At
some point, your players are going to head into the mountains, either in search
of the insidious Mi-Go, or hard on the heels of that renowned mountaineer
Aleister Crowley in an attempt to stop him opening a gate to somewhere nasty.
When this happens, it pays to know what sort of preparations will be in order.
This,
of course, is to make sure that the party is ready for anything – from cosmic
horrors to frostbite – but it is also to ensure that the story is free from the
Keeper’s most dire nemesis: money. A cashed-up party is the bane of good
story-telling, because many problems that require innovative role-playing to
circumvent are waved away by the simple expedient of throwing funds at them.
Need to be through the Shanghai blockade by midnight? Help yourself to the
contents of my pocketbook, good sir! Need to outbid the competition at an
auction for a vital Mythos relic? Never mind, I’ll have Cadbury swing ‘round
with another trunkful of cash! Where some interesting gaming may spring from
the tense resolution of some Fast Talk,
Bargain, Credit Rating and Law rolls, it all gets suddenly swept
aside by a cascade of pound notes, or a cataract of dollars. While many players
would see this as just being prepared for any emergency, others may feel that
the essence of adventure is being stifled by the easy out of Mythos bit-coins.
In
the case of a mountain expedition – be it to Switzerland or to the Antarctic –
preparation is vital to success – in terms of simple outcomes – but also in
terms of telling a good tale. Think back to the last time that you read “At The Mountains Of Madness”: most of
that novella is about the preparations made by the expedition and the equipment
that they took with them. If you’ve ever read Peter Fleming’s Brazilian Adventure, or Alexandra
David-Neel’s With Mystics and Magicians
in Tibet, or even Robert Fortune’s Yedo &
Peking; A Narrative of a Journey to the
Capitals of Japan & China; With Notices of the Natural Productions, Agriculture,
Horticulture, and Trade of those Countries, and other things met with by the
way, you’ll have seen that much of the space in
these works is dedicated to the preparations made by the explorers before
setting out. Even works of fiction like Basil Copper’s The Great White Space
and Blavatsky’s Book of Dzyan are replete with notes about getting ready
to depart, even before the action kicks in. It’s this getting ready that builds
the tension within the narrative and makes for a satisfying tale in the end.
The Swiss Alps was a favourite holiday location for Britons in the late
Victorian and Edwardian eras and a vast industry coalesced around the efforts
of getting English holiday-makers to the mountains and back again, hopefully in
one piece. The major player in setting up this trade was an Englishman named
Edward Whymper, who travelled to Zermatt near the Matterhorn and wrote annual
travel guides for those who were keen to walk in his footsteps. Initially, he
made a living by sketching the ruggedly beautiful Swiss landscape and having
these images engraved when he got back to London: these were so popular that
they financed his written memoirs and set him up as the quintessential tour
guide for those who wanted to see the mountains ‘in the flesh’ as it were.
Whymper’s A Guide to Zermatt and the Matterhorn came out in annual
revised editions starting in 1897, and kept mountaineering enthusiasts apprised
of such things as track closures, hotel tariffs and quality - even the names of
local guides who could be hired.
Soon, those who produced the goods and services necessary to the
wellbeing of mountain trekkers, haggled to have their advertisements included
in Whymper’s Guide, and his endorsement was sought for every possible
product, from rope, to woolen underwear, to beef extract, to travel memoirs. Hoteliers
and local climbers in Switzerland were equally desperate to be name-checked in
the book, because it guaranteed an income through the tourist season.
There was some scandal, however. On one of his trips, Whymper’s party
met with misfortune whilst climbing the Matterhorn; there were deaths and, as
is the way in these tragedies, the few who survived detailed different accounts
of what transpired and Whymper had the light of suspicion cast upon his efforts
as a reliable mountaineer. Queen Victoria even issued a ban against Britons
visiting the region as a result (not that anyone took any notice; in fact, the
number of tourists increased). Many later editions of his Guide are
tinged with a sense of Whymper making a case for his innocence, by raking over
the incidents of the mishap and dutifully discussing the burial sites at Swiss
churches of those who didn’t make it back alive. The final resting places, of
these and other unlucky Britons, almost became pilgrimage sites for those
following after them, and they are meticulously detailed in the Guide.
WHYMPER, Edward, A Guide to Zermatt and
the Matterhorn, Gaston’s Alpine Books/West Col Productions, Reading Berks.
UK, 1978.
Octavo; paperback, perfect bound with illustrated wrappers; 224pp. (plus
42pp.of adverts), with two folding plates and many engraved illustrations.
Facsimile reprint: moderate wear; covers rubbed with some marks and sunned
along the spine; light foxing to the text block edges and folding plates; a
small tear to the foot of the upper hinge. Very good.
What
follows, therefore, is a slew of information about getting your party to the
Swiss Alps and back again, taken from an early edition of the Guide, and suitable for any team of
Investigators from the Gaslight era to the Classic “Call of Cthulhu” setting of the 1920s (modern-day Investigators
will have to make use of the Internet, I’m afraid). I’m using a facsimile
reprint of the Guide from 1899,
published by Gaston’s Alpine Books and West Col Productions in 1978; but there
are no doubt many other copies out there in the world to be obtained.
Why
use this kind of material? Quite apart from the satisfying divesting of your
party’s funds, the short answer to that question is longevity. “Call of Cthulhu” is often touted as a
game where characters’ lifespans are shorter than those of mayflies, but the
simple process of preparing for an expedition effectively puts the brakes on
the narrative, bolsters the confidence of your team, and keeps everyone among
the living for a little bit longer. If the stakes in your adventure are high, a
few sessions of logistics planning and outfitting – with the attendant
haggling, scouting and bargaining – can be just as interesting and fulfilling
as a session that involves a confrontation with a Mythos nemesis. It also
raises the stakes enormously when the narrative takes that turn towards the
dramatic...
Of
course, your story might not be set in the alpine regions of Switzerland, but
the material presented here can be extrapolated upon for other parts of the
world.
First
Issue: Money
The
monetary systems of both the US and England remained remarkably consistent in
the period from 1895 to 1925. There were economic fluctuations of course, but
on the whole, parity between the currencies of both countries remained fairly level.
Consistent enough for the purposes of roleplaying, anyway. If your players are
heading out during the Great War, or are adventuring in Germany in the
Inter-war era, you’ll need to get a little creative; but straight currency
conversion between England and America is a relative breeze. Keep in mind also,
that England and Australia used the same currency for much of this time and it
was traded on an equal footing (despite there being much more gold in
Australia’s gold sovereigns than the chintzy British ones!). Similar
arrangements were no doubt in place in countries like New Zealand and Rhodesia.
Conversion
rates are as follows:
1 British Pound
(£) = 20 shillings = 5 US Dollars
1 British
shilling (s) = 12 pennies = 25 US cents
1 British penny (d) = 2 US cents
This
lets us convert £1/1s/1d (or one pound, one shilling and one penny) to roughly
$5.27. Remember also, that the British traded in guineas as well, when dealing
in real estate, medical transactions, art deals, the purchase of mechanical
infrastructure, or resources (such a steel or coal). A guinea is equal to one
pound and one shilling, or twenty-one shillings, just to make things confusing.
As you can see, that’s worth US$5.25.
To
make things fast, I have thrown together an Excel spreadsheet based on these
figures to make currency conversion easy to handle in-game; you might like to
do something similar yourself.
Now
that we know what we’re paying with, let’s get down to business!
Second
Issue: What to Wear.
Back
in the day, there was no such thing as GoreTex or any of the other funky and
new-fangled materials that readily keep people from freezing in sub-zero
temperatures nowadays. Back in the late Victorian times you had two choices:
flannel and wool. Wool was by far the most preferable because it kept you warm
and wicked away moisture, thereby keeping you dry – a positive bonus in the
snow. It was also difficult to set fire to, so the fallout from accidents
around campfires and stoves was minimised. As a result of Mr. Whymper, many
tailors in London began to specialise in clothing made from wool, producing
everything a climber might need from underwear to full suits. When Mallory’s
body was found at the base of Everest, he had an unpaid bill in his suit pocket
for the woolen clothes that he had on.
I
posted an earlier list of clothing – “The
Well-Dressed Gentleman Investigator” (and I apologise now for not having
completed a similar list for lady investigators: I am working on it but the sheer magnitude of the task, what with
shifts in style and the innovations of materials, processes and manufacture,
has kept it on the backburner). Much of what a mountaineering adventurer might
need is contained there – players should focus on items made from wool
(including vicuña, which is wool from llamas) or cotton. Keep in mind that,
unlike today, there was no faddish adherence to a clique-y dress-code for
various activities; adventurers back then often wore gear that made them look
as though they were merely out for a stroll around the village pond, so allow
your players some leeway in their choices.
Items
such as sunglasses were not considered necessary either, and sunscreen hadn’t
even been imagined back then; a good hat was the answer to the issues combated
by these modern contrivances.
Third
Issue: What to Eat
This
might seem an odd thing to consider, but Britons (and, by extension, Americans)
were highly wary about eating a foreign diet. Better, they thought, to take
along the sort of food that one was used to, rather than risking one’s health
on the local cuisine. They found French food too laced with garlic and awash in
sauces, Spanish food too heavily-reeking of garlic and loaded with seafood, and
Italian food was simply bizarre. Heaven knows what they would have thought
about sitting around a tabletop stove in Zermatt, dunking pieces of bread into
melted cheese! No, on the whole, they preferred to BYO.
As
for drink, champagne was considered de
rigueur when mountain-climbing, as every summit reached necessitated a
celebratory cork-popping. No mountaineer worth the name ever left home without
a crate or two.
Water,
on the other hand, is fairly commonplace in the Alps, in the form of snow and
ice, so dehydration isn’t really a problem for those who get lost or stranded.
Travelling to the Andes, on the other hand, where water is incredibly scarce,
is another issue entirely, and hydrophobic Brits need to be convinced to carry
supplies...
Fourth
Issue: Climbing Gear
This
boils down to backpacks, axes, boots, crampons and rope, in its mean
essentials. Most of these items can be found in the price lists in the back of
the “Call of Cthulhu” rulebook, but
again, check the lists of footwear in my earlier post for specific boots.
Much
of the climbing in the Zermatt region is a matter of staged hikes between
solidly-built huts. These were made available to climbers, to weather storms or
to stay overnight, and an unwritten code of keeping them neat and clean for the
next visitors and tipping (generously!) those locals who maintained them was in
constant operation. At some point nearer the summit of the mountains though,
these huts peter out and the party will need to resort to tents. This means
tarpaulins and blankets and transportable food supplies; rope, tent pegs and
poles, lamps and portable stoves and things to cook with. Most climbers choose
to avoid cooking out on the slopes, making do with potted meats and vegetables
or, as a last resort, beef extract (which is about as tasty as it sounds – shudder!).
The advantage of these pre-packaged comestibles is not just that they can be
eaten straight out of the container, but that they take up little room in a
backpack.
Aneroid
Barometer
|
£1/2s/-
|
$5.50
|
Arctic
Sleeping Bag
|
£2/12s/1d
|
$13.00
|
Camp
Stove
|
£1/3s/4d
|
$5.85
|
Canteen
(1 quart)*
|
-/6s/8½d
|
$1.69
|
Carbide
Lamp
|
-/10s/4½d
|
$2.59
|
Compass
|
-/9s/9½d
|
$2.45
|
Cooking
Kit
|
£1/13/11
|
$8.48
|
Folding
Camp Bed
|
£1/3s/9½d
|
$5.95
|
Gasoline
Lantern*
|
£1/6s/4½d
|
$6.59
|
Kerosene
Tent Heater
|
£1/5s/11½d
|
$6.50
|
Reflecting
Lamp
|
-/10s/4½d
|
$2.59
|
Rope
(per lb.)
|
-/-/9d
|
18c
|
Safety
Matches (box of 20)
|
-/1s/7d
|
40c
|
Tarpaulin
(24’x30’)
|
£4/1s/-
|
$20.25
|
Tent,
A-frame (7’x7’)
|
-/14s/6½d
|
$3.65
|
Tent,
Miner’s (12’x12’)
|
£1/3s/2½d
|
$5.80
|
Tent,
Wall (16’x24’)
|
£4/10s/9½d
|
$22.70
|
Tin
Canteen
|
-/-/11½d
|
24c
|
Water
Bag (1 gallon)
|
-/3s/6½d
|
89c
|
Wool
Blanket
|
-/3s/6½d
|
89c
|
*These
items are only available in the 1920s era
Ice Axe:
The
ice axe (or piolet) is crucial to
being able to climb in the Alpine regions. It is a one-handed implement, with a
tapering pyramidal point on one side of its business end and a flat,
chisel-like projection on the other. It is designed to chip handholds in ice
formations without simply turning the frozen water into something you’d find in
a slushy cup. The chisel can chip away at stone as well, and the flat sides of
the steel head allow the user to hammer in pitons – big nails used to tie ropes
on to. Modern versions have a curved handle which increases the power in each
swing, but the straight wooden handle is your meat-and-potatoes old-school
version.
Alpenstock:
Alpenstock:
An
alpenstock is essentially a walking-stick, used for trekking over mountain
trails. However, some bright spark at some point decided that it would be a
nifty idea to combine the alpenstock and the ice axe and voila! The long-handled ice axe was born. Both versions – with
axe-head and without – are common in the Alps. Many walking clubs issue small
enamelled medallions to commemorate having completed a particular trail, and
these are designed to be riveted to the haft of the walker’s alpenstock; you
can spot a well-travelled mountaineer by the bling on their walking-stick.
Without
an axe head an alpenstock is simply a large club; with the hardware, they
strike just like an ice axe but with a little extra damage from the greater
heft.
Crampons:
Crampons:
These
footwear additions are designed to let the wearer scramble up ice sheets and
walls, such as those obstacles generally encountered on glaciers. They comprise
a steel, or iron, frame which straps onto the user’s boots with leather cords,
and from which project a myriad flat, triangular spikes. They allow the wearer
to gain foot purchase where normally they’d being sliding into the abyss.
It’s
obvious therefore, that they can add a mean amount of extra grunt to a Kick attack; however, there are
limitations. Crampons are designed to anchor a person in place; the momentum
generated by a good kick can throw the attacker completely off balance because,
with one foot stuck in place, the force of a kick can throw them right over onto
their back – in worst case scenarios, even spiral-fracturing their supporting
leg. When Kicking an opponent while
wearing crampons, the attacker must roll their DEX or less on 1D20 after
attacking, to see if they remain upright; a critical fail means that they’ve
hurt themselves. To use these effectively whilst attacking, the wearer needs to
spend a round anchoring themselves and getting their balance; this is good if
the intended victim is moving towards them and allows them to get into combat
range. Having spent this time, the attacker obviates the possibility of having
to make a DEX roll, but a malfunction means that either the laces to the
crampon have burst, or the blades have become tangled in the victim’s corpus or equipment.
However,
if the crampon-clad character also has Martial
Arts as a skill, and their successful attack roll is less than their Martial Arts skill, they don’t have to
worry about DEX rolls at all.
Weapon
|
Cost
|
Base
Chance
|
Damage
|
Range
|
Attacks
/ Round
|
HPs
|
Malfunction
|
Alpenstock*
|
-/16/-
$4
|
20%
|
1D8+2+db
|
touch
|
1
|
15
|
00%
|
Crampons*
|
1/3/11½
$6
|
20%
|
2D6+db
|
touch
|
1
|
15
|
95%
|
Ice
Axe*
|
-/16/-
$4
|
20%
|
1D6+1+db
|
touch
|
1
|
12
|
00%
|
*This weapon can Impale
Fifth
Issue: Health Concerns
Most
adventurers don’t count on becoming ill when out and about and those who assume
this mentality usually don’t fare too well. It’s good to be prepared and a
basic first aid kit could be the difference between getting back to base camp
or not.
This
was a time when all kinds of things were available over the counter in pill or
powder form, including cocaine and heroin. The former of these two
now-prohibited drugs has had observable effects in reducing high-altitude
stress and might help offset some of an Investigator’s altitude sickness if
used judiciously. Not so likely are the many powders and concoctions which
pharmacists happily pushed on to punters claiming to cure everything from
hysteria to cancer: they are hardly likely to be of any use, but it’s better to
have something on hand when you’re stuck outside with frostbite in the Swiss
Alps.
Keepers
may wish to impose penalties on Investigators who attempt their First Aid Rolls on characters without
having access to a first aid kit; alternatively, they may choose to levy a
bonus to rolls provided by first aid kits of increased cost and quality (+5%;
+10%; what have you).
Illnesses
and infirmities which characters might have to face are bone breaks, diarrhoea
(ironically, quarantining oneself from the local cuisine is a major cause of
this), cholera, influenza, exposure and frostbite. First aid kits should
therefore contain such things as bandages and splints, preparations for dealing
with “Delhi belly”, aspirin, rubbing alcohol, exothermic topical gels and
creams containing agents such as eucalyptus or wintergreen oil, a scalpel and
scissors.
Alcohol
(half gallon)
|
-/-/9½d
|
20c
|
Elastic
Bandage (3”x15”)
|
-/4s/7d
|
$1.15
|
Gauze
Bandages
|
-/1s/6½d
|
39c
|
Laudanum,
4oz.
|
-/1s/1½d
|
28c
|
Nerve
and Brain Pills
|
-/3s/6d
|
88c
|
Scalpel
Set
|
-/5s/6½d
|
$1.39
|
Thermometer
|
-/5s/6½d
|
$1.39
|
Wine
of Coca, 16oz.
|
-/3s/9½d
|
95c
|
Sixth
Issue: Recording Data
Taking
notes is something that all Investigators do at some point. When you’re
exploring the wilderness, looking for evidence of cosmic horror, you need to
have some means of recording evidence to prove that you’re not simply
hallucinating.
Cameras
and binoculars were fast coming in to their own at this time. Formerly the
preserve of the very wealthy, such equipment was being mass-produced and the
costs for purchase, while still high, were no longer prohibitively so. Even
such devices as dictaphones, portable telephones and phonographs were in reach.
The only thing arguing against them was that they were generally quite bulky
and difficult to hump around.
Alternatively,
minimalist types or technophobes might simply make do with notepads and
sketchbooks, along with a reliable mechanical pencil.
Binoculars
|
£1/3s/9½d
|
$28.00
|
Box
Camera*
|
-/9s/2d
|
$2.29
|
Dry
Photographic Plates, 12
|
-/2s/-
|
50c
|
Film,
24 exposures*
|
-/1s/6d
|
38c
|
Film,
6 exposures*
|
-/2s/-
|
50c
|
Film,
48 exposures
|
-/11s/5d
|
$2.85
|
Folding
Pocket Camera*
|
£3/4s/7d
|
$16.15
|
Fountain
Pen
|
-/-/5½d
|
12c
|
Hand
Camera
|
£2/17s/7d
|
$14.40
|
Ink
(2oz.)
|
-/1s/8d
|
42c
|
Leads,
Pencil
|
-/2s/-
|
50c
|
Mechanical
(Propelling) Pencil
|
-/-/9½d
|
20c
|
Movie
Camera*
|
£17/16s/-
|
$89
|
Spyglass
|
£3/-/-
|
$15.00
|
View
Camera w/ Tripod
|
£5/19s/½
|
$29.75
|
Writing
Tablet/Sketch Block*
|
-/-/9½d
|
20c
|
Writing
Tablet
|
-/-/2d
|
4c
|
*These
items are only available in the 1920s era
Seventh
Issue: Getting It All There
This,
surprisingly, is not as difficult as it might seem. At this time, the network
of railways and shipping lanes was widespread and generally efficient, and
companies made a living by getting a tourist’s boxes and chattels where they
needed to be. All it takes is an itinerary and some idea of the weight.
Supplies are shipped by the “hundredweight” (cwt), which means the charge is
levied for each hundred pounds or portion thereof.
Handled
Bag (8lbs)
|
£1/9s/9½d
|
$7.45
|
Kit
Bag (27”x20”)
|
-/4s/9½d
|
$1.20
|
Leather
Gladstone Bag (8lbs)
|
-/10s/-
|
$2.50
|
Full-size
Trunk (85lbs)
|
£1/3s/9½d
|
$5.95
|
Packing
Trunk(40lbs)
|
-/15s/9½d
|
$3.95
|
Steamer
Trunk (55lbs)
|
£2/15s/9½d
|
$13.95
|
Suitcase
(15lbs)
|
£1/19s/9½d
|
$9.95
|
Obviously,
if the party crates all of its gear together in one lump, the whole exercise is
rendered more cost-effective. Still, accidents do happen and the group should make an averaged Luck Roll to ensure that everything
arrives in good order. If this fails, roll on the following table to see what
happens to the luggage:
D100 dice roll
|
Result
|
01-20%
|
The
party’s entire shipment is sitting in a warehouse in Paris, overlooked by the
luggage handlers due to miscommunication. Once its absence is noted and
enquiries are made, it will be stowed on board the next available train to
arrive 1D2 days later.
|
21-40%
|
The
party’s entire shipment was placed upon the wrong train. It has been
re-routed but will arrive 1D4 days later than expected.
|
41-60%
|
1D6
items of luggage were bumped to the next train due to space issues; the
missing items will appear at their destination 1D2 days later than expected.
Have players roll Luck: those that
fail must roll Luck for all their
possessions to see which items have been delayed.
|
61-80%
|
Customs
agents have seized the party’s shipment; it will arrive 1D8 days later after
having been opened and (badly) re-packed.
|
81-00%
|
1
item of luggage has been lost or stolen. Have players roll Luck: those that fail must roll Luck for all their possessions to see
which items have gone missing.
|
Insurance
is something that the party might want to look into...
Eighth
Issue: Getting The Party There
The
town of Chamonix in Switzerland is the nexus from which all Alpine travel takes
place, and Whymper’s handy infographic above, shows the prices and durations of
trips to there from many other locales. The cost of the fare from New York is
omitted, as is – bizarrely – the fare from Madrid, but costs can be easily
researched, or extrapolated from the information provided.
At
this time, passports and visas were somewhat nebulous. People often travelled
without them, but things could get tricky if someone – usually a railway
inspector or customs officer – wanted to see one’s papers. Not having ID could
get you locked up for a night while telephone calls were made to sort out who
you were. Having such paperwork is obviously preferable to not having it, and,
given the sorts of things that Investigators get up to, probably a wise
investment.
From
Chamonix, connexions are made to Viège (aka. Visp) and from there the Zermatt
Railway delivers tourists at the base of the Matterhorn. The Zermatt Railway
employs a singular third rail system which allows the track to rise very steep
inclines without resorting to earthworks – cuttings and other such features of
standard railway lines. When the gradient becomes too steep, a second engine
takes over and winds the train up the third rail which has teeth like a cog.
The train traverses the 35 miles from Visp to Zermatt at an average of 4 miles
per hour and stops at all intermediate stations. At Visp, there is a connecting
line to the Jura-Simplon Railway and the Zermatt Railway is occasionally
delayed to allow those other trains right of way. These delays can be quite
long.
Ninth
Issue: Where To Stay
Once
the party’s at Zermatt, the question becomes relatively moot. The town consists
mostly of hotels, designed to cater to the influx of tourists which starts in
late May and continues to late August. The main concern is that of booking
ahead, and here Whymper’s Guide comes
into its own. The book is full of details about all of the hotels, the state of
the rooms, the quality of the service and their proximity to the many local
walks – no detail escaped the eagle-eyed Mr. Whymper! It’s probably best to let
the adverts speak for themselves:
*****
That’s
it then: you’ve arrived safely in Zermatt! What happens next is up to your
Keeper, who – no doubt – will have something evil planned. Other locales across
the globe may not be so well catered-for as the Swiss Alps, but this overview
of the process of getting across the planet with all one’s equipment should act
as a handy template for the kind of planning involved. It’s certainly more
time-consuming than typing up a website and entering your credit card digits,
but then, recreating a past time is what “Call
of Cthulhu” is all about!
I'm really impressed by all the research you did here. I'll be running Beyond the Mountains of Madness later and I really needed this. Saving for later!
ReplyDeleteThanks for that! You might also want to check out an earlier post I wrote about the effects of sub-zero temperatures on ballistic and other weapons - "Shooting Cold". 'Should keep your players hopping!
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