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7
However, don't make the error of
believing that all the Foundation's
members and personnel are cultists. As
a matter of fact, most are regular
people happy to be working with
understanding bosses. Bierce and
Penhew themselves are active Priests of
Nyarlathotep, but even Laughton
doesn't know what's really behind their
peculiar schedules.
Its connections to the campaign
On the aforementioned mentioned run
of Masks of Nyarlathotep I had the
worst roleplaying experience of my
entire life. The Keeper was a complete
dolt and it is surprising that we took it
for as long as we did. My character
Bierce and Manuel Badilla's Sherman
Rogers were the only constants during
what we completed of the campaign,
but they finally got killed by
Nyarlathotep in the Red Pyramid
encounter. But a good Foundation is a
terrible thing to waste, so when I was
returned to the helm I decided to
change their fate to the one mentioned
in the section The Truth.
Now, how does all of this fits into
Walker in the Wastes? Bear with me for
a moment.
According to some versions of the
Quetzalcoatl myth, Quetzalcoatl was
forced to leave by Tezcatlipoca, lord of
Death and Fire, the Night sky and
Moon and the Stars. An overall twisted
guy that was also known as "Yotl", or
"the enemy". He was considered a
master of the black arts and is usually
represented wearing a black mask and
having an obsidian mirror in his
chest, where he was able to see all the
actions and thoughts of humanity.
If the description of Tezcatlipoca has
gotten Nyarlathotep bells ringing in
Copyright information
Introduction
This scenario was originally created to
introduce new investigators (and
players) on a run of Pagan Publishing's
Walker in the Wastes campaign, during
a short stretch of time that the main
group was going to spend on
Washington. Since by this moment in
the campaign (after Alaska) my players
are already paranoid, I needed a
plausible way to introduce new
Investigators without the Old Crew
going Gun Ho! on them.
The result was this short piece. It is
mainly unrelated to the main campaign,
so you should be able to introduce it on
your 1920 CoC campaign or play it as a
one-shot affair. If you wish to run it
outside of Walker in the Wastes, just
ignore any reference to Barrow or his
expeditions. If you plan to run it with
Walker make sure that the fake Lang
arrives at the hotel before Barrow and
the rest of the team, so that there isn't
anyone who can identify him.
I also took the opportunity to slowly
introduce Phillip Challis' The Stage to
my CoC campaigns, to give the players
a chance to start accepting into their
CoC realities something else than their
usual share of cults and their gods.
Since The Stage is freely available I
won't detail it here. The connections
10
Keeper's background
The players
11
that he had been investigating.
Nevertheless, he has befriended
Andersson with the excuse of being an
art lover and regularly meets with him
to discuss about paintings and play
chess.
Block is dying with a cancer that is
slowly eating him and has decided to
spend his last years twarthing
Andersson's controlling moves. This
cancer and his approaching end have
made him re-think his spiritual values
and he now believes that the good he
will be able to do in this life will
outweigh the possibility of going to hell,
even if to accomplish that good he must
step over the boundaries set by his
religion. Unbeknownst to him, part of
this new philosophy stems from his
constant contact with a Matar, who have
the uncontrollable ability to lower the
mental balance of those individuals near
them. Because of that decision he has
disregarded several direct instructions
by the Order to leave Andersson alone
until his motives can be understood and
is currently considered a rogue member
of the order himself. Andersson knows
him only as a priest with good art taste
and has ignored him so far, considering
him unworthy of dominating and
useless as a tool.
The pieces
A Mr. Donald Lang visited Enzo Lutz
in his antique store several months ago
and gave him a list of very rare books to
look for and sizable advance payments
for his efforts. Since then Lutz has been
tracking them down and just a couple of
days ago managed to find one of them.
Experienced players will expect Lutz to
die either before they get there or
shortly after. None of this will happen;
he is truly going out on a business trip.
He knows little about the buyer, only
that he is quite secretive and apparently
in no lack of monetary means.
12
The game
The Matar's gambit
Donald Lang is one of those persons
that are called prime locus in The Stage:
persons who don't follow the same
preset trails as everyone else and have
13
investigators if for any reason they wish
to avoid that.
Later that same day, Lang will have an
interview with the survivors from the
Barrow expedition to Alaska and will
drop a comment about the theft of the
tome. After discovering in Alaska that
they'll have to start globe trotting, they'll
surely like the possibility of having a
man of monetary means on their side.
Preliminary investigations
There are several things that the
investigators may wish to check out.
Black market of rare items
Nothing is to be gained investigating on
this direction, since Livingstone isn't
putting the book up for sale. Give the
investigators a couple of shots at it if
they request it, and if they roll a critical
group Luck roll (or a group Luck if a
character has connections to the
underground as a part of their
background) someone will put them in
touch with Thomas McGregor, a
collector art items of dubious legality
who will be able to identify the man as
Livingstone.
However, he won't know why
Livingstone would steal a rare book and
will state that he believes Andersson to
be clean on the stolen items department.
After all, if he didn't do his acquisitions
using regular channels he wouldn't be
able to put them in display.
McGregor will refuse to give the
investigators any leads in the
underworld of stolen items, since doing
so would endanger his ability to acquire
paintings and other items in the future.
Due to his own personal wealth, bribery
will just serve to offend him.
The fake passport
Since Andersson didn't have the time
to commission the fake passport out of
Washington, said underworld contacts
14
surely accept Andersson's invitation for
lunch at his mansion when it presents
itself.
Investigating Livingstone's house
If the Investigators don't take any steps
towards searching Livingstone's house,
Lang will notify the police and they will
pay him a visit.
If they do decide the check out
Livingstone's house nobody will answer
the door. If they decide to break in (a
likely possibility) there is a front door
and a back door. The back door leads
directly into the kitchen, and any
investigator succeeding in a Spot
Hidden roll will notice that the
refrigerator door is slightly ajar.
Checking the fridge will reveal several
bottles of morphine, although it may
take a Medicine or Pharmacy roll to
recognize them as such.
Livingstone lies in his room in the
second floor, dead in the bed. A needle
protrudes from his arm and the glass
syringe lies in the floor amidst several
empty bottles. Some blood has dripped
from the needle and formed a small
puddle in the floor. His rolled up sleeve
will reveal the expected needle marks all
over his arm. The leather pouch that the
tome came in lies empty in the floor.
Knight takes pawn
At around the same time the book
changed hands, Father Block was
coming to the Seattle Hilton to wait for
Lang's arrival (since they are both old
acquaintances). He watches the
exchange from the door and recognizes
Livingstone, who he sees carrying the
tome outside. Having heard about
Lang's coming for the book, he will put
two and two together and conclude that
Andersson is indeed a Juvat who plans
to use the tome as leverage on Lang.
His Matar-induced disappearance of the
boundaries between right and wrong
impulses him to go to Livingstone's
house to recover the book by whatever
Further moves
The telegram
15
It is quite possible that the investigators
will believe the telegram to be a ruse to
have Lang return to New York so that
the trail cools down, so they will surely
investigate it.
The telegram was received at a local
office of the World Wide Telegraph, and
the clerk reminds it clearly because he
was surprised that it had come from
Washington itself. If any theft is
mentioned and the proper Credit Rating
passed, the young man will give them
the name of the office that sent it where
they will be able to find out about
Isaacs.
Isaacs
Of course, yet another possibility is
that the telegram is legitimate and
somebody took the book from
Livingstone to help Lang. In this case,
does Lang know anybody by the name
Abraham Isaacs? He most surely
doesn't, but a successful History check
will remind the investigator that in the
Bible, Abraham was prepared to
sacrifice his son Isaac because his god
demanded it. Lang may remember a
priest by the name of Block who he met
in New York, since Lang usually helped
the church with donations. Lang
believes that the priest got transferred
somewhere, but he doesn't quite know if
it was to Washington.
The Matar's den
Maybe the police find Livingstone's
dead body and call Andersson or maybe
he tires of waiting for Livingstone to
come out of his trip, but sooner or later
Andersson is going to find out about
Livingstone's death and the book's
second disappearance. When this
happens he will be mad and will start
pushing his pieces around to watch
Lang and those that hang around him.
It is quite possible that he will send
Robert Beryl or Alec Jason to query
Lang about the progress with the
16
Sometime after lunch time that day
Block will go visit Lang at the hotel,
tired and weary after spending a night
reading the libretto. He will be carrying
the tome itself with him. When told that
Lang is going to be visiting a friend for a
couple of days he will request to see
whoever is traveling with him. His tone
is one of such sincere urgency that the
person attending him will put him in
touch with the gentlemen with whom
Lang has been meeting steadily since he
arrived: the investigators.
Block will tell the investigators that
Lang has been kidnapped by Andersson
and will tell them anything he needs to
tell in order to get them to stage a rescue
operation, going so far as lying if
needed. The book, by the way, just fell
on his lap. He believes that Andersson
is going to brainwash Lang (he actually
doesn't know how he does it) in order to
gain influence in several circles where
Lang can be of use. He'll also insist that
since Andersson is such a respected
member of the community the police
won't believe their story and by the time
the cops do decide to check on
Andersson the damage will be done.
When he finally convinces them to do
the daring rescue, Block will consider
his own possible death and write a letter
to his order explaining his behavior and
suggesting that they do check on
Andersson. The letter will be addressed
to somebody in the Vatican and Block
will request that the letter be sent in case
of his demise.
If one of the investigators has
somehow convinced Block that he can
be trusted Block may drop a hint about
the possibility of the Order contacting
him for details of the events.
The raid
Getting into Andersson's house
Block feels that it is his fault that Lang is
trapped in Andersson's lair, so he will
offer to actively cooperate in the raid.
17
Aftermath
Hopefully, after raiding a rich guy's
house the Old Crew will have bonded
already with the new recruits, making it
easier for them to get along. If the
investigators didn't handle things
correctly, raiding Andersson's house
may become a serious stain that will
chase them through their operations in
America. Fortunately for them, Lang
will feel that he owes them his life and
will be willing to fund their operations
if they can be reasonably explained to
him (and hopefully their claims
proved!). Lang can also become a useful
contact to recruit new investigators for
the party when someone goes to a better
place.
If Andersson took over the priest's
body, things could get really interesting
both for the investigators and the
Knights of Saint Jerome...
18
SAN 80 HP 13 Age 72
Damage bonus: +1D4
Skills: Accounting 45%, Art: Painting
60%, Art: Literature 59%, Bargain 65%,
Credit Rating 95%, History 83%,
Persuade 79%, Spot Hidden 40%
Languages: English 60%, Finnish 30%,
German 79%, Latin 30%, Swedish 87%
Attacks: Knife 40%
Notes: Ingmar Andersson looks at least
thirty years younger than his actual age.
He currently has black hair that is just
starting to show some white and brown
eyes that never wholly look at a person.
Paul Livingstone
Locura in charge of acquisitions
STR 10 DEX 10 INT 13 CON 13
APP 9 POW 9 SIZ 11 EDU 15
SAN 12 HP 11 Age 46
Damage bonus: none
Skills: Accounting 20%, Appraise 70%,
Antiques 80%, Art: Painting 53%,
Bargain 60%, Credit Rating 55%, History
40%, Spot Hidden 45%
Attacks: none above average
Languages: English 80%, German 13%
Notes: A thin man whose eyes are deep
set in his skull and who looks at least
ten years older than his real age. All of
his movements are slow and deliberate,
as if he was afraid of giving something
away. He will never be seen alive
wearing a short-sleeved shirt, since
those wouldn't hide the needle marks
on his arms.
Alec Jason
Locura accountant
STR 9 DEX 13 INT 11 CON 12
APP 12 POW 10 SIZ 10 EDU 14
SAN 20 HP 14 Age 39
Damage bonus: none
Skills: Accounting 70%, Credit Rating
41%, Fast Talk 30%, Forge signature
72%, Spot Hidden 21%
Languages: English 70%, German 5%
Attacks: none above average
19
Notes: A diminutive man with mouselike eyes, Alec looks like he expects a
crazed killer to jump out of each and
every shadow. Soft spoken and evasive,
he uses thin glasses to read and never
looks at anyone in the eye.
Robert Beryl
Locura social liaison
STR 10 DEX 13 INT 17 CON 13
APP 15 POW 10 SIZ 12 EDU 13
SAN 13 HP 11 Age 32
Damage bonus: none
Skills: Credit Rating 61%, Fast Talk 30%,
Spot Hidden 43%
Languages: English 89%, German 40%
Attacks: none above average
Notes: A young man with hazel eyes
and black hair, Beryl hides his violent
nature behind a calm and quiet faade.
Fred MacMahon
Locura bodyguard
STR 13 DEX 13 INT 8 CON 14
APP 11 POW 7 SIZ 11 EDU 9
SAN 80 HP 14 Age 34
Damage bonus: none
Skills: Intimidate 63%, Persuade 20%,
Spot Hidden 30%
Languages: English 45%
Attacks: Fist/Punch 55%, Handgun
60%, Kick 40%, Shotgun 40%
Notes: MacMahon's black hair is usually
dirty and his clothes betray the
contempt he has for personal
appearance. The only times where he
looks presentable are when Andresson
literally forces him to be.
Nils Lindblom
Locura bodyguard
STR 13 DEX 15 INT 11 CON 13
APP 11 POW 7 SIZ 14 EDU 8
SAN 80 HP 14 Age 30
Damage bonus: +1D4
Skills: Intimidate 63%, Martial Arts 40%,
Persuade 20%, Spot Hidden 40%
Languages: English 12%, German (own)
50%
Appendix 2: Groups
The Knights of Saint Jerome
It is funny how the Knights of Saint
Jerome aren't explained in The Stage,
given that the sourcebook is about the
order itself. Here are some bits of how I
conceive them:
* A person doesn't have to be a priest to
get into the Order, but they do have to
be sponsored by a current member.
* On an interesting turn of events, the
Catholic Church has privately
recognized that men and women are
created equal, so both sexes can become
knights.
* The Knights don't just document or
watch, but they are quite cautious and
like to look before they jump.
* The order runs on their own funds,
most of which were willed to it by a
member.
* They answer to the Vatican directly.
* They have their own hierarchy inside
the Catholic Church, although few in it
know about the Order.
The Matar
Little is mentioned about the Matar on
the sourcebook for The Stage. They
appear to be some sort of mental entities
much like the Lloigor, but with each
having a conscience of their own. Since
they aren't explained there, here is a mix
of what they are like in my campaign
with the information provided in the
sourcebook.
As it is mentioned on The Stage, the
Matar like to dominate Prime Loci so
20
Matar host itself. It is possible that
combined with drugs and sleep
deprivation this period of time can be
significantly shortened.
It isn't clear if there is a way to kill a
Matar. The only possibility may be to
force it to continually switch bodies
until all its points are spent and it fails
the attempt, but that possibility would
require the slaughter of many hosts and
hasn't been attempted.
As a side note: the Knights of Saint
Jerome didn't find their first record of
the existence of the Matar until 1950, so
even if Father Block survives the
adventure he won't be able to recognize
the influence of the Matar from the
work of a regular Juvat member.
21
22
Finger Biter1998
By Michael C. LaBossiere
Ontologist@aol.com
Call of Cthulhu
Legal Information
This adventure is copyright 1998 by
Dr. Michael C. LaBossiere. It may be
freely distributed for personal use
provided that it is not modified and no
fee above the normal cost of distribution
is charged for it. Visit my web site at
http://user.aol.com/ontologist/index.h
tml.
Call of Cthulhu is Chaosium Inc's
registered trademark for their game of
horror and wonder in the worlds of HP
Lovecraft. For more information, contact
Chaosium Inc., 950-A 56th St, Oakland,
CA 94608 -- or call us at 510-595-2440.
Visit Chaosium's web page at
http://www.chaosium.com/cthulhu/.
This adventure was inspired, in part,
by The Little Finger on the Left Hand,
by Ardath Mayhar. It is copyright 1990
by the Ardath Mayhar. The copy I read
is in 100 Twisted Little Tales of Torment,
which contains tales selected by Stefan
Dziemianowicz, Robert Weinberg, and
Martin H. Greenberg. It was published
by Barnes & Noble Books in 1998.
Introduction
This is a short, but nasty, adventure
for a small group of investigators. It is
set in 1920s Scotland, but can easily be
modified for use in other times and
places.
The adventure is ideal for times when
a short, one session adventure is
needed, or as a break between larger
adventures.
23
Keepers Background
In the 15th century the successful
MacDougal family built a tower and a
village grew up around it. The family
and the village prospered for some time
until 1751. In that year Andrew
MacDougal entered into a deal with a
terrible being that promised him gold in
return for certain considerations. To
cover the true source of the gold,
Andrew claimed that when he had a
well dug beneath the tower, he found
gold. Andrew enjoyed his new wealth,
until he found out what some of
thecertain considerations were. At
that time, Andrew went to the church to
have the minister drive out the creature.
Unfortunately, the exorcism had no
real effect on the creature, except to
anger it and cause it to take action
against the MacDougal family. The
creature bit a finger from the hand of
each of the six MacDougals while they
slept. It then told Andrew that he and
his fellow MacDougals were doomed.
Andrew sent a letter to his youngest
brother, Ian, who was away in London.
Ian thought his brother had gone mad
and tried to persuade him to seek help.
However, when news reached Ian of his
brothers death, he left London
immediately and returned home. Over
the next year, all the other MacDougals
went insane and died, despite all of
Ians efforts
In desperation, Ian purchased a dozen
kegs of black powder and used them to
destroy the family tower. He gave a
large quantity of the gold to the church
Investigation
The following details the information
that might become available to the
investigators.
Clarence MacDougal
When the investigators arrive at the
inn, they will be told they are expected
The investigators will find MacDougal
in his room at the inn. The man will
greet them warmly from his bed, but he
will appear pale, nervous and
frightened. The investigators will see
that his left hand is swathed in
bandages. The investigators will notice
that Macdougal seems to be in pain and
that he occasionally steals nervous
glances at his bandaged hand.
After some preliminary small talk,
MacDougal will relate the following
story:
It might surprise you to know that
despite all the research I have done in
history, I knew almost nothing of my
own family history. In fact, when I
checked, it seemed to simply begin in
America In 1783. I know that does not
sound very odd, since so many people
started over in the new United States.
However, my family has passed down
a number of heirlooms and there is, of
course, my familys wealth which is
based solidly on gold.
Through some diligent research, I
managed to trace my ancestors back to
this village and I set out at once to come
here. I now greatly regret this.
MacDougal will pause and take a large
drink of whiskey at this point. He will
then say:
I suppose you are wondering about
my bandages. Well, you see I lost a
finger. As I mentioned, I came here in
search of my family history and I found
much more than I bargained for.
I went to the ruins at night, despite the
warnings of the villagers. Naturally, I
dismissed their superstitions out of
hand. Now that is a funny way to put it,
now that I do not have a full hand.
Anyway, I went there and looked at the
24
ruins. I thought I heard something
moving in the stones, so I went closer. I
supposed at the time it was rats, but it
turned out to be something larger.
Something that was most definitely not
a rat.
Something horrid and furry came
from the stones. I did not get a good
look at it, for it moved very fast and it
was, as I said night. I felt a sharp jerk on
my finger, and was horrified to see it
missing at the knuckle. I stanched the
flow with my handkerchief and made
my way back to the village. My assistant
took the care to a nearby town to fetch a
doctor and he did a fine job stitching me
up.
MacDougal will pause again, and take
another large drink of whiskey. A
grimace of pain will come across his face
and observant investigators will see a
faint glint of madness in his eyes for just
a second. He will then continue his tale.
I told the doctor that I could still feel
my finger. He mentioned phantom
limbs. You, know, that people who have
lost limbs will often feel itches in the
limb that is missing. He said that he had
not heard of such cases with fingers, but
that the theory would be the same.
However, I am not feeling itches. It feels
like something is gnawing and rending
my finger. Like some horrid teeth are
tearing the flesh right down to the bone.
I feel that something in the hole has my
finger. I think that madness will
overtake me unless I get it back. I must
have it back!
MacDougal will do his best to convince
the investigators to go find his finger.
He will also do his best to convince
them that he is not insane.
David Zuckerman
Zuckerman is MacDougals assistant.
He will back up MacDougals story. If
he is asked in private about
MacDougals mental state, he will say
that MacDougal was perfectly fine until
he went to the tower. He is not sure
what is going on but will say You
know, if a man had his finger taken by a
rat...or something...he certainly would
not rest well knowing some horrid
creature had a piece of himself.
Zuckerman will have nothing else to
add.
The Villagers
Provided the investigators are polite,
the villagers will be willing to speak to
25
them. The villagers know about the
MacDougal ruins, which are looked
upon as a place best left alone. Some of
the older villagers know stories about
the place and will be willing to share
them with the investigators, perhaps
over a friendly cup of whiskey or two.
The younger villagers know that the
ruins have a bad reputation and the few
that have been there think it is infested
with rats. In any case, the investigators
will be hard pressed to get any villager
to go near the ruins at night.
A Story About the Ruins
As mentioned above, some of the
older villagers know the traditional
story of the ruins, which is as follows:
According to the old stories, the MacDougals were a well respected family and
rose to a position of some prominence. They had a small tower built and a village
built around that. The village prospered for some time until madness came to the
tower. The madness came shortly after Andrew MacDougal found gold. It is said
that when a well was being dug in the tower, gold was found. Whatever the
source, the MacDougals had plenty of gold to spend. But, the gold seemed to
have a price, for they were never quite right again. Some stories say the
MacDougals each cut off a finger in their madness, for they were spoken of as
the nine-finger MacDougals. Some of the older people whispered that the
MacDougal family had made a deal with Satan and that he was collecting his
interest for a diabolical loan.
All this madness came to an end when the tower was exploded from within
and burned well into the night. After that the tale of the MacDougals came to an
end.
Of course, the story of the ruins isnt at and end. Some say the place is still
plagued by the devil or his minions. Whatever the case, none of us go near those
ruins, and if you are wise, you will stay away as well.
The villagers do not have much to add
to the tale. If the investigators ask for
more information, they will be told to
check the church records.
The villagers know about
MacDougals wound and some of them
26
Maps/Places
The following details the maps and
places for the adventure.
The Village of Dunval
The village consists of about two dozen
houses, a charming inn, as well as a few
small businesses. The major industry of
the village is the raising of sheep and
the preparation of wool.
The Ruins
The ruins are those of the old
MacDougal tower. Even after all the
centuries, it is evident that the tower
was destroyed (as opposed to just
falling into ruin). The area immediately
around the ruins is surprisingly
desolate, as if the soil itself was
poisoned.
The ruins have been picked clean over
the years by the weather and people
brave (or ignorant) enough to come in
search of valuables. All that remains is
the broken stones and a pile of rubble in
the center of what was once the tower.
If the area around the ruins is checked,
a successful Spot Hidden or Tracking
skill roll will reveal that there has been
activity around the ruins. There are
signs of footprints leading up to the pile
of stone rubble.
The Stones: The stones appear to have
been intentionally piled and arranged so
as to provide a stable entrance into an
underground chamber. The entrance is
27
Action
The action begins when the
investigators set out to deal with the
Finger-Biters.
Visiting the Ruins/Fighting the FingerBiters
Once the investigators learn about the
ruins, they will certainly set out to
investigate them. During the day, the
Finger-Biters will stay in the ruins. If the
investigators come at night, the FingerBiters will assess them from within the
safety of their burrows. If the
investigators outnumber them or seem
quite dangerous and prepared, the
Finger-Biters will not attack. If the
investigators seem weak or ill-prepared,
the Finger-Biters will dash out and try to
take their fingers.
If the investigators enter the burrows,
the Finger-Biters will attack them, even
during the day. If the battle goes badly
for the Finger-Biters, they will retreat
into the remains of the old well.
If the Finger-Biters are killed, they
will rise again the next night, unless the
fingers in them are destroyed. If the
Finger-Biters rise again, they will be
enraged and will go into the village in
search of the investigators. If they
cannot find them, they will attack some
of the villagers they encounter. Reports
of these attacks should let the
investigators know that they have not
defeated the Finger-Biters.
Ian Bannerman
If the investigators do not destroy all
the Finger-Biters, they will summon
Bannerman. They have a special mental
link to him and can let him know when
they need him. He will be commanded
to kill the investigators.
Bannerman will attempt to ambush or
attack the investigators when they are
not prepared. For example, if the
28
NPCs
Clarence MacDougal, Wealthy Traveler
STR: 13 CON:14 SIZ:13 INT:14 POW:12
DEX: 11 APP:13 EDU: 17 SAN:60- HP:
14 DB:+1D4
Description: MacDougal is a man in his
thirties. He has black hair and blue eyes.
He keeps himself reasonably fit and
dresses well. His family is wealthy,
thanks to Andrew MacDougals gold.
MacDougal spent most of his youth
going from university to university and
he eventually graduated with a degree
in history. His family wealth enables
him to travel at will, which he greatly
enjoys. MacDougal is not exceptionally
brave and will need the investigators to
stiffen his backbone so that he will
take action.
Important Skills: Accounting 25%,
Anthropology 15%, Archaeology 17%,
Bargain 31%, Chemistry 14%, Credit
Rating 80%, Geology 11%, History 45%,
Law 14%, Library Use 42%, Natural
History 70%, Occult 43%
Mythos Beings
Finger-Biter, Lesser Servitor Race
Finger-Biters are horrid creatures that
are the product of vile magic. They are
created in a terrible ritual, which is
described above. A Finger Biters body
looks like a terrible mixture of rat and
human features. The body is oddly
shrunken, making it look emaciated. A
finger biter has long, grasping fingers
that end in small, jagged claws. Their
hands look much like human hands and
each one has a single finger missing.
The head of a finger biter is vaguely
human, but the jaws are elongated and
occupied by four sharp, chisel like teeth
and several small, but wicked looking,
gnawing teeth. The eyes seem to be
malign embers burning in deep sockets.
The entire creature seems to be oddly
mummified, with bones sticking out
through the dry and withered flesh.
They can attack by biting and clawing.
If they make an attack roll equal to 20%
of their biting skill, they have struck
29
their victims finger. The victim must
match POW with the Finger-Biter. If the
roll fails, the Finger-Biter takes the
victims finger. Once a Finger-Biter has a
finger, it will attempt to flee with it.
Finger-Biters have no interest in killing
their victims, since they have something
very special in mind.
Once a Finger-Biter gets a finger, it
will take it to its lair or some other
suitable place. There it will gnaw and
worry the finger. The magic used in the
creation of the horror enables a FingerBiter to form a mental link to its victim
through the finger. Each day, the FingerBiter can match its POW against its
victim. If the Finger-Biter wins, the
victim will experience terrible pain, as if
his finger were still attached to his body
as the Finger-Biter gnaws and tears at it.
A victim so affected needs to make a
Sanity Roll each time. A failed roll costs
the victim 1 Sanity point, while a
successful roll results in no loss. The
pain also distracts the victim, giving
him a -5% on all skill rolls. Most
horribly, the Finger-Biter can keep
gnawing the finger even after it has
been reduced to bone. The Finger-Biter
can use a single finger for up to thirty
days, until there is nothing left of it. At
that point, the victim is free. A victim
can also be freed by destroying the
Finger-Biter that took his finger or
recovering the finger. A recovered
finger can be reclaimed by the FingerBiter. Only the Finger-Biter who took
the finger can use it, so the owner can
destroy it without any pain or harm.
Finger-Biters are a form of undead
creature and, as such, are not very
vulnerable to conventional weapons.
Impaling weapons, such as firearms, do
only 1 point of damage. All other
conventional weapons do half damage.
Finger-Biters do not heal normally.
However, the magic that created them
preserves them. As long as the finger
used in its creation remains intact, a
30
Characteristics
Rolls
STR
CON
SIZ
INT
POW
DEX
HP
Damage Bonus
2D6
3D6
2D6
2D6
3D6
4D6
Average
s
7
10-11
7
7
12
14
9
-1D4
#1
#2
#3
#4
#5
8
13
8
7
13
16
11
-1D4
7
12
10
6
11
19
11
0
10
13
12
9
14
17
13
0
6
13
7
12
13
13
10
-1D4
5
8
5
5
10
19
7
-1D6
Move: 8
Weapons: Bite 40% Damage 1D4+ Special, Claw 20% 1D3+db
Armor: None, but impaling weapons do 1 point of damage and all other conventional
weapons do only half damage.
Spells: None.
Sanity Loss: 0/1D4 Sanity Points to see a Finger-Biter
31
Handouts
-Handout #1, MacDougals Letter
Dear x,
I hope this letter finds you well. I apologize in advance for my brevity, but the pain I
am suffering moves me to get right to the point.
As you might know, I journeyed to Scotland some months ago to conduct
genealogical research on my family. My research went well, then I met with a terrible
disaster. At first, I doubted the true horror of my experience, but at this time the truth is
undeniable. I must ask your help in this matter for I feel that you might well be my only
salvation.
Sincerely,
Clarence MacDougal
32
Keeper's Maps
Ruin
Stones
33
Burrows
2.
4.
1.
3.