Tuesday, 31 March 2015

Back From Beyond - Part III


With the walls of the apartment fading from view around them and something else becoming visible instead, the party of Investigators may wish to make some SAN Rolls – 1/1D4.

From out in the distance on all sides, the party will see swirling shapes, like tall saplings or very long grass waving in a breeze. As they move through the apartment, they notice that they are starting to feel somewhat weightless and that the air has become incredibly dense, to the point where they struggle to move through it. In fact, it’s as if they are underwater. They cannot “swim” through the air, but jumping results in slow movement with an decreased range and a slow descent.

Should any Investigator in Elsa’s bedroom assume that she is the cause of all this and try to waken her, they will approach in time to hear her murmur the word “swimp” and languidly point towards the foot of her bed. Simultaneously an enormous roar from that direction will startle them into turning:

Barrelling out of the darkness beyond the walls, a gigantic fish-like creature emerges, with its pectoral “fins” raised and maw gaping. Just as it seems to be about to attack the Investigator, a bright flash illuminates the mist-obscured lines of the telegraph wires and the El tracks and the creature screams and rears back, flitting instantly back into the darkness. However, having seen this beast, the Investigator can now make out many more similar shapes lurking in the shadows on all sides.

Still sleeping, Elsa will smile and murmur, “Why, how do you do Mr. Swimp! Lovely to see you again also!” The Investigator should make a SAN Roll: 0/1d10.

Waking Elsa will result in nothing happening to rectify the situation. She will be startled into consciousness but the effects described will not abate. Tellingly, Elsa becomes wide-eyed and scared also, as if this is the first time that she has seen these phenomena (it is). The party should be made aware that their own reality has become superimposed upon another, stranger one; that the solid objects of their world are now barely visible and apparently insubstantial, while the objects and creatures from beyond are not only solid but very deadly. Strangely (and perversely) the party members are still limited by the boundaries of their home dimension: they cannot pass through walls, furniture, or doors, although they can see through them.

Ideally, the party should try to re-group: obviously something weird is happening and they need to get to the bottom of it. It is important to ascertain where in the apartment they convene, as some areas are safe while others are hazardous to their health. Any Investigator having seen the Swimp being forestalled by the mist-enshrouded telegraph wires and train tracks can make an Idea Roll to learn that something at that point was acting as a barrier, preventing the creature’s attack (if they haven’t worked this out already). What the party may now guess at, is the fact that Elsa’s bedroom is surrounded by a wall of metal fixtures and objects that produce this misty effect: the telegraph lines, the train tracks, the rear fire escape, the pneumatic tubes, the bathroom and kitchen pipes; the front fire escape, the ice-box, the stove and the chimney flue. The mist effect creates a barrier, but it’s an imperfect one: the area it covers is like a large doughnut in shape. Anything descending from directly above, or from below, has access to the centre of the flat: to be safe, one has to be inside the compass of the mist circle and close to the perimeter.


And just to underscore things, the closet and the entry to the apartment are absolutely not protected: the Swimps will begin to test the extent of the barrier, and they will soon discover that they can wriggle into the apartment from this approach. Therefore, fleeing the apartment, or hiding in the “safety” of the cupboard, are counterproductive activities.


“Swimps”

STR: 15
CON: 14
SIZ: 20
INT: 8
Idea: 40%
POW: 12
Luck: 60%
DEX: 15
Move: 11
SAN: n/a
HP: 17
 
Weapons: Bite 40%, 1D10; Grapple 20%
Average Damage Bonus: +1D6
Spells: None
Skills: Swim 90%; Spot Hidden 70%
SAN Loss: it costs 0/1D10 to see a Swimp

“Swimps” (as Elsa has termed them) are savage extra-dimensional creatures which live in a liquid environment (possibly something other than water). They have huge, motion-sensitive eyes and can see at a huge distance. They are attack predators, hunting singly and without the pack mentality shown by lions or wild dogs: they are entirely self-motivated and the only reason they hang around together is to try and beat the others to a kill (or to steal it if someone else beats them to it).

Despite certain surface similarities, Swimps are not fish. Their “fins” are webbed tentacles and their bodies are more or less a single huge tentacular structure with a mouth on one end. They are capable of grabbing and smothering prey with their pectoral, dorsal and tail “fins”, but they would much rather devour an object whole in order to prevent another of their kind wresting it from them.

*****

Any lights and movement in the apartment will attract the Swimps, as will any hysterical screaming or yelling. Eventually, the apartment will become encircled by the aqueous horrors, looking for a point of access. Fighting them off is problematic: underwater physics are in full-swing here, so blows with clubs and knives are slow and hard to accurately direct. Firearms, too, are badly affected; however, the loud reports will startle the Swimps and send them all fleeing for a time. Firearm activity has another beneficial effect too:

Downstairs, in the secret government laboratory (oh ho!), the sound of shooting will alarm the operators of the dangerous inter-dimensional device upon which they are working and they will immediately shut it down. Their so doing will mean that the “real” surroundings will start to solidify and, in about ten minutes’ time, the world will return to normal and the only indication that anything untoward had happened will be throbbing headaches for those involved.

Conspiracy Revealed!

While the strange effect is in place, have all participating Investigators (and Elsa – just in case) make Spot Hidden Rolls, ostensibly to spy any sneaky Swimps that might have wriggled in where they’re not needed (which is anywhere, really!). Successful rollers will spot a strange tableau through the floor beneath their feet: in the basement of the building is a bright flickering play of the strange light which is radiating from all the metallic objects and surfaces in the locality; this is stronger however, and there are shadowy people standing around it.

Three of the human-seeming figures are wearing some kind of coverall, complete with hoods and dark-lensed visors; another figure is wearing the visor but no other protection, clad in what seems to be a dapper modern suit; the fifth human is wearing nothing and, beyond a general human-ness of outline, is anything but human. This being is grey of skin, with a large bald head and long limbs in relation to its trunk; its eyes are large, almond-shaped and jet black, without pupils or irises, and its mouth is tiny. In one hand it holds what seems to be a large sea urchin with many radiating spines of scintillating and constantly-changing colours. Their combined attentions seem to be fixed upon a complex machine from which the strange flickering light is emanating.

If one of the Investigators fires a gun, all of the people downstairs will suddenly look upwards towards where the sound came from; additionally, the figure in the suit will tear off his protective visor and, if the Investigator was lucky enough to have seen him earlier with Dr. Windrush, may be recognised as the tall, bespectacled man, with dark hair and a thick moustache, with whom Windrush sat at Tony Sarg’s Oasis Lounge, the day the party first met Elsa. Instantly, he yells at the other protected figures and they rush to turn the machine off: as the light fades and the world returns to normal, the mysterious men seem to be hurriedly de-camping, tearing off protective gear, grabbing equipment and documents and making for the doors. Investigators witnessing this activity may pass it along to their confederates, however there are still dangerous Swimps to be dealt with before this avenue can be investigated.

After the Fish-Fry...

At this point it would seem particularly obtuse to state that there was no substance to Miss Sheridan’s claims: the party can now re-group and try to develop a theory about what’s been happening. Obviously, this strange effect has been occurring while Elsa has been sleeping and – luckily for her – some kind of unanticipated barrier has been keeping her safe from attack. While asleep, elements of the strange revelations have penetrated through into her dream-state and have been interpreted oddly by her sleeping mind – obviously the “droll Swimps of Saturn” are anything but the pacific beings she thought she’d encountered!

If none of the party saw the mysterious events playing out in the basement below, have them make Listen Rolls now: they suddenly hear wheels screeching and car engines racing. Looking out of the apartment window, they can see a van disappearing into the night at the top of the cul-de-sac; a large touring car stands just outside on the street and the party sees a coated figure step inside, glancing upwards as he does so, just before the car roars away. Again, those who spotted this fellow at Tony Sarg’s will recognise him again now.

There’s not much the party can do about these fleeing ciphers; in the meantime, there are characters who may be wounded, or insane, to deal with. Some party members may wish to check on the elderly couple who live in the apartment above: there’s no answer to their knocking and – if the party breaks in, or awaits police sanction – the apartment will be discovered to be unoccupied. A thick layer of dust lies over everything: two armchairs placed before a quietly-buzzing radio-set contain the slumped clothing of a man and a woman, the garments nested inside each other as if the wearers simply vanished from inside them. A similar investigation of the loft apartment will reveal a set of man’s clothes in a similar state, on the floor next to a desk, on top of which is a typewriter and a half-full scotch glass. The implication of these discoveries necessitates a SAN Roll (0/1D3).

If anyone saw the mysterious gathering below, have them make an Idea Roll: those successful will recall that Miss Sheridan’s “Martians” bear a strong resemblance to the naked grey creature watching the proceedings. Could these beings be involved somehow? And, more importantly, if she got the Swimps so wrong, what are these creatures really like?

Investigating the basement – again, legally or otherwise – will find evidence that something was going on there, but something that has been very quickly effaced. In pride of place is a concrete slab, about 10 feet by 10 feet, with large, heavy batteries attached to it by steel cables: witnesses will be able to ascertain that this is where the light-emitting machine stood recently. Nearby there is a smouldering heap of burnt paper, reeking of accelerant – a whole heap of evidence gone up in smoke. A desk and chair lie tumbled over at the base of the pneumatic-tube reception point and smashed bottles of ink add to the chaos. Other than this, several decades of clutter from previous tenants – including a disassembled buggy – have been pushed into a corner near the entrance and the whitewashed windows in an attempt to mask the activity inside.

But searching here is not entirely a waste of time. Have Investigators make their Spot Hidden Rolls: if successful, they will find some of the contents of a document file spilt some of its contents as the guilty made their exit. It includes the following information:


Firstly: a matchbook from the Waldorf Astoria Hotel. This isn’t much of a clue in and of itself, but it definitely ties our mysterious moustachioed gent to that location.


Secondly: this is a page from a grant application for Government funding. It’s page 2 of a longer document, stamped and initialled “APPROVED”, and the author’s name is typed along the bottom of the leaf next to the page number – “Dr. Crawford Tillinghast”.

“...will be of immense benefit to humanity in every field of Science or Exploration.

What do we know of the world and the universe about us? Our means of receiving impressions are absurdly few, and our notions of surrounding objects infinitely narrow. We see things only as we are constructed to see them, and can gain no idea of their absolute nature. With five feeble senses we pretend to comprehend the boundlessly complex cosmos, yet other beings with a wider, stronger, or different range of senses might not only see very differently the things we see, but might see and study whole worlds of matter, energy, and life which lie close at hand yet can never be detected with the senses we have. I have always believed that such strange, inaccessible worlds exist at our very elbows, and now I believe I have found a way to break down the barriers. Within twenty-four hours the machine I have constructed will generate waves acting on unrecognised sense-organs that exist in us as atrophied or rudimentary vestiges. Those waves will open up to us many vistas unknown to man, and several unknown to anything we consider organic life. We shall see that at which dogs howl in the dark, and that at which cats prick up their ears after midnight. We shall see these things, and other things which no breathing creature has yet seen. We shall overleap time, space, and dimensions, and without bodily motion peer to the bottom of creation.

With the assistance of Government funding and resources, further invaluable refinements...”

Thirdly: a newspaper clipping detailing a nasty incident.


The plot thickens!

To Be Continued...

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