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The Annotated Unspeakable Oath #3ContentsIntroduction to The Annotated Unspeakable
Oath Introduction to The Annotated Unspeakable Oath
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| Year | Title | Author | Language | Notes |
| 2nd Cent? | Adversus Hereses | Irenaeus, Bishop Of Lyons | Latin | A |
| 300?, 1911 | Theguria Of The Egyptian Mysteries | Iamblichus | Greek, English | D |
| 300?, 1607 | De Mysteriis Aegyptiorum... | Iamblichus | Greek, Latin | E, A |
| 800? | Book Of Ostanes | Jabir-Ibn-Hayyan | Arabic, Latin | A, I |
| 1300? | Secrets Of Nature | Arnold Of Villanova | Latin | A |
| 15th Cent | The Book Of The Sacred Magic Of Abra-Melin | Abra-Melin | Arabic | B |
| 15th Cent | The Golden Tractate Of Hermes Trimegistus | Hermes Trimegistus | Latin, Eng, Others | |
| 15th Cent | Veterum Sophorum... | Johannis Trithemius | Latin | C |
| 1510 | Three Books Of Occult Philosophy | Henry Cornelius Agrippa | Latin | |
| 1530, 1620 | Opera. In Duos Tomos Concinne... | Henry Cornelius Agrippa | Latin | A |
| 1537 | De Incertitudine & Vanitate... | Henry Cornelius Agrippa | Latin | A, F |
| 1558 | Propaedeumata Aphoristica | Dr. John Dee | Latin | J |
| 1564 | Monas Hieroglyphica | Dr. John Dee | Latin, English | J |
| 1570 | The Mathematicall Praeface To The Elements Of Geometrie Of Euclid Of Megara | Dr. John Dee | English | H |
| 1577 | General and Rare Memorials Pertayning ToThe Perfect Arte Of Navigation | Dr. John Dee | English | H |
| 17th Cent | Twelve Keys | unknown | Latin, English, Others | |
| 17th Cent | Phenomenae Invisible | Aeneas Of Gaza | Latin | A |
| 1604 | Novem Lumen Chemicum | unknown | Latin | A |
| 1630 | Divinus Pymander Hermetis... | Hermes Mercury Trismegisti | Latin | A, G |
| 1651 | Three Books Of Occult Philosophy | Henry Cornelius Agrippa | English | |
| 1652 | Theatrum Chemicum Britannicum | Elias Ashmole | Latin, English, Others | |
| 1659 | De Mirabili Potestate Artis Et Naturae | Roger Bacon | English, Latin, Others | K |
| 1690?, 1857 | Miscellanies Upon Various Subjects Microform | John Aubrey | English |
Notes
| A | Very rare; few, if any, translations into other languages. |
| B | The origins of this work are extremely suspect. The book was only rumored to exist until MacGregor Mathers produced a "translation" in 1948. Rumors mostly spread by Mathers himself. |
| C | Full title: Veterum Sophorum Sigilla Et Imagines Magicae/ E Johannis Trithemii Abbatis Peapolitani Quondam Spannheimensis: Manuscripto - Ervtae. Cui Accessit Catalogus Rariorum Magico-Cabbalistico-Chymicorum/ Studio Opera Frederici Roth-Scholtzii, Herrentadio-Silesii. Also available in a 1732 reprint. |
| D | Translated to English from Greek by Alexander Wilder. |
| E | Full title: Iamblichus De Mysteriis Aegyptiorum, Chaldaeorum, Assyriorum. Proclus In Platonicum Alcibiadem De Anima, Atque Daemone: Idem De Sacrificio & Magia. Porphyrius De Divinis Atq; Daemonib/ Psellus De Daemonibus. Mercurii Tismegisti Pimander: Ejusdem Asclepius. Translated to Latin by Jean De Tournes in 1607. |
| F | Full title: Henrici Cornelii Agrippae Ab Nettesheym, De Incertitudine & Vanitate Sciertiarum Declamatio Inuectiua: Denuo Ab Autore Recognita & Marginalibus Annotationibus Aucta / Capita Tractandorum Totius Operis, Sequetes Indicant Pagella. Printed two years after his death. |
| G | Full title: Divinus Pymander Hermetis Mercurii Trismegisti: Com Commentariis R.P.F. Hannabalis Roselli...Opus Vere Aureum Reconditaque Sapientia Refertissium, Ac Proinde Cuius Arcana Dei Scire Cupienti Utilissimum Accessit Eiusdem Textus Graecolatinus Industria D. Francisci Flussatis Candalae: Indice Rerum & Verborum Generali Accuratissmo. |
| H | These books, while by the famous Dr. Dee of Necronomicon fame, are not occult titles. The investigators may not realize this at first, though. Another possibility would be to have a significant occult or Mythos reference in the text, as Dee certainly considered the occult part of the real world. |
| I | As an aside, the author of this work was infamous for being obscure and incomprehensible. In fact, his name is the source of the word "gibberish." |
| J | Dr. Dee is such a fantastically famous man that all of his works can be found translated into any Eruopean language, and possibly some others. |
| K | Full title: De mirabili potestate artis et naturae, or Friar Bacon, his discovery of the Miracles of Art, Nature, and Magick. |
[This was the first Tale of Terror in the Oath written by anyone other than Steve Hatherley. Garrie Hall is one of Steve's cohorts, and the two have worked together on other projects for Pagan in the years since.]
One day, each of the investigators gets a knock at the front door. Standing before them are two men, each dressed identically in a black suit, white shirt, black tie, and polished black shoes. The investigator doesn't even have time to read the I.D. card that is pushed under his or her nose before the men barge in and ask the investigator to take a seat.
The men themselves appear strange to the investigator. They are constantly looking around as if expecting someone to be standing behind them, and they only appear to be able to walk in straight lines and turn in right angles. Normally this would seem to be ridiculous, but it only serves to add to the menace of these unwelcome visitors. As they speak, they pick up objects close at hand and study them in great detail, as though they had never seen an ashtray or a cigarette or whatever before. When they do speak the investigator, they never seem to be looking directly at them, more as if they are looking at some point beyond.
The conversation is definitely not two-way. The men in black simply do not listen to questions. At first, they talk about the investigator - their life, their background, their family and friends. They know everything from high school grades to the license plate of a relative's car, and even some information that is so personal only one or two other people could know about it.
Then comes the punch line. The investigator must cease his or her efforts in stopping the forces of the occult, or the consequences for the investigator, their friends, and their family will be severe. The threat is not specific, nor does it imply violence, but the manner in which it is expressed is enough to cause great concern.
Should the investigator get violent at any point the men in black will simply leave, giving the threat as they do so. The men will get into a large black car and drive away. Any attempt to follow them will end in failure - often due to mundane events such as a car that won't start, a traffic jam at just the wrong time, etc. In any event, the car driven by the men in black will soon disappear.
Background Information:
The amount of information available for investigators and the nature of its source will vary greatly depending on when the campaign is set. Men In Black are encountered throughout history, though their appearance varies depending on the location and time in which they show up. Their clothes and vehicles will be appropriate to the setting. There are of course some common factors: they always appear to someone who has witnessed a strange (perhaps Mythos) phenomenon, and then make veiled threats as to what would happen to the person if they told of the experience or looked into it. The dominant color of their attire will usually be black. Gaslight-era M.I.B.'s would likely be upper-class sorts who make veiled allusions towards membership in the Freemasons or the Rosicrucians.
In a setting prior to the 1950's, finding accounts of visitations by these strange individuals will be very difficult, as reports of them were not widely circulated. The fifties, however, saw the U.F.O. boom and community paranoia reach new heights, sightings of strange objects and weird happenings skyrocketed, and the result was seemingly increased activity by the M.I.B.'s (as they came to be known). This increase did not go unnoticed, and soon reports of M.I.B. encounters were collected and published in the fringe media. The net result, however, is the same no matter what the setting - appearances by the Men In Black always raise more questions than answers.
Suggestions:
The Men In Black are McCarthyite paranoia incarnate. Are they the enemy within? Or the threat from without? As such, they can be used to great effect in your campaign. You can turn your players into raving paranoids by introducing M.I.B.'s into the fringes of your campaign early on and introducing the above encounter at a much later stage. Don't overuse them - in one scenario, a single M.I.B. could be standing on a street corner near an important site, or a carful of them could sit down the street from an investigator's house. Witnesses who are reached by the M.I.B.'s may suddenly turn hostile and uncooperative to investigators.
The players should get the feeling that they are being watched, and that something sinister is happening that goes beyond their current investigations that could affect their lives somehow... they just don't know how, when, and by whom.
Possibilities:
1. The Men In Black are a secret government department and they know much about the Mythos. So why don't they intervene? What are their objectives? In whose best interests are they acting? Whose side are they really on?
2. The Men In Black are an age old cult or group of anti-cultists. Their prime concern is keeping knowledge of the Mythos down to a minimum in order for their own activities to be hindered as little as possible. If you decide that the M.I.B.'s are anti-cultists, then it is unlikely that their threats will come to anything, and the investigators may even receive aid or information from them if the M.I.B.'s think that it is in their own interest to do so. Of course, the source of this aid may not be known. If the M.I.B.'s are cultists, then the investigators could find themselves in real trouble.
3. The Men In Black are a Lesser Servitor Race aligned to Nyarlathotep. Of all the Old Ones he has the most freedom of movement and is the only one who has commingled freely with mankind. The Men In Black are aliens with no real concept of humanity. They merely respond to the will of their master. Their appearance is consistent but unimportant - nothing more than misdirection. Once their mission is complete they teleport back to their master's domain. The investigators may never be troubled again by them, or they may find a Hunting Horror waiting to greet them the next time they open the door. After all, who can fathom the workings of the mind of a Great Old One?
[Mark's column this time was about Mythos books, and fit quite well with the Mysterious Manuscripts feature. I considered it the first step towards having a "theme" issue, which achieved substantial success in TUO5 and TUO6. We haven't done a real theme issue since those two, but hope to again sooner or later.]
The case; that infernal case. The Suitcase of Doom. The Portmanteau from Hell. The Luggage from Beyond. How its mirthless mocking smile haunts my dreams and plagues my waking life.
Readers not suffering from short-term memory loss may recall in the last installment that the case had apparently swallowed a load of books, neatly regurgitating them in the form of one dark volume: Dr. Laban Shrewsbury's Cthulhu in the Necronomicon. Astonishing as this seems, it is not an isolated incident when dealing with those black books that are the legacy of the Cthulhu Mythos. Investigators shudder not only at the thought of the knowledge in these hideous volumes, but also at the circumstances of their discovery, and the bad luck which befalls their owners.
The Call of Cthulhu rules give a list of Mythos tomes, with Cthulhu Mythos knowledge, sanity loss, and spell multipliers. This information is fine enough, but it's the equivalent of saying that Moby Dick is a book about a big fish; there's a lot more to them. The Books of the Mythos are evil, leprous, abominable collections of soul-blasting knowledge. Introduce them into your campaign with bearing and gravity, not mere game statistics. All should carry a sense of dread, a promise of things man was not meant to know. The author was a fool for setting it down, and the reader is a fool for picking it up.
Before the investigators acquire a Mythos tome, do some research. Find out about it. Consult articles such as "Fischbuchs" by Kevin Ross, in the second issue of this journal. Return to the source stories; for Unausprechlichen Kulten, read over R.E. Howard's "The Black Stone." For that hoary ancestor of all, the fabled Necronomicon, turn to Lovecraft's essay "A History of the Necronomicon." If you can't find specific facts, invent some; the thing that walks like an editor, John Tynes, discussed this in "Creating and Using Mythos Tomes," in the first issue of this shuddersome periodical (although his focus was on bibliographic details, neglecting to deal with the peril such volumes bring). The important thing is that when the players look at you querulously and say "What's it about?" you have something to provide beyond "Well, it gives +8% Cthulhu Mythos and you lose 2D6 Sanity."
Mythos tomes are never in the stacks of the local library; they are never on sale in a popular edition; they are never reviewed in the literary press. They are hidden, forgotten, and shunned. They are produced in limited runs, often rolling off the press scant hours before the building burns down. They are twice-cursed; those that revel in the dark lusts of the Mythos wish to hoard the books, and those who live to destroy such evil folk wish to see the books ripped up. These twin perils face those who own such threatening publications.
Mythos tomes should never be discovered randomly, in profusion, without risk, or without import. When the sweating investigators lay eyes on one, don't skimp on the detail. These things are extraordinary, and require detailed description. Some may be gaudy and shining, with gleaming gilt edges and gorgeous seductive covers; more often they are dismal, dark things, bloated with damp and mold, with frayed edges and peeling bindings; others make plain their subject matter with their composition, boasting covers of flayed human skin, or with human teeth inset as decoration, or printed in dried blood.
Inside the covers, the book should be equally distinctive. Some books have pages of florid illumination, clearly and mercilessly depicting torture and nightmare; others have no such aesthetic presentation, but are instead the ravings of a madman, without concern for grammar, cohesion of thought, or legibility. Some are in English, or other modern languages; others are in arcane and ancient scripts, often in bizarre dialects or forgotten tongues.
An old book might have fading or brittle pages; or they might be soggy and damp, in which case the ink may have run, or the pages stuck together. The thing may stink of decay and putrescence, so badly that no reader can stand to peruse it for more than a few minutes at a time. Previous owners may have tried to burn it, or thrown it down in horror, or slashed their wrists over the open pages; or they may have used it in conjunction with rituals most foul, splashing the pages with alchemical concoctions, ichor, blood, and worse.
While the investigator is reading, the dark world outside is stirring. Trees scrabble and scrape at the window; rats gibber and squeak in the walls, scampering about in terror; the wind moans, gusting across the roof and knocking tiles off; the fire flickers and cowers, shying away; shadows pass across the moon; the room becomes chill, and the house creaks and settles. Could this be coincidence? Are the forces of nature supplying a warning? Do those who would rather the investigator didn't read the book stalk softly along the hallway towards the library door?
When the investigator closes the book and goes to bed, their research does not end. Imprinted in their eyelids are dancing characters and swirling glyphs. As sleep drags them down, they disappear into a world of dreams, dreams in which they see themselves as the irrevocably damned author of the book, and undergo their terrors, their madness. To their somnambulist lips foul words steal and creep, and to their empty bedroom they whisper dread syllables of power and awe, mindlessly reciting the rituals they have read, unconsciously summoning slavering horrors to their bedside. There's nothing like a cosmic abomination drooling on your pillow to make you wake in fright.
In their waking hours, things remind them of that which they have read. Once they've read Alhazred, how can they contemplate Arabia without a shudder? After viewing the hideous wood-cuts in Regnum Congo, how can they walk past a butcher's without gagging? Who can go near the ocean after absorbing Cthaat Aquadingen? To read one of these awful books is to carve a ragged mental scar that will never heal.
The books may have more dire effects on the reader. The more the words of an ancient grimoire become clear to the investigator, the less they are able to comprehend and absorb the everyday language of newspapers and popular fiction. The investigator's speech might also begin to transform. As well as the poison in the words, a more literal threat may be posed. A black smear from the book's ink might not wash off the fingers. The next day this smear has moved up into the palms. In subsequent days it seeps up the arms, to the shoulders, spreading towards the heart.
Mythos tomes can sometimes have a peculiar life of their own. The investigator last perused it on the desk, yet now it is on the window-sill, as if apprehended in the act of escape. Maybe it is still on the desk, but the ink-well has been upset, ruining the notes and translations the investigator has made so far. Perhaps all the other books and stationery are scattered on the floor, as if they could not bear to be in proximity of such an evil thing. Or maybe the investigator sits down to read, opens the pages, and finds flattened in the book the tiny corpse of a mouse, drained of blood.
There are a number of sources to consult on the evil that books do. Fred Chappell's excellent Mythos story "The Adder" ascribes verbal vampiric qualities to the Necronomicon. Wilbur Whateley's lust for that same unspeakable tract laid him low in "The Dunwich Horror." Insane bibliophiles act in deadly opposition in the marvelous scenario "Still Waters" from Great Old Ones. In the Evil Dead films, reading aloud from a black book wakes the dead (augmented in the title sequence for Evil Dead 2 by Call of Cthulhu artist Tom Sullivan, in which our leprous volume gibbers and flips its own pages and eventually flaps away).
But despite all this, Mythos tomes must be read. In many cases the only way to combat the Great Old Ones is to gain an understanding of them, no matter how dim or fragmented. If their dark plans can only be thwarted by spells, then only in these books will those spells be found. If their actions are guided by prophecy, then only in these books are those predictions recorded.
Some investigators have been known to hire translators to take on this onerous task; but that is akin to sending them ahead to test a minefield. The risks are intense and personal, and no human should undergo them without warning. The callous investigator who passes an innocent scholar a copy of Cultes des Goules for perusal is in effect handing them a loaded revolver; their honest and diligent research will pull the trigger. One investigatorial agency tried to solve this problem by sending a book out in chapters, to different experts, in the hope of lessening the shock; but this resulted only in an even higher toll of suicides, murders, breakdowns and disappearances.
With these warnings in mind, but with a sense of higher purpose, I cautiously returned to the case to consult Cthulhu in the Necronomicon. I threw open the lid, and confetti gusted up and puffed about the room in glittering clouds, drifting out the open window. Of the book there was no sign, nor ever will be. In a way, I am glad.
[This article contained the second in our series of special inclusions or "goo-gaws," the first being the cardstock figures and pull-out maps of TUO2's "Grace Under Pressure." The following article presents an auction of occult memorabilia for investigators attend. In the center of TUO3 was a sheet of high-quality almond-color linen paper, on which we designed a brochure for the auction to use as a handout. Each item was accompanied by an illustration, and there was an introduction to the auction plus a crest and logo representing the auction house holding the event. When this article was reprinted in 1992's COURTING MADNESS we went a step further, and re-did the brochure on a special marbled brochure stock that was folded and slipped into the book.]
In two Chaosium scenarios, "The Auction" and "Thoth's Dagger," the action centers around auctions of occult paraphernalia. The following is a set of items appropriate for just such an auction, all of which were formerly the property of an Hebrew/Egyptian historian. Keepers might wish to drop it into Orient Express.
In the center of this issue of TUO you will find a brochure to the auction, being put on by the Ausbergs of Austria (see "The Auction" in Cthulhu Casebook for details). This brochure contains a few introductory notes for the bidders, as well as descriptions of the items offered for bid. It is printed on heavy stock, and should be removed from the magazine, folded accordion-style, and handed out to the players.
The descriptions in the catalog are repeated below. In addition, options are provided for making each item into a genuine occult or Mythos artifact with unusual powers. Keepers can pick and choose which items they wish to imbue with such powers, thereby ensuring that players will be kept on their toes. Making more than half of these items into powerful occult magic is not recommended.
Lot 1. Toy Barge
Circa 2000 BC (Egypt)
minimum bid: $200
Complete. Unusual. Child's toy of Egyptian Burial Barge made of Sycamore wood. Workmanship is very fine.
Condition: Good. Several moving parts.
Optional: A History, Occult, or Egyptology roll will reveal that the barge is not a toy. It is a representation of the vessel that was used to carry the soul of the departed to the afterlife. These models were placed at the foot of the burial case for use by the spirit of the deceased for their voyage to the afterlife.
When someone is alone with this barge and opens the lid to the mummy case they will be immediately attacked by the spirit of the Pharaoh Uzrahotep, a ruler of Egypt before the drying of the Sahara. He has a vaguely cat-like appearance, owing to his worship of Bast. Uzrahotep will attempt to possess the investigator by draining their POW to zero through a series of POW vs. POW confrontations. Many game possibilities exist.
Spirit of Uzrahotep: INT 18, POW 26.
Goal: Protection of holy Egyptian sites.
Lot 2. Ornate Locket
Circa 1800 AD (Palestine)
minimum bid: $200
Redbud wood box with sturdy brass reinforcements and thick steel neck chain. Handmade by the deceased. Contents unknown. Locket does not open. Engraved designs of possible Kabbalistic origin. Unique item.
Condition: Very Fine.
Optional: Inside is the dried core of a Lloigor's brain. If worn, it conveys a 10% bonus to all Luck rolls made by there wearer. If the locket is busted open, the contents appear to be an uncut ruby that will glow slightly in total darkness. It will lose its light when danger is imminent.
Carbuncle of Power: Twenty carats. Hit Points: 5 (locket), 20 (carbuncle).
Lot 3. Stone Pharaoh's Head
Circa 1400-1300 BC (Egypt)
minimum bid: $400
Exquisitely carved Limestone head depicting an unknown pharaoh of both Upper and Lower Egypt. Unusual. Fair craftsmanship.
Condition: Good. Blemished on base.
Optional: The head represents an Egyptian mystic. A Geology roll will reveal that the blemish on the base is caused by an air pocket within the solid rock. A Mythos spell scroll is preserved inside; the only way to retreive it is to smash the stone head. An Archeology or Egyptology roll will suggest that the crown of the "pharaoh" is too short. A second roll will indicate that the figure is in fact of a holy man honored by the pharaoh with the authority to act in his name.
Scroll: Spell(s) left to the Keeper's discretion. The stone head has 18 hit points.
Lot 4. Alabaster Dish
Circa 1300 BC (Egypt)
minimum bid: $200
Egyptian eating dish. Part of a 10 piece set. Known pieces on display at the Smithsonian, the Louvre, the Penhew Foundation, the Mueseuminsel, and the National Egyptian Museum of Cairo. Rare. Fine workmanship.
Condition: Very Good.
Optional: Each piece of this table setting contains 10% of a forgotten Lesser Other God known as Golothess. He was bound and separated into these ten pieces by Yig during a time of great battles. Multiple story possibilities exist.
Golothess: STR 40, CON 100, SIZ 18, INT 8, POW 60, DEX 10, HP 60, Move 5, Armor: blunt weapons do 1 point; -3 points from cutting weapons due to flabby rubbery skin.
Spells: can summon Moonbeasts at will.
Description: Golothess resembles and has a similar domain as the Greek god Bacchus.
Lot 5. Egyptian Ceremonial Dagger
Circa 2800 BC (Upper Egypt)
minimum bid: $350
Excellent workmanship. Formed of the purest silver. Handle design in the form of an Ibis head. Blade engraved in Demotic Hieroglyphs. One of a pair.
Condition: Good. Nicked on blade.
Optional: See "Thoth's Dagger," in Cthulhu Classics for details. Or, the dagger will always do a minimum of one point of damage against any mythos being it strikes.
Dagger: DAM 1D4, HP 15.
Lot 6. Book, Egyptian Grammar
Circa 1909 AD (North America)
minimum bid: $50
1500 pages, leather bound. Out of print first edition. Monograph on conversational Egyptian. Written by Alan Gardiner. Rare. Signed by author.
Condition: Fine.
Optional: See "Thoth's Dagger," in Cthulhu Classics for details. Using this book will give a +50% in Hieroglyphics translation. The author's inscription reads "read behind the lines, (signed) Alan Gardiner." Hidden in the binding is a paper with four shifting magical heiroglyphs on it, 0/1 SAN loss to view. They generate a feeling of great wonder and fear. If deciphered and pronounced, the speaker must make a POW resistance roll versus a POW of 5. Failure leads to sudden death, due to a brain aneurysm. A successful roll sends the speaker into immediate slumber. When they awake, they will have gained great knowledge of the Dreamlands: +20 points of Dream Lore - and will know how to visit there again.
Lot 7. Papyrus Scrolls
Circa 1500 BC (Egypt)
minimum bid: $500
Unique. Six papyrus scrolls in excellent condition. Full copy of the Egyptian Book of the Dead, with marginal notes written in an unknown Demotic dialect.
Optional: Contains spells to help recently departed souls find their way to the afterlife. See "Thoth's Dagger," in Cthulhu Classics for details. The marginal notes are written in code. A successful Heiroglyphics roll and an impaled Know roll are needed to decipher and translate. The notes are written by a grave robber, and describe three trips he made into the tomb of Cheferin, a high priest of Ptah. The robber never got farther than the outer room, but took at least half of what was there. The directions he gives are sketchy at best. The tomb has not been found by modern archeologists.
Lot 8. Seal of Solomon
Circa 900 BC (Near East)
minimum bid: $500
Six-pointed, engraved star (Hebraic Star of David). Formed by two intertwined equilateral triangles. One golden engraved in Hieratic characters. One platinum engraved in Hebrew lettering. Exquisite workmanship. Unusual.
Condition: Excellent.
Optional: Provides its possessor with immunity to normal diseases and acts as an Elder Sign.
Lot 9. Ceramic Vial
Circa 1300 BC (Arabia)
minimum bid: $200
A yellow-brown ceramic vessel. Contains an unknown liquid. Sealed with wax cork. Inscribed in Ancient Hebrew. Very good workmanship. Common.
Condition: Excellent.
Optional: This liquid will cure up to five hit points of wounds at the rate of one per minute. There are three doses. Successful Chemistry and Botany rolls will reveal that the component plants are extinct and can not be duplicated.
Lot 10. Robe of Office
Circa 1000 BC (Judea)
minimum bid: $600
Exquisitely embroidered robe and cloak of light wool. Gold and silver threads sewn into design on front mantle. Symbols indicate office of Judge. A centerpiece addition to any museum or collection. Exquisite workmanship and fine condition. Unusual.
Optional: If, while wearing this robe, the investigator performs the ritual of burial (a good deal of research would be needed to assemble this), they will be granted 3 points of Mythos, Occult, or Egyptology in the form of a detailed answer to the first appropriate question that they form in their mind. There is a 1/1D3 SAN loss for this supernatural communication.
Lot 11. Jeweled Scarab
Circa 3000 BC (Lower Egypt)
minimum bid: $500
Mica stone beetle with eight gemstone settings: 2 diamonds, 2 pearls, 2 garnets, and 2 emeralds. Back inscribed in Egyptian Hieroglyphs. Common. Good workmanship.
Condition: Very Good.
Optional: If the wearer is slain while carrying this, the soul inhabits the scarab and will attempt to take over the body of the next living creature to touch it. To do this, it must succeed in a POW vs. POW confrontation. The losing soul is lost forever.
Lot 12. Ob
Circa 1700 AD (North African)
minimum bid: $50
Authentic shrunken human head created for use in Kabbalist Magic rituals. Very Rare.
Condition: Good.
Optional: Contains summoned spirit of a deceased rabbinical kabbalist of 18th century Spain. Voice (only heard by owner of Ob) will advise and speak if and when it wishes to. The voice will seem to come from nearby items but never from Ob itself. SAN loss of 0/1D3 the first time this happens. Ob may try to use its owner for its own ends, as determined by the Keeper.
Lot 13. Basalt Paperweight
Circa ?
minimum bid $50
Fake Philosopher's Stone of deceased. Used as paperweight. Stone is convex without any facets. Deceased claimed gold he owned was made from this stone using modern chemicals and ancient alchemetical techniques. Curiosity item only.
Optional: It really is a philosopher's stone. When immersed in a mixture of chemicals (though only a master alchemist would know which ones) it will change base metal into gold. This 8 oz. stone will make 16 lbs. of gold before it is dissolved.
Lot 14. Spice Box
Circa 2200 BC (Middle-East)
minimum bid: $300
Carob wood and camel bone spice box. Fourteen compartments, each separately numbered and operating. Numbered and inscribed in Ancient Arabic. Contains various dried seeds and powders, all quite aged beyond recognition. Small, silver utensils in some of the compartments. Common. Fine workmanship.
Condition: Fine.
Optional: The contents of the drawers are listed below. At the Keeper's discretion, One or more of these substances may be given occult properties.
1. Aconite, powdered leaf, small silver spoon. When eaten it acts as a pain reliever. User effectively gains 50% of their lost hit points back for 3 hours. At the end of that time, if the actual hit points have fallen below zero the user may make a CONx3 roll. If successful, the user will fall into a coma for 2D6 weeks, gaining back lost hit points at the usual rate. If the CON roll is failed, the user dies.
2. Empty.
3. Lichen pollen, small silver spoon. When ingested, the pollen acts as a curious poison. A resistance roll should be made against a potency of 12. If the roll succeeds, the only result is nausea. If the roll fails, the user goes into a coma. Within six hours, the body will sprout roots and secure itself to whatever it is upon. In one day glowing lichen will appear on and around the victim. Each day that this progresses, the body loses a point of SIZ until death occurs when the victim's SIZ reaches 4. The body is totally absorbed at 0. This pollen is native to the Dreamlands, and the only cure lies there as well, possessed by the Zoogs of the Enchanted Forest among others. This cure must be brought back from the Dreamlands through one of the magical entrances on Earth - it cannot be brought back through normal dreaming.
4. Empty.
5. Allheal, small silver spoon. If eaten, it cures 3D8 points of wounds at the rate of 3 points an hour. Experiencing this effect costs 1/1D3 SAN. Observing it costs 0/1 SAN. 3 doses are present.
6. Opiate. This powdered remnant only has a 33% chance of being effective if smoked. If it works, the user will experience visions of the Egyptian afterlife. SAN cost is 1/1D3. User gains 1D3 points of Egyptology or Occult, their choice.
7. Polyidus herbs, cannula (tube for introducing fluid down unconscious patient's throat). Must be mixed with water. When ingested by a person who has died in the previous 10+CON minutes, they are allowed to make a CON resistance roll vs. 12. If successful the person will be brought back to life, in a coma. After enough time has passed for double their hit points to have healed, they will awaken. There is a permanent loss of 1 CON point. SAN cost for the user is 1D10/1D20. Viewing this costs 1D4/1D10. 3 doses.
8. Juniper, stirring whisk. When this substance is mixed with a glass of water and consumed, the drinker's skin becomes unpleasantly thick and rubbery. This provides 1 point of armor for the next 24 hours, by which time the effect will have ended. SAN cost is 1/1D3. 3 doses are present.
9. Jimsonweed, tongs. When chewed, this substance acts as a deadly poison of POT 10. It is safe if cut 10x with any edible substance, in which case it acts as a powerful narcotic. For the next three hours, all stats are reduced by 1D6, skills are at 50% of original. 3 or 30 doses.
10. Empty.
11. Lotus powder, straw. When sniffed, acts as a deadly poison of POT 20. If cut 10x with snuff, it produces a stultifying euphoria. All stats are reduced by 2D6, all skills are at 25% of original, for the next hour. 3 or 30 doses. This substance may be used in some Egyptian Mythos rituals, and could be found mentioned in relevant occult tomes.
12. Mustard seeds, small silver spoon. When eaten, it provides a second resistance roll against poison, acting as if the user's CON was 25% higher than normal. Active for 24 hours. 3 doses are present.
13. Empty.
14. Empty. An impaled Spot Hidden roll will reveal one grain of an unknown organic substance. If it is touched, the grain will be absorbed into the skin. After one day the person's hand will become numb. On the second day, their whole arm will go numb. On the third day, their entire body will be affected, and they will fall unconscious for 12 hours. When they awaken, their physical stats may be increased by 1 pont each - to determine if a stat goes up, roll higher than the present stat x5. SAN costs for each day: first, 0/1; second, 1/1D3; third, 1D3/1D6; fourth, 0/1D3.
[The debut of our review column. I think the review of "Return to Dunwich" set the standard I was looking for in TUO reviews, since it considered the item in question not just as a gaming supplement, but as a creative work with thematic intentions.]
(Editor's Note: Yes, another new addition. What better title for an ongoing review column? Submissions to the Eye on anything to do with Lovecraft, CoC, or the Mythos in general are welcome.)
Cthulhu By Gaslight
The second edition of CBG has been available for some time. William A. Barton has done an undeniably excellent job with this supplement, as has been shown by the numerous awards it has won. This, of course, is good news to those of us who enjoy adventuring in the 1890's. The historical information, maps, and new occupations for investigators are simply vital to any Keeper hoping to run a campaign set in the Victorian era. Sadly, though, all of this information is supplemented with only one adventure, "The Yorkshire Horrors." The scenario is good, though unfortunately the investigators must encounter Sherlock Holmes in it. I take a negative view of using Holmes in any adventure because the players are already aware of his strength and experience and could fall into the trap of "He'll solve it anyway," or "We're stumped - let's call Holmes!" However, the scenario's use of well-known supporting characters and its easy-to-follow presentation do make it a good adventure for inexperienced Keepers. On a scale of one to ten phobias, with Masks of Nyarlathotep being considered ten phobias, Gaslight rates an eight.
Dark Designs: Recently released. The creature on the cover is a Hound of Tindalos, and has my vote for the most repugnant artwork yet done for Chaosium. My congratulations to the artist, Lee Gibbons. Unfortunately, the cover art and the two period maps are the best part of Dark Designs. It includes only three adventures, as well as an 1890's investigator generation supplement to Gaslight. The first adventure, "Eyes for the Blind," leads into the third adventure, "Lord of the Dance," and both go to show that Chaosium pays by the word. These two adventures take up 75% of the book and could certainly have been done in a half to two-thirds of that. There are a few saving graces, however. The main villain in the "Eyes" adventure is excellent, though wise Keepers will give the villain credit for its intelligence and change the noticibly unusual color of the villain's home. The villain should also have plans to vanish in some way should things go wrong. "Lord of the Dance," though unoriginal in design, can be made interesting to players with a creative Keeper, and is by far the best of the three adventures in the book. The third, unconnected adventure is "The Menace from Sumatra," and it shows L.N. Isinwyll's welcome hand in the editing. The adventure might be made more interesting by adding a simple twist: allow the scenario's powerful villain to apply the blue fungus from the opening scene to rats. Whether this affects them the same way it does humans or simply allows it to be spread more widely is up to the Keeper's evil mind.
Dark Designs as it is rates 3 phobias. Good Keepers should be able to squeeze a few more out of it, however.
Other 1890's adventures:
The Vanishing Conjurer / Statue of the Sorcerer: Though the "Statue" half of this Games Workshop book must be set in 1925, "Conjurer" can easily be set in London during the 1890's. Modes of transportation and communication will change, as will the references to Queen Mary and King George (to Queen Victoria and Prince George). The scenario's unspecific time setting is appreciated, and wouldn't be a bad thing to see more of.
Fatal Experiments: The "Songs of Fantari" adventure can, with minimal modifications, be adapted to the 1890's, though I do suggest that only NPC's be subjected to the more fatal of the scenario's experiments.
Call of Cthulhu 4th Edition: Also with minimal changes, "The Brockford House," "Paper Chase," and "The Mystery of Loch Feinn" can all be enjoyable 1890's adventures, already possessing a mood and atmosphere appropriate to the era.
Return To Dunwich
First and foremost, Dunwich is a fascinating and enjoyable read. The book forms the second in Chaosium's "Lovecraft Country" series, following Arkham Unveiled, and maintains that book's standard of quality in writing and thought. It succeeds even moreso than the prior book, in fact. Where Arkham occasionally smacked of being too much a catalogue, Dunwich maintains a constant and rich theme: the price of secrets.
Dunwich Village is just that - a village, much smaller than politely bustling Arkham 45 miles to the east. You'll find only one real business there, the ubiquitous Osborn's General Store, housed in an old church. Instead, author Keith Herber has used the space to describe the people and places of the whole area, a region about ten miles wide and fourteen miles long. In addition to this, there is an extensive treatment of - but I really can't give that away.
Dunwich, you see, is a place full of secrets, secrets that have taken their toll - in more ways than one - on the people of the area. The "secret history" of Dunwich is old and vast, and will come as a stunningly fascinating surprise to even the most knowledgable Keepers and players.
With this in mind, I should state that Dunwich is not a book for inexperienced Keepers or players. Dunwich contains only one scenario, yet the book is truly a campaign, just as much as Masks of Nyarlathotep or Curse of Cthulhu. As the players progress through the adventure, their investigators will continually be running into strange situations and stranger people. Players will soon lose sight of the distinction between the scenario and their more general exploration of the ties that bind Dunwich together. Only experienced Keepers and players should tackle this; by and large, the players will map out the course of the wide-ranging investigation, and the Keeper needs to be familiar enough with all 132 pages (especially the index/directory - a welcome and essential feature) to handle meandering investigations smoothly. If all goes well, though, the experience should be very rewarding.
Keepers needn't worry about players who have read H.P. Lovecraft's "The Dunwich Horror," the primary source for the book. The opening scenario begins a few months after the Horror occurred, with Dr. Armitage of Miskatonic (the story's nominal hero) hiring the investigators to check into the aftermath of the Horror. Armitage can give the investigators a lot of information, essentially duplicating the benefits that players might gain from reading the story beforehand.
I would advise players or potential players not to look at Dunwich, however. Don't look at the table of contents, don't look at the pictures, don't flip through the pages. Some of the book's strongest elements would be quicky given away by even a casual glance.
The illustrations, by John T. Snyder, are quite good, some of the best in a Chaosium book in some time. Dunwich does have a number of typographical errors, of the sort that computer spelling checkers don't catch: plurals instead of singulars, missing words, etc. There are a few other minor annoyances as well. The table of contents has several serious mistakes, some of the "Points of Interest" refer to locations on the maps that aren't labeled there, and in one case a building is simply missing (#911). While showing the need for further proofreading, Dunwich's errors are not truly sloppy, a welcome change from the usual low editing standards found in much of the gaming industry and a particular pet peeve of mine.
My chief complaint with Dunwich is the lack of a more detailed guide for Keepers in running it. Dunwich is a fully-fledged campaign, perhaps the most realistic - or at least believable - campaign yet published. As such, it really requires a lot of preparation on the part of the Keeper to run well. A page or two outlining major lines of investigation beyond the scenario, NPC responses and tactics, and likely events and reactions would have been a big help. Much of this information is in the book, but is scattered amongst the dozens of entries.
Return To Dunwich is wonderfully written and is as rich and fertile a campaign supplement as any I've seen. Its inappropriateness for less-experienced Keepers and players and its lack of more-cohesive campaign information drag it down slightly, though. Bearing these last two points in mind, Return To Dunwich easily rates seven out of ten phobias. Had more work been done to aid the Keeper in running it, this rating would have been an eight.
[I've long been fascinated by the Consume Likeness spell; it was the centerpiece of my scenario "Nemo Solus Sapit" in Chaosium's "The Stars Are Right!" and does the same here, as well as in my notes for a solo scenario that I never wrote. This is the only Tale of Terror I've ever written (as best as I can recall) and sure enough I blew it. I didn't follow the format of these things, a format that I've made a point of sticking to ever since - in which the writer presents a situation and then gives three possible explanations/plots for the Keeper to choose from. That format gives more bang for the buck, if you will, by providing more options. This one didn't do that. Oh well. Incidentally, I'm very fond of the family name that appears in this piece ("Bood"). I ran across the name in a short story somewhere and loved it.]
Aldous Bood is a professor of Paleo-Linguistics at a nearby university. Short, thin, and stooped, he is known for being well-intentioned but boring. His wife, Dottie, is a huge woman, loud and overbearing, and favors garish floral print dresses. She takes every opportunity to put Aldous down in public, and their neighbors are used to hearing her screaming at him at the top of her lungs when nights are long and tempers are short. Aldous puts up with it as best he can - it is the way of things.
About a week ago the two of them had a terrific fight, Mr. Bood for once giving as good as he got. In the time since that night, no one has seen Dottie Bood.
Prompted by suspicious neighbors, the police investigate her absence. Finding a blood-spattered pillow under the bed, they take Mr. Bood into custody on suspicion of murder. He is released on bail, refusing to offer any explanation whatsoever for his wife's disappearance. Two hours later, Dottie Bood walks into the police station. It's all been a terrible mistake, she says. She was so upset with her husband that she had a nosebleed, and finally fled to her sister's house. The charges against Mr. Bood are dropped.
What's Going On?
Doing some research into the notes of a discredited colleague who recently passed away, Mr. Bood discovered therein the spell Consume Likeness. When he killed his wife in a moment of rage, he seized on the spell as his only way out. It took him a week to fully devour his wife's corpse, as is required by the spell. The arrest came unexpectedly, though, and he had to wait until he was released on bail before he could make an appearance in the form of Mrs. Bood.
In the weeks to come, the Boods will get a surprisingly amicable divorce. Not so surprisingly, perhaps, they are never seen together in public. An investigator who is a friend or colleague of Mr. Bood may notice this curiosity, though, and may know a little something about the deceased professor with the peculiar interests that Mr. Bood was recently looking into. If he isn't caught, Aldous will keep up the sorcerous pretense that his wife us alive until the divorce is final. Then Mrs. Bood will "move away" and will soon be all but forgotten by a community that is not terribly sad to see her go.
It may be that wily Mr. Bood, unhinged by the whole experience, will have acquired a taste for human flesh. He is unaware that the spell does not change your shadow, however, and the investigator may find it unsettling that the rather weighty Mrs. Bood casts such a thin, stooped shadow...
[This was the first "Message" to really work, I think, and I'm still pleased with it. Astute readers will notice the "Masks of Nyarlathotep" reference contained herein.]
Johann faxed me the note from the plush home of a minor despot somewhere in the jungles of Malaysia. The man was a callous butcher; had he ruled a larger area, Amnesty International would have been on his case long ago. But his cooperation with our efforts was essential in getting the work done in his private little backyard of a feifdom, and Johann and I had years ago ceased to view morality as a force of any importance whatsoever.
Johann's note was succinct, written in the careful penmanship drilled in him by the nuns at St. Elegius: "Tomb explored. Artifact en route to you via FedEx. Definitely of Jeffersonian origin."
Jefferson's parents had named him Thomas Xavier, reflecting their admiration for a firebrand politician and a musician named Cugat. The three of us - Johann, Thomas, and I - had been partners of sorts, brothers in secrets. We'd smuggled guns and drugs and people: dictators and dissidents, couriers and killers. Our private interests had little to do with how we made our living. Profits from our enterprises were funneled into strange purchases, bribes, and the sponsoring of quiet expeditions. We were searching for knowledge that would have bored or frightened most people, knowledge of what had lived before our species arose, and lived yet in secret places.
Then Jefferson fell in love. Suddenly he regained a semblance of conscience, and clutched for the threads of a soul. When he abandoned our efforts and became an interference, Johann arranged for Jefferson's lover to have a fatal "accident." That night, the minions of Cthugha struck, burning three of our warehouses full of metal merchandise waiting to be shipped. It was obvious who was responsible.
Miles Shipley's hungry painting brought things to an end. I had acquired it only recently, and Jefferson knew nothing of it or its power. It was not difficult to have it slipped into the sleazy apartment he had just taken under an assumed name. Come morning, I retrieved the painting, approaching it from behind and draping a cloth over it so as not to suffer from its effects. Thomas Xavier Jefferson simply vanished.
Morning brought the arrival of the promised package from Johann. Within it was a corroded liquor flask, the initials TXJ still barely visible. The tomb it was discovered in was older than mankind, though no archeologist would accept this as true. The serpent people of old knew how to make things last.
The metal flask had lain in this tomb for thousands of years, undisturbed, until now. Jefferson had left it there, knowing that we had already worked out a rough idea of the tomb's location from references in a few moldering texts and something glimpsed through the conjure glass of Mortlan. He knew that we would go there before too long, and that when we did we would know that he had been there already, thousands of years before.
According to our researches, the tomb contained a time portal, one keyed to astronomical events. As I write this, on July 11, 1991, CNN relays footage of the beginnings of this century's greatest solar eclipse. It begins with the dawning of the day in Hawaii, then creeps across the continent. By all reports, here in Mexico City the view of the eclipse will be extraordinary. In an hour or so I'll step over to my balcony and stare directly into the blinding gulf of the eclipse, like they tell you not to. I'd like to have done something memorable before Jefferson comes back.