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Mists of the Aeons
Literature
Call of Cthulhu
Delta Green
Arcana
Visions
Evil Schemer
E-Mail
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The Temple of the Toad
a scenario for Call of Cthulhu by Christian Conkle
e-mail: conkle@mecha.com
http://www.mecha.com/~conkle
(Time:
May, 1920. Place: Greenland)
scenario: A team of scholars and investigators are called in by the U.S.
Army on maneuvers in Greenland to investigate strange ruins found buried
beneath a glacier. The team must undergo a perilous sea voyage to
Ontslow, Greenland, then transfer to a smaller boat for passage to Walrus
Head, a small Inuit fishing village.
An Army officer will lead the team to the find. The Army will use
dynamite to blast more of the ice away, allowing entrance. Once inside,
the team will discover a Hyborean temple built to Tsathoqqua, part of the
long buried city of Commorium. The temple's bowells house the remains of
Hyperborean nobility, and their gaurdian, a formless horror that waits
for eons to devour those who trespass!
Event 1: The Letter. The team must consist of at least one scholar
who would be interested in such a find. Miskatonic University is sending
a team of researchers and wishes that team member and their associates to
accompany or lead the expedition. Passage has been booked on a steamer
to Onstlow, Norway. From there, a berth has been arranged on a freighter
which will make a stop at Walrus Head, the closest village to the find
and basecamp for the U.S. Army training camp. There they will meet Sgt.
Dale Caudle who will lead them to the site far inland.
Event 2: The Voyage. The voyage to Greenland may be the opprotunity
to meet each other, or to introduce some side-plots. Or it can be
ignored for the sake of brevity. The trip will take 3 days from New
York.
Event 3: The Village. Walrus Head consists of a few Inuit (Eskimo)
huts, a dock, a dock-house, and the U.S. Army barracks. They are met on
the dock by Sgt. Caudle who informs them that the team leaves tomorrow.
During the day, they are trained in the use of cold-weather survival gear
and some basic survival techniques (skill checks for Navigate, First Aid,
and Climb). This is also the chance for any interviews with the native
Inuits, who may have strange beliefs regarding hideous aquatic gods or
strange mythical men who live far inland (see Curse of Tsathoqqua). The
Keeper might even allow the investigators to view a tablet of ancient
Hyperborean origin in the village elders' possession that may fortell of
events to come.
Event 4: The Trip. The next day, the army team,
along with the
scientific expedition, head inland. This is the chance to include any
other side-events such as a polar bear attack, a mad private succumbing
to a fever brought on by the cold or the temple, or even a visit from the
surviving Hyperboreans (ala Curse of Tsathoqqua). The trip overland will
take 5 days so the opprotunities are open.
Event 5: The Temple. The temple, itself, is covered by a huge
glacier. There is a large area where the Army's explosives cleared away
part of the glacier. Behind what appears to be a cliff-face of glassy
ice is the crumbling ruins of a black stone wall and a small opening.
Just beyond, in the darkness, is what looks like a giant black step
pyramid whose surface is worn and broken apart by the eons-old movement
of ice over and around it. One more blast from the army dynamite opens a
a way to the base of the wall and the opening. From the opening in the
wall, a team with pick-axes can dig a tunnel to the entrance at the base
of the pyramid.
Event 6: The Interior. The interior of the pyramid has been
untouched for tens of thousands of years. The main entrance contains
rows of hexagonal basalt columns. At the center of the pyramid lies a
shaft that with a spiral staircase along it's wall reaching up to the top
of the pyramid and the dark ice capping it and down like a well into the
frozen darkness. The team is allowed to search all through the upper
stories of the pyramid, including the Statue Room which houses
blasphemous icons of the toad-god Tsathoqqua, the Treasure Rooms and
their glittering troves, the Prayer Rooms where a generous Keeper might
allow the team to find some lost relic of Hyperborean sorcery or science,
and the Altar at the apex of the pyramid with the remains of the
sacrificed dead nailed or spiked to the walls, forever entombed by the
millenia of ice.
Event 7: The Tombs. Below the temple, however, lie the tombs of
Krastonkon-Kel and Jareffdod, two powerful Hyperborean kings who are
each guarded by a Formless Spawn of Tsathoqqua who will rise from their
challices should the entrance of the tomb be entered. The team's only
hope then may be to reach the exit alive and have the army demolition
the entrance for good in the hopes of it never being breached again.
Event 8: The Return. On the way home, there may be some dissention
as to what to do next. Any controversy will be cut short, however, as
the expedition is hit by a massive and unnaturally powerful blizzard.
Members may be cut off from each other or even die. The Inuits have
summoned Ithaqua the Wind Walker to doom the expedition. If any team
members make it out alive, it should be with little or no memorabilia or
perhaps even sanity.
 Picture of
the Temple
 Map of the Temple
 Walrus Head, Greenland
 Tablet found in Inuit possession.
Nontichuk, Inuit villager

Str=15, Con=18, Siz=14, Int=10, Pow=9, Dex=12, App=14, Edu=4, San=45,
HP=16
Skills: Track 30%, Spot Hidden 60%, Swim 90%, Jump 30%, Climb 60%,
Natural History (Greenland) 70%, Listen 50%.
Nontichuk is a helpful Inuit who is the Army's liason to the village. He
is the only one who speaks understandable English and will act as an
interpreter for any interviews or other interactions with the Inuit. He
will also reveal what he knows of his village's beliefs and
superstitions.
Jim Rutherford, Archeaology Graduate Student
Str=12, Con=11, Siz=11, Int=16, Pow=7, Dex=14, App=16, Edu=16, San=35,
HP=11
Skills: History 30%, Archaology 20%, Library Use 20%, Dodge 28%,
Read/Write Latin 40%, Read/Write Hyperborean 10%.
Jim is an ambitious grad student from Oxford who came across some curious
references to a pre-Sumerian civilization called Hyperborea and is
researching his finds here. He hopes to be on the verge of a great
discovery. He will want to take all of the credit himself and will
reject any plans to demolition the site or leave any of it's booty
behind. In the end, if left to his own devices, this attitude will get
him killed.
Melissa Jones, Journalist
Str= 15, Con= 16, Siz= 10, Int= 17, Pow= 18, Dex= 17, App= 16, Edu=15,
San=90, HP=15
Skills: Own Language 90%, German 60%, History 50%, Fast Talk 20%, Bargain
40%, Spot Hidden 60%.
Melissa Jones is grudgingly following Jim Rutherford in the promise of a
big scoop. She is also interested in history so the significance of this
find is not lost on her. She will also be snoopy and nosy and generally
get in everyone's way when they don't want her to.
Sgt. Dale Caudle, Army Seargent
Str=15, Con=18, Siz=14, Int=15, Pow=14, Dex=11, App=13, Edu=11, San=70,
HP=15
Skills: Dodge 40%, Climb 30%, Navigate 50%, Inuit 10%, First Aid 40%,
Handgun 40%, Rifle 60%, Demolitions 70%.
Caudle is a competent and caring commanding officer of a bunch of raw
recruits who are training in demolitions here in Greenland. He leads a
company of about 30 men ranging in age between 16 and 25. He is
respectful of the land and the environment but is a little perplexed at
times by the native culture. He is genuinely friendly and helpful and
often courteous, but his command kicks in when necessary and he can be
curt if required.
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