001 - Worlds of Cthulhu #6-страницы-52-53 55-64 66-67
001 - Worlds of Cthulhu #6-страницы-52-53 55-64 66-67
001 - Worlds of Cthulhu #6-страницы-52-53 55-64 66-67
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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•
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'.
Worlds
of
Form Cthulhu
ing #2
features
the extensiv
Posse e rules,
char-
Keepers acter
may generati
have on
their guidelin
players es and
use any weapon
of the s
six pre- statistic
generate s for
d use in
characte Gaslight
rs Wild
provide West
d at the campaig
end of ns.
this Below
scenario are
. Within several
their methods
backgro for
und involvin
each g the
has a Investig
good ators:
reason 1) M
to ride ee
out tin
after g
Crazy- So
Eyed m
Pete eo
and his ne
gang, —
be that th
persona e
l or in
monetar ve
y. sti
Howeve ga
r tor
keepers s
may, of ar
course, e
run the m
adventu ee
re with tin
existing g
characte so
rs from m
their eo
own ne
cam- on
paigns. th
e dd
no y
on he
sta ad
ge in
co g
ac ou
h. t
Th w
is est
co .
ul W
d he
be th
a er
fa thi
m- s
ily pe
m rs
e on
m is
be ab
r, du
an cte
im d
po al
rta on
nt g
sc wi
ho th
lar th
de e
liv br
eri ot
ng he
so l
m gir
e ls
vi- or
tal kil
bit le
of d
inf by
or Cr
m az
ati y-
on Ey
fro ed
m Pe
an te
Ea an
ste d
rn hi
un s
iv ga
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ity is
or up
an to
ol th
d e
w w
ar hi
bu m
of or
the th
Ke e
ep tra
er. nsl
2) ati
he on
Le of
tte th
r e
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in uv
ve ia
sti n
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tor aa
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wa sc
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po at
rta un
nt de
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w ch
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ch rif
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be W
in ha
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er is,
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a ve
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s ust
th ice
at an
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g yd
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m az
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ly
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w, s
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tel a
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his no
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ve a
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a Ha
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ill th
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4) s
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nti W
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w
5) d
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Us h-
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Th iti
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ve th
sti e
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mi ac
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t an
be d
in th
Ri
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sc tra
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t on
ret ey
ur an
ns d
wi m
th ay
his be
gu do
ns so
ho m
t e
w go
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nd .
in So
ve m
sti e
ga m
tor ay
s fin
fin ish
d th
th eir
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ms nk
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s m
in ou
th nt
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mi ,
dd w
le on
of de
it rin
all g
. w
M hy
ost thi
pl ng
ay s
ers lik
wi e
ll thi
se s
e ke
thi ep
s ha
as pp
a en
gr in
eat g
wa to
y th
to e
ea m.
rn Eit
a he
litt r
le wa
y, in
ins g
id ou
e t
of aft
20 er
mi Cr
nu az
tes y-
th Ey
ey ed
ar Pet
e e.
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
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
• • ■ • • • • - •
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
#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
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-
amingtilevitf
r
• -
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
T, WASS, A
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