Artbook LUS
Artbook LUS
Artbook LUS
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THE ART OF
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Chapter 1
CHARACTERS
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Chapter 2
I TEMS
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Chapter 1
Chapter 3
ALTARS
CHARACTERS
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Chapter 4
L OCATIONS
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Chapter 5
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Chapter 6
G REAT OLD ONES
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Detective
JOHN MURPHY
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A hard-bitten Private Eye, Murphy hails from New
Orleans police department where he served under
the celebrated Inspector Legrasse. Murphy is tough,
straight talking and has a keen eye for facts and tar-
gets. Legrasse had a profound effect on Murphy. It
wasn’t just the art of detection Murphy learned from
the Old Man.
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Professor
DR. CLAWSTONE
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Witch
ELIZABETH DES FLÈCHES
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For some time, now, Elizabeth des Flèches has felt a
tugging in her blood. Hailing from the town of Ximes in
Averoigne in southern France, Elizabeth was raised in
accordance with the old ways. Despite the many church-
es and monasteries, as a child, she and her mother picked
their way along the worn paths between them to kneel
among the ruins of Druidic temples.
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Thief
MICHELLE RICCI
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Ghoul
ELIOT LOSS
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Eliot Loss should have stayed away. Away
from the Art Club. Away from that boozy
lout and his weird tails. Away from Oliver
and his gaga grandfather. And most of all...
more than everything else...
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Chapter 2
ITEMS
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Items Items
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In the inventory of the character, you can store a limited number of items -
use the free space reasonably.
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Items Items
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Each of the two stores uses its own currency and has its own range of unique prod-
ucts. Also, in the stores you can sell items you do not need. But not every item sold
will be valued by the owner of the store the same way.
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IItems
tems Items
The Writer
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Someone in Yellow
...Huh. It’s a play, the second act appears to be torn out. Someone’s written on the
back cover ‘do not read this, fear the pallid mask’
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Chapter 3
ALTARS
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Altars Altars
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Altars
Chapter 4
LOCATIONS
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Mansion Mansion
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A hospital much like any other in appearance, but there’s an uncanny chill
to the white of the walls, and the cleanliness seems deceptive. You feel as though
if you ran a finger under any surface that you’d find clotted blood, festering
out of sight and out of mind.
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Cemetery Cemetery
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There’s no way of mistaking a necropolis. You find yourself within an intricately de-
signed cemetery the size of a city, surrounded with elaborate tomb monuments.
Your eyes open upon a burying-ground where black gravestones protrude through the
earth like the decayed fingernails of a gigantic corpse. Where you can make out the
moon between the trees, the branches seem to scratch it full of hate.
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Catacombs Catacombs
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“The nethermost caverns,” wrote the mad Arab, “are not for the fathoming of eyes
that see; for their marvels are strange and terrific. Cursed the ground where dead
thoughts live new and oddly bodied, and evil the mind that is held by no head.
Great holes secretly are dug where earth’s pores ought to suffice, and things have
learned to walk that ought to crawl.
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Innsmouth Innsmouth
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From outside of Arkham Hammond’s Drug Store in old Market Square you catch a lift
with a beaten up, heavily rusted grey bus. It takes a left into High Street, and is soon
speeding by stately old mansions and colonial farmhouses, passing the Lower Green
and Parker River, and finally emerging into a long, monotonous stretch of open shore
country. The bus suddenly rattles to a stop, and the pale, glassy eyed driver orders
you out on to the street.
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Desert Desert
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Sand piles against every surface, grains of it on everything you touch. It finds its
way into the corners of your eyes, your nostrils, your ears and between your lower
lip and your gums. Heat hits you from above and from below, radiating and reflect-
ing back upon you. The Sand City is aptly named.
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Jungle Jungle
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Jungle vines reach everywhere and entangle everything. Your eyes constantly focus
and refocus attempting to see clearly through the tangled maze of leaves. Occasion-
ally, your feet catch on creepers. With so much life comes ample death.
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Ice city Ice city
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The blinding white, so bright that you feel it in your teeth, for a moment threatens
to overpower you. The biting cold is, for once, a merciful distraction. Nearly clos-
ing your eyes completely, you grit your teeth and shift your weight onto the balls of
your feet and lean into the wind. Antarctica demands your full attention.
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Other world R’lyeh
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Were you to try to describe the sight before you, you might be tempted to start with
The soft purr of a cat seems to fill your ears, vibrating your sinuses and making you the images of futurism. You are assailed with impressions you cannot immediately
aware of the skin of your scalp. Only then do you realize that that purr is a vibration correlate. There are vast angles and surfaces you assume are made of stone, or maybe
created by your own body trembling. You fight for control, and for a second all the bone. For a while you fancy you are inside some beast’s great belly, like Jonah. Then
colors around you bleed into each other, and your knees nearly give way. As quickly as it the hieroglyphs that sometimes catch the light on every surface make you think again.
came, the moment passes, and you ready yourself, and tell yourself it was nothing. Euclid had no words for the shapes, and you beg fate they are inanimate.
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Chapter 5
MONSTERS AND NPC
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Monsters Monsters
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Monsters NPC
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Chapter 6
GREAT OLD ONES
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The Earth is adrift in a mysterious and limitless cosmos to which mankind is as ig-
norant as it is insignificant. Those who have left their humanity far behind whisper
of the Great Old Ones. Gods, Titans and Monsters that comprise and control the very
fabric of our malignant reality. In their wake there is only insanity and death. This is
why the stories of the rare few to stand against them go untold...
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CTHULHU
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SHUB-NIGGURATH
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DAGON
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NYARLATHOTEP
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AZATHOTH
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Thank you for playing Lovecraft’s Untold Stories!
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