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375071-Care Forgot 20220930
375071-Care Forgot 20220930
By John A. Almack
Care Forgot Encounters
A classic-era Call of Cthulhu 7th Edition scenario for This scenario consists of a series of encounters
one player. transpiring over the span of a week. The Keeper is free
to alter this list, or change the order in which they
Introduction
appear, depending on the actions of the player while
trying to discover the truth behind who they really
are.
Care Forgot is set in the city of New Orleans sometime
in the 1920s. It is designed for a single investigator
(Sophia Hebert) using the provided character stats. Night Terrors
The scenario may be adapted, with slight The investigator bolts upright in her bed in the middle
modification, to include additional players utilizing of the night screaming and covered in cold sweat. Roll
some of the supporting characters as investigators. 0/1D3 Sanity. This wakes the other members of the
Full descriptions for all listed spells can be found in household, who quickly come to her aid. She cannot
The Grand Grimoire of Cthulhu Mythos Magic by remember exactly what the dream was about, only
Chaosium. that something dark and evil was stalking her from
the shadows. A check of the room reveals nothing
amiss and her remaining sleep is uneventful.
Player's Information
The investigator awoke the morning after a terrible
thunderstorm suffering from amnesia. She soon
The Man in Black
learned her name, that she lives with her father While spending time on the upstairs balcony with her
Martin and two servants, Patrice and Esther boyfriend Richard, the investigator witnesses a
Boudreaux, in the Garden District, and has a fiancé mysterious man dressed in black leaving the premises,
named Richard Fontenot. This happened almost a followed by her father shouting “Don’t come back
month ago. again!” Inquiring who the man was and what he
wanted, Martin replies he thought the stranger was a
potential investor, but turned out to be some kind of
Keeper's Information crackpot spouting nonsense about “prophecies” and
Unknown to the player, the investigator is not who “quatrains”. The man left a calling card with the
she thinks. The night of the storm, a member of the housekeeper, identifying his name as Gustave Landry,
Great Race of Yith was planning to mind swap with but listing no street address.
the elder Hebert when an unprecedented anomaly
occurred and it accidentally replaced her mind
instead. As a result of the inadvertent exchange, the
House Call
yithian lost conscious memory of itself and its Another visitor arrives at the house, this time Doctor
mission. Even worse, the yithian also dropped the Jacob Wagner, an alienist who came recommended by
mental wards protecting it from drawing the attention the family’s regular physician after finding no medical
of the eaters of paradox, one of which now hungrily reason for the investigator’s condition. Doctor Wagner
pursues it through time. prescribes a hypnotherapy session in the parlor to
uncover the cause of the amnesia.
If the investigator agrees, she is successfully
Running the Scenario hypnotized. Regressing back to the night of the storm,
The player should initially be given the character stats the investigator describes an out-of-body experience
labeled “Sophia Hebert, Young Amnesiac”. The starting in a stone chamber filled with unidentifiable
Keeper may hint that some intellectual skills are equipment, then floating through time and space,
currently still hidden. Secretly roll and refer to the before encountering a blinding flash of light. Roll 0/1
statistics labeled “Sophia Hebert, Yithian Mind”, if the Sanity. After the session, she remains uneasy, as if
player attempts to use ones that they do not being silently watched by an unseen predator, while
knowingly possess. the doctor takes careful notes.
1
Coming to Take You Away
Doctor Wagner unexpectedly appears, either
interrupting the exorcism or elsewhere, flanked by the
investigator’s father and his handyman. The doctor
has received reluctant approval to have Sophia
committed to an asylum for treatment outside the
city. The investigator must act fast to either persuade
them to reconsider or escape capture, or else face
involuntary confinement “for her own good”.
2
EATER OF PARADOX, Time Give this second set of character stats to the player
if/when the yithian’s memory returns. In addition to
Vermin other new abilities, the investigator no longer suffers
STR 50 Sanity losses. Regardless of its original objective, the
CON 120 yithian now only wants to go home to its own time.
SIZ 80
DEX 80 SOPHIA HEBERT, apparent age
INT 85
POW 120 20, Yithian Mind
Hit Points: 20 STR 40 CON 50 SIZ 50 DEX 70 INT 100
Damage Bonus (DB): +1D4 APP 70 POW 65 EDU 50 SAN 0 HP 10
Build: 1 DB: 0 Build: 0 Move: 8 MP: 13 Luck: 55
Magic Points: 24
Move: 8 / 6 phasing Attacks per round: 1
Fighting (Brawl) 25% (12/5), damage 1D3+DB
Attacks per round: 1 Dodge 50% (25/10)
The eater may use its claws or teeth to attack.
Fighting 90% (45/18), damage 1D6+DB Spells: Enjoin Pnakotic Pentagram (cost 10 POW,
Bite 90% (45/18), damage 1D4 plus 3D6 STR (blood) 1D4 Sanity points, 3 hour casting time).
drained Skills: Charm 70% (35/14), Credit Rating 50%
Dodge 40% (20/8) (25/10), Cthulhu Mythos 30% (15/6), Electrical
Repair 60% (30/12), Fast Talk 60% (30/12),
Armor: 2-point hide, regenerate 1 hit point/round Mythos Language (Yithian Script) 50% (25/10),
per STR drained, immune to mundane weapons. Own Language (English) 50% (25/10), Persuade
Spells: Sense Life (cost 1 magic point). 50% (25/10), Psychology 30% (15/6), Science
Sanity Loss: 0/1D10 Sanity points to encounter an (Biology) 80% (40/16), Science (Chemistry) 70%
eater of paradox. (35/14), Science (Physics) 90% (45/18), Stealth
60% (30/12).
Characters
woman with short brunette hair. While she can speak,
read and has normal motor skills, the investigator
remembers nothing about her life from before.
However, she has occasional nightmares about things These characters are all members of the investigator’s
that she cannot recall and persistent feelings of déjà immediate family, household and friends. If using
vu. them as investigators instead, allow the player(s) to
choose four additional skills and add +20% to their
base values, as well as roll 3D6 x 5 for their Luck
SOPHIA HEBERT, age 20, Young characteristics.
Amnesiac Martin Hebert is a portly widower. His daughter’s
mother Irene died of Yellow Fever when she was a
STR 40 CON 50 SIZ 50 DEX 70 INT 80
small child, and thus he is understandably
APP 70 POW 60 EDU 50 SAN 60 HP 10
overprotective of her. The gentleman owns a thriving
DB: 0 Build: 0 Move: 8 MP: 12 Luck: 55
import/export business in the Warehouse District and
is proud of his success. He looks forward to the
Attacks per round: 1
eventual day of Sophia’s wedding.
Fighting (Brawl) 25% (12/5), damage 1D3+DB
Dodge 50% (25/10)
MARTIN HEBERT, age 44,
Skills: Charm 70% (35/14), Credit Rating 50%
(25/10), Fast Talk 60% (30/12), Own Language
Concerned Father
(English) 50% (25/10), Persuade 50% (25/10), STR 50 CON 40 SIZ 80 DEX 45 INT 60
Stealth 60% (30/12). APP 65 POW 60 EDU 55 SAN 60 HP 12
DB: +1D4 Build: 1 Move: 6 MP: 12
3
Attacks per round: 1 50% (25/10), Psychology 40% (20/8).
Fighting (Brawl) 40% (12/5), damage 1D3+DB or
Cane damage 1D6+DB Richard Fontenot is a promising, young law
Dodge 22% (11/4) student attending Loyola University, who is engaged
to wed Sophia soon after graduation. He dorms on
Skills: Accounting 70% (35/14), Appraise 50% campus in Marquette Hall, while his affluent family
(25/10), Credit Rating 60% (30/12), Fast Talk 40% lives in Baton Rouge. Despite his upbringing, he is a
(20/8), Intimidate 60% (30/12), Own Language firm believer in the power of Voodoo and the occult.
(English) 60% (30/12), Persuade 50% (25/10),
Psychology 50% (25/10). RICHARD FONTENOT, age 23,
Patrice and Esther Boudreaux are a married creole Superstitious Fiancé
couple. They have lived with, and been employed by, STR 70 CON 80 SIZ 50 DEX 50 INT 60
the Hebert family for decades. The wiry handyman is APP 60 POW 50 EDU 45 SAN 50 HP 13
both hard-working and soft-spoken, while his DB: 0 Build: 0 Move: 8 MP: 10
matronly wife is a skilled, if uneducated, domestic.
Patrice generally defers to Mister Hebert’s judgement Attacks per round: 1
in most matters, but Esther is more likely to take Fighting (Brawl) 40% (20/8), damage 1D3+DB
Sophia’s side in any disagreements. Dodge 25% (12/5)
PATRICE BOUDREAUX, age 39, Skills: Credit Rating 50% (25/10), Fast Talk 70%
(35/14), Intimidate 50% (25/10), Law 60%
Loyal Handyman (30/12), Library Use 60% (30/12), Occult 40%
STR 85 CON 70 SIZ 60 DEX 60 INT 50 (20/8), Other Language (Latin) 40% (20/8), Own
APP 50 POW 40 EDU 50 SAN 40 HP 13 Language (English) 50% (25/10).
DB: +1D4 Build: 1 Move: 8 MP: 8
4
Persuade 50% (25/10), Psychoanalysis 70% GUSTAVE LANDRY, age 48,
(35/14), Psychology 60% (25/10), Science
(Biology) 40% (20/8), Science (Pharmacy) 60% Cajun Occultist
(30/12). STR 60 CON 55 SIZ 50 DEX 50 INT 50
APP 35 POW 70 EDU 85 SAN 55 HP 10
Mama Céleste, as she is known to the public, is a DB: 0 Build: 0 Move: 7 MP: 14
slender woman of Haitian descent and an
accomplished Voodoo practitioner. The mambo and Attacks per round: 1
her establishment are highly regarded by many Fighting (Brawl) 50% (12/5), damage 1D3+DB
members of the local community. Although Firearms (Handgun) 40% (20/8), damage 1D10
possessing actual magical powers, she has a very Dodge 25% (12/5)
limited understanding of the mythos, mostly filtered
through her sincere religious beliefs. Spells: Chant of Thoth, Contact Yithian (cost 4 magic
points, 1D3 Sanity points), Dread Curse of
MAMA CÉLESTE, age 35, Mambo Azathoth (cost 4 magic points, 1D6 Sanity points).
Skills: Anthropology 50% (25/10), Archaeology 50%
Priestess (25/10), Credit Rating 40% (20/8), Cthulhu
STR 50 CON 50 SIZ 40 DEX 60 INT 70 Mythos 15% (7/3), History 70% (35/14), Library
APP 60 POW 80 EDU 50 SAN 75 HP 9 Use 40% (20/8), Occult 60% (30/12), Other
DB: 0 Build: 0 Move: 9 MP: 16 Language (French) 60% (30/12), Own Language
(English) 85% (42/17).
Attacks per round: 1
Fighting (Brawl) 50% (12/5), damage 1D3+DB or
Blessed Knife damage 1D4+DB, can harm the eater
Dodge 30% (15/6)