Dorothy
L. Sayers was once challenged that she couldn’t write a murder mystery that
followed the ‘timetable’ sub-genre of crime fiction; that is, a murder that
depends upon an intimate knowledge of train timetables, allowing minutes for
the perpetrator to arrive, do the deed and then vanish, leaving them with an
entirely plausible alibi - as long as no-one else does their trainspotting
homework! The result was Five Red
Herrings, arguably her worst book, and one that I – even she – would
recommend ‘for completists only’. To that end, I’ve always wondered if it would
be possible to write a “Call of Cthulhu”
scenario where all the information was on the table at the start of play and
wherein the Investigators could sift through a mountain of facts to trace the menace
to its source. Much like poring through train schedules with a map and a
stopwatch...
This
then, is what I’ve come up with. There are lots of documents and lists of facts
here through which a party of Investigators will have to shuffle in order to see
a bigger picture. In fact, to see any
picture at all! I’ve discovered in this exercise that facts tend to overlap
each other to the point of obfuscation and that is certainly the case here.
Your
party will either love or hate this, depending upon their personal tastes.
There is leg-work to be done, people to interview and leads to track down; at
the end there is an horrible confrontation with a Mythos entity of a low-grade
sort; however, if they don’t sort through the clues properly, they won’t get
there.
The
party will have to acquire the facts first, before they can start to make sense
of them. In this way, I’ve broken things up a little between action and
research, to try and play to individual strengths and to keep everybody
entertained. When things get to the deductive phase however – and they will –
it might be worthwhile just getting everyone around a table and blackboard with
all the evidence – “CSI” style – and
live roleplay their characters while exercising their “little grey cells”.
Other
things: this is a London-based “Cthulhu
Gaslight” adventure (because it’s easier to plot such material sans computers and mobile ‘phones) and
it might be a good lead-in or follow-on from my other adventure “The Whitechapel Golem”, helping to
establish, or reinforce, characters from that scenario. It might be helpful if
one of your characters is in law enforcement – a detective in the Metropolitan
Police, or Scotland Yard – but it’s not absolutely necessary. As research, you
might want to read Alan Moore and Eddie Campbell’s “From Hell” (avoid the movie!) in order to capture the mood and
atmosphere: be aware that this tale runs headlong out of the Spring-Heeled Jack
panic and into the Ripper mess, so familiarity with both of those sensations is
handy. Also, get a map of 1890s London – you’ll need it!
Finally,
aware that, in many ways, this story is a huge steaming mess of nastiness, if
you run into difficulties, drop me any comments or questions you might have and
I’ll be happy to help you through them!
*****
The
premise is that there’s a dark figure stalking women in the streets of London,
attacking them in order to slake its unnatural lusts. Witnesses are few and far
between and descriptions are vague, leading many to suspect that the attacker
is masked, or is the Ripper returned, or that it is a resurgence of the
Spring-heeled Jack phenomenon of 1838.
What
is actually happening is that the city is being stalked by a Xo Tl’mi-go, a
Mythos species of humanoid that preys upon normal humans for food and in order
to procreate. The creature arrived in London inside a collection of artefacts
transported from South America to the English capital. Its original location,
high in the west Honduran mountains, mummified it whilst still alive; the
wetter London environment has allowed it to moisturise back into life and now
it seeks to create more of its own kind.
“Child of the Kingdom”
char.
|
value
|
char.
|
value
|
char.
|
value
|
STR
|
15
|
POW
|
10
|
Age
|
???
|
CON
|
17
|
DEX
|
11
|
HP
|
15
|
SIZ
|
13
|
APP
|
n/a
|
Magic Points
|
10
|
INT
|
17
|
Idea
|
85%
|
SAN
|
n/a
|
Damage
Bonus: +1D4
Weapon: Claws 30% (1D6+db); Bite 25%, when held by claws (1D6);
Armour: 1
point, rubbery skin
Skills: Climb 80%; Disguise 50%; Hide 70%; Jump 55%; Listen 75%; Sneak 80%
Spells: None
SAN Loss: It
costs 0/1D6 SAN to see a Xo Tl’mi-go
In
order to pass unremarked through the metropolis, the creature has stolen
clothes from its victims; more ghastly than this, it has flayed the bodies of
some of those people it has killed and dresses in their skins, a habit which
affords it a degree of disguise. This has led to some reports of the assailant
wearing a mask, or gloves.
Having
revivified in the Museum, the creature left the building (killing the
nightwatchman en route) then wandered
around the city getting its bearings. It soon found the river and access points
into the sewer system. Once underground, it built itself a nest and began to formulate
a plan to assert its dominance over the pathetic humans of the city above.
Two
things were immediately pressing: food and the creation of more of its own
kind. Abducting men off the street allowed the creature to feed off their flesh
and flay their bodies in order to make skin suits. It should be noted that the
monster doesn’t actually wear its victims’ skins as a disguise (although that’s a handy by-product); it feels that it
adopts the skills, knowledge and power of its victims when it does this and, in
its own mind, the fact that it hasn’t been caught yet is clear proof that this
‘magic’ works. These suits are immediately seen for what they are in bright
light and close up (1D4/1D6 SAN loss), but on London’s foggy streets and
back-alleys, in addition to items of stolen clothing, they work well enough to
hide the monster’s true nature.
The
Xo Tl’mi-go also abducts and kills children, since they are easy prey. These
victims are used as food by the horror, although it also ritually sacrifices
the children as offerings to its deities in its vile nest.
The
Marauder lives according to South American Aztec culture. It worships the same
gods as the Aztecs and in the same fashion, although it ranks itself higher
than humans on the evolutionary scale. Its understanding of technology aligns
with that prevalent in Pre-Columbian Honduras: it has no conception of the
wheel or metallurgy (apart from the working of gold and silver), so much of
what is going on around it in 1890s London is quite simply inconceivable. As a
result, it is extremely cautious in
undertaking its nefarious crimes and will plan endlessly and meticulously to
maintain its freedom. Basically, it won’t go down without a very hard fight. As
weapons, it uses wooden clubs (tepoztopilli)
and, after it finds the oyster shells in the pub, it makes itself Aztec swords
(macuahuitl) – wooden blades lined
with the sharp edges of the shells (in lieu
of obsidian blades). These shells are also what it uses to skin its victims.
Lest
it be unclear, the Marauder is pure evil. It has the cultural roots of the
pitiless Aztecs, and it automatically assumes itself to be of a higher order of
being than the human cattle around it. It plans to replicate itself with the
single-minded goal of taking over this empire and ruling humanity with the rest
of its kind.
However,
the creature has discovered a major flaw in its plans: during winter, the
British capital is too cold for the monster and it is forced back to its nest
to hibernate. Astute Investigators will notice that all attacks and other
related reports about the beast only happen during the summer months. When the
Xo Tl’mi-go first awakens, its attacks are furious and unrelenting; as autumn
approaches there is a slight escalation once more before they cease for another
year. In time, the monster will discover heaters and fireplaces, but for now it
does what it can in the time it has available. The party has stumbled upon the
horror at its most vulnerable moment: if it successfully breeds more of its
kind, things can only get worse for the Londoners!
Playing the Marauder
Imagine
what it would be like if you were a Stone-Age entity dropped into the middle of
1890s London. You’d see a bunch of large stone buildings in carefully laid-out
streets – nothing exceptional there, the Aztecs had huge edifices and town
planning also. Although you’d probably be at a loss to know what the buildings
were for. Next, you’d be bewildered by horse-drawn traffic: both the wheel and
horses would be novel concepts to you, although sleds pulled by llamas are
things within your experience. The dogs would be bigger, the cats all smaller
and the ‘guinea-pigs’ would be numerous, lean and have tails.
After
ten years lurking in the sewers below the streets (city plumbing was a feature
of Aztec settlements, so no troubles there) you have been able to work out that
the population is highly gendered in terms of its dress and conduct. You can
spot men from women and have acquired a fair degree of familiarity with modern
clothes. Like the Aztecs, the warriors wear quite different apparel and you
would be instinctively wary of men dressed in uniforms – policemen, soldiers,
hospital staff. In combating these types, you would take the time to observe
them for weaknesses and they would be the first targets for you in a melee.
You
understand that the lights on carriages, along the main roads and outside of
buildings are some kind of man-made illumination – possibly magical – and, like
all light, you’d try to stay clear of it. You have worked out that smashing
these light sources effectively extinguishes them, but it’s just as easy (and
quieter) to simply fade into the relentlessly foggy air.
Ambush
is your preferred option for attack. The humans of this place never look up and
don’t travel in the tunnels beneath the streets (although there are some few
who do). Because of this, you have learned to move along rooftops, in back
alleys and through the sewer mains, keeping out of sight and staging
lightning-fast attacks that the humans cannot counter. Few of them have
adequate fighting skills anyway, and at most they carry clubs which have
limited effectiveness. The only real advantage that they have lies in their
numbers, and you would work very hard to avoid being surrounded or confined in
any way.
A
crucial element in running this character is its Idea Roll. Anytime the creature is confronted by a new concept, it
has a chance to work out what it is on some basic level by making this roll. If
it approaches a trap or ambush, it’s legitimate for the Keeper to give the
Marauder a chance to sense that something is dangerous to its survival – even
if it doesn’t figure out exactly how
– and to pass it by. So far the creature hasn’t seen a gun in action – the
first time it does, it will take this information on board and start to
integrate this new threat into its worldview.
Hooking the Players In
As
mentioned, if one of your characters works for the police, this is simplicity
itself: the details of the most recent attack arrive with a thump on their
desk. Otherwise, the Keeper will have to use their ingenuity.
Another
alternative is to have the party become interested in the discoveries of flayed
partial corpses being dredged up out of the Thames River. The newspapers create
a “nine-day’s wonder” out of this happening and spill a bit of ink on the
topic. If the party has some cachet
with the police, they might then be able to offer their services as part of the
formal investigation.
The
easiest means is to have one of the Investigators be familiar with the Pearsons
(the victims of the latest attack). This smacks of the ‘Long Lost Friend Hook’,
I know, but needs must where the Devil drives. If the Keeper can find a better
solution, by all means go for it; otherwise there is always this option fall
back on.
Progression
Depending
upon how the players enter the story, the investigation will take one of two
approaches (although there may be more):
Child
abductions: The
Pearson child was taken in broad daylight, by an assailant who jumped onto the
roof of the hansom cab and snatched the infant from its mother’s arms. Lady
Otterline was wounded in the attack and Sir Albert Pearson killed after falling
from the cab. Discussions with the police will reveal that this isn’t the first
time a child has been brazenly snatched off the streets in the Holborn area.
Skinned
bodies: Newspapers
have been talking about the discovery of a skinned man’s leg on a trash heap in
Russell Square. Connexions are made between this discovery and that of the flayed
body of a man found floating near Cleopatra’s Needle in 1887.
Setting the Scene
The
unacknowledged ‘character X’ of this piece is the city of London itself. The
adventure takes place in the western end of the city in what today is
considered a fairly ritzy part of town. Back then it was a very different sort
of place. The districts of Holborn, St. James and Bloomsbury were riddled with
networks of slums, ghettoes which housed the most desperate and ruthlessly poor
underclasses of the British capital. Areas such as St. Giles and Seven Dials
were notorious for crime and the upper classes walked theses regions alone at
night at their own peril.
Modern
audiences are relatively familiar with the idea of Victorian London – the recent
fad with all things steampunk have seen to that. Essentially, if you play up the
concepts of gaslighting, fog and horsedrawn carriages, you’re pretty much
halfway there. If you take the time to watch various films and TV shows set in
the period – “Ripper Street”, “Peaky Blinders”, “Penny Dreadful” – you’ll quickly be able to convey the atmosphere
of the place to your players.
The
Victorian period saw the birth of advertising on a large scale and your
characters will see walls covered with handbills vouching for the effectiveness
of everything from soap to bootblack. These walls will be a source of
information for your team once things get going so make sure that you draw your
players’ attention to them. Once the party of Investigators are in the Holborn
area, they will start to see posters and notices warning of a night-time rapist
or asking for information about missing people. This is where the party might
start to see a wider picture of interconnected events.
Remember
that the Marauder has had ten years’ experience on these streets, learning
every alley and laneway between Highgate Cemetery and the Thames Embankment, so
don't feel guilty about using any and every permutation of the city’s construction
to your own benefit. Get yourself a period map and study it well; remember that
the Marauder uses the roofs and sewers with equal facility.
About
the sewers. Don’t get too hung up on detail here: they are simply red brick
caverns and tunnels underfoot. Unlike Paris, where the sewers below the streets
run directly below the roads above, London’s bowels are a twisty maze that you
can configure and re-configure to your heart’s content. As long as you convey
the atmosphere of what they’re like, it will be enough (try watching Neil
Gaiman’s “Neverwhere” for
inspiration). Of course, if one of your players is resourceful enough to find a
period map and bring it to the table, then fine – go with it and congratulate them
for their innovation. If a request for maps is proposed by the characters, the
police will simply shrug: it’s not their turf. However, they will provide two
sewer workers who will act as guides for the party if needed (again this
obviates any need to provide a canvas for your players).
If
you have meta-gamers in your crowd, try and shut them down easily. Once these
guys discover that the British Museum is in the centre of the affected area,
they might get all gung-ho and kick in the doors. Try to get them to be
reasonable about it: if there’s no direct reason for them to go there, they
shouldn’t be drawing Lovecraftian conclusions. If their investigation takes
them there, fine; if they’ve exhausted every other avenue and they go there
just to lift stones and see what’s underneath, also fine; however, if they say “a
museum huh? I’ll bet that’s where the nastiness is – let’s go there first”,
then they’re out of line. If you paint a grim enough picture of the
crime-ridden district surrounding them, it might make them think that a prim,
orderly museum is the last place that
their villain would be. Of course there are things to be discovered here, but
the evidence should take them there, not
their fan-boy instincts.
To
Be Continued...
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