TEXT: V I S I T   K E N T
  F O R  S U N S H I N E!
  Horror Roleplaying in the Worlds of H.P. Lovecraft
  
  SHADOW ON THE SEA 
  By Martin Batbiscuit 
  CREDITS 
  EDITING AND LAYOUT 
  Rae Percy Jackson 
  COVER ART 
  RPJ Creative 
  INTERIOR ART 
  Mara Braun 
  Simon Bray 
  RPJ Creative 
  Rueben Dodd 
  Marco Monte 
  PLAY TESTERS 
  Marc Miller 
  Rae Percy Jackson 
  Sonny Walton 
  Call of Cthulhu is a Trademark of Chaosium Inc. and is used with their permission via the 
  OBS Community Content program.  
  For more information please visit Chaosium’s website: www.chaosium.com 
  The Miskatonic Repository Logo is used under license. 
  Shadow On The Sea ©2020 Martin Batbiscuit and RPJ Creative 
  
  CONTENTS 
  Introduction ................................................ 4
  Scenario Outline .................................................... 4
  Contents ................................................................. 5
  The Known History of the Goodwin Sands .......... 6
  Historical Timeline ................................................ 6
  Scenario Timeline .................................................. 7
  Getting the Investigators Involved ....................... 7
  Order of Play ............................................... 7
  Clue Chart .............................................................. 8
  The Carter Lectures ............................................... 9
  Preparations ........................................................ 10
  The White Cliffs .......................................... 11
  The Hope............................................................... 11
  Exploring the Village ............................................ 11
  The Church ........................................................... 11
  The Path ............................................................... 12
  The Meldrum House ........................................... 12
  Midnight in St Margaret’s Cove ................. 12
  The South Foreland Lighthouse ................ 13
  The Ground floor ................................................. 13
  Ground Floor Foreland Cottage .......................... 14
  The Upstairs......................................................... 16
  The Lighthouse Tower ......................................... 16
  The Ambush .............................................. 17
  The Meldrum Household ........................... 17
  The Ground Floor ................................................. 17
  The Arboretum .................................................... 19
  The Veranda ......................................................... 19
  Upstairs ................................................................ 20
  To the Ocean Floor .................................... 22
  No Big Deal ................................................ 23
  The Dive ............................................................... 24
  Next Steps ................................................. 26
  The Flight Back to London ................................. 26
  Night in Deal ....................................................... 26
  Into the Cliff .............................................. 28
  Location A ........................................................... 29
  Location B ........................................................... 29
  The Smuggler’s Cave ................................. 30
  Location C ............................................................ 31
  Location D ............................................................ 31
  Location E ............................................................ 31
  Location F ............................................................. 31
  Location G ............................................................ 31
  Location I ............................................................. 31
  Meldrum’s Secret Laboratory .................... 32
  Location 1 ............................................................ 33
  Location 2 ............................................................ 33
  Location 3 ............................................................ 33
  Location 4 ............................................................ 34
  Location 5 ............................................................ 34
  Location 6 ............................................................ 34
  The Summoning ........................................ 34
  Setting Up the Chase ............................................35
  Chase locations ....................................................35
  Appendix ................................................... 37
  New Horrors ......................................................... 37
  Dramatis Personae .............................................. 38
  Artefacts & Alien Devices .................................... 40
  Grimoire .............................................................. 40
  Player Handouts .................................................. 41
  
  4 
   
  Far from the shore stands the grey 
  lighthouse, above sunken slimy rocks that 
  are seen when the tide is low, but unseen 
  when the tide is high. Past that beacon for a 
  century have swept the majestic barques of 
  the seven seas.  
  The White Ship 
  By H. P. Lovecraft 
  INTRODUCTION 
  This Scenario is set in the south of England in 
  1926 during a time when wreckers infested the 
  cliffs and coves of the Kentish coast. Using false 
  signals, they lure ships to their doom then 
  swarm over the hulls of the shattered vessels 
  gathering plunder from hold and corpse alike.  
  SCENARIO OUTLINE 
  In 1556 Mi-Go (Keeper Rulebook Page. 
  268) arrived on the Kentish coast and soon 
  began 
  trading 
  with 
  the 
  local 
  wreckers 
  rewarding them with small quantities of an 
  alien silicate imported from the Mi-Go 
  homeworld. When mixed with human blood, 
  the sand both prolonged life and conferred 
  superhuman strength, but at a price. 
  In 1636, King Charles I, alarmed by reports of 
  witchcraft on the Kentish coast, issued a patent 
  for the construction of two great beacons on the 
  South coast of England. The copyright acted as 
  a cover for his agent’s– a man called John 
  Meldrum – other mission; to eradicate the 
  suspected coven.  
  Setting up a base of operations in the small 
  hamlet of St Margaret's at Cliffe, Meldrum 
  built the beacons and uncovered the wreckers 
  but chose to join rather than destroy the cult He 
  began to ingest and experiment with the sand 
  in his quest for immortality.  
  In 1703, he attempted to summon Shub 
  Niggurath hoping to convince the deity to 
  transfer his mind into a vessel composed of Mi-
  Go sand. The spell went awry, and a terrible 
  storm laid waste to half of England.  
   
  The Mi-Go, offended that a human might 
  attempt to summon their God, severed all ties 
  with the coven. Meldrum began funding 
  expeditions and digs across the globe hoping to 
  uncover clues as to where his spell went wrong.  
  The Cult leader changed his appearance 
  often. Decades turned to centuries and still, he 
  waited.  
  By the turn of the 20th century, his wrecking 
  operations took an even darker turn as 
  Meldrum began to explore other ways of 
  achieving true immortality  
  Half drowned figures were hauled from 
  freezing waters only to be taken deep into the 
  caves beneath his cliffside manor where 
  Meldrum would extract their brains and 
  implant them in facsimiles of Mi-Go sand. (See 
  Appendix: Cloying Ones) 
  In 1919, Prof Henry Cavendish, a fellow of 
  Imperial College London undertook a trip 
  to Iraq where, along with famed archaeologist 
  Oscar Davenport he uncovered a most 
  unusual item, a lens fashioned with a precision 
  that ancient civilizations should not have 
  possessed.  
  
  5 
   
  As moonlight hit the object, a tentacle sprang 
  forth, killing several men before Davenport was 
  able to smash it. Their efforts to get the 
  fragments out of the country without a permit 
  brought them to the attention of Joules 
  Pierre, a smuggler employed by Meldrum. 
  Intrigued, he allowed the transfer to take 
  place so that he might examine the contents of 
  their find. Recognizing the shards of the lens for 
  what they were, he allowed them to be 
  couriered up to London sending his servant – 
  Samuel Adams—to seek service with the good 
  professor.  
  He began to fund another series of digs. 
  Directly transferring brains into crude 
  golems of sand achieved only limited success. 
  With one of these lenses, Meldrum could once 
  again 
  attempt 
  to 
  summon 
  forth 
  Shub 
  Niggurath and have his mind transferred 
  directly into a waiting vessel.   
  Davenport, obsessed with unraveling the 
  mysteries 
  of 
  the 
  lens, 
  continued 
  his 
  expeditions. On the Anatolian plateau, he 
  unearthed another oval of glass identical in 
  almost every way to the first one, only made of 
  a near-indestructible substance he could not 
  identify.   
  His excitement renewed, he telegrammed 
  Cavendish immediately. Together, perhaps 
  they could unravel its mysteries.  
  Unfortunately for both Davenport and 
  Cavendish, Meldrum was surveilling them. 
  Having read Davenport’s telegram some days 
  ago, he delayed its passing north. His plan is 
  simple. He will lure the Ausbery onto the sands 
  and recover the ‘key’ Davenport spoke of, from 
  the seafloor itself if need be.  
  Meanwhile, Adams is to bring Cavendish 
  south in the hope that he can begin work on the 
  translation.  
  CONTENTS  
  1. Scenario Outline 
  2. The 
  Known 
  history 
  of 
  the 
  Goodwin Sands  
  3. Evil Deeds, Dark Secrets:  
  4. Getting 
  the 
  investigators 
  involved: 
  Ideas 
  for 
  embroiling 
  investigator’s in the unfolding mystery 
  as well as advice for those keepers who 
  prefer to set the adventure somewhere 
  other than England.  
  5. Locations: While some events occur 
  in a fixed order other can be completed 
  as 
  the 
  investigators 
  see 
  fit. 
  Investigators might also opt to visit the 
  nearby city of Dover at some point.  
   
  Location 1: London 
  Location: 2: St. Margaret's at Cliffe 
  Position 3: South Foreland Lighthouse 
  Location 4: The Ocean Floor 
  Location 5: Cliffside Manse 
  Location 6: Meldrum’s Laboratory 
  Location 7: Return to the lighthouse. 
  Flight through the night: A desperate 
  escape or an ignominious end.  
  Appendices: NPC’s, Maps, and Player 
  Handouts 
   
   
   
   
  
  6 
   
  THE KNOWN HISTORY OF 
  THE GOODWIN SANDS 
  Why, yet it lives there unchecked that 
  Antonio hath a ship of rich lading wrecked 
  on the narrow seas; the Goodwins, I think 
  they call the place; a very dangerous flat and 
  fatal, where the carcasses of many a tall ship 
  lie buried, as they say. 
  The Merchant of Venice  
  By William Shakespeare 
   
  The Goodwin Sands is a 10-mile-long 
  sandbank situated some 6 miles out to sea off of 
  England’s famous white cliffs. Even today, it is 
  one of the most feared nautical hazards in the 
  world. As many as 2000 ships are said to have 
  been wrecked by the sands over the centuries. 
  Between the sands and the busy coastal town of 
  Deal lies a safe anchorage known as The 
  Downs.  
  The Foreland Lighthouses 
  Although a beacon of some kind might have 
  been present on the chalk headlands of the Kent 
  coast during the Iron Age, the earliest known 
  reference to a formal structure dates back to the 
  1636 patent. See Handout #5.  
  The North and South Foreland Beacons were 
  built that year, erected some 25 miles apart; the 
  Northern on the Isle of Thanet the southern, 
  overlooking St Margarete’s Bay just a little 
  south of The Downs. The original wooden 
  structures are long gone, but in 1926 two fully 
  operational modern lighthouses stand in their 
  place.  
  The Great Storm of 1703 
  “No pen could describe it, nor tongue express 
  it, nor thought to conceive it unless by one in 
  the extremity of it."  
  The Storm  
  Daniel Defoe 
   
  On 
  7th 
  December 
  1703, 
  a 
  storm 
  of 
  unprecedented scale and ferocity swept across 
  the south coast of England leaving devastation 
  in its wake. See Player Handout 10.  
  Wrecking 
  Wrecking in England had been an important 
  industry as far back as the 16th century. In many 
  cases, the wrecks were the result of genuine 
  accidents, but rumors of more nefarious 
  activities persisted through the centuries. In 
  1735 a law was passed that forbade the making 
  of false lights to lure ships to their demise.  
   
  HISTORICAL TIMELINE 
  • 
  February 1636. King Charles I grants 
  Sir John Meldrum a patent to build the 
  Foreland Beacons  
  • 
  April 1636 Meldrum searches for 
  evidence of witchcraft activity on the 
  Kentish coast.  
  • 
  May 1636 Meldrum witnesses a cult 
  ritual and sees the Mi-Go with his own 
  eyes for the first time.   
  • 
  May 1636 Meldrum murders Cult 
  leader Father Dalton and begins to 
  experiment with the Mi-Go sand.  
  • 
  1642 the English Civil War begins. 
  Meldrum ignores Charles’ call to arms.  
  • 
  1651 Civil war ends with the execution 
  of Charles I. 
  • 
  1660 Charles II returns from exile and 
  is crowned at Westminster.   
  • 
  January 1683 A new Priest, Father 
  Harrow, 
  discovers 
  evidence 
  of 
  witchcraft in St Margaret's at Cliffe. 
  With help from the local yeomanry, 
  they burn down the North Foreland 
  Lighthouse. The cult manages to 
  murder all the witnesses but fearful of 
  being discovered, Meldrum creates a 
  double identity henceforth taking on 
  the role of the village priest.  
  • 
  1698 Both lighthouses are rebuilt as 
  permanent structures.  
  • 
  November 1703 Meldrum attempts to 
  open a portal to another plane of 
  existence. The spell goes wrong. 
  Dozens of cultists die, and the storm 
  wreaks havoc across England. The Mi-
  go refuse to trade with the village from 
  this point forward.  
  • 
  1768 
  Meldrum 
  hunts 
  down 
  the 
  Shoggoth he accidentally unleashed 
  and gains control over the creature.  
  • 
  1830 Meldrum pinpoints the location 
  of the Mi-Go mine.   
  • 
  1875 
  Both 
  lighthouses 
  are 
  now 
  equipped with powerful lights.  
  • 
  June 1919 Prof. Cavendish and his 
  companion 
  Davenport 
  discover 
  a 
  
  7 
   
  curious lens and are attacked by a 
  nameless horror.   
  • 
  January 1920. The two scholars return 
  to England and enlist the aid of local 
  smugglers. Slipping off the ship late at 
  night they drop their find ashore before 
  returning to their berths.  
  • 
  May 1926 A General Strike called in 
  England lasting ten days. Martial Law 
  is declared and not lifted until 
  December.  
  • 
  June 1926 Meldrum intercepts a 
  message from Davenport indicating 
  that a ‘key’ has been found. He makes 
  plans to steal it and to kidnap 
  Cavendish.  
   
  SCENARIO TIMELINE 
  • 
  June 21 Investigators attend Carter 
  Lecture.  
  • 
  June 22 Investigators arrive at St 
  Margaret at Cliffe. The Ausbery is 
  wrecked. 
  • 
  Investigators 
  snooping 
  around 
  Meldrum’s mansion are attacked by 
  cultists.  
  • 
  Investigators searching for clues at the 
  lighthouse are waylaid by creatures of 
  living clay.   
  • 
  June 23 Message sent from Cavendish 
  urging investigators to inspect the 
  wreck using diving equipment hired 
  from Deal.  
  • 
  Evening. Cavendish is kidnapped and 
  brought South to Meldrum’s hidden 
  laboratory. 
  • 
  June 24th Investigators dive to the 
  Ausbery and attempt to retrieve the 
  package.  
  • 
  June 24th Evening Meldrum forces the 
  Investigators to hand over the lens and 
  then orders their death.   
  • 
  June 25th The Investigators descend 
  beneath the White Cliffs to Meldrum’s 
  secret 
  laboratory 
  only 
  to 
  find 
  Cavendish’s corpse. 
  • 
  June 25th Meldrum mounts his lens 
  atop the South Foreland Lighthouse 
  and 
  attempts 
  to 
  summon 
  Shub 
  Niggurath  
  GETTING THE 
  INVESTIGATORS INVOLVED 
  This scenario assumes that party members 
  already 
  know 
  one 
  another. 
  Ideally, 
  investigators should already be in London on 
  business, perhaps recovering from a previous 
  scene such as Horror on the Orient Express.  
  Keepers should have little trouble convincing 
  North American players to attend a special 
  lecture at the Royal Institute in honor of the 
  world-famous Howard Carter. Although Carter 
  himself will not be present, exerts from his as of 
  yet unpublished journal will be read out by 
  distinguished 
  fellows. 
  Carter 
  opened 
  Tutankhamun’s inner coffin back in January 
  1925, but interest in the discovery of the century 
  has not yet waned. Investigators with a 
  journalistic background  
  ORDER OF PLAY 
  While the scenario is designed to be free form 
  in nature, the sequence of events should be 
  reasonably easy to predict.  
  A quick summary of events is listed below 
  followed by the likely order in which clues 
  follow on from one another.  
  • 
  Investigators are tasked with retrieving 
  a package due to be smuggled in on a 
  secluded beach. Research prior to 
  setting off warns them that all might 
  not be well within the region.  
  • 
  Investigators witness the deliberate 
  wrecking of the Ausbery.  
  • 
  Investigators travel either to the 
  lighthouse to discover why it went out 
  at 
  a 
  critical 
  moment 
  and 
  also 
  investigator the light source emanating 
  from the house on the cliff. These 
  events can happen in either order.  
  • 
  The professor urges the Investigators 
  to attempt to retrieve the package from 
  the 
  ocean 
  floor. 
  Cultists 
  try 
  to 
  intervene.  
  • 
  Meldrum demands the Investigator 
  returns the lens to them while holding 
  Professor Cavendish hostage.  
  
  8 
   
  • 
  Investigators 
  attempt 
  to 
  rescue 
  Cavendish 
  by 
  venturing 
  into 
  Meldrum’s laboratory only to find that 
  they are too late.  
  • 
  Armed with full knowledge of what 
  Meldrum is going to attempt the 
  Investigators make their way to the 
  Lighthouse. Along the way, a Shoggoth 
  attacks.  
  • 
  Fighting their way through cultists, 
  wild weather and the Shoggoth, the 
  investigators confront Meldrum atop 
  the South Foreland Lighthouse in a 
  battle to the death.  
  • 
  Investigators 
  who 
  succeed 
  are 
  rewarded for their efforts. Those who 
  fail must face the consequences.  
   
  CLUE CHART 
  
  9 
   
  THE CARTER LECTURES  
  London is a city in mourning. A General Strike 
  took place in May and lasted nine days; the 
  aftershocks, however, have continued. Even as 
  the Investigators settle into their hotel suites, 
  a state of martial law is still in full effect. 
  Read the following when the Investigators 
  decide to make their way to the conference.  
  The summer heat is dry and seems to suck the 
  breath from your very lungs as you make your 
  way by taxi through streets choked with the 
  noises of traffic and shuffling feet. The sky is 
  blue, but in the distance, the atmosphere 
  seethes with the rosy glow of a fading sun. 
  Mounted soldiers prowl the outskirts of 
  Whitehall, their polished helmets gleaming like 
  fire. The sense of oppression intensifies. Traffic 
  slows to a crawl, and as you turn onto 
  Albemarle Street, half-mumbled profanities 
  spill from the cabbie’s mouth like rain from a 
  willow tree. An unholy mass of vehicles jockey 
  for a position outside the many pillared 
  façades of the Royal Institute’s famous 
  headquarters.  
  Investigators who are familiar with London 
  society will note that a veritable who’s who of 
  the rich and famous are in attendance tonight. 
  An Education roll allows the investigator to 
  recognize 
  government 
  ministers, 
  operatic 
  performers, prominent scientists, and minor 
  nobility.  
  Standing at the entrance to the hall seemingly 
  trying to ignore the whirl of dresses, music and 
  silver platters of food held aloft by waiters is 
  none other than Professor Cavendish. At least 
  one of the investigators should know the 
  professor, and as they approach, he flashes 
  them a weak smile. 
  “Professor Cavendish; no relation.”  
   
  (Keeper Note: Investigators making a 
  regular Education roll will recall that a man 
  named 
  Henry 
  Cavendish 
  founded 
  the 
  Institution.) 
  The investigators might take this opportunity 
  to ask the professor questions about the 
  upcoming lectures, but constant interruptions 
  make it challenging to maintain a conversation. 
  Those making a Spot Hidden roll will note 
  that one of the professor’s hands is tucked into 
  his jacket pocket.  
  (Keeper Note: The item in the professor’s 
  pocket is a crumpled telegram. See Player 
  Handout 1.  
   
  The message makes sense to the Professor. As 
  Davenport’s ship anchors up for the night, a 
  boat lowered from the side is to deliver the 
  cargo via a beach situated between the Foreland 
  Lighthouses, a repeat of the smuggling 
  operation in 1920.  
  Investigators might want to risk picking the 
  professor’s pocket although unless they can 
  find a way to distract him, it should require an 
  extreme Sleight of Hand roll. If asked what is 
  in his pocket, the professor dismisses the 
  question; his mind is on the upcoming lecture.  
  Read the following:  
  Without preamble, an attendant steps forward 
  and announces that the lecture is about to 
  begin. The lights in the foyer dim as the crowd 
  start to gravitate towards the famous lecture 
  theatre.  
  The auditorium is compact, overcrowded even. 
  Three walls are given over to sturdy banks of 
  sloping seating that look down upon a fourth 
  wall 
  dominated 
  by 
  three 
  suspended 
  blackboards and fronted by an old looking 
  angular 
  C-shaped 
  bench. 
  Green 
  drapes 
  contrast the reddish plaster of the walls and 
  newly installed electric lights cast languid 
  shadows that flicker with anticipation.   
  Eventually, it is Professor Cavendish’s turn to 
  speak.  
  He begins to read in a slightly quaverous voice 
  but suddenly stops mid-sentence and waves a 
  hand in front of his face.  
  Scooping up his papers, he makes a hurried 
  exit through the door behind him.  
   
   
  
  10 
   
  What happens next  
  Concerned investigators may wish to dash after 
  the professor but a spidery orderly bar their 
  way.    
  At the end of the lecture, they are approached 
  by Cavendish’s manservant Samuel Adams who 
  requests that they see the professor in his room 
  towards the back of the building.  
  Read the following:  
  A seemingly endless parade of storerooms, 
  offices and makeshift changing rooms give 
  way to a spindly staircase clinging to the inner 
  wall of the east wing. A maze of oak-paneled 
  corridors interspersed with an endless parade 
  of sash windows confronts you; all are open, 
  but the air remains stale and gritty. The 
  professor’s name stenciled across a sheet of 
  frosted glass identifies the correct office. The 
  door is slightly ajar as if it has been slammed 
  shut hard enough for it to bounce back out of 
  its frame.  
  As the Investigators enter the room, Read 
  the following:  
  Entering the room, you are at once struck by 
  its opulence. A golden lamp cradled in the 
  finest of crystal sits atop a spacious desk 
  covered in scattered notes and half-forgotten 
  scribblings. A Persian rug of exquisite design is 
  splayed out across the floor; cobalt, flecked 
  with silver highlights and utterly smooth. A 
  blackboard peppered with thick disjointed 
  writing, and odd symbols dominate the far 
  wall. The professor is nowhere to be seen, but 
  a letter with one of the Investigators names sits 
  on the mantlepiece. Samuel waits outside.   
  What the note says 
  Inside the envelope is a note and £100 (around 
  $400).  
  Samuel knows nothing about the contents of 
  the letter and will not divulge Cavendish’s 
  location, nor let the Investigators rifle through 
  his office 
   
   
   
  PREPARATIONS 
  Investigators have time to make some inquiries 
  in London before they leave and have a few 
  keywords to look through.  
  Each successful Library Use roll relating to 
  lighthouses, Davenport, Margarette at Cliffe or 
  the Goodwin Sands should result in a handout 
  as befits the searched term selected from 
  handouts 3-10.  
  This information is also available at Dover 
  Library.   
  
  11 
  THE WHITE 
  CLIFFS 
  St. Margaret's at Cliffe is still, today, a small 
  hamlet squeezed between the city of Dover and 
  the fishing town of Deal. 
  Read the following: 
  The village stands about 3/4 mile from the sea 
  situated along the cliffs north of the South 
  Foreland lighthouse. Dover’s famous white 
  cliffs sparkle in the sunlight and a ragged path 
  snakes down the cliff face to the bay below. 
  The village’s only inn, ‘The Hope’ is a 
  ramshackle affair. Red bricked and hip-
  roofed; its whitewash façade has been reduced 
  to chalk-like consistency. A bird table stands in 
  front adorned with a clay facsimile of an 
  unfamiliar bird staring out at you with two 
  glass eyes. 
  THE HOPE 
  The Inn looks like any other pub the 
  Investigators might have encountered, save 
  for the fact that it is empty on a Sunday 
  afternoon. A stout woman clothed in thick 
  woolen garments, a red headscarf, and a scowl 
  is wasting a fair amount of elbow grease in 
  trying to shine a bar dulled matte with age.   
  The woman introduces herself as the ‘Widow 
  Sapolsky’  
  “Lines are down,” she grumbles as she takes 
  names down in spidery handwriting. 
  With a successful Spot Hidden roll, an 
  investigator notices that they are the first 
  people to stay here in over six years.  
  The Investigators rooms are surprisingly 
  comfortable if somewhat basic in their 
  amenities.  
  When 
  next 
  the 
  investigators 
  venture 
  downstairs, they find the barroom filled with 
  revelers. 
  Attempts 
  to 
  engage 
  them 
  in 
  conversation results in talk of the weather, 
  fishing, and so on.  
  A 
  Psychology 
  roll 
  reveals 
  that 
  the 
  celebration seems forced. Drinks are barely 
  touched, games of darts continue without 
  anyone keeping score, and many of the patrons 
  speak in hushed voices.   
  A man dressed as a Church of England Vicar 
  enters the building. He is short, and of a slight 
  build with greying hair and piercing blue eyes. 
  Smiling, the man greets the investigators and 
  introduces himself as Father Bryan. He asks 
  their business in the village accepting any cover 
  story with a smile. Still smiling, he wishes them 
  well and moves off to greet some other patrons. 
  (Keeper Note: This is Meldrum in his 
  Father Bryan guise, sizing the investigators up. 
  He does not believe in coincidences and has 
  them watched from this point onwards.) 
  EXPLORING THE VILLAGE 
  By the time investigators have freshened up, it 
  is around 4 pm. Those wishing to explore the 
  village may do so. With a Hard Spot Hidden 
  roll, investigators note that the clay bird has 
  vanished.  
  There is little to see. A village shop, closed for 
  the day sits next to a blacksmith, post office and 
  a scattering of houses. A weathered church 
  beside 
  a 
  duck 
  pond 
  dominates 
  the 
  surroundings. To the North, stands a grand old 
  mansion perched atop the cliff.   
  THE CHURCH 
  A successful History roll correctly identifies 
  the structure as Norman in origin. 
  The square tower is sloped outwards towards 
  the bottom, and its mottled grey stone walls 
  blend seamlessly with the brooding skyline. The 
  windows are small and high up off the ground 
  yet still glazed with shards of thick colored 
  glass. At the porch, oak doors are shut fast with 
  a thick chain and padlock.  
  Peering through the window requires a leg up 
  and a Spot Hidden roll.  
  
  12 
   
  The church interior consists of three white 
  pillars on either side of an aisle that is flanked 
  by neat rows of pews. The posts connect via 
  sweeping arches that help hold the many-
  beamed roof aloft. The pulpit is a simple affair 
  of wood and stone. There is no sign of a cross 
  or crucifix anywhere, and a  fine mist of 
  cobwebs adornes every pew.    
  A break-in soon brings the village constable 
  in 1D4 plus 5 minutes, but investigators have a 
  chance to find an old letter wedged between a 
  page in the oversized Bible. It is from 
  Davenport and addressed to the Professor.   
  See Player Handout 11 
  Investigators had best have an excellent 
  reason as to why they broke into the church. 
  The constable explains that the roof is unsafe, 
  which is why they have been taking communion 
  in the village hall for some months now.  
   
  THE PATH 
  The path down to the bay is of little interest at 
  this point, but the weather is disgusting.  
  THE MELDRUM HOUSE 
  A decaying edifice of rigid towers and sloping 
  gables perches aside the cliff like a bird’s nest 
  clinging to the far reaches of a tree branch. Its 
  mildewed walls bulge; scarred by harsh 
  winds, any trace of paint has long since 
  vanished. 
  An 
  almost 
  uniform 
  grey, 
  a 
  seemingly endless number of windows jut out 
  at odd angles peering in all directions with the 
  milk-white vacancy of cataract covered eyes. 
  Locals encountered insist that nobody lives 
  there. 
  Attempts 
  to 
  break-in 
  should 
  be 
  discouraged by the reappearance of the 
  constable.  
  Still, the cove is beautiful if unremarkable. 
  Several sturdy-looking boats are moored up on 
  the beach, protected from the weather by sturdy 
  tarpaulins. Looking under the tarps reveals 
  only fishing tackle, nets, and gear. 
  MIDNIGHT IN ST 
  MARGARET’S 
  COVE 
  The village is unlit. Call for DEX rolls on the 
  way down to the cove.  
  Read the following:  
  The 
  weather 
  has 
  calmed, 
  though 
  the 
  temperature has dropped. To the South, a 
  great 
  light 
  sweeps 
  across 
  the 
  straits, 
  illuminating the ocean for the briefest of 
  moments. There is no moon.  
  Scanning the horizon, you notice a sudden 
  change in your surroundings. The expected 
  sweep of light has not reappeared.  
  Conscientious investigators might wish to 
  avert disaster by racing up the cliff, but two 
  things occur before they can make it to the top.  
  Read the following:  
  From above, a weak stream of light shines 
  forth. It travels slowly in a not-quite straight 
  line. The beam reaches the surface of the ocean 
  then holds steady, casting its fungal gaze 
  across the waters.  
  A successful Navigation roll indicates that 
  the light might be coming from the direction of 
  the weird old house up on the cliff. If they 
  choose to react, it is too late. Racing up the 
  cliffside path in the drizzle is a foolhardy 
  venture; 
  failed 
  Dexterity 
  rolls 
  sends 
  Investigators 
  tumbling 
  whereas 
  Constitution rolls are required to keep from 
  getting winded. Regardless, before even the 
  fleetest Investigators can get halfway up, a 
  loathsome sound stops them in their tracks,  
  
  13 
  Read the following: 
  Suddenly a rending noise like the carping of a 
  beast at slaughter cuts through the night. 
  From across the sea, the sound gains in 
  momentum, becoming an incoherent roar that 
  stops almost as suddenly as it began. And then, 
  moments later, distant screams float across 
  the bay like wind chimes jingling with 
  saphenous despair. The last gasps of men 
  dying a wrongful death. 
  The Ausbery has been holed by hidden reefs 
  some seven miles out to sea. It takes 
  investigators 1D4 +2 rounds to drag one of the 
  moored ships to the waterfront, and that’s after 
  making a Hard Locksmith roll to denude it of 
  its padlock and chain. Without a guide, Luck 
  rolls are required every second round to avoid 
  bottoming out the vessel, and Constitution 
  rolls are necessary to battle the tides. 
  Ultimately, even if the Investigators manage 
  to make their way to the wreck, there is little to 
  see other than slicks of oil and scattered 
  detritus.  
  Investigators foolish enough to leap into 
  the water will have to make Swim rolls each 
  round or drown; after three rounds have passed 
  throw in a disadvantage dice to represent the 
  numbing cold.  
  By the time they get to the top of the cliffs 
  again, the village is in an uproar. Seeing the 
  investigators coming up the path causes 
  something of a stir, and a man steps forward.  
  He is wearing what look to be impossibly huge 
  framed glasses with lenses almost as thick as 
  jam jars. Pale blue eyes peer at you with 
  glacial intelligence. 
  (Keeper Note: This is Meldrum in yet 
  another guise.)  
  He introduces himself as Mark Davis, the 
  de-facto mayor of the town and demands to 
  know what the investigators were doing down 
  on the beach at such an ungodly hour. 
  Regardless of their explanation, he seems to be 
  remarkably forthcoming about his version of 
  the events. A call came in that a ship had 
  radioed for help after having foundered on the 
  shoals.  
  “Sadly, an all too common occurrence in 
  these parts,” he tells them. The village men are 
  going down to the cove on the off chance that 
  survivors wash ashore, something that Davis 
  admits is ‘quite unlikely.’  
  If told about the lighthouse going out and the 
  strange light ashore Davis shrugs. ‘The eyes can 
  play tricks,’ he suggests.   
  As if to illustrate the point out in the harbor, 
  the yellow arc of light renews its sweep across 
  the strait.  
  Davis politely refuses offers of assistance. If 
  they choose to sneak down to the beach to spy 
  on what occurs, they are sorely disappointed. 
  It’s all for show. 
  THE SOUTH 
  FORELAND 
  LIGHTHOUSE 
  The Lighthouse is manned 24/7 with the keeper 
  – known the locals only as Boothby-- living in
  the adjacent cottage. He’s either aloft tinkering
  with the lights or else pottering around in his
  small garden
  The old man’s hands are as cracked and
  weathered as a well-used sharpening strop,
  but most of his broad face remains hidden
  beneath improbably bushy eyebrows, and a
  mighty beard flecked with white. He carries
  with him the faint smell of stale tobacco and
  sweat.
  When asked about the wreck he blames an 
  electrical outage but refuses to let the 
  investigators snoop around the lighthouse. If 
  they persist, he hurries off to inform the police. 
  THE GROUND FLOOR 
  The Entrance Hall 
  The lock to the door is of a newish design 
  requiring a Hard Locksmith roll to open, but 
  the wooden frame is quite weathered. The door 
  can be jimmied open with a standard Strength 
  roll.  
  
  14 
   
  Boots, shovels and other miscellaneous objects 
  are piled up in one corner. Past the first set of 
  double doors, the hallway opens up before you. 
  Doors lead off to the east and west, and a way 
  to the north, a staircase begins its ascent to the 
  next level.   
  The Engine Room 
  Thick metal doors bar the way, and as you 
  approach them, the sound of an engine builds 
  to a piercing whine.  
  Two diesel engines lie behind these doors. 
  One provides power and heat to the cottage 
  (since it is not on the grid,) the other is fired up 
  at night to control the light itself.  
  GROUND FLOOR FORELAND COTTAGE 
  
  15 
  First Floor Foreland Cottage 
  Marconi Wireless Room 
  The Marconi wireless set enables the lighthouse 
  keepers to contact ships, receive distress calls, 
  and forward telegrams. By day a young clerk 
  called Wilson is operating this station.  
  When working, Wilson wears headphones, so 
  Stealth rolls are not needed unless the 
  investigators enter the room.  
  A rectangular box of gleaming brass, whirling 
  dials and coils of wire sits atop a desk large 
  enough to seat two operators Piles of neatly 
  stacked paper sit beside two well-used looking 
  typewriters while scattered slips of writing 
  and the stubs of well-chewed pencils seem to 
  have been used to scribble down notes as they 
  come in. 
  
  16 
   
  A successful Library Use roll – assuming 
  they can distract/ subdue Wilson -- reveals the 
  telegram 
  from 
  Davenport 
  to 
  Professor 
  Cavendish (Player Handout 1) A Spot 
  Hidden roll, however, allows them to spy a 
  crumpled-up piece of paper sitting beside the 
  waste paper basket almost as if it were thrown 
  at it and then bounced off the rim.  
  See Player Handout 12 
  The Kitchen 
  There is little to see in the kitchen other than 
  the usual amenities one might expect. The 
  pantry, on the other hand, is something else 
  altogether.   
  Two double doors lead to a larder cut into the 
  rocky foundations of the building. Stuffed to 
  the brim with a dizzying array of exquisite 
  luxuries it makes for quite the sight: imported 
  French wines, sausage from Germany Spanish 
  olives and all manner of canned goods from 
  home and abroad. 
  An Appraise roll reveals that Boothby is 
  living well beyond his means.  
   
  Living Room/ Dining Hall 
  There is little to see in this room other than a 
  comfy chair, dining table, and a wireless set.  
  THE UPSTAIRS 
  Investigators who are trespassing during the 
  daytime might find Boothby asleep in his room. 
  Ask for Stealth rolls. Investigators snooping 
  around at night are more likely to see him at the 
  top of the lighthouse.  
  Bedroom 
  A chest, a bed, and a few personal items are all 
  that awaits Investigators within this sparsely 
  furnished room although there is a .45 
  automatic pistol stuffed under the mattress 
  (Spot Hidden roll to notice.)  
  W.C 
  The presence of an indoor lavatory replete with 
  its bath must be a welcome luxury for the 
  lighthouse keeper.  
  Office 
  The office is locked. Inside is a desk, typewriter, 
  and chair.  
  The desk is also locked, a Locksmith roll 
  opens it or investigators can force it open with 
  a Strength roll but doing so revelas only an 
  empty desk. A Spot Hidden roll  is required to 
  realize that the drawer has a false bottom. 
  Removing it reveals a loaded .38 pistol £50 in 
  crisp notes and several, blank passports.  
  Storerooms 
  All three storerooms are unlocked abut one. It 
  contains three C.E. Heinkel & Co standard 
  diving suits.  
  Safe Room 
  This unremarkable room contains only a giant 
  safe. It stands in the far corner.  
  If they do somehow manage to get into the 
  safe, they find only money –close to £300, in 
  fact; a fortune.  
  THE LIGHTHOUSE TOWER  
  Spiral stairs wind their way up to the top of the 
  tower. There are no stops along the way up, 
  only the occasional window. The stairs give 
  way to a copper-plated landing encased in a 
  dome of glass and steel. The light itself is easily 
  10 feet tall and six feet in diameter and 
  mounted on a rotating caddy. A door leads to 
  a wraparound walkway.  
  (Keeper Note: The lamp puts out around 
  6,000 lumens of light at 200,000 candlepower. 
  Such luminosity is more than sufficient to 
  temporarily blind anyone foolish enough to 
  look directly at it.)  
   
   
   
  
  17 
  THE AMBUSH 
  The Ambush occurs immediately after the 
  Investigators launch their first investigation 
  into the events following the wrecking of the 
  Ausbery.  
  The road turns, and you realize, too late, that 
  the shadowy outline of a hunched figure bars 
  your path, you hit the brakes, but too late; the 
  thud of the impact rattles your bones, and the 
  windscreen goes black. 
  Investigators need to make a Hard Drive 
  roll or risk careening off the cliff face. Stopping 
  the car, they see that the screen is covered in 
  sand and viscera, From the dunes on the side, 
  three snarling shapes emerge.  
  Hunched over, hackles raised the three 
  creatures circle you. Eyes, yellow as a midday 
  sun peer out at you with a mournful refrain, 
  and as the lead wolf tenses, you notice that the 
  rain bounces of fur made of sculpted clay. 
  Use the statistics for Cloying Wolves in the 
  Appendix.  
  If the investigators manage to fend off the 
  attack, the creatures revert to clay sculptures. A 
  closer examination reveals that the eyes, 
  however, are all too real.  
  THE MELDRUM 
  HOUSEHOLD 
  THE GROUND FLOOR 
  Entrance Hall 
  The door is older than the rest of the building 
  by many years, so much so that it is hard to 
  distinguish iron wrought hinges from the 
  shrunken wooden beams. The lock is, however 
  of modern design. 
  Inside 
  a 
  grand 
  staircase 
  of 
  polished 
  mahogany and velvet, carpet sweeps up 
  towards the second floor. Two short flights of 
  stairs to either side lead up to the main hall; a 
  gleaming chandelier hangs over the lobby and 
  straight ahead, stands a private elevator.  
  (Keeper Note: They are being watched, so 
  1D4 +2 Cultists plus two Cloying Ones are 
  dispatched to subdue the investigators. 
  They will enter through the front door and 
  spread out in search of intruders but allow the 
  Investigators to get as far as the Arboretum 
  before springing the trap.) 
  The Library 
  A grand library dominates the East Wing and 
  sports floor to ceiling shelves high jam-packed 
  with leather-bound tomes. The window opens 
  up to the sea with a reading desk off to one side, 
  taking full advantage of the view. 
  Each successful Library Use roll locates a 
  book of interest.  
  •
  An original first edition of Thomas
  Hobbes’ Leviathan dated 1651. A A
  large red leather-bound edition of
  Oracles of Nostradamus in Latin.
  See Keeper Rulebook page 236.
  •
  A withered 18th-century book on the
  construction and grinding of lenses.
  A Spot Hidden roll allows investigators to 
  notice a lack of dust in a sweeping semi-circle 
  around the far wall. The trigger is foot-operated 
  and hidden behind a section of the skirting 
  board; second Spot Hidden roll is required to 
  find it.  
  The secret library 
  Shelves of stacked papers and moldering 
  parchments adorn walls the color of blanched 
  almonds. The near-wall is marked with 
  patches of crumbling plaster and dotted with 
  an odd, verminous symbol. At the other end, a 
  podium stands well-worn, of indifferent 
  construction, and tacky to the touch. 
  A copy of the R’leyh Texts (See Keeper 
  Handbook page. 233) sits on the pulpit. A 
  Cthulhu Mythos roll confirms that the 
  symbols are of R’leyh: SAN 0/1D3.  
  Of more immediate interest is a leather-
  bound book sitting on the edge of the bricked-
  up windowsill. It is Meldrum’s diary.   
  The book feels dry in your hands, its texture 
  that of jerked meat. The cover, which might 
  once have been of stern vellum is blotted and 
  weathered to rags. The name Meldrum is still 
  visible, if barely. 
  Player handout 14-17. Each Handout takes 
  1D4 x 15 minutes to locate.  
  
  18 
   
   
   
   
   
   
  
  19 
   
  THE ARBORETUM 
  This magnificent structure of steel and glass 
  seems to be the best-maintained part of the 
  house.  
  An oval dome of glass and painted steel towers 
  above as you pass through the pillars of its 
  supporting border. The air is stifling; palms 
  brush up against the glass-paned roof, and 
  insects buzz lazily from exotic looking 
  orchards that fill your nostrils with pungent 
  aromas. In the center, a marble fountain 
  dribbles water into a crystal-clear pool. At the 
  far end, double doors open onto a cliffside 
  veranda.  
  THE VERANDA 
  The Veranda hangs over the cliff with vertigo 
  assaulting indifference. A low palisade of 
  tough granite wraps around the edge 
  providing little comfort.  
  Towards the south side, a telescope stands 
  mounted on a sturdy looking tripod. A thing of 
  18th-century brass, it is in excellent, condition.  
  The telescope 
  Attached to the viewfinder is a triangular frame 
  fitted with three lenses, one of which has a 
  reddish tinge to it and the other made of a 
  beautiful crystal. The mounting rotates in a 
  clockwise direction to fix the next glass in 
  sequence in place.  
   
   
  Looking through the telescope 
  The first lens is just what it seems. The 
  telescope is in a fixed position, and unless 
  Investigators move it, all that they see is what 
  looks like a speck of dust. They might not know 
  it, but they are looking at the planet Pluto which 
  in 1926 is as of yet unheard of.  
  Sliding the triangular frame clockwise puts 
  the reddish socket in position. Read the 
  following to anyone who looks through it.   
  A motion, like the lurching of a ship in a storm, 
  grabs you and then stretches you into infinity. 
  Through your unblinking eyes, a tunnel 
  extends, a swirling, textureless vortex of 
  unnamable angles. Your ears fill with the 
  hideous sound of wet suction but even as you 
  cry out the tunnel collapses. Before you, a dark 
  orb rushes towards you or perhaps you to it. A 
  city stretches out before you, filled with 
  windowless towers of gleaming obsidian 
  flanked by specks of grit that blaze paths 
  across a buttery sky. On one side, a yawning 
  pit descends into abyssal ink while on the 
  other, a river of pitch and bile meanders with 
  noxious intent. And everywhere, the ominous 
  buzzing of leathery wings floats past you on 
  currents of poisonous fumes.  
  (Keeper Note: This unexpected and entirely 
  unwelcome vision of Yuggoth -- see Keeper 
  Rulebook page 301 --requires a SAN roll 
  /1/1D6 and costs 1D3 Magic points.)  
  The frame can be rotated once more, putting 
  the strange crystalline lens in front of the 
  eyepiece.  
  The visions before you curve back in on 
  themselves so that you are looking not at the 
  heavens, but at a rolling vista of cragged rocks 
  and pits of steaming Sulphur, rotting wounds 
  spitting toxic ash into a sky filled unchecked 
  rage. A humpbacked shape of glistening scales 
  rises on four lean, spindly legs and two 
  burning eyes, placed on either side of a 
  bulbous, blue-veined head turn towards you 
  with a hideous refrain. An overripe tongue 
  slips from a maw of needles and spleen; it 
  bounds towards you with malicious intent.  
  It requires a successful Cthulhu Mythos 
  roll to recognize the Hound of Tindalos 
  (Keeper Rulebook page 298) for what it is.  
  
  20 
   
  If cultists have not already attacked, they 
  creep through the darkened arboretum and 
  attack now, charging out onto the Veranda 
  hoping to barrel investigators over the edge. 
  Investigators who are tumbled over the side 
  mid grapple get a Luck roll.  
  Dining Room 
  A large table festooned with silverware and fine 
  china caked in dust dominates.  
  Kitchen 
  The kitchen is functional yet bereft of 
  implements. Even the coal in the oven seems to 
  have turned brittle with age.  
  The Elevator 
  The elevator is a cage of brass bars, oak and 
  green felt panels. A semicircular control panel 
  sits within the enclosure, capped with a lever of 
  polished silver. The gear –currently set in the 
  middle position –rests next to red letters that 
  read ‘ground floor’. Above it, the words ‘second 
  floor’ appear in expertly stenciled, golden 
  letters. A third ‘down’ position is unmarked but 
  is at any rate blocked by a metal bar some three 
  inches thick and ending in a combination lock.  
  There is no basement to the building but 
  rather a shaft that takes the carriage all the way 
  down the cliff to the lab hidden in the cliffside. 
  Only 
  Meldrum 
  knows 
  the 
  combination. 
  Investigators might try to cut through the bar 
  or lock itself but doing so requires a hacksaw 
  and at least an hour’s work. The noise attracts 
  the attention of cultists. If someone takes the 
  lift up, then investigators can break into the 
  now empty lift shaft Doing so allows them to 
  climb down although the cylinder is close to 
  300 feet deep.  
  UPSTAIRS 
  Investigators can reach the upstairs either by 
  the servant’s stairs near the kitchen or via the 
  grand staircase in the entrance hall.  
  Bedrooms 
  There are four bedrooms in the building but 
  only one, on the west side of the upper story has 
  any furniture in it.  
  Meldrum’s bedroom 
  The room – dominated by a large four-poster 
  bed flanked by two side tables and a door – 
  leads off to the south. A sizeable Persian rug is 
  spread out over the center of the room  
  Meldrum’s office 
  A wood-paneled room dominated by an oak 
  desk, massive stone fireplace and shuttered 
  windows. Piles of papers sit in extraordinarily 
  neat piles while a quill and inkpot placed at 
  right angles to one another appear dried out 
  through misuse.  
  The drawer in the desk is locked but at any 
  rate, contains little of interest. A successful 
  Library Use roll, however, reveals a logbook 
  on the table while an Accounting roll 
  indicates some significant payments made to a 
  Mr. Samuel Adams, none other than 
  Professor Cavendish’s manservant. If at 
  this point the Investigators attempt to 
  contact the Professor, they discover that he has 
  gone up to Scotland for a few days to visit 
  relatives.  
  There is also an aerial photograph (see 
  Player Handout 18) depicting a stretch of 
  coastline. This is the location of the cove leading 
  to Meldrum’s hidden lab.  
  Elevator second story 
  A successful Mechanical Repair roll reveals 
  that there is way too much cable attached to the 
  spool for such a modest-sized house.  
  Storeroom 
  Beakers, burners, and vials stand in neat rows 
  on one shelf while below jars of acids and 
  sulfates crowd around off tinctures, crystalline 
  substrates and stoppered test tubes of quietly 
  fizzing ochre fluids. A door leads off to a second 
  room. On a shelf on the far wall are rows of 
  finely sculpted heads made of a pinkish clay 
  with a collection of modeling tools neatly piled 
  alongside them. In one corner a headless 
  mannequin leans against the wall. It too is 
  made of clay.  
  
  21 
   
   
   
   
   
  
  22 
   A Chemistry roll reveals nothing out of the 
  ordinary about the chemicals on display. 
  Examining 
  the 
  heads 
  reveals 
  exquisite 
  attention to detail in all areas except that the 
  eyes are empty sockets. The skulls are also 
  hollow and the tops of them removable.  
   Servant Quarters 
  A single shelf contains a variety of goggles and 
  other protective items such as gloves and 
  masks. From a series of hooks on the wall hang 
  several 
  well-worn 
  protective 
  aprons 
  of 
  conventional design. 
  The Lab 
  Sinks plumbed into the ancient plasterwork 
  crawl with grime. Several used beakers sit in 
  the tub ready for washing. On the bench in 
  front of you lies a glistening mound of reddish 
  slime. Next to it is what appears to be a bust 
  made out of reddish clay. The top of the ‘skull’ 
  has been removed. Both the lid and head are 
  hollow. Beside it stands a polished cylinder a 
  foot high and somewhat less in diameter 
  fronted with curious sockets set in an isosceles 
  triangle. (See Brain Cylinder Keeper 
  Handbook page. 269) 
  (Keeper Note: Meldrum long since deduced 
  that the Mi-Go sand possesses some form of 
  sentience. He knows that the creatures from 
  Yuggoth use it to seal breaches in their warrens 
  and perhaps even to construct new buildings.  
  What he doesn’t know is how they get the 
  substance 
  to 
  perform 
  such 
  tricks. 
  His 
  experiments down below have led him to a 
  partial discovery. Mixing the sand with certain 
  chemicals creates a slime. See Yuggoth Slime 
  in the Appendix. 
  Sitting Room 
  Elegant furniture adorns a room blessed with 
  an ocean view. A sleek marble ashtray stands 
  beside a comfortable chair, and portraits of 
  unknowable people hang on the walls 
  gathering dust. 
  Upper Balcony 
  Providing some shade for the balcony below, 
  this part of the house seems to be in serious 
  disrepair. Part of the palisade has crumbled 
  away, and a large crack has appeared in the 
  masonry. It snakes its way from the edge of the 
  balcony all the way back to the doors.  
  (Keeper Note: No roll is required for 
  Investigators to realize that the gallery is 
  structurally 
  unsound. 
  If 
  they 
  insist 
  on 
  venturing outside, ask for Luck rolls.  
  TO THE OCEAN 
  FLOOR 
  Investigators might have stumbled upon the 
  unsigned 
  memorandum 
  (See 
  Player 
  Handout 13) instructing Digby to prepare the 
  diving equipment.  
  Regardless, the Professor is on hand to nudge 
  them in the right direction if it does not 
  immediately occur to them. Although by now, 
  already the victim of kidnapping, news reached 
  him before he was spirited away. On hearing of 
  the Asbury’s fate and suspecting foul play, 
  Cavendish immediately hired a courier to hand-
  deliver a hastily scribbled note (See Player 
  Handout 19)  
  
  23 
   
  NO BIG DEAL 
  Stretching out before you, the town of Deal is a 
  city of two halves. On the south side, the cove 
  littered with fishing boats of various hues and 
  sizes sits in shadow. Ships drift by crowned 
  with a halo of screeching gulls as fisherman 
  ready tackle and haul the morning catch up the 
  beach towards the gutting shed. Downwind, 
  rows of worker cottages cluster around an 
  impressively neat central parade 
  Deal is located around eight miles North East 
  of Dover, little more than a simple fishing 
  village supplementing its income via a post-
  Edwardian obsession with the seaside. An iron 
  pleasure pier dominates the seafront.  
  Finding Karl Reuben 
  Depending on the time of day, Reuben is either 
  readying his boat or else unloading the days 
  catch. The ship in question is an impressive 
  single-masted 45 ft turbine-powered launch 
  with a covered cabin. The name ‘Sally’s Regret,’ 
  is scrawled on the side in thick yellow paint. 
  An ex-marine and WWI veteran, Reuben is a 
  large, barrel-chested man with heavily tattooed 
  arms. His taciturn nature hides a keen intellect 
  and an impressive eye for detail. A former diver, 
  he owns two full diving suits. For a price, he is 
  willing to let the Investigators engage in a 
  little salvage. What he is not ready to do is to get 
  the items for them. Reuben is aware that if the 
  Investigators are caught red-handed, he can 
  maintain plausible deniability as long as he 
  stays at the helm.  
  Diving Equipment circa 1925 
  During the 1920s, only a handful of navy divers 
  are trained to dive deeper than around 90 feet 
  (27 m).  
  Fortunately 
  for 
  the 
  investigators, 
  the 
  Goodwin Sands lie between 1ft. 8 in (0.5 m) 
  above the low watermark to around 10 ft. (3 m) 
  below the water, except for one channel that 
  drops to approximately 20 m (66 ft.)  
  Reuben’s equipment can more than handle 
  such depths. In his possession are two Davis 
  Submerged Escape Apparatus that he 
  insists he acquired from Navy surplus stores 
  shortly after he left the service.  
  The DSEA 
  The device resembles a lifebelt. Straps across 
  the waistline and neck can be used to secure a 
  rubber breathing bag to the chest. The upper 
  portion of the breathing bag contains a canister 
  filled with chemicals able to absorb exhaled 
  (CO2) The lower half includes a steel cylinder 
  filled with 56 liters of Oxygen compressed down 
  to around 120 atmospheres.  
  Assuming that both the diver and waters are 
  calm, the tank will run close to empty in around 
  20 minutes at a depth of 32 feet or about 12 
  minutes at a depth of 60 feet. The rubber 
  bladder is attached to an elastic corrugated tube 
  ending in a mouthpiece.  Somewhat painful 
  steel clips fit over the nose to pinch it shut and 
  galvanized rubber goggles with tight straps and 
  thick lenses finish off the design.  
  The Bends  
  The bends -- also known as decompression 
  sickness or DCS – occurs when dissolved gases 
  – usually Nitrogen -- come out of a solution to 
  form bubbles inside the body as the diver 
  depressurizes. Typically, this only happens 
  during rapid ascent from significant depths. 
  Ascent rates higher than 66 (33 ft/min) are 
  inadvisable. The last 6 m (20 ft) are particularly 
  dangerous; rising should occur no faster than 
  one foot per three seconds or the chances of the 
  Investigator suffering from DCS increase 
  dramatically. Any player character rising to the 
  surface too quickly (from around 30 feet or so), 
  must make a Luck roll. Investigators who have 
  ventured into depths below that for some 
  reason must make a Hard Luck roll.  
  Failed 
  rolls 
  result 
  in 
  excruciating 
  musculoskeletal pain, formication, numbness 
  and confusion, incontinence, dizziness, and 
  shortness of breath.  
  The Bends does 1D6 +3 damage per 33 ft. of 
  rapid ascent.  
  Read the following 
  Spray leaps from the bow as Reuben’s boat 
  curves its way around the coast. You hang on 
  to guide ropes threaded just a few inches below 
  the rim of the ship lurching from port to 
  starboard as the skipper zigzags his way 
  through a network of razor-sharp shoals with 
  barely a sideways glance.  
  
  24 
   
  Reuben took only a few moments to school 
  investigators in the use of the equipment. Light 
  is to be provided by a submarine arch lamp. Too 
  bulky to handle, it is attached to a buoy by way 
  of a thick cable of variable length, allowing it to 
  dangle over the dive area and provide 
  consistent illumination. He also has a pair of 
  45-watt Sodium hand lamps that have to be 
  switched on underwater lest the cold water 
  cracks the heated glass upon immediate 
  contact. They look somewhat like standard oil 
  lanterns save that a conical reflector juts out 
  from the front and the grip is a sturdy metal 
  ring welded on top. The first one has two 
  minutes of power, the second, seven minutes.  
  Read the Following: 
  It is near dusk when you arrive at the 
  sandbank. The sun is low in the sky, and gulls 
  cry overhead against a sky of rust.  A Royal 
  Navy buoy marks the spot where the ship 
  foundered; it bobs up and down, scattering 
  detritus gathered at its base as the boat pulls 
  alongside and drops anchor.  
  Divers need to make Dexterity rolls for all 
  but the most basic of maneuvers. Keepers might 
  also call for Strength or Constitution rolls as 
  the situations demands.  
  THE DIVE 
  You plunge into the water bracing yourself for 
  a shock of the frigid water that never really 
  materializes. The suit seems to provide some 
  insulation from the cold. You sink lower, eyes 
  bulging as you force yourself to breathe 
  normally. Ten feet: you twist the nob at your 
  side and compressed air leaks into the inflated 
  bag attached to your chest. Twenty feet — 
  thirty feet. You are in a bubble of light some 
  fifty feet wide beyond which lies the most 
  absolute blackness you have ever seen. Only 
  below can you make out details; the hull of the 
  Ausbery resting prone against the side of an 
  immense sandbank.  
  Up above 
  You feed the cable through a hoop in the side of 
  the buoy acting as a cradle for the light. 
  Glancing up you see the sun has begun to dip 
  below the horizon. It seethes like an angry red 
  boil as it casts its rays across the surface of the 
  sea, sending a huge golden corridor cascading 
  off to port. To starboard white cliffs gleam like 
  polished dentures. A droning noise reaches 
  your ears, and a flicker of movement causes 
  you to turn back towards the coast. A boat is 
  approaching. Approaching fast 
  Meldrum had intended to wait until nightfall, 
  but upon seeing the boat pull alongside the 
  wreck, he has moved his timetable forward. He 
  has sent six armed cultists to deal with the 
  interlopers.  
  Down Below 
  The light hangs some seven or eight feet above 
  you like a pale sun on an overcast day.  
  The Ausbery is 100 feet in length with two 
  smokestacks situated towards the center of the 
  vessel. You swim down past the rear section, 
  shining your torches across the hull, noting the 
  single line of portholes running across its 
  length. A significant rent in the mid-section has 
  caused the ship to curl inwards.  
  Anyone opting to swim closer to the porthole 
  and peer in is greeted with the sight of a 
  woman’s alabaster face, contorted in fear. One 
  eye has already been chewed out by marine life. 
  SAN roll 0/1D3. Eddies around the ship make 
  it hard to navigate. Ask for a Dexterity roll and 
  if successful Investigators must also make a 
  Hard Spot Hidden roll.  
  A burst of bubbles spills from some hidden air 
  pocket in the wreck below blinding you for the 
  briefest of moments. The churning waters clear 
  and you are gripped with chilling certainty. 
  Spinning through the water towards you is the 
  enormous bulk of a Great White Shark  
  
  25 
   
  Up Above 
  The approaching vessel turns to port and then 
  begins tracing a circle around your boat. The 
  sunlight is all but gone, but you can see that 
  there are six men on board; one at the tiller 
  and the other five spread out in a line. Without 
  warning, bullets whine past your ears and 
  splinters fly, Reuben swears reaches under the 
  wheel and comes away with a .38 and box of 
  ammo.  
  The Cultists are all armed with pistols aside 
  from one who is busily peppering the boat with 
  a Tommy Gun. They have partial cover as does 
  any 
  investigator 
  who 
  chooses 
  to 
  raise 
  themselves from a sedentary position.   
  Down Below 
  You reach out in panic as the creature lunges 
  at you, but as it gets closer, you note that its 
  eyes are dull and glassy. It rotates revealing 
  shreds of rubbery flesh hanging from a ribcage 
  that seems to have burst open from the inside. 
  Contrails of blood and tissue swirl around you 
  as the creature sinks through the halo of light 
  and disappear into the abyss beyond.    
  The shark, attracted by the smell of carrion on 
  the Ausbery very recently encountered a 
  traveling Yugothian. The shark got too close, 
  and the Mi-Go used a microwave gun to cook it 
  from the inside out. Ask for a SAN roll 0/1 for 
  seeing the shark.  
  When they recover and arrive at the door, 
  read the following.  
  The door won’t budge. You peer in through the 
  cabin window, but all is dark inside. The door 
  was locked when the ship went down. Pressing 
  your weight against it is no good, you cannot 
  get any leverage.  
  The most obvious solution is to go in through 
  the side window, but that will require 
  something to smash it. Allow a Spot Hidden 
  roll to notice something suitable. Even so, 
  breaking a window with this much water 
  resistance is no easy task. Investigators must 
  succeed on a Strength roll.  
  Up Above 
  The firefight up above continues. If the 
  Investigators become incapacitated, Reuben 
  hauls anchor and makes his escape as best he 
  can.  Regardless, at least one of the cultists has 
  the idea at this point to shoot out the buoy.  
  Sparks fly from its metallic casing and the 
  thick rubber cable lashes to the side in a 
  shower of white light. The buoy sags, groans, 
  and then begins to sink.  
  Down Below 
  The ambient light blinks out.  
  Investigators must now switch on at least one 
  of the hand lamps if they have not already done 
  so. With no way of communicating with those 
  above their choices are limited. They can either 
  return to the surface or else search the cabin.  
  The cabin is a simple affair containing a bed 
  and a writing desk upon which sits a typewriter 
  flanked by leaves of paper rolling over in the 
  current. A sea chest in the corner is the only 
  other adornment. Floating beside it is the 
  corpse of a drowned man, eyes are levered open 
  as if in shock.  
  Davenport was caught unprepared by the 
  sudden crash and then knocked senseless 
  against one of the bulkheads. The cold water 
  revived him as it rushed in but too late for him 
  to save himself.  
  The trunk is locked and picking the lock 
  under such conditions requires an extreme 
  Locksmith roll. Allow an Idea roll to suggest 
  searching through Davenport’s pockets for a 
  key. Doing so requires a Spot Hidden success 
  and a SAN roll 0/1.  
  You are blinded by an explosion of bubbles as 
  trapped air escapes from the massive trunk. 
  Items of clothing wave lazily at you, a hat, a 
  shirt, and two loose buttons. Brushing them 
  aside you reach towards the bottom of the 
  trunk where sits a sealed package, bound 
  tightly together with coarse twine. You turn it 
  over in your hands and glance behind. 
  Through the broken window, two pale green 
  lights, approaching at high speed are visible. 
  One flashes red for a brief moment. The other 
  responds with a series of auburn flashes and 
  then changes direction, heading upwards to 
  the surface.  
  
  26 
  Up Above 
  A funnel of water – as if the ocean suffered a 
  mortar strike – bursts upwards between the 
  two vessels. Cresting it is a figure, undulating 
  with shades of rotting peach, and chittering 
  with moth-like excitement. Diaphanous wings 
  spread, shivering with polychromatic dew as 
  its bulbous head pivots left and then right. The 
  cultists open fire on the new arrival. 
  Use the statistics for Mi-Go Keeper 
  Rulebook Page. 301  
  If wounded the Mi-Go dives under the water. 
  The cultists fight to the death no matter what.  
  Down Below 
  The light cuts towards you with unnerving 
  speed, and with shaking hands, you clamber 
  out of the cabin. It’s moving fast, perhaps too 
  quickly. 
  The membrane the Mi-Go is using to keep 
  itself dry is semi-permeable. It is unable to fire 
  its Electric Gun (Keeper Rulebook page. 
  270) underwater but carries a microwave
  device for that very reason (see Appendix).
  It gets close, very close, and studies the 
  humans as they ascend. SAN rolls are required 
  (See Keeeper Rulebook Page 301). If the 
  investigators 
  attack, 
  it 
  will 
  fight 
  back. 
  Otherwise, it lets them go in peace.  
  Up above 
  As the Investigators reach the surface, 
  Reuben helps them onboard fires the engine 
  full-throttle in an attempt to flee the scene.  
  The package 
  At some point, the Investigators are likely to 
  open the box; when they do, read the following: 
  The package unfurls like a morning flower as 
  soon as you cut the heavy twine. Water 
  dribbles lazily from the corners of the wilting 
  wax paper as light glints off the reddish form 
  of a carefully carved ellipse of glass. About two 
  inches thick and perhaps ten inches wide, the 
  edge is textured via the etchings of a debased 
  language of unsettling origin. The lens is 
  utterly smooth, with no trace of imperfection 
  upon its surface. It is warm to the touch. 
  SAN roll 0/1 to see the artifact. 
  Translating the writing upon the edge 
  requires 1D4 hours of study and a Hard 
  Archeology roll (see Player Handout 20).  
  If the Investigators choose to hold it up to a 
  light source, they notice an odd shimmer 
  appear at the focal point, a few feet away from 
  where they are standing.  
  The prize in hand, the investigators, might 
  want to contact the professor immediately, or 
  they may wish to wait until morning. Either 
  way, Meldrum intends to stop them.  
  If they are unable to retrieve the package, 
  Meldrum gets his hands on it instead and 
  absconds to his lab to prepare the summoning.  
  NEXT STEPS 
  Potential plans of action are listed below. 
  THE 
  FLIGHT 
  BACK 
  TO 
  LONDON 
  If the Investigators attempt to return to London 
  immediately, they will arrive at the Professor’s 
  private accommodation or office at the Royal 
  Society to find it in a state of disarray. A 
  successful Spot Hidden roll reveals signs of a 
  scuffle and the presence of drops of blood on 
  the hearth and the tip of the coal shovel. The 
  phone rings 1D3 minutes after they arrive. If 
  they choose to answer it, they hear only a thin, 
  rasping voice.  
  “If you ever want to see him again, be at the 
  Church in Margaret’s at Cliffe at midnight. 
  Bring it with you.” 
  NIGHT IN DEAL 
  The same phone call greets Investigators who to 
  return to their lodgings.  
  
  27 
   
   
   
   
   
  
  28 
  The Church 
  The doors stand ajar, the light from within 
  beckoning you to an uncertain fate. You step 
  across the threshold where hundreds of 
  candles sputter casting a warm fuzzy glow 
  over the dust-caked alter. The church interior 
  consists of three white pillars on either side of 
  an aisle that is flanked by neat rows of 
  benches. The posts connect via sweeping 
  arches that hold aloft a ceiling of oak 
  blackened with age. The pulpit is carved 
  granite, draped with threadbare tapestries 
  and capped with an unpolished silver lectern. 
  Mark Davis stands atop it, his arms spread 
  wide in welcome. Flanking him are two sturdy 
  figures dressed in pinstripe suits, features 
  obscured by angled trilbies; their hands twitch 
  a spasmodic tattoo by their sides. A little way 
  behind them is a prostrate figure, hooded and 
  bound cruelly at the wrists with a stiff wire. 
  Keepers Note: This is not Cavendish and 
  the prostrate figure – a villager – lies unmoving 
  because he is no longer alive.  
  “Gentlemen, 
  there 
  is 
  no 
  need 
  for 
  unpleasantness. I only want what is mine, I 
  have, after all, waited so many years. The key, 
  please.” 
  As he talks, his men surround the church. 
  If they hand over the real lens 
  If the Investigators offer to hand over the 
  key, one of the Cloying Ones steps forward to 
  make the exchange. Upon learning, it is 
  genuine, Meldrum snarls with pleasure.  
  “Kill them, but don’t damage the brains, I’ll 
  be in my lab; we go tonight.” 
  Meldrum deftly ducks down the door to the 
  crypt slamming the heavy door behind him.  
  Keeper Note: There is a not too well 
  concealed rear entrance from the catacombs to 
  the small graveyard at the back of the church.  
  If they refuse to hand over the lens or 
  hand over a fake package 
  If the package is false, or if they failed to bring 
  it with them, Meldrum will command one of his 
  Golems to rip ‘Cavendish’s head off –bag still 
  attached – and attempt to take another hostage 
  before threatening to do the same.  
  At any rate, Meldrum will not stop until he 
  has got the lens. Even as they speak, Meldrum’s 
  henchmen 
  begin 
  their 
  search 
  of 
  the 
  Investigator’s rooms. As a final resort, he had 
  the investigators followed, so any hiding place 
  they 
  might 
  have 
  contrived 
  offers 
  little 
  protection.  
  As soon as Meldrum has the key – or his aides 
  indicate it is secured– events proceed as before 
  (see above)   
  If an Investigator held back to protect the 
  artifact or perhaps even take it out of the 
  immediate areas, have them waylaid.  
  INTO THE CLIFF 
  Meldrum has used this ancient smuggling cave 
  for centuries. There are only two ways in. The 
  first – natural entrance –is partly submerged 
  even at low tide. It is situated one and a half 
  miles 
  west 
  of 
  Meldrum’s 
  mansion 
  and 
  accessible only by boat. Reuben won’t take his 
  boat out again for any price.  
  It requires a Spot Hidden roll to locate the 
  sheltered cove although Investigators must 
  state that they are traveling farther up the coast 
  in search of it. If they spot it, require a Hard 
  Boating roll (See Appendix) 
  If they fail the roll, read the following. 
  Finally, you spot something of interest. A 
  clutch of rocks curling inwards like an 
  elongated S makes its way to a half-submerged 
  cave entrance flanked by a ragged slate and 
  spitting eddies. White spray blinds you as the 
  boat lurches from side to side in the rough 
  waters. The tiller shudders in your hand as the 
  keel grates upon the sharp rocks below. Water 
  pools in the bilge. 
  The boat will sink in 1D6 rounds or 1D6+1D4 
  rounds if they go all-out bailing. Forced to 
  abandon the ship, Investigators must make 
  swim rolls to make it to the cave entrance.  
  The Investigators may have other concerns 
  anyway. Meldrum’s Shoggoth (See Keeper 
  Rulebook page 306), patrols the waters 
  outside the cave with orders to sink any vessel 
  that lingers too long. 
  
  29 
   
   
  Read the following:  
  Something flickers at the periphery of your 
  vision, and as you glance off to the horizon, 
  you see the black mass of a shoal some five 
  yards across intersecting the vector of your 
  approach. You blink as the shoal seems to 
  change shape before your eyes. It uncoils like a 
  coagulating mass of ink suspended a few feet 
  below the surface. The form shudders as 
  tendrils of obsidian ripple outwards from an 
  indistinct periphery. A lurch of certitude rises 
  in your gut. It’s moving towards you, against 
  the current.  
  The Shoggoth will not reach the investigators 
  for 2D6 rounds.  
  See Keeper Rulebook Page 306.  
  As the Investigators enter the cave, read the 
  following: 
  The cave is perhaps seven or eight feet wide-- 
  although in places it narrows to half that – and 
  no more than six feet high at any given point. 
  The walls are damp and chalky. You arrive at 
  last at a weathered door wedged between a 
  narrowing of the passage, naught but a rusted 
  lock held aloft by wet wood. 
  The door is in no condition to resist efforts to 
  move it to one side, but the noise reverberates 
  around the cavern and alerts the guard at ‘G.’ 
  (See Map) 
  LOCATION A 
  The door opens to a gallery of some 20 feet in 
  diameter. The remains of old rotting barrels, 
  discarded iron pinions, and other less 
  identifiable detritus lie strewn across the floor.  
  LOCATION B 
  The path leading southwest ends abruptly in 
  what looks to be a part-carved out storage 
  facility. As before, all items have turned to rot.  
   
   
   
  
  30 
   
  THE SMUGGLER’S CAVE 
   
   
  
  31 
  LOCATION C 
  The East path opens up into a much larger 
  natural lichen covered grotto dominated by a 
  large pool of water. Anemic light streams in 
  from a gap in the cliff wall some thirty or forty 
  feet above and as you step over the threshold, 
  the ground beneath your feet shifts and pops as 
  if you are walking upon a shell beach. Ripples 
  shudder across the pool. 
  The sound emanates from the remains of an 
  ancient midden – a rubbish tip made up of 
  thousands of oyster shells.  
  LOCATION D 
  The cave ends abruptly.  
  LOCATION E 
  Another Grotto opens up before you although 
  this one seems dry. Towards the south end of 
  the cavern, a slight breeze emanates from an 
  alcove carved out of the wall. 
  The alcove contains a fissure barely wide 
  enough to squeeze through. An Investigator 
  attempting to do so must make a SIZ roll with 
  a penalty dice for anyone size 70 or above and a 
  bonus dice for anyone of size 50 or less. A 
  failure indicates that the investigator is stuck 
  and must re-roll once per round in an attempt 
  to get himself free.  
  Following the crescent shape of the cave 
  beyond soon reveals cracked bones and the 
  gnawed skulls of dogs and other animals. A 
  Spot Hidden roll shows a human femur 
  nestled within the detritus.  
  Your hand snaps back, and the bone falls 
  from your grasp, landing with a brittle clang 
  that sets your teeth on edge. As the echo 
  recedes, another noise rises to prominence. A 
  wet/dry sound not unlike the slimy rattle of 
  maggots wriggling in an angler’s bucket.   
  Father Dalton’s death at Meldrum’s hands all 
  those years ago was not quite as absolute as 
  Meldrum first expected. Dalton returned from 
  the grave as a Crawling One (See Keeper 
  Rulebook Page 286). The miserable wretch 
  was dragged down to the cave and left free to 
  roam ever since. He is always hungry but has 
  long ago lost the ability to cast any spells.  
  A mass of bloated maggots and writhing 
  larvae stagger towards you. Humanoid in 
  shape its body undulates and contorts before 
  your eyes as steaming clumps of grubs and 
  other crawling outrages fall from its stinking 
  limbs before rejoining the whole with each 
  passing footfall. 
  SAN Loss 1D3/ 2D6. 
  LOCATION F 
  A quick search of Dalton’s lair reveals little 
  other than chewed bones.  
  LOCATION G 
  This large cavern operates as a storeroom of 
  sorts. Sheets of tarpaulin heaped in one corner 
  molder alongside a collection of heavy work 
  boots, picks, and other assorted tools. In the far 
  corner two neatly stacked boxes marked 
  ‘Explosives’ sit flush against the wall. 
  Meldrum has wisely kept some distance 
  between himself and the 60 odd sticks of 
  dynamite stored here in the two boxes.  
  LOCATION I 
  A mystic ward guards this path. 
  Read 
  the 
  following 
  to 
  the 
  first 
  Investigator to enter.  
  As you cross the threshold of a narrowing gap 
  in the cavern wall, a myriad of lewd sounds 
  careens off the very walls. A keening jamboree 
  of dissonant chords and maudlin wailings, it 
  lasts but a few seconds, but even as it fades, the 
  memory of its profanity burns like white 
  phosphorous. 
  
  32 
   
  Ask for an opposed POW roll. If the 
  Investigator fails, then they take 3D10 
  damage to their APP, lose 1d6 hit points, and 
  3D10 CON.  
  Location J 
  A sturdy looking door bars the way. A 
  Locksmith roll is required to open it. If 
  explosives are used they cause a cave in. Any 
  Investigator failing a Luck roll takes 2D6+3 
  damage. Meldrum is alerted to their presence 
  regardless.   
  MELDRUM’S 
  SECRET 
  LABORATORY  
  If alerted, Meldrum escapes via the elevator and 
  then sabotages it by leaving the doors at the top 
  open.  
   
   
   
  
  33 
   
  LOCATION 1 
  Elevator room  
  An elevator shaft of bronze and steel that 
  ascends into the chalk ceiling dominates the 
  room. Dried blood sticks to the ground in 
  matted clumps.  
  To the east of the room is Meldrum’s panic-
  room. He will be in here only if the investigators 
  have managed to enter the complex without 
  making any noise or used the elevator to come 
  down 
  The safe room  
  Only a Hard Spot Hidden roll reveals the 
  presence of a secret door. The door has an 
  armor of 20 and 45 Hitpoints.  
  LOCATION 2 
  This room is closed off by two glass doors of 
  alien design. The glass is impossibly durable 
  and even attempting to scratch it with a piece of 
  diamond jewelry proves futile. Inside is an 
  adult Mi-Go.  
  Read the following: 
  A sheet of glass bars further progress in this 
  direction; viscous and tacky to the touch. 
  Beyond it, queer coils of fog spiral-like ringlets 
  around the shivering figure of a bloated 
  horsefly bristling with treacle-black hairs that 
  quiver in clusters around its thorax. A sudden 
  lurch and a leprous, lamp-like eye the color of 
  putrid meat curves towards you peering out 
  with malign intent. Membranous wings held 
  aloft with sinews of raw fat rattle a vile 
  warning.  
  The ‘door’ has 25 hit points and armor of 10. 
  If they manage to get through somehow, the 
  Mi-Go rises from its slumber ignoring the 
  Investigators as it wanders wander the 
  complex in search of Meldrum. (SAN roll if this 
  is the first time the Investigators encounter this 
  particular Mi Go, see Keeper rulebook Page 
  301.)  
  LOCATION 3 
  The corridor is coated floor to ceiling with 
  grimy off-white tiles spattered with flecks of 
  viscera.  Ahead of you, a smear of still-drying 
  blood streaks north.   
  The Corridor leads to Meldrum’s laboratory 
  proper. The doors are not locked.  
  Four milk-white glass tubes embedded in 
  brass fixtures stand in the center of the room. 
  Roughly man-sized, three of the cells appear to 
  be empty but within one something indistinct 
  and shadowy thrashes.  
  The thing in the container is a Dimensional 
  Jockey (See the Appendix)  
  Meldrum has booby-trapped the cylinder so 
  that only he may safely enter this part of the lab.  
  Read the Following: 
  One-half of the cylinder shudders then curls 
  back inside the other making a sound like glass 
  scrapped against a blackboard.  The doors to 
  the laboratory slam shut.  
  An elongated oval of coiled eel-like tentacles 
  crawls out of the tube, assailing your senses 
  with the smell of fermented seafood and the 
  sound of wet leather slapping against a stone. 
  The aberration has no center, and each 
  tentacle ends in a sensory organ of some kind; 
  some blink with lidless eyes, some sniff at the 
  air. 
  Pale 
  ropey 
  tongues 
  emerge 
  from 
  asymmetric orifices licking the surrounding 
  area and dripping creamy froth on the tiles 
  below.  
  Upon a successful grapple, it uses its 
  dimensional shift ability, feeding upon the 
  victim’s POW to find its way home.  
  Read the following:  
  The universe shatters like dropped porcelain. 
  You feel a hideous weight bear down on you as 
  the creature clings to your back with barbed 
  hooks, and slurping, sucking organs 
  A field of mauve gives way to a swirling 
  cosmos of infinity. The scream that passes 
  your lips takes on the physical form of a billion 
  bleached locusts hurtling towards the same 
  central point of nothingness. You elongate to 
  infinitude as each molecule in your body is 
  strung out into a continuous chain that 
  vibrates to the maddening beat of vile drums 
  and the atonal wail of a billion flutes. You fall 
  and land with a grunt upon the grubby tiles of 
  a laboratory that just moments ago you would 
  have sworn was real.  
  SAN roll D20/D100. 
  The doors are now locked and require a 
  Locksmith roll or brute-force to open.  
  
  34 
  On the bench, Investigators find a sizeable 
  wrought iron key that opens the locked door 
  located in Location 4  
  LOCATION 4 
  Two of Meldrum’s henchmen are situated here, 
  playing cards via the light from an oil lamp.   
  A door on the far side requires a Hard 
  Locksmith roll to open.  
  It leads to an unlocked cell containing 
  Professor Cavendish. When the Investigators 
  arrive read the following:  
  The hallway ends in a wrought iron door 
  peppered with oxidizing rivets clustering 
  around joints like acne. The smell of mold and 
  human waste assaults your senses, and as you 
  peer through the half-open door, you see in a 
  cell no more than 8 feet square, a figure lies 
  hunched over in the corner. 
  Cavendish is long dead. Meldrum has already 
  removed his eyes.  
  Read the following if the Investigators 
  manage to get into the cell.  
  An ashen face lined with hurt looks out at you 
  with two dark empty sockets that once held 
  eyes bright with burning intellect. The top of 
  his skull is missing the now hollow cavity is 
  caked with half dry gore. 
  SAN roll 1/1D6 
  LOCATION 5 
  This dimly lit room seems to act as a storage 
  area and is empty aside from a few sacks of 
  flour, neatly stacked canned goods and two 
  barrels. The barrels contain salted fish in the 
  first instance and dried, sour looking apples in 
  the second. Three doors lead futher into the 
  complex with a fourth door gaining access to a 
  long pantry filled with more provisions. 
  LOCATION 6 
  Generator Room 
  This room contains a 3kw DC Generator. Made 
  by the Imperial Electric company of Ohio in 
  1922, the device resembles an oversized 
  propane tank resting on its side.  
  Location A 
  This corridor leads to the cave system. 
  Escape from the lab 
  The elevator is useless. A Repair roll suggests 
  that the door at the top has been left open. 
  Several options are available.  
  One or more investigators can swim back up 
  the coast.  
  An Investigator might attempt to climb the 
  shaft. The 300ft climb is dangerous, and when 
  they get to the top, they find the elevator itself 
  barring the way. A small hatch in the bottom 
  can be pried loose.  
  Ventilation shafts: Each room has one, 
  they connect, eventually, to the outside. 
  Investigators can crawl through the cylinders, 
  but the sight of an exit some fifty feet upon a 
  cliffside might temper any thoughts of escape.  
  THE SUMMONING 
  The wind howls like shattering glass. Trees 
  bend in arthritic splendor. The sea is textured. 
  Bubbling clouds of ebony and ash swirl above 
  your heads and as you stare at the tempest 
  raging before you an arc of light sweeps across 
  the bay. 
  Meldrum – engrossed in preparations for the 
  summoning – has instructed his pet Shoggoth 
  to watch the road leading to the lighthouse. It is 
  a five-mile drive from Meldrum’s house and six 
  miles from the cove. And their car has been 
  sabotaged.  
  You slow the car down as a sheet of lightning 
  offers a brief snapshot of the village outskirts. 
  It is bereft of all life; shutters swing from 
  hinges chattering like teeth against the sides of 
  buildings. The sky brightens again, and a 
  deafening peal of thunder booms across the 
  ocean. The car sputters and stalls. 
  The hand crank starter popularised by Ford’s 
  Model T only lasted until 1919, but most cars in 
  the ’20s and ’30s still had the option of starting 
  the engine in this way as a backup.  
  You give the handle a firm yank, and the 
  engine shudders and then sighs. You stand up 
  and 
  offer 
  a 
  withering 
  smile 
  to 
  your 
  companions in the car. Your smile falters as 
  you notice they are looking directly over your 
  shoulder 
  
  35 
   
  Over the side of the cliff, a frothing mountain 
  of placenta crawls its way towards you. 
  Tendrils lash and mucus puddles as it heaves 
  its hideous bulk over the lip of the now 
  crumbling cliff edge and with a petulant flick 
  of a virgin pseudopod a nearby lamppost 
  pinwheels towards you burying itself three feet 
  deep in the verge before the church.  
  The creature will be upon them in 1d3 +2 
  rounds. Only a successful Luck roll will start 
  the vehicle.   
  SETTING UP THE CHASE 
  The weather makes for poor visibility; driving 
  at breakneck speed is suicide. Players who 
  insist on driving faster than Move 10 are 
  considered to have pushed their roll. 
   
  CHASE LOCATIONS  
  The Investigators start to the North of the 
  village itself while the Shoggoth begins two 
  places behind.   
  Drive into the Shoggoth  
  Driving into the Shoggoth at full speed results 
  in 6D10 points of damage to the car and half 
  that in feet moved; the beast is 15 feet from the 
  edge.  
  The Fallen Tree  
  A fallen tree blocks their path. They can break 
  and steer around the obstacle allowing the 
  Shoggoth to move up one location for free or 
  else take it at speed and suffer a Minor incident 
  (See 
  Vehicular 
  collisions 
  Keeper 
  Rulebook page147) 
  The Church 
  The church spire glows with cobalt as 
  lightning 
  strikes 
  three 
  times 
  in 
  quick 
  succession.  
  The Village Green  
  The duck pond has overflown, and a torrent of 
  water pours across the road. The Investigator 
  at the wheel must make a Drive Auto roll  
  Open Country 
  As the investigators travel across the distance 
  between the village and the lighthouse, they 
  notice another vehicle coming towards them in 
  the opposite direction. Do they warn the 
  occupants of what lies behind?  
  Lighthouse Approach 
  The road gives way to a path that leads to 
  Lighthouse grounds.  
  You take a hard left, leaving the road and 
  skidding onto the rough path that winds 
  upwards. A haggard corpse of a man bars 
  your way grinning with inane certitude as he 
  fidgets with a butcher’s knife clasped in one 
  white-knuckled hand.   
  Running the figure over at this speed presents 
  no barrier whatsoever but will kill the cultist 
  and induce a SAN roll for the driver of 1/1D3 
  and one for the passengers 0/1.  
  Lighthouse Gate 
  The gate is padlocked and although the fence is 
  easily climbed the lighthouse is an 800-yard 
  uphill jog from here. Smashing through at 
  speed, attempting to pick or shoot the lock off 
  are possible options here.  
  The golden arc of light sweeping across the bay 
  suddenly pauses in mid-swing leaving a patch 
  of light burnt into the fabric of the night sky 
  half a mile wide. The light turns bloodshot and 
  inflamed around the periphery as white motes 
  form in its center. Atop the lighthouse, a figure 
  stands, eclipsed, arm held aloft over a 
  struggling form. The crowd below claw at 
  their clothes and skin, writhing to the beat of a 
  blasphemous chant.  
  Behind you, the amorphous bulk of the thing 
  that has been pursuing looms large. It rolls 
  uphill, 
  its 
  shapeless 
  form 
  expectorating 
  buttery puss.  
  
  36 
   
  The Shoggoth is fractious. It obeys Meldrum’s 
  order to prevent anyone from interfering with 
  the ritual but is more than happy to kill 
  anything that gets in its way, cultists included.  
  The Investigators have six rounds before 
  Meldrum summons Shub Niggurath.  
  To the Light House 
  Two cultists guard the entrance and will fight to 
  the death. If the Investigators make it to the 
  stairs, the Shoggoth begins to tear it down. 
  The structure has 250 hit points. Even so, it will 
  take the Shoggoth only a short while to tear it 
  down, 4-6 rounds or so. Keepers should make 
  sure the Investigators are aware of the 
  ferocity of the attack without discussing actual 
  numbers.  
  Atop the Lighthouse 
  The sky is torn asunder as two large spine-like 
  appendages covered in tufts of sinew emerges 
  from the gaping maw in the air. They reach out 
  towards the shore, thrashing the waters below 
  to blood-red foam.  
  Meldrum stands beside a figure of clay, so 
  life-like that you at first mistook it for another 
  guard. Two human eyes peer out of its sockets 
  with thoughtless disdain and you are reminded 
  of the azure of Cavendish’s gaze.  
  Meldrum will not allow Investigators to 
  interrupt his moment of triumph.  
  SAN roll 1D6/1D20 for those who witness the 
  approach of Shub Niggurath.   
  The lens is white-hot. Investigators who try 
  to remove it unprotected suffer 1D6+3 damage 
  per round. 
  Smashing the lens is near impossible; it has 
  an armor of 20 and 5 hit points.  
  The reflector, however, is made of glass, and 
  although tough it can be disabled. It has an 
  armor rating of zero and 25 hit points. 
  If 
  they 
  succeed, 
  then 
  read 
  the 
  following: 
  The light sputters twice and then fades to 
  nothingness. Across the sea, the portal snaps 
  shut and carrion rains from the sky as severed 
  tentacles drop into the ocean from hundreds of 
  feet in the air. A rumbling sound heralds the 
  approach of a monster wave.  
  If they arrive too late or if they fail to stop 
  Meldrum in time, read the following.  
  Across the bay, boney appendages thrust into 
  the water below as a yellowish beak filled with 
  glistening sabers pushes its way through the 
  rent in reality. A head emerges, and thick coils 
  of white jelly vibrate with rubbery excitement 
  as clumps of eyes peer in all directions and 
  steaming filth drips from the creatures 
  masticating jaws.  
  Meldrum’s body falls to the ground like wilted 
  lettuce. A moment’s pause; far below the 
  cultists succumb to the physical force of a 
  thousand thrashing tentacles. The figure of 
  clay arises and peers at you with eyes burning 
  with naked hatred.  
  Shub 
  Niggurath 
  is 
  here, 
  and 
  the 
  Investigators have failed.  
   
   
  
  37 
  APPENDIX 
  NEW HORRORS 
  Cloying Ones 
  The rain brought with it a sour smell of mildew 
  and honey. Across the narrow stretch of beach 
  stood 
  four 
  figures 
  twitching 
  with 
  the 
  asynchronous animation of stop motion movie 
  monsters. 
  Cloying 
  Ones 
  are 
  slavish 
  golems 
  constructed of living clay. A mixture of 
  phyllosilicate minerals and water it also 
  requires a quantity of blood and a few grains of 
  Mi-Go sand. A space is hollowed out for the 
  brain and eye stems. Other forms are possible, 
  but human minds cannot control anything 
  above SIZ 120. Without regular maintenance, 
  the brain dries out, and the Cloying One 
  perishes.  
  Cloying Ones - Crazed henchmen of living 
  clay 
  char 
  averages 
  rolls 
  STR 
  105 
  (6D6 x5) 
  CON 
  80 
  (3D6 x5) 
  SIZ 
  55 
  (2D6+6x5) 
  DEX 
  50 
  (3D6x5) 
  INT 
  20 
  (1D4+2x5) 
  POW 
  05 
  (05) 
  Average Damage Bonus: +1D4 
  Average Build: 1 
  Magic Points: 1 
  Move: 8 
  Attacks 
  Attacks Per Round: 1 
  Fighting 50%, 1D8 + Damage Bonus Cloying 
  Ones can elongate their arms to strike 
  opponents up to 10 feet away.  
  Grapple: 65% Upon a successful strike to the 
  face (penalty dice to target), the Cloying One 
  can attempt to grapple. As with attacks, their 
  elastic body allows them to wrestle opponents 
  up to 10 feet away.  Once a Cloying One has 
  hold of an opponent, it can choose to fill an 
  opponent’s nose and mouth with thick, foul-
  smelling 
  clay. 
  Follow 
  the 
  rules 
  for 
  Asphyxiation found in Keeper Rulebook 
  page. 124.  
  Dodge: Cloying Ones do not dodge 
  Armor: Major wounds result in the loss of a 
  limb otherwise ignore damage except to the 
  head (one penalty dice to target the head).  
  Variation: Cloying Wolves 
  Squat hummocks of bunched muscle raise 
  themselves upon four shivering limbs their 
  skin rippling with the staccato formication of 
  uncounted burrowing things. 
  Cloying Wolves are constructed in the same 
  way as Cloying Ones only using the brains of 
  animals. Keepers should feel free to offer as 
  many variations on the creatures as they see fit, 
  Pigs, dogs, cats of all sizes and so on. Two 
  headed variaties are particularly gruesome and 
  should offer additional challenges in combat 
  such as an extra bite. Each creature needs to be 
  sculpted in roughly the same form it’s 
  consciousness was used to in life or they find it 
  impossible to control their movements. Listless 
  unless aggravated they are mouldy creatures, 
  riddled with parasites and bugs.  
  Use the same statistics as above but replace 
  Atacks with Claws, bites and gores taking 
  imspiration from Chapter 14 of the Keeper 
  rulebook. Given sufficient quatitites of sand, 
  Meldrum could create creatures of any size but 
  has limited construction to animlas that might 
  look farmilliar to locals, at least from a distance. 
  Dimensional Jockey 
  Wrapped in its cool embrace it we travelled the 
  entire spectrum of reality in the blink of a 
  cataract eye.  
  The Dimensionaly Jockey feeds of Sanity 
  points. It cannot be harmed by conventional 
  weapons although it is vulnerable to magic. One 
  it successfully grapples an opponent it shifts 
  through various realities, draining the sanity of 
  its victims as they are exposed to sights unseen. 
  It returns briefly to its original location, drops 
  off its passenger and shifts to another reality in 
  search of fresh meals.  
  Able to pass through most barriers it will 
  pursue until it is damaged in some way or has 
  fed.  
  Dimensiaonal Jockey  - Sanity vampires 
  with insatiable appetites.  
  char 
  averages 
  rolls 
  STR 
  15 
  (1D6 x5) 
  
  38 
  CON 
  N/A 
  SIZ 
  55 
  (2D6+6 x5) 
  DEX 
  95 
  (2D6+12 x5) 
  INT 
  70 
  (4D6 x5) 
  POW 
  50* 
  (2D6 x5) 
  *Base amount that increases as it devours
  san.
  Average Damage Bonus: NA
  Average Build: 1
  Magic Points: 10*
  Move: 14/25 flying
  Attacks 
  Attacks Per Round: 1 
  Grapple: 85% Upon a successful grapple 
  investigators must succeed on an opposed Pow 
  roll 
  or 
  suffer 
  the 
  coinsequences 
  of 
  a 
  dimensional shift. During this time they are 
  shown 1D4 +1  images of cosmic vistas of 
  varying intensity requiring sanity rolls for each. 
  In Shadow on the Sea this images are 
  specified within the text but future encounters 
  could be randomized, or prescribed as the 
  Keeper sees fit 
  Dodge: Incorporeal until it makes contact 
  with a sentient mind, Dimensional Jockeys 
  have no need to dodge.  
  Armor: Ignore damage from naything other 
  than magical attacks. If damaged in such a way 
  the Dimensional Jockley shifts to another plane 
  of existewnce in search of easier prey.   
  Yuggoth Slime 
  It quivered in animal anticipation unfurling 
  like undercooked ovum as pseudopods grasped 
  in all directions, searching for fresh purchase. 
  The slime is attracted to weak electrical 
  currents such as those given off by living tissue. 
  Yuggoth Slime - Animated protoplasm 
  from the far reaches of the solar system 
  char 
  averages 
  rolls 
  STR 
  105 
  (6D6x5) 
  CON 
  65 
  (2D6+6x5) 
  SIZ 
  15 
  (1D6 x5 
  DEX 
  95 
  (2D6+12 x5) 
  INT 
  Na 
  POW 
  50 
  (3D6x5) 
  Average Damage Bonus: NA 
  Average Build: 1 
  Magic Points: 0 
  Move: 8  
  Attacks 
  Attacks Per Round: 1 
  Grapple: 65% Attached to an exposed patch 
  of skin it begins to emit an acidic compound 
  dealing 1D3 damage per round. Treat its STR 
  as 150 to rip it off; doing so causes an additional 
  point of damage.  
  Armor: Bullets and bludgeoning damage 
  inflict only one point of damage to the slime. 
  SAN Loss: 0/1 to witness 1/D6 if it manages 
  to kill its victim.  
  DRAMATIS PERSONAE 
  Meldrum 
  Sir John Meldrum - Ancient agent of a long-
  dead King 
  STR 105 
  CON 120 SIZ 65 
  DEX 60 
   
  INT 85 
  APP 65  
  POW 90 
  EDU 90 
   
  SAN 00 
  HP: 18 
  Damage Bonus: +1D6 
  Build: 1 
  Magic points: 18 
  Move: 8 
  Attacks 
  Attacks Per Round: 1 
  Fighting: 55%, 1D3 + Damage Bonus.  
  Dagger: 65% 1D6 +1 + Damage Bonus. A 
  creature of the 17th century Meldrum is an 
  expert swordsman but long ago stopped 
  carrying on at his side. He is, however, always 
  armed with a wicked-looking jeweled dagger.  
  Grapple: 55% 
  Dodge: 55% Meldrum is surprisingly light on 
  his feet. 
  Armor: Meldrum takes half damage from 
  bullets and bladed weapons. Blunt damage 
  such as a thrown punch only inflicts 1 point of 
  damage unless it manages to inflict a wound.  
  Spells: Dominate, Wither Limb, Enchant 
  Knife, Curse of the Putrid Husk, Create Mists of 
  R’leyh, Song of Hastur, Contact Hound of 
  Tindalos, Contact Shub Niggurath  
  Skills: Stealth 50%, Latin 85%, French 70%, 
  Fast Talk 60% Disguise 80% 
  Special Powers:  Meldrum can alter his 
  appearance thanks to his exposure to the Mi-
  go sand.  
  
  39 
   
  Samuel Adams 
  Samuel Adams, Meldrum’s Spy 
  STR 95 
  CON 100 SIZ 80 
  DEX 60 
  INT 65 
  APP 40 
  POW 25 
  EDU 40 
  SAN 00 
  HP: 19 
  Damage Bonus: +1D6 
  Build: 1 
  Magic points: 1 
  Move: 7 
  Attacks 
  Attacks Per Round:1 
  Fighting 65%, 1D3 + Damage Bonus. Adams 
  is a formidable Boxer.  
  Grapple: 45%  
  Dodge: 55% Adams is surprisingly light on 
  his feet despite his size.  
  Armor: As Meldrum.   
  Wilson, Lighthouse Keeper 
  STR 95 
  CON 90 
  SIZ 65 
  DEX 70 
  INT 55 
  APP 60  
  POW 40 
  EDU 30 
  SAN 00 
  HP: 17 
  Damage Bonus: +1D6 
  Build: 1 
  Magic points: 4 
   
  Move: 8 
   
  Attacks 
  Attacks Per Round:1 
  Fighting 55%, 1D3 + Damage Bonus.  
  Grapple: 35%  
  Dodge: 45% Adams is surprisingly light on 
  his feet.  
  Firearms .45 Automatic.  
  Armor: As Meldrum.   
  Skills: Stealth 55% Electrical Repair 60%  
  Professor Henry Cavendish  
  Prof. Cavendish, Senior Fellow of the Royal 
  Institute 
  STR 35 
  CON 30 
  SIZ 50 
  DEX 40 
   
  INT 90 
  APP 30 
  POW 45 
  EDU 95  
   
  SAN 37 
  HP: 8 
  Damage Bonus: None 
  Build: 1 
  Magic Points: 9 
  Move: 3 
   
  Attacks 
  None - Cavendish is a pacifist. 
  Skills: Credit Rating 99%, Paleo linguistics, 
  80%, French 95%, Latin 70%, Greek 65%, 
  Archaeology 78% History 80%, Cthulhu 
  Mythos 22%, Occult 55% Persuade 45% 
  Appraise 30% 
   
   
  
  40 
   
  ARTEFACTS 
  & 
  ALIEN 
  DEVICES 
  Microwave Gun  
  Used By: Mi-go 
  This gun acts by boiling a 10-foot section of 
  water up to 100 feet away from its firing 
  position. Intervening water is not affected. 
  Anyone caught in the ‘bubble’ of heated liquid 
  instantly feels its effects. They take 1D6 damage 
  in the first round 1D8 in the second round and 
  1D10 loss in all subsequent rounds.  
  Sands of Yuggoth  
  Used By: Mi-go, Cultists 
  Mi-Go mine this substance in the southern 
  hemisphere of Yuggoth. Believed to be the 
  decayed remnants of a long-dead god it 
  resembles a coarse powder not unlike ground 
  spices it. It has many uses. When mixed with 
  water (or blood), and a quantity of sand it takes 
  on a clay-like an appearance. Only a relatively 
  small amount of sand is required to create such 
  clay.  
  GRIMOIRE 
  Exsanguinous Vitae 
  Cost: 5 Magic Points 
  Casting Time: 1 Hour 
  This spell allows the caster to infuse clay with 
  an alien substrate to create a Cloying One. 
  First, a vessel – usually humanoid in shape is 
  made by mixing blood from a freshly drained 
  body with phyllosilicate minerals and a few 
  grains of Mi-Go sand.  
   
   
  
  41 
   
  PLAYER HANDOUTS 
  Player Handout 1 
   
  Player Handout 2 
   
   
  
  42 
  Player Handout 3 
  Player Handout 4 
  Player Handout 4 is in Latin. 
  Translation: 
  There it is said in the village of Margarette 
  Cliffe that there is much evidence of witchcraft 
  and other foul practices. My father had sent his 
  spies there on more than one occasion, and his 
  notes warn that some did not return. Be of a 
  mind to root out this nest of devils and report 
  any findings to me at once by the swiftest 
  horseman available. 
  
  43 
   
  Player Handout 5 
   
  Player Handout 6 
   
  Player Handout 7 
   
   
  
  44 
   
  Player Handout 8  
   
  Player Handout 9  
   
  Player Handout 10  
   
  1887, John Bartholomew's Gazetteer of the British Isles  
  Goodwin Sands, an extensive and dangerous shoal, off the E. coast of 
  Kent, opposite Deal, about 5 miles from the mainland. N. to S. it is about 
  10 miles long; its breadth ranges from 1½ to 3 miles, and it forms a 
  natural breakwater for the well-known roadstead called the Downs. A 
  considerable part of the shoal is dry at low water. Goodwin Sands are said 
  to have belonged to the estate of the Earl Godwine, and they are 
  supposed to have been submerged in 1037. Probably there is no place 
  where wrecks have been more numerous, consequently much has been 
  done to secure the safety of mariners.  
   J ust off the coast  'i  Kent, sailors found themselves stranded towards the 
  goodwin sands, huddled together knowing full well that the rising tides would 
  sweep 'em aroint.  T homas Powell of  Deal gathered some 200 men of 
  good virtue  'i  an assay to rescue 'em  yet  many of the villagers were too 
  busy with looting to help the unfortunate souls. 
  Of the Greater S torm 1703.  
  Of the Greate Storme 
  Savage gusts did drive the wooden gears of windmills so festinate yond those gents did burst into 
  flames.  In London high-lone, thousands of chimney stacks did collapse.  The new f'rest hath lost 
  some 4000 oak trees, and hundreds dyed in flotes so sev're yond the wreckage of one ship hath 
  found its way 15 miles inland. Ships w're blown hundreds of miles off course and at Goodwin 
  sands, closeth to 50 vessels w're wreck'd on its banks.   
  
  45 
  Player Handout 11 
  Player Handout 12 
  Player Handout 13 
  My friend.  
  I found what we sought. I will telegraph you at the institute upon my return. 
  How odd to find one so similar, I have taken great care to ensure that no light passes 
  across the surface of the lens but even as my fingers caress the glyphs etched on its 
  surface, the memory of that night threatens to overwhelm me.  
  That tendril emerging like a maggot probing the air above a stinking wound! I can recall 
  the feel of my pistol in my hand; I loaded it, so calmly I thought, almost as if it were 
  another in charge of my actions and I was but an observer. The hired hand… what was 
  his name? It wrapped around his leg and squeezed until the white of his bone glistened in 
  the gibbous light. Our eyes met even as I raised my weapon and then, with a sickening 
  crunch, it dragged him across the ground, raised him in the air and then pulled through a 
  hole less than eight inches wide. I cannot forget his silence; as skin peeled and viscera 
  dropped to the floor in a pool of steaming wetness, he uttered not one sound.  
  I should not pen these words. It does us no good to recall them. 
  D.
  
  46 
   
  Player Handout 14 
  I did notice strange lights, ochre in hue yet hazy as if 't be true did view 
  through thick smoketh.  F'rms descend'd from the heavens in a precise 
  f'rmation yet drift'd down upon the inlet liketh dandelion sp'res hath 
  caught in a swift breeze. The unmistakable flick'ring of a bonfire flaring 
  to life down on the beach hath caught mine own eye.  I did creep down to 
  the sh're to investigateth. A'round a five-point'd fireth madeth of 
  driftwood and tar, villag'rs did dance.  Their nak'd bodies spasm'd and 
  writh'd in hideous rhythm to the blasphemous beat of a drum. Upon a 
  frameth of wood did sag the remains of a young sir his beardless visage 
  spasming with the galvanic mem'ries of untold agonies.  His ribcage hadst 
  been pri'd ope and entrails did hang in ragg'd ribbons liketh a crimson kilt 
  about his hips.  His eyes w're gone; mournful sockets w're all yond did 
  remain to stare off into the abyss of the blindeth. The crowd did sway in 
  ecstasy as one memb'r of the congregation did step f'rward, humming a 
  disc'rdant tune and holding dripping flesh aloft.  Chanting nonsensical 
  consonants, that gent did place two gelatinous sph'res into a man-shap'd 
  mound of reddish sand yond did lie bef're that gent.  
  Then theycameth.   
   I can writeth about t not f'r mine own habd shakes still   
  The year of our Lord, 1636, April 13th 
  
  47 
  Player Handout 15 
  
  48 
  Player Handout 16 
  Flintlock in handeth, i madeth mine own way to the church and hath 
  broken inside, creeping through the pews as the dawn lighteth did shine 
  through windows with veins of col'r'd glass.  Into the vaults and th're, 
  upon a podium of bones i spi'd a booketh of leath'r and vellum.  
  Dripping with profanity, it spake of strange gods, of creatures from 
  beyond the stars and of sacrilegious rites. Fascinating!  tales of the 
  mystical alchemy of oth'rw'rldly wand'r'rs, and the blasphemous 
  prop'rties of a sand hath said to beest the desiccat'd remains of an 
  unknown god. Fath'r dalton discov'r'd me reading by candle lighteth his 
  visage a mask of rage.  The rob'd figure did vomit f'rth a showeth'r of sand 
  yond harden'd to glass midair; the shards t're mine own visage ;  in agony 
  and madness i discharg'd  pistol, leaping at the augurer and ripping at 
  that gent with claw'd hands and slav'ring teeth. 
  They come now for me, but I will bind them unto myself. The secrets shall 
  be mine ot unfold! 
  The year of our Lord, 1636, May 7 
  
  49 
  Player Handout 17 
  Player Handout 18 
  1703  
  All is lost! 
  The rift formed as i hoped,  yet  from it poured alien energies.  A greate 
  storm grew up from nowhere, doubled  'i  size and then trebled.  Something 
  formless – a misshapen obscenity– crossed over and slithered into the 
  depths e'en as the storm reached a crescendo.  Towards the horizon, mi-go 
  approached, buzzing through the storm with unknowable intent.  Fear 
  gripped me for the first time  'i  an age, and with a terrible cry, i took an ax 
  to the lens, shattering it into a thousand shards! Yet  all around me was  
  wrack  
  He didst not join, i  hast failed! 
  shub nigurath! 
  
  50 
  Player Handout 19 
  Player Handout 20 
  AEC5A3558684F9CAC62175215448B4F4B9CE1596DB8664D16ED12138D1D3B80E 
  
  V I S I T   K E N T
  F O R  S U N S H I N E!
  Dark deeds and deadly perils 
  across the Kentish coast
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Adventures/1920s/CoC - 1920s - Adv - Shadow on the Sea.pdf