With
this latest revelation, it should be immediately clear to the party (depending
upon their level of experience dealing with the Weird) that all is not as it
should be and that Something Is Going On. The party should cease evaluating the
scenario as merely an archaeological dig and review it as something more
otherworldly – unless, of course, they decide to be pig-headed about it.
Tracking
Elsie
Reuniting
with the locals who have largely given up on finding Elsie alive after all this
time, they can determine a few facts (unless, of course the party has been more
pro-active in finding the child, then they will have these morsels already):
· The
child is six-years-old;
· She
is small for her age, with blonde hair and green eyes;
· She
was last seen wearing a purple knitted top, jeans and pink woollen mittens.
Any
party members who saw the strange creature near the ‘Knowe will be able to
identify that it was wearing very similar garb. It’s not too much of a stretch
therefore – especially if the party has dealt with Mythos strangeness before –
to infer that Elsie is transforming into something bizarre.
The
party has a difficult decision before them: do they relate their new
information to the villagers or do they keep such outré possibilities to
themselves? If they do tell the villagers what they’ve seen, it’s unlikely that
they will be believed, first, because they’re Outsiders and second, because
they’ve thrown in their lot with the Reverend, who defaced the Watcher. If they
do present their findings to the other searchers, they will need some hefty Persuade Rolls in order to convince the farmers – even then, the locals will
assume that the party was mistaken about what they say they saw. If the party
convinces the villagers that they saw something,
at most Liam Reid and perhaps one other farmer will agree to scout the area
around the Devil’s Knowe with them on the strength of the information. They
will be highly sceptical though.
Searching
the area is largely up to those involved: the Reverend will claim a slight head
cold and beg off searching – implying, as he does so, that he feels the
villagers are not interested in his company at present. He will allow them access
to all of the rectory’s outhouses and land, including the glebe, and retire to
his study for rest and a hot toddy. The party can then divide up the search
area as they like and embark on the quest for the creature.
It
may transpire that some of the party might feel that their duty lies more
directly to the preservation of the ‘Knowe – there’s no reason that the group
cannot be subdivided and set upon two goals if this is the case.
“Elsie”
keeps within a certain range of the Devil’s Knowe defined by the radius line
that connects the Watcher to the ‘Knowe. Within this zone, the searchers must
make an averaged Luck Roll each hour
they spend there in order to find her. If any party members have Tracking as a skill, they are allowed - after
two hours and a successful roll – to make an Idea Roll: if successful,
they can determine that “Elsie” has a distinct range, what that range is, and
thereafter, the chance to find “Elsie” is equal to the highest Luck Roll of the party each hour.
Locating
“Elsie” will not be a case of simply stumbling across her standing in the open.
Have the party members make Listen Rolls:
those successful will hear a distinctive “clop-clop!” noise, as heard
previously. Fanning out, they will then need to make Spot Hidden Rolls to see the creature hiding in a thicket, or
crouched amongst the heather: her strangely vegetal appearance allows her to
blend in quite well with the harsh foliage and she uses the foul weather to her
advantage.
Once
the party has seen her, however, her first instinct will be to flee. If the
party somehow corners her (and remember, no dogs will help in this pursuit),
she will attack, and it won’t be pretty. “Elsie” is no longer a six-year-old child,
but the budding scion of an horrific interstellar race; she will fight hard to
avoid capture, and – at the first opportunity – will flee, rather than be
caught or killed. Remember too, that she can run uphill as fast as if she was
on level ground. Any person who has not seen her previously, must make a SAN
Roll – 0/1D6.
If
she escapes, then the party will have to make further plans in order to deal
with her. If they capture or kill her, the party, along with the local people,
will have to face some hard truths and realign their worldviews.
Meanwhile,
at Devil’s Knowe...
After
much patient work, the slabs at the top of the cist can be removed and the
inner space examined: the results will be somewhat disappointing. While some of
the accelerant entered the space and burnt within leaving some scorched marks,
there was nothing inside of any value that could have been damaged: the space
is empty. Intriguingly though, the bottom surface of the cist consists of three
more slabs of stone lain alongside each other. Some poking and prodding (the
stones are not a perfect fit) will determine that another space lies below
these slabs. It now appears (on the basis of an Idea Roll) that the interior of the mound resembles a Tripartite,
or Stalled, tomb, but one built vertically, rather than the usual horizontal
conformation. This is unprecedented in Orcadian archaeology.
The
incident with “Elsie” may prod the archaeologists of the group to forego some
of the slow procedural standards of a typical dig, and proceed to break through
into the space beneath this second barrier. At this stage, breaking the middle of
the three slabs is the only quick way forward, as the stones are built into the
walls and any other means of extraction will take significant time. However,
let the party proceed as it sees fit.
Once
through, the party will see that there is a third slab barrier below, beyond
yet another empty space. The party can now determine the basic construction of
the ‘Knowe as follows:
This
third barrier is the same as the previous two – three rough slabs laid
side-by-side. Again, breaking the central slab – with a mattock or
sledge-hammer – is the fastest way through to the space below, however much
this will offend the sensibilities of archaeologically-minded party members.
Again, let the party proceed as it likes.
Once
below, the party is confronted by this:
The
space beneath the final barrier is filled by a greyish-brown woody mass, of
incredible durability, resembling nothing so much as a giant walnut. It appears
to have been carved lightly across its upper surface in a typical Neolithic
zig-zag pattern, but otherwise seems natural. This is unprecedented: like Easter
Island, the first human settlers to the Orkneys slowly denuded the islands of
all tree-life and other sources of wood, forcing them to rely thereafter, exclusively
on stone for building, and driftwood and peat for fire fuel. Whatever this thing
is, it represents an enormous cache of useful lumber rejected and buried to no
purpose. The mysteries just keep piling up.
Awakenings...
Of
course, we know that the “wooden cache” in the ‘Knowe is more than it appears.
It is actually a Being of Xiclotl, abandoned upon Earth in the distant past by
the Insects of Shaggai and imprisoned by the Neolithic peoples of the Orkneys.
The magic they used is a sympathetic variety: they first selected a sacrifice -
a Watcher to hold vigil over the creature. This volunteer was infected by the
Being and bound magically to it by the shaman’s spells. When the Watcher was
sacrificed and buried under the standing stone which marked their eternal
grave, the Xiclotlan fell into a torpor, a state which neared death as the
Watcher’s body decomposed beneath the earth. Once incapacitated, the Neolithic
tribespeople built a tomb in which to imprison it forever.
Of
course, ‘near death’ isn’t the same as ‘actual death’, and the plant-like
Xiclotlan still managed to produced pollen and seeds – admittedly at a far
slower rate than normal – and these began to infuse the mound and the peat atop
it. Once the ‘Knowe was opened, those nearby ran the risk of encountering these
substances and of being infected and Elsie was the unfortunate recipient. Once
her transformation began, and the Watcher’s grave had been desecrated, the
sympathetic magic focused upon the child and, as she developed into a Xiclotlan,
the “Devil” in the ‘Knowe began to revive.
At
the moment, the Being of Xiclotl is content to await “Elsie’s” complete
transformation before emerging from its grave. However, if “Elsie” is captured,
or killed, this will be the spur to get the horror bursting forth from below
the earth. At this point, if “Elsie” is killed, the sympathetic magic will
change its focus to the Reverend, who, at this stage, is undergoing the
transformation into a Xiclotlan himself (remember his rash eating of the seeds
and his later complaining of being unwell?). Until then, the Being is content
to wait, although, if “Elsie” is hiding nearby and she makes her “clop-clop!”
noise, the Xiclotlan will respond with its own teeth-clacking sound from deep
in the pit. This should give any players in the mound at the time a hefty
moment of panic (SAN Roll, 1/1D6)!
Inevitably, the Xiclotlan is going to break free and run rampant across the isle of Hoy (and
beyond). When this happens, the party will be faced with something more than
likely outside of their experience and they will need to gird themselves in
order to put an end to this menace!
Notes
to Follow...
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