair 
  realizes one control adjusts directional servo motors for the 
  vanes at the top of the framework. These controls have a 
  wide range of adjustment with functions obvious to anyone 
  with Ihe two skills listed above. 
  The other control is more mysterious. It is made up of 
  several microswitch keypads with numerous LCDS display-
  ing dense screens of figures, sliding bar graphs and wink-
  ing status lines. Det~rIIlining the function of this display 
  requires Computer Use or Electronics. If either skill roll is 
  successful the device is activated, with the effects de-
  scribed below. The most an investigator can discover about 
  the device without weeks of study is how to point the 
  vanes. and how to tum the device on. The investigators are 
  observed carefully by the aalimome, and if anything is dis-
  covered about the operation of the device. the aalimorne 
  absorbs the information. 
  The Bathroom: The bathlub contains a wide smear of dried 
  blood and a pile of guts and other internal organs from the 
  body in the kitchen. This sight costs O/ID4 SAN. 
  Argus and Eubastis 
  When Eubastis first sees Argus. the scientist acts as if there 
  is absolutely nothing unusual about the monkey's appear-
  ance. But Argus dislikes Eubastis from the moment the two 
  meet. The keeper must urge the monkey's player to con-
  stantly sign to the other investigators that he does not trust 
  the maverick scientist. If asked why. the only explanation 
  Argus can supply <through the keeper) is that Eubastis does 
  
  not smell right. Any other investigator making a Spot Hid-
  den roll notices a faint. harsh, chemical tang in the air. 
  Although this scent is always wafting through the apart-
  ment, it is stronger when Eubastis is in the room. This is the 
  scent of something hiding inside Eubastis's skull. 
  The Investigators and Eubastis 
  As they talk. the investigators get the impression that Eu-
  bastis is not very brilliant Eubastis ducks technical ques-
  tions and changes the subject. He has no knowledge of his 
  recent correspondence with Blademoor. If the investigators 
  talk about things away from Eubastis. and ask Blademoor if 
  they've got the right guy, the keeper tells them there is no 
  doubt that in terms of appearance and voice this person is 
  Blademoor's old friend, but a successful Psychology roll 
  undermines Blademoor's dubiousness. 
  The aalimome in Eubastis's head retains vague knowl-
  edge of Blademoor from memories contained in the di-
  gested brain of the inventor. During the first few minutes 
  the investigators are in the apartment, the creature devises 
  a plan to get the investigators to help it fulfiU its plans. 
  Although the aalimome knows that the trans-locator 
  can find and grab things in space, it does not know how [he 
  invention works. Nor does it know that this is unusual tech-
  nology for earth. If the investigators break away to discuss 
  the situation. when they come back, Eubastis asks the in-
  vestigators to come in and take a look at the trans-locator. 
  The aalimome has decided to make up some story about the 
  device being broken and needing help to get the device 
  fixed. It lets the investigators paw over the device as much 
  as they want. Although the aalimome has absolutely no 
  clue about how the thing works, if the investigators dis-
  cover anything and mention it within the creature's hear-
  ing, it remembers. 
  After the investigators have looked over the trans-loca-
  tor, and the aalimome feels that Blademoor suspects some-
  thing, it tries to separate him from the rest of the investiga-
  tors and eliminate him. The aalimome claims it is tired and 
  tries to get Blademoor to come with him into one of the 
  front rooms. "I have to rest. but before I go I have to tell 
  you something," says Eubastis. But once it gets him alone. 
  it whips a tentacle from the back of Eubastis 's head, pierc-
  ing him in some spot on his body. If Blademoor is killed in 
  the attack, the aalimome calls to the other investigators. 
  claiming that Blademoor was shot by someone through an 
  open window. 
  Due to its high DEX. the aalimome always attacks first 
  in combat. Its whipping tentacle can be dodged: but. seeing 
  the tentacle extend from the orifice in the back of 
  Eubastis's head costs a/I D4 SAN. If the SAN roll is missed, 
  the intended victim is too stunned with horror to act until 
  the next round. If the SAN roll is made, the victim can react 
  normally. 
  Blood Brothers -
  123 
  Activating the Trans-Locator 
  Let the investigators activate the trans-locator when the 
  alien and the investigators are in immediate proximity to 
  the trans-locator. 
  If the alien is found out, it immediately runs to the 
  Skylight Room and initiates the trans-locator. The investi-
  gators can try to stop it. but the keeper should at lea<;t let the 
  parasite get to the room. In the ensuing scuffle or fire fight 
  (or whatever) the invention is turned on, with the results 
  described below. 
  When activated, the trans-locator emits a fanning sheet 
  of luminescence from the tracking vanes. The luminous 
  sheet begins low. around the investigators' feet, forming a 
  halo of twisting sparks around each object it encounters. 
  Investigators in other rooms when the device is initiated 
  wimess the tracking light issuing through the walls. [n mo-
  ments, a webbing of bright, crisscrossing sparks sheathes 
  everything in the apartment (including the investigators 
  and Eubastis). Before the investigators can react, the light 
  snaps upward. scanning instantly from floor to ceiling. The 
  investigators know an instant of darkness after which they 
  are jammed into a dark tangle of junk. 
  Transport through the light costs investigators 0/1D4 
  SAN. 
  In its ceaseless ineffective fiddling with the trans-loca-
  tor. the aalimome set the device into send mode and wid-
  ened the transport cone to a wide field. Performing under 
  such conditions. however, is too much for the trans-locator, 
  and it is destroyed. (Also, the power surge through the 
  electrical service lines starts a fire at the disconnect box in 
  the building's ba<;ement. Thus, if the investigators ever re-
  tum to the spot. all they find is a charred foundation.) The 
  way back is closed. 
  The Derelict 
  Spaceship 
  Arrival 
  At the far side of the trans-locator shift. the investigators 
  find themselves (along with most of Eubastis's belongings) 
  compressed tightly into a cramped corridor and several 
  chambers. The keeper knows this is an alien spaceship. but 
  for the time being, the investigators know nothing but that 
  they they are crushed into a small space with objects and 
  creatures snatched from Eubastis' apartment. 
  The original positions of Objects shifted from the apart-
  ment are not relative to their position upon arrival at the 
  spaceship. The investigators and accompanying junk are 
  packed into the tight confines of the storage area below the 
  main deck of the spaceship. (See plan.) 
  
  114 -
  Horror Planet 
  The keeper has complete license in placing shifted ob-
  jects and persons. Investigators may be packed into the 
  compressed volume of objects with heads downward. tan-
  gled together in a ball within the junk mass. etc .• whatever 
  the keeper feels is appropriate for the party. The investiga-
  tors can attempt DEX x3 rolls every round until they break 
  free of the packed junk. Once broken loose. an investigator 
  can tunnel through one yard of compacted junk every min-
  ute. 
  The aalimorne. if it was also sucked through the trans-
  locator (and it probably was). abandons Eubastis's body. 
  burrows through the junk and scurries away into the ship. 
  The aalimorne and Argus the monkey can burrow through 
  the compacted items twice as fast as humans. though they 
  both need successful DEX x3 rolls to initially dislodge 
  themselves. After Blademoor frees himself and begins dig-
  ging through the junk. he claws enough away to reveal 
  Eubastis's evacuated body. Realization that his old friend is 
  dead and brainless costs Blademoor 0/lD6 SAN; the rest of 
  the party takes 0/lD3 SAN loss. 
  Investigators clawing through the junk after arrival en-
  counter familiar objects. Allow each investigator a luck roll 
  to find items of their own left laying around the apartment. 
  Investigators coming back to the pile. trying to find specific 
  items in the mess. can make two additional tries. The 
  keeper decides what object the investigator finds in the 
  jumble. Suggestions: the shotgun and box of shells. a flash-
  light. the investigator's carry-on luggage from the plane 
  trip, etc. Thus each investigator gets three luck rolls to find 
  useful things in the junk; after that. get on with the game. 
  Eubastis had a lot of junk in his place and the keeper is 
  left to his own judgement as to what can or cannot be 
  found. Note. however, that none of the trans-locator's com-
  ponents are present. The keeper should take pains to make 
  this fact clear. 
  Inside the Spaceship 
  Once they dig themselves out, the investigators find they 
  are inside a cramped, slimy corridor apparently tooled from 
  seamless metal. The corridor in the lower deck is about four 
  feet in diameter. A deathless power supply somewhere pro-
  vides artificial gravity more or less equal to Earth's. 
  If the aalirnorne is on the ship, the creature only attacks 
  whl!n Lilt: invesLigcllurs are paired uff. or whl!n an illvl!sliga-
  tor is alone. The keeper must have the creature act to ensure 
  investigators break up into small groups or attempt to ex-
  plore portions of the ship alone. If one of the investigators 
  has Rosalie's MAC II, for instance, he or she may grow 
  overconfident, little realizing that the aalimorne can dodge 
  aside with blinding speed when it sees a weapon pointed in 
  its direction. If it sees a weapon. it always attempts to 
  dodge until it can reach its victim with its tentacles. 
  The investigators have no food. unless they eat Eu-
  bast is. They must not allow the aalimorne to take control of 
  the food chamber. The keeper should begin mentioning that 
  the investigators are hungry shortly after they arrive on the 
  spaceship. (You guys haven't eatcn since the snack on the 
  plane, and you're starting to feel starved. etc.) 
  Conversely, the aalimome is completel y without food if 
  the investigators take control of the remaining food cell. It 
  can be used to bait the aalimorne out into the open; and 
  once in the open it can be killed. If left alive. the aalimome 
  hangs out in the shadows on the storage deck. waiting for 
  someone to wander into the area alone. 
  The aaJimorne never figured out the electronic locks on 
  the cabinets in the various rooms, nor the iris locks. It thor-
  oughly trashed most of the large devices left behind in the 
  tool room. 
  If the aalimorne is not on the ship. the investigators 
  have an easier time. They have free access to the journal on 
  the observation deck. and are able to explore the corridors 
  of the ship without danger. It is in the keeper's best interests 
  to have let investigators trigger the trans-locator when the 
  aalimorne is in Eubastis's apartment. 
  General 
  Doors (iris locks) 
  Some areas of the ship have remained sealed to the 
  aalimome. These area .. are locked behind electronically-
  controlled iris-style doors. It takes a successful idea roll to 
  understand how to open the lock. Once successfully acti-
  vated. the bulkhead irises open with a slight grinding noise. 
  Control Panels 
  Most control panels in the ship and in the landing boats 
  employ joysticks. graduated sliders, and punch-buttons. 
  Jones can deduce the operation of this kind of control panel 
  using her Electronics, Computer Use, or Play Arcade Game 
  skills. Any time new information is provided by a display 
  or control. subtract 15 from her skill roll result when she 
  needs to determine a meaning. Other investigators with 
  Electronics or Computer Use can deduce the operation of a 
  control or readout at normal percentage. 
  Each control panel has a status display indicating the 
  atmospheric condition on the other side of the iris (see 
  diagram on space ship map). The display consists of three 
  butted-together right triangles made of a colored translu-
  cent substance similar to plastic. A glowing blue triangle 
  indicates the atmosphere on the other side of the iris is at 
  normal pressure. Aglowing yellow triangle indicates atmo-
  spheric transition from pressure to vacuum (or vice versa). 
  A glowing red triangle indicates hard vacuum on the far 
  side of the iris. Block-like characters appear on all the con-
  trol panels. These are not the same characters found on the 
  papers in Eubastis's place (or in the journal). 
  
  Verelict Spaces6,p 
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  BoAT'S 
  NOTE= ALL LEVEL-S CONtJE~TED 6y L.ADDI'~ 
  fO~MED IN !3()L~EADS Oil! l:/ielSES· 
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  I FOOT I 
  Breaching the Hull 
  For each discharge of a fireann during a round. there is a 
  2% cumulative chance the ship's hull has been pierced 
  (e.g., if two characters fire during the current round, there is 
  a 4% chance the hull was pierced). 
  To determine decompression damage use Call of 
  Cthulhll drowning rules-but zero atmospheric pressure 
  inllicts a losss of ID4 hit points each round after investiga-
  tor inhales. 
  Storage Deck 
  Deck Ports 
  In the floor at each end of the storage deck is a port made of 
  a thick transparent substance. These ports were designed 
  for viewing through the bottom of the ship because the 
  body of the ship blocks this view from the Observation 
  Deck. Beyond the ports are the limitless black depths of 
  space. sprinkled with burning points of stars. The ports are 
  slightly cold to the touch. Anyone who makes an Astron-
  omy roll at -20 percentiles can recognize a few distorted 
  markers such a<; the Big Dipper. Orion. and the Pleiades. 
  This will allow them to realize that they are in the Milky 
  Way galaxy. but nowhere near Earth. 
  Blood Brothers -125 
  Empty Cbambers 
  Piled sloppily in here are empty eight-sided canisters like 
  those described in the Food chamber. These were emptied 
  by the aalimorne during its long vigil in the ship. 
  Food Cbamber 
  Stacked in this area are 55 eight-sided canisters. Each can-
  ister contains ten eight-sided wafers. The wafers are edible 
  by humans, monkeys. and aalimorne. Half of the canisters 
  contain wafers of a pale green organic compound; the other 
  haIf contains wafers of a darker. striated substance with 
  alternating layers of black chitin and translucent yellow-
  green gel. 
  Argus finds either of these substances tasty and won't 
  mind eating them. To humans. the green wafers taste like 
  pressed straw (it is a processed material resembling unfla-
  vored soy fiber). The dark food mayor may not appeal to 
  humans; it has a slightly bitter tartness. with successive 
  crunchy and gelatinous textures. Investigators with a suc-
  cessful idea or Zoology roll realize this is some kind of 
  processed and compressed insect protein. There is nothing 
  else to eal on the ship. unless the investigalOrs want [0 eat 
  Eubastis or hunt down and cook the aalimome. 
  One wafer keeps a human going for a whole day, it can 
  be broken up and eaten at different times of the day. Argus 
  could probably get by on a half wafer each day. but he will 
  crave more. 
  
  J 26 -
  H o"or Planet 
  Main Deck 
  The main deck corridor is also tubular. and about six feet in 
  diameter (most humans can easily stand here). Large iris 
  locks arc at either end of the corridor. Both are closed. The 
  atmospheric indicators glow blue. 
  Cold Sleep Cell 
  The control indicator next to this iris is also blue. This 
  chamber contains twelve clamshell-like pods with semi-
  transparent swing-up upper halves. the pods are built into 
  the outer bulkhead. Each pod has two external joystick and 
  slap-button controls built into the lower half of the cover. 
  The main control initiates the cold sleep sequence. A sec-
  ondary control below the main cryogenic control allows an 
  operator to tnmquilize a specimen with various drugs, or to 
  stun it with high electrical voltages. An investigator needs 
  Electronics or Electrical Repair (the latter chance lowered 
  by 20 percentiles) to determine the function of the two 
  different controls. One pod is different. It has an internal 
  control with a master timer. The master timer can be set for 
  as long as 1000 years (in six-month segments) and can also 
  select the pods to be timed-and which pods to leave on 
  indefinite freeze. Virtually any kind of organism can be 
  frozen or preserved alive within a pod, which are large 
  enough to accommodate specimens up to SIZ 20. 
  One of the pods is nearly closed, remaining open by a 
  tiny gap. A dark, unmoving shape is visible through the 
  transparent cover. If the investigators open the pod by fig-
  uring out the control, the thing slides and scratches against 
  the top of the clamshell, clattering drily to the floor, and 
  costing the investigators D/ID3 SAN. It is the desiccated 
  corpse of a six-legged capybara alien. similar to the one 
  under the bed in Eubastis's apartment. This one has several 
  puckered spike holes in its torso and abdomen. Dried blood 
  cakes the inside of the pod. 
  Folding tubular structures of tough transparent material 
  are clamped into racks along the inner hull side of the 
  chamber. An investigator examining these realizes that they 
  mate with an open sleep pod to form a flexible corridor to 
  the transfer lock described in the paragmph below. 
  In the outer hull, positioned an equal distance from 
  each end of the chamber. is a double-layered iris lock. used 
  to bring larg\! specimens into the cold-sleep chamber. A 
  boat's holding-chamber iris-mates with this iris. Specimens 
  could then be transferred to a selected sleep pod using the 
  flexible corridor described above. Once in the chamber. the 
  specimen could be tranquilized using the pod's secondary 
  control. The iris is large enough to dock one of the ship's 
  boats in a way identical to the method used in the boat bay. 
  Gymnasium 
  Various mechanical devices once kept the absent crew in 
  shape. These are the least durably-built fixtures in the ship, 
  and all the mechanisms are frozen. These are also the only 
  items in the ship that show signs of age. This evidence may 
  lead the investigators to believe the ship has been orbiting 
  Yar for many years. If Blademoor or Chan examines the 
  devices and makes Archaeology or Mechanical Repair (re-
  spectively), either guesses the devices have not been used 
  for at least a century-possibly longer. 
  Medical Cell 
  1l1is room contains a single electronically-sealed storage 
  cabinet. Everything else seems to have been cleared out. At 
  the time the ship was abandoned. The cabinet can be 
  opened using Electronics, Computer Use, or Electrical Re-
  pair (the last chance lowered by 10 percentiles). 
  First Aid Kit: In one cabinet are two gray pouches of 
  smooth material that cannot be marked or soiled. Inside 
  each pouch (which seals at the top with some invisible 
  closure mechanism) are 20 self-adhering skin packs. On 
  one side of each pack are instructions for use in the lan-
  guage of the designers; on the other side is a "chemical 
  schematic" graphically indicating the contents of the pack. 
  In each pouch 108 packs are useless in treating humans 
  (and may be toxic). A successful use of Chemistry or Phar-
  macy identifies the useless or deadly packs. When com-
  bined with a successful First Aid. the skin packs allow an 
  investigator to heal 203 damage points. If one of the toxic 
  packs is used, 203 damage points are inflicted on the 
  treated investigator. 
  Tool Room 
  This is room was left open by the designers when they 
  jumped ship: the room has been entered and repeatedly 
  ravaged by the aalimorne. Most of the devices have been 
  recklessly disassembled by the creature in its attempts to 
  learn their use. Some smaller, less interesting-seeming de-
  vices have been scattered. but not destroyed. 
  Two cabinets sealed with electronic locks are mounted 
  to the walls. An investigator using Electronics or Electrical 
  Repair can open one in about five minutes with a successful 
  skill roll. One of the cabinets contains racks and containers 
  of small parts. Deternlining the use of many of these arcane 
  components would take weeks. and is beyond the scope of 
  this scenario. Among the components, however. are 
  springs. plates, metal tubes, and other hardware. These 
  could be used for any Mechanical Repair jobs the investi-
  gators feel like doing. Given a couple of hours-and a good 
  skill roll-for instance, an investigator could construct a 
  silencer, or convert Rosalie's MAC II to full auto. 
  The other cabinet contains 1010+10 squat tubes. 'An 
  arrangement of prongs protrude from one end of each tube. 
  
  Blood Brothers -127 
  Aalimorne auack! 
  
  128 -
  Horror Planet 
  Investigators may identify them as anything from grenades 
  to power packs for the tools in the rack to the right of the 
  cabinet. They are in fact batteries for the tools. The batter-
  ies enable a multi tool to function almost indefinitely (if the 
  investigators have been using the tools for a long time. the 
  keeper can feel free to have the hattery die at an interesting 
  time. 
  To the right of the cabinet containing the squat tubes is 
  a single tllbe-Iike device in a rack. Four more of these 
  devices are scattered on the floor in the area of the rack and 
  cabinet and can be located using Spot Hidden. 
  Multi Tool 
  This tube-like device is made of hard, polished metal. At 
  one end of the tube is a magenta-colored cup-like reflector 
  with several emitters of different size and shape protruding 
  into the cup from the body of the device. At the opposite 
  end is an empty socket-like depression with several slots in 
  the bottom. Along one side of the device are four depress-
  ible pads. Positioned 45 degrees around the device from the 
  four pads is a spring mounted "trigger." The trigger is sev-
  eral inches long. Anyone can see that the tubes from the 
  cabinet fit into the socket in the bottom of the device. Al-
  though this is a tool. most players are going to assume it is 
  a weapon. Do not discourage this belief until they try to use 
  it. 
  Functions of the Multi·Tool 
  For simplicity's sake, assume the pads are numbered I to 4. 
  starting at the reflector end and moving back toward the 
  socket end. For the tool to operate. a battery must be in-
  serted in the socket. a pad must be selected and then the 
  trigger depressed. Once a function has been used and the 
  trigger released. the function pad must be selected again. A 
  function operates as long as the trigger is depressed, or until 
  the battery is drained. 
  When functions 1-3 are selected. the tool will not func-
  tion (and will not drain the battery) if pointed at a living 
  thing within range of the function. If activated when the 
  target is out of range. the function activates uselessly. Func-
  tion 4 can be used as a weapon. The too) is always used at 
  half DEX in combat. 
  Function J.' (Auger) When activated the investigator sees a 
  squat six inch cone of translucent magenta-colored energy 
  surrounded by an aura of distortion. The auger can be used 
  to punch holes through most inorganic substances at 108 
  STR points (plus damage bonus) per round. (The keeper 
  assigns the STR to a substance before the attempt is made; 
  as a guideline. however. the STR of the ship's hllll is 25. 
  paper has a STR of I.) 
  Function 2: (Bolt Spinner) When activated the energy 
  stream is about eight inches long. narrow, with a flat bul-
  bous area at the end. This is used to loosen or tighten bolts 
  or screws. The spinner has an active STR of 15, and is pitted 
  against the resistant STR of the bolt or screw to be spun. 
  This function can also open the clamp on nets fired by the 
  entangler. 
  Function 3: (File) The energy stream for this function is 
  about the size of human hand. This function can be used to 
  file off 104 STR of an object in the space of a round. 
  Function 4: (Blade) The energy stream of this function is 
  about a foot long and very narrow. This is a blade able to 
  slice through most substances with ease. inflicting 204 
  (plus danlage bonus) damage points to the STR of an inor-
  ganic object. If lIsed against an organism it inflicts 206 
  damage points (plus damage bonus). If used against a target 
  wearing inorganic armor, the tool destroys the armor before 
  affecting the target's flesh. (Assume inorganic armor to 
  have STR equal to twice its protection rating.) The blade is 
  affected normally by natural armor protection. 
  Entangler 
  This device resembles a long. wide-bored rifle with a 
  three-chamber. cylindrical magazine. Each chamber in the 
  rotating magazine is about the size and shape of a 12 oz. 
  soda can. On the side of the barrel. just behind the cylinder 
  is a sliding bolt. The weapon is fired by pressing a four-inch 
  long lever located on the underside of the grip. The weapon 
  fires a net of nearly invisible monofilament strands. The net 
  strands glow faintly magenta after they entangle a target. 
  The entangler can be fired once every other round using 
  an investigator's normal Rifle percentage. The weapon is 
  less wieldy than a rifle, but it is easier to hit things with a 
  spreading net than a bullet. The magazine holds three loads. 
  A successful hit indicates a possible entangle. At a range of 
  2 to 20 yards, targets receive a roll of DEX on DI 00 to 
  escape the net. Targets at range 21 to 30 yards. DEX x2 
  success roll. At 31 to 40 yards DEX x4 or less. The maxi-
  mum range of the entangler is 40 yards. 
  The entangler can snare up to three close-together tar-
  gets of SIZ 10 or less. Two nearby targets of Slz II to 20 can 
  be snared in a net. One target of up to SIZ 30 can be snared. 
  Targets greater than SIZ 30 are too big to be snared. Al-
  though the investigators need only roll once to determine a 
  successful hit. each target rolls individually to evade the 
  net. The nets are closed with a bolted metal clamp. The net 
  and clamp an: illll~slrul:liblt: and l:an only be opened using 
  the bolt spinner blade of a multi-tool (see above). 
  The entangler weighs about eight pounds. An investiga-
  tor must receive a successful idea or Mechanical Repair 
  roll to figure out how to change an entangler's cylinder. 
  Two entanglers and 108+ I preloaded three-chamber 
  magazines are buried in the junk on the tool room floor. 
  One of the entanglers was used long ago to capture the 
  aalimorne. and has been fired twice. The other entangler 
  has not been fired and is loaded with a fresh magazine. 
  
  Observation Deck 
  This chamber furnished with many low couches, and sev-
  eral desks too low for use by humans. Four bulkheads (in-
  cluding the ceiling) frame shielded windows looking into 
  deep space. Only the floor and the view toward the stem of 
  the ship are blocked, the latter by the coUossal solar gener-
  ator compartment. 
  The view beyond the windows is entirely filled by a 
  glowing orange sea, whorled with deep, motionless troughs 
  and vortices. Burning harshly against the crimson back-
  ground is a single yellow-white disc. 
  Keeper's Note: the investigators are looking at a red 
  giant blocking the star field. The bright disc indicates the 
  position of a smaller yellow white companion orbiting the 
  red giant. The planet, Yar, orbits the companion. Depend-
  ing on how sharp Ihe players are feeling. the keeper may 
  have to tell the players what they are looking at in more 
  objective terms. 
  Nearer. but almost lost in the celestial light show. is a 
  brown, dry-looking planet. A haze around the planetary 
  sphere indicates the presence of atmosphere. Most of the 
  planet's surface appears rough and bare. One large body of 
  water is visible near the equator. A snake-like network of 
  rivers and lakes covers part of one land mass. Some growth 
  of vegetation is visible in the latter area as a blue-green 
  smear. 
  If the investigators say they are looking at the ship to 
  gather additional details about its operation, they can see 
  arching above and behind the ship a vast dark cloud of 
  filmy membrane. The membrane sprouts from the top of a 
  rounded structure behind the observation deck. An investi-
  gator using Physics guesses that this is a solar energy col-
  lection device. Looking toward the bow. the investigators 
  see that the main deck narrows slightly to a collar of nu-
  merous docking teeth cocked back in open position. To-
  ward the stem of the ship, visible behind the solar plant. are 
  three large cylindrical objects projecting at right angles to 
  the axis of the ship. A successful idea roll suggests that they 
  might be life boats or exploration craft. 
  The Aalimorne's Journal 
  If the investigators explore the observation deck. call for 
  Spot Hidden rolls. A success means that they have found an 
  object made from two pieces of a material like smoked 
  glass shoved under a cushion of a one of the couches. If the 
  investigators fail to search the area. Argus the monkey au-
  tomatically detects this object using Scent. Argus associ-
  ates the scent with Eubastis and the acid stench of the 
  aalimome. The object opens like a book. and although the 
  spine hinge is stiff. it can be opened without using special 
  skills. Inside are hundreds of filmy. translucent sheets and a 
  black rod tapering to a point at one end. Strange spidery 
  characters are scrawled on most of the sheets. This is not 
  the written language of the designers visible on control 
  Blood Brothers -
  J 29 
  panels throughout the accessible portion of the ship. Any 
  investigator who has seen both realizes tbat the characters 
  are similar to those on the sheets of wadded-paper-charac-
  ters found in Eubastis's apanment. 
  These characters on the sheets resemble to mysterious 
  glyphs recently found in the rulllS of Mohenjo Daro. and 
  translated by a team of specialists working at the Bander 
  Institute. Hanim studied the Bander translations shortly be-
  fore making the trip to visit Eubastis. Using Historical Lin-
  guistics. Hanim can translate the strange writing in several 
  hours. 
  This is the journal of something that calls itself an 
  aalimome. The journal is summarized nearby. 
  Investigators may guess that if they ever wan! 10 get 
  back to Earth, they need the engine. since the Irans-locator 
  was overloaded and destroyed. and cannot be even acci-
  dentally activated. The only way to get the engine is to visit 
  Yar's surface and find it. 
  The AaIimome's Journal 
  If the investigators have not already figured it out, they dis-
  cover this is a derelict spaceship. The ship orbits the home 
  planet of the aalimome, Yar. 
  The earliest entries tell how the aalimome was captured 
  on the planet's surface by the designers. It describes how it 
  was caught in the net fired from one of the entanglers. Once 
  the ship's designers got the aalimorne in the ship they let It go 
  in the medical section. Then one of the designers allowed 
  itself to be alone with the creature. 
  After several of the designers were attacked and pos· 
  sessed by the aalimome, they jettisoned their engine -
  intact 
  -
  to the surface of Yar. Then they packed themselves into the 
  control section of the ship, and jettisoned that too (presumably 
  using it as a escape vessel). 
  The aalimorne has been hanging out in the spaceship for 
  years trying to figure out how it works. The investigators can 
  tell from the translation that the alien still hasn't got a clue. 
  Although intelligent and ruthless, aalimome are about as tech-
  nical as basset hounds. If the investigators retrieve any of the 
  notes from the mass of junk transported from Earth, they 
  discover the aalimorne was not dOing any better with the 
  trans-locator. 
  In the journal, the aalimome repeatedly expresses relief 
  that it no longer has to worry about something called a xixat. 
  These passages contain imagery of terror and flight. The 
  clatter of clawed feet on hard, rocky ground, The flash of 
  silvery bone spikes in the red light of nighttime-fear suffuses 
  the passage. When recounting this portion of the journal 
  Hanim gets a sweaty, sick look on his face. There Is some-
  thing more dangerous than the thing in Eubastis's head, he 
  says, There is something more cruel and dangerous down on 
  the planet. Something down there that the parasite fears. This 
  revelation costs Hanim 0/1 SAN. for he is the best suited 
  member of the party to realize the evolutionary pressure re-
  quired to produce something more dangerous than the 
  aalimorne. 
  
  130 -
  Horror Plallel 
  An idea roll suggests they may be able to use the 
  aalimome's fear of the xixat to their advantage. "Perhaps 
  we could catch one of these things and use it against the 
  alien." Hanim says. 
  Tbe Boat Deck 
  The outer bulkhead of this area is formed into a continu-
  ously curved, circular surface. The bulkhead opens to space 
  in four places by way of double-hulled iris locks. One of 
  these irises is fully. tightly closed. Projecting through the 
  other three irises are large cone-like structures. The bulk-
  head irises are partially closed and sealed against the sur-
  face of the cones. At the tip of each cone is a depression 
  surrounded by hinged metal teeth. Investigaton; can see 
  power and communication links shielded within the de-
  pression. Investigators might understand that these are 
  some kind of docking nipples with locking teeth. A circular 
  opening is visible in the side of each cone. Within the open-
  ing it is dark. 
  A sealed iris lock located at the stem end of the area 
  opens onto hard vacuum. (Tne indicator on the door control 
  is glowing red.) This lock once led to the section of the ship 
  jettisoned to the surface. 
  • 
  • a • 
  • 'L~' 
  'I!.~ • 
  .. .. 
  • 
  a 
  ENI':IINE 
  srre 
  The Boats 
  The cones are the bow ends of the ship's boats. The circular 
  openings are iris locks that can be opened or closed from 
  within the boats. Subdued lighting flickers on if anyone 
  enters. revealing six low. long couches obviously intended 
  for creatures with frames lower and shorter than those of 
  humans. Each boal has two flight couches, and four passen-
  ger couches. The couches can be used to seat the investiga-
  tors. but will require padding (or modification using Me-
  chanical Repair and the multi-tools) before they could be 
  occupied for any length of lime. Any subsequent impair-
  ment of skills in operating the boats is left to the keeper. 
  Across one sloping inner surface is a viewing port not 
  apparent from outside the boat. Above and below this port 
  are various controls and displays. An investigator requires 
  a sliccessful Electronics or Computer Use rolJ to activate 
  the controls. Once activated, ghostly holographic displays 
  below the port wink to life. The controls above the port 
  remain dark, no matter what the investigators attempt to 
  bring them to life. 
  The controls consist of various joysticks and slap-but-
  tons. Various skills can he used to operate the boat. The 
  most applicable skill. or course. is Pilot Aircraft. The con-
  trols arc enough like the console of a video game. however. 
  that Play Arcade Game could be used instead. 
  
  Once they get the boat going they do not need to roll 
  against their skills unless encountering a tricky maneuver 
  like sailing the boat into the engine on Yar's surface. Re-
  member, the designers of the boat had six limbs. The con-
  trols occasionally require the need for more than two 
  hands. Two pilots working together, however, can compen-
  sate for this evolutionary disadvantage. 
  The Holding Chamber 
  At the back of the boat is a chamber that causes a slight 
  bulbous widening of the hull. This chamber can be ac-
  cessed through an iris lock at the rear of the passenger 
  compartment, or through a lock in the bottom of the boat's 
  hull. Inside the chamber is a winch and hook arrangement 
  designed to couple with the clamp on the entangler nets. 
  The winch can be used to lift a captured specimen such as 
  a xixat into the holding chamber. 
  A netted xixat could be released by reaching into the 
  holding chamber, preferably with the lower iris open so the 
  creature falls once released, and springing the clamp with 
  the multi-tool bolt spinner. (This would be a good time for 
  a multi-tool malfunction.) This procedure requires a DEX 
  x3 roll from the lucky investigator selected for the duty. A 
  failure indicates a slip of some kind and another DEX x3 roll 
  is required keep from falling through the open iris. 
  Boat's Power 
  The power cell in each boat has been on trickle charge from 
  the solar generator in the mother ship. Once the investiga-
  tors figure out how they work, the boats are ready to go. 
  Each power cell contains enough of a charge to get a boat 
  to the planet and back to the ship, and allow 5,000-10,000 
  air miles while in Yar's atmosphere. 
  YAK 
  The Planetary Site 
  Using the boat's instruments, the investigators can pinpoint 
  the likeliest site on Yar's surface for the location of the 
  downed engine. An investigator making a roll 115 of rating 
  or less against Electronics, Computer Use, Pilot Aircraft, or 
  Play Arcade Game skill score understands the function of 
  the instruments in the landing boat well enough to scan for 
  refined metal. The aalimome cannot make metals, so none 
  will be present in any of Yar's structures except the ship's 
  engine. The site is near the delta plain intersected by the 
  criss-crossing rivers. The engine rests in a relatively level 
  area, close to the water but distant from any hills. Using 
  Photogmphy, an investigator can use the boat's instruments 
  to capture an aerial image for study (give the players the 
  map provided). 
  Blood Brothers -13/ 
  The rivers are wreathed in mist as the boat flies above 
  them. At first the investigators may believe this to be fog; 
  but it is actually a chemical haze given off by reactions 
  between the acidic waters and gasses in the atmosphere. If 
  the boat flies low enough to enter this haze, the viewing 
  port is scarred and pitted by the reaction (though not so 
  much as to obscure vision). The scrubby vegetation also 
  has a high acidic component and, if crushed or cut by the 
  investigators, smokes and emits a foul acidic tang. 
  The Engine 
  A few general notes for the keeper to consider: Because the 
  engine fell from the sky, most (but not all) aalimorne con-
  sider it to be a mystical object. In fact. a strange religion has 
  grown up around the engine. Only aalimome are pennitted 
  inside the engine. Even the brainless hosts used by the 
  aalimome are forbidden to enter the engine interior. 
  On impact. the engine skipped across the surface a few 
  times, creating several deep troughs. Most of the troughs 
  have grown over with the scrubby Yarian vegetation, or 
  filled in with water. An observant investigator can use the 
  faint impact trail as a clue to the location of the engine's 
  landing place (see map). 
  In the intervening years, the aalimome have built up a 
  number of stone enclosures around the engine, reminiscent 
  of neolithic structures like Stonehenge. There are numer-
  ous standing stones and low, useless-seeming stone walls. 
  Patterns have been cut into the ground and filled with 
  crushed, colored stone. Viewed from the air. the armnge-
  ment has a dizzying, disorienting effect. If the investigators 
  hover over the area while checking things out. make the 
  pilot roll against SAN for a 0/1D2 loss. 
  Positioned in the center of the yards is a squat cylinder, 
  its metal sides glinting redly in Yar's bloody sunlight. The 
  cylinder is about 60 feet high, and sunnounted by a ring of 
  cocked back docking teeth. There can be little doubt this is 
  the engine. 
  Yar's Slave Races 
  For thousands of years the aalimome civilization has en-
  slaved and carefully bred the fauna of its planet. They have 
  never needed to develop more sophisticated planting/gath-
  ering technology to ensure the survival of their various host 
  life fonns. 
  The aalimome have enslaved and bred two other spe-
  cies native to Yar. One race, called the draebah, are tall, 
  slender, dexterous, and may have developed into unpaml-
  leled artisans if their species had not been oppressed by the 
  aalimome. The other race, called dozerblahks. are power-
  fully built and operate low to the ground. They resemble 
  rhinoceroses with extm horns at the shoulders and hips. 
  About I D6 members of each slave race-with accom-
  panying parasites-are in the yards at any given time. In-
  vestigators who look, see the coiled tentacle of the 
  
  132 -
  Horror Planet 
  o 
  o 
  o 
  0 
  o 
  o 
  o 
  0 
  o 
  o 
  0= STAND/W=I SToNE /o~NAMENT)lL WALL 
  aalimorne at the base of the host body's head. If the inves-
  tigators walk into the yards openly, or are discovered some-
  how, the aalimome attack with their host bodies. They also 
  lash out with their single free tentacle. An aalimome inside 
  one of the draebah has a good chance of connecting with 
  the head of an investigator. If this happens, the aalimorne 
  slips into the new host body. In the initial stage of posses-
  sion, a new host body is uncoordinated. An aalimorne-pos-
  sessed investigator attacks with fists and teeth (grapple) at 
  half normal percentage. and fails all Jump. Climb. Swim, 
  and DEX rolls. 
  Xixat Amok! 
  The xixat encounter occurs in the spot marked "X" on the 
  large scale map of Yar. The investigators see the creature 
  dash across some bare rocks on a fly-by. (The keeper can 
  have this happen even if the investigators are not actively 
  seeking a xixat -
  just to give them some ideas.) After it 
  da<;hes over the rocky ground. it dives into a narrow. dark 
  crevice. If the investigators land to investigate. they can 
  only approach the crevice through a declivity about ten 
  yards wide and 100 yards long. When the investigators get 
  within 16 yards of the crevice. the xixat launches itself at 
  the party. disregarding numbers and attacking to the 
  death .. .if it can indeed be killed. The creature should be 
  fairly easy to net in the enclosed space of the declivity. 
  See the end of the scenario for more information on the 
  xixal. 
  Getting the ~ngine 
  Inside. the engine is crawling with aalimome without host 
  bodies. The inside of the engine is considered a sacred area. 
  and unclean host bodies are not permitted within its walls. 
  If rhe investigators have captured a xixat. and drop it 
  into the yards surrounding the engine. the area around the 
  engine clears immediately. Through the lower comer of the 
  viewing port the investigator see the xixat bound off after 
  the nearest host/para.,ite. bringing it down handily within a 
  few yards. The xixat ignores the meat of the host body. 
  digging through the skull of the unfortunate creature with 
  crazed abandon until it pulls out the squirming aalimome. 
  While twisting between the xixat's gleaming teeth. the 
  aalimorne's tentacles flail uselessly against the xixat's 
  tough body. and the larger creature crunches it to a pulp of 
  mashed nerve fibre and chitin. The xixat seems to relish the 
  aalimome's acid blood. 
  Although the one lock large enough to admit the boat 
  stands open, the aalimome have built a superstructure of 
  stonework over the opening. To be moved it must be 
  winched out of the way using the line in the holding cham-
  ber of the boat (requires Mechanical Repair). 
  In addition to the boat's power shortage. the aalimome 
  inside the engine mount ,ill attack while investigators are 
  outside the boat. strapping winch cable around a likely 
  stone buttress. Removing the stones this way requires a 
  successful Pilot Aircraft or Play arcade game roll. During 
  this, four aalimome emerge through the open lock and fight 
  to the death. 
  The keeper must stage this portion of the scenario care-
  fully. giving the players a sense of running Iowan power 
  whi Ie they are under concerted deadly attack by the 
  aalimorne. Although nasty. aalimorne don't take much pun-
  ishment. so the attack can be repulsed quickly-ideally. 
  about the same time that the stones are hoisted away from 
  the open lock. 
  Inside the Engine 
  In the areas described below. the altemtions made by the 
  aalimorne are described first. Following this is the percent-
  age chance of encountering aalimome and the number of 
  aliens appearing. Finally. the original use intended for the 
  area by the spaceship designers is revealed. 
  Aalimorne Living Quarters (A) 
  These areas are used as combination storage and living 
  quarters by the aalim'i ne. Netting of woven vegetation has 
  been strung between the walls and from the ceiling (tied otT 
  to the most convenient bolt or strut protruding from the 
  bulkheads). A variety of objects. including ghastly food 
  items, are thrown haphazardly into sock-like pockets in the 
  netting. Some aalimome may also repose within the net-
  ting. (Seeing an aalimome among the overlapping layers of 
  netting and hanging objects requires Spot Hidden.) The 
  
  Netting Text 
  Sky:fall alld Willer trembling dCllice 
  IIsc-spike ({ the smiler 
  huming emhered slick 
  IIsespike ,i/lI'ays Jallil/g 
  praise Ol/t home from the sky 
  aliens do not seem to differentiate between the way unused 
  objects and their bodies are kept while not in use. 
  There arc three aalimorne present in this area. 
  These areas are actually storage pods. The iris locks to 
  these areas opened as part of the braking sequence when 
  the engine made planet-fall. Non-living specimens were 
  originally stored there. An irritating keeper may require the 
  irises to these areas be closed before the engine can lift off. 
  Temple (B) 
  nlis area is the aalimome's inner sanctum. Netting woven 
  into decorative patterns has been strung over the ceiling 
  and along the walls. Small metal items-instruments col-
  lected from throughout the engine-have been woven and 
  knotted into the fibers of the neuing. If Hanim has an idea. 
  he realizes that characters from the aalimome language 
  have been woven into the netting (see boxed text nearby). 
  Bulky shapes against the walls, and rising from various 
  places on the floor, have been draped with netting and 
  strips of coarse, dappled fabric. 
  At least one aalimorne is in this area, with a 65% 
  chance of I D4 more. 
  Engineering Compartment 
  This is where a boat can be docked to be the control. If the 
  investigators have not cleared the site before bringing the 
  boat inside, this is the area most heavily defended by the 
  aalimorne. 
  A ring of lights under the netting begin flashing as soon 
  as the boat is maneuvered into the chamber. These lights 
  indicate the position of the docking nipple. The investiga-
  tors must remove the netting before the boat can actually 
  dock with the nipple. 
  The docking nipple on the bow of the ship's boat fits 
  perfectly into the nipple in the wall of this area. The boat 
  can be t:ast:d illtu ducking positiull using Pilut Aircraft ur 
  Play Arcade Game. If any of the investigators asks about a 
  auto-pilot function at this time, inform them that a special 
  display comes to life as soon as the lights around the nipple 
  blink on. This is a special auto-docking routine that can be 
  activated using Electronics or Computer Use. If the routine 
  cannot be activated, a successful Pilot Aircraft or Play Ar-
  cade roll docks up the boat. 
  When the investigators get the boat hooked up to the 
  docking nipple. the dark army above the viewing screen 
  finally lights up. Like the lower display, this one includes a 
  Blood Brothers -
  133 
  number of glowing neon holograms that rotate and change 
  orientation as the boat moves, or as the status of [he engine 
  changes in response to control signals. The boat's internal 
  engine is decoupled whenever the nipple is engaged. All 
  control signals from the boat panel control the Illothership's 
  engine instead. All status displays indicate ready. The en-
  gine responds to the boat's control in the same way a~ the 
  boat. Lifting off from Yar is not a problem. 
  Returning to the 
  Main Ship 
  Once in space the primary array above the viewing port 
  gives an investigator enough perspective to identify the 
  location of the ship and Yar. Joystick with vernier adjust-
  ment on the joystick ball allows them to rotate the star-tield 
  through any orientation until the point of view is that Earth. 
  Once they have fooled around with this for awhile. tell 
  them they are in the binary system Gamma Leporis, which 
  is about 27 light years from Earth. 
  The engine can be docked with the main ship using 
  Pilot Aircraft or Play Arcade Game. However. if the inves-
  tigators think of it. auto-docking can he used at this stage of 
  the flight, too. A ring of docking lights comes on and winks 
  rhythmically once the engine comes in range of the auto-
  docking procedure. The keeper can use this to prompt the 
  investigators into initiating the docking routine. 
  If the investigators did not kill the aalimome before 
  leaving the ship, it is waiting for them when they get back. 
  ambushing them in the tirst chamber left open by the inves-
  tigators when they get back. If the iris to the boat deck is 
  open, the aalimome attacks in that area. 
  Returning to 
  Barth 
  The wafer food remaining on the ship can only last about a 
  year and a half, twice that if the investigators starve them-
  selves, perhaps less if the investigators used a lot of the 
  food for some purpose. 
  A byproduct of the engine's operation is water. This can 
  be tapped out of the system through a spigot and strainer in 
  an obscure comer of the engine compartment (Spot Hidden 
  to find). This water ta<;tes kind of oily, with undissolved 
  particles of ash-but it keeps the investigators from dehy-
  dration if they try to tough it out. 
  
  134 -
  Horror Planet 
  With Computer Use and Astronomy, the investigators 
  determine that the ship can achieve a speed of 55,800 miles 
  per second (about 30% of the speed of light). It will take 
  about 100 years to reach earth, counting acceleration and 
  decceleration. The food will never last that long. 
  The only hope for the party is cryogenesis. Time spent 
  in the cold sleep tanks will not harm humans. The investi-
  gators just have to remember to put somebody in the pod 
  with the internal control. 
  Consequences 
  If the investigators get the engine from Yar and get back to 
  the ship and get themselves into the cold sleep tanks, award 
  the party 2D8 SAN. 
  If the investigators fail in anyone of these steps the 
  consequence is death, either instantly at the hands of an 
  aalimome or xixat -
  or eventually from starvation. Addi-
  tional Sanity penalties would be meaningless. 
  Slave Races ofYar 
  DOZERBLAHK 
  STR 
  CON 
  SIZ 
  OEX 
  POW 
  HP 
  OB 
  1 
  21 
  26 
  17 
  11 
  3 
  22 
  +106 
  2 
  18 
  27 
  17 
  11 
  2 
  22 
  +106 
  3 
  23 
  24 
  16 
  7 
  3 
  20 
  +106 
  4 
  21 
  18 
  19 
  8 
  2 
  18 
  +104 
  5 
  22 
  25 
  15 
  10 
  4 
  20 
  +106 
  6 
  25 
  19 
  17 
  12 
  3 
  18 
  +206 
  7 
  24 
  22 
  22 
  12 
  6 
  22 
  +206 
  8 
  23 
  23 
  19 
  11 
  6 
  21 
  +206 
  9 
  24 
  24 
  16 
  10 
  4 
  20 
  +106 
  10 
  23 
  22 
  21 
  10 
  3 
  22 
  +206 
  Move: 6 
  Weapons: Gore 35%, damage 106+206 
  Charge and Gore 50%, damage 306+206 
  Armor: 6 Points of leathery, chitin-banded hide 
  DRAEBAH 
  STR 
  CON 
  SIZ 
  OEX 
  POW 
  HP 
  DB 
  1 
  16 
  12 
  10 
  23 
  16 
  11 
  +104 
  2 
  15 
  7 
  13 
  20 
  13 
  10 
  +104 
  3 
  14 
  8 
  11 
  23 
  14 
  10 
  +104 
  4 
  16 
  10 
  9 
  21 
  13 
  10 
  +104 
  5 
  17 
  8 
  11 
  22 
  17 
  10 
  +104 
  6 
  12 
  12 
  11 
  21 
  12 
  12 
  0 
  7 
  14 
  9 
  9 
  21 
  11 
  9 
  0 
  8 
  11 
  10 
  9 
  20 
  14 
  10 
  0 
  9 
  14 
  11 
  11 
  21 
  13 
  11 
  +104 
  10 
  16 
  11 
  10 
  23 
  17 
  11 
  +104 
  Move: 10 
  Weapons: Grasp (Entangle) 35%, STR vs. STR to break free (try 
  once a round after successful hit). 
  Bite 30%, damage 1 06 
  Armor: None 
  Aalimorne 
  An aallmorne's body is a knotted mass of ropy nerve bundles 
  sheathed in overlapping plates of translucent, milk white chitin. 
  No sensory organs are visible. The entire body pulses rhythmi-
  cally, circulating gray acidic blood. An aalimorne does not have dif-
  ferentiated internal organs -
  it is all nerve fiber, muscle and pip-
  ing. The six, wiry legs are arranged symmetrically around the 
  lower half of the body. Each tentacle can be telescopically re-
  tracted into or extended from tubular sockets in its body. The ten-
  tacle core is tough, fibrous muscle tissue. Only a black, striated 
  end spike of each arm is pigmented. When an aalimorne attacks, 
  it extends and whips Its end spike with blinding speed to pierce 
  bone and muscle. An aalimome can move (usually by running) in 
  any direction. An aalimorne cannot see or hear, and homes in on 
  its prey by sensing micro-electric impulses in another creature's 
  nerve tissue. The range of this sense is equal to the creature's 
  POW x5 in yards. Once it has taken residence In Its host, it 
  makes use of the other creature's sensory organs. 
  STR 
  CON 
  SIZ 
  OEX 
  POW 
  HP 
  DB 
  2 
  17 
  28 
  5 
  9 
  +104 
  2 
  23 
  25 
  6 
  12 
  +106 
  3 
  3 
  19 
  28 
  5 
  10 
  +104 
  4 
  3 
  15 
  24 
  6 
  8 
  +104 
  5 
  3 
  20 
  25 
  7 
  11 
  +104 
  6 
  2 
  20 
  28 
  8 
  11 
  +104 
  7 
  1 
  17 
  26 
  9 
  9 
  +104 
  8 
  2 
  18 
  25 
  5 
  10 
  +104 
  9 
  1 
  19 
  26 
  6 
  10 
  +104 
  10 
  2 
  19 
  28 
  8 
  10 
  +104 
  ARMOR: 8 points of chitin 
  MOVE: 12 (It runs on the spiked tips of its tentacles) 
  SAN Cost: 0/1 08 
  Weapons: Tentacle· 55%,106 (+ Acid and Brain Eating) 
  "2 attacks each round, second attack at half OEX. If attacking 
  from a host body only one attack (at full OEX) each round. 
  The spike at the end the tentacle is porous, and weeps a viscous 
  layer of painfully corrosive acid. The acid eats through organic 
  substances instantly, creating an entry hole in the body of the 
  aalimome's intended host. If a tentacle attack does not hit the 
  area of the target containing the central nervous system, the 
  aalimorne will not use its acid. The acid evaporates, or becomes 
  inert the round after it leaves the aalimome's body. When an at-
  tack hits the central nervous system (I.e., the brain), the 
  aalimome Instantly senses the presence of food, and allows acid 
  to seep into the wound. This seepage has a POT of 1010+5. The 
  target resists the potency of acid with CON. If the target fails, 103 
  additional hit points are inflicted, and a SIZ 1 hole is burned into 
  the target (through which the aalimorne hastily drags itself and be-
  gins devouring the target's tasty brain matter.) If the target resists, 
  no further damage is inflicted and the aalimorne must make an-
  other attack in order to create an entry hole. The creature feeds 
  by dissoMng brain matter with its acid and absorbing the solute. 
  In this way it consumes 104 INT each round until the host's INT 
  reaches zero ... at which point the target is possessed. Creatures 
  with a SIZ of 3 or less, cannot be possessed by an aalimorne. 
  NOTE: Even if locational hit points from Cthulhu Now are not 
  being used, when an aalimorne attacks, roll for hit location to de-
  termine if it hit the head (or other anatomical feature containing a 
  brain or similar organ). When an aalimorne attacks from a human 
  or draebah head, add 6 to the hit location die roli. If the aalimorne 
  is possessing some other, lower profile body type (such as a 
  dozerblahk) roll normally for hit location. 
  To assume control of its host, the aalimorne extends tendrils 
  throughout the nerve sheathes of a possessed body. II exudes 
  small amounts of acid from the tips of its tentacles, buming 
  through nerve core. Once it has fully extended Its tentacles, 
  smaller filaments twist into and merge with the finer nerve path-
  ways. Although it takes a few hours (103) -
  as the tendrils 
  slowly, painfully eat through the nerve tissue in each of the major 
  pathways -
  the control an aalimorne gains over its host is virtu-
  ally complete. Only one tentacle remains free to attack while the 
  creature occupies a host. 
  
  A possessed body can only be kept alive for several months by 
  the aalimorne. The nerve damage caused by the aalimome's 
  takeover eventually proves fatal. In absorbing the brain. however. 
  the aalimorne acquires some memories from the host (in the form 
  of RNA); but usually not higher order data. only emotion-charged 
  memories, nightmares, etc. If someone who knew the possessed 
  person talks to the aalimome/host successfully using Oratory, 
  these memories can be brought to the surface. Human witnesses 
  to this act lose 011 03 SAN, as the host's face is twisted with an-
  guish and the tortured realization of living death. Any Information 
  gained from this process is up to the keeper, but should be mini-
  mal. 
  The Xixat, a predator 
  Pronounced "ziks-at", this creature eats Aalimorne for lunch. 
  STR 
  CON 
  SIZ 
  DEX 
  POW 
  HP 
  DB 
  1 
  30 
  21 
  17 
  16 
  6 
  24 
  2 
  32 
  26 
  18 
  13 
  3 
  22 
  3 
  29 
  23 
  16 
  16 
  4 
  20 
  4 
  30 
  19 
  13 
  14 
  3 
  22 
  5 
  30 
  24 
  16 
  15 
  7 
  20 
  6 
  29 
  24 
  16 
  16 
  5 
  20 
  7 
  28 
  21 
  13 
  14 
  5 
  17 
  8 
  27 
  22 
  14 
  13 
  6 
  18 
  9 
  28 
  23 
  16 
  15 
  6 
  20 
  10 
  29 
  23 
  15 
  16 
  3 
  19 
  Move: 16 
  A xixat regenerates 1 HP of dam gage each round. 
  SAN Cost: 011 D6 
  Weapons: Bite 65%, damage 1010 
  +206 
  +206 
  +206 
  +206 
  +206 
  +206 
  +206 
  +206 
  +206 
  +206 
  Spike 45%. damage 1 D6+Charge to Crush and Acid of 206. 
  Armor: 10 points of acid covered bristles 
  Imagine a wide·jawed wolverine with six long, heavily muscled 
  legs. Sliding cords of sinewy muscle stretch over the xixat's 
  coarsely bristled back and stomach. Portions of its skeleton are 
  an exposed framework to which wiry muscles attach with metallic 
  appearing anchors. Muscles at the joints where the six limbs join 
  with the abdomen and torso-and also at the knees and ankles-
  stretch tautly away from joints while in action, exposing dark. 
  shiny bones. The entire body exudes a glistening, beaded sheen 
  of amber liquid. 
  Any organiC substance brushed by the xixat (the body of an 
  Investigator, for Instance) Is exposed to the creature's primary de-
  fense: a sticky layer of acid. Unlike the aalimorne's internal acid, 
  the xixat's acid layer reacts with any material it contacts for a pe-
  riod of time. When flesh comes in contact with the acid, an investi-
  gator must resist the 11 potency of the acid with CON, or take 
  106 damage points for 104 rounds. If an Investigator tries to 
  brush acid off with a bare hand, the hand takes 102 damage 
  points (if not using hit locations. these hit paints are applied gener-
  ally, but still affect the investigator's ability to grasp objects). Phys-
  Ical objects (such as melee weapons used to strike the xixat) 
  must resist the acid using Sil. An object thai fails to resist the 
  acid corrodes instantly and becomes useless; an object that re-
  sists the acid is unaffected. 
  The xixat can also attack by pausing for a round (no move-
  ment or attacks) and extending six metalized bone spikes. The 
  spikes emerge from just above the six leg sockets; and are three 
  yards long when fully extended. The spikes can impale. The 
  spikes retract within the round unless a target has been impaled. 
  If a target Is Impaled, the xixat Charges to Crush the impaled 
  creature against the nearest handy surface. Unless the creature 
  can pull itself from the spike (STR+OEX or less on 0100) the addi-
  tional damage from the Charge to Crush is automatic. 
  The xixat is a survival machine. Xixats are always hungry 
  and live only to kill. The aalimorne probably evolved into parasites 
  to get away from these things. 
  Blood Brothers -
  135 
  Investigators 
  Blademoor. Jones, Hanim, and Argus must go on the ad-
  venture. The remaining investigators are optional, though 
  having them along lets the story run more smoothly. The 
  investigators are allowed to select any kind of reasonable 
  I 990-period equipment they wish. The only restriction here 
  being that since they have just gotten off a series of con-
  necting commercial flights, none of them can have any 
  heavy fireanns. The Bander Institute has provided each 
  investigator, however, with a plastic .25 auto pistol. each 
  weapon holds twenty rounds (the investigators do not have 
  extra ammunition). These pistols freely pass airport secu-
  rity monitors. 
  .JOHN BLADEMOOR, Scientist, 30 
  STR 15 
  CON 14 
  SIZ 10 
  DEX 12 
  APP 10 
  INT 17 
  POW 9 
  EOU 18 
  HP13 
  Damage Bonus: +104 
  Weapons: .25 Pistol 75%, damage 1 D6+ 1 
  Fist/Punch 35%, damage 1 03+ 1 04 
  Skills: Anthropology 45%, Astronomy 60%, Archaeology 40%, 
  Botany 47%, Chemistry 55%, Climb 40%, Computer Use 25%, 
  Credit Raling 45%. Drive Automobile 45%, Electrical Repair 35%. 
  Electronics 40%, Fast Talk 50%, First Aid 60%, Geology 40%, 
  History 70%, Library Use 85%, Listen 55%, Oratory 70%, 
  Pharmacy 35%, Photography 45%: PhYSics 50%, Psychology 
  25%, German 75%, Rifle 75%, Spot Hidden 45%. Throw 45%, 
  loology40% 
  Quote: "Don't do that." 
  Probably the closest friend Richard Eubastis ever had. 
  Blademoor is also a world authority on the history of sdence. His 
  hobbies include target-shooting and gun collecting. 
  MATILDA JONES, Scientist, 35 
  STR 11 
  CON 15 
  SIl10 
  DEX 18 
  INT17 
  POW 12 
  EOU 18 
  HP 12 
  Damage Bonus: +104 
  Weapons: .25 Pistol 60%, damage 1 06+1 
  APP15 
  SAN 
  Skills: Bargain 50%, Bio-Electronics 80%, Camouflage 45%, 
  Chemistry 65%, Computer Use 60%, Electrical Repair 85%, 
  ElectroniCS 89%, Fast Talk 65%, First Aid 40%, Hide 30%, 
  linguist 35%, Listen 45%, Mechanical Repair 60%. Photography 
  25%: Physics 85%. Pick Pocket 65%. Pilot Aircraft 35%. Play 
  Arcade Game 85%, Play Dijeridu 35%, Rifle 35%: Sneak 30%, 
  Speak Aborigine 50%. Spot Hidden 62%. Throw 45%, Track 50%. 
  Quote: "G'day this you twitl" 
  Leading scientist specializing in bio-technical research. 
  Co·creator of Argus the monkey. Close friend of Blademoor. Past 
  Australian national champion of the arcade game Narc. She 
  spends considearble amounts of time goofing around with new 
  electronics. 
  RAJAH HANIM, Scientist, 30 
  STR 8 
  CON 15 
  SIl10 
  DEX 14 
  APP13 
  INT 17 
  POW'1 
  EDU 20 
  HP 12 
  SAN 55 
  Damage Bonus: 0 
  Weapons: .25 Pistol 35%, damage 106+ 1 
  Skills: Chemistry 54%, Credit Rating 65%. Dodge 56%. First Aid 
  60%. History 45%, Historical Linguistics 75%, Jump 65%, Knife 
  40%, Library Use 60%, Linguist 70%, Pharmacy 50%, PhYSics 
  45%, Sign Language 50%, English 80%. Hindi 100%, Spot 
  Hidden 45%, Throw 65%. Zoology 90%. 
  
  136 -
  H OTror Planet 
  Quote: "As the E'gyptians would say ... " 
  Hanim is a eugenics researcher, and a world authority on cladistic 
  taxonomy. Co·creator of Argus the monkey. He is also an 
  authority on ancient languages, and comparative study of same. 
  HANS CHAN, Scientist, 27 
  STR 16 
  CON 15 
  SIl12 
  DEX 15 
  INT 16 
  POW 14 
  EOU 16 
  HP 14 
  Damage Bonus: + 1 04 
  Weapons: .25 Pistol 40%, damage 106+ 1 
  Punch 70%, damage 103+104 
  Kick 70%, damage 1 06+ 1 04 
  APP12 
  SAN 70 
  Skills: Climb 70%, Computer Use 25%, ~odge 55%, Electrical 
  Repair 65%, Fast Talk 45%, Hide 55%, Jump 46%, Knife 50%, 
  Usten 40%, Make Maps 25%, Martial Arts 65%, Mechanical 
  Repair 90%, Operate Heavy Machine 55%, Physics 65%, Pick 
  Pocket 25%, Sneak 40%, Chinese 35%, German 45%, Spot 
  Hidden 50%, Throw 60%. 
  Quote: "You have disgraced me and the Shaolin temple, prepare 
  to meet your doom. Heh heh." 
  Chan is a mechanical engineer working for the Bander Institue for 
  Progressive Reasearch. Chan's father was a Chinese/American, 
  his mother German. He Is a close friend of Raj Hanim. An 
  enthusiastic fan of tasteless kung·fu movies, he holds an 
  excellent rating in Tae Kwan Do. 
  PATRICK HONOR, Scientist, 34 
  STR 11 
  CON 12 
  Sil 8 
  DEX 17 
  INT 16 
  POW 14 
  EOU 16 
  HP 14 
  Damage Bonus: 0 
  Weapons: .25 Pistol 35%, damage 106+ 1 
  Knife 55%, 106 
  APP15 
  SAN 57 
  Skills: Accounting 60%, Bargain 65%, Chemistry 45%, Climb 
  55%, Computer Use 86%, Credit Rating 90%, Dodge 74%, 
  Electrical Repair 40%. Electronics 78%, Fast Talk 70%, First Aid 
  45%, Hide 65%. Law 55%, Ubrary Use 45%, Listen 80%, Make 
  Maps 45%, Occult 45%, Physics 35%, Pick Pocket 70%, 
  Psychology 10%, ReadlWrite English 80%, Sneak 65%, Spot 
  Hidden 50%, Throw 65%, Track 40%. 
  Quote: "There's a ghost in the machine." 
  Software engineer and cabalist. Can program for any hardware, 
  and somewhat prideful of the fact. Least stable of the group 
  (except possibly Argus), may attribute the party's circumstances 
  to a conspiracy of the secret Occult Masters. 
  Argus the Chimpanzee 
  STR 21· 
  CON 15 
  SIl3 
  INT'1 
  POW 10 
  EOU 1 
  Move: 10 
  Weapons: Bile 55%, damage 104 
  Knife 40%, damage 1 06 
  OEX23 
  HP14 
  Armor: 4 pOints of bio·mechanical sheathing. 
  SAN Cost (without prior waming) 011 
  ·STR without bio·mechanical support is 13 
  APP5 
  SAN 40 
  Skills: Climb 85%, ~odge 70%, Drive Auto 35%, Electrical 
  Repair 30%, Fist Aid 40%, Hide 75%, Jump 55%, Listen 65%, 
  Mechanical Repair 25%, Pick Pockets 75%, Pilot Aircraft 30%, 
  Play Arcade Game 50%, Psychology 45%, ReadlWrite English 
  25%, Scent 75%. Sign Language 65%, Sneak 83%, Spot Hidden 
  70%, Throw 60%, Track 90%. 
  Sign Language 
  Argus the monkey does not have the power of human speech. 
  To communicate he has developed a system of hand signals 
  based on the signing language used by deaf and mute human 
  beings. Argus has taught most of this language to Raj Hanim. 
  The language is constantly evolving, however, as Argus's 
  understanding of himself and world Increases. Because of 
  this, Raj is always a little behind in grasping Argus's attempls 
  to communicate. A person familiar with normal sign language 
  can communicate with Argus at 1/2 the normal skill rating. A 
  successful roll by someone using the signing language indio 
  cates fact or ideas have been communicated. This communi-
  cation will be better the closer the roll is to 01. A missed roll 
  indicates nothing was communicated. 
  Quote: "Eek, eek, oop, oop, ooooopl" 
  Argus is the product of the combined efforts of the Bander 
  Institute, Raj Hanim, and most recently Matilda Jones. Hanim 
  was Involved in the project over a number of years, Jones was 
  brought in during the final stage to provide specially-designed 
  equipment. 
  The goal of Hanim's breeding program was the most intelli· 
  gent non·human primate possible. An unfortunate side-effect of 
  this breeding program were brainy but very frail monkeys. To com-
  pensate for this reduction in survival energy, Jones was charged 
  to create a complete bio-mechanical support system to be grafted 
  Into the monkeys's musculature and nervous system. 
  Argus's sheathing consists of interconnected, jointed golden 
  shafts running longitudinally along Argus's arms, legs and on his 
  torso. In places, the shafts are segmented and flexible, in others 
  they disappear into the monkey's flesh to emerge several inches 
  away in a slightly different configuration. Winking LEOs are visible 
  here and there. The system terminates at a bulboUS plate 
  mounted to the base of the monkey's skull. For a human, to sud-
  denly see Argus without some prior explanation requires a SAN 
  roll, Failing the SAN roll costs 1 point of sanity. and causes the 
  viewer to pause in disbelief for one round. If the viewer's SAN roll 
  Is successful, nothing happens. (If another monkey sees Argus, 
  the animal will do everything to get as far away from the aug-
  mented monkey as possible.) 
  The sheath both increases the monkey's strength and acts 
  as protective armor. (The idea was to protect Argus from acciden-
  tal injury -
  and to give him an edge over the larger humans he 
  would eventually encounter away from the Institute.) The system 
  also provides medical support for Argus. If the monkey is injured, 
  special medications and stimUlants are injected into Argus, allow-
  ing him to regenerate one HP each round for 106 rounds. Note 
  that the sheath's medical support is not inexhaustible. The num-
  ber of times Argus can be treated by his sheathing is up to the 
  keeper, but probably should not exceed 8-10 times during the sce-
  nario. Jones is the only investigator able to provide First Aid for 
  Argus, and to do so must make both Fist Aid and Bic-Electronics 
  skill rolls. 
  Argus is one of a kind. Because of this uniqueness, he is also 
  a tragic figure. As intelligent (perhaps more so) as many humans. 
  Argus is separate from both humanity and his own kind. This situ-
  ation has had some effect upon the monkey's sanity. The trip to 
  Eubastis's house is the monkey's first "field test." Argus is always 
  hungry, and extremely curious about new foods. 
  
  Blood Brothers -
  137 
  Handouts 
  Excerpts from the tome of 
  Richard Duncan 
  Such methods are dark and dismal and require the rendering 
  of the witch's body down to its purest grease. The bones that 
  remain are discarded. This grease Is to be kept in a proper 
  vessel and heated, but not so as to cook, until the proper 
  number of heart!; can be obtained. Seven hearts was the 
  number told to me by the Arab but some say six, or even five. 
  The hearts are placed in the kettle with the witch's grease. No 
  other magicks need be applied. If the proper signs were made 
  on the body and the witch performed the rite of calling on the 
  day before their death, and the rendering complete and cor-
  rect, the witch will gain a new body and a new life. 
  (Last Entry) 
  The fools down in Hamton are stirring again. Blast their souls 
  to Hell! The basement of the brew house has been cleared 
  and the rendering equipment is ready. The vessel, made of 
  copper, as this is believed best, is nol yet complete -perhaps 
  two more days. I do not think they are ready to approach the 
  house, they know I am not unguarded. 
  I think I will have time to complete my plan but I will be 
  forced now to rely on the loyalty 01 my servants while I am 
  betwixt. I suspect even now that the groom, Eli, has sneaked 
  down to the village, and there Informs the townsfolk of what it 
  is I do up here. I will question him upon his return. 
  The brew house is less than a mite north of the house. The 
  townsfolk will find it for sure. I can only hope the servants keep 
  them from discovering the cellar. 
  Ulle/e Timothy's Will #5 
  Marked page in "Aboriginal Beliefs" by Sir Allen 
  Bridely, published G.Br., 1895. 
  Australian tribes of the southern region hold particular rever-
  ence for human fat. Their medicine men apparently beHeve it 
  to be the vessel of the human souL .. 
  Ullcle Timothy's Will #2 
  Excerpts from the journal of 
  Timothy Duncan 
  And it was from the secret tome of Richard Duncan that I 
  learned the secret of everlasting life. The process is a drastic 
  one but well worth the costs, I believe. Cooperation Irom the 
  servants will also be necessary .... 
  I have found a drug which I will administer to Jamison and 
  Henrietta. In regular doses it will steadily repress their wills. 
  Once under the influence of the drug, they will be subject to 
  my commands, spoken to them from the other side. I have 
  also begun construction of the equipment necessary for the 
  transformation. I've hired the blacksmith in Hamton to do the 
  heavier work. Someone will have to be hired to install the gas 
  equipment.... 
  The cellar is ready. I feel my time is drawing near. The 
  money has been securely hidden in the floor of the basement 
  workshop. This journal I shall place In my study. Once the 
  transformation is complete, I will have to move fast. It would 
  do no good lor me to have achieved a new life only to be 
  connected with what they wUI find in this house after the 
  reading of the will. The subtle poison I have prepared is ready, 
  Jamison and Henrietta have had their last instructions. The 
  time is now. 
  Uncle Timorhy'" Will #3 
  
  Page 188 of "Spirits of the Other 
  World" 
  ... These spi'its are best called with a small drum although 
  some hold that they also answer to an offering 01 flesh. Cov-
  ered with ice they are and cold from their journey. "In nomine 
  Satanis" is repeated three times then the drum is played. The 
  spirits most often answer the call in the time between harvest 
  and last frost. 
  VI/cit! Timothy's Will #4 
  STRIKE FROM ABOVE! 
  Reports from all over the Llanmorgan Valley told of 
  a "meteorite" which fell from the stars. The object. 
  about the size of a rugby football, was described as 
  looking green and dappled with silver veins throughout. 
  Professor Grescham of London, a noted expert, was 
  taking the thing back to London University for further 
  studies. He believes it to be dormant and quite safe, 
  though certainly of "outer space origin." 
  -
  Cardiff Daily News, August 5th, 1936 
  The Dol/maker #2 
  Excerpts From "The Duncan 
  Family History" 
  Compiled In 1921 By Eleanor Duncan and Anne Dun-
  can Scott 
  • It was in 1675 that Jedediah Duncan chose to move his family 
  to Vermont. Selling his share in the family iron works. 
  Jedediah left Massachusetts behind. 
  • The house on Harps Mountain Vias completed in 1877 and the 
  family wintered there. moving from the house that Jedediah 
  had rented for them In Harnton. 
  • Despite the early death of Elizabeth. Jedediah lived to raise 
  his three sons. One of them, Richard, went to sea and spent 
  many years in the Orient before returning home. Jedediah 
  also became well known for the beer that was brewed on his 
  estate .... 
  • There is no record of the Duncan family's involvement in the 
  Salem witchcraft scare of 1692 but a Vermont Duncan was 
  perhaps the victim of fout play. Richard Duncan. son of 
  Blood Brothers -
  J 39 
  The Newspapers 
  With successful Library Use rolls. the investigators lind two 
  related newspaper articles. 
  PUBLIC OUTRAGED 
  Store Display Gets Ousted 
  The window of Sadler Bros. DI?[.Ydrtmenral Srorc rcmainell 
  empty today after its previllus display was removed following 
  public outcry. Outraged passersby claimed that the manne-
  quins had been posed in threatening and ohscene position:;. 
  The manager of Sadler Bros. Mister Monmgue, daimed 
  that the complaints were unfounded, 'lnce many of the citizens 
  said [har rhe Jummi!'5 had as-,umed different p""irilms wirhin 
  minutes of one anmher. He said all [he reports contlicted. and 
  as the mannequin:; had not been ruuched since that moming, 
  it coulJ not even he the results of J h( lax. 
  M i.iter Montague statcJ, "I beliew this uproar is only one 
  of the manifestations ()f mass hysteri .. as is brought nn by the 
  current political climate in Europe." 
  . 
  In the interests of customer rdarions the 0flendmg 
  figureswere removeJ, tll he replac.t!d by a new dre5Sing, CUT-
  rently being designed. 
  The second article is smaller and merely mentions a new 
  exhibit at Madame Montage's Wax Museum. The eXhibit, 
  Hollywood's Horrors, features three wax renderings drawn 
  from the movies: Frankenstein, Dracula, and The Mummy. 
  "This marks the first occasion that Montage·s figures have 
  been commissioned rather than created on the premises. The 
  quality of these are said to be so superb the management 
  could not resist. The display begins today", 
  Tlie Dollnwker # I 
  Jedediah. was found dead at the foot of the stairs by one of 
  the grooms. There appears to have been some dispute and 
  the family tradition tells that one of the servants accused the 
  groom of slaying Master Richard. Nothing was ever proven, ... 
  • In 1825 the last of the Vermont Duncans died and the house 
  atop the mountain became a summer vacation spot for sev-
  eral generations of Duncan families. who shared in the 
  property·s upkeep. Many a Duncan is fond of recalling child-
  hood summers spent at the mountain house, running in the 
  fresh air and thrilling to fireside stories about the "ghost of 
  Richard Duncan murdered foul in his home." 
  • With the death of Dna Duncan COlwell in 1879, the Vermont 
  home, jointly owned for so many years. came Into the sole 
  possession of Timothy Duncan. then of Boston. Timothy soon 
  moved his belongings to Vermont and has since occupied the 
  home full-time. He has, however. continued to honor the 
  longtime tradition of Duncan family vacations spent atop 
  Harp's Mountain. To this day "Uncle Timothy'·, as he has 
  become known, is always the friendliest and most congenial 
  of hosts. He says having the youngsters around is what 
  keeps him going. 
  Ullcle Timothy's Will #1 
  
  Blood Brothers -141 
  i 1"0 '[ It'; CEN TER of ,oWN 
  CJ 
  ILLINOIS SOLDIER LIBERATES NAZI 
  EXPERIMENT 
  BRUSSELS, Dec 13 (AP)- PFC Boris Hall of FI-
  netown, Illinois, has earned the Medal of Valor due to 
  his unflinching bravery in the assault on Namur, and for 
  the rescue of a young boy from German SS officers who 
  were attempting his murder. 
  The boy, who has yet to be identified, had been hideously 
  mutilated in some unnamed experiment. Had Private Hall not 
  taken the initiative. he would have become yet another innocent 
  casualty of Nazi cruelty. But as it stands. it looks as if it will be 
  a Merry Christmas for little 'Klaus', as Hall has nicknamed him. 
  Hall has announced his intention of adopting Klaus if his 
  own parents cannot be found. Even though our boys won't be 
  home for Christmas, Klaus at least has a chance one day to 
  see peace on earth. 
  -Chicago Herald, December 15,1944 
  Allcit'1I1 Midge" Nad Shamans Itl 
  Allcil'lll i"1idgl'r Nazi Shamans 1t2 
  Dallcel~ 
  /' m sure fhe cemefery has a key to all this, so r m 
  going to see what J canjind out tonight as I'm sllre 
  something is about to happen, Don'f worry and 
  DON'T come after me. l'1I hefine, YOIl kllow what 
  they say ahout old photographers! 
  LOI'e - lake 
  The Swarming It I 
  
  HALFWAY HOUSE MASSACRE 
  Police were summoned to the Bayview Halfway 
  House in the early hours of this morning to discover the 
  scene of a grisly multiple murder. 
  rlfteen runaways. aged 1.4 to 19 were literally torn apart. ttleir 
  bodies slashed open and thrown against the walls with such force 
  that each sustained several broken bones from the impact. 
  Also slainn what Is being called the worst mass murder In the 
  city's history were Sister Agnus Mary of All Saints Church, and Mr. 
  LaMont Dearborne, a volunteer councilor who was working late 
  with one of the runaways. 
  Sources in the police department state that the bodies had 
  sustained "deep, incising cuts to the chest and abdominal region 
  which were most consistent with the type of damage Inflicted by 
  timberwolves, or some other such wild animal. " 
  The 15 rU1aways were also reported to have been all boys, 
  and the fact that the dozen or more runaway girls who were known 
  to be present that night were nowhere to be found only adds a 
  more sinister twist to this bizarre and monstrous mystery. 
  "There were at least twelve teenage girls in the house when I 
  left for the evening: stated Karyn Atilla, administrator of the 
  halfway house program, who is affectionately known on the streets 
  as "Attilla the Nun", "but others could have arrived during the 
  night; many ofthem do, poor kids. As a matter of fact. there were 
  three more boys in the house this morning than there were when 
  I left: 
  When asked about these murders, Ms Atilia stated, "I cannot 
  comprehend the evil mind that could be capable of such an 
  unspeakable act. I served for a time in a MASH unit In Viet Nam 
  and witnessed the terrible things that could be done to the human 
  body, but what I saw In there was horrible beyond deSCription, 
  ALEK'S NIGHTMARE 
  Blood Brothers -143 
  Those poor children never had a chance against their killers: I will 
  pray for their souls." 
  As will be remembered, Atilla the Nun is the administrator of 
  the church's halfway house program, a controversial undertaking 
  which did not meet with universal approval when it was proposed 
  in June of last year. 
  Despite the protests of opponents the program was approved 
  and set into motion. Those opponents are now vocally citing this 
  mass killing as justification for their opposition. 
  "It's perfectly clear what happened here," states Homer Dent, 
  leading opp:lnent of the program, "gang violence. 
  "The halfway house is in a rough neighborhood, and we all 
  know how street gangs flourish in this part of town. Those miSSing 
  girls were obviously from a rival gang who infiltrated the house and 
  ambushed the boys, killing Sister Agnus and Mr. Dearborne to 
  eliminate any witnesses, then they tooK off. 
  "I guarantee, you find those female delinquents and you'll find 
  your killers. This is exactly what we feared would happen; the 
  rotten apples are taking advantage of a good thing, and in light of 
  what's happened here, I say It's gone on long enough: 
  The future of the Bay View halfway house remains in doubt at 
  this time, and it Is certain that the outcome of the Investigation 
  into these crimes will have a direct effect on the church's decision 
  concerning the program 
  Ms. Atilia remains a staunch supporter. "We did a great deal 
  of good here, and despite what some may say, those children were 
  all Innocent victims, and I fear for the safety of those poor missing 
  girls." 
  Sergeant Brian WIllis, a homicide detective on the Bay City 
  police force, was asSigned the case, and was present at the scene 
  early this momlng, but he could not be reached for comment. 
  SpawlI ofthl! Deep #1 
  You are standing in the middle of a corn field, totally lost and confused. You can not seem to 
  escape the sea of brown and dried husks-as far as you walk In any direction you find yourself 
  still surrounded by corn stalks. The night sky in the distance casts a weird glow, like something 
  large burning. You can not seem to get closer to the blaze, for as soon as you take your eyes 
  off the glow, even for a second, it seems to move to a different location. Frustrated, you scream 
  and race off through the wall of dead plant material. 
  You find yourself in a clearing. someone else is there with you-it is your friend and fellow 
  artist Jeromy Wolfe. As you approach, you see that he is tied to a wooden post, his arms spread 
  out from his sides. He opens his mouth to speak but as he does he begins to gag. You reach 
  for your friend but freeze in your tracks, gasping In horror as his head suddenly rips from his 
  neck, plunging to the damp ground with a wet and sickening plop. 
  Jeromy's severed head splits open and a mass of green tendrils, vines and branches sprout 
  out and begin to entangle you, pulling you screaming· down to the ground. The grasping 
  branches and vines constrict, crushing you, pulling you deeper into the soft ground. You claw 
  at the plants, but they tighten, pulling you waist·deep into the damp soil. You feel roots or 
  tentacles wrap around your submerged legs. You are violently yanked down deeper. You see 
  Jeromy's bloody body topped with a blazing jack-o·lantern, which smiles at you evilly. Then, with 
  one final and violent tug you are pulled completely beneath the ground. 
  This is where you wake up. 
  Trick or Treat II I 
  
  9 
  1190-2329CH18.95 
  ISBN 0-933635-69-9 
  CALL OF ClHULHUSI 
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  roleplaying game of 
  horror and wonder. 
  2329
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