Commoriom Submission v3,09 (3)

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    A Submission for

    Trail of Cthulhu

    Commoriom

    "I have yet to translate the terrible and

    abominable legend telling how a certain doughty

    citizen of Commoriom returned to the city after

    its public evacuation, and found that it was

    peopled most execrably and numerously by the

    fissional spawn of Knygathin Zhaum, whichpossessed no vestige of anything human or even

    earthly" ! he #amily ree of the $ods, Clar%

    &shton 'mith

    The protagonists are members of an expedition to

    excavate an ancient settlement buried beneath the

    Greenland ice. Faced with conflict within and

    without, the expedition degenerates into a struggle

    to survive as the team members realise that some

    archaeological sites should not be disturbed and

    some truths should not be revealed.

    This scenario is inspired by the Hyperborean Cycle

    stories of Clark shton !mith, particularly The

    Testament of Athammaus andUbbo-Sathla. "t is

    recommended that the #eeper reads these short

    stories before running this scenario. The story of

    the $athieson %xpedition is told in the Call of

    Cthulhuscenario Trail of Tsathogguaby the late

    #eith Herber and published in the supplements

    Trail of Tsathogghua, &'() and The Compact Trail

    of Tsathoggua, &''*.

    The Hook"n &'+, an archaeological team from $iskatonic

    -niversity found evidence of an ancient settlement

    beneath an ice cap in a remote valley in the

    mountains of est Greenland. The protagonists are

    members of a &'/+ follow0up expedition to

    excavate the site.

    The Horrible TruthThe archaeological site dates to the dawn of

    humankind. "t is the ruin of Commoriom, the first

    capital of the lost civilisation of Hyperborea, which

    thrived before the last ice age. %ntombed in the cityis an ancient device that grants visions of the

    disturbing origins of life on earth, along with a

    dormant, monstrous race descended from

    Tsathoggua.

    The SpineThe protagonists attend a Briefing in which their

    expedition leader, 1rofessor %thelrod, reveals

    suppressed evidence of an unknown civilisation

    from the $athieson %xpedition of &'+.

    The team members voyage to Godth2b, Greenland

    where they can confront a Rival Expeditionfrom

    Germany. They land in Evighedsfjorden , and

    make an arduous overland trek. Tensions increase

    between %thelrod and Granger, another veteran,

    who is struggling to conceal his alcoholism. fter a

    strange footprint is found in the snow, an argument

    between %thelrod and the drunken Granger ensues

    leading to The Death of Ethelrod. From %thelrod

    they can ac3uire a dictionary of the lost Tsath-Yolanguage.

    The team receives A Call for Helpfrom the crew

    of the German base ship, which has lost contact

    with the overland team, giving the protagonists a

    moral dilemma.

    The team finds evidence that strange0looking

    %s3uimaux are watching them. 4ear the site valley,

    the protagonists can discover Human Remainsof

    the German expedition after being attacked by an

    unknown animal. mong their belongings are aninterpretation of glyphs that seem to refer to the

    history of the site. The protagonists can use

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    %thelrod5s dictionary to give a more accurate

    understanding.

    Arriving at the Site, the protagonists have several

    areas they can investigate. There is a Cube-Shaped

    Templewith walls inscribed with a history of the

    pre0humans who first settled there. 4earby, the

    remains of the last members of the German

    expedition can be found in what appears to be a!re. 6n the valley floor, a "!sterious Stru#ture

    is visible under the ice.

    mysteriousBeast of the $#e Sheetattacks the

    team. They may be able to link it with the clan of

    Blond Es%uimauxthat has been following them,

    and which they may choose to confront.

    Ex#avating the Stru#ture will lead to the

    discovery that it is the upper0part of an ancient

    tower with a partially intact stairway. 7igging into

    The $#e-Cho&ed stair'a!uncovers a frie8edescribing a history of Hyperborea and a strange

    toad0shaped lump that appears to be a statue or idol.

    This dormant, parasitic organism can awaken and

    attempt to infect a team member.

    Further digging reveals a fissure that expands into a

    navigable ice0tunnel and eventually leads to a Cit!

    (nder the $#e. $ore artifacts may be found

    including The Elder )ens*which can send a

    viewer5s mind into the past, eventually to the

    disturbing origins of life on earth.The city5s inhabitants begin to awaken. They

    attempt to trap the humans under the ice and free

    their 9#ing5, potentially leading to the A'a&ening

    of +n!gathin ,haum. The protagonists must

    prevent this and escape.

    Victory Conditions:ictory in this scenario means realising the horror

    that lies in Commoriom, and surviving it,

    preferably with the site safely sealed.

    Antagonist ReactionsThe rival erman Expeditionis not a 94a8i

    expedition5 in any official sense ;there is no such

    thing until the formation of the hnenerbe in &'/ especially the

    esoterically inclined > believed in occult theories ofthe uni3ue ;or divine= origin of their ancestors on a

    lost northern continent ;referred to as 9Thule5 or

    sometimes 9Hyperborea5 or 9tlantis5=. The purpose

    of the expedition is to 9reclaim the ruins of Thule5

    for Germany.

    !eeing themselves as cultured and honourable men

    of science, they are mostly non0aggressive towards

    their rivals. However, political relations with

    ?ritain and the -! are tense and the Germans

    subscribe to a supremacist ideology that seems to@ustify the most ruthless behaviour ;as history

    testifies=. They could become openly hostile if

    provoked or if their goals are obstructed. nd if an

    opportunity presents itself to glorify the Fatherland

    at the expense of other nations, they may take it.

    6nce they have lost contact with their forward

    expedition, the surviving members are more

    pleasant and cooperative. They seek to persuade the

    %thelrod %xpedition to delay the dig in order to find

    the missing Germans.

    The ?lond %s3uimaux ;see below= will hold a

    special fascination for them. %ven more so, a device

    that allows them to see the 9glory of their ancestors5

    and access the 9truths of the ncients5 might be

    enough to tempt them to betray or attack the

    %thelrod %xpedition.

    The strange, Blond Es%uimauxare among the last

    direct descendants of the original Hyperboreans left

    in Greenland. Their shamans have long warned of a

    terrible cursed city that would one day overrun theworld with evil and the clan seeks to drive all

    intruders away or destroy them. They are

    vulnerable and few in number and must rely on

    stealth, local knowledge, and their ancient songs for

    calling the Gnoph-kehfrom the icy wastes.

    The third group of antagonists are the Spa'n of

    +n!gathin ,haum> descendants of Tsathoggua

    with a kinship to the formless spawn ;and less

    visibly to the pre0human :oormis=. The presence of

    human beings will cause them to begin to awake

    from their aeon0long hibernation. To them, humanbeings are both unwelcome invaders and a food

    source. Their kinship to humans allows them to

    parasiti8e them, and take control of their minds.

    They will attempt to trap the humans under the ice

    to present them as a gift for their #ing > #nygathin

    Ahaum. They are stealthy, intelligent and mobile

    and will attempt to lure humans into becoming

    infected, until they have the numbers and access to

    e3uipment needed to order to hasten the awakening

    and liberation of their father.

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    Running Commoriom withthe Armitage Inquiry

    This scenario takes place in $ay &'/+ > a time

    when the rmitage "n3uiry is in its formative

    stages. "n &'+(, rmitage, Bice and $organ scored

    a victory against the 7unwich Horror and soon 7r

    lbert ilmarth @oined them following his

    encounter with the 96uter 6nes5 in the hills of

    :ermont. "n &'/&, the 1abodie %xpedition returned

    from ntarctica with stories of unknown life forms

    and a vast range of mountains dotted with strange

    structures.

    6n his deathbed in &'+', 1rofessor Curtis

    $athieson revealed a number of unpublished

    secrets about the &'+ expedition to his colleague

    7r Francis $organ. $organ shared the story with

    1rofessor rmitage and soon they were working

    with 1rofessor %thelrod in %ngland to organise afollow0up expedition for &'//. However, in late

    &'/&, word reached them of a rival German

    expedition to the same region planned for &'/+ and

    their pro@ect was hastened by a year. -nfortunately,

    this meant 7r $organ was unable to take part, but

    he persuaded Charles Granger, a veteran of the

    $athieson %xpedition, to @oin.

    .S!mbol/ Armitage $n%uir!0This symbol defines

    sections that apply only to running the scenario as

    part of the rmitage "n3uiry.

    Running Commoriom as astandalone

    This scenario can be run as a standalone adventure

    or mark a dramatic beginning to an ongoing

    campaign.

    The difference is that %thelrod has organised the

    expedition with the ?ritish $useum, independently

    of rmitage and his colleagues, who may have little

    insight into what really happened on the $athieson

    %xpedition.

    .S!mbol/ Standalone0 This symbol defines

    sections that apply only to running the scenario as a

    standalone.

    Beginning the Expeditionppropriate roles for the expedition include

    archaeologists, geologists, anthropologists,

    biologists, explosives experts, drill engineers andradio engineers. ll team members should be

    healthy and fit, and be capable cross0country skiers

    > represented for game purposes as a minimum

    6utdoorsman rating of & and thletics of /. The

    expedition leader is highly xenophobic and French

    applicants in particular are not considered.

    Scenes

    BriefingS#ene T!pe/Core ;"ntroduction=

    )ead-1ut/1reparations, The tlantic :oyage

    Core Clue/ Ethelrod and ranger &no' the

    route to the ar#haeologi#al site2

    .S!mbol/ Armitage $n%uir!0The briefing takes

    place in a seminar room at the rchaeology

    7epartment of $iskatonic -niversity. ssociate

    1rofessor Francis $organ is a self0assured yet soft0

    spoken field researcher in his early /s, whoexpresses regret at being unable to attend the

    expedition due to it being brought forward by a

    year. He introduces expedition leader 1rofessor

    %thelrod, a renowned linguist from Cambridge and

    veteran of the $athieson %xpedition

    Ar#haeolog!/7r $organ has a good reputation as

    a scientist, adventurer and a man of integrity. 3-

    oint spend/ "t is also rumoured that he has

    previously been involved in expeditions and

    research of a rather unconventional and slightlycontroversial nature.

    .S!mbol/ Standalone0The briefing takes place in a

    basement seminar room of the ?ritish $useum. 7r

    Granger has crossed to tlantic to @oin the team.

    Ethelrods Presentation

    tall, distinguished0looking man in his

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    "n $ay &'+, the $athieson %xpedition of

    $iskatonic -niversity investigated a stone wall of

    impressive dimensions found in the Helheim

    Glacier on the east coast of Greenland.

    He passes around a photograph of the stone block

    with the expedition ship alongside. "t appears to be

    about / wide and approaching + feet high. "t is

    dominated by a carving of a human figure with acurved blade, bending over some kind of slain

    animal. Cthulhu "!thoswill allow the viewer to

    recognise the figure as consistent with inhabitants

    of legendary Hyperborea as described in theLiber

    Ivonis,for example.

    1ictographs found on the wall seemed to describe a

    large and ancient settlement in the estern

    mountains. %thelrod led a trip overland in search of

    the site of the settlement. The team found itself

    attacked by a large polar bear that stalked them into

    the mountains, leaving several members of the team

    dead or in@ured. However, they found a site with

    evidence of former habitation, including remains of

    a religious site and tantalising evidence of a ma@or

    structure underneath the thick ice cap.

    He produces a photograph of a vaguely circular

    shadow beneath a thick ice sheet.

    The expedition ended rather abruptly after several

    team members were killed or in@ured by a

    combination of climbing accidents and attacks fromthe bear.

    The site was of such significance that the team

    agreed not to release full information until a second

    expedition could investigate it fully. The ill health

    and death of 1rofessor Curtis $athieson in &'+'

    delayed a second trip under consideration.

    However, $iskatonic -niversity has been working

    closely with 1rofessor %thelrod to organise a

    second expedition, which was originally planned

    for the spring of &'//, but plans were rushedforward, when it was learned that a team from

    Germany planned to investigate the same area in

    the prior year. Begrettably, this meant that 7r

    $organ could not take part as planned due to his

    commitment to the upcoming 4ew $exico dig.

    1rofessor %thelrod stresses his 3ualifications as a

    hard0nosed scholar not prone to flights of fancy or

    bi8arre speculations. However, there were many

    things he experienced that shocked him and caused

    him to reconsider ideas about the world. He

    believes that what they found in the Greenland ice

    were remains of a lost prehistoric civilisation,

    perhaps hinted at in Greek myths. He suggests that

    while he cannot reveal everything @ust yet, team

    members will similarly be shocked by what they

    see. $oreover, there may have to face physical

    dangers too.

    He introduces Charles Granger, a red0haired, red0

    faced man of around /, a second veteran of the

    $athieson %xpedition who will be @oining them on

    this trip..S!mbol/ Armitage $n%uir!01ral Histor! 3-

    oint spend/ There are rumours that 7r Granger

    has a drink problem.

    %thelrod asks each team member to introduce

    themselves and assigns roles.

    The team will depart in three weeks on a research

    vessel. The voyage to Godth2b will take days.

    .S!mbol/ Armitage $n%uir!0The expedition ship

    is thearlena, the same $iskatonic0ownedgeological research vessel used in the &'+

    expedition. "t will depart from ?oston.

    .S!mbol/ Standalone0The expedition ship is the

    !eatrice, an rctic research vessel leased by the

    Boyal Geographical !ociety. "t will depart from

    !outhampton. The two vessels are otherwise treated

    the same.

    6nce resupplied, the ship will sail north to

    %vighedsf@orden, where it will disembark and use

    dog sleds and a snow tractor to the site, via alonger, but more accessible route than the first

    expedition.

    6nce at their destination the team will expose the

    site using a drilling rig, blasting e3uipment, an

    electric ice melting machine, and other e3uipment.

    Team members will be armed with rifles to protect

    themselves from dangerous animals.

    %thelrod asks each team member to introduce

    themselves and assigns roles.

    Assess Honest!/Henry %thelrod is reserved,

    somewhat aloof and doesn5t give much away.

    Ar#haeolog! or Anthropolog!/ ccording to the

    expedition report, the team made transcriptions of a

    number of carvings on a large stone slab found at

    the face of Helheim Glacier on the east coast.

    rchaeologists have subse3uently associated these

    carvings with a Greenlandic colony of the extinct

    7orset Culture. 3-point spend/!ome odd artifacts

    featuring strange figures wearing hoodless parkas

    with tall collars and women with large hairstyleswere found on Cape 7orset on ?affin "sland in

    &'+. "t is generally thought that the Greenlandic

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    7orset culture is limited to the north0west coast of

    the island.

    Biolog! or 1utdoorsman 3-oint spend/1olar

    bears are mostly found in coastal regions in the

    north and east of Greenland > they are largely

    unknown in the mountains although females with

    cubs are sometimes found in coastal mountainous

    areas in the north.

    Questions and Answers

    %thelrod will ask if there are any 3uestions. He may

    provide the following additional details and any

    others the #eeper deems appropriate.

    D $athieson remained onboard ship, due to health

    problems. He died of a heart condition in &'+'.

    D The top of the structure was estimated to be under

    at least &

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    six days sail north of ?ritain, and near the fro8en

    sea. He claimed that people keep bees in this place

    and in summer, nights are only two or three hours

    long. "t5s not clear whether he is referring to

    "celand, Greenland, 4orway or somewhere else

    altogether.

    The ncient Greeks also tell of the Hyperboreans

    who live beyond the north wind ;the literal meaningof 9Hyperborea5=. Their land was perfect, with the

    sun shining +) hours a day, and the people free

    from war, disease and old age and always happy.

    The people were blond and very tall. Hyperborea

    has variously been located in north0east sia,

    estern %urope or ?ritain. "n the &*th Century,

    some !candinavians identified their own land as

    Hyperborea.

    3 oint Spend/?y the late &'th and early +th

    Century, the idea of ThuleIHyperborea as a lost

    continent ;possibly the same place as tlantis= had

    become popular in certain %uropean occult circles,

    including Theosophists, and German vJlkisch

    ;nationalist= groups.

    3 oint Spend/ccording to the!ook of "ibon> a

    book, according to legend, written by a

    Hyperborean sorcerer > the original capital of

    Hyperborea was Commoriom and known for its

    marble and granite buildings and lofty spires.

    The Boo& of EibonThe library of the $iskatonic -niversity and the

    ?ritish Kibrary have copies of this book. )ibrar!

    (se 3 oint Spendwill locate it. S&immingthis

    will give the following informationL

    T?7

    The &athieson E'pedition of ()*+

    )ibrar! (se/ The information on the $athieson

    %xpedition report, the 7orset Culture and the

    distribution of polar bears described in theBriefingcan be uncovered in a good0si8ed academic library

    by substituting point spends in Kibrary -se.

    The #erman E'pedition

    Finding out more about this expedition is very

    difficult as there is nothing published about it

    publically. Reassuran#e or 6latter! will get 7r

    $organ or 1rofessor %thelrod to reveal that an

    associate of %thelrod5s, 7r !ummers of %dinburgh

    -niversity, heard a reference to this at an

    international archaeology conference in 1aris lastyear. $oreM

    ,utdoor Trainin$

    :arious independently sourced courses in outdoor

    skills may grant a protagonist up to + dedicated

    pool points in thletics or 6utdoorsman, to be used

    in rctic and !ubarctic environments.

    The Atlantic VoyageS#ene T!pe/6ptional, Transition

    )ead-$n/?riefing, 1reparations

    )ead-1ut/Godth2b

    This is an opportunity to roleplay various

    interactions between player characters as they get to

    know one another and their leader.

    The voyage for Godth2b takes six days, giving the

    1rotagonists plenty of time to get to know the other

    members of the team or to read in their cabins if

    they prefer.n thletics test against 7ifficulty / is re3uired

    avoid seasickness. The effect is the same as being

    Hurt and lasts for +) hours.

    N?egin sidebarO

    The CrewThe ship5s crew consists of the Captain, First $ate,

    Chief 1etty 6fficer and a crew of ( sailors.

    Captain -ames &acAllen tall, lean, dour man who looks older than his ) without a map, a compass or in

    poor visibility will re3uire 6utdoorsman spends in

    order to progress in the correct direction.

    Ar#ti# travel on foot

    Cross0country skiing costs ) thletics, Fleeing or

    Health per day in these conditions. ithout skis the

    speed is halved.

    Travel b! dog-sled

    This re3uires 7riving ;7og !led= in addition to the

    costs above. 7og teams will use thletics pool

    points ;or Health once these are depleted= each day,

    / points are replenished at the end of the day if the

    dogs are rested and well0fed.

    Effe#ts of Climate

    s long as they are wearing rctic clothing, the

    characters will suffer no ill effects from the

    temperature here at this time of year ;averaging

    around +RF in the day and &RF at night=. ithout

    protective clothing, 1rotagonists should be treated

    as Hurt. 4ote that rctic clothing also provides &point of rmor.

    Communi#ations

    %thelrod and the crew of the ship agree to

    communicate by radio twice a dayL once at *$

    and once at (1$.

    Sleddin$ Teams

    There are three sleds with ten dogs per sled and

    three mushers ;or fewer if any 1rotagonists are able

    drive a dog0sled=.

    (&ale%

    stocky "nuit with bad teeth who seems to show

    them off with his smile almost all the time.

    pproaching middle age, he is an expert hunter and

    outdoorsman. He speaks "nuit and 7anish.

    Abilities/thletics , 7riving ), Firearms (, Health

    , 6utdoorsman

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    4eapon/0+ ;fists=, 0& ;knife=, E& ;rifle=,

    Armour/0& vs any ;rctic clothing=

    :a&ob S;rensen

    !Srensen is a highly skilled cross0country skier of

    and mountaineer as well as an experienced

    outdoorsman and guide. s the name suggests, he is

    of 7anish descent and speaks "nuit, 7anish and

    some %nglish.

    Abilities/thletics ', 7riving ), Firearms ), Health

    (, 6utdoorsman /, !cuffling

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    by the dogs5 barking. !potting the bear now at )

    yards is a 7ifficulty < !ense Trouble test.

    The hungry bear will now approach get close

    enough to attack the humans in the camp in two

    rounds. ?eing attacked by the bear is a /0point

    !tability test.

    olar BearThe bear can attack twice in a round > two claws or

    a claw and a bite. "f it loses half it5s Health, it will

    flee.

    Abilities/thletics &), Health &, !cuffling &

    Hit Threshold/)

    Alertness "odifier/E+

    4eapon/E& ;claw=, E ;bite=

    Armour/0)

    The Clim" to the Ice &heetS#ene T!pe/Core, Challenge)ead-$n/%vighedsf@orden Glacier

    )ead-1ut/cross the "ce, Graves

    This day begins with an even more difficult climb

    up a broken, icy slope onto the ice sheet above.

    !omehow, the sleds, the tractor and their loads need

    to be raised onto the ice sheet. 6ne method ;both

    %thelrod and 1utdoorsmanwill suggest this= is

    that most members of the team climb the slope on

    foot, carrying ropes, ;a 7ifficulty / thletics test,with failure resulting in a damage roll at 0+=. 4ext,

    the team pulls various loads up using the ropes.

    %ach of these steps re3uirepigg'backe$thletics

    tests against various difficulties, with failure

    resulting in a retry and a loss of & Health > at the

    #eeper5s option, a result of & might result in a

    tumble and damage for whatever load is being

    pulled up the slope. The dog teams are led up

    ;7ifficulty /=, then the humans and dogs together

    pull the tractor up ;7ifficulty if a 1rotagonist

    can drive it, they will also need to make a 7rivingtest against 7ifficulty < to avoid problems as above.

    Then tractor, humans and dogs bring up four

    regular loads ;7ifficulty /= and the drill ;7ifficulty

    )= on sleds.

    The entire process will take at least / or ) hours and

    by the end of it, the players themselves should be

    feeling tired.

    Following %thelrod5s directions, the team can spend

    the last hours of the day sledding in a south0easterly

    direction across the ice0sheet, before camping forthe night.

    1utdoorsman or Eviden#e Colle#tion 3-oint

    spendL Karge, strange footprints can be seen in the

    snow, perhaps distorted by melting. ;"f none of the

    protagonists finds it then one of the mushers does.=

    1utdoorsman or Biolog!/ The prints appear to be

    those of a large carnivoreQ however, an extended

    claw in the middle of the foot shows that this

    wasn5t a bear. "n fact, they don5t belong to anyidentifiable creature. 3-oint spend/There is

    something very strange about the gait. 5-oint

    spend/The bi8arre pattern of prints would almost

    seem to imply that it was moving on six legs some

    of the time.

    Cthulhu "!thos or 1ral Histor!/This may be

    the legendary six0legged beast of the rctic, called

    Gnoph-keh. The mushers know these stories.

    They become 3uite excited and Tiria3 refuses to

    continue. %thelrod struggles to convince him. 3-oint Reassuran#e spendwill suffice. "ncontrast -kale3 and to a lesser extent !Srensenwant to hunt and kill it. %thelrod is notconvinced. 3-oint Reassuran#eor6latter! spendwill change his mind.

    s soon as 7r Granger sees the print, he becomesextremely agitated and begins muttering tohimself about the unspeakable beast of the icesheet.

    Assess Honest! or s!#hoanal!sis/He doesn5tseem to be calming down. 3 oint spend in

    s!#hoanal!sis/ He may have a phobia or have had

    a traumatic experience in the past that has triggered

    extreme anxiety. Assess Honest! 3-oint spend/

    %thelrod also seems somewhat alarmed although he

    is far more in control of himself.

    Eviden#e Colle#tion 3-oint spend/The character

    notices that Granger is secretly drinking from a hip0

    flask.

    Huntin$ the /east"f the team attempts to hunt the beast, a 3-oint

    1utdoorsman spendis re3uired per day to track it

    on a wandering route roughly east southeast. fter

    about three days, they will arrive at the sceneL

    9raves5. 7uring this trip the hunters may

    experience being spied on by a strange %skimo ;see

    cross the "ce, The atcher=.

    The 'eath of EthelrodS#ene T!pe/Core

    )ead-$n/The Climb to the "ce !heet

    )ead-1ut/ Call for Help

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    Core Clue/ The route to Commoriom

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    with a reasonable level of accuracy. oringover it

    grants + dedicated pool points in Kanguages ;Tsath0

    o=.

    i#tographs in the Temple of ,oth-A%%ua

    )anguage/%nglish

    S&im/+ hours

    This contains %thelrod5s translations of a set ofTsath0o hieroglyphs found on the walls of a

    temple in the valley of Commoriom. He describes

    the pictographs as being of a more primitive type

    than previously seen and postulates that it was

    created by a people he calls 9oormis(and that the

    Hyperboreans adopted this language and refined it.

    Anthropolog! or Ar#haeolog!reminds the reader

    that such notions don5t correspond with accepted

    human prehistory.

    people called oormiscame to this fertilevalley from far to the south and built a city

    dedicated to their god*oth-A++ua. Cthulhu

    "!thosidentifies this as Tsathoggua.

    The temple was consecrated by summoning one

    of Aoth033ua5s children to guard it. The high

    priest was then ceremonially sealed alive in the

    burial chamber behind the altar. Cthulhu

    "!thosidentifies the reference to a spawn of

    Tsathoggua.

    The temperature grew colder and people

    stopped following Aoth033ua and began toworship other gods, especiallyA$ukuthat

    came from the north and was associated with

    the dropping temperatures. Cthulhu "!thos

    suggests that this might be "tha3ua.

    civil war broke out between the followers of

    Aoth033ua and dukwu and the heretics were

    forced out of the city, and hunted down. few

    survived in the mountains.

    !trange people with no hair on their bodies,

    only on their heads, came from the north inboats made of skin ;the ancestors of the

    Hyperboreans, %thelrod suggests=. They began

    to trade, the builders of the city taught them

    writing, and the newcomers 3uickly learned the

    ways of economics and government.

    The land continued to get colder, and trade

    dwindled. The coming of the cold was a curse

    from dukwu or his long0dead followers.

    There is a prophecy that the bare0skinned

    people would take the city. %ventually it would

    lie abandoned and ravaged by the cold.

    N%nd !idebarO

    A Call for %elpS#ene T!pe/Core, Boleplaying

    )ead-$n/The 7eath of %thelrod

    )ead-1ut/aiting on the "ce, cross the "ce

    "f the team maintains the agreed schedule of twice0

    daily radio communications, the following morning

    they receive some news. The team will probably bebreaking the news of %thelrod5s death in the same

    broadcast.

    The base ship has been approached by

    crewmembers of the German base ship re3uesting

    assistance. The German expedition has been out of

    radio contact for three days. hile this may simply

    be a technical problem, the Germans are concerned

    and would like help in looking for their teammates.

    This is honourable behaviour between international

    expeditions. "n particular, they would like to send

    two representatives to @oin forces with them.

    Captain 7reher, captain of the German base0ship, isavailable to speak directly to the characters ifthey wish.

    Helping the Germans would mean a wait of two

    days on the ice. 6n the other hand, by bringing a

    further two men with them and a sledge, the

    Germans could take %thelrod5s body and an

    incapacitated Granger back to Godth2b. They could

    also bring supplies and could simply take the places

    of %thelrod and Granger.

    This is an ethical and practical dilemma for the

    protagonists. "t is recommended that that the

    #eeper bring character 7rives into play here by

    using !oft ;or even Hard= 7rivers, ideally

    encouraging conflict between characters. For

    example, the rrogance or Thirst for #nowledge

    7rives might favour pressing on without the

    Germans, while 7uty may encourage a character to

    do 9the right thing5.

    "f they decline to accept, the Germans send a two0

    man team to make its way independently. The

    investigators may encounter them later and the

    Germans will be less than positively disposed

    towards them.

    n obvious third option is that the protagonists

    agree to look for the missing team, which the

    Germans will gratefully accept.

    (aiting on the IceS#ene T!pe/6ptional, Transition

    )ead-$n/ Call for Help

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    )ead-1ut/ cross the "ce

    "f the protagonists decide to wait for the Germans

    to reach them, they face a wait of two days on the

    ice.

    An 6nearthly Howl

    fter sunset on the first day there is a distant, but

    terrible and strange howl, which will be noticedwith a successful !ense Trouble test against

    7ifficulty

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    is reminiscent of descriptions of the inhabitants of

    Hyperborea.

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    thletics test against 7ifficulty ). 1utdoorsman 3-

    oint spendwill successfully locate his tracks,

    while another 3-oint spendwill allow them to be

    followed westward and higher up the mountain

    where they are lost on the rocky surface.

    "f none of the protagonists remain here, the mushers

    will report the figure when they return and can take

    the characters close to the spot where the figurestood.

    The expedition will probably need to camp

    somewhere on the ridge or tonight.

    %uman RemainsS#ene T!pe/ 6ptional,Clue ;?onus=

    )ead-$n/6n the %dge, Graves

    )ead-1ut/Graves, 6n the %dge

    "n addition to the large patch of blood are somepieces of bone and clothing. itnessing this is a /0

    point !tability test. Simple Sear#hlocates papers

    that identify the victim as Pean Baymond Gobineau,

    a French national, German resident and a member

    of the 4!71 ;4a8i 1arty=.

    6orensi#sL The remains have probably been here

    for almost a week. 3-oint spend/The bones are

    gnawed and crushed. The tooth0marks are possibly

    from a bear or other large carnivore.

    Eviden#e Colle#tion or 1utdoorsman/The man5sprints can be seen coming from the south. Karge,

    footprints can be seen in the snow, possibly

    distorted by melting. ?oth sets of tracks have

    followed the same route. 1utdoorsman or

    Biolog!/ The prints appear to be those of a large

    carnivoreQ however, the extended claw in the

    middle of the foot shows that this wasn5t a bear. "n

    fact, they don5t belong to any identifiable creature.

    3-oint spend/There is something very strange

    about the gait. further 3-oint spend/The

    bi8arre pattern of prints would almost seem toimply that it has six legs.

    Cthulhu "!thos/This may be the Gnoph0keh, the

    legendary six0legged beast of the rctic.

    1utdoorsman 3-oint spend/Tracing the prints to

    their origin will take characters to raves.

    Following the creature5s subse3uent route will take

    them northeast, deeper onto the ice sheet. fter two

    hours, snowfall obliterates the trail.

    :hat Happened Here;hen surprised by the Gnoph0keh at the site of the

    scene 9raves5, Gobineau ;like many others= fled.

    The creature hunted him down, killed him and

    consumed his body at leisure.

    ra#esS#ene T!pe/ 6ptional,Clue ;?onus=

    )ead-$n/Human Bemains, The Climb to the "ce

    !heet

    )ead-1ut/Human Bemains, The Climb to the "ce!heet

    Three mounds rise in the snow here marked with

    simple wooden crosses. crushed man0drawn sled

    has also been abandoned here, its load partially still

    loaded and partially arranged on the snow nearby.

    Nwould they have left a letter for their missing

    team0matesMO

    Simple Sear#h/ The mounds are of course graves.

    "dentity papers on the bodies will identify them asGerman nationals.

    Simple Sear#h/ The sled holds camp gear,

    provisions and a broken radio.

    Eviden#e Colle#tion 3-oint spend/ -nder a layer

    of snow there are numerousempty rifle cartridges

    as if there had been a substantial fire fight.

    1utdoorsman or Eviden#e Colle#tion/There are

    several sets of footprints around the graves and

    signs snow that has been dug up to pile on the

    graves. 3-oint spendreveals a snow0coveredtrail hinting that something large trampled through

    this part of the valley several times, before the

    tracks were mostly covered in snow. ith another

    3-oint spend, its route can be followed either to

    Human Remains or to The Climb to the $#e

    Sheet. "n either case, 1utdoorsmanwill indicate

    that after a couple of hundred yards the tracks have

    little or no snowfall on them.

    6orensi#s/"f disinterred and examined, one of the

    bodies appears to have been crushed, one appears tohave deep lacerations to the upper body and the

    third has a deep, impaling wound in the abdomen.

    3-point spend/The first also had symptoms of

    frostbite. 3-point spend/The wounds on the second

    man are consistent with being mauled by a large

    carnivore, but a bear5s claws are not sharp enough

    to have inflicted those in@uries.

    Eviden#e Colle#tion/There are tracks on the

    mountainside further up the valley. These have far

    less snow on them. 3-oint spend/Close by is a

    figurine made out of ice, a strange six legged

    animal with a horn. Cthulhu "!thos/This is a

    representation of a Gnoph0keh. 3-oint spend/

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    !uch sculptures are used in rituals for calling the

    Gnoph0keh.

    :hat Happened Here;

    The German expedition having ignored their

    warning, one of the Komaruit ;?lond %s3uimaux=

    sang the old song to call the Gnoph0keh. The beast

    stalked the expedition, called up a bli88ard and

    attacked them. N7id it kill the summoner firstMO

    !ome of them tried shooting at it without much

    success. Three mere were killed and the rest fled.

    Gobineau was followed and killed by the creature.

    nother man ;6tto $et8ger= died of hypothermia

    on the ice. Three regrouped at the same spot later,

    buried their dead and gathered their possessions to

    continue.

    Arri#ing at the &iteS#ene T!pe/ Core

    )ead-$n/6n the %dge

    )ead-1ut/The Temple of Ahotha33uah, The

    German Camp, The 1yre, The $ysterious !tructure

    Core Clue/ The "!sterious Stru#ture

    Gobineau5s head placed on a stack of stones in the

    middle of the pathM

    s the team progresses along the ridge, they see

    two mountain peaks ahead, between which they are

    heading. ?eyond that, according to %thelrod5s map,lies the valley of Commoriom.

    The @ourney is uphill and hard going, re3uiring )

    thletics, Fleeing or Health pool points for half a

    day.

    The team reaches the top of a rise in the natural

    pass between the two peaks and has view of a

    mountainous plateau, a valley around a mile across,

    with an ice cap covering what was once a valley.

    bout + miles away, on the other side of the valley,

    a dark cube ;The Temple of ,hotha%%uah= s3uatson the lower slopes of the highest mountain. bout

    one mile away, on another slope of tundra is a small

    camp.

    Eviden#e Colle#tion* 1utdoorsman or eolog!

    7Core Clue8/ lso about a mile away, close to the

    middle of the ice0covered valley is a shadow that

    matches the one %thelrod showed the group in the

    briefing ;see The "!sterious Stru#ture=.

    eolog!/The ice could be up to a thousand feet

    thick.

    The wind blows harshly through the high valley,

    whipping up particles of ice and snow into dancing

    phantoms. !ense Trouble test against 7ifficulty /

    allows 1rotagonists to hear a strange droning sound.

    This is a natural effect caused by the wind blowing

    between the mountains and through the valley.

    6nce this is established, allow any !ense Trouble

    points spent to be reclaimed.

    The erman CampS#ene T!pe/ 6ptional,Clue ;?onus=)ead-$n/The Temple of Ahotha33uah, The 1yre,

    The $ysterious !tructure

    )ead-1ut/The Temple of Ahotha33uah, The 1yre,

    The $ysterious !tructure

    The camp consists of two tents with two sledges

    parked nearby. There is bedding for three men here.

    "t appears to be deserted.

    1utdoorsman/ The camp has not been used for

    days.

    Simple Sear#h/ The camp contains some supplies

    of food, kerosene, skis, ice picks, rifle ammunition,

    and so forth.

    Eviden#e Colle#tion 3 point spendis re3uired to

    find each of the following in the campL

    + dynamite charges with detonators and

    fuse wire

    & flamethrower ignition cartridges

    The Pournal of %kkehardt ?auer The kraf@all !aga

    The -ournal of Ekkehardt /auer

    )anguage/German

    S&im/) hours

    7octor %kkehardt ?auer was the leader of the

    German expedition. ?y the time the protagonists

    find him, he is dead. This is his @ournal, beginning

    several months before the expedition started. "t

    includes 3uotations from Himmler, Herman irth,and the .era Lin$a !ook/ "t includes the following

    cluesL

    The purpose of the expedition is to find

    evidence that the ancestors of the Germans had

    a civilisation in ancient Greenland. This search

    is supported by certain nationalist groups, and

    organisations, including important members of

    the 4!71;4a8i party=.

    "n &'+', Pean Baymond Gobineau, veteran of

    the $athieson %xpedition and grandson ofrthur de Gobineau the famous race theorist,

    had recently moved to ?erlin and @oined the

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    4!71. He contacted Gustaf #ossinna,

    1rofessor of German rchaeology at the

    -niversity of ?erlin with unpublished

    information about the &'+ expedition.

    #ossinna, himself a nationalist and race

    theorist, encouraged ?auer to organise an

    expedition.

    Kike %thelrod and $athieson, Gobineau called

    the site 9Commoriom5 in reference to a city

    mentioned in theLivre $("ibon. #ossinna

    called it 9-ltima Thule5.

    6n invitation, Gobineau @oined the expedition.

    "t arrived in Godth2b in late pril and,

    following Gobineau5s directions, landed in

    Godth2bsf@orden where the ship anchored in

    order to maximise radio reception.

    ?auer describes Gobineau as obnoxious and

    mentally unstable. ?auer feels he is more of a

    hindrance to the mission than a help. ?auer andGobineau fight sporadically.

    !trange0looking %s3uimaux were spotted

    watching from a distance. Kater one of them

    approached. He was a bearded old man with fair

    complexion and elongated facial features. He

    resembled a !candinavian. ?auer felt certain

    that this was proof of the origin of the ryans

    on ThuleIGreenland. The man was not friendly.

    !peaking in a strange dialect, he appeared to

    threaten or warn them and left.

    The following day, while caught in a sudden

    bli88ard, they were attacked by a huge, bear0

    like thing that was nevertheless definitely not a

    bear. They tried to shoot it without success.

    6nce they regrouped, they found that three of

    them were dead and two missing. They decided

    to press on with only three men left in the

    expedition.

    The Akrafe7era$ed clue?

    )anguage/Tsath0o and German

    S&imming Time/The German translationL + hoursQ

    translating from Tsath0o takes longer ;see below=

    This book is a speculative translation by Herman

    irth of certain pictographs found etched onto a

    monolith in Finland. irth interprets the symbols

    according to his own linguistic theories and wishful

    thinking. nyone familiar with Tsath0o will

    recognise the glyphs.

    )anguages 7erman8will reveal irth5s

    interpretationL

    A go$$ess arose out of the earth an$ se$uce$ a

    human/ She gave birth to the Go$-%an/ The Go$-

    %an became a brave arrior an$ a lea$er/

    irth associates this with the0arelian stor' of

    "lmatar, the spirit of the air who gives birth to

    :VinVmJinen, the first man.

    There as a cit' in a high, fertile valle' in Thule,

    ith mountains to the est an$ forests to the south/The people of the cit' ere envious of the Go$-%an

    an$ took him prisoner/ The' cut off his hea$ an$

    burie$ the bo$', but he arose, an$ kille$ one of the

    people/ The' e1ecute$ him again an$ the same

    happene$/ %ost of the people fle$ the cit'/ .n the

    thir$ occasion, he reveale$ his $ivine form an$

    $evoure$ man' of the people until the last of them

    fle$/ Years later, one of the inhabitants of the cit'

    returne$ an$ foun$ the cit' populate$ ith a race

    $escen$e$ from the go$s/ Thus began the

    civilisation of Thule an$ the Ar'an race/

    This myth, argues irth, is an account of the divine

    seed from which the supreme 4ordic0ryan race

    appeared on Thule before they went on to rule the

    ancient orl$/ 2e also speculates e1tensivel' on

    the relationships beteen the pictographs an$

    )or$ic runes/

    Clue 7)everaged8/ "f using %thelrod5s Tsath0o

    dictionary, every six hours work and 5 point

    spendsin Ar#haeolog!, )anguages,Cr!ptograph!, Anthropolog!or Cthulhu

    "!thos, one of the following points is translatedL

    !oldiers from Commoriom captured the outlaw

    #nygathin Ahaum and brought him back to the

    city.

    ccording to rumour, #nygathin Ahaum was

    the product of the union of the Shaklip> the

    9granddaughter5 of the god*hotha++uahand a

    sub0human :oormis.

    The city executioner beheaded him three times

    and each time, witnesses later saw him alive,

    more monstrous than before. 6n the first and

    second occasion, #nygathin Ahaum killed and

    ate one of the inhabitants of the city.

    ?y the third reappearance, he had

    metamorphosed into a fully alien entity, and had

    devoured many of the citi8ens, forcing the final

    abandonment of the city.

    former inhabitant of Commoriom returned tothe city one day and discovered it repopulated

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    with the monstrous offspring of #nygathin

    Ahaum.

    Translating it or reading an accurate translation will

    grant & point of Cthulhu $ythos.

    The #eeper might consider using or adapting Clark

    shton !mith5s story The Testament of Athammaus

    for the content of the main body of the story.

    The PyreS#ene T!pe/ 6ptional,Clue ;?onus=

    )ead-$n/The Temple of Ahotha33uah, The

    $ysterious !tructure, The German Camp

    )ead-1ut/The Temple of Ahotha33uah, The

    $ysterious !tructure, The German Camp

    Eviden#e Colle#tion or 1utdoorsman/s one

    approaches the cube0shaped structure, a blackened,

    scattered pile of debris can be seen on the ice."n fact, this is the remains of the German

    expedition. There are two bodies here and a

    blackened mass of some sort. 6ne man is lying

    about + yards away from the others. The following

    items are obviousL

    / $auser rifles

    / pairs of skis

    echselapparat 9ex5 Flamethrower ;with

    five ignition cartridges remaining=

    Eviden#e Colle#tion/There are rifle cartridges

    scattered around. t least shots were fired.

    There is a large, dark mark on the ice around two of

    the men and covering one of them completely > an

    oily or tarry residue with a strange smell.

    Chemistr!/The smell includes burned petrol or

    dieselQ however, there is another strange and

    unfamiliar odour there too.

    6orensi#s or "edi#ine/ 3 oint spendin either

    of these is needed to establish each of the followingfactsL

    6ne man seems to have died of a skull

    fracture

    The second ;covered in the dark residue=

    appears to have been crushed to death and

    smothered by the dark substance. He also

    has burns across his body.

    third ;about + yards from the others= has

    two broken legs, burns and scorch marks to

    his body and died of hypothermia

    Eviden#e Colle#tion/4ext to the first man is a

    dark stone statuette. "t is a s3uat, grotes3ue, vaguely

    toad0like form with a fat body, half0closed eyes,

    large ears and a lolling tongue. !eeing this is a &0

    point !tability test, $ythos related. nyone failing

    this test is disturbed by a haunting sense of

    recognition, as if of a childhood memory or a

    dream. That night, they are visited by an unpleasant

    dream of this corpulent entity leering at them in

    some dark, subterranean place. They will lose a

    second point of !tability. Cthulhu "!thos/ 3-

    point spendreveals that similar toad0like statues

    were used by extinct merican "ndian tribes in

    Canada and 4ew %ngland. They supposedly

    represent a being called Tsathoggua. There are

    interesting parallels with an entity called Sa$ogah

    associated with witchcraft in the uvergne region

    of France. The worship of this god supposedly

    began on the mythical lost continent of Hyperborea,

    where he was known as*hotha++uah.

    1utdoorsman or Eviden#e Colle#tion/ 3-ointspendin either of these is needed to reveal each of

    the followingL

    Three sets of footprints coming from the

    direction of the cube0shaped structure. They

    were running.

    faint trail of fro8en moisture, mucus or

    slime, also coming from the cube0shaped

    structure

    :hat Happened Here;The three surviving members of the expedition

    entered the temple and ;as instructed by Gobineau=

    recited the spell he brought with him ;Contact

    !pawn of Tsathoggua=. They entered and began to

    explore. 6ne of the men could not resist taking the

    idol of Tsathoggua from the altar when they left.

    They fled, pursued by the spawn. They fired on it to

    no effect, but managed to set it on fire with their

    flamethrower. ?efore dying and dissolving into the

    ice, it killed two men, the third, his legs broken and

    suffering from burns, died of hypothermia.

    N?egin !idebarO

    1ew :eapon

    4e#hselapparat ?4ex= 6lamethro'er

    This model is surplus from the Great ar and

    consists of a backpack with fuel cylinders and a

    no88le connected by a hose. $echanical Bepair

    test against 7ifficulty ) is re3uired to understand

    the firing mechanism, with failure resulting in awasted shot. Gasoline, kerosene or diesel can be

    used as fuel. &0chambered cylinder in the no88le

    contains the ignition cartridges. "ts heavy ;< lbs=

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    and cumbersome nature and high visibility make it

    dangerous to wear, decreasing the wearer5s Hit

    Threshold by & and increasing thletics and

    Fleeing 7ifficulties by &. "t5s also 3uite fragileL

    treat as having + rmour and / Health if damaged.

    Damage/ E& ;and see below=

    Shots/&

    Range/4ear9otes/6nce hit, a target will continue to burn,

    inflicting E damage for &7 rounds ;thletics test

    against 7ifficulty to extinguish=. 0& to wearer5s

    Hit Threshold. user can also douse an area before

    ignition, creating a fireball that inflicts similar

    damage to an exploding stick of dynamite ;see

    Trail of Cthulhu rulebook p*=.

    N%nd !idebarO

    The Temple of*hothaqquahS#ene T!pe/ 6ptional,Clue ;?onus=

    )ead-$n/The 1yre, The $ysterious !tructure, The

    German Camp

    )ead-1ut/The 1yre, The $ysterious !tructure,

    The German Camp

    This mysterious, ancient, weathered cube s3uats on

    the mountainside like a tomb or a memorial to

    something incomprehensibly ancient. "t is built of

    dark grey stone with sides fifty feet, narrow slitshigh in the walls and an open, s3uare doorway

    about nine feet wide.

    Eviden#e Colle#tionor1utdoorsman/There is a

    faint, short path leading from the ice plain to the

    doorway.

    eolog!/The building is constructed of basalt. 3

    point spend/The profound erosion of this hard

    stone appears to imply that it is tens or hundreds of

    thousands of years old.

    Ar#hite#ture/%ach wall appears to be formed of a

    single natural block.3 point spend/The building

    bears no relationship to any known architectural

    style.

    The walls and floor are covered in thick frost. There

    are footprints across the floor and in places the frost

    has been scraped from the walls.

    Eviden#e Colle#tion 3 oint spend/ "n other

    places, the frost has been melted from the walls as

    indicated by dark scorch marks.Pust inside the door is a huge, three0legged basin of

    a corroded greenish material that forms a pool of

    green, several feet wide around it. Chemistr!or

    Ar#haeolog! recognises it as extremely ancient

    bron8e covered in thick verdigris. The bowl is six

    feet across and three deep. "f examined, the inside

    of the bowl is untarnished, in near0perfect

    condition. Eviden#e Colle#tion/The feet are in the

    shapes of feline0like claws.

    The floor is seen to be tiled in a strange pattern oflarge, irregular, five0sided flagstones. h!si#s or

    Ar#hite#ture/This pattern of tessellated pentagons

    is unfamiliar and implies a sophisticated

    understanding of obscure geometry.

    !trange hieroglyphs ;identifiable as a primitive

    version of Tsath0o= can be seen covering the

    walls, in some still covered in frost and some

    already exposed. The glyphs relate a history of the

    original builders of the city as translated in

    %thelrod5s&ictographs in the Temple of *oth-

    A++ua.

    6n the back wall is an empty two0tiered altar.

    Eviden#e Colle#tion/ bare spot in the frost and

    wear on the stone indicates that an ob@ect rested on

    this altar for a long time time. 3-oint spend

    recognises the outline of the statuette found at The

    !re.

    The /urial Chamber

    ?ehind the altar, what may once have been a hidden

    doorway lies open with fragments of corrodedbron8e chain on the floor nearby.

    Chemistr!indicates that the chain fragments have

    been in this position for only a few years. Green

    stains on the door itself imply that the door was

    probably chained for millennia.

    The windowless chamber beyond is almost fifty

    feet wide and about ten feet deep. 6pposite the door

    seated on a large, bron8e throne is the striking

    figure of a mummified baboon0like ape dressed in

    the remnants of a red and purple robe and afeathered headdress. Tufts of orange hair poke

    through holes in the robe. This is a /01oint !tability

    test ;$ythos related=.

    Biolog!/The creature is of no known species of

    ape and possesses certain features, for example the

    structure of the foot, which places it closer to

    human beings.

    The throne is again of heavily corroded bron8e, but

    in better condition than the basin.

    There is a long stone table at one end of the

    chamber, which is empty apart from a few

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    fragments of ancient organic matter ;the remains of

    flowers, fruit and other foods=.

    The +ysterious &tructureS#ene T!pe/ Core

    )ead-$n/The Temple of Ahotha33uah, The 1yre,

    The $ysterious !tructure, The German Camp

    )ead-1ut/The Temple of Ahotha33uah, The 1yre,The $ysterious !tructure, The German Camp

    4ear the centre of the ice cap, there is a dark spot of

    roughly circular shape and about forty feet in

    diameter. Eviden#e Colle#tion/ structure of

    some kind, the top of which is around fifteen feet

    beneath the surface, descends deep into the ice.

    Eviden#e Colle#tion3 oint spendor

    Ar#hite#ture/"t is difficult to see through the

    distortion, but it has a resemblance to the top of a

    tower complete with railed balcony.

    N!idebarO

    Antagonist Reactions ofthe Blond Esquimaux

    The tiny clan of ?lond %s3uimaux has camped near

    the valley in order to drive the outsiders away and

    interfere with the dig. This takes the form of

    sabotage and singing the ancestral song for

    summoning the Gnoph0keh from the ice0plains towreak havoc in the valley.

    ll of the following antagonist reaction scenes run

    concurrently with exploration and excavation in the

    valley until either the outsiders leave the area or the

    %s3uimaux are defeated.

    Trackin$ the Es4uimau' to theirCamp

    1utdoorsman/ 3-oint spendwill allow tracks

    to be followed southwest to the Es&imo Camp. "fthis is attempted at night, this is a 5-oint spend.

    4ote that if the clan is not effectively defeated

    ;killed, captured, scattered etc=, it will continue to

    be a thorn in the expedition5s side by repeatedly

    calling the Gnoph0keh andIor sabotaging the dig

    while the team is exploring Commoriom.

    NI!idebarO

    &ingingS#ene T!pe/ ntagonist reaction

    Trigger/First night after Arriving at the Site

    !ense Trouble test against 7ifficulty ( allows a

    character to hear a murmuring, chanting sound

    carried on the wind.

    The Beast of the Ice &heetS#ene T!pe/ ntagonist reaction

    Trigger/!econd night after Arriving at the Site

    This event will occur on the second night after the

    protagonists arrive at the site.

    "f an "nvestigator makes a !ense Trouble test

    against 7ifficulty ) he will awake to hear a distant,

    rhythmic singing on the wind. "f followed, the

    sound seems to come from a low hillock at the foot

    of one of the southern peaks. nother 7ifficulty )

    !ense Trouble test is needed to locate the source of

    the singingL a white haired and bearded old man in

    an %skimo parks sitting, huddled against the cold.

    7ifficulty ) !tealth test ;7ifficulty < during theday= is necessary to creep up undetected.

    6therwise, the man will attempt to escape up the

    mountain.

    "sma, the head of the clan calls the Gnoph0keh.

    "f unable to escape, "sma will defend himself

    ferociously with his spear.

    "f allowed to complete the spell unmolested, "sma

    attracts the attention of a Gnoph0keh, and it may

    kill himbefore moving on to attack the camp. !ense Trouble test against 7ifficulty ) alerts an

    "nvestigator to a brief cry in the night, soon

    followed by the sound of the creature5s approach.

    6nce close to the camp, the creature will summon

    up a bli88ard, and attack. "f it loses over half of its

    Health, the Gnoph0keh will retreat back to the ice0

    plains.

    noph-&eh

    For full details of the Gnoph0keh see the Trail of

    Cthulhurulebook p&/).

    thletics ', Health &

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    Anthropolog!/ The man is clearly not an %skimo.

    His long features and fair colouring make him look

    more like a !candinavian, although smaller in

    stature.

    6orensi#s/The man appears to have been gored

    and crushed to death.

    Eviden#e Colle#tion 3-oint spend/Close to the

    body is a figurine made out of ice, depicting astrange six legged animal with a horn. Cthulhu

    "!thos/This is depiction of a Gnoph0keh. 3-oint

    spend/!uch sculptures are used in rituals for

    calling the Gnoph0keh.

    &a"otageTrigger/Third night after Arriving at the Site

    The team awakes to discover that some of their

    e3uipment is sabotaged > the drill in need of$echanical Bepair, the "ce melter destroyed or

    most dramatically, the diesel tanks set on fire.

    !ense Trouble test against 7ifficulty ) will allow

    the protagonists to hear the culprits > most likely

    the two younger ?lond %s3uimaux > at work.

    noph,-eh comes a &econdTime

    Trigger/Fifth day after Arriving at the Site unless

    theEs&imo Camphas been visited and the%s3uimaux there have been incapacitated

    This event is the same as The Beast of the $#e

    Sheet except thatL

    "t occurs during the day ;decrease !ense Trouble

    7ifficulty by & and increase !tealth 7ifficulty by &=

    "t is the angekok, -lat who calls the Gnoph0keh this

    time

    "f -lat is pursued he will mutter incomprehensible

    curses and wave his hands around in a bi8arre,intimidating fashion. s a last resort he will attempt

    to defend himself with spells or a knife.

    -lat5s long, colourful parka is decorated with

    a3uatic designs. Cthulhu "!thos 3-oint spend/

    The images of odd, octopoid beings dwelling in

    undersea towers on the shaman5s long parka seem

    to be a depiction of Cthulhu and his race.

    The Es-imo Camp

    S#ene T!pe/ Core)ead-$n/!inging, The ?east of the "ce !heet,

    !abotage, Gnoph0keh comes a !econd Time

    This small clan has built a temporary camp about

    two hours from the edge of the valley. The shelter

    is a whalebone and hide construct, covered in ice

    and snow and out of sight of the valley. trickle of

    hearth smoke often emerges from a hole in the roof.

    4ear the fire is a makeshift altar and a grotes3ue

    idol. The altar is a @agged, natural rock. "n front of

    it, is a bowl of blood and the heart of a polar bear,sprinkled with tiny flowers. 1erched on the altar is a

    small, crude whalebone statue of a s3uatting

    creature with tentacles for a face. !eeing this

    re3uires a &0point !tability test, $ythos related.

    Cthulhu "!thos identifies it as a depiction of

    Cthulhu.

    ll of the surviving males of the clan will be here.

    pproaching without alerting anyone is a !tealth

    test against 7ifficulty *. "f alerted, they will flee a

    strong group or attack a weak one. "f surprised, they

    will be in or around the shelter. "f cornered, they

    will fight fiercely to the death.

    N?egin !idebarO

    The Blond EsquimauxThese natives are, to the best of their knowledge,

    the last of an ancient race that once had great cities

    here. $ost of their civilised culture has been lost >

    they are now simple hunter0gatherers, living harsh

    lives in the more remote parts of Greenland. Theirancient religion has been lost and they make their

    offerings and prayers to Cthulhu, who they call

    90ulu(.

    1hysically, they look very different from other

    %skimo people, being blond, with long faces,

    elongated ear0lobes and substantial facial hair. They

    wear hoodless, wide0collared parkas with hats.

    6lat8 Shaman8 Priest of 0ulu

    This white0bearded man may be in his s. He

    wears a long parka decorated with strange motifs

    and symbols and an odd, pointed hat.

    thletics , !cuffling

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    5sma8The .ather

    ged ), this gri88led patriarch is the head of the

    clan. His hair is greying, but he is still fierce and

    strong.

    thletics *, !cuffling (, eapons ', Health

    Hit Threshold/ )

    4eaponL E ;spear=

    ArmorL 0& vs all ;hide=

    Stealth "odifier/E&

    Alertness "odifier/E&

    Spells/Contact Gnoph0keh

    >aatuk and &aakuk

    These two men are the sons of the patriarch, aged

    +* and +(. They are fierce, agile and almost

    fearless.

    Abilities/ thletics &, !cuffling (, eapons &&,

    Health 'Hit Threshold/ )

    ArmorL 0& vs all ;hide=

    Stealth "odifier/E+

    Alertness "odifier/E+

    4eaponL E ;stone axes, spears=

    5n7esti$ation

    Anthropolog!/These men do not appear to be a

    members of any known %skimo tribe, either in

    terms of their clothing or in terms of their fair hair,

    slender build, long faces, large noses or long ear

    lobes. 6ne man, who may be a shaman, has motifs

    on his clothing and ornamentation in an unfamiliar

    style and a3uatic theme. 3-oint spend/:ilh@almur

    !tefansson reported blond %s3uimaux in northern

    Canada in &'&, and there have been such reports

    since the &*thCentury.

    Cthulhu "!thos/The images of odd, octopoid

    beings dwelling in undersea towers on the shaman5s

    long parka seem to be a depiction of Cthulhu and

    his race.

    1ew Spell

    Conta#t noph-&eh

    This spell must be cast in the fro8en wastes of

    Greenland or the 4orth 1ole. small effigy of the

    beast must be made out of snow and ice.

    Stabilit! Test Diffi#ult!/

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    clear significant amounts of ice with little

    assistance. 1ower for both the melter and the pump

    are supplied by the diesel generator.

    The operator;s= must have %lectrical Bepair.

    oint Spend Benefits

    "n any given phase, a character operating the ice

    melter can spend a pool point of %lectrical Bepairand reduce the length of that phase by one day.

    Resour#es Consumed

    .< barrels of diesel per day ;M=

    E'plosi7es

    %xplosive charges can be used to widen existing

    boreholes 3uickly or, used with great care, to break

    up ice inside the tower itself.

    The character using explosives must have the

    %xplosives general ability.

    oint Spend Benefits

    "n any given phase, a character overseeing the use

    of explosives can spend up to two pool points of

    %xplosives and reduce the length of that phase by

    one day per point spent.

    Resour#es Consumed

    + detonators per day.

    NI!idebarO

    Accessing the &tructureS#ene T!pe/ Core

    )ead-$n/The $ysterious !tructure

    )ead-1ut/%xcavating the Chamber

    ?y default this phase takes ) days.

    The top of the structure is about &*5 below the

    surface. ?eneath that is the roof of the structure and

    a chamber > in fact the upper chamber of a tower.

    "t is assumed that the team will create a shaft of pit

    to reach the tower then excavate the inside of it.

    The #eeper may have to improvise somewhat if

    they take a very different approach. The characters

    may decide to build a shaft next to the tower and

    enter via one of the doors or windows on the

    balcony, or they may simply bore a hole directly

    through the roof.

    Ar#haeolog! or Ar#hite#ture/ The roof and floor

    are already partially collapsed.

    eolog!L The tower is black gneiss basalt. 3-

    oint spendestablishes that it is tens of thousands

    of years old.

    Ar#hite#tureL The style doesn5t resemble that of

    any known architectural tradition.

    Exca#ating the Cham"erS#ene T!pe/ Core

    )ead-$n/ccessing the !tructure

    )ead-1ut/Clearing the Chamber

    ?y default this phase takes * days.

    ith Ar#haeolog!orEviden#e Colle#tion the

    remains of an unknown metallic device can be

    found in the upper chamber of the tower.

    eolog!* Craft or Ar#haeolog!/"t was decorated

    with gold, emeralds and rubies.

    Astronom! or 3-oint spend in Ar#haeolog!*

    h!si#s or "e#hani#al RepairL "t was an optical

    device of some kind, possibly a telescope.

    Clearing the Cham"erS#ene T!pe/ Core

    )ead-$n/%xcavating the Chamber

    )ead-1ut/The "dol Thaws, 7escent into the

    7epths

    Core Clue/ The stru#ture des#ends deep into thei#e-sheet2 There is a semi-inta#t stair'a! leading

    do'n2

    ?y default, this phase takes * days.

    Ar#hite#ture 7Core #lue8/There is a stairway

    descending deeper into the ice.

    pictographs, books M

    ith Ar#haeolog! orEviden#e Colle#tiona

    strange and grotes3ue ob@ect is uncovered in the ice

    near the top of the stairwell. "t looks like agrotes3ue idol fashioned of some dark, mottled

    material, vaguely toad0like in shape, very dense and

    about the si8e of a melon. !eeing this re3uires a /0

    point !tability test, $ythos related.

    Cthulhu "!thos/!tatues of grotes3ue, toad0like

    forms are used in the worship of Tsathoggua.

    eolog! or Chemistr!/The ob@ect is not made of

    any known material.

    "n fact, the ob@ect isn5t a statue at all. "t is a dormant

    organism > one of the !pawn of #nygathin Ahaum.6nce uncovered, the spawn will begin to thaw and

    awaken. !ee The $dol Tha's. This nominally takes

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    +) hours or ( hours if left in a warm place, like an

    inhabited tent, however it should take as long as is

    dramatically interesting.

    'escent into the 'epthsS#ene T!pe/ Core

    )ead-$n/Clearing the Chamber

    )ead-1ut/

    ?y default this phase takes < days until breaking

    through to the ice0free section of the stairwell.

    !tairwell runs around perimeter of tower. !olidly

    constructed from basalt, most of it is still intact.

    There are places where steps have eroded or broken

    and places where there are gaps.

    1ictographs in stairwell tell history of

    Hyperboreans in reverse going back to their arrival

    on Hyperborea. Heyday of Commoriom showing current

    kings

    :arious older dynasties

    %ncroaching cold

    1rophesy of !ybil of 1olarion

    Bise of houndeh cult

    Komar and Aobna

    6ther settlements

    %arly Tsathoggua cult

    :oormis driven to $t. :oormithadreth

    Aon $e88amalechM

    Founding of Commoriom

    Hyperboreans leaving homelands ;KomarM=.

    rrival of Hyperboreans

    1eople of Komar arrive from Aobna, driven

    by cold

    The "ce ge is brought about by the

    combined power of "tha3ua and phoom

    Ahah. Gradual collapse of :oormis

    civilisation

    Gnophkeh and :oormis at war. Former

    driven to Komar.

    :oormis settlement and temple of

    Ahotha33uah

    Humans appear on earth

    :oormis liberation, worship of Tsathoggua

    !erpent 1eople found civilisation in

    Hyperborea ;with :oormis slaves=

    they break through to an ice0free section of the

    stairwell, stretching down into darkness. "t widens

    allowing much faster progress.

    The stairs descend over feet into the ice0sheet.7ue to the tower walls it is very dark and artificial

    light is essential. Getting to the bottom will take at

    least around half an hour.

    Three thletics tests are re3uiredL one at 7ifficulty

    ), one at 7ifficulty and one at 7ifficulty ). There

    are also four places where the stairs have

    completely collapsed creating gaps. These will need

    to be bridged somehow or climbing gear will need

    to be used.

    Gap W&L feet, 7ifficulty /, 7amage & die

    Gap W+L &+ feet, 7ifficulty

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    method using dog sleds, drilling e3uipment or the

    snow tractor.

    NIsidebarO

    The Idol ThawsS#ene T!pe/ 6ptional, ntagonist Beaction

    Trigger/Clearing the Chamber

    s it thaws, especially if it has been brought back

    to the camp, the dogs begin to act in a disturbed

    way, barking all day and night.

    6nce it has awakened, this intelligent, sentient

    organism will escape, and scuttle across the ground

    at night, on many limbs or slide under the edges of

    tents in order to find a sleeping host. The spawn

    will attempt to enter a sleeping or subdued human

    host, smothering their sounds as it forces itself

    down their throat and takes up residence in theirbody.

    -nless one of the protagonists unwittingly sets

    himself up as an obvious target, the spawn should

    attack a 41CL one of the mushers or Germans. His

    tent mate wakes up to see it and screams out for

    help before being attacked and infected himself.

    successful !ense Trouble test against 7ifficulty

    ;' if the attack is at night= will allow protagonists to

    hear a strange sound in the camp. "f they rush out

    immediately they will catch sight of a bi8arre blackthing like a huge spider attempting to crawl into

    one of the tents. ttacking it will cause it to attack

    the protagonist. Following it, he will witness it

    attacking the mushers.

    "n any case, the 1rotagonists will automatically be

    woken by a blood0curdling scream that is suddenly

    cut short.

    Eviden#e Colle#tion/There are traces of a dark

    greyish slime on both bodies and at the edge of the

    tent where the canvas seems loose.6utcome for the victimM

    !ense Trouble test against 7ifficulty < ;( at

    night= will alert a character to an imminent attack.

    Hunting it down, while it hides in the camp has the

    same 7ifficulty. 4oticing the thing attack a

    companion sleeping in the same tent is a 7ifficulty

    test.

    N?egin sidebarO

    Spawn of 0ny$athin @haumlso known as 91arasitic !pawn of Tsathoggua5,

    these entities bear some similarity to their cousins,

    except that they are smaller ;about the si8e of a

    ?order Collie=, and can invade and live inside

    human hosts. Kike the formless spawn, they are

    black, oo8ing, plastic entities capable of taking

    almost any shape and of s3uee8ing themselves

    under doors and through small holes.

    7ue to their li3uid nature, normal physical wounds

    will flow closed. However, this process is notinstantaneous. They may be temporarily

    incapacitated by physical attacks, but even if

    completely dismembered and the members

    scattered, the parts will reassemble > by flowing,

    rolling into balls, s3uee8ing through cracks or even

    breaking out of containers ;controlled by a unifying

    intelligence, thletics can still be used in this state=

    until the parts gather together and the creature is

    intact once more. They cannot be killed in this way

    > the amount of damage they take only affects the

    amount of time it takes for their Health to get above and able to act once more. Fire damage does not

    heal in this way, nor may some magical or chemical

    attacks.

    7ue to the hominid strain in its ancestry, the spawn

    has an affinity for human biology and can live

    inside a human being, substituting natural

    biological functions with its own. They will attempt

    to subdue a target and then, in li3uid form, typically

    force itself down his throat. The victim may be

    incapacitated or even killed during the attempt. Thespawn will need to remove most of the victim5s

    internal organs in order to make space for it5s own

    body. This will take about < minutes. The rest of

    the body, including the brain will remain alive,

    provided for by the spawn. The spawn will then

    take control of the brain, raiding his memories and

    taking control of his actions. -ntil it fully settles in,

    for the first )( hours, a !tability test against

    7ifficulty will allow the host to have full control

    for a few minutes or allow some recollection of the

    attack event. N!tability test to resist it when itasserts controlMO

    The host5s previous 7rive disappears and instead is

    subconsciously substituted with the spawn5s goals.

    To an observer, the host5s personality and mind

    seem to be intact, but Assess Honest!will detect a

    listless or 9off5 3uality that may be mistaken for

    shock or other mental health issue. 3-oint

    spendsuggests that the host seems to lack sincere

    emotions.

    Suffo#ate/The creature can use a limb to sei8e avictim around the neck or simply smother with its

    viscous body. pply the 7rowning and !uffocation

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    rules ;Trail of Cthulhu rulebook 1(=. hen being

    strangled, successful thletics contest will allow a

    victim to break free.

    rab/Tendrils or limb attacks can be used to

    immobilise a target or cling to the target. 6nce

    grabbed, an thletics contest is re3uired to break

    the grip.

    $nvade Host/The creature can force itself into avictim via a bodily orifice ;usually the mouth= if the

    target has been successfully suffocated or grabbed

    in the previous round or is unconscious. gainst a

    conscious victim, this is an thletics contest with

    the spawn rolling against a 7ifficulty 4umber of /.

    "f the mouth is being used as an entrance, the victim

    will suffer the effects of !uffocation ;as in

    !trangling above=, until the contest is over and for

    another / rounds.

    Spa'n of +n!gathin ,haum

    thletics &+, Health , !cuffling +

    Hit Threshold/)

    Stealth "odifier/ E& ;E in snow and ice, E/ in

    shadows or darkness=

    4eapon/ 0& ;tendril=, E ;limb=, E& ;pseudopod= Q

    can extend tendril attack at near rangeQ can attack

    one to three targets with a limb simultaneously,

    adding one to the Hit Threshold for each additional

    targetQ can attack other targets even when inside a

    hostArmor/ 0) vs any, when within a host. Heals

    physical damage ;except fire, chemicals,

    explosives= at Health per round.

    Stabilit! )oss/ E&

    hile in a fro8en, dormant state, although very

    hard, the spawn can be cut or physically damaged.

    However, once it thaws, it will regain the ability to

    physically reassemble itself. Treat it as having

    Health and rmor of 0< ;vs all= in a dormant state.

    N%nd sidebarON!idebarO

    Anta$onist %eactions of the Spawn

    s soon as the protagonists enter Commoriom, the

    spawn will begin to gradually thaw and awaken.

    Eviden#e Colle#tion/thawing of ice, water

    collecting, dripping, rivulets, pitting of ice.

    "nitially a single spawn on the loose.

    !ense Trouble test against 7ifficulty to catchglimpse of movement or sound ;could be

    anywhere=.

    "t will attempt to ambush a lone individual,

    probably surprising them with a suffocation attack .

    nyone alone in Commoriom for a significant time

    is a potential target. !ense Trouble against

    7ifficulty < to detect its approach.

    "f ambushed it is recommended the #eeper takes

    that player aside to resolve outcome in secret. "f the

    creature successfully invades or incapacitates itshost then that character infected and is likely to

    come under the control of the spawn within hours.

    Their first action on waking will be to hide any

    blood and tissues expelled during the implantation

    process. ;Can it assert control immediatelyM=

    "f infected, the character will have no memory of

    events. The #eeper should ask the 1layer to

    roleplay their ignorance and > when prompted to do

    so > the growing influence that the spawn has over

    them. This can be handled in much the same way as

    roleplaying insanity.

    6nce fully under the control of the parasitic spawn,

    the infected character will secretly seek to awaken

    #nygathin Ahaum at The PunctionIThe !3uare or

    rouse more spawn using the ice melter, fire,

    excavation tools or if, necessary, explosives. This

    should not occur until the team has found The %lder

    Kens. !ee A'a&ening of +n!gathin ,haum.

    N%nd !idebarO

    City /nder the Ice

    The /ase of the Tower

    Bubble, ice and a few bones including human

    The 5ce Corridor

    "ce0walled tunnel follows ancient path over rock

    and cobble surface of prehistoric pathway,

    descending from base of tower in a series of

    stairways for about / yards before reaching the

    $ain !treet.

    &ain Street

    From the "ce Corridor this can be followed left and

    slightly uphill or right and slightly downhill. Keft

    leads to the ruins of an ancient library and the

    :ault. Bight leads to The !3uare.

    Haunting view of primordial city imprisoned in iceL

    streets, buildings, homes, towers, palace etc

    1itted, dripping walls of ice with a narrow

    crawlspace. The spawn are dormant in here.

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    Ex#avation/reveals strange channels, possibly

    more 9toad idols5 and explosives could result in

    accelerated awakening of the spawn

    The S4uare

    Central space, crossroads with fossilised blockM ;6r

    is this where #A is still fro8enM= Human remainsM

    Ex#avation/reveals strange channels, possiblymore 9toad idols5 and explosives could result in

    accelerated awakening of #A and the spawn

    The >ibrary

    $ore documentation of history, possibly more

    artifacts. !omewhere there may be a spell for

    !peaking with Ahotha33uah as his !tatue. 1ossibly

    a spell to call dukwa from the icy wastes.

    ault

    This place must be accessible and obvious. hereis itM -nder the libraryM -nder a templeM -nder the

    tower itselfM

    The historical frie8e spirals at right angles towards

    a plinth built into the middle of the room and spiral

    around the plinth to its top. pale stone about the

    si8e of a small orange is mounted there.

    "ts entirely possible that the crystal is embedded in

    a wall, table, statue etc. The Commorians I

    Commorian sorcerer could have done so after

    ac3uiring it from A$. This might make it feel lessarbitrarily present.

    The Elder 0ens# 9Crystal of Aon $e88amalech5, 9%ye of

    -bbo0!athla5

    :isions of the past, initially back to sorceror, then

    @umps to A$. Then barrier then @umps into past all

    the way back to -! and tablets. lso addictive and

    leads to disillusionment with present0day realitywhich appears to be unreal. "dentification with A$

    then once past barrier disidentification and loss of

    selfhood. To onlookers, perhaps enters comatose

    state, then a while later suddenly leaves and

    disappears ;if somehow followed, seems to have

    killed self=.

    iewin$ the Elder >ens

    For characters with the following drivesL

    nti3uarianism, dventure, Curiosity, Thirst for

    #nowledge > the temptation to view the Kens is aHard Driver. For all other characters, this is a Soft

    Driver.

    :iewing the crystal sends the user5s mind into the

    past and connects it with the mind of a long dead

    Hyperborean sorcerer A$ and via A$5s use of the

    crystal to the ancestral memory of the species. This

    ancestral memory is in fact the mind ;or proto0

    mind= of -bbo0!athla, the proto0shoggoth created

    by the %lder Things to spawn the first shoggoths

    and from which all earthly life spawned as a by0

    product. These ancestral memories are

    predominantly from direct ancestors, but they also

    @ump from other, nearby branches. Communion

    with the 1roto0$ind and its many branches through

    time and space produces a cumulative loss of self0

    identity and a dissociation with what humans call

    reality. This is reflected as a loss of !anity, and

    occurs irrespective of whether anything is recalled

    or not. !anity reduced to 8ero in this manner causes

    a total loss of selfhood. fflicted in this way, a

    person may walk into moving traffic, sit and stareinto space or simply wander into oblivion and

    disappear.

    :iewing crystal regresses user to A$ ;loss of &

    !anity ;discreet=

    Compulsion/

    !tability test against 7ifficulty ) is re3uired to

    resist viewing the stone again.lsocurrent 7rive

    becomes meaningless. Beplaced with 7riveL Thirst

    for #nowledge of the Tablets of the %lder Gods

    NpermanentMO

    $nitial union 'ith the mind of ,"

    N/ point !tability test, + point !tability recovery for

    those with 1illar of !anityL Family ;9Hyperborea

    Hypothesis5=, plus drive superseded with Thirst for

    #nowledge of the Tablets of the %lder GodsO

    %ach !ubse3uent useL loss of & !anity ;discreet=, &

    1oint !tability test

    Test at 7iff < to regress furtherL loss of & !anity

    plus & more per / hours

    Begression all the way to the beginnings of earthly

    life takes &7E/ hours. $ental union with -bbo0

    !athla in this way causes an additional loss of &

    point of !anity.

    Begression can be interrupted.

    For each hour of regression there is one potential

    recollection. "mmediate recollection of each

    memory is a !tability test against 7ifficulty

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    later, especially in dreams or under hypnosis. E&

    Cthulhu $ythos is granted for every two recalled

    memories. There may be costs to !tability and

    !anity on recollection. 4ote that the costs of having

    a 1illar of !anity smashed or a 7rive rendered

    meaningless, override any other stated cost for that

    revelation.

    lsoL!piders, amphibians

    1rimitive vertebrates

    Trilobites, molluscs, sponges etc

    "f the regression process of completed, the final

    memory experienced with be union -bbo0!athla as

    the origin of all earthly life.

    -bbo !athla produces the first earth life

    lose 3 Stabilit'45 Sanit'/ &illars of Sanit' smashe$6

    7amil', 2uman ignit' an$ alue, 8eligion/rives meaningless6 Anti+uarianism, Thirst for

    0nole$ge

    6ther revelations may be chosen by the #eeper or

    rolled on the table below. !tart by establishing the

    number of memories recalled and then establish

    what they are.

    1ther Revelations during Regression

    Take two ds and decide which is tens and which is

    ones ;like percentile dice=. Boll belowL(esult

    && > & Human kingdom of Hyperborea, battles

    with :oormis, rise and fall of various cults

    etc

    9 point Stabilit' test

    +& > + hite apes ;actually relatives of

    :oormis= under hidden influence of Great

    Bace, raise city in Congo, rapidly evolving

    spread out across world as early humans.

    9 point Stabilit' test/ &illars of Sanit'smashe$6 7amil' :2'perborea

    2'pothesis;, 8eligion/

    /& > / :oormis gain freedom from !erpent

    1eople, found Hyperborean colony

    5 point Stabilit' test

    )& > ) !erpent people in oth genetically

    engineer simians into land hominids

    ;voormis= and a3uatic hominids ;deep

    ones= to serve as slaves

    lose 3 Stabilit'45 Sanit'/ &illars of Sanit'smashe$6 7amil', 2uman ignit' an$

    alue, 8eligion/ rives meaningless6

    Anti+uarianism, Thirst for 0nole$ge

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    #nygathin Ahaum can attack with each of its two

    tentacles in a single round. Kike his spawn, he can

    assume the form of a viscous, black li3uid. nd

    most forms of physical in@ury will simply flow

    closed.

    thletics &, Health ++, !cuffling +(

    Hit Threshold//

    4eapon/ E< ;trample=Q E+ ;tentacle=Q E+ ;lithe,sucking proboscides=Q a successful tentacle attack

    may, instead of inflicting damage, pull the victim to

    the many mouths for automatic damage on each

    following round

    Armour/ 0+ ;thick, mottled membrane=Heals most

    physical damage at Health per round

    Stabilit! )oss/ E+

    Temporary AppendixXThe sorceror %ibon, son of $ilaab, was born in thecity of "33ua in the ear of the Bed orm. "n that

    same year the doom whereof the hite !ybil had

    spake a century before came down upon the famous

    city of Commoriom and the king thereof,

    Kor3uamethros, and all his folk, rose up and fled

    into the south to establish the city of -8uldaroum

    amidst the @ungles of Aesh in the land of 1harnath,

    abandoning forever splendid Commoriom to the

    abnormality #yngathin AhaumX

    0 The ?ook of %ibon

    XFew had escaped the holocaust of inconceivable

    cold that blew ravening down from the boreal 1ole,

    and those few had fled the metropolis into the

    south. 4ow deserted -8uldaroum stood fro8en,sheathe