The Bundle of Holding is currently featuring not just one, but two Trail of Cthulhu PDF deals!

The first, Trail of Cthulhu, features Trail of Cthulhu, Stunning Eldritch Tales, Keeper’s Resource Book & Screen, and the Four Shadows soundtrack. And if you beat the threshold price, you level up to also get The Armitage Files, Bookhounds of London, The Book of the Smoke, Arkham Detective Tales, and Rough Magicks!

Round out your Trail of Cthulhu collection with the Cities of Cthulhu bundle, featuring Out of the Woods, The Long Con, The Many Deaths of Edward Bigsby, and Ken Writes About Stuff Vol 1. Beating the threshold price for this bundle fives you the bonus settings of Cthulhu City, Dreamhounds of Paris, The Book of Ants, and Tomb-Hounds of Egypt.

Check then out at the Bundle of Holding site!

One of my favourite bits of working on Hideous Creatures – and the infamous H*wk*ns P*p*rs, for that matter – was writing up the in-character handouts that accompany each monster. Part of the joy was obviously seeing what artistic wonders Dean Engelhardt would come up with, of course, but even if you’re not blessed with a brilliant layout artist, you can still have fun generating fiendishly oblique handouts that hint at greater horror.

First, pick one or two aspects of the creature you want to highlight or foreshadow. These might be:

  • Horrible portents associated with the creature, so the players recognise them when they encounter them later on. A stench, a distinctive sound, a bizarre physical phenomenon, a sensation – anything that heralds the approach of the horror.
  • A distinctive way of killing, so the players recognise the creature’s victims for what they are.
  • A supernatural ability or phenomenon associated with the monster
  • A thematic association – if you’ve got a crocodile monster, your handout should reference something crocodile-related – Egypt? Rivers? Survivals from primeval times? Eggs? Lurking dangers? Floating logs? Teeth?

The trick is to find something that’s strongly associated with the monster in the scenario, but is still deliciously ambiguous. A bloodless corpse with neck wounds screams ‘vampire’ a bit too loudly, but unexplained illness with the symptoms of anaemia – that’s great, especially if you describe it in such a way that the players worry about other possible horrors too. Is the anaemia caused by a bloodsucking horror, by weird radiation, by an internal parasite? Foreshadow, don’t fore-explain. In handouts like this, aim for ambiguity that only gets resolved when the players actually encounter the monster.

You can be quite subtle here – the simple existence of the document means the players will give it added weight, and comb the document for hints. For example, say your monster is associated with weird time dilation. You could write a short diary entry where a young heiress talks about how she went out riding one morning after breakfast near the old standing stones, and lost track of time – she thought she was only out for a short time, but she arrived back to find it was already mid-afternoon. On its own, that’s a dull piece of text – but the fact it’s a handout means the players will pay added attention to it. (Note that they’ll also pay attention to irrelevant pieces of it – expect the players to get jumpy at mentions of horses, investigate the family history of the heiress, and investigate the old standing stones.)

(Also – the incongruous placement of a handout is a really great technique. Finding a heiress’ journal in a country house is unremarkably – it’s part of the conceptual furnishings. Finding that same journal in a ruined lighthouse, or a cult hideout in a slum, or in a tomb that hasn’t been disturbed since it was sealed 3,000 years ago – that’s a lot more intriguing!)

Second, catch ye hare. Think of the sort of handout you want. Try starting with a real piece of text to get a sense of language and phrasing. A diary from the 1920s is going to read differently from a diary from the 1960s – and that’s going to be very different to a blog post from 2008. Diaries and letters are the most flexible sort of handout, but they’re a bit cliche. Newspaper articles are always good as a starting point, but can’t get too close to the real mystery (unless you can hint at a sinister reason why the journalist was prevented from investigating and digging deeper). Official accounts, like coroner’s reports, are good when you want to summarise an incident (or describe a mutilated corpse in detail, which can be really handy – it lets investigators use forensic techniques on a death from maby years ago), but hard to keep to short, and the best handouts are short and punchy. Shorter documents – records, auction listings, classified ads – are tricky, as you’ve got to tell the story entirely in implications. (Using google image search can often find scans of old articles and clippings for a visual reference).

Third, have a purpose in mind. A handout might:

  • Tell a story: Usually, the story of how someone else suffered a horrible fate at the hands of the monster; you want to hint at what might happen to the player characters if they’re unlucky.
  • Suggest a line of inquiry or course of action: Mentioning a location, object, book or individual in a handout can be prompt to the players to investigate
  • Foreshadow the monster: This sort of handout is really just to add foreboding; it doesn’t need to tell the players much, other than “there’s something bad out there, and here’s one trait associated with it”.
  • Hint at unplumbed depths: Handouts are great because they give exactly as much information as you want, and no more. The players can’t ask more questions of a piece of paper; they can’t spend points of Interrogation or Intimidation to learn any more. Therefore, if you want to include vast conspiracies, lost civilisations, or deeper mysteries that are outside the scope of your intended game, use a handout to drop hints of those greater depths.

Here’s a worked example of how to build such a handout.

We’ll start with a Trail monster that isn’t in Hideous Creatures – the Masqut. They’re the reptilian denizens of the Nameless City of the Arabian desert – the things of whom it is written that is not dead which can eternal lie, and with strange aeons even death may die. The entry in the Trail core rulebook – and in Lovecraft’s story – doesn’t give much detail on the monsters. They’re like crocodiles or seals, they walk on all fours, some of them are mummified, they hate humanity, and there are more of them in a vast cavern underground. Oh, and there’s a spooky wind.

I’m immediately put in mind of Feejee mermaids and other monsters of taxidermy. Maybe an art dealer bought what he thought was an amusing fake, but was actually a real mummified masqut… and then, to highlight the underground nature of the monsters, maybe the earth collapsed under him. “Art” plus “underground collapse” makes me think of Paris and its catacombs; even if my adventure isn’t set in Paris, I can incongruously place this handout in the belongings of some victim of the masqut, prompting the players to wonder what Parisian taxidermy articles have to do with the disappearance of their pal the archaeologist in Arabia.

A quick google turns up this clipping (from https://parisianfields.com/2015/09/13/a-city-built-on-air/). That’s a mundane and explicable tragedy, but we can build off that – if we set up our incident as an unexplained coda to it, we can refer back to that earlier collapse and reuse some of the same language, giving us:

SECOND TRAGEDY IN PARIS

The collapse of another building in Paris is likely linked to recent rain storms and flooding, giving rise to fears that the foundations of the city are being eaten away. The most recent incident involved a warehouse owned by M. Salon, an art dealer and taxidermist, which collapsed into a hitherto undetected gulf below. M. Salon and two of his staff perished in the accident, and his newest acquisition, described as a ‘mummified cockatrice’, was also lost, entombed once more in the depths of the earth.

A little over-wrought, perhaps, but enough to disturb the players…

 
 
 
 
 
 
 
 

Our new Cluebook for Trail of Cthulhu helps Keepers hold their campaign in focus. This sleek, 5” x 7” journal includes guided pages for recording and remembering vital details, from the abilities of Investigators to details of key locales and the clues they contain—all designed with a busy Keeper in mind.

Each book features 32 pages bound between two durable covers and adorned with Art Deco style for that true Trail of Cthulhu atmosphere.

 

Buy it now

by Steven Hammond

Gen Con was a blast this year. I played a few games, talked to people I only see at Gen Con, and spent several hours helping out in the Pelgrane Booth. I had fun chatting with all the GUMSHOE and Black Book fans that stopped by. If you picked up a flyer in Indy, the discount codes on it will work until October 1. If you missed Gen Con, we love you too. The discount code WeDontAllFitInIndy will give you 20% off a 1-year Player subscription and it’s also good until October 1, 2019.

Summer wasn’t all play though. A couple of interns joined us and we cranked through the GM tools to get them ready for beta testing, which launched this week.

What are the GM Tools? They are a set of tools designed to help the GM offer a more immersive experience. Modeled after the GM matrices in the back of most GUMSHOE games, they

  • Help the GM keep track of characters’ ability ratings and pools, updating in real time as points are spent.
  • Remind the GM of character connections like Sources of Stability, Bonds and Network contacts.
  • Show the GM who’s been getting spotlight time recently, helping to keep the fun moving around the table.

Below is a short video that shows how the GM tools work in play.

 

The Tools currently support Trail of Cthulhu (and Bookhounds of London), Night’s Black Agents (and the Dracula Dossier), and The Fall of DELTA GREEN. The Yellow King RPG is coming soon with support for Shock and Injury Cards — we still have a couple tricky things to work out there.

Participating in the beta is easy. All Player level subscribers have access to the GM Tools via the “Campaigns” link on the left. Click that, then click “New Campaign” at the top menu to get started. Now you can invite anybody you want to play with. Anybody with a Free account can use the Play mode features when connected to a campaign.

Anybody who provides helpful feedback during the beta will get a free 1-year upgrade to the GM level. You can use our contact form to submit feedback. We are not only looking for bugs and usability issues, we are also looking for feedback on parts you like and new features you’d like to see added.

Take a look at the video and let us know what you think in the comments below.

Tactical Objectives in Trail of Cthulhu

Knowing that the Thing could surely overtake the Alert until steam was fully up, he resolved on a desperate chance; and, setting the engine for full speed, ran lightning-like on deck and reversed the wheel. There was a mighty eddying and foaming in the noisome brine, and as the steam mounted higher and higher the brave Norwegian drove his vessel head on against the pursuing jelly which rose above the unclean froth like the stern of a daemon galleon. The awful squid-head with writhing feelers came nearly up to the bowsprit of the sturdy yacht, but Johansen drove on relentlessly.

  • The Call of Cthulhu

The Trail of Cthulhu combat rules work perfectly well when dealing with small numbers of human-scale foes – a lone Deep One or Byakhee, a few cultists – but they’re less suited to coping with gigantic creatures like shoggoths, vampirish vapours or dark young, or hosts of horrors like ghoul packs or flocks of bat-things. Now, it’s perfectly reasonable to argue that such encounters are more the province of pure narrative, or out of keeping with the mood of the game, but sometimes – especially in Pulp adventures – you want to be able to blow up the shoggoth by luring it onto Professor Frank’s experimental electrical generator.

These rules are (very) loosely inspired by the Ashen Stars space combat system and the Yellow King RPG rules.

At the start of an encounter, the players collectively choose one of the starting goals (Retreat, Drive Away/Break Through, Hide, Wound, or Lure). They then make ability tests as normal, trying to rack up successes collectively to meet the number required by a goal.

 

Goal Format

Here’s the format for goals.

Description. What you’re trying to do achieve by pursuing this goal.

Leads-In: What goals you need to achieve before attempting this one.

Leads-Out: What goals you can try for after completing this one.

Successes Required: How many successes you need to achieve this goal.

Abilities: What General Abilities can be used to score successes. One successful General Ability test grants one success.

The difficulty for these tests depends on the monster you’re fighting. In general

Human-size foes: Difficulty 4

Huge creatures: Difficulty 5-6

Cyclopean monsters: Difficulty 6-7

Great Old Ones: Difficulty 8+

Abilities may be tagged asRisky or Vulnerable.

Special: Any special rules that apply to this goal.

Effect: What happens if the group achieve their goal.

Risky & Vulnerable

If a character uses a Risky ability, then if that character fails, the monster gets to make an attack on that character.

If a character uses a Vulnerable ability, then that character gets attacked by the monster after the ability test, regardless of the outcome of the test.

The monster can attack as many times as opportunities present themselves – if six investigators attempt something Risky and fail, the monster gets to make six attacks.

Defending Others

Instead of making an ability test to accrue successes, an investigator can defend another investigator. This requires a test of Scufflingor Shooting; a kind Keeper might also allow the use of Athletics orDriving in some circumstances. Defending others is Risky – if the defender fails the test, they get attacked by the monster.

Switching Goals

If you change goal midway through an attempt, you lose all your accumulated successes. You can only switch to a starting goal.

Investigative Spends

If the player can justify it, an investigative spend might allow:

  • A different general ability to be used to generate successes towards the goal (I use Physics to tune the radio into the star vampire’s frequency – now I can lure it with Electrical Repair)
  • Increase the number of successes yielded by a successful test (Can I use Chemistry for a bigger bang from these Explosives tests?)

Armour and Vulnerabilities

Some Mythos entities are incredibly tough, or even immune to some forms of attack. Others are unusually vulnerable to a particular weapon or substance. Adjust the Difficulty for attacks using Shooting, Scuffling or Weapons as follows:

The monster’s magically vulnerable to this attack: -2

Low armour, big gun: -1

Most attacks: +0

High armour or partial immunity: +1

            Chances of injuring the monster are slim: +2

No chance of hurting monster: Ability cannot be used.

Example: (The Dunwich Horror) In the end the three men from Arkham—old, white-bearded Dr. Armitage, stocky, iron-grey Professor Rice, and lean, youngish Dr. Morgan—ascended the mountain alone. They began with the Hide goal, racking up some successes by trying to spot the invisible monster, then switched to Lure (“through the lenses were discernible three tiny figures, apparently running toward the summit as fast as the steep incline allowed.”) before finally attempting Banish on the mountain-top.

 

Tactical Goals

Flee

You’re trying to get the hell out of there! Everyone just turns and runs at top speed. It’s undignified, but it might keep you alive. Devil take the hindmost!

Leads-In: Any. You can switch to this goal at any time.

Leads-Out:

Successes Required: Successes are tracked individually. The first character to escape needs one success, the second needs two successes, the third needs three and so forth. Add one to the total needed if a character’s bringing a non-combatant along.

Abilities: Risky: Fleeing, Athletics

Special: You can reroll a failed test if you describe how your panicked retreat leads to some misfortune – you drop your weapon, you fall over a cliff, you get separated from the rest of the company.

Effect: You escape. There are no guarantees about your condition or situation when you make your escape – you may fainting, or get lost in the wilderness, or suffer some other humiliation – but at least you’re out of immediate danger.

 

Retreat

You intend to retreat in good order, staying together and leaving nobody behind.

Leads-In: None

Leads-Out: If you switch to Flee, you can keep half your accrued successes.

Successes Required: Two per investigator.

Abilities: Risky:Athletics, Stealth, Stability, Riding (to maintain discipline)

Vulnerable:Fleeing

If the group’s in a vehicle, then add Vulnerable: Driving, Piloting (but successes count double)

Effect: The group escapes the encounter with the monster.

 

Hide

You try to observe the monster

Leads-In: None

Leads-Out: Retreat, Lure, Drive Away/Break Through

Successes Required: 0.

Abilities: Vulnerable: Shadowing, Sense Trouble, Preparedness

Special: You must move on from this goal once the enemy is aware of your presence.

Effect: You may apply half your successes from this goal to your next goal.

 

Drive Away/Break Through

You try to force your way past the enemy, or force the monster into briefly retreating.

Leads-In: None

Leads-Out: None or Wound

Successes Required: Target’s Health /4

Abilities: Risky:Shooting, Weapons

Vulnerable: Athletics, Scuffling

Special:Track the number of natural 6s rolled during ability tests. If the group wishes to immediately attempt the Wound or Hold Out goals after completing this goal, they start with one success in Wound or Hold Out for every six rolled.

Effect: The monster retreats. Add another d6 successes to the number required if the investigators try for the same goal again in a future encounter.

 

Wound

You attempt to actually damage the monster.

Leads-In: None

Leads-Out: Maim, Retreat

Successes Required: Target’s Health/4

Abilities: Risky:Shooting, Weapons

Vulnerable: Athletics, Scuffling

Special: If a character rolls a 1-2 on an ability test, their next action is automatically Vulnerable.

Effect: The monster’s hurt. This doesn’t affect the creature’s abilities, but it’s the first step in destroying the horror (and analysis of the ichor or blood spilled might provide vital clues).

Lure

You try to draw the monster towards a particular location.

Leads-In: None.

Leads-Out: Trap, Bind/Banish

Successes Required: 6

Abilities: Risky:Athletics, Shadowing, Riding

Effect: The monster follows the investigators to a particular location nearby.

Hold Out

You secure yourself in a safe, defensible place and try to hold out for as long as possible. This might involve barricading the entrances, securing all entry points, or trying to endure this monstrous siege.

Leads-In: Retreat, Drive Away/Break Through

Leads-Out: Trap

Successes Required: 4 per investigator

Abilities: Vulnerable:Electrical Repair,Mechanical Repair, Preparedness.

Effect: The investigators hold out until dawn, or until help arrives, or until the attackers depart.

Maim

You attempt to kill the monster. If dealing with a host of horrors, you try to slaughter the greater number of them.

Leads-In: Wound, Trap

Leads-Out: None

Successes Required: Target’s Health/2

Abilities: Risky:Shooting, Weapons, Explosives

Vulnerable: Athletics, Scuffling

Special: If a character rolls a 1-2 on an ability test, their next action is automatically Vulnerable and they cannot benefit from another investigator defending them.

Effect: The monster is destroyed, or at least discorporated.

Trap

You’re going to trap the monster in a physical or magical prison.

Leads-In: Lure, Hold Out

Leads-Out: Wound, Bind/Banish

Successes Required: 4; 6 if the monster is especially strong, fast, agile, can fly, or moves through alien dimensions; 8 if it falls into multiple categories

Abilities: Vulnerable:Athletics, Electrical Repair, Explosives, Magic, Mechanical Repair

Effect: The difficulty of tests in the next goal is reduced by 2.

Bind/Banish

You’re going to use eldritch sorcery or hypergeometry to dismiss the monster.

Leads-In: Lure, Trap.

Lure is only necessary if the monster can only be banished at a particular place (within a magical sigil, atop Sentinel Hill, in direct sunlight).

Trap is optional, but unless the monster is constrained, then it may be able to flee instead of being banished.

Leads-Out: What goals you can try for after completing this one.

Successes Required: Spell’s Inertia/2

Abilities: Vulnerable:Stability

Effect: As per the spell


Trail of Cthulhu is an award-winning 1930s horror roleplaying game by Kenneth Hite, produced under license from Chaosium. Whether you’re playing in two-fisted Pulp mode or sanity-shredding Purist mode, its GUMSHOE system enables taut, thrilling investigative adventures where the challenge is in interpreting clues, not finding them. Purchase Trail of Cthulhu, and its many supplements and adventures, in print and PDF at the Pelgrane Shop.

A Bookhounds of London adventure seed by Adam Gauntlett

The Bookhounds are asked whether or not some broadside ballads found by a builder really belonged to famed diarist Samuel Pepys, only to discover that the ballads might get them killed.

Broadside Ballads

This information is a 0 point spend, Bibliography, History, Library Use or similar:

So called because they are printed on broadside sheets, these single-page narrative poems tell gossipy stories, spread political news, and promulgate scurrilous lies. Broadsides are early children of the printing press, popular from the 16th century, and reach their apogee in the 18th century. They’re cheap to make and easy to distribute, and though they’re very disposable some collectors prize them. Samuel Pepys was one.

Also a 0 point:

Samuel Pepys (1633-1703) was Chief Secretary of the Navy and a Member of Parliament, but he’s most famous for his Diaries, which tell a colloquial tale of London life during the Restoration. His book collection is justly famous, and was donated to Magdalene College, Cambridge, after his death. He once lived in a house on Axe Yard, near Downing Street; the exact address is unknown.

This information is a 1 point spend:

Pepys had a passion for order and conformity. He wanted a definite aesthetic look for his collection, and to achieve it he cut down ballads to the appropriate size for his albums, arranging his finds in identical album sets. He obsessively catalogued everything he collected, and his broadside collection was given to Magdalene College, along with the rest of his library.

Also a 1 point:

The Pepys Club, founded 1903 by a small group of Garrick Club members, is the best place to find out odd and obscure facts about the life of Samuel Pepys. Cultivating a member, say through a 2 point Flattery spend or similar, creates a 2-point dedicated pool concerning the life, times and loves of Samuel Pepys.

Bob Chapman’s Lucky Find

Bob’s a builder, a subcontractor for Bentley’s, a general contracting firm. While on the job – a renovation at Axe Yard, in Westminster – he ‘recovered’ some items from the rubble skip, including this old bag with funny papers in it. Is it worth anything?

Assess Honesty (0 point): Bob’s not lying, exactly, but he’s being very careful with the truth. He did get it from the Axe Yard job site, but not from the skip. It was hidden behind the wall he was meant to be repairing, and one careless swing with the sledgehammer revealed the hidden alcove. He knows his boss, Mr. Bentley, would take it for himself, if he knew about it. Bob admits as much, if pressed.

Bob Chapman, Lucky Builder: Athletics 6, Fleeing 6, Health 4, Scuffling 4; Architecture 1, Craft (Bricklaying) 1. Tall, slim, shock of curly black hair, eager as a puppy. “Well I’ll be blowed!”

Broadsides: This collection doesn’t conform to the Pepys standard. Pepys cut his sheets down to fit inside a leatherbound book approximately 340 by 358 mm, usually about 70 mm thick. Most of Bob’s find are older broadsides, which would have gone into Volume 1 of Pepys’ bound books. Bob’s find is unbound, uncut, stuffed loosely inside a battered leather folder. They could be papers Pepys didn’t bother to put into his main collection, but it’s difficult to imagine why, since Pepys was an obsessive collector. Condition’s not good, not after several centuries stuffed inside a damp wall alcove, but the ballads are interesting. Some are quite scurrilous tales about prancers [highwaymen], lascivious pricklouse [tailor, pejorative], roaring boys, and rigges [wanton women] playing with correl [toy dildoes]. Law (0 point): It’s just on the edge of prosecution under the Obscene Publications Act, but it would have been tame stuff for Pepys’ generation.

Document Analysis, Evidence Collection 0 point: Some of the sheets have been annotated, whether by Pepys or someone else is anyone’s guess. Still, if it could be proved it was Pepys, the price goes up. Not that Bob realizes this …

Document Analysis, Evidence Collection 1 point: The paper’s genuine and of the period. There’s odd insect pattern damage on some of the sheets, as if a collection of small spiders got caught between the pages and decayed there. No solid matter, just liquefied imprints on the paper.

Bargain gets it from Bob, cheaply. No spend, no broadsides. Filch gets the most interesting sheets, without Bob noticing.

Axe Yard

If the Hounds go to Axe Yard, they find the house Bob’s working on. Some of the twenty-five houses on this lane have already been swallowed up by the Government for offices, but the general outline of the Yard can still be seen. Nobody’s sure which of these would have been Pepys’ ‘poor little house.’

Streetwise or Sense Trouble Difficulty 5 notices a beggar hanging round near the skip, a pasty gent in ragged clothing, who retreats as soon as someone notices him. In a Fleeing contest his parting trick is to vanish down a drain or sewer outlet, leaving his clothes behind. There’s an odd, wet residue on the skip near where he stood – and a tiny, spidery creature that runs off quick.

Bentley’s Drama

However the negotiation with Bob goes, Bentley’s finds out about it, somehow. If Bob sold the papers, it’s because Bob talked too freely at the pub. If Bob didn’t sell, it’s because he blabbed to his foreman, bragging about how he’d get rich from his find.

Mr. Bentley is outraged. He thinks the Hounds put one over on Bob, and stole property that rightfully belongs to Bentley’s. Mr. Bentley is a devotee of the Pepys Club; one of the reasons he took this job was so he could work at Axe Yard. If Bob didn’t sell to the Hounds then Mr. Bentley now has the broadsides, and accuses the Hounds of stealing the best ones, when they inspected the bundle. If the Hounds have the broadsides, then he demands their return.

Mr. Bentley: Athletics 3, Filch 3, Health 6; Architecture 3 (Restoration era). Melancholic, pipe smoker, unkind to animals, especially cats. “Dear me! My solicitor will be here any second, and then you’ll be for it!”

If things get unpleasant. Mr. Bentley knows a lot of builders willing to do him a favor. Treat them as Rough Lads for combat purposes.

Further Examination

Several of the broadsides deal with Mythos subjects, in particular a series called ‘The Beggar’s Daughters.’ This is the most insect-stained and annotated set of broadsides, and there are four of them, all variations on the same theme. A pale, blind beggar has four daughters, all of whom wish to marry. They go out in search of swains, but their chosen beloved – the gallant young knight, the gentleman’s son, the merchant and the publican – are horrified on their wedding night, when they discover their pretty maids are not what they seem. The scenes at the church during the wedding are gruesome, but water damage makes the worst bits unreadable. Study confers 1 Mythos, concerning Eihort and its Brood.

Whoever collected this was making a study of variant Beggars in different broadsides, and drew a map on the back of one of them. The Knowledge realizes these are streets near the Hoop & Toy pub, Kensington. The Hoop & Toy, built 1760, is said to be haunted by five specters; priests, according to the legend. Their crypt, in the Hoop & Toy’s basement, was long forgotten until rediscovered, and destroyed, during the construction of the Circle underground tunnel in the 1870s. The ghosts wander eternally, looking for a way back to the church they once served. Occult spends can work out where the ghosts are most often seen, and what they look like – pale, nondescript people, with skin like wax. They leave a strange, wet residue wherever they go. The basement of the Hoop & Toy, it’s said, is alive with peculiar spiders.

The map on the broadside shows a church, where the Hoop & Toy currently stands.

The Ghastly Brood

Eihort’s strange children are the ‘ghosts’ at the Hoop & Toy. The crypt that the underground workers disturbed all those years ago once belonged to a blasphemous church which held strange ceremonies in its crypt, in honor of the Pale Beast. Those who wished to learn hideous secrets sought to parley with the creature, but Eihort is only interested in its Bargain, and spreading its Brood.

After the destruction of the church Eihort no longer visits its Fane, but its Brood remain. They use it as a kind of meeting place, where hundreds of thousands of Brood gather in the basement to mingle, and share secrets. Seeing this massive wave of Brood in one place is a Stability 5 challenge, possibly going as high as Stability 7 if the Brood attack.

The Brood are very interested in the broadsides, for one of several reasons:

  • They want to establish a final link with those of the Brood whose physical form became imprinted in the broadside paper.
  • They want to see if humans are still interested in making a Bargain with Eihort, as they did before.
  • They want to prevent anyone from finding the location of the Fane.

They will seek out the Beggar’s Daughters broadsides, injuring or killing the ones who have them, as needed.

The Last Word

It’s impossible to determine beyond question whether the broadsides, and their annotations, are Pepys’. However it’s a nice find, and counts as 1 point book stock, History (Restoration London).

Though Pepys was superstitious, he’s not known for being anything other than conventionally superstitious. Charms for luck, or against disease, yes. Rollicking battles against the Mythos, no. Still, they had peculiar notions in Pepys’ day. Perhaps that library at Magdalen is worth a visit, to see what Pepys really did believe …

The basement of the Hoop & Toy is a Fane, a place of power, and can be drawn on by necromancers and would-be magical power places. See Rough Magicks for further details. If not using Rough Magicks, assume the place provides 1 point of Magic potential/year, and can be used as a Megapolisomantic lever. Of course, the Brood will have something to say about that …

Bob the brickie would never bargain with Eihort, but Mr. Bentley might.

   where we wake up electrified out of the coma by our own souls’ airplanes roaring over the roof they’ve come to drop angelic bombs the hospital illuminates itself    imaginary walls collapse    

– Allen Ginsburg, Howl

Cthulhu City slides into The Fall of Delta Green like a cartridge into a chamber. As written, Great Arkham’s a nightmare reflection of the 1930s, but updating it to the 1960s is relatively trivial. The sinister gas-masked Transport Police and oppressive surveillance state fit perfectly; mistrust of the government resonates even more after the Kennedy assassination and Kent State. Some specific suggestions to bring the city to the era of the Fall.

  • Old Arkham hasn’t changed – so it’s now an absurd throwback, a foolish or desperate attempt to turn the clock back to a pre-war era.
  • The Depression-era Hoovertowns and hoboes in rotting Salamander Fields become drop-outs, dope fiends and draft dodgers.
  • Hippie communes and flower children dance amid the standing stones out in Billington’s Woods near Dunwich.
  • Mayor Ward is more of a Kennedy-esque figure – young, handsome, inspiring, as compelling and sinister as the Black Pharoah of Nyarlathotep.
  • The city’s textile industry has given way to the military-industrial complex – the Northside factories churn out cryptic, obscure machinery for the war effort, but it’s never clear if the components are for Vietnam, or for some other facet of the Cold War, or some stranger conflict.
  • The international jet set, cosmopolitan and jaded, fly in to the new Danfort Airport in Kingsport from Monte Carlo and Milan, London and Beirut, Baharna and Celephais. The airport crawls with Transport Police, and its bizarre hypergeometic topography means that some would-be travellers have ended up lost in its endless shifting concourses for years, roaming naked and starving past departure gates that never open. Stephen Alzis summers in Great Arkham.
  • The raid on Miskatonic University resulted in the shooting of a half-dozen students by Transport Police. Protests and riots have wracked the city since then; there are regular clashes between Transport Police and students. Anarchist cells meet and plot in the attic of the old Witch House.
  • The Marsh gang import and distribute heroin shipped in the holds of the infamous Black Freighters.
  • The battle between the various cults and factions is no longer so covert. Fringe scientists from the Halsey Institute (formerly the clandestine Halsey Fraternity) openly advocate for experimentation in necromancy and revivification; pamphlets and graffiti on the sides of cyclopean towers advocate for the Witch Cult or the Silver Lodge. Mayor Upton was shot by a brain-washed assassin.
  • Armitage wasn’t a librarian or occult expert – he was a chemist, experimenting with drugs that altered human perceptions to enable them to see the true nature of reality. After the Raid, he went underground, moving from one hidden lab to another, sheltered by the Black Panthers and other groups, manufacturing more potent solvents to dissolve the great illusion and reveal the ultimate truth.

And what is that ultimate truth? The DELTA GREEN setting suggests some new options for the ultimate reality behind Cthulhu City…

  • The Revolution Will Be Dematerisalised: Curwen and his allies mastered hypergeometry and fractured reality in the 1750s. We’re still a colony – it’s simultaneously the 1960s and 1770s, the Transport Police are Redcoats, the revolution is always coming. DELTA GREEN’s a conspiracy founded by Captain Whipple and the “band of serious citizens” who raided Curwen’s house; the characters flicker back and forth between the Mythos-conjured hallucination of the 1960s and the ‘reality’ of the 1770s.
  • Interzone: Cthulhu City’s a surreal nightmare. Monsters on the streets, monsters under your skin. Gangs of shrieking cultists roam the night, pursued by agents of absurd alphabet-soup government departments. The city’s accessed by drugs, or by trauma, or by psychic reflexes triggered by the right poetry. It’s Al Amarj on the Miskatonic.
  • The Vorsht Letters: A DELTA GREEN Agent, Isaac Vorsht, vanished in 1962. His car was found abandoned on a back road near Salem; he hasn’t been seen since. Somehow, though, he’s still sending reports to the DELTA GREEN Steering Committee about his experiences and investigations in ‘Great Arkham’. Vorsht’s reports never seem to acknowledge the bizarre nature of the city, or describe how he got there. It’s as though he’s slipped into a parallel dimension – but if he has, how are his letters getting into the conventional US postal service? Oh – his most recent letter thanked DELTA GREEN for assigning the Agents to his operation. The Steering Committee don’t know what to make of it, but clearly the Agents are fated to investigate the case…
  • Project PLATO: PLATO’s mandate is to prepare a defensive posture for humanity in case of alien invasion. “Great Arkham” is a PLATO construct, a simulation designed to determine how the population might behave if the Mythos were to become more public. Are the Agents under hypnosis? Brainwashed with LSD and subliminal messaging? Critically injured and comatose Vietnam veterans in an electronically generated shared hallucination? Or did MOON DUST just salvage some Mi-Go technology? Are those cyclopean towers actually gigantic brain-cases…

 

A scenario seed for Trail of Cthulhu by Adam Gauntlett

The return of a Deep One infected with bubonic plague causes a public health crisis in 1930s Hong Kong.

History

Hong Kong in the 1930s is a sophisticated and wealthy British colony, administered largely by British Ta-Pan. Its laws are British, its culture is Chinese, and there is a demarcation between the two: British Tai-Pan control the east portion of the territory as a kind of Little England, while Chinese culture dominates the west portion. The territory lives under British law, enforced by European, Chinese, Indian and Eurasian policemen. By the 1930s the law is stricter and more effective than it was during the bad old days of piracy and bribery, but Hong Kong is still Hong Kong – mercantile, and willing to do all kinds of business.

The territory suffered greatly during the Third Pandemic of bubonic plague, which broke out in China in the mid-1800s. More than 12 million died in China and India, and at its height 100 people a day died in Hong Kong. Hundreds of thousands of people fled the territory when plague hit, and plague continued to be a problem for many decades after the initial, deadly sweep.

If the Keeper doesn’t want to play a scenario set in Hong Kong, the action could be moved to a coast city with significant Chinese population, like San Francisco.

Hungry Ghost Folklore

A hungry ghost is the soul of someone who died with bad deeds or evil intent staining them, and thus ended up in the hell of hungry ghosts. This is rare, and should not be confused with the more common ancestral dead. The bad deeds the hungry ghosts committed in life transform them into animalistic spirit-demons, obsessed in death with whatever it was that they committed crimes for in life. So a man who drives children away from water, keeping it all himself, will become a hungry ghost obsessed with water. Anything a person might have coveted or become gluttonous for – food, drink and sex are common drivers – can inspire a hungry ghost.

Hungry Ghosts are portrayed as emaciated corpse-like beings, often with shrunken throats or needle-point small mouths, as this prevents them from consuming the one thing they want to consume. The object of their desire might disintegrate or burn to nothing when they try to devour it.

The chief difference between ancestral ghosts and hungry ones is that an ordinary ghost will fade over time and vanish, if not properly taken care of. This is why, at ghost festivals, people take care to offer sacrifices, food, drink, hell money, to care for their dead. Whereas a hungry ghost will never fade, but it will bring bad luck to whoever attracts its attention. Some traditions have it that a hungry ghost is a beloved ancestor who was ignored after death, or whose descendants didn’t pay the proper respect during ghost festivals – all the more reason to be generous.

Ghost Festivals

These happen in the 7th month of the lunar calendar. The realms of heaven and hell open up and disgorge their dead, and the living celebrate the return of beloved souls while at the same time fending off the attentions of unclean spirits, Representations of physical things – houses, clothing, money – are sacrificed, or burnt, to help the beloved souls, and keep them safe and happy. Prosperity incense is burnt to guarantee a bright year ahead. Miniature paper boats and lanterns are let loose fourteen days after the end of the festival to guide those spirits home again.

This scenario takes place shortly before the festival.

The Return of Zhao Fei Hong

The family Zhao have been shipbuilders since time immemorial, and from the early 1800s onwards some of the family have succumbed to Deep One promises. The minions of Cthulhu said they would show the Zhao the secrets of shipbuilding, and in particular the right rituals and magics to perform in order to ensure theirs were the best and fastest chuan afloat. There was a price, and from that alliance came a number of Deep One hybrids who settled in Hong Kong’s Kowloon Docks.

During the plague outbreak one hybrid, Fei Hong, fled the colony, but was too late to avoid infection. As a hybrid, Fei Hong could not be killed by the disease, but a quirk of his hybridization meant he became a carrier, and was subject to crippling, painful symptoms.

After many years in isolation – for not even his fellow Deep Ones welcomed the poor sufferer – Fei Hong has returned to Hong Kong seeking a cure. Medicine has improved since he ran away in the 1860s. Surely there is something that can be done to purge him of this hideous taint?

Some of the family Zhao have taken him in, out of familial loyalty, while others reject the prodigal. However none of them will betray the family secret. They seek a solution, one way or the other.

Pernicious Rumor

Two tales circulate.

The plague has returned! This story is particularly common among dock workers, sailors and those who work in Kowloon opium dens and boozers. According to popular report there have been several small outbreaks of plague, which the colonial authorities are either ignoring or covering up. Some doctors are taking this seriously and carrying out their own investigations. Some of these so-called doctors are no better than quacks, which doesn’t help credibility.

 Hungry Ghosts Haunt Kowloon! Spending 1 point Oral History traces this tale to members of the Zhao family. According to rumor, hungry ghosts have returned to plague honest citizens in Kowloon, only a few days before the Ghost Festival. People are terrified, crying out for spiritual aid. Anyone who can settle this unquiet spirit is welcome. Many charlatans and would-be exorcists flood the district, promising anything and everything in exchange for cold, hard cash. Keeper’s note: this rumor is being spread by the dissident Zhao, who are treating Fei Hong as a hungry ghost. Even those friendly to Fei Hong are superstitiously afraid of what he represents – a cursed immortal, in great pain, who cannot die.

The Kidnap

Doctor Victor Richard, a French researcher and philanthropist, is seized at his clinic by armed gunmen, an event that shocks the colony to its core. The Tai-Pan are outraged, and the colonial administration goes into action. Police raid the usual suspects – any would-be Chinese Tongmenghui revolutionaries, known Triad hangouts, anyone who hasn’t paid enough bribes – but nothing is found.

Enquiry either among police officers (Cop Talk) or the employees and patients who were at the clinic when it happened (Oral History), or diligent study of news reports (Library Use) notices this core clue: the gunmen were wearing many luck amulets and charms, intended to ward off evil spirits and hungry ghosts. A point spend further discovers that they weren’t your usual Triad thugs, but were roughnecks, manual laborers and, judging by tattoos, dock workers.

Doctor Richard’s specialty is treatment of infectious diseases, and bubonic plague in particular. In the most recent outbreak in India, he achieved fame by his brave and relentless fight against the disease. When he came to Hong Kong he acquired notoriety because he offered to treat poor Chinese for free, behavior his Tai Pan neighbors thought eccentric.

Plague Spreads

Investigators who check find that there are isolated incidences of plague, particularly in or near Kowloon Docks. So far there haven’t been more than a dozen, but they are documented, genuine cases of plague. The media’s been told to keep quiet to avoid panic, but doctors are pressing for full disclosure so people can take some preventative action. Any investigator who checks (Medicine, Evidence Collection) can trace the outbreak to a particular section of Kowloon Docks, where the family Zhao have their shipbuilding business.

Hungry Ghosts

Tracing the rumors, evidence concerning the criminals, or evidence concerning the plague, leads to the Zhao dockyard.

Only some of the family support Fei Hong, and it’s those who captured Doctor Richard and are keeping him in an old junk tied up at the wharf. He’s guarded by two armed men at all times. His patient is Fei Hong, who finds movement difficult and breathing painful. However for purposes of combat the hybrid Deep One has the same statistics as any other Deep One. Fei Hong knows a spell, Wrack, which when he casts it makes the target feel as if they’re suffering the final stages of bubonic plague.

There are from three to six other Deep Ones at the dockyard; the precise number is up to the Keeper, and should depend on the investigators’ fighting strength. If they come well-armed with high-caliber firearms, add more Deep Ones. These are Fei Hong’s companions, and are also members of the family Zhao. None of them know spells.

If the investigators try to win the support of those Zhao who want rid of Fei Hong, this can be done through Streetwise spends. For every point spent, remove one Deep One. In story, the rebel Zhao take care of those Deep Ones so the investigators don’t have to.

In total, there are a half-dozen dedicated, armed human cultists willing to fight to keep Fei Hong safe, or cover his escape. None have any weapon more dangerous than a handgun, and most have knives or clubs.

See P. XX a column about roleplaying by Robin D. Laws

Buffy’s hometown had one. You fall into one when you open a Hellraiser cube. The Stranger Things gang can’t seem to stay out of them. Like any basic horror trope, the sinister portal to another world fits any GUMSHOE game that journeys into fear.

The default gate we think of in this context exists somewhere else, already halfway to hell: out in the woods, in a basement lab, in the attic of a haunted house.

Your sinister gate could flip the script by appearing in the middle of a busy city, unnoticed as such by thousands of passersby every day. An illusion, or our collective desire not to see that which should not be seen, masks it. Forms it could take include a metal gate across an alleyway, the steel sidewalk hatchway memorably seen in Russian Doll, or a bricked-over old door in the side of a wall that opens… under the right conditions.

The mythology of The Esoterrorists rules out a simple gate between our world and the Outer Dark. When its denizens can move easily into this world, it’s game over: the game’s big threat, the tearing of the membrane, has occurred, and the demon apocalypse has begun. For this game you’d have to adjust the gate trope into more of a pocket dimension. It exists as a metaphysical carve-out, a piece of this world operating under the physics of the other one. The Outer Dark Entity inhabiting it still had to through membrane-thinning summoning magic to create the pocket world behind the gate or door. It can’t leave the pocket dimension, and so has to lure people to step into it before it can corrupt, eat, or otherwise mess with them. To get rid of the creature, the agents must learn how to destroy the gate, sending it back to the Outer Dark. Or maybe getting rid of the creature in some other way causes the gate to disappear.

In Trail of Cthulhu, the gate could take investigators into a non-Euclidean space, the Dreamlands, another time, another planet, or some combination thereof. The pocket dimension might be a minor manifestation of Yog-Sothoth itself. The clues the investigators discover might describe it as an an avatar, spawn or virtual replica of the full deity. It might lure in victims to destroy them, or to mentally dominate them so they can go out into the world to do its bidding. In the indifferent manner of Mythos foes, a sapient dimension beyond the gate could simply exist as an anomaly, minding its own cosmic business, harming humankind by proximity without care or intention. The Colour Out of Space, but in gate form. In that version, scientists and curiosity seekers enter it out of their own tragic desire to understand what should not be understood and experience what should not be experienced. The investigators realize that it’s the flame, and the victims destroyed by it—who share their own mission and personal qualities—are the moths. To end the menace, they must learn more about it, which once again confronts them with the terrible central paradox of Mythos-busting: too little knowledge and they can’t act. Too much, and their minds crumble, and they can’t act.

In three out of four of the Yellow King Roleplaying Game sequences, an innocuous-looking gate seen from a city street could indeed act as a portal to Carcosa. Perhaps people have to have read the play, or at least gained some dread second-hand awareness of it, to perceive and enter it. Or maybe it just sits there, a warp in the world’s logic, for any Belle Epoque boulevardier, Continental War soldier, or curious gig-economy worker to stumble into.

In the Aftermath sequence, set in an alternate present after the fall of the totalitarian Castaigne regime, all gates between worlds have been blasted shut. Your gate can’t go to Carcosa. But it could have come about as a partially successful attempt by fugitive parageometrists to create one. Maybe it has taken on consciousness of its own and must feast on people to survive. Having already snacked on the regime experimenters, it now attracts others to devour. Or it appears as a hell the ex-insurgents’s revanchist enemies try to pull them into.

Alternately, in any sequence, the realm behind the gate might the intangible fortress of a reality-warping Carcosan entity. It’s a lair, not made of rock or drywall or debris, but of changes to the prevailing metaphysic. Like most beasties, it can leave its nest, but is safer and tougher when within its confines. This gives you a monster that can head out into the broader environment to take victims. The Difficulty Adjustment for the creature goes down outside the lair, and up within it.

Or the pocket realm could represent its vulnerability, a sort of battery of impossibility energy it relies on to survive. To banish it to Carcosa, or cause its disintegration, the team must destroy the micro-dimension while the creature is elsewhere.

You could adapt this last idea to The Esoterrorists or Trail just as easily.

Like any GUMSHOE menace, the sort of mystery you choose to weave around your gate helps determine how it works and the information the investigators must gather to overcome the threat. The obvious scenario premise: victims are disappearing into the gate, and the PCs must figure out what’s going on and destroy it. In a forgiving game, like a Fear Itself outing starring feisty kids, previous victims might still be found deep in the weird realm. In typical horror modes, they’ve been long since consumed. Success means preventing others from meeting their fate.

If the gate moves around from place to place, the investigators could uncover about the nature of the threat in an early scene. The mystery shifts from “what is this thing?” to “where will it show up next, so we can banish it?”

Human antagonists might have constructed or conjured the dimension to accomplish some wider goal. There the investigators have to identify them and stop them from realizing their plan.

Finally, a weird pocket realm could appear as a side element. A magician or parageometrist creates it as a trap to lure nosy parkers.

A pocket realm that moves from place to place could even appear as an Antagonist Reaction, waiting on the other side of any door or gate to ensnare the investigators.

by Adam Gauntlett

The Vampire

The opening of a new Odeon cinema sparks a vampire craze, and presents the Bookhounds with an unusual opportunity for profit.

This is nominally set in 1936, the year Dracula’s Daughter is released, but could be restaged at the Keeper’s convenience.

Odeon

The Odeon chain of cinemas get their start in 1928, when founder Oscar Deutsch opens his first cinema in Brierly Hill, West Midlands. Deutsch’s empire accelerates rapidly when he joins forces with architect Harry Weedon, and together they designed and built 257 Art Deco picture houses, becoming the dominant face of cinema in the United Kingdom. New builds sprang up like weeds. In 1936 alone, Odeon opened 33 cinemas across the country.

Hook

It has been a quiet month for the store. People just aren’t buying, because building works have thoroughly gummed up the whole street. The noise and dirt killed walk-in trade. However the worst is over, and the new Odeon cinema a few doors down, gleaming and modern, is about to have a gala opening night. Universal Pictures’ Dracula’s Daughter shall be the first big show, and already crowds of eager teens flock to the place like a shrine. It doesn’t matter that the film’s got an A certificate, which means under sixteens need a parent or guardian; the cinema doesn’t care who it lets in, so long as they pay. The whole street’s going to be swarming with non-book buyers, and all any of them will be interested in are vampires. The queue to get in the Odeon snakes right past the Bookhounds’ front door.

Do the Bookhounds lean into it and become expert in all things Vampire, or do they buck the trend?

No Sale

The Bookhounds can ignore the Odeon. If so, the store suffers a Reverse. Old friends are put off by the queues of people, and none of the vampire crowd spend more than a few minutes in the “musty old mausoleum.”

Shenanigans!

The Bookhounds might try to interfere with the Odeon somehow. Exactly how is up to them; pranks, complaints to the Council, summoning supernatural allies, or anything in between.

However the Bookhounds may not realize that architect Harry Weedon has innate megapolisomantic ability; this is discoverable on a 2 point spend, Architecture and/or Occult, and anyone who makes this spend knows the cinema must have megapolisomantic significance. This is why the Odeon chain has been so successful; the characteristic Art Deco design, use of faience (tin-glazed pottery), rounded corners, vertical feature for adverts, all contribute to create a kind of megapolisomantic engine, a new lever. Weedon’s innate talent, in combination with Deutsch’s enormous drive, create these minor places of power. Each cinema is a magical shrine, and the audience are its worshippers. If Weedon and Deutsch realized this and played upon it, they might achieve miracles. As this is an accidental partnership, and since Deutsch’s premature death in 1941 ends their collaboration, what could have been a significant change in the city’s landscape becomes a brief fad, soon forgotten.

However when a cinema is first built its power is at its strongest, and it creates a megapolisomantic guardian to keep it safe. The guardian only lasts a few years, and is always based on the first film showed at that cinema – in this case, Countess Marya Zaleska, Dracula’s daughter.

Attempting shenanegans brings the Bookhounds in direct conflict with the paramental entity.

The ‘Vampire’: Abilities: Athletics 10, Health 8, Scuffling 6; Hit Threshold 4; Alertness Modifier +0; Stealth Modifier +2; Weapon: ‘bite’ attack, +1; Special Attack: Mesmerism holds enemies in place, helpless, at a cost of 2 Health per target. Helpless enemies are automatically hit, if attacked; Armor: non-silver physical weapons do minimum damage, and it can re-form 1 Health point per round. If reduced to 0 Health it dematerializes for 20 minutes. Only magic can kill it; Stability Loss -1. Weakness: any arrow shot from a bow affects this paramental as if the arrow was made of silver. Appearance: pale, black-clad.

New Blood

The Bookhounds might try to engage with the Vampire crowd by bringing in vampire related merchandise, making standees to draw people into the store, or some other clever stunt.

This has a chance of bringing in a Windfall. The sudden interest in vampires is a temporary thing; eventually the Odeon will go on to different films and the magic will fade. This means the Windfall is unsustainable, but even as a temporary benefit it still raises the Credit Rating of the store by 1 so long as it is active.

Exactly what triggers this Windfall is up to the Keeper, and player initiative. The more involved the players get, the more likely a Windfall should be; half-hearted attempts shouldn’t be rewarded. Any spend from the Bookshop Stock pool definitely gets the Windfall, as customers flock to the shop that has just the right stock. This represents the Bookhounds coming up with Genuine – or ‘genuine’ – vampire related merchandise. Potential high-priced items include:

  • A complete set of the periodical The Dark Blue in which Sheridan LeFanu’s Carmilla first saw print.
  • Copies of the Boy’s Standard 1886 Victorian penny dreadful Spring Heeled Jack.
  • Le Capitaine Vampire (1879) by Belgian writer Marie Nizet. As it’s not in translation this will be difficult to sell to casual buyers, but collectors love obscure material. The bragging rights are greater.
  • Pulp magazines like Weird Tales often feature vampire stories, and cover art.
  • Illegal copies of the 1922 silent film Nosferatu, or stills from same.
  • Copies of the latest pulp fiction, Vampires Overhead (1935) by West Indian Alan Hyder.

Most of this stuff is cheap to get, but given the spike in demand can fetch double or triple the usual price. It probably isn’t the Bookhounds’ usual stock in trade; it’s more modern, pulpy, fare. However it gets the cinema goers through the door, and that’s the main thing – particularly if they buy.  Illegal items, like the Nosferatu stills or any forged item, might provoke police interference.

The Collector

The Keeper should introduce this antagonist while the characters are deeply involved in their own machinations.

The megapolisomantic nature of the Odeon design wasn’t lost on Doris Bidwell. Bidwell is an amateur megapolisomancer with ambition, looking for something to use as a power base. Recent squabbles within the magical community have put Bidwell on the defensive, with an urgent need to strike back.

The Odeon looks to Bidwell like a chance at salvation – but for that to work Bidwell needs to avoid the attentions of the Vampire while at the same time getting close enough to the Odeon to start the working.

As it happens there’s a bookshop conveniently placed close by.

Bidwell poses as a customer, a moneyed collector, always poking around the shop, never buying. Bidwell’s after something special, and seems to have good Credit Rating in spite of her peculiarities. To look at, Bidwell’s the sort of person Scrooge might dream up after a bad bit of cheese: always dresses in black, down-at-heel, Bohemian without the charm. Bidwell clearly knows a lot about books, and can talk intelligently on public affairs and international relations, which makes Bidwell seem like a Radical. Bidwell does have Radical friends, and is often seen in Soho and North London fleshpots, but his real allegiance is to Crowleyite wannabe black magicians and offshoots of the occult group Ordo Templi Orientis. It’s thanks to arguments with this fraternity that Bidwell’s looking for a new power base.

Bidwell’s plan is to get enough material from the Bookhounds – bits of clothing, hair, even blood if possible – and make that into a lure, which Bidwell will hide inside the shop. That lure, Bidwell thinks, should be enough to draw the Vampire away. It doesn’t have to be distracted long; a few hours is enough. Or so Bidwell thinks; if Bidwell had any real intellectual acuity she wouldn’t be sniffing round the Odeon looking for a power base.

Bidwell has two problems. One is the Bookhounds, and the other is her former friends who now oppose her schemes. These Occultists have no love for the Bookhounds, but they may interfere, to frustrate Bidwell.

If Bidwell succeeds then her next step is to take revenge on her enemies, which may or may not include the Bookhounds. She sets up shop in the Odeon, going to the cinema night after night, sometimes in the company of a pale woman dressed in black.


Bookhounds of London is an award-winning setting for 1930s horror roleplaying game Trail of Cthulhu by Kenneth Hite. Bookhounds’ London is a city of cinemas, electric lights, global power and the height of fashion, as well as the horrors – the cancers – that lurk in the capital, in the very beating heart of human civilization. Whether you’re playing in two-fisted Pulp mode or sanity-shredding Purist mode, its GUMSHOE system enables taut, thrilling investigative adventures where the challenge is in interpreting clues, not finding them. Purchase Bookhounds of London in print and PDF at the Pelgrane Shop.

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