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The story is set in the mining town of Rio Rosa in a harsh desert environment. Life is difficult for the miners and townspeople. Trouble arises when the stagecoach carrying wages and supplies is hijacked by the outlaw Crazy-Eye Pete.

The story is set in the mining town of Rio Rosa in the late 19th century American West. Rio Rosa is a small cluster of buildings surrounded by sand and cacti that exists primarily to support the nearby silver mine.

Crazy-Eye Pete is a notorious bandit who has now hijacked the stagecoach carrying the mining company's payroll and supplies. His gang is believed to be holed up in the remote and inhospitable Sandy Gulch canyon.

Call Of Cihull-ni Worlds of Crhalhir

CIS 3JVI - TOC(U - CtiON,

Life isn't easy company payroll. By nightfall the town will be filled with
in the mining miners flush with cash and eager to spend it on alcohol,
town of Rio Rosa, a cluster of buildings surrounded by sand,
cactus and rocks. The only reason anyone would ever come
here was the silver. Nearly all of the 250 men living in Rio
Rosa work for the North Star Mining Company, coaxing
the precious metal from the veins of ore running through
the stone deep underground. It is hard, dangerous
backbreaking work and the men who do it are quick
tempered and hard drinking.
Rio Rosa offers little in the way of diversion. There is
"Rusty's" the local watering hole where one can always
find a poker game and a shot or two of whiskey. Then
there is "Casa Bonita" the local brothel. While the bar was
able to expand with the needs of the miners, the brothel
was another matter. Senora Maria, madam of Casa Boni ta,
tries to keep everyone happy with little success. There is
only so much four hard working women can do when they
are outnumbered more than 60 to one!
Yes, things are tough in Rio Rosa, but they are about
to get a whole lot better. Today the stagecoach is due to
arrive at noon with two much-needed items. One is the

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52 Sunset At Sandy Gulch


lose it at cards and trade it for female companionship.
The other item is four new employees for Casa Bonita.
Yes sir, tonight Rio Rosa will, for once, be a place of good
times. As soon as the coach arrives, any time now, hey
what time is it?
Noon passes with no stagecoach. Off-shift miners who
had gathered to watch the stagecoach arrive start getting
surly. The day is hot and tempers are short. The min ing
company manager sends out a rider, knowing things could
get ugly. Half an hour passes as more and more miners
gather looking for their wages. By now, a huge crowd of
dirty, rough looking miners, some holding shovels and
mining picks are milling about in the street. A small
group of men flank the company manager, holding their
shotguns as discreetly as possible. There's a tension in the
air, one nobody wanted but here it is.
Suddenly the scout rides back into camp, a cloud of
dust in his wake and a coat of foam on his hard ridden
horse. He's riding clumsily holding his shoulder, blood
running down his shirt. He's been shot! Suddenly he
screams out, "Crazy-Eye Pete and his gang just hijacked
the stagecoach!"
-.4 .411111141,

Worlds of Cthulhu Call Of Cth ulhu

About half a day's hard ride from Rio Rosa is a number of arid canyons Crazy-Eye Pete. There, in the Temple of Arwassa, they must bring Pete to
where almost nothing grows. The most inhospitable one is called Sandy justice, defeat the Sand Dweller elders and priests, rescue the human
Gulch. For thousands of years that canyon and the one beyond it have sacrifices (four beautiful brothel girls) and ultimately confront the cosmic
been home to a community of Sand Dwellers. This particular group worships horror of the Great Old One Arwassa itself!
the Great Old One Arwassa and in the distant past abducted humans from
the American Indian tribes living in the area. These captives were then
taken to the Sand Dwellers' underground temple and sacrificed after the Places to see in Rio Rosa
"The Silent Shouter of the Hill" was summoned. The local tribes launched a
single attack against the inhuman creatures, sending a war party into their lair. There isn't a lot for investigators to see in Rio Rosa. About half of the town is
Witnessing firsthand the horrors of The Great Old One the human tribes made of buildings owned by the North Star Mining Company (bunkhouses for
left the area and settled elsewhere after declaring the canyons taboo. the men, offices, processing buildings, employee mess hall, etc.). There
Several months ago Crazy-Eye Pete, a notorious, bandit, was looking for are a few places investigators might end up in town, and these are listed
a new hideout in the canyons around Rio Rosa. Instead he found the Sand below:
Dwellers. The eldest of the Sand Dwellers saw this as an opportunity to
make a contact among the humans who were returning to the area. Why
sacrifice one human, when that one might be able to bring you many?
Pete, already a desperate and depraved outlaw, became not only a willing
ally but also a worshipper of Arwassa itself.
Tonight is the night of the new moon, a time when the Great Old
One can be summoned. Pete rounded up his gang and hijacked the noon
stagecoach to Rio Rosa. While Pete and his gang took the payroll and
some valu ables his real targets were the passengers. He put three of his
men on the empty stagecoach and ordered them to drive it off Cougar
Ridge. The rest of the gang took the payroll and passengers on horseback and
rode hard for Sandy Gulch.
The men on the stagecoach he sent off as a diversion. Entering the canyon
Pete then placed the rest of his men in a position to deal with any pursuit.
He cares nothing about his gang. Pete only wishes to see Arwassa with his
own eyes. The investigators must get past Pete's gang, avoid or overcome
a couple of traps and battle a number of sand dweller defenders to get to

Worlds of Cthulhu
1)Rusty's Saloon—Rusty O'Shea, a red-haired Irish time, charging a dollar a day, which Call Of Cthulhu
immigrant who is universally well liked in town, owns this well includes meals. Meals are served in the common room
stocked tavern. Prices here are reasonable and the quality of the and non-guests can eat here for .50 cents a plate.
liquor acceptable. There is always a poker game going on, no Investigators can also get hot baths here for an additional
matter the hour of 4) charge of $1.00. Younger Stables—David Younger, a one-
the day or night. Stakes at the table are kept under five dollars by armed Civil War veteran, owns these public stables where
house orders, to keep things friendly. Rusty employees a trio of horses are kept and cared for. He charges a dollar a day for
men to help him run the place, break up fights and run errands. care and feeding. There are always a few horses here for
2) O'Shea's General Stor e—Ke vin O 'Shea , brother of Rustysale, and his prices are usually about 20% too high. A
O'Shea, owns and manages Rio Rosa's general store. It is well successful Bargain roll brings these prices back down to
stocked with tools and items used in mining and prospecting, but normal levels. David never talks about the war, other than
for other supplies investigators will need to make a Luck roll. that he fought and lost his arm in it. He won't even discuss
Prices will typically be 20% higher here than in larger towns, but a which side he fought on but his thick Georgia accent leaves
5) little doubt.
successful Bargain roll can drop this back down to normal level. Casa Bonita—this well built, two-story house has recently
If an item is not in stock Kevin offers to order it; this could take been expanded. It now contains a sitting room, a small kitchen
between two and three weeks and boosts the item's cost by 40%. and dining area for the employees only and ten good-sized
While steep no one really complains, as he is literally the only bedrooms with a bathtub in each. Currently there are only five
store in town. women living and working here, four brothel doves and their
3) Appleton Hotel—this rooming house is owned and operated manager Senora Maria. Two young (nine & ten years old)
by Charlie Appleton, an older German immigrant whose real name is orphan boys work here as well, hauling water about, running
Gunter Kessler. He speaks loud but is friendly and accommodating. The errands and cleaning. Neither speaks anything but Spanish and
hotel has a dozen rooms, about half of which are available at any both do a great job of staying out the way. No food or alcohol
is served here and investigators must roll one third of their
Luck roll to find an employee who isn't currently 'engaged'.

Sunset At Sandy Gulch

Sunset At Sandy Gulch


Worlds of Cthulhu

Worlds
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rid

Upon stand
the up on a
scout's raised
announc platfor
ement m and
the try to
crowd scream
erupts out over
in out- the
rage. crowd,
There is who are
no law shoutin
in Rio g
Rosa, questio
as the ns at
town is him
little ("When
more are we
than a getting
large paid!" –
mining "Why
camp didn't
and its the
support compan
busines y hire
ses. The guards!
most " –
senior "Don't
person think
in town I'm
is working
Martin another
Brewste shift
r, North until I
Star's get my
manage damn
r of the wages!"
Rio ).
Rosa Unless
silver investi-
mine. gators
Mr. do
Brewste somethi
r will ng, he'll
signal e,
one of Maria,
his pushes
enforcer her way
s to fire onto the
a platfor
shotgun m and
shouts
in the
out
air for
—"Ther
everyon
e were
e's
four
attentio girls on
n. that
Mr. stagecoa
Brewste ch tool
r will For each
then girl the
announc riders
e—"I return
need a with
group of alive,
volunte I'll give
ers to free
ride out visits to
after my
Pete place
and his for a
gang. season
I'm to the
offering hombre
$300 s who
for Pete ride
and $50 out."
for The
anyone local
riding miners
with all start
him, murmur
dead or ing
alive. every
There wild
will be story
a $200 they've
bonus heard
for about
recoveri Crazy-
ng the Eyed
payroll, Pete
twice —"Craz
that if y-Eye
these Pete kilt
men himself
20 men
can get
they
the
say..."
payroll
and
back
"How
before
many
dawn."
boys in

Sunset At Sandy Gulch

Befor his
e he gang
finishes anyhow
the , six?
local Seven?"
madam "I heard
it was mounts
ten fell- for
ers, those
when without
they their
burnt own
down (chargin
that
g North
church
Star
in
Montan Mining
a." It Co., of
quickly course).
become investig
s clear ators
that will not
none of be able
the to gather
miners addition
has any al
intentio weapon
n of s. There
riding
is no
out
one in
after
Rio
the
outlaws Rosa
. willing
The to give
investig up
ators either
should their
need no arms or
further ammuni
encoura tion
gement. with a
Neither gang of
the danger-
mine ous
manage bandits
r nor striking
the so close
madam to town.
e will
haggle,
feeling Setti
that ng
they
have Out
already
Investig
offered
ators
a gener-
should
ous
ride
enough
hard out
reward. along
The the road
hostelle to pick
r will up
quickly Crazy-
saddle Eyed
the Pete's
horses trail.
of those After
riding riding
and about
provide 30
minutes
the
Investig
ators
come
upon
the
scene of
the
hijackin
g.
There
will be
three
dead
horses
and
four
dead
bodies
here.
Two of
the
horses
were
killed
by
shotgun.
The
third
horse
was one
of the
stageco
ach
team; it
has four
pistol
#1: Colt M1877 "Lightning" .38
revolvers (45%, 3/2 per round, damage
1D10, 6 rounds, 18 extra)
#2: 16-gauge double barrel shotgun
(52%, 1 or 2 per round, damage
• • ■ • • • • - •

Worlds of Cthulhu Call Of Cthulhu

able to catch up to the stage. About


a mile from this point the tracks of
the mounted horses leave the stage-
coach and break off East. The riders
took time to cover their tracks for
about 30-feet after they left the trail.
Investigators riding hard, especially
if pursuing the trail of dust, will not
be able to notice this.
There are three bandits driving the
stagecoach. They've been ordered to
send it over the side of the canyon
and then go to a nearby hilltop to
camp out until morning. The ban-
dits have been told that the rest of
the gang will join them there. Pete
knows a posse will be following and
has sent these three off as a decoy.
As soon as riders get within range
two of the bandits will start shoot-
ing, while the third drives. Investiga-
tors might realize that the horses are
gone and see the stagecoach for the
decoy it is. If so, they can turn back
and start looking for the rider's trail
and avoid this encounter. (Go to The
Side Trail section.)
These men are all wanted and
know that capture means a hang-

Some of Crazy Eyed Pete's gang.


the stagecoach crew

wounds in its body and a fifth in its head. The two dead #1 #2 #3
men are Butch Dutchmen and Davie Elster, both long Driver "Shotgun" Passenger
time employees of Webber Er Scot Stagecoach Company. STR 14 15 14
Each man has been shot multiple times. Any additional CON 13 12 12
NPC passengers keepers wished to add to the body count SIZ 14 15 14
will also be found at this time. There is no sign of the four INT 09 10 11
missing women or the payroll. Buzzards are starting to POW 10 11 12
gather in the skies above, slowly circling lower. DEX 14 13 12
Investigators making successful Track rolls can deter- HP 14 14 13
mine many of the details of the attack. They will learn Damage Bonus: +1D4 +ID4 +1D4
that eight riders came upon the stage. There was a chase Weapons:
and gun battle, resulting in the deaths of both drivers and
one of the bandits. There are tracks of the stage being
driven away (with a team of three, instead of the usual
four) with seven horses riding out with it. The tracks lead
to a little used side trail leading north.

The Trail
After several miles following the trail the stagecoach
leaves, allow the Investigators to attempt a Spot Hidden
roll. Those successful will notice a trail of dust ahead of
them to the West. Those making a Navigate or a Know
roll will determine that direction leads to a set of cliffs
called "Cougar Canyon". Investigators riding hard will be

Sunset At Sandy Gulch 57


Call Of Cthulhu Worlds of Cthulhu

man's noose. They will not


willingly surrender. If they
drive off the Investigators
they'll dump the stagecoach
over the side and go to the campsite to wait for Pete to arrive. If the If the investigators safely recover the stagecoach they find it to be
Investigators kill all three men the panicked horses will continue running empty. If the bandits are somehow taken prisoner, interrogating them
straight for the cliff. Investigators will have to make several successful proves pointless. They will give their names: Walter Ridge (#1 — the
Ride and Teamster rolls to regain control of the stagecoach. driver), Jonas Killburn (#2 — shotgun) and Santos Ruiz (#3 — passenger),
but provide little else in the way of information. The three refuse to answer their mouths shut, hoping that Pete and the others might try to spring
any questions, no matter what the Investigators attempt. They don't know them as long as they don't betray the gang.
where Pete went after the riders split off from the stagecoach. They'll keep The three are also terrified of what Pete might do to them if he discovered
that they gave investigators any useful information. it
The Side Trail carry riders; two horses carrying a pair of bound women each; one horse
carries supplies and the saddlebags with the payroll.
Crazy Eyed Pete, the three remaining members of his gang and the four This group broke away from the stagecoach trail and covered their tracks
women split off from the stagecoach. They have seven horses: four horses for about 30-feet. They then rode across the open desert towards a
mountainous region full of cliffs and canyon. Their destination is Sandy Gulch; a mysterious canyon the Indians say is taboo. The gulch leads to the
entrance of the hidden Valley of the Sand Dwellers.
f ixt#-Ttitk=--avAik
Sandy Gulch the sun and that buzzards are now following high above them as they
travel. Once investigators get to the mountains the trail leading up to
The area the gang's trail leads through is dry and deso late. Nobody lives Sandy Gulch becomes steep, with many places where ambushers could be
out here, investigators should notice the bones of an old horse bleached by lurking. Once they get to the entrance investigators will immediately notice that
the cliff walls surrounding the canyon entrance are covered with Indian pic- few bushes and cacti. Investigators making a successful Track roll detect the
tographs and inscriptions (see below). This canyon has a narrow entrance prints of seven horses, which passed this way earlier today.
(12-feet wide) and runs for about 40-feet. Beyond that the Investigators
enter Sandy Gulch. The place is aptly named as very little grows here beside a
of them are rather faded. Investigators who look over the pictographs will
The Indian Markings find amid all these carvings depictions of Indian braves covering their ears
Investigators taking time to look over the markings find that they reach high while screaming; one brave appearing
up the canyon wall, to a height of 30-feet. They appear very old and most
to be stabbing himself with a dagger; pictographs looking like tentacles Investigators making a Spot Hidden roll while examining the
reaching for battling warriors; scattered depictions appear to show robed pictographs will notice that one of the Indians depicted seems to be
men with large round eyes and sharp curving claws instead of hands. standing still, unarmed and with his arms spread wide. This brave is drawn
surrounded by a sunburst of faded color and carvings. The figure also ap-
pears to have a large tentacle above it, drawn as if it were reaching out Diving Hawk and His Warning
towards him. If investigators linger by the pictographs for an extended period, an
old Indian Shaman approaches them, from apparent concealment with
no one noticing him until he begins speaking in perfect English. He
seems ancient and weathered yet surprisingly fit. The man is colorfully introducing himself as Diving Hawk. If questioned as to just what he's
dressed in ceremonial tribal costume and face paint but just which tribe doing out here he explains, It is my duty to linger in this place and warn
cannot be identified by his appearance. The lone figure is armed with a bow those seeking to enter."
and war club but makes no hostile gestures. He'll greet the Investigators
Sunset At Sandy Gulch
Call Of Cthulhu
Worlds of Cthulhu

He'll dissuade "This is the


them against tale of the great
entering what he battle, the first
calls "The and last battle
Valleys of Death against the
and Madness". slayers of the
Diving Hawk desert. Fifty
will confirm a brave warriors
group of four of my people
men and four went into this
women entered place, long ago.
some time earlier The braves went
today, but that he to avenge their
didn't get a people, for the
chance to speak slayers were
to them. If given hunters of men.
the chance he Into the Valley
of Madness and
explains the
Death they went
following to
with strong
investigators:
spirits, but what
"The place
they faced tore
beyond these
apart their
markings is
bodies and
home to foul
rotted their
creatures that
minds.
prey upon men.
They are not like Fifty braves
us, they are not entered. The
men; they are an Slayers are
ancient people deadly as bears
with eyes as the yet silent as a
Owl and the serpent, but that
claws of the was not the
Mountain Lion. worst the
They are the warriors faced.
Slayers of the The Slayers
Desert and called upon the
beyond these Dark Spirit of
markings is their Madness to save
land. They them from the
worship a warriors and
powerful dark from the black
spirit, older than nothingness
the World and beyond our
darker than the world it came.
moonless night, Evil and hungry
that which sings it came, many
the silent song of brave warriors
madness. You went mad and
should all turn were devoured.
aside this path, Only three
especially on this braves returned.
night, for tonight When these
the moon favors three told their
the enemies of story their
mankind." people knew it
If asked to to be true. They
explain the knew what lie
pictographs beyond these
drawn and cliffs, what
carved here horrors lurk in
Diving Hawk the darkness
offers the every seeking to
following story: enter our world.
They knew this unarmed
land to be pictograph
cursed. That is figure
why men do not surrounded by
live here, for the the sunburst he
people gathered explains about a
what they owned ritual he knows,
and departed, one that will
forsaking this grant them the
land forever. Heart of the
If Eagle.
investigators
insist on
continuing on
into the canyons
the Shaman
gives them the
following advice
and offer:
"I see that my
words will not
turn you aside.
Good, your
spirits are strong
and brave, that
will help you.
You must move
fast and fight
like great heroes
without fear. If
you see the Dark
Spirit of
Madness you
must destroy it.
Otherwise it will
haunt your
minds until it
rots them, like
an eye left too
long in the sun.
As this is your
path and your
destiny I offer
you my help.
Will you linger
a moment and
learn the
wisdom of an
old man? There
are powers
beyond the
arrow or rifle,
powers the Dark
Spirit of Madness
control. These are
powers men can
also know,
powers I am
willing to share
with you."
If investigators
accept his offer,
ask him to
explain the
powers he is
offering to teach
them or ask him
to explain the
The Ritual and potion and
Heart instructs each to
of the Eagle drink. Diving
Diving Hawk Hawk will not
will lead the In- explain what it
vestigators to a is. The drink is
circle of stones. gritty and makes
Diving Hawk investigators
will then ask feel intoxicated,
investigators to not matter how
sit within the little they drink
circle. He then or what their
teaches them a Tipple score
brief song in his might be. If
own language. investigators
The precise refuse to drink,
language will be or fakes taking a
unidentifiable drink, the ritual
but sounds fails for that
similar to several person.
spoken by the After these
local tribes. steps are taken
He then Diving Hawk
gives each sings the song,
investigator a instructing
small leather investigators to
bag, affixed to a join him. After
strap making the song he
it a necklace. points to an
Inside investigator and
.......
......... . .7 says,
"The
spirits
each bag is a
wish to
tiny collection
know who you
of herbs, seeds,
are and what
feathers, stones,
brave deeds you
teeth and bones.
have done. Stand
Diving Hawk
warrior, stand
then explains
and tell them."
that they must
investigators
place something
must stand,
of their own into
identify
the bag,
themselves and
something that
proclaim an act
has meaning to
of bravery they
them or that
have performed.
they have carried
This is repeated
for a long time.
for each
He explains,
investigator,
"This way the
with a round of
bag becomes
singing between
yours, and the
each. Like
spirits know
refusing the
who you are and
drink, if lies are
who these bags
belong to." When spoken to the
this is done he Spirits at this
instructs them to time the ritual
put the fails for that
necklaces on. person.
He will After this the
ritual is nearly
produce a skin of
complete.
bison hide filled Diving. Hawk
with a foul then dances
tasting, milky around each
fermented investigator,
shaking a gourd
Call Of Cthulhu Worlds of Cthulfau

Sunset At Sandy Gulch 59

filled with dried


seeds. He then
Heart of the Eagle
touches each Range: 0 Duration: Ten Minutes
softly, one by
Cost: 10 MP
one, on the head.
Sanity: 1D4 Resistance Table: None
If all steps of the
ritual have been This spell requires a specially prepared bag and the
done in correctly caster to sing a trigger song to activate it. The song
and in good faith, takes two minutes to sing, during which time the
the Investigator caster cannot be disturbed in any way. The song can
must make a be sung quietly or even whispered but must be sung
POWx4 roll, as aloud. Once completed the caster loses 10 MP and
they feel energy makes a Sanity Roll for 1D4. At this time an invisible
surge through energy field, fueled by their own life energy, sur-
them and into the rounds them for the next ten minutes.
bag. If any part Should the caster be unlucky enough to come
of the ritual was into physical contact with a Great Old One while
not followed this spell is active the energy field activates. It dis -
correctly the charges the energy into the Great Old One, causing
Investigator it to suffer 4D6÷4 points of damage instantly. When
feels nothing. discharged the energy becomes visible as a bright
This touch ends flash and is accompanied by the smell of ozone and
the ritual and rids the sound of thunder. The area where the contact
investigators of occurred to the Great Old One will appear blackened
the intoxicating and burned, but any regeneration the entity pos-
effects of the sessed works normal against this damage.
potion. If the contact was the result of a physical attack the
Investigators caster must make a Luck roll. A successful roll indi-
who make the cates the discharge of the energy repulsed the attack
POWx4 roll and the caster takes no damage from it. A failed Luck
successfully are roll means that even though the spell discharged the
now able to cast caster still suffered the effects of the attack.
"Heart of the
Eagle". Those
who fail the roll
are passed over
An Option—
by the spirits and
are not granted
A Request
the spell. The You Cannot
entire ritual Refuse.
takes 20 Keepers may
minutes, plus ten wish Diving
minutes per Hawk's help to
participant. come with a
price. If so he
will not explain
this until after
the ritual is
completed.
After the ritual
Diving Hawk
will explain:
"I have giving
you something
of great value, I
have given you
aid by sharing
the ancient
wisdom of my
people. You
must give
something in
return. One day Keepers can
one of my use this as a link
people will to another
come to you. scenario in the
They willcsay "1 future. The
was sent to you person sent to
by Diving the Investigators
Hawk". You will say that an
will listen to old wise man
this person and spoke to them in
you will help a dream, telling
them. That is them where to
what the spirits find the
demand." Investigators.
They will
explain that they
were told the
Investigators
were great
warriors who
were bound by
the spirits to
come to their
aid. Should
investigators
refuse to help
this person once
they arrive
keepers can
inflict all sorts
of
consequences,
such as a -1 to
POW or CON per
day, until they
agree to help this
person.
Once the
Investigators
turn to enter the
canyon Diving
Hawk vanishes.
Investigators
turning back will
find him gone,
leaving not a
single track or
trace that he was
ever there and
must make a
Sanity Roll for
1/1D3 Sanity
points. Diving
Hawk is the ghost
of an ancient
Indian shaman
who entered the
Valley of Death
and Madness.
He was one of
the fifty braves
in the war party
who battled the
Sand Dwellers;
he was not one of
the three who
returned. Diving
Hark is the right in a gentle
warrior depicted crescent.
unarmed
surrounded by
the sunburst, the
figure using the
Heart of the
Eagle spell to
battle Arwassa.
His spirit lingers
only to impart
wisdom and
protect mankind;
it can cause no
harm, even if
attacked.

Inside The Ambush


Halfway across
Sandy Sandy Gulch the
Gulch Investigators
will be
Investigators ambushed. The
easily find the rest of Crazy
trail of the Eyed Pete's r
gang is wait- i
outlaw's horses
ing here, well
leading straight
hidden (Hide
down the center
65%) behind
of the gulch.
cover. One is
Those making a
Track or a Spot
Hidden roll find
a side trail
leading to an
abandoned
shack.
Investigators
may follow the
side trail, which
appears to have
not been used in
over a year, to
the shack. To
otherwise find
the shack
investigators
must make a
successful Spot
Hidden roll
while in the
center of the
gulch, about
where the rest of
Pete's gang has
set up an
ambush. From
this area inves-
tigators will just
spot some metal
hanging on the
shack reflecting
in the sunlight.
The gulch itself
is about two and
a half miles
long, curving
Worlds of Cthulhu Ca ll Of Candhu

behind a large miners' shack


rock, another (see below).
behind a set of
dead logs and the The
last up on a ridge Abandone
overlooking the d Miner's
ambush area. In- Shack
vestigators will The
need to make building is
Spot Hidden
Some of Crazy Eyed Pete's gang,
the ambush team

#1 #2 #3
(behind (behind (up on
rock) dead logs) ridge)
STR 12 14 12
CON 14 14 14
SIZ 13 14 12
INT 08 12 10
POW 12 10 12
DEX 13 12 10
HP 14 14 13
Damage Bonus: +0 - 1D4 +0
Weapons:
#1: Smith & Wesson Hammerless .38 revolver
(45%, 3/2 per round, damage 1D10, 5 rounds,
15 extra).
#2: Colt peacemaker (40%, 1 per round, damage
1D10+2, 6 rounds, 6 extra).
#3: .44 Winchester "Yellow Boy" rifle (48%, 3/2
per round, damage 2D6d-3, 15 rounds, 15 extra).
All: Knife 50%, damage 1D4+db; Fist 65%, dam-
age 1D3+db; Head 30%, damage 1D4+db; Kick
35%, damage 1D6+db
Armor: None.
rolls to detect
located up
where the bandits
on a ridge
are located once
30-foot up
the shooting
overlook-
starts. By the time
ing the
investigators
bottom of
arrive it should be
Sandy
sunset, the long
Gulch. It's
shadows helping
a small,
to conceal the
rough
bandit's position.
looking
They will not
one-room
surrender nor will
shack. The
they take
shack
prisoners.
appears to
Investigators who
be a couple
make a
of years
successful Spot old and to
Hidden roll to have been
detect bandit #3 abandoned
(the sniper on the for about
ridge above half that.
them) also spot There are
60 Sunset At Sandy Gulch
the abandoned
the
remains of roll will
an ancient recognize
fire pit and the man's
some from his
scattered build,
cooking clothing
gear a few and meager
feet from belongings.
the This was
entrance. Chuck
Inside Mallard, an
are a few independen
shelves, a t area
small table, miner who
a stool and vanished
a cot with about a
some old year ago.
blankets on He used to
it. There come into
are some Rio
old mining Rosa for
tools here supplies, cashing
(on the in small amounts
of silver.
shelf, table
Another
and
unusual
hanging on
hooks),
thing
‘4
scattered
supplies
about the
shack is a „
section of
(nearly all
the interior
old and
wall that
spoiled)
faces the
and little
cliff face.
else. There
That
are three
section ap-
things of
pears
note inside
covered
this place.
with a rug,
One is
hanging on
the
the wall
skeleton of
from two
the shack's
iron spikes
owner, who
driven into
has a pistol
the rock.
in his hand
This rug
and a bullet
conceals
hole in his
the en-
temple

(with the trance to a


opposite small test
side of his mine. The
skull blown mine only
out). The goes for
skeleton is about 25-
lying on the feet before
floor and it ends, the
appears to shaft being
have only four-
committed feet tall
suicide. and wide.
The Anyone
Investiga- examining
tors making the inside
an Idea roll of the test
followed mine and
by a Know making a
successful worth
Geology about
roll learn $60.
that there is To the
a small untrain
vein of ed eye
silver these
running appear
through to be
these nothin
cliffs. g more
The other than
requires a fist-
successful sized
Spot rocks.
Hidden Note:
roll while Both the
searching dynamite
the shack. and fuse
Under has been
Chuck's well stored
bed and and are in
wrapped in perfect
burlap is a working
small box. order. Each
The box stick of
has a dynamite
handle and will do
a lock, the 5D6
key to damage in
which can a two-yard
be found in radius.
the pocket Multiple
of the skel- sticks
fused
eton's
together
pants. The
will do
lock only
cumulative
has a STR
damage.
of 7 for
Investigato
resistance
rs must
attempts to
make a
force the
successful
box open.
Demolitio
Inside the
ns roll for
box are the
each explo-
following
sive charge
items:
they wish
1) to create.
30-
minut
es Keeper's information
worth
of Chuck Mallard started mining silver in Sandy
fuse.
Gulch about two years ago, but kept this a secret.
2)
Ten He didn't want anyone muscling in on his claim.
sticks Eventually his neighbors, the Sand Dwellers, con-
of ducted a ritual that summoned Arwassa. Unfortu-
dynam
nately for Chuck his shack was within range of the
ite.
soundless, sanity draining moans of the Great Old
3)
One. This drove the miner insane and he ended his
A
life with a single pistol shot.
small
leather
bag of
unproc
essed The Horses and
silver the Tunnel
ore, Entrance At the
end of Sandy of the canyon (the
Gulch are a group ambush party).
of seven horses. The other trail is
They are all of four women
hobbled and tied walking up the
to a large dead slope with a man
log. Some hay walking behind
has been spread them. Following
around on the these tracks up
ground for them the slope leads
to feed on. None investigators
of the horses around a large
have saddlebags boulder. The
on and there is no boulder perfectly
sign of anyone conceals the en-
here. A successful trance to a
Track roll shows passageway from
two sets of tracks view while
leading away standing below
from here. One is the slope. The
of three men tunnel leads
moving towards directly into the
the opposite end cliff side.
Call Of Cthull*, Worlds of Cthulhu

The only accessible by


those able to travel
Entrance through soil.
Tunnel On the three
The tunnel that sections that vault
leads through above the floor of
the mountain the passage allow
from Sandy investigators to
Gulch to the make a Listen roll.
Valley of the If successful they
Sand Dwellers is can hear the
about a mile sounds of
long. In places movement high
the above them in the
Investigators darkness.
will have to Investigators may
duck low to examine the area
avoid hitting above them, if
their heads they are using a
while in three suitable light
sections the source, and
ceiling vaults attempt a Spot
high above Hidden roll.
them. The Investigators will
tunnel is pitch- see ledges high
black dark, above them and
about six-feet just make out
wide and looks figures peering
to be a down at them,
combination of silently watching.
natural and These figures are
constructed a group of Sand
sections. This Dweller sentinels
underground standing watch
passage seems and preparing to
at first glance to activate their trap.
go east with no The watchers dart
turn offs or side away from the
passages. The edges as soon as
Sand Dwellers investigators
do, in fact, have begin looking
upward, vanish-
several side
ing into a sand-
passages and
filled passage. The
hidden chambers
best they'll manage
located above
is seeing
the main path,
"something or
in the high
someone"
vaulting
watching them.
sections of the
However, if the
tunnel. These
Spot Hidden roll
are all filled with
is successful
dark colored
investigators get a
sand and are
better look at the
Sunset At Sandy Gulch 6
1
figures. They is a very well
will appear as designed trap.
large man- The pit is home
shaped beings, to 12 rattlesnakes,
covered in which the Sand
pebbly hides Dwellers
(much liked diligently care for.
horned-toads) Investigators
with large landing in the pit
round eyes and must make a Luck
long curved roll; those who
claws. Those fail land upon one
getting a clear of the serpents and
look at the Sand are instantly
Dwellers must attacked.
make a Sanity Otherwise the
Roll for 0/1D6 rattlers begin
Sanity points. slithering towards
the Investigators,
The Trap attacking between
After traveling 1-3 rounds later.
about three- Investigators
quarters of a attempting
mile the roof of
the tunnel gets
lower and lower,
and when the
passage is about
four-feet high
investigators
notice that it
appears to taper
into a dead end.
Just as the
Investigators
stop moving the
ground below
them suddenly
drops, a 30-foot
section of tunnel
becomes a slope.
Investigators
suddenly find
themselves
standing on a 45°
angle section of
tunnel, quickly
sliding towards
an open pit. The
sides of the tun-
nel here have
been smoothed
and all purchase
has been
removed,
making stopping
one's descent
impossible. The
pit is a 25-foot
square cube,
with smooth
carved walls
and a layer of
loose sand to
help cushion the
Investigators'
falls. It's
obvious that this
the pit. Once there
/ i
they'll Hide (60%)
S A k i b t and watch the
Investigators,
enjoying the
i k show. If any
should fail either
their Sneak or
e
r e V r . Hide rolls allow
any investigators
not involved in
combat to attempt
to pick a Spot Hidden
their way
roll. Those who
past the
succeed spot one
snakes, or
or more
who attack
(depending on how
them,
many of the group
trigger an
failed their rolls) of
immediate
the Sand Dwellers
attack by
lurking along the
the rattlers
eastern lip of the
en mass.
pit. This is also
This
the only edge one
encounter
can climb out of,
has a high
as the western
possibility
side is the
of
smoothly carved
investigato
slope.
rs injuring
Investigators who
(or even
spot their audience
killing)
must immediately
one
make a Sanity roll
another
of 0/ ID6 Sanity
with
points for seeing
friendly
the creatures. The
fire,
Sand Dwellers
especially
dart away as soon
if shotguns
as they are
are
employed. spotted.
If they are not
Keepers
spotted they'll
should
watch until the
keep track
last snake is
of just
dispatched or
who is
investigators
shooting at
begin climbing
what, out of the pit (see
where below). At this
targets are
located
and what
weapons p
are oint investigators
employed. will hear a long
menacing hiss
The Audience from above them.
During the They will then see
Investigators' the group of Sand
battle with the Dwellers moving
rattlesnakes a out of hiding
group of four places leering
sand dwellers down at them.
Sneak (50%) up The four will bare

their claws and


to the edge of
Rattlesnakes (12) the floor. All in-
STR 5 vestigators are able
SIZ 5 POW
5 to see these
DEX creatures clearly
11 and are required to
Move make a Sanity roll.
8 HP 6 The Sand
Dama Dwellers then
ge activate the
Bonus second part of the
: N/A tunnel trap (see
Weapons: Bite below).
50% damage
1D2, plus venom Escaping the Pit
10 POT. There is nothing
Armor: none. to grab onto in the
41111■■•••••■••■••■... pit so Climb rolls
....- instantly fail.
hiss before There is nothing to
quickly backing hook a lasso onto
away from the either, so climbing
edge of the pit. out by rope is also
They move out not possible. The
of sight before best way for
investigators to
action can be
reach the 25-foot
taken and escape
edge of the
down a sand
eastern
filled tunnel in

Sunset At Sandy Gulch


Worlds of Cthulhu Call Of Cthulhu

Sand Dwellers.
dangerous watchers
side tigators also find four other sets of tracks
#1 #2 #3 #4 of the that are quite recent. These second sets of
STR 10 10 14 12 pit is tracks are all barefoot, large and clawed.
CON 11 14 16 11 to All follow the same path, leading across the
SIZ 16 16 20 18 form valley. As investigators begin to cross the
INT 10 9 14 11 a valley they hear several loud hissing cries
POW 8 10 11 11 echo across the valley, the Sand Dwellers
DEX 14 16 14 13 wish those entering their domain to know
Move 8 8 8 8 that they are being watched.
HP 14 15 18 15 The valley itself is only about a quarter
Damage Bonus: +0 +0 +1D4 +0 mile across. It is desolate, with only a
Weapons: Claws 30%, damage 1D6+db scattering of cacti and scrub brush. There
Armor: 3 points of rough hide. are NO animals of any sort living in the
Skills: Hide 60%, Sneak 50%, Spot Hidden 50%.
valley; it is devoid of natural life.
Sanity Loss: 0/1D6 Sanity points to see a Sand Dweller.
Investigators find near the far end of the
valley a set of strange standing stones. At
the edge of the standing stones are piles of
human ladder. Two investigators standing with one on the shoulders discarded female footwear and outer
of the other will allow a third to escape the pit with only a successful clothing. A set of saddlebags containing
Climb roll. From there rope can be dropped down and the others can the North Star Mining Company payroll is
climb or be pulled up from the pit. Once out of the pit investigators can also here. The tracks from here on seem to
see the end of the tunnel, which opens into another canyon, just 30- show the women being either dragged or
feet ahead. This passage does however bring the Investigators face to carried as they resisted. A Spot Hidden
face with the scorpions (see below). roll detects signs of intense fear by the
women (i.e. vomit and urine) partially
The Second Half of the Trap
covered by sand.
As the Sand Dwellers leave the area to prepare an ambush (see below)
There are nine 12-foot tall stones erected
they empty a large woven basket filled with 18 deadly desert scorpions.
here, eight of the stones are aligned
These arachnids are unusually aggressive and immediately attack,
opposite one another. These stones form a
attempting to sting the hands and faces of those climbing out of the pit.
ten-foot wide, 40-foot long hall leading
They'll keep attempting to sting investigators until they are all killed or
to an enormous and ornately carved
the Investigators rush out of the tunnel.
arched doorway in another set of cliffs. The
ninth stone caps the end of the hall opposites
the archway, blocking it from view unless
Scorpions (18) investigators stand between the stones. A
If investigators have continued their pursuit, it should now be night. dozen sand dwellers are lurking here,
Once outside investigators can attempt a Track roll. They'll find the hidden under the sand. Keepers should
tracks of Crazy Eyed Pete and his four prisoners, which appear several adjust the number of ambushing sand
hours old. Inves- dwellers depending on how many
investigators survive to this point or to
account for those who are already gravely
injured.
STR 2 CON 4 SIZ 1 INT 1 POW 10 Once investigators are in this area the
Move 12 HP 3 Sand Dwellers will begin to close in on
DEX 13
them. Using their superior abilities to
Damage Bonus: N/A
Weapons: Sting 25%,
Sneak and Hide they'll attempt to creep
damage 1 plus right up to the invaders before they attack.
venom 9 POT. t The Sand Dwellers attack in two waves.
Armor: none. The second group remains hidden at first;
hissing and gibbering in the darkness to
both terrorize the Investigators and
distract them whilst the first wave of
Valley of the Sand Dwellers attackers moves into position.
The first wave of sand dwellers must
make successful Hide and Sneak rolls for
three rounds to creep up on an investigator
and gain total surprise. If any of the
Dwellers fail their rolls allow investigators
to make Spot Hidden rolls (for failed
Hide attempts) and/or Listen rolls (for
failed Sneak attempts) to detect the
approaching attack. Either way, after three rounds (or sooner if investigators detect After the battle investigators may attempt to find Pete's tracks again. A
the Sand Dwellers and initiate combat) the first wave of Sand Dwellers attack. As successful Track roll shows that Pete and his prisoners met up with a
soon as combat begins investigators must roll a Sanity Roll. The second wave of group of Sand Dwellers here. All their tracks lead through the
sand dwellers joins combat two combat rounds after the first. These creatures enormous arched doorway and into the caverns beyond. The tracks
are the temple defenders and will not allow investigators to enter the arched sItOw Pete walking alongside the Sand Dwellers with thetaptives
doorway and the tunnels beyond so long as any of them live. apparently being carried by the creatures (the tracks sud-

Sunset At Sandy Gulch 63

amingtilevitf
r

Call Of Cthulhu Worlds of Cthulhu

• -

denly appear about a hundred pounds deeper). Investigators will now have to make
Sand Dwellers. a choice, return to Rio Rosa with only the payroll or continue on after Crazy-
faithful temple defenders (up to 12) #5 #6 Eyed Pete and his four unlucky captives.
STR 14 9
#1 #2 #3 #4
16 14 (
CON
SIZ
915 11 12 The Entrance
11 13 16 15 13
14 INT 14 12 The archway leads to a large natural cavern 30-feet wide and 40-feet deep. A pale
POW 13 19 16 12 6 white glowing light, whose source investigators cannot determine, eerily
15 16
DEX 16 8 illuminates the entire temple area. Here and there are large circular patches covered
14 8 8 S
15 Move 16 with intricate carvings and runes in an indecipherable language. At the far end of
HP +1D4 14
12 10 7 this chamber is a deep circular carved pit, 150-feet down and 100-feet across. A set
11 Damage Bonus: +0 of spiral stairs, six-feet wide and without a railing of any sort, are carved into
14 13 15 the wall of the pit. There is little to affix a rope to here as the area near the pit is all
16
#11 #12 smoothly carved. Half ways down the stairs keepers should allow investigators to
8 8 8 8 10
9 attempt a Listen roll. If successful they'll begin to detect the sounds of strange inhu-
12 16 16 15 14 13 man chanting intermixed with the occasional woman's scream of terror or cry for
+ 0 +1 D 6 + 1D 4 +1D 4 19 11 help. Once the Investigators reach the bottom of the pit these sounds will be
10 14 obvious.
#7 #8 #9 #10 8 S
STR 15 8 11 14 At the bottom of the pit investigators find an enor mous archway and tunnel.
11 16
CON 10 11 11 14 The passage is 60-feet high and equally wide. This passage is about 100-feet long
8 8
SIZ 19 21 17 16 and opens up into a much larger area. Here investigators find an immense chamber
17 12
INT 11 7 11 9 100-feet wide and 200-feet across, the Temple of Arwassa.
+1 D4 +0
POW 11 13 13 12
DEX 15 14 15 13
( Move 8 8 8 8
HP 1
15 16 14 15
amage Bonus:+1 D6 +1D4 +1D4 +1D 4
D a m a g e

Weapons: Claws 40%, damage 1D6+db


Armor: 3 points of rough hide and encrusted sand.
Skills: Hide 60%, Sneak 50%, and Spot Hidden 50%.
Sanity Loss: 0/1D6 Sanity points to see a sand-dweller.

T, WASS, A

The Temple Chamber


Investigators now come to the end of their pursuit, in the Sand intricate weave of patterns that seems to hang in the void of the black slate chamber. This
Dweller Temple to Arwassa. This chamber is covered in slate is the summoning place of Arwassa.
tiles upon the floor, walls and ceiling. This gives the entire vast
hall a dark appearance and has a slightly disorientating effect,
almost as if one is standing in a void.
There is a large flat altar of smooth polished black stone
here. This is where the four women captives have been
placed, each blindfolded and well bound hand and foot. The
women have not been gagged and their terri fied screams fill
the air. They are totally helpless, futilely thrashing about
dressed only in their undergarments. The altar is near the
center of the chamber.
The rear of the chamber is ornately carved with strange alien
figures and indecipherable runes. These carvings have been
filled with silver, which glitters as it reflects the mysterious,
pale glowing light of the temple. These carvings form an
Just before the altar and summoning chamber are a group of figures. They are busily glow with the same illumination that lights the temple area. The human is armed,
chanting and completely focused on their prayers, swept up in the rapture of their worship. wearing boots, with a hat held respectfully in his hands as he chants. He appears
Unless investigators have taken provocative actions since entering the temple they rough, weathered and has one lazy eye. This is Crazy-Eyed Pete, the notorious outlaw.
should be undetected. The gathering contains a dozen Sand Dwellers like the ones The worshippers have gathered together about 50-feet from the altar where the
encountered outside; a single robed Sand Dweller who is much larger than its offerings (the captive women) are placed. It is impossible to sneak past the
brethren who appears to be leading the service; and a single human also wearing a worshippers to the prisoners, as their focus is the silver decorated area behind the altar.
robe similar to that of the larger Sand Dweller. The robes are pale blue and appear to

Sunset At Sandy Gulch


1 1 1 .
-•4--• - Weapons: Claws011. 1 1 damage
60%, P 1D6+db
Armor: 3 points of Call Cthulhu
roughOfhide. Worlds of Cthulhu
Worlds of Cthulhu Call Of Of Cthulhu
Spells: Those of POW 14 or more may know 1D8
spells the Keeper thinks appropriate.
Skills: Hide 60%, Sneak 50%, and Spot Hidden 50%.
Sanity Loss: 0/1D6 Sanity points to see a Sand Dvveller.
Sand Dweller priest. Sand Dwellers.
inhuman leader the devout followers (12)

STR 11 CON 16 SIZ 18 INT 11 POW 16 #1 #2 #3 #4 #5 #6


"Crazy Eyed Pete", STR 11 13 11 11 11 8
DEX 13 Move 8 HP 17
wanted desperado Cr Arwassa worshipper CON 15 13 11 14 14 16
Damage Bonus: +1D6
S T R 1 6 C O N 1 6 Weapons:
S I Z 1 6 I Claws
N T 1 380%,
POW 1 3 1D6+db SIZ 17 15 21 18 16 15
damage
D E X 1 4 A P P 9 Armor:
E D U 132 points H P 1hide.
S A N of0 rough 6 INT 10 7 7 11 11 13
Damage Bonus: +1D4Spells: Call/Dismiss Arwassa, Shriveling, Wither POW 9 11 17 12 15 10
Limb. "Yellow Boy" rifle 65%,
Weapons: .44 Winchester DEX 16 14 17 12 15 11
damage 2D6+3 Skills: Hide 60%, Sneak 50%, and Spot Hidden 50%. j Move 8 8 8 8 8 8
Sanity Loss: 0/106 Sanity points to see a Sand Dweller. HP 16 14 16 16 15 16
.45 Colt Peacemaker revolver 75%, damage 1D10+2
Damage Bonus: +1D4 +1D4 +1D4 +1D4 +104 +0
Knife 60%, damage 1D4+db
Fist 75%, damage 1D3+db #7 #8 #9 #10 #11 #12
Head 40%, damage 1D4+db
This puts them out of the range of thrown sticks of STR 17 8 10 17 10 14
Kick 45%, damage 1D6+db
dynamite, should the Investigators at this time possess CON 10 10 15 14 15 16
Extra Ammo: 15x .44 Winchester, 6x .45 Colt
some. If investigators have combined sticks of dynamite SIZ 16 14 19 17 18 21
Armor: Leather Jacket (1 point)
the blast radius will be larger and could possibly include INT 9 11 11 9 10 14
Skills: Dodge 50%, Foraging 45%, Grit 40%, Hide
the prisoners. If this is the case keepers should allow in- POW 13 10 8 8 11 12
55%, Homesteading vestigators
50%, Listen to 45%,
makeLocksmith
an Idea roll to realize this. Investi- DEX 18 15 17 12 16 14
50%, Ride 60%, Sneakgators
55%,must
Spit 45%,
move Spot Hidden
closer to the group to get into range, Move 8 8 8 8 8 8
60%, Tether 50%, Throw 70%, Tipple 40%.
which isn't difficult as Pete and the Sand Dwellers are HP 13 12 17 16 17 19
totally absorbed in their ceremony. Damage Bonus: +1D6 +0 +1D4 +1D6 +1D4 +1D6
Investigators will be able to initiate combat. Those for
worshippers who aren't killed outright in the opening of the
Arwassa begins floating towards the altar intent on
combat turn and attack the Investigators on the follow-
sating its never-ending hunger, arriving there in three
ing round. Crazy-Eyed Pete begins shooting and rushing
rounds. It ignores investigators unless they remove its of-
towards the altar (which takes him five rounds), wish-
ferings or inflict more than 20 points of damage. After
ing to use it as cover. The Sand Dwellers charge the In-
that it will cast Death Spell (6e rule book, p. 232) on the
vestigators filling the air with screaming calls and hisses,
Investigator who harmed it the greatest, Stop Heart (6e
enraged at the desecration of their most sacred site. The
Sand Dweller priest begins casting spells, remaining be-
hind the line of warriors as long as possible. No matter
the outcome of the battle the Investigators have arrived
too late to stop the spell. The Great Old One Arwassa is
already on his way.
Once the battle with the worshippers is over, inves-
tigators can move to free the captives. As soon as they
arrive at the altar to free the prisoners the air fills with
the sound of popping and ripping which is followed by
a blast of cold, putrid smelling wind. This phenomenon
originates from the silver-lined area of the chamber. This
occurs even if the prisoners were killed during the rescue
and/or no one moves towards the altar.
Investigators looking in the direction of the far end of
the chamber witness the fabric of our reality tearing open.
It appears as a rip hovering in the air, beyond which is a
black void filled with a foul smelling mist seeping from it
like a rotting wound. Investigators seeing this must make
a Sanity roll for 0/1D2 Sanity points.
A round later an enormous creature floats soundlessly
out of the void, moving through the riff into our world.
The being is shaped like a gigantic misshapen ball with a
trunk-like neck missing a head and four long, thick grop-
ing tentacles. The orifice at the end of its great neck opens
and closes as if moaning yet no sound can be heard com-
ing from it. This is the Great Old One Arwassa and inves-
tigators who witness its arrival must make Sanity rolls.

rule book, p. 243) on a random investigator ne


and Levitate (6e rule book, p. 238) to lift and xt three rounds. After three rounds, less if investigators have advanced,
66 Sunset At Sandy Gulch
hurl one investigator into another in that order Arwassa will be close enough to begin physically attack-
ing investigators with its tentacles. It will pause to devour the offerings on the
altar, should any remain there by the time it arrives.

WA

If investigators Flee
If the Investigators flee they are pursued all the way up the spiral staircase. Arwassa enters the vast pit with the spiral staircase, hovering in its center
attacking the Investigators until they reach the surface. If they do manage to escape the Great Old One and exit the underground temple they are safe,
for the moment. Arwassa chooses not to leave its temple. It does, however, continue its constant moan, which causes the loss of one Sanity point every
five minutes to all living things within a mile. The investigators don't get far.
As they cross the Valley of the Sand Dwellers they are already feeling their minds slipping away. Before investigators can travel through the tunnels,
which connect the Valley of the Sand Dwellers to Sandy Gulch, they are driven insane. Investigators will begin shooting one another, as well as any
liberated prisoners they might have with them, seeing themselves surrounded by the hideous inhuman Sand Dwellers. They recall the warnings of Diving
Hawk too late and the adventure ends in failure. Merciful keepers are free to inflict other forms of insanity or allow Idea rolls to recall their earlier
warnings.

Arwassa,
Success!
the Silent Shouter of the Hill
With sufficient firearms, possibly augmented by explosives and arcane
STR 50 CON 50 SIZ 100 INT 26 POW 35
enchantments, investigators have a fair chance of defeating Arwassa. Without armor
DEX 19 Move 12 flying HP 75
and only (only?) 75 hit points Arwassa is among the weakest of the Great Old
Ones. Once driven to zero hit points the Great Old One silently Damage Bonus: + 8D6
Weapons: Tentacles 100%, damage 4D6+db or hold
shimmers away, like a mirage in the desert, along with the dimensional rift
for swallow.
hanging inside its temple. After sending the alien horror back to whence it
came, the Investigators have a smooth trip back to Rio Rosa. The rescued Swallow automatically when held, damage is com-
prisoners are shaken but for the most part sane (so long as their pletely dissolved.
blindfolds were mercifully left in place). Investigators are welcomed back Armor: none. to
town and treated as heroes. Mr. Brewster quickly pays them the reward Spells: any the Keeper desires. for
returning the payroll. Sanity Loss: 1D10/1D100 Sanity points to see Ar -
Collecting the bounty on Crazy-Eyed Pete and his gang will require wassa, plus the automatic loss of one point of Sanity proof
of the deed. If they have no proof of these dispatched bandits (e.g. dead every five minutes to everyone within a mile or so of
bodies) a successful Persuade roll on Mr. Brewster settles the matter in the Great Old One's inaudible howling. For further their
favor. Failing this testimony from any of those help captive by the outlaws information see Malleus Monstrorum, page 126. is
enough proof for payment to be made.

Sanity Awards
For each member of Pete's Gang defeated: 1 Sanity point
totaled and divided up by surviving investigators.
For each Sand Dweller defeated: 1 Sanity point totaled
and divided up by surviving
sit investigators

For defeating Crazy Eyed Pete: 1D4 Sanity points.


For each captive saved: 2 Sanity points point totaled
and divided up by surviving investigators.
For defeating Arwassa: 5D12 Sanity points.

Sunset At Sandy Gulch

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