Age of Cthulhu 1 - Death in Luxor
Age of Cthulhu 1 - Death in Luxor
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late. Professor Aaron Bollacher and his entire team are al- crafty investigators can negotiate Luxor’s environs without
ready dead. The sole survivors, an intern and the Professor’s ever resorting to combat.
wife, have disappeared, vanishing into the dark alleys of Each clue offers two or more leads that move the in-
Luxor. Can the investigators stop the deep ones from free- vestigation forward. Which path the story takes is up to the
ing their dread master? Or will the star-spawn rise again to investigators. The adventure is designed to offer investiga-
have its revenge on the descendents of hated Ramesses? tors redundant options, decreasing the odds that they ever
Investigation Summary exhaust all their leads. Each encounter offers a number of
skill solutions to the investigators, but keepers are always
A free-form investigation, the player characters can take the first and last arbiters of the scene, and should encourage
any number of paths (indeed, even doubling back on their player creativity and cunning.
trail) in their quest to solve the Chicago House murders. The
adventure is organized into scenes, so that a keeper can flip If ever the unthinkable should happen, and the inves-
easily from one to the next as needed. tigators find themselves completely stumped, the keeper
should allow the investigators to struggle for a brief while
Player Beginning, page 5: In which the investigators (sometimes inspiration is born of desperation). But, as in
fly into Luxor and are confronted by corrupt police offi- all games, the keeper should take action before the game
cers. becomes too trying or boring. If desperate measures are
Scene 1a, Chicago House, page 6: In which the inves- called for, the keeper should run the following encounter,
tigators discover the fate of the Chicago House Expedition kick starting the investigators back into action.
team, only to be chased off by Luxor police. Read or paraphrase the following:
Scene 1b, Chicago House – Police Cordan, page 13: The police auto rolls to a stop before you, and six men
In which the investigators return to Chicago House for a leap out, calling for you to halt. Billy clubs drawn, they
more thorough investigation. quickly surround you, demanding to see identification.
Scene 2, Ali Baba’s, page 13: In which the investiga- The police, bought off by Carlisle and the theosophists,
tors track down Rose Bollacher, deal with a trio of thugs, have been on the lookout for foreigners matching the de-
and begin to apprehend the depth of the real mystery before scription of the investigators. The characters have been rat-
them. ted out by one of the locals, likely a beggar or street ven-
dor.
Scene 3, Ramesses Temple Complex, page 18: In
which the investigators find the work camp of the Old Per- The police attempt to capture the investigators, strip
sian and the devotees of the star-spawn, meet Carlisle and them of any weapons and identification, then cinch hoods
Jack Saul, and discover a lead to the New Crypt – the resting around their heads and force them into the police car. The
place of the entombed deep ones. police drive to the investigators to Alexis’ Bolthole (Scene
Scene 4, Crypt of the Deep Ones, page 21: The inves- 5) to be questioned by Carlisle. The theosophist gleans what
tigators’ first brush with the servitor races of Cthulhu, buried information she can from the investigators, makes her case
deep beneath Luxor. A mystery is answered, but more ques- against them, then leaves to finish her own line of inquiry.
tions are left unrevealed. The investigators, for their part, need to escape the bolthole
to regain their freedom. See Scene 5 for more information.
Scene 5, Alexis’ Bolthole, page 26: In which the inves-
tigators uncover the plots of the theosophist, are stalked by a Six Policemen
lesser shoggoth, and flee for their lives into the dark streets STR CON SIZ DEX POW HP
of Luxor. 12 13 14 11 09 13
Scene 6, The Prison of the Star-Spawn, page 31: In Damage Bonus: +1D4
which the investigators journey into the Valley of Idol, un-
cover the prison of the star-spawn, and face down a horror Weapons: PO8 Luger 40%, damage 1D10
from beyond the stars. Billy club 40%, damage 1D10 + db
Grabble 40%, damage special
Investigations in Luxor: The adventure is fo-
cused heavily on investigation. While dangers – physical, Dreams of Luxor: The Old Ones speak to us in our
spiritual, and mental – lurk around every corner, cunning or dreams. In Luxor, where the curtain between one world and
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the next is thin with age, these dreams come more readily, es their way free from beneath the disk. As the disk shifts
offering insight … and the madness that must follow. aside, shattering ancient eldritch seals, a deafening keening
For every night spent in Luxor, each investigator should fills the air.
make a Sanity check. Those that fail spend a sleepless night 60-77 … a mob of corpses, stumbling
haunted by dreams born of the Old Ones. For each investi- through the streets of Luxor. Their flesh peels away from
gator failing his Sanity check, roll 1D100 and consult the their bones, revealing layers of maggots and crawling
following table: worms. The corpses fall to their knees and raise their arms
Roll (1D100) The Investigator dreams of … in worship of the investigator.
1-7 … a desolate landscape of sweeping 78-91 … Luxor, aflame. Naked citizens
deserts under a violet sky, devoid of stars. Deep ones dance cavort, dance, and sing in the firelight as buildings collapse
and cavort around a crackling fire built of corpses heaped around them.
high. The deep ones beckon to the investigator, drawing him
into the dance. 92-100 … himself, seated atop crumbling
ruins (later recognized as Medinet Habu) beneath a gibbous
8-17 … an abandoned Luxor. Searching moon. As the investigator watches, he sees deep ones slip
through the city, the investigator is unable to find any liv- out of the New Crypt, slinking into the darkness.
ing creature, until entering Chicago House, where a pair of
young twins plays jacks on a table before a leering Cthulhu A Note on Skills: The fifth edition of the Call of
idol. The twins turn towards the door as the investigator Cthulhu rules doesn’t call for differentiated skill checks. In
enters, revealing bloody faces. They offer their eyes to the practice, all uncontested tasks are equally difficult, and it is
investigator, freshly plucked from empty, weeping sockets. only the character’s skill that comes into question. Death
18-24 … a sinister, aged man wrapped in in Luxor runs against canon by noting instances in which
a sickly yellow shawl, offering a skeletal hand to the in- the task attempted might be more difficult than another –
vestigator, beckoning him closer. The ancient man hisses a comprehending a coded post-Atlantean spell, for instance,
phrase through rotten, broken teeth, “Seek the Old Persian as opposed to simply translating the Latin works of occult
among the bones of the fallen pharaohs. ‘Ware the Nile, she magician Johannes Trithemius. Keepers are encouraged to
runs again.” disregard or employ this rule, as they see fit.
25-29 … of an empty bar (later, the inves- When skill checks are listed in the text, they are fol-
tigator will recognize it as the Ali Baba). A woman sits at the lowed by a percentile figure. For example, Cthulhu My-
bar, drinking whiskey. The woman has a bullet hole in her thos (-25%). In this case, the investigators would reduce his
forehead; an enormous exit wound gapes red and wet in the chance of success by 25% … a challenging task indeed! In
back of her skull. In between drinks, she plays with bullets, some instances, the skill is followed by a bonus, e.g. Arche-
reloading her revolver. ology, +10%. In this instance, the character would increase
30-47 … Chicago House beneath a dark- his skill by 10%, increasing his odds of success.
some sky. As the investigator draws closer, he spies thou- In some instances, a skill chance might be elevated
sands upon thousands of frogs, forming a croaking, green above 100% or reduced to less than 0%. If the skill check
carpet seated around the institute. The frogs hop aside for is important to the game, the investigator should still make
the investigator, looking up with unblinking, worshipful the attempt, given that rolls of 01% or 100% are always a
eyes. success or failure, respectively.
48-54 … the Nile. The investigator is ar- Player Beginning
rayed as an ancient Egyptian archer, standing on the bank Before play begins, give players Handouts A & B, and
beside a thousand other archers. As the investigator watches, ask each to describe his background and relationship with
an army of deep ones emerges from the waves. Behind the Professor Bollacher or the Chicago House. Sample stories
ranks of the deep ones, the Nile boils and rolls, as a looming are provided with the pre-generated characters.
shape rises from the deep.
55-59 … an ancient, crumbling vault. In The adventure proper begins with the investigators fly-
the heart of the vault, an enormous stone disk covers a dark ing into Luxor. To begin the adventure, read aloud or para-
well. As the investigator looks on, a trio of tentacles forc- phrase the following:
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You ride into Luxor on the tail of a storm. Lightning unbleached butcher paper.
traces streaks across the starless sky, illuminating every Detain the foreigners. Expect Carlisle tomorrow night
cracked street and dusty alley – even the mortuary temple of
at the safehouse.
Ramesses the III – in unforgiving clarity, before retuning the
city to darkness. Six Policemen
You strive to make out the Chicago House through the STR CON SIZ DEX POW HP
plane’s oil-streaked windows, but it is lost somewhere in the
12 13 14 11 09 13
warrens of crumbling stucco shops and stacked tenements
that sprawl across the city like shards of dusty pottery. Damage Bonus: +1D4
The plane skids to a stop atop the broken and rutted Weapons: PO8 Luger 40%, damage 1D10
runway just as the first drops of rain begin to fall. Billy club 40%, damage 1D10 + db
Investigators looking out the windows of the plane note Grapple 40%, damage special
three Luxor police cars waiting on the runway. At the end of Scene 1a, Chicago House
the runway, by the terminal, is a fourth car, sent to chauffer
the investigators to Chicago House. Chicago House is the scene of a mass murder that
dwarfs any in recent memory. Professor Bollacher, driven
As the plane comes to a stop, five policemen surround
mad by his knowledge of the Cthulhu mythos and jealousy
the plane. As the passengers descend the steps, the police
of his adulteress wife, killed everyone in the house and then
pull each aside, checking their identification and demanding
hanged himself. Two souls escaped the slaughter: Rose Bol-
to know what they are doing in Luxor.
lacher, the professor’s wife, and Jack Saul, an agent of the
The police have been sent by Captain LaSalle with or- theosophists. Chicago House is rife with clues for alert in-
ders to put the investigators back on the plane out of Luxor. vestigators. Time, however, is not on the investigators’ side;
They have little or no justification for doing so, and attempt they will have to work quickly and efficiently to garner the
to fabricate any reason for placing the investigators under clues needed to advance their investigations.
arrest. Differing stories, contraband, or even undeclared
weapons are more than enough grounds for the police of- Use this scene if the investigators reach Chicago House
ficers to demand that the investigators re-board the aircraft on their first night in Luxor. If not, refer to Scene 1b instead.
and depart Luxor. If the investigators resist, the police ap- If the investigators are brought by the chauffer, he drops
prehend them and transport them to Scene 5, Alexis’ Bolt- them off at the front of the house, then drives around back to
hole. park the car in the carriage house.
Investigators can attempt to Fast Talk their way past Read or paraphrase the following:
the police, bribe the officers (Bargain, +10%), Sneak off Bolts of lightning split the sky, and the crash of thunder
the plane (-20%), or even hide on the plane (Sneak, -5%) rolls over the city. A building stands apart from the muddy
until the police leave. shacks and dilapidated slums, with its high, clean walls,
Violence is the least efficient option – it immediately manicured trees, and tall windows that tremble with the roll-
gives the police reason to employ deadly force. Unless in- ing thunder.
vestigators make a speedy get away in a stolen police car, or A crack of lightning illuminates the sign long enough
in a car sent by Chicago House, the police draw their pistols for you to read the words: Chicago House.
and demand the immediate surrender of the investigators.
The police believe that they are only here to cow a few for- The windows are all 7 feet off the ground, except on the
eigners; they have no interest in getting hurt for Captain La- courtyard (area 1-1). The door to the servants’ quarters on
Salle. When it becomes clear that pursuit or fighting will end the east side of the building stands open.
badly, they return to the police station to report their findings There are a number of dead bodies littering the build-
to the Captain. ing. Each investigator should make a Sanity check for the
first body they encounter (Sanity loss 0/1D3), but not for the
Clues: If one of the policemen is searched, the inves-
subsequent bodies.
tigators find a note written in blue ink with the following
There is a limited amount of time for the investigators
instructions. A successful Accounting check (-15%) identi-
to gather leads. Fifteen minutes after the investigators enter
fies the color of ink and style of nib as being consistent with
the building, a troop of nine police arrives. See Wrapping
the Waterman Safety fountain pen. The note was written on
Up at the end of the scene.
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Area 1-1 – Courtyard: Read or paraphrase the following: Investigators can inspect the corpse after lowering it
Steps rise to a stone courtyard overlooking the grounds from the beam. The professor’s hands, coat, and the soles of
below. Tall windows flank a pair of elaborate wooden great his shoes are smeared with blood; a pair of broken glasses is
doors, and – strangely – the courtyard is nearly overrun stuffed into one pocket, along with a bloody kitchen knife.
with frogs of all sizes. Carved with elaborate designs and His forehead is anointed with scented oil (myrrh), and a
ancient Egyptian motifs, the heavy doors glisten with rain. stopped vial of the oil rests in his vest pocket. His clothes
A single light flickers from somewhere inside the building, are soaked with water (from killing the intern in area 1-7),
but the rest of the building is dark. and a puddle of water and urine has collected on the floor
beneath the body.
The doors are locked (Locksmith, +10%). The win-
dows on either side of the courtyard are open to the night air. Clues: An inspection of the study turns up numerous
There is a 25% chance each minute spent on the courtyard books, leaflets, and papers dedicated to Egyptology and ar-
that lightning flashes on the far side of the building, silhou- cheology, but nothing eldritch or arcane in nature. Resting
etting the hanging corpse of Professor Bollacher dangling on the largest table is a large granite stone carved in the
from the rafter of the study (area 1-2). shape of a tetragon. An Archeology check (+20%) correctly
identifies the stone as a keystone of sorts. A cursory inspec-
Area 1-2 – Great Hall: Read or paraphrase the following: tion of the stone reveals that one face is worn smooth, as if
High book shelves and cluttered tables dominate the by water or wind; the opposite side is stamped with a sigular
lightless study. Rain courses down the tall windows. Light- rune (show players Handout C). A successful Archeology
ning strikes somewhere nearby, and in the blinding flash of check (-15%) translates the text as follows:
light, you see a body hung from the rafters. hold back the sacred Hapi
Aaron committed suicide minutes before the investiga- secure the Great Green
tor’s arrival; inspection reveals that the corpse of Profes- the waters rise, the ancient one returns
sor Bollacher is still warm. The professor killed himself by The keystone is a plug, stolen from the Crypt of the
climbing atop one of the study’s wide wooden beams, where Deep One (see Scene 4).
he had hung a noose fashioned from electric cord. He then Area 1-3a – Professor Bollacher’s Office: Read or para-
placed the noose over his neck and hurled himself violently phrase the following:
towards the ground. The force of the blow snapped the pro-
fessor’s neck and nearly decapitated the corpse. The dark office is in disarray, littered with papers,
books, and leaflets as if cast about by a windstorm. A desk,
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with an overturned chair, occupies the center of the office. August 5: Resumed work on the Great Wall of Medinet
Framed pictures have been hurled against the walls, scat- Habu. Hieroglyphs near impossible to decipher, but Bol-
tering shards of glass across the floor. lacher has faith.
The professor destroyed his office in his madness, hop- August 18: Bollacher away. Rose and I working on new
ing to obscure any evidence of his studies. He was largely translation. Delight to work with someone other than old
successful – there is precious little to be gleaned here. The Bull.
books and papers all deal with Egyptology, specifically the
history of Egypt. August 25: Breakthrough! Translation and map to new
crypt. Bollacher returning this week. Rose refuses to help w/
Clues: A Spot Hidden check (-5%) notes one of the opening crypt.
broken pictures as a photographic record of the expedition
team, dated two weeks prior. There are seven people named September 1: Bollacher led expedition to new crypt.
in the photograph, and five of these people lie dead in Chi- Rose anguished, threatening to leave. Bollacher returns
cago House. Comparing the team photo against the corpses with keystone. Something’s changed – wonder if he knows.
littering Chicago House, investigators discover that Mrs. Today’s entry, the 3rd of September, is blank.
Bollacher and an unnamed assistant (Jack Saul) escaped the
slaughter. Finally, in the bottom of a desk drawer is a simple wood-
en case with a glass lid. Beneath the glass is a single, corked
Area 1-3b – Professor Bollacher’s Quarters: Read or
ceramic vial containing oil of myrrh, and 6 sharpened wands
paraphrase the following:
carved from carob wood. Jamison was making preparations
This chamber is home to a large bed and a heavy ward- based on a loose translation of the stone concealing the New
robe. The sheets are in disarray and the wardrobe has been Crypt (see area 4-1), believing – correctly – that the stone
pitched over. offered a solution for defeating the deep ones.
This chamber was once home to Professor Bollacher Area 1-4b – Professor Jamison’s Quarters: Read or para-
and his wife Rose Bollacher. Apart from clothes belonging phrase the following:
to both the professor and his wife, there is little to discover
here except by the most thorough investigators. A single bed stands against the far wall of the room,
and an open suitcase sits atop a footlocker against the op-
Clues: Exceedingly careful investigators discover a set posite wall. An inert form lies draped over the edge of the
of matching luggage in the wardrobe. The twin of the larg- bed, and blood has pooled on the floor.
est piece is missing (taken by Rose Bollacher). A successful
Idea roll confirms that most of the women’s clothing has The body in the bed belongs to Professor Jamison, the
been taken from the wardrobe, save for an article or two that first of Bollacher’s victims. Anyone with a photograph of
were dropped on the floor in Rose’s hasty flight. the expedition team can identify the body. The professor
carries a wallet and passport in his coat pocket, along with a
Area 1-4a – Professor Jamison’s Office: Read or para- ring of keys that open every door in Chicago House (includ-
phrase the following: ing area 1-5).
This well-kept office has a large wooden desk and a Jamison’s throat has been slit. The body is cool, indi-
number of bookshelves stacked high with many tomes. A se- cating that the doctor was killed early, relative to the other
ries of diplomas and degrees are hung in frames on the wall, corpses in Chicago House.
beside a large-scale map depicting North Luxor City.
Clues: Witnessing Bollacher’s growing madness, Jami-
Investigators inspecting the diplomas easily determine son was planning to run away with Rose. The suitcase is half
that the office belonged to Professor Jamison – Bollacher’s packed with Jamison’s clothes and belongings. Haphazardly
best friend and sole rival in the field of Egyptology. He was left atop the clothes is a hand written note from Rose (show
also the first to die when madness seized Bollacher. A curso- players Handout E):
ry investigation of the chamber notes the bloody footprints Dearest,
leading from area 1-4b to 1-8.
Clues: A careful inspection of the desk (Spot Hidden) I’m sorry, but I cannot tolerate any more of Bollacher’s
discovers Jamison’s expedition log. Show players Handout madness. I know what I saw in the crypt. I respect your deci-
D. The last 4 entries read: sion to stand by him, though my heart breaks in two. If you
reconsider, I will be waiting at Ali Baba’s, at 9’oclock to-
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morrow night. Come with me to Spain – we can leave behind Area 1-6 – Interns’ Quarters: Read or paraphrase the fol-
the hell of Luxor, and our thoughts will never again dwell on lowing:
its immortal wickedness.
A pair of beds stands on either side of this room. Foot-
I will wait for you. lockers sit at the head of each bed, and a large chest of
The note is not signed, but if the investigators have a drawers stands beside the door.
sample of Rose’s handwriting, a successful Accounting The chambers are where the four interns – William
check correctly identifies the handwriting. Any cabbie and Loomis, Timothy Lowe, Reginald Smithson, and Jack Saul
most locals can direct the investigators to Ali Baba’s, a no- – spent their nights. Bollacher murdered the first three and
torious dive bar found in the slums of North Luxor. left their corpses in the library (area 1-8) and the showers
Area 1-5 – Gear Room: (area 1-7). The fourth intern, Jack Saul, an agent of the the-
osophists, escaped with his life.
The entrance to this room is locked with a sturdy dead-
bolt (Locksmith, -10%). The key to the deadbolt is on Ja- Clues: Three of the footlockers are filled with clothes
mison’s body (area 1-4b). Once the investigators gain entry, and the interns’ personal effects (wallets, passports, and me-
read or paraphrase the following: mentos from home). A close comparison of their contents to
This dusty room is home to a number of large crates. those of the last locker (Spot Hidden or Idea roll) reveals
Shelves line the walls, holding more boxes. Loose straw, that contents of the last locker are utterly generic: the clothes
used for packing, litters the floor. A single claw hammer and are folded but well worn, there is no wallet or passport, and
crowbar hang from hooks just inside the door. generally, there is nothing with any kind of personal signifi-
cance.
Professor Jamison was responsible for overseeing the
expedition gear. The team’s gear is kept in this storage room, This last locker belongs to Jack Saul, who also keeps
mostly in boxes, packed with straw and newspaper. a second apartment in Luxor. Jack left earlier this evening
to rendezvous with his superiors, and thereby escaped with
Rooting through the boxes is time consuming and yields his life. A careful search of the fourth locker (Spot Hidden
nothing in the way of clues. However, for investigators that -15%) reveals a scrap of paper that has fallen between the
might not have adequately packed for their adventure, this footlocker and the bed. The scrap of paper reads:
chamber is a gold mine. It takes 1D4 minutes to open each
box, or half that time if the investigators rush (damaging any Alexis’ place, Carlisle
of the fragile items). Investigators find: 1005, Shari El Matar
• 3 sets of 8-power binoculars (fragile) The note refers to Jack’s meeting place and time. The
second line of the note is a street address easily identifiable
• 1 canvas tent by any cabby – the location of Alexis’ safehouse.
• 6 sets of digging tools (shovel, pry bar, pick) Area 1-7 – Showers and Bathroom: Read or paraphrase
• 1 large camera (fragile) and 25 rolls of black and the following:
white film
Thick, billowing clouds of steam pour out from the
• 100 rounds of .30 ammunition packed in sawdust doors ahead. Inside, you spy a white tiled shower and bath-
• 4 kerosene lanterns (fragile) room. Scalding water streams from the showerhead, filling
the room with steam.
• 20 bundles of candles (6 to a bundle)
The west shower also holds one of Bollacher’s victims.
• 2 flashlights (fragile) Read or paraphrase the following:
• 10 boxes of matches
A naked body lies face down in the shower, the corpses’
• 3 bottles of Kentucky bourbon (fragile) skin scorched red from the burning water.
• 6 one gallon canisters of kerosene The body belongs to Reginald Smithson, one of Bol-
• 1 crate (10 sticks) of dynamite packed in sawdust lacher’s interns. Bollacher stabbed Reginald to death, and
then sawed his fingers off with a kitchen knife. The missing
• 4 spools of rope (50 ft. each) fingers are found in the library (area 1-8).
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Area 1-8 – Library: Read or paraphrase the following: the film (a Photography check requiring two uninterrupted
hours) they discover the sole surviving photograph of the
Enormous bookshelves line the walls of the room, floor tomb of the deep ones. Show players Handout F.
to vaulted ceiling, interspersed with hunting trophies and ri-
fles. Comfortable wicker chairs are placed about the room, Area 1-10a Servants’ Mess Hall: Read or paraphrase the
with a pair of stuffed leather chairs facing an enormous fire- following:
place. The smell of burnt incense hangs in the air. A pair of long, scarred tables occupies the dirty hall.
The corpses of Bollacher’s interns, William Loomis Shiny black roaches scurry over the stacks of dirty plates
and Timothy Lowe, rest in the chairs; killed by cyanide poi- and bowls.
soning, the bodies gaze at the fireplace, looking on with un- The mess hall is where the servants take their meals
blinking stares. apart from the expedition team. There is nothing of interest
Shortly before killing himself, Bollacher set fire to here to the investigators.
nearly all the expedition team’s recent findings. Ashes of the Area 1-10b – Kitchen: Read or paraphrase the following:
papers, maps, photographs, and negatives still smolder in the
fireplace. None of the documents survived the flames, and The kitchen is in disarray, utensils spilled across the
all have been reduced to gray ash. A single cube of smoking floor amid smashed plates, cups and the like. A trio of large
frankincense rests atop the smoldering ashes (part of a ritual iceboxes stands against the far wall, opposite several cast
to drive out agents of the star-spawn). iron stoves and ovens.
After burning the documents, Bollacher used Reginald When Bollacher took the large, single-edged butcher
Smithson’s fingers to write in blood on the fireplace man- knife from the kitchen, he accidentally knocked over a shelf,
tle: spilling its contents across the floor. This alerted the nanny,
giving her time to flee Chicago House with the children in
AFWLAOKOEDNIONLGDNOINLEES
her charge.
The message is actually two phrases run together –
Awaken Old Ones, Flooding Nile – a reference to the cryp- Area 1-10c – Servants’ Quarters: Read or paraphrase the
tic hieroglyphs outside the vault of the Old One (see Scene following:
4) and the disaster that will ensue if the Nile’s waters are Two sets of bunk beds crowd the small room. A simple
permitted to rise inside the vault. wooden chest, scarred with age, sits between the sets of
Bollacher then placed the eight fingers and two thumbs beds, serving as a makeshift table.
on the flagstone before the fireplace. The severed digits are If the investigators check these rooms prior to the ar-
arranged before the fireplace in a formation reminiscent of rival of the police, they discover six servants huddled in the
proto-Germanic runes. A successful Occult check correctly northwest room. The door to this room is locked from the
identifies the rune as signifying death by drowning. inside; in order to gain entry, the investigators have to batter
A pair of .30 rifles hangs from the wall. Though merely down the door or convince the terrified servants to let them
trophy hunting rifles, both remain serviceable. The rifles are in (Fast Talk, -10%).
unloaded.
The servants have little to share. In the evening, they
Area 1-9 – Darkroom: Read or paraphrase the following: saw Professor Bollacher add a powder to the after-dinner
The sharp tang of chemicals assaults your senses. drinks of two of his interns. While the interns sat drinking
The darkroom is in shambles, with spilled chemicals slop- in the library, Bollacher stormed into the kitchen, grabbed a
ping over piles of torn negatives, photographic paper, and knife from the rack, and knocked over a shelf. The servants,
smashed cameras. worried at the frenzied emotional state of the professor, fol-
lowed him into the interns’ hall where they watched, horri-
Bollacher methodically destroyed the photography fied, as Bollacher stabbed Reginald to death. Fleeing, the
lab, burning every negative and print he could find in the servants hid in their quarters, bolting the door and blockad-
library’s fireplace (area 1-9). He left the room in disarray, ing it with furniture. They know nothing about the deaths of
certain to dissuade any would-be investigators hoping to re- the other members of the Chicago House team or the rea-
cover evidence of the team’s findings. sons behind the professor’s madness.
Clues: Despite Bollacher’s efforts, one roll of film Investigators inspecting the room find little to further
survived and can be found inside a broken camera (Spot their work. The chest contains four changes of white cotton
Hidden, +5%). If the investigators succeed in developing work clothes, as well as two items from the following list.
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Keepers should roll 1D10 twice, or select the items as they ing down with the dead, waking the Old Ones! The rain is
choose: coming! The Nile!
Roll (1D10) Personal Items The butler begins to scream uncontrollably and claws
1 A bone comb. out his eyes before passing into a coma. Regardless of any
2 A worn deck of playing treatment, the butler dies of a broken mind four hours later.
cards.
Tolkat the Butler
3 A pair of wooden dice.
STR CON SIZ DEX POW HP
4 A dull wood carving knife
and a simple wooden egg. 10 13 12 15 09 15
Clues: If hypnotized (Psychoanalysis, +0%), the butler Clues: Like most children, James and Melanie are sen-
can relate what he witnessed. He speaks in Egyptian (Other sitive to supernatural powers around them, but unlike most,
Language, +10%). At the keeper’s choice, even investiga- the twins have spent their childhood playing with and around
tors that fail to understand might comprehend snatches of ancient relics of dead cultures. Both have developed a sin-
the following: gular capacity for sensing agents and forces of the Cthulhu
The tomb is black, chocked with dust and dead air. mythos, and have not yet grown the attachment to the ratio-
Tiered steps. The professor takes the stone, the keystone! nal, caring universe that is the foundation of adult sanity.
The Nile! She rolls in the night, climbing into the tomb, ly- As a consequence, their playroom is littered with ren-
12
derings of the Great Old Ones in their various manifesta- Scene 2 – The Ali Baba
tions. Investigators making a successful Cthulhu Mythos The Ali Baba is a notorious dive bar on the Southside of
check (-5%) recognize the scribbled crayon drawing as a North Luxor City. Investigators can be lured here by Rose
rendering of Cthulhu itself, and the washed out watercolor Bollacher’s note left in Scene 1, by a tip from Madam Carl-
as an accurate rendering of R’lyeh. The children have both isle in Scene 5, or from the offhand comments made by the
begun to unconsciously make idols, James working in clay, Old Man of Persia in Scene 3.
while Melanie carves in wood. The children are utterly ig-
norant of the import of their “imaginary” playmates and Area 2-1 – The Ali Baba: Read or paraphrase the follow-
“invisible” friends, knowing only that sometimes they are ing:
instructed to do things that the twins know are very, very The rain pounds the muddy street as you descend the
naughty. grimy stone steps into the bar. The air is thick with the smell
Wrapping Up Scene 1: After fleeing Chicago House of fragrant tobacco and the vinegar-like scent of bad wine
with the twins, Miss Christy alerted the police. A team of and stale beer. A short bar occupies one wall; dark booths
police officers arrives at Chicago House fifteen minutes and greasy tables littered with broken cigarettes take up the
after the investigators arrive on the scene (use police stats rest of the small hall. Dim electric lights and flickering can-
from Scene 1b below). Nine officers break in the front door dles offer little light, but darkness seems to suit the patrons.
and proceed to make their way through the building. If the Unless the investigators have taken pains to Disguise
investigators are caught inside Chicago House, they are (-5%) themselves, they immediately appear out of place at
placed in handcuffs and driven to Alexi’s Safehouse, Scene the bar. This doesn’t make much difference to the lonely
3. drinker, but such individuals are even more unlikely to offer
up information. Instead, the patrons watch the investigators
Scene 1b – Chicago House – Police Cordon with hooded eyes and suspicious stares.
The police arrive at Chicago House and set up a cor- Scene Summary: A cursory glance around the bar
don. Two police are stationed at the crime scene for the re- identifies Rose Bollacher sitting in a booth in near darkness
mainder of the adventure. The investigators need to use Fast (area 2-2). She is deep into her cups and does not notice the
Talk (-5%), Stealth (-15%), or other creative solutions to investigators.
slip past the police. A trio of cultists looks on from a nearby table (area 2-3)
Once the police arrive on the scene, it becomes much and make a move on Rose or the investigators if an opportu-
more difficult for the investigators to gather evidence and nity presents itself. Finally, Josef Mourad, the barkeep (area
clues. All of the bodies are removed from the crime scene, 2-4), knows more about Luxor than is healthy, and can be
the servants hiding in area 1-10c are taken in for question- a source of some information, if the investigators play their
ing, and the butler is killed as he tries to flee Chicago House. cards right.
The investigators are forced to make due with the remaining The Ali Baba is small and claustrophobic. There are
clues, which must be discovered without alerting the police only two exits: the front entrance, and the alley exit through
standing watch outside. the storeroom (area 2-5).
Policemen Fighting in the Ali Baba: While the dive is no stranger
to brawls, it isn’t in the investigator’s best interest to start a
STR CON SIZ DEX POW HP fight here. The other patrons, assuming that the strangers are
12 13 14 11 09 13 indiscriminately picking fights with locals, join in the brawl.
Josef doesn’t join in the fight, but he is quick to end it, if it
Damage Bonus: +1D4 goes beyond fists and broken bottles. The patrons aren’t in
Weapons: PO8 Luger 40%, damage 1D10 the fight to get hurt – if any investigator lands a blow, the
Billy club 40%, damage 1D10 + db particular patron turns and runs.
Grapple 40%, damage special
13
14
7 Bar Patrons sor Jamison. She is also touched by the same madness that
haunted her husband, and that madness has driven her to this
STR CON SIZ DEX POW HP pitiful state.
15 10 13 11 09 6 By the time the investigators make it to Rose, she is
Damage Bonus: +1D4 drunk, leaning on the table for support. She refuses to leave
the bar, insisting that Jamison will join her here. This is sim-
Weapon: Wine/Beer bottle 40%, damage 1D4 + db ply a rationale for a truth she has yet to admit: Rose has
Kick/Punch 40%, damage 1D3 + db decided to kill herself to end the madness, and will not leave
Area 2-2 – Rose Bollacher: Read or paraphrase the fol- the bar alive.
lowing: Interviewing Rose Bollacher: Intoxicated, Rose
A woman sits alone at a booth at the end of the hall, an speaks openly and freely with anyone willing to entertain
incongruent sight amid the bar’s other patrons. A suitcase her melancholy. The moment she thinks she is being mocked
rests on the floor beside her. She is dressed for travel – a or spoken down to, or is confronted with the fate of Chicago
sensible dress and long coat. Her dark hair is pulled back House, she draws a revolver from her purse. See below for
in a tight braid, tied with a blue ribbon. She has worked the grim resolution of Rose’s life.
her way through a bottle of bourbon, and has begun on her If her depression is entertained, Rose is able to answer
second, drinking shot after shot from an oily jar. a number of the investigators’ questions. Keep in mind that
The woman is Rose Bollacher, the professor’s wife and Rose’s mind is fragile to begin with; confronting her with
one of only two members of the expedition team to escape the fact that her lover, husband, and expedition team are all
Bollacher’s murderous wrath. She has plans to flee Luxor, dead, crushes her. Depending on the investigators’ line of
but is waiting for her lover, Professor Jamison. Rose waits questioning, keepers should paraphrase the following.
in vain: Jamison died at the hands of Professor Bollacher in
a rampage fueled by a madness and jealousy. • Why did you run from Chicago House? My hus-
band. He was insane, obsessed with Jamison’s
Rose is not a heroine by any means. An adulteress, new crypt and the secrets they thought they found.
Rose abandoned her stepchildren to run away with Profes- He was obsessed with what the translation called
the Great Green, and Aaron couldn’t handle the
thought that Jamison might discover something
he had missed. That jealousy, combined with the
madness, made him unbearable. (A Psychology
check (+10%) reveals that she is concealing her
love affair with Jamison, but realizes that this was
the pivotal event that drove her husband over the
edge.)
• What drove Professor Bollacher mad? This. (Rose
opens her suitcase and removes a heavy stone carv-
ing swabbed in cotton. See Clues, below, for more
details.) He found it in the new tomb. Ever since it
appeared in our lives, tragedy followed.
• What is this (the idol)? My husband says it is the
key to an ancient secret – the answer to the Great
Green. I’m going to destroy it, so it will never have
a chance to spread its madness any further. (A Psy-
chology check (-10%) reveals that she is lying, and
is unable to bring herself to destroy the idol.)
• What do you mean, ‘madness’? The dreams of
the Great Green. It spoke to Aaron in his dreams,
taught him the language of the ancients, and the
spells of the damned.
15
• What is the ‘Great Green’? It was an inscription should entertain as many rolls as the investigators care to
Jamison found on the wall of the ruins of Medi- make. As symbols, they appear to be the following: three
net Habu, the mortuary temple of Ramesses III. It stars; rain; a ram’s head; a crescent moon; a river.
obsessed Aaron from the day they translated the
The End of Rose Bollacher: If the investigators tell
glyphs. ‘The unruly Great Green, whom no one
Rose that Jamison is dead; if the investigators turn to leave;
had ever known how to combat, came boldly from
or if the investigators press Rose to leave, she draws a snub-
the midst of the sea, and none could stand against
nose revolver from her purse and places it to her forehead,
them.’ The same inscription led them to the new
speaking “Cthulhu fhtagn,” before emptying a round into
crypt.
her skull. She pitches forward, instantly dead. Josef, assum-
• Where is the new crypt? I don’t know. Jamison ing the investigators murdered Rose, immediately summons
never revealed its location to anyone other than the police. The officers are slow to arrive in the slums, tak-
Aaron. They used a team of diggers to aid them, ing 1d20+10 minutes.
though. One of them probably knows.
Area 2-3 – Cultists:
• Where can we find the diggers? They live in a Three cultists sit at a nearby table, watching Rose with
camp, on site, at Medinet Habu. Ask for the Old thinly guised interest (Spot Hidden, +20%). However, their
Persian. He has the run of the place. (A Psychol- sinister intent is not immediately evident. After all, Rose is a
ogy check (+10%) reveals that she is deeply afraid drunken, upper-class woman, alone, in a dive bar filled with
of this man.) men – the cultists are not the only ones interested in Rose.
• Who is Jack Saul? One of our interns. A quiet, The cultists are disguised as dockworkers, dressed in
private boy. Sharp, though. He spent a lot of time greasy trousers, shirts and turbans, and carry long, curved,
around Jamison and Aaron, trying to learn the fighting knives tucked in their belts. Investigators that have
trade. been to the workers’ camp in the Ramesses Temple Com-
plex (scene 3), recognize the workers with a successful Spot
• Who is Madam Carlisle? Jack mentioned her last
Hidden or Psychology check.
week. A girlfriend, I think? She is supposed to
come in on a steamer from India.
16
The cultists have but one goal: retrieve the idol of the • Do you know anyone named Jack Saul? Sure.
star-spawn. If the investigators leave with the idol, the cult- He’s been around a lot, buying drinks and hiring
ists hurry out through the back door (area 2-5) and ambush thugs for Carlisle. Keeps a flat down on Shari El
the investigators as they pass the alley. Matar.
If the investigators succeed in besting the cultists and • Do you know anyone by the name of Carlisle?
search them afterwards, they come across a folded sheet of One of those British imperialist brides, an occultist
parchment that reads: out of India. Don’t trust her, but she’s easy on the
eyes. Haven’t seen her in the last month or so, but
Find the woman and retrieve the idol. Use whatever
heard she’s coming back in the next couple weeks.
means required. It is imperative that we retrieve it before C.
arrives. • Do you know anything about the Medinet Habu?
The ruins of Ramesses? Strange place, never felt
Three Cultists right. Watch yourself around the work gangs. Dan-
STR CON SIZ DEX POW HP gerous men, used to taking what they want by
14 15 12 08 09 13 force, if you catch my drift.
Damage Bonus: +1D4 • Who is the Old Persian? He runs the Medinet
Habu work gangs. Polite to your face, but he’ll put
Weapon: Beer bottle 40%, damage 1D4 + db a knife in your back for a half a schilling. Still, if
Fighting Knife 40%, damage 1D4 + 2 + db there’s anything you want from the work gangs, the
Area 2-4 – Josef Mourad: Persian is the one to talk to.
If the investigators spend time with the barkeep, read or If a fight breaks out in the bar, Josef lets it go 1D4+2
paraphrase the following: rounds before breaking it up. If any of the combatants resort
The barkeep is an unassuming character, emblematic to real weapons (anything other than fists, beer bottles, or
of many in the poor side of Luxor. His skin is deeply tanned bar stools), Josef reaches for the double-barreled shotgun he
from a life of hard work, his face is pockmarked by disease, keeps leaned up against the bar. Josef fires the first shot over
and his gnarled hands suggest a life of violence. His eyes – the heads of the fighters, scattering most of the crowd, sav-
though – are a different matter: quick and sharp as a desert ing the second for anyone insisting on keeping up the fight.
hawk.
Josef Mourad
Josef has lived in Luxor his entire life. In his later years,
he’s accumulated no small amount of general information STR CON SIZ DEX POW HP
about the city, its plots and denizens. Unlike the rest of the 12 16 09 13 09 16
bar’s patrons, Josef is willing to speak with the investigators Damage Bonus: +1D4
… for a price. A bribe of $10 or more (or $5 and a suc- Weapon: Brass knuckles 51%, damage 1D4 + 2 + db
cessful Bargain check) incites Josef to share his thoughts 12- gauge double-barreled shotgun 48%,
on the city. If the investigators are desperate for leads, the damage 4D6
keeper can use Josef to get the investigation back on track. 20 shells
In addition, he also knows the following list of rumors, and
disinformation. Area 2-5 – Out the Back Door:
The entrance to the bar is always unlocked. The exit to
Note that Josef does not volunteer the information. In- the alley is barred from the inside. The bar cannot be picked;
stead, skillful questions or conversation are needed to steer in order to open it from the outside, the door must be broken
him in the right direction. down, likely drawing the attention of Josef (area 2-4). Read
• How long has she (Rose) been here? All night. or paraphrase the following:
Drinking hard, too, like a girl aiming for a train The storeroom is piled high with crates of bichor and
wreck. rotting foodstuffs. Rats scurry underfoot, and roaches scut-
• Who are they (the cultists)? Never seen them be- tle along the base of the walls, fleeing the light. Opposite the
fore. They’re not regulars, and they sure don’t look door is another exit.
like dockworkers. Apart from the exit into the alley, there is little to inter-
est investigators.
17
Scene 3 – Ramesses Temple Complex At the heart of the dig is a tent city, sheltered from the
force of the storm by an ancient stone wall. Amid the score
Scene 3 takes place at Medinet Habu, the funerary com- of canvas tents is a bonfire, roaring in spite of the rain. Omi-
plex of Ramesses III. The work gangs live in a tent city here, nous figures caper and dance around the fire, howling at the
renting out their services to archeologists and epigraphers. thundering storm, and passing bottles back and forth before
Unlike many in Luxor, they are openly friendly towards for- hurling them into the crackling flames.
eigners, welcoming them in the hopes of getting work. Their
proffered friendship is only skin-deep – the work gangs are There are over twenty forms dancing in the light of the
notoriously loyal to one another and never betray the confi- bonfire, and more in the shadows. The ferocious storm has
dence of their brethren. brought the diggers’ primal souls to life; in spite of the storm
(more accurately, because of it) they are drinking and danc-
A work gang has been infiltrated by a cult dedicated to ing, howling in time with the rolling thunder.
the worship and release of the star-spawn. While there are
only a handful of cultists active in the tent city, the work Investigators might be quick to mistake the rude cel-
gang’s devotion to secrecy ensures that the cult remains pro- ebration for a Cthulhu rite. A successful Mythos check
tected. (+15%) recognizes that the dancers are simply drunk and
enjoying the storm. If an investigator beats the check by
Scene Summary: There are a number of reasons why 10% or more, their estimation of the drunken work gang is
the investigators might happen upon the ruins. Enterpris- more precise: while the dance is not a Cthulhu rite, there are
ing investigators might come directly here after leaving occult undertones to some of the dancers’ howlings.
Chicago House, in the hopes of stumbling across the ‘new
crypt.’ Others might come here, following leads offered by There are thirty-two diggers in all, seven of whom are
Rose Bollacher in Scene 2. Finally, investigators escaping cultists sworn to the star-spawn. The diggers welcome the
the clutches of the theosophists in Scene 5 might also make investigators into their circle, offering them wine, hard al-
their way here, in an attempt to beat Madam Carlisle and cohol, and shelter beneath the awnings of their tents. The
Jack Saul to the new crypt. cultists, for their part, do their best to put the investigators
at ease. While five of the cultists see to the investigators’
The purpose of the scene is to direct the investigators – needs, the other two scurry back to warn the Old Man of
by clues or informants – to Scene 4: The Crypt of the Deep Persia. They return after a minute or two, bidding the inves-
Ones. tigators to follow them.
Area 3-1 – Medinet Habu: A fight with the cultists isn’t in the investigators’ inter-
The description assumes that the investigators make it to ests. The other members of the work gang are quick to come
the ruins after dark, though the scene is largely unchanged, to the aid of their brothers, fighting with shovels, picks, and
regardless of time of day. Read or paraphrase the following long-bladed fighting knives. A digger doesn’t stay in the
when the investigators come to the Ramesses Temple Com- fight once injured, but the cultists fight to the death, fully be-
plex for the first time. lieving that their patron, the star-spawn, will protect them.
The ceaseless rain hammers the ruins, running in red Tents: Investigating the tents yields naught in the ways
rivulets down the worn paths and crumbling stone walls. of clues. The investigators discover caches of foodstuffs
The cold rain comes in sheets, soaking your clothes and kept in cracked clay pots, bottles of hard alcohol and wine,
chilling you to the bone. sleeping cots, lanterns, and digging tools.
In the glaring flashes of lightning, you can discern the
outlines of a work camp, set near the heart of the dig. In 7 Cultists
between the rolling thunder, you can hear the telltale sound STR CON SIZ DEX POW HP
of drums. 14 15 12 08 09 13
The investigators are free to approach the camp any Damage Bonus: +1D4
way they see fit. The darkness makes it easy for even the
least dexterous of investigators to sneak up through the Weapon: Fighting Knife 40%, damage 1D4 + 2 + db
ruins. Once the investigators come within 50 yards of the
camp, proceed with the description of area 3-2.
Area 3-2 – Tent City: Read or paraphrase the following:
18
25 Dig Workers If the investigators lost the star-spawn idol in Scene 2, it is
sitting atop a table behind the Old Persian.
STR CON SIZ DEX POW HP
15 10 13 11 09 6 Jack Saul is a handsome young man in his twenties,
with nervous, darting brown eyes. Madam Carlisle is an at-
Damage Bonus: +1D4 tractive, dark haired woman, of indeterminable age – either
Weapon: Shovel/Pick 30%, damage 1D6 + db in her forties, having aged incredibly well, or in her early
Kick/Punch 35%, damage 1D3 + db twenties with maturity beyond her years. Relaxed and com-
posed, she stands in opposition to Jack’s constant nervous-
Area 3-3 – Tent of the Old Persian: Read or paraphrase ness, calming him with a touch of her hand, and speaking
the following: for him when the young man falters.
The tent is larger than the others in the makeshift camp, Unknown to the theosophists, the Old Persian is the
securely anchored against the storm by heavy stone blocks. leader of the star-spawn cult, actively devoted to releasing
Inside, past the whipping canvas flaps and trio of heavily his master from its ancient prison. Whether or not the inves-
muscled thugs, the tent’s furnishings are worn, but comfort- tigators realize it, the leaders of all three factions are here in
able. A boiling kettle rests atop a woodstove in the center the same tent, sharing tea.
of the tent. In the back of the tent is a well-appointed cot.
Tapestries of peculiar origin hang from every wall, making When the investigators enter, the Old Persian smiles
the otherwise large tent feel small and claustrophobic. and waves to the nearby chairs, as if he had expected guests
all along. Jack, suspecting the investigators’ intent, looks as
A gray bearded man in a black turban sits near the cen- if he could jump out of his skin, while Carlisle simply lights
ter of the tent, warming his hand before the stove. To his left a cigarette from the stove, and smiles warmly through the
sits a British couple, immaculately dressed despite the rag- smoke.
ing storm.
Keeper Note: This scene can appear challenging to
The gray-bearded man is the Zoroastrian mystic known run. Key to success is keeping each NPC’s aim and manner-
simply as the “Old Persian” to the English, or “Abū” (father) isms in mind. This will allow the keeper to run the three as
to the Egyptian diggers and cultists. The British couple is distinct personalities. Following is a summary of the three
Madam Carlisle and Jack Saul, theosophists sent to infiltrate NPCs, and their key traits.
Chicago House. Investigators with the photograph of the ex-
pedition team (from area 1-3a) immediately recognize Jack Madam Carlisle: Aims – The leader of the theosophists
Saul as one of two survivors of the Chicago House murders. wants to learn the investigators’ plans, and any information
19
or clues they might have that could lead her to the New • What are you doing here tonight? Carlisle (si-
Crypt or the Prison of the Star-Spawn. If the investigators lencing Jack): Visiting with an old friend. You
are clearly ahead in the game, she invites them to Alexis’ might not know it, but Abū is considered to be
Bolthole (Scene 5), with an offer to compare “histories.” a great mystic by his people. And any chance to
Mannerisms – Carlisle is perpetually calm and in control. grow closer to wisdom …
Nothing the investigators do or say can unnerve her. • Where were you when Bollacher killed the team
Jack Saul: Aims – Jack mistakenly believes that he at Chicago House? Jack (clearly astonished):
needs to feed misinformation to the investigators, in the Why, I was meeting up with Carlisle at the ferry.
hopes of throwing them off the trail. He takes it upon him- Dead you say? This is terrible!
self to be at the heart of every conversation, engaging every
• Where is Rose Bollacher? The Old Persian:
participant; for fear that he might miss something of crucial
I heard some of my workers say that they saw a
importance. Mannerisms – Jack is a nervous young man, woman like the one you are describing in a bar in
trying desperately to impress his master, Carlisle. south Luxor. The Ali Baba perhaps? It might sim-
The Old Man of Persia: Aims – Old Abū wants to set ple be a rumor. I can’t imagine why a respectable
the star-spawn free, and has already accomplished every- woman would deign to frequent such an establish-
thing necessary to see this come to pass. All that is necessary ment.
now is to keep the investigators and theosophists from inter- If the investigators make the mistake of threatening the
fering. Abū offers to have his men show the investigators to Old Persian or his guests, the three thugs rush into the tent,
the site of the New Crypt, certain that their investigations using deadly force to restrain the investigators if need be.
will end with their demise. Mannerisms- The Old Persian The Persian refuses to tolerate foolish enemies, and after
is like an inscrutable cat trying to make up his mind over politely asking Carlisle and Jack to excuse them, orders the
several mice. Who to dispose of first? He makes his deci- thugs to take the investigators out into the ruins and slit their
sion deliberately, rightly assuming the investigators to be throats.
the greatest threat.
Clues: As the investigators leave the tent, Madam Car-
The tenor of the encounter is largely left up to the inves- lisle stands and walks towards the most attractive male in-
tigators. Madam Carlisle takes the backseat, waiting for the vestigator and wishes him luck in his search, kissing him
investigators to make the first move and reveal their hand. briefly on the cheek. As she does so, she slips a scrap of
Meanwhile, nervous Jack forces a grin, and makes obvious paper into his hand; the scrap lists an address: 1005, Shari
attempts to ingratiate himself to the investigators. El Matar.
Following is a brief summary of questions the investi-
If the investigators manage to lure the Old Persian and
gators might ask, and the answers they receive (and more
his guests outside, they can investigate the tent. If the in-
importantly, in key instances, who answers them):
vestigators succeed on such an unlikely gambit, chances are
• Who are you? Why are you here? Jack: I’m Mis- excellent they discover a small trove of clues.
ter Saul of Chicago House. This is my fiancé, Miss A Spot Hidden (+15%) check reveals a small wooden
Carlisle. She’s visiting from India while I complete locker hidden beneath a pile of embroidered covers beside
my internship. After I complete my work, and it the cot. The locker is painted with phosphorescent runes,
shouldn’t be long now, we’ll take work in India, reinforced with metal corners and boning, and sealed with a
leading excavations and digs … lock (Locksmith, +10%).
• Where is the crypt discovered by Professors Jami-
son and Bollacher? The Old Persian: Several of An Occult check (+0%) reveals the runes as a ward
my boys participated in that dig. I’ll summon them against evil spirits. Unfortunately for the investigators, the
and ask them to show you the site, tonight. runes also serve to punish thieves. Anyone opening the lock-
• What did they find there? The Old Persian: I’m er without ritually cleansing it (Occult, -10%, two hours) is
sure I have no idea. The professors from Chicago struck by an ominous sense of foreboding – the investiga-
House are notoriously private about their discover- tor is certain that his doom is at hand (treat as Generalized
ies. Anxiety Disorder). The belief is overpowering, and may
culminate in a self-fulfilling death wish. To shake the belief,
the investigator must succeed on a Resisted POW check;
20
the curse has a POW of 15. The investigator may attempt to they left. The Old Persian and his work gang of cultists did
shake the curse once a day. A successful psychology check the rest, disguising the entrance to prevent casual discovery.
made by another investigator, increases the cursed investi- The most likely way to find the Crypt is to be led here by the
gator’s chances by 15%. Old Persian’s diggers, or discover the notes and map in area
Inside the chest, investigators discover the Old Per- 3-3.
sian’s personal papers; including a sketch of the star-spawn Scene Summary: Regardless of how the Crypt is
idol (show players Handout H) with the Persian’s own found, the scene unfolds in the same way. The Old Persian’s
handwritten notes. The investigators also discover a map of servants seal the Crypt, locking the investigators inside.
Medinet Habu marking something noted as “the crypt.” This Meanwhile, the Nile’s rising water level has transformed
is the Crypt of the Deep Ones, what Jamison and Bollacher the entire crypt into a death trap. Investigators should leave
referred to as the “New Crypt,” and is detailed in Scene 4. Scene 4 with the location of the star-spawn’s prison, and
Finally, Old Abū’s notes include a map that leads explor- with some inkling of how to stop it.
ers to Scene 6, the Prison of the Star-Spawn. Beneath the
papers are two small glass vials containing oil of myrrh, and There is a chance that due to a failure to piece together
a small velvet bag containing five cubes of charred frank- key clues (or simply a run of bad luck) that the investigators
incense resin. Both the oil and frankincense can be used to might end the scene with no more information as to where
combat the deep ones and the star-spawn, as revealed in the to go or what must be done to save Luxor. If this comes to
hieroglyphics in area 4-1. pass (or if the keeper simply needs to nudge along hesitant
investigators) see Scene 5, below, for the plots of the theoso-
Combat stats for Carlisle and Jack are not included phists.
here. If the scene devolves into combat, both do their best
to flee. If it becomes imperative to reference their stats, they Area 4-1 – The New Crypt: Read or paraphrase the fol-
can be found in Scene 5. lowing:
An enormous stone block stands out from the crumbling
Abū, The Old Persian wall. The stone is inscribed with several bands of hiero-
STR CON SIZ DEX POW HP glyphics, worn and nearly illegible in the hammering rain.
07 09 10 14 16 17 The stone block conceals a small staircase leading down
Damage Bonus: +1D4 beneath Medinet Habu. If Old Abū’s dig team accompanies
the investigators, the diggers use prybars to slide the stone
Weapon: Fighting Knife 40%, damage 1D4 + 2 + db to one side. If the investigators are alone, they will need to
Spells: Deflect Harm, Dominate. come up with another means of opening the crypt. For pur-
poses of opposed Resistance checks, the stone has STR 20.
Skills: Cthulhu Mythos 23%, Fast Talk 45%,
Hide 57%, Sneak 40% Very observant investigators specifically keeping watch
on the surrounding ruins can spot (Spot Hidden, -15%) a
3 Toughs small group of diggers watching from a distance. The dig-
gers – disguised cultists – retreat if approached by the inves-
STR CON SIZ DEX POW HP
tigators.
16 15 15 08 07 15
Edging the stone aside reveals a stone staircase lead-
Damage Bonus: +1D4 ing down into darkness (area 4-2). Several minutes after the
Weapon: Club 40%, damage 1D6 + db investigators enter the crypt, five of the cultists slip up to the
Fighting Knife 40%, damage 1D4 + 2 + db crypt. The cultists attack anyone left to guard the entrance,
dumping the bodies inside the crypt before sliding the stone
Scene 4, Crypt of the Deep Ones back into place. Finally, the cultists place stone chocks on
Scene 4 takes place on the southern side of Medinet the three exposed faces of the stone, making it impossible to
Habu, in what Jamison and Bollacher referred to as the move the stone from inside the crypt with anything short of
“New Crypt,” but what is more accurately the “Crypt of the dynamite. Investigators inside the crypts will hear a heavy
Deep Ones.” grating sound, followed by silence as the exit from the crypt
is cut off.
The expedition team from Chicago House realized the
true import of their discovery and resealed the crypt when
21
22
Clues: A successful Archaeology check (+0%, and an 5 Cultists
hour or more) translates the hieroglyphics marking the stone
to the following: STR CON SIZ DEX POW HP
14 15 12 08 09 13
I was in mourning on my throne, Those of the palace
were in grief… because I had seen the future, the return of Damage Bonus: +1D4
the Great One… In that dark day, madness ruled…Every Weapon: Fighting Knife 40%, damage 1D4 + 2 + db
man robbed his twin…Children cried…The hearts of the
Area 4-2 – Into the Earth: Read or paraphrase the follow-
old were needy…Temples were shut, Shrines covered with
ing:
dust, Everyone was in distress… I consulted the Chief-Priest
of Imhotep, son of Ptah South-of-the-Wall….He departed, The carved stone stairs descend at a steep slope. Some-
he returned to me quickly, He taught me the flow of Hap thing about the odd angles of the stairs and the canted ceil-
and the names of the gods and goddesses of the temple of ing overhead makes it difficult to grasp a sense of just how
Khnum: Satis, Anukis, Hapi, Shu, Geb, Nut, Osiris, Horus, quickly the stairs descend. When you close your eyes, you
Isis, Nepththys…As I slept in peace, the god stood before can almost see the stairs falling and wrapping in upon them-
me, I propitiated him by adoring him and praying to him. selves in some maddening optical trick.
He revealed himself to me with a kindly face and said: I The echo of splashing water coming from somewhere
am Khnum, your maker! My arms are around you…For I below amplifies the sickening vertigo.
am the maker who makes, I am he who made himself, Ex-
alted Nun, who first came forth, Hapi who hurries at will… The crypt was created to restrain the deep ones; the
Stop up the Hapi, seal its Babes so that they might never be stairway and subsequent chambers are designed to thwart
found….Burn the frankincense and anoint them with myrrh, evil spirits – hence the deceptive geometry and architecture.
for they fear that which is sacred to Me….Pierce their palm There is no true non-Euclidean geometry here, and indeed,
with stakes of carob wood, and place carnelian under their upon inspection, the steps – for all their dizzying appearance
tongues so that they might never rise again. – are strange, yet utterly mundane. Instead, the steps are
placed at strange and awkward angles, and representations
The stone hints at a ritual and the components used by of the steps and walls are painted into the walls, amplifying
Ramesses to bind the deep ones and the star-spawn. Even the visual effect.
without the ritual, the same components can be used to repel
the deep ones remaining in the crypt and impair the star- If the investigators think to inspect the stairs before de-
spawn. scending down them, they are able to discern that two adults
23
(Jamison and Bollacher) descended into the crypt below tumble 100 feet to the base of the chimney below. Investiga-
and returned. A Spot Hidden check (+25%) notices faint tors descending to the base of the chimney find little here,
webbed footprints as well, belonging to the deep ones that save a pair of crumbling skeletons, each easily over a thou-
escaped from area 4-5 below. sand years old. The corpses belong to slave workers that
were killed to preserve the tomb’s secrets.
Area 4-3 – Map Room: Read or paraphrase the following:
Area 4-4 – The Eternal Nile …: Read or paraphrase the
The stairs run to narrow platform that stands on the following:
brink of an unfathomable space. It seems impossible to de-
termine the breadth or width of the void before you: your The stone footholds descend to a narrow cleft in the
lights reveal nothing, and as a chill wind pulls at your face of the stone wall. Peering into the darkness of the cleft
clothes – threatening to sweep you from the platform into you discover a simple chamber dominated by a large stone
the darkness below – the sense of vertigo is palpable. pipe extending from the wall to a pedestal in the center of
the chamber. Water gushes from the pipe, spilling out over
A pair of low stone pedestals marks the far edge of the pedestal and down onto the floor, where it runs out of the
the platform. Each pedestal is carved in the likeness of a chamber, out beneath an archway in the far wall.
strange, octopoid creature, its tentacles writhing as if in
alien rapture. The stone pipe channels water underground from the
nearby Nile. Until recently, the tube was corked with a sa-
A narrow staircase descends away from the platform to cred keystone (found in Chicago House, area 1-2). Professor
the cavern floor. The sound of splashing water comes from Aaron Bollacher removed the keystone without full knowl-
somewhere below. edge of its purpose. Now, in conjunction with the rising
This is another optical illusion created by the tomb’s river level, the Nile is coursing through the stone pipe, onto
creators. The far walls of the chamber have been painted the floor and into area 4-5, to unfortunate ends.
pitch black with an absorptive tar, producing the effect of an The pedestal is topped by a small stone frame that nor-
endless void, above and below. The “void” is actually little mally holds the keystone from area 1-2. If the keystone is
more than a chimney, 20 feet in diameter. If the investiga- replaced, it immediately staunches the flow of the water.
tors conceive of a means of reaching out into the darkness
(or say, fire a pistol) they discover stone walls not 20 feet Following the course of the water takes the investiga-
distant. tors to area 4-5.
Close inspection of the pedestals (Spot Hidden, +20%) Area 4-5 – … And Her Children: Read or paraphrase the
reveals that the octopoid “head” can be removed. Twisting following:
off the right head reveals a hidden chamber filled with sand- The course of the water tumbles off the edge of a sheer
like grains resembling the bits of ground ember or (perhaps) ledge, pitching into darkness. Through the gloom, you per-
tiny eggs. ceive a vast chamber, an amphitheater hidden beneath the
earth. The entire vault is lit with a dim, green luminescence
Twisting off the left head reveals a similar chamber
that seeps along the rough stone walls, and queer stalactites
filled with water. If the eggs are added to the water, they are
that hang like fangs from the high ceiling.
drawn down into the chamber where they begin to emit a
bright bioluminescence. The glowing grains (a form of con- Carved steps wind down along the wall, making their
centrated alien bacteria) expand into glowing slime, which way to the floor of the cave. The floor of the cave has been
is drawn down through a series of narrow cracks via capil- worked into descending tiers. Each tier is host to a score
lary action into the ceiling above. There, the brilliant ichor of sarcophagi. The water from above splashes down onto
seeps out of hundreds of pinholes, creating a glowing repli- the tiers, running along carved trenches, soaking the sar-
ca of a starlight sky. The placement of the stars is uncannily cophagi, and finally settling in a pool at the lowest point of
accurate, though key constellations are altered (representing the amphitheater.
a time when “the stars are right”). As the ichor continues to This chamber was once prison to scores of deep ones,
run from the pinholes, certain lines course down the surface dominated by magic ages past and entombed far beneath
of the ceiling, creating – in the course of several minutes – the earth. The deep ones were bound in cotton, packed in
a map of Luxor and its nearby environs. Far and away the salt and natron, and sealed within the stone sarcophagi. Al-
brightest point of the map is to the west of Luxor, revealing though immortal, so long as the deep ones were bound in
the location of the Prison of the Star-Spawn. a dried, desiccated state, they were unable to escape their
Investigators with the bad luck to fall from the platform stone tombs.
24
When the pharaoh entombed the deep ones, it was with tions of the flaking ceiling, while actual explosions (dyna-
the knowledge that he might have to call on them again. mite, grenades) immediately cause the entire structure to
Therefore, he instructed his builders to create a method for begin to collapse.
releasing the deep ones, if ever the need arose. The solution For every gunshot fired in the chamber, roll 1D100
was area 4-3 – by removing the keystone, the pharaoh’s ser- against the total number of shots fired x 5. Any successes in-
vants could flood the chamber, the water releasing the deep dicate that a flake of rock weighing several hundred pounds
ones to do the pharaoh’s bidding. has peeled off the ceiling. Flakes from the ceiling have a 9%
This was the series of events set into motion when Pro- chance of striking an investigator (inflicting 4D6 points of
fessor Bollacher thoughtlessly removed the keystone. The damage). Investigators can attempt to Dodge falling flakes.
waters of the Nile, previously held in check, ran down into If the entire chamber begins to collapse, the investiga-
the chamber, releasing the deep ones, one by one. Many tors have 1D10+3 rounds to escape with their lives. For ev-
have escaped … but some remain. ery round spent inside the collapsing chamber, investigators
If the investigators had the good luck or foresight to must succeed on a Luck roll or take 1D10 points of damage
return the keystone to its resting place, the flow of water into (no chance to Dodge).
the chamber is reduced to a trickle. But in all likelihood, the The Deep Ones: After the investigators have crossed
heavy stone wasn’t brought along on the expedition. In this down to the first tier, the eight remaining deep ones begin to
case, the water continues to flood down from above, soaking emerge from the pool at the center of the inverted ziggurat.
the sarcophagi and releasing the deep ones, one at a time. They deep ones are perfectly silent, so unless the investiga-
The Tiers: The tiers form a sort of inverted ziggurat, tors are specifically keeping watch over the pool, they are
accented by cunningly painted murals placed along the ignorant of the rise of the deep ones. The keeper should se-
walls of the tiers. Each tier is roughly 10 feet wide, and cretly roll Spot Hidden (+0%) for each investigator as the
placed 6 feet above its neighbor. Investigators descending deep ones emerge from the brackish deep. Seeing the deep
from one tier to the next can benefit from the aid of rope or ones calls for an immediate Sanity check (0/1D6). Inves-
other climbing gear, but adventurous explorers can simply tigators failing the check are awestruck and silent for two
climb and descend the tiers by hand in a pinch. rounds as their minds scramble to explain the things coming
The special effect felt in the corridors and passageways at them out of the water.
above is even more pronounced here, making any sense of The deep ones advance on the investigators, silently
scale and scope (and even direction) confusing and mislead- crawling up the tiers, launching themselves to the attack. If
ing. Investigators descending into the ziggurat are confront- two or more deep ones manage to strike the same opponent
ed by a bewildering vision of distorted distance. The mu- in the same round, they grapple the investigator and bear
rals are designed to make nearby levels seem distant, while him down the tiers, into the water.
diminishing the apparent distance of others. Investigators The Sarcophagi: Investigators must succeed on a Re-
hoping to leap over an entire tier, to one or two levels below, sistance Check (STR 10) to crack open a sarcophagus. In-
must succeed on a Sanity check or lose their bearings and side each unopened sarcophagus is a crumbly mixture of
crash, unexpectedly, onto the higher tier, taking 1D10 points salt and natron packed around a desiccated corpse of a deep
of damage in the process. one, its skin stretched tight against it skeleton. The deep one
Each tier is home to over a score of sarcophagi. Each is not dead, and if more than two quarts of water are poured
was once home to a deep one, but far more are empty, their into the sarcophagus, the deep one comes “alive,” attacking
occupants having escaped their tomb-prison (and gone on to the nearest living creature.
the Prison of the Star-Spawn, eager to release their master
Clues: The sarcophagi are made of ornate carved stone.
upon the world). The hieroglyphics decorating their surface depict an army
The Dangers of the Crypt: The earth beneath Luxor of Egyptian warriors battling fish-men emerging from the
was never meant to be hollowed out and saturated with wa- waves. A close inspection of the hieroglyphics (Archeol-
ter. Moreover, recent construction (along with the simple ogy/Mythos +10%) shows that they conceal a much deeper
advent of modern irrigation) has weakened the peak of the meaning. Roughly translated, the glyphs read:
vault to the point of near collapse. A Spot Hidden (-25%) The great green ones arose from the glowing surf, lay-
check, Archeology check (-5%) or Architecture check ing waste to the cities and all that stood in their path … Only
(+10%) reveals that the vault is on the verge of collapse. Great Ramesses stood against them, calling to the skies and
Any loud noise (gunshots, for instance) risk collapsing por-
25
answering the demands of the Endless Void … With the holy noted above; or they can use the dynamite to blast
implements and the sacred components he bound the lesser out the stone block slid into place by the Persian’s
ones to his will, so that they turned against their ancient men.
master … Triumphant, Great Ramesses placed the Terrible • Escape through the storm sewers… Exceptionally
One into a prison beneath the sands of Kings … The army adventurous investigators can wiggle their way
of lesser ones he placed within his walls, so that if ever the into the water pipe found in area 4-4. This is ex-
need arose, he could unleash them against his enemies, and ceptionally difficult for the first 15 feet or so, after
all the world would tremble beneath his wrath. which the pipe widens to permit investigators to
The glyphs end with a pictorial depiction of the loca- crawl. Crawling through the first section, unaided,
tion of the Prison of the Star-Spawn (area 6), complete with requires a Resistance Check (STR 10). With aid,
a roughly accurate representation of the horizon line of the the check is reduced to STR 5.
surrounding ridges and mountains. Show players Handout
I. If the scene ended well, the investigators should have a
good sense of where to go next: referencing the map found
To alert investigators, the horizon will seem eerily fa-
on the sarcophagus with the photo taken of the expedition
miliar. The rough, jagged horizon is a perfect match of the
team places the party in the vicinity of the Prison of the Star-
horizon photographed in Handout B, sent to the investiga-
Spawn. A little searching leads the investigators to Scene 6.
tors before the start of the adventure. Investigators lining
up the two side by side, immediately discern the location of If the scene ended poorly, and the investigators have
the Prison of the Star-Spawn. If the investigators are unable exhausted their leads without deducing the location of the
to make the connection, forgiving keepers are welcome to Prison, all is not lost. Carlisle and her theosophists invite the
roll secret Luck rolls for each investigator that has seen the investigators to a “sit down,” in hopes of dissuading them
original photo, on the chance that their subconscious minds from their continued investigations. See Scene 5 for more
will make the connection that their rational minds cannot. information on how to speed the adventure along.
Wrapping up Scene 4: Once the Old Persian’s men Investigators find themselves at the bolthole for one of
blockade the entrance, the investigators are trapped inside three reasons:
the crypt, making a running battle with the deep ones a very • Imprisoned, after being captured by the police or
deadly proposition. For better or worse, the investigators theosophists.
find their backs to a wall with nowhere to run. In order to • After being invited by Madam Carlisle.
survive, the investigators need to secure their own escape.
Following is a list of possibilities, though creative investiga- • After tracking down Jack Saul.
tors are certain to come up with other, more devious solu- The outcome of each of these reasons is roughly the
tions: same. The theosophists aren’t out to hurt or kill the inves-
• Climb for it! If area 4-5 collapses, it opens a craggy tigators, but at the same time, Carlisle and her friends can’t
rift to the world above. A successful Climb check afford to permit them to ruin their plans to seize control of
(+5%) allows an investigator to reach the surface, the star-spawn. Therefore, Carlisle’s aim is to capture the
and any ropes tossed down ensure a safe climb for investigators and lock them away inside the bolthole, giving
allies. her the time to track down the prison of Ramesses’ ancient
• Dynamite! If the investigators were wise (or fool- foe.
ish) enough to bring dynamite along on their ex- This scene can also serve as a stopgap solution for the
pedition, it can be used in a number of ways: The keeper if all of the investigators’ leads have run dry. If the
investigators can accidentally collapse area 4-5, as investigators have been through all of the previous scenes,
26
but haven’t puzzled out the location of the Prison of the by the choking, putrid gasses. Investigators inspecting the
Star-Spawn yet, this is their last opportunity to do so. This sewer are granted a Cthulhu Mythos check (-10%) to rec-
tactic should be used sparingly and even then, only if the ognize the coming of a lesser shoggoth, sent by the deep
investigators have been plagued by bad luck; the uncaring ones to destroy the theosophists. The lesser shoggoth, ooz-
universe seldom grants the rash or foolish a second chance. ing through the Luxor sewers, is due to arrive shortly (see
Captured by the Theosophists: If one or more of the area 5-4 for more information).
investigators were captured by Madam Carlisle and her
agents during the course of the adventure, the unfortunate Area 5-2 – Front Room:
soul is stripped of any possessions, bound, gagged, hooded, If the investigators have come to Shari El Matar Street
and dressed in dark heavy robes, before being brought in the on the Madam’s invitation, Carlisle’s intent is to lure them
back room of the safehouse (area 5-4). See area 5-4 for more into a trap. But whether or not they are walking into a trap,
information on Carlisle’s plans for her captives. or if the investigators have come of their own accord, the
scene unfolds much in the same way.
Scene Summary: However the investigators find them-
selves in the back alleys of Shari El Matar, the goal of the From the street: If the investigators enter the front
theosophists is the same: Capture the investigators and lock room from the street, read or paraphrase the following:
them away until Carlisle and Jack have had the chance to The small room is home to a single scarred table and
complete their investigations. four chairs. Faded posters hang on the wall, and flickering
The scene provides the opportunity for the investigators candles wedged into wine bottles light the room. A ragged
to interact with Carlisle and Jack Saul, gleaning information gray curtain covers an exit in the back of the room. The air
that they can use to further their own investigations. If the is thick with cigarette smoke
investigators are aggressive and cagey, they should be able A pair of thin Europeans, both dressed in white cot-
to win their way free of the theosophists, but if the investi- ton trousers and shirts, shout for you to stop, while a third,
gators take a back seat to the adventure, their end is surely wearing a suit and a fedora grabs a pistol from atop the
upon them. table and wheels drunkenly in your direction.
The scene ends in one of two ways: with the escape of A pair of theosophist devotees keeps watch over the
the investigators, or their death at the hands of the inhuman chamber twenty-four hours a day. One sits at the window,
servitors of the star-spawn. while the other is at the table playing cards with Jack Saul
Area 5-1 – Alexis’ Alley: Read or paraphrase the follow- (unless Jack was killed in a previous scene). Unbeknownst
ing: to the investigators, there is a fourth theosophist, hidden be-
The dead-end alley is filled with piles of discarded trash, hind the curtain, armed with a shotgun.
sodden from the constant rain. A rusting iron staircase runs If the investigators enter from 5-4: If the investigators
up the alley wall to a low wooden door. Further up, you can enter the front room from upstairs, read or paraphrase the
spy widows, some barred from the outside. A choking fetid following:
stench hangs over the alley, as if forced up out of the storm
The small room is home to a single scarred table and
drain by the hammering rain.
4 chairs. Faded posters hang on the wall, and flickering
The sentries sitting upstairs in area 5-2 watch over this candles wedged into wine bottles light the room. Across the
alley day and night. There is seldom any reason to use the room is a scarred wooden door, painted green, and secured
alley, so the sentries are alerted any time anyone pulls a ve- with a heavy bolt.
hicle into the alley. They are far from constantly vigilant, A thin European sits before a window, smoking ciga-
though, so investigators on foot have a chance at surprising rettes. Three more sit at the table, playing cards and drink-
them (Sneak, +10%). ing wine.
The door at the top of the stairs is bolted from the in- Jack Saul and the theosophist devotees are under orders
side. Kicking down the door requires a STR check, Resis- not to harm the investigators, but alcohol and the threat of
tance 15. A sliding iron plate covers the peephole. violence can quickly make them change their minds. The
The stench hanging in the alleyway is far more sinister theosophists’ first aim is to capture the investigators and
than the investigators might suspect. Investigators taking lock them in the saferoom upstairs, but they defend them-
the time to inspect the storm sewer are nearly overwhelmed selves with lethal force if it becomes necessary. Jack Saul
27
28
is particularly dangerous, having drunk far too much wine able location of the Prison of the Star-Spawn. The locker
for one of his nervous temperament. If Jack believes that the also contains four small glass vials filled with an amber,
investigators might escape, he begins shooting. sweet smelling oil (oil of myrrh), four large spikes of pol-
Jack and his fellows have precious little information to ished carob wood, a box of frankincense, and a simple iron
offer the investigators. What they do know, they share with censer.
foolish abandon, thinking that they can dissuade the investi- If interrogated, Jack confesses that he has little knowl-
gators by demonstrating the hopelessness of their cause: edge of the locker’s contents, save that Carlisle took some
• You’re too late! Carlisle left for the Valley of of the oil, spikes, and incense with her when she left for the
Idols hours ago, so there is no way for you to catch Valley of Idols.
up with her in time to stop her from opening the
crypt! Jack Saul
• The horrors are already loose! Professor Bol- STR CON SIZ INT POW HP
lacher made a fatal error when he stole the key- 12 14 12 10 12 15
stone from the New Crypt. Deep ones have already
returned to the Nile, calling upon their ancient DEX APP EDU SAN
allies, summoning horrors from the deep! It is up 9 13 13 55
to us, the theosophists to set things right. Stay out Damage Bonus: +1D4
of our way, and we might still be able to save the
city! Weapons: 9mm piston 42%, damage 1D10
• No place to hide… Captain LaSalle and his po- Skills: Bargain 22%, Cthulhu Mythos 8%, Fast
lice believe you are responsible for the murders at Talk 34%, Hide 25%, Listen 45%, Occult 23%
Chicago House. If they capture you, they’ll shoot
first and puzzle out answers afterwards! Flee Luxor 3 Theosophist devotees
while you still can, for it is only a matter of time STR CON SIZ INT POW DEX HP
before LaSalle catches up with you! 14 12 13 9 10 11 14
• The Old Persian knows who you are. Even if you
escape the notice of the police, the Old Persian has Damage bonus: +1D4
eyes everywhere. You didn’t think that you could Weapons: Dagger 38%, damage 1D4+db
escape him, did you? Every native in Luxor is go- Double-barreled Shotgun 29%, damage 4D6+2
ing to be after your blood once the Persian discov-
ers you are still alive. (This argument is only effec- Area 5-3 – Storeroom: Read or paraphrase the following:
tive if the investigators have been through Scenes This narrow stairway doubles as a storage area. Shelves
3 & 4.) flank both side of the stairs, weighted down with canned
If Jack and his fellows are unable to dissuade the inves- goods and various other sundries. All are covered in a film
tigators, they resort to the threat of violence. With the excep- of dust and cobwebs.
tion of Jack, these are hollow threats – the theosophists have The stairs have been disturbed much more recently. A
no interest in spilling blood. But Jack is a loose cannon in variety of footprints track up and down the wooden steps,
the worst sense, desperate to prove his worth at any cost. from the common room to a stout wooden door at the top of
Clues: There is a fair bit to be learned here, but the the- the stairs.
osophists aren’t about to let the investigators rifle through A sawed-off shotgun is leaning up against the corner of
the chamber. A locked wooden chest is set against the wall the storage area, hidden beside a broom and mop. (This is
(Locksmith, +25%). Jack has a key to the lock, but the flim- the same shotgun used by the hidden defender in area 5-2.)
sy chest is easily picked or broken open. Inside, the investi- Two boxes of ammunition (24 shells) rest on a nearby shelf.
gators find a trove of theosophical paraphernalia. Inside the Otherwise, apart from dried and canned food, there is little
locker are a sheaf of papers replicating Professor Bollacher here to merit the interest of the investigators.
and Jamison’s discoveries. A successful Library Use check The door at the top of the flight is bolted from the stair
(+10%) correctly identifies these as copies of the Chicago side, and easily opened.
House expeditions, stolen by Jack. The locker also holds a
regional map identifying the Valley of Idols and the prob-
29
Area 5-4 – Carlisle’s Prison: Read or paraphrase the fol- • Chicago House Massacre: Whatever Professor saw
lowing: in the New Crypt drove him to terrible deeds. The
The room is home to three motley cots, set up against sight unhinged him. Knowing that his fellow schol-
the far wall. The incessant rain drums on the ceiling, and ars would only press further into the horrors beneath
seeps in through cracks in the plaster. A filthy chamber pot Luxor, he slaughtered each in turn. Jack Saul bore wit-
sits below a barred window. From the stench coming from ness to the love affair between Jamison and Rose. This
outside, and the horde of flies buzzing around the pot, it is was the event that drove Bollacher over the edge into
clear that it gets regular use. madness – he wasn’t just trying to kill his colleagues,
The door is kept locked when the investigators are in he was trying to erase their very existence.
the room; breaking it open requires a Resistance check, STR • The Evil beneath Luxor: Bollacher’s expeditions
21. Breaking the door down alerts Jack and the others down- released an ancient evil that has slumbered beneath
stairs, who investigate the noise in 1D4 rounds. The bars are Luxor since the time of the Pharaohs. The New Crypt
securely mortared into place, requiring a Resistance check, is simply the beginning, we are certain of that much.
STR 24 to tear from their moorings. A far greater evil is imprisoned in the desert … Likely
If the investigators find themselves in this room, it is in the Valley of Idols. We know that the fiends released
most likely because Madam Carlisle and her lackeys cap- from the New Crypt are actively engaged in attempt-
tured them. Escape will be their first order of business, an ing to release this ancient horror from its prison.
objective made all the more pressing with the appearance of • The Evil in the Desert: Our research has shown that
the lesser shoggoth (see below). this thing can be bound. Help us, and we will make
Captured investigators are stripped of all belongings, certain it doesn’t get free of its prison. The Pharaoh
and dressed in simple cotton shirts, trousers and sandals. Ramesses bound the horror with ancient spells
The theosophists feed the investigators twice a day, offering
them hot tea and stale biscuits in the morning, and a jug of • The Old Persian: He is a dangerous man, leading his
water and a loaf of bread with rice and curry in the evening. followers in a gambit to bring about the End Times.
The simple “fair” is not a punishment, but mirrors the “spiri- If the Persian has his way, a terrible new age will be
tual” diet advocated by Jack Saul. During mealtimes, one of upon us, when terrible horrors will rule the world, and
the guards delivers the food, while the other stands watch the race of man will murder and revel at will. His plan
from outside the room, shotgun at the ready. has already been set into motion by Bollacher and Ja-
mison. All that we can hope to do now is derail its
Madam Carlisle: If the investigators are captured in bloody climax.
the course of the adventure, Carlisle takes the time to ques-
tion each in turn, knowing that the slightest shred of infor- • The Theosophical Society: We are here to stop the
mation can be the difference between life and death when Persian and his cultists … And take their knowledge
dealing with horrors from out of time. for our own. If the old stories are true, and there is
something powerful and ancient hidden in the Valley
Though she refuses to set her prisoners free, she does
of Idols, we will be the ones to discover and control
try to win them over, arguing that the more information they
it.
share, the better her chances at countering whatever evil
Professor Bollacher unwittingly released. In her mind, she No amount of arguing (or Fast Talk success) can con-
is offering the investigators a chance to bow out of the story. vince Carlisle to invite the investigators to join her expedi-
She promises the investigators that once she returns from tion. Carlisle is very clear that the investigators are a danger
the crypt, she will have them flown back to Europe, where to her, and that anything that interferes with the expedition
they’ll need to deal with such madness again. (Investigators is a danger to her life and soul.
that leap at the chance to hand off their responsibilities are Escape! The room is on the third floor of the building,
in for a sinister surprise.) making escape difficult to say the least. In order to regain
In her effort to win the goodwill of the investigators, their freedom, the investigators will need to exercise no
Carlisle shares information of her own. Cunning investiga- small amount of cunning. While breaking down either the
tors can seize on this, using Fast Talk (+10%) or solid role- locked door or tearing out the window bars are both statisti-
playing to dupe Carlisle into revealing more than she’d like cally improbable, creative investigators are sure to come up
(noted in italics). with devious means of escaping the theosophists. Following
are a few ideas that are sure to arise:
30
• Capture the Captors: This is perhaps the sim- Madam Carlisle
plest solution. It requires the investigators to take
one of the guards hostage, and then negotiate their STR CON SIZ INT POW
escape. This is easily accomplished during one of 9 14 8 16 23
the two daily meals, though investigators will need DEX APP EDU SAN HP
to act quickly to avoid being shot by the second 15 17 14 23 14
guard. The guards can also be lured upstairs by
the smell of smoke (for instance, if the investiga- Damage Bonus: –
tors conceive of a way of setting their bedding on Weapons: .25 derringer 30%, damage 1D6
fire). Fist/Kick 33%, damage 1D3
• Death From Above! Though not as simple, it is
Skills: Astronomy 23%, Cthulhu Mythos 17%,
far less risky if the investigators break a hole in
Hide 25%, Listen 30 %, Occult 63%.
the water-weakened ceiling and climb out onto the
rooftop. Reaching the 9-foot high ceiling requires Spells: Enthrall Victim, Send Dreams, Steal Life.
a small degree of ingenuity. Stacking the beds
doesn’t grant an investigator sufficient height, but Shoggoth, Lesser
if a bed is stood on end, it is a simple task to pull STR CON SIZ INT POW DEX HP
apart the rotting stucco that forms the ceiling. De-
43 35 60 7 9 3 45
scending from the third story rooftop can be an-
other challenge, unless the investigators thought to Move: 10 rolling
bring along sheets taken from their bedding. It is Av. Damage Bonus: +6D6
24-foot drop to the ground – sure to harm even the
hardiest of investigators. Those risking a jump into All targets within 10 ft. square must succeed on Resis-
the trash pile at the end of the alley (Jump, +20%) tance check (STR) or be crushed and rent to pieces for 6D6
manage to break their fall. (Keepers should consult damage.
The Thing From Below for additional complica- Armor: none but physical weapons doing only 1 point of
tions.) damage; a lesser shoggoth regenerates 1 HP per round.
The Thing from Below: Fearing interlopers, the deep Sanity Loss: 1D6/1D20 Sanity points to see a lesser shog-
ones send a lesser shoggoth to wipe out the theosophists. goth.
This event should take place just as (or just before) the in- Scene 6 – Prison of the Star-Spawn
vestigators manage to make good their escape. The creepy
doom slithers its way out of the storm sewer at the head of Scene 6 takes place outside of Luxor, in the Valley of
the alley, and then hammers down the door to the safehouse, Idols. A three-way race is afoot between Carlisle, the ser-
where it proceeds to consume the theosophists. Investigators vitors of the star-spawn, and the investigators to see who
hear shouts of terror, followed by blasts from the shotgun, reaches the Prison of the Star-Spawn first. Of course, “win-
and then wails of agony that quickly fall away to silence. ning” the race does not ensure that the victor lives. Indeed,
The entire battle in the room below takes no more than five for those unprepared to meet the ancient horror, losing this
rounds. If the investigators haven’t escaped the building race might be their only hope for survival.
in this time, the lesser shoggoth silently ascends the stairs, Trek to the Prison: It is 15 miles from Luxor to the
slides open the bolt, and proceeds to devour the investiga- Valley of Idols. During the daylight hours, it is easy enough
tors. to rent a driver, but during the night, investigators will need
The lesser shoggoth fills the entire stairway. Unless to steal their transportation if they hope to make it to the val-
the investigators succeed in escaping before the shoggoth ley in time.
makes its entrance, their doom is upon them. There is any number of autos parked on the street across
from the ferry. Jumpstarting one requires a Mechanical Re-
pair check (+10%). Unless the keeper elects to rule other-
wise, there is no chance of the owner discovering the inves-
tigators.
En route to the valley, the accursed rain finally comes to
an end. However, any reassurance is short lived – in the
31
32
rain’s place, the sky takes on the mottled color of a purple runes as a spell of binding.
bruise. Silent lightning continues to trace its way among the Finally, as the investigators start down the slot canyon,
clouds, and the crowding darkness makes it impossible to a tide of fleeing rats, snakes, and beetles stream past them,
tell night from day. fleeing some otherworldly horror. The rolling waves of fur,
Upon reaching the Valley, discovering the Prison is scales, and carapaces do no harm to the investigators, save
laughably easy – the tire tracks of Carlisle’s expedition lead for illustrating the true hopelessness of their plight.
directly to the tomb, where a trio of autos are parked be- Area 6-1 – The Great Portal: Read or paraphrase the fol-
fore a narrow slot canyon. The corpses of Carlisle and seven lowing:
other theosophists litter the area – their bodies have been
savagely torn to pieces and strewn about the site, requiring Silent lightning flashes through the violet skies over-
an immediate Sanity check (1/1D4+1). head, illuminating the great portal in stark brilliance. The
Clues: Inspecting the bodies is gruesome enough to great archway is carved directly from the canyon walls. A
sicken the strongest stomach. The bodies have been reduced pair of towering statues flanks the opening, stoic with their
to strips of ragged flesh and muscle. A Spot Hidden (+0%) spears of stone. Above the portal is a single graven eye, sol-
emnly watching from beyond the ages.
or Medicine (+10%) check permits an investigator to note
that one of the team is still living. The severity of the wounds Undisturbed since the Time of the Pharaohs, the portal
makes it impossible to determine the body’s gender. Unless now bears deep, rending claw marks.
immediate action is taken, the sole survivor quickly dies, The wooden gates are plastered over, the plaster inlaid
blood bubbling up out of its disemboweled abdomen. A sec- with a mosaic of runes depicting Ramesses triumphant over
ond immediate Medicine check (-55%) stops the worst of a seething tide of seaweed. A sticky, crimson ichor is seep-
the bleeding, forestalling death long enough for the body to ing from beneath the portal, staining the stone steps, and
gasp out a single phrase: “They fear the old ways.” slowly eating away at the plaster seal. Deep gouges scar the
An inspection of the autos (Spot Hidden, +15%) re- plaster, where the deep ones tried to claw their way inside.
veals a battered ammo case. The interior of the case is lined It is only a matter of time before the star-spawn is freed
in white cotton. Swaddled by the fabric are three vials of from its ancient prison.
myrrh oil, a packet of frankincense, and a pair of sharpened
carob wood stakes, inscribed with elaborate runes. A Cthul- The investigators are not alone. A coterie of deep ones
is lurking farther up the canyon. Watchful investigators
hu Mythos or Occult check (+0%) correctly identifies these
33
33
specifically keeping watch up the canyon have a chance of This chamber hasn’t been opened in centuries, leaving
spotting the lurking figures (Spot Hidden, +15%). The deep the air nearly deprived of oxygen. All non-electric torches
ones are wary of the investigators. If confronted, they with- or lanterns sputter and weaken, and only after the shriek-
draw deeper into the canyon. ing storm outside has subsided does oxygen flood the cham-
Breaking the Seal: Breaking the portal is a simple task. ber. But the true source of the burning sensation is in the
The viscous wet ichor has seeped into the plaster, causing it air itself, an effluvium cast off by the emerging star-spawn
to weaken and flake off like wet sand. A little digging breaks in area 6-5 and 6-6. Investigators covering their noses and
away the sand, revealing the ancient wood beneath. A sim- mouths with protection (a military grade gas mask is ideal,
ple iron ring is buried beneath the plaster. Once dug out, and but even a wet bandanna will do) prevent any harm, but all
rotated counter-clockwise, pulling on the iron ring drags the others take 1 HP of damage for every 10 minutes spent in-
doors open. (Armchair archaeologists might be surprised by side the tomb.
the discovery of iron in an Egyptian tomb, but those abreast The floor of the chamber is covered in a thin layer of
of Hill’s Vyse excavations at Giza, will be impressed, but sticky ichor, the same that ate away at the seal that once
not awed.) protected the portals in area 6-1. It clings to the investiga-
As the investigators work, a wind picks up in the slot tors’ boots and shoes, staining leather and cloth, and burning
canyon, beginning as a soft, whistling breeze, then building skin.
to a howling windstorm as the investigators draw open the Searching the chamber for the source of the ichor is an
portals. Sand buffets the investigators, all sight is reduced to exercise in frustration. Even a Spot Hidden check reveals
5 feet or less, and it is impossible to communicate in any- little. This is because the ichor isn’t seeping into the cham-
thing less than a scream. Each round spent outside in the ber, but rather condensing on the walls of the chamber, seep-
sandy deluge, an investigator must make a Drowning check, ing down the cool stone walls, and collecting on the cham-
as per the rules. If the investigators force their way into the ber floor. The poisonous effluvium is literally the exhaling
tomb-prison, the howling wind instantly ends, returning the of the ancient one, a sickly gas born out of a stinking, alien
canyon to an eerie silence. entity from beyond the stars.
Those that Follow: The deep ones draw closer as the The Dais and Mosaic: The dais is carved from the
investigators delve into the tomb. If one or more of the in- stone of the surrounding rock, and rises a mere eight inches
vestigators has been left on guard, the deep ones attack after from the floor. The top of the dais is covered in black tiles
the others have proceeded deeper into the complex. inscribed with runes. A successful Cthulhu Mythos check
The deep ones fight to kill, leaving nothing in their (+10%), Archeology check (-20%) or Occult check (+15%)
wake. If the deep ones succeed in wiping out any defenders, accurately translates these runes to the following:
they stalk the remaining investigators, ideally charging them
while they explore area 6-4. Behind this place I seal mine ancient enemy.
Let none disturb His slumber,
6 Deep Ones or suffer the wrath of the Pharaohs.
STR CON SIZ INT POW DEX HP Those succeeding on either the Occult or Cthulhu My-
14 11 16 13 10 11 14 thos checks recognize the runes and accompanying text as
the fundamentals of Dee’s Enochian magic, as outlined in
Damage Bonus: +1D4 the Liber Loagaeth. The tiles are obviously – to such learned
Damage: Claw 25%, damage 1D6 + db investigators – the foundations of a prison that has bound an
entity since time immemorial. Astute investigators (either
Armor: 1-point skins and scales
those succeeding on a Listen check (+0%), or those specifi-
Area 6-2 – False Choices: Read or paraphrase the follow- cally watching the runes) see one of the runes shatter before
ing: their very eyes, snapped into pieces by an outside force.
The air is hot and thick inside the tomb, burning your This happens once every 1D10/2 minutes, as the strength of
lungs as if inhaling needles. The chamber, if you can call it the star-spawn grows.
that, is little more than a wide hall, terminating before a low The mosaic is crafted out of glass and colored tile, and
dais topped by a simple mosaic. Side corridors run to both depicts a Pharaoh using implements to turn a tentacled hor-
the left and the right. The floor of the chamber is sticky with ror rising from the sea. The series of hieroglyphs are ac-
a viscous crimson ichor. tually coded instructions for binding the star-spawn. Even
34
though successful Cthulhu Mythos checks (+15%) or Oc-
Apart from examining the skeletons to determine the
cult checks (+7%) are unable to directly translate the in-
structions, investigators are able to make out key passages. mode of sacrifice (Medicine check, +0%), there is little for
Of course, such rudimentary translations are prone to errors the investigators to discover here.
and multiple interpretations: 3 Deep Ones
Anoint the chosen with the sacred oil of the West ... offer
up the incense of the Gods to the four corners … and arm the STR CON SIZ INT POW DEX HP
chosen one with the wood of the East .. when the thing from 14 11 16 13 10 11 14
the sea emerges … sacrifice the chosen one to dread battle, Damage Bonus: +1D4
and so bind the horror for one hundred hundred years … let
this wall stand and nothing save the birthing of a new age, Damage: Claw 25%, damage 1D6 + db
with new gods, and horrible rites, bear it down. Armor: 1-point skins and scales
Investigators stepping over the snapping runes and Area 6-5 – Prison of the Star-Spawn: Read or paraphrase
pressing on the mosaic, discover that it has been reduced to the following:
the same, wet, crystalline consistency of the outer seal. The
The mealy wall opens onto a balcony, reminiscent of
wall does not collapse, at first. Rather, an intrepid investiga-
a sinister and unholy choir loft. Past the low wall is a vast
tor must press his way through the wall, emerging into area
chamber littered with fallen pillars and collapsed ceiling
6-5, covered in burning, blood-like ichor.
blocks. The entire place is in ruin, with thick, jagged cracks
Area 6-3 – Transept: Read or paraphrase the following: running along the floor and balcony.
The chamber before you is an elaborate depiction of a In the back of the chamber, set into the floor, is a mighty
temple complex, rendered in miniature. Walls that would cer- disc carved from an enormous, cyclopean stone. Laced with
tainly be towering in reality are a mere three feet in height. ancient runes and eldritch signs, the disc has been forced
The detail is incredible, down to carved stone buildings and up from its black seat by a writhing tentacle of titanic pro-
pillars that make up the bulk of the walled complex. portions. As the stone disc grinds from its ancient seat, an
effluence of miasmal gasses rush from below, darkening the
Though the current runes bear only a passing resem-
air and choking the lungs!
blance to the model, characters succeeding on an Archeol-
ogy (+20) or Architecture check (+10%) correctly identify This, at last, is Aat-noth the star-spawn of Cthulhu.
the model as an accurate depiction of the Medinet Habu of Freed from centuries of loathsome imprisonment by the
Luxor City. hapless Professor Aaron Bollacher, the dread creature aims
to unleash its revels and dark celebrations over the lands of
The model is accurate, to a fault. Where the New Crypt
Egypt.
would be, a secret cache is hidden. This cache cannot be
spotted with a lucky Spot Hidden check, but only deduced. If the star-spawn manages to free itself, there is little
Inside the cache is a gold censer hung from a silver chain. that the investigators can do to stop its escape. If they are
Investigation reveals that the censer once held frankincense, to triumph over the old one, their sole hope lies in turning it
but the cones have long since been reduced to little more back while it is still partially contained by the weight of the
than dust. enormous seal.
Area 6-4 – Dry Well: Read or paraphrase the following: The Deep Ones: If the deep ones have beaten the in-
vestigators to the chamber, they are prostrate before the
Steep stone steps descend into darkness. The walls of great well, howling obscene prayers to their demi-deity. If
the stairs are polished smooth, unlike the decorated walls the deep ones haven’t entered yet, they do so when the in-
of the previous chamber. Ahead, the stairs end at a sharp vestigators descend to the floor of the chamber. Crowing in
drop. passionate delight, the deep ones hurl themselves into an
When the crypt’s original inhabitants bound the star- orgy of violence, consecrating themselves in the blood of
spawn, they sealed its prison by offering up the hearts of the investigators.
one hundred slaves. Once the rite was completed, the bodies The Rite of Ramesses: Astute investigators have stum-
were disposed of by casting them down the dry well. The bled across remnants of the original rite used to bind the
well is 50 feet deep, with stacks of bones occupying the bot- star-spawn to its physical prison. While the surviving details
tom 10 feet.
35
are far from complete, the star-spawn still bears a weakness investigator in unable to Dodge, he takes 1D10 damage.
to the old ways. By merely following the rudiments of the The stakes of carob wood, while worthless against the
ritual, the investigators might have a chance of forcing the deep ones, inflict grievous injuries on the star-spawn. Each
spawn back into its prison: successful strike does 1D10 + db to a tentacle. A blow to the
• The Oil of Myrrh: Investigators that dab but a drop body of the star-spawn drives it back into the vault. As the
of the sacred oil on their foreheads become repel- star-spawn withdraws, each of the flailing tentacles strikes
lent to the deep ones. Unable to physically attack at the offending investigator. A successful strike that inflicts
anointed investigators, the deep ones fall back after 15 HP or more knocks the heroic character into the vault.
a few rounds (1D10/3 rounds), opting instead to hurl The disc slides back into place, and both the star-spawn and
stones from a distance. the investigator are lost for all eternity. (Of course, “with
strange aeons even death may die,” so while it is improb-
• The Smoke of Frankincense: The sting of sacred
frankincense is abhorrent to Aat-noth, causing the able, it is not impossible for Aat-noth and a horribly trans-
tentacles to writhe and flail about in recalled ancient formed investigator to return at a later date.”
agony. If incense is burned in the vault, or better yet, Aat-noth, Star-Spawn of Cthulhu
swung about in a censer, the tentacles lose much of
their ability to attack (though they become no less STR CON SIZ INT POW DEX HP
dangerous). Each round the three tentacles strike at 70 52 105 21 21 11 79
random. Regardless of the target, the tentacle still
Move: 20/20 swim
needs to make an attack roll to hit a deep one or in-
vestigator. Average Damage Bonus: +11D6
Roll (1D10) Target Weapons: 3 Tentacles 60%, damage equals 1/2 db
1-3 Deep one Claw 80%, damage equals db
4-7 Vault (see combat below) Armor: 10-point hide and blubber; regenerates 3 HP per
round
8-10 Investigator
Sanity Loss: 1D6/1D20 Sanity points to see a star-spawn
• The Stakes of Carob Wood: The stakes of carob
wood are anathema to the star-spawn. Striking at Up to 6 Deep Ones
the creature with the wood causes terrible, gaping
wounds (see combat below). But in order to drive STR CON SIZ INT POW DEX HP
the creature back into its prison, wounding a tentacle 14 11 16 13 10 11 14
is not enough. The investigator must drive a stake Damage Bonus: +1D4
directly into the body of Aat-noth. This requires
Damage: Claw 25%, damage 1D6 + db
the investigator to fight back the terror inspired by
Thrown stone 20%, damage 1D6
the otherworldly fiend (making a successful Sanity
check), and then climb to the very edge of the pit. Armor: 1-point skins and scales
There, leaning out into a void as dark and horrify-
ing as the emptiness of space, the investigator can
make an attack on the body of the star-spawn itself. If
the investigator scores a hit, see below for the fateful
conclusion.
Combat: With the star-spawn escaping from its prison,
and the deep ones, howling their unholy passions as they
rend the investigators pieces to shredded muscle and flesh,
combat in the chamber is quick, deadly and confusing.
Each missed attack by the tentacle damages the sur-
rounding vault, causing a stone slab to fall from the ceiling,
or a pillar to collapse. Select one of the investigators at ran-
dom, and call for a Luck check. If the check fails, and the
36
Conclusion A Note on Skills
The adventure ends in one of two ways: the destruction Success in Death in Luxor can hinge on a few key skills.
of the investigators, or the staving off of an ancient horror. While it is not essential all of the investigators have all of
And as in any authentic Call of Cthulhu saga, these two end- these skills, it is recommended that the team, as a whole,
ings are not mutually exclusive – it is entirely possible that have the following selection of skills:
the investigators drive back the star-spawn, only to succumb
Archeology, Architecture, Bargain, Cthulhu Mythos,
to madness and the ferocious attacks of the deep ones.
Fast Talk, Locksmith, Medicine, Occult, Persuade, Sneak,
In the silence of the dead tomb, investigators can hear and Spot Hidden.
the rain begin to fall outside, washing away the fetid red ef- Finally, while violence should always be an investiga-
fluvium, and the storm finally breaks, giving way to a clear tor’s last resort, it never hurts to know one’s way around a
sky. pistol or rifle.
The plots of the Old Persian are far from over. As the
events surrounding Luxor unfold, the Old Abū boards a
tramp steamer, vanishing from notice. The Old Persian and
the cursed Bollacher children return in later Age of Cthulhu
adventures.
Presuming their survival, the investigators have accom-
plished a great good for mankind, though it is a small thing
perhaps, to the Old Ones. Horrors exist the world over, and
the stars are finally right.
37
Player Handout A
38
Player Handout B
39
Player Handout D
40
Player Handout E
41
Player Handout G
42
Player Handout H
Trim along dotted line.
Permission granted to photocopy this page for personal use.
Player Handout I
43
Name:
Occupation: Professor of Archeology
Sex: Male Age: 44
Birthplace:
Marks, Scars, Mental Disorders:
Skills
Archeology 91% Bargain 55%
Cthulhu Mythos 09% Dodge 52%
Drive Auto 50% Fist/Punch 50%
History 80% Library Use 85%
Other Language (Egyptian) 41% Occult 35%
Persuade 45% Psychology 75%
Rifle 40% Spot Hidden 50%
History
You knew Professor Bollacher from your undergrad days, when he was one of the radical research
professors at the University of Chicago. You struck it off from your first meeting – your passion for Ar-
cheology and thorough investigation matched against his passion for all things Occult.
You’ve sparred, academically, over the years, even grudgingly conceding the point that his paper
on the Lost Linguistics of the Proto-Atlantean Sea People was theoretically possible – though complete
balderdash. You have your own theory: Science is the bedrock of progress, and if the human race is ever
to lift itself from the morass of superstition and myth, it will be through the judicious application of the
scientific method.
When Bollacher invited you to Luxor you agreed for two reasons: First, because it was an archeolo-
gist’s opportunity of a lifetime, and second, because if anyone was going to keep the good doctor on his
toes, it was going to have to be you.
44
Name:
Occupation: Private Investigator
Sex: Male Age: 28
Birthplace:
Marks, Scars, Mental Disorders:
Skills
Bargain 35% Dodge 72%
Drive Auto 45% Fast Talk 35%
First Aid 50% Fist/Punch 75%
Handgun 50% Library Use 25%
Locksmith 51% Photography 30%
Psychology 35% Rifle 45%
Sneak 35% Spot Hidden 55%
History
If there was a trophy fight for hardest life, you’d be the world champ. You started as a would-be
featherweight prize fighter, but though you could take any punch, you weren’t strong enough to land the
punches when it really counted. After four broken noses and a smashed cheekbone, you decided that the
life of an unemployed PI was better than a washed up boxer.
Though the big payday never came, you turned out to be a decent PI, due more to obscene runs of
luck than any particular skill. You worked for Bollacher a few years back when he hired you to investi-
gate his newlywed wife. What you found out wasn’t pretty, but his young wife was. It turned out Rose
had a weakness for being noticed, and fell hard for anyone willing to spend a night listening to her
troubles. In the course of your investigations, you spent a lot of time listening to her, but you always kept
the relationship professional, right?
Now Bollacher is suspicious again, and he’s looking for old friends he can trust. You’re not his
friend, and you’re not sure he can trust you, but the money is right, and there is always Rose…
45
Name:
Occupation: Professional Mystic
Sex: Female Age: 28
Birthplace:
Marks, Scars, Mental Disorders:
Skills
Dodge 50% Hide 40%
Fast Talk 75% Fist/Punch 50%
Handgun 25% History 45%
Library Use 75% Occult 80%
Other Language (Egyptian) 36% Psychology 80%
Spot Hidden 60% Sneak 60%
History
You met Rose Bollacher on her wedding day, when the professor hired you to do read palms for his
wedding guests. The gig was a lark for you – you had always been an entertainer passing yourself off as
a true medium – but when you took Rose’s hand in your own, a powerful vision rushed over you.
Rose Bollacher was doomed to a terrible fate.
Since that day you’ve kept in touch with Rose. She’s been a good friend through hard times, and
always loaned you money when you were down on your luck, so when you heard she was in trouble,
you knew what you had to do: You pulled a quick scam, landing some easy money, and caught the first
flight to Luxor. If your friend is in trouble, you’re not going to stand by, and whoever is responsible is
going to pay.
46
Name:
Occupation: Soldier of Fortune
Sex: Male Age: 29
Birthplace:
Marks, Scars, Mental Disorders:
Skills
Dodge 71% Fist/Punch 80%
First Aid 50% Handgun 55%
Hide 55% Listen 40%
Mechanical Repair 30% Rifle 95%
Sneak 70% Spot Hidden 50%
History
You’ve made a living serving in foreign wars. It’s been a decent life, and you’ve seen a lot more of
the world than you might have if you had stuck around the family farm. Asia, Africa, South America. If
there has been a continent at war in the last 15 years, you’ve been there lobbing rounds. It’s not as if you
like the thought of killing, but if someone is going to be making a profit off of war, you might as well be
there, putting the money to good use.
It came as a surprise when Uncle Aaron managed to track you down. He had a job for the black sheep
of the family and wanted to know if you were interested. You’d never never been in Egypt before, but
you’ve always wanted to see the pyramids …
47
Name:
Occupation: Graduate Student (Criminal)
Sex: Female Age: 26
Birthplace:
Marks, Scars, Mental Disorders:
Skills
Archeology 31% Dodge 79%
Fast Talk 90% Fist/ Punch 50%
Handgun 50% Locksmith 41%
Sneak 75% Spot Hidden 50%
History
For most of you life you’ve gotten by on your good looks and luck, hustling from one scam to the
next. After skipping town from San Francisco, it was easy enough to talk your way into the graduate
program at Chicago University, and from there, into a well-paid position as a research assistant.
Most folks that get to know you well recognize you for a fraud, so you take pains to not to let anyone
get too close. You never expected to be called up from the Chicago House team for the Luxor Expedition
team. Chicago was comfortable, but you’re expecting Luxor to be a lot less hospitable, especially when
it comes to actual archeology. Chances are you won’t stick around for long – you’ve heard the Mediter-
ranean is beautiful this time of year.
48