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TRAIL OF CTHULHU
The Big Hoodoo
Publisher: Simon Rogers
Author: Bill White
Layout: Beth Lewis
Artwork: Jérôme Huguenin
Playtesters: Man Sai Acon, Rita Jimenez Aguilar, Ernesto Solano Badilla, David
Barnard-Wills, Kate Barnard-Wills, Peter Barr, Randall Padilla Barrantes, Eric Berg,
Edward Chiasson, Garry Cross, Mike Czaplinski, Robert Davis, Shawn de Arment,
Paula Dempsey, Steve Dempsey, Malcolm Edwards, Manuel Badilla Gómez, Mike
Grasso, Mark Harding, Tom Horn, Belinda Kelly, Andrew LaCross, Sergio Martinez,
Elky Mug, Sam Ollins, Michael Phillips, Stephen Plaut, Fera-Jaede Reiner, Rob, Jen
Runds, Eva Schiffer, Michael Schumann, Sandy Schumann, John Utech, Fiona Walker,
Michael Grasso, Jenny Anckorn, Melanie Hockabout, John O’Brien, Jeff Raymond
Special thanks to Susan Pile for not always followed but certainly appreciated historical
advice and comments.
Photograph of Philip K. Dick is courtesy of the Philip K. Dick Trust.
© 2011 Pelgrane Press Ltd. 2nd Edition. All Rights Reserved. Published by arrangement with
Chaosium, Inc.
Trail of Cthulhu is a trademark of Pelgrane Press Ltd.
www.pelgranepress.com
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TRAIL OF CTHULHU
Contents
Introduction
4
The Aztec Hotel (Monrovia)
27
Appendices 44
Pre-generated Character Sheets 44
Handout #1 - Newspaper article 48
Handout #2 - Part of the Greater Los
Angeles area - circa mid 1950s
Ripped from History
4
21 West Glenarm Street
Ruth Parsons’ Apartment
(Pasadena)
The Investigators
5
27
Pre-Generated Characters
5
125 North Rampart Boulevard
Robert Cameron’s House
(Pasadena)
49
Additional and Alternate
Investigators
5
27
GM Aid #1 - Rules for
Movement Map
50
1071 South Orange Grove Ave.
The House That Jack
Blew Up (Pasadena)
Handout #3 - A Scrap of Paper
51
The Shape of the Investigation
7
Handout #4 - The Painting from
Catemaco
The Hook
7
27
52
The Horrible Truth
7
Bermite Powder Company
(Tujunga)
Handout #5 - Periodic Table
of the Elements
Victory Conditions
7
28
53
The Trail of Clues
7
The Arroyo Seco (Pasadena)
28
PART ONE: THE LONG HOOK
8
The Los Angeles Times Building
(Central L.A.)
28
Rules for Movement
8
Going to the Police (Pasadena)
28
I Am The Way to a City of Woe
8
Caltech (Pasadena)
29
The Parking Lot
(Forrie Ackerman)
8
The Foundation 30
The Ackermansion (Beverly Hills) 30
The Los Angeles Psychohistorical
Foundation (Hollywood)
The Funeral Home
11
The Keys to the Kingdom
(Ed Forman)
11
30
The Man in Charge
31
Requiem for a Rocket Scientist 13
The Mourning Chapel 13
Who AreYou? (Robert Cameron) 13
Concerning Leslyn
(Leslyn Heinlein)
14
Rocket to the Morgue 33
Ed Forman’s House (Pasadena) 33
The Aerojet Corporation (Azusa) 33
The Observatory (Mt. Wilson)
34
Poetry Reading
14
Questioned by the FBI
(Central L.A.)
The Grieving Widow
(Marjorie Cameron)
34
15
At the Pier
35
For Us, The Living
15
The Parking Attendant’s Story
35
Crying Wolfe (Jane Wolfe)
15
The Hatcheck Girl’s Story
35
The Reporter (Omar Garrison)
16
The Value of a Dollar
35
Oh That I Were Where Helen
Lies (Helen Smith)
The Excalibur
36
17
The Painting from Catemaco
37
Forrie Sneaks Out
(Forrie Ackerman)
Examining the Painting
37
17
The Spirit Moth Key
39
Drive in the Desert
18
PART THREE:
THE DESPITE OF AZATAO
I Am The Flame
19
40
Henninger Flats
40
The Church of Thelema
21
Vance Wimpole Arrives!
40
Entering the Temple
21
The Moment of Truth
41
Meet the Thelemites
21
An Unwelcome Interruption
24
NEO-ENOCHIAN MAGIC
42
The Aftermath (Betty Wimpole)
25
A Basic Understanding
42
The Operation of Magick
42
PART TWO: DOWN THESE
MEAN STREETS
Instruments of Magick
42
27
Neo-Enochian Space Mead
42
In A Strange Land
27
Neo-Enochian Game Mechanics
43
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TRAIL OF CTHULHU
The Big Hoodoo
INTRODUCTION
It is June 19, 1952. Brilliant but
bizarre autodidact rocket scientist Jack
Parsons died two days ago, killed in his
own makeshift garage laboratory by
the accidental explosion of a volatile
chemical—or so the Pasadena police are
going to conclude after what will seem
to be an open-and-shut investigation. Of
course, the newspapers are going have
a field day with the eccentric scientist’s
dabblings in the occult, his association
with the diabolist Aleister Crowley, and
his outlandish theosophistical writings,
but no one in their right mind should
seriously believe that Parsons’ death had
any cause other than the man’s careless
handling of dangerous chemicals. But
for a few of Jack’s long-lost friends—
the investigators—the truth will bring
them face-to-face with a mendacious
charlatan who seeks to aggrandize
himself via the power of the Mythos.
generated characters is provided. The
second is the problem of not enough
history: players may be unable to
willingly suspend their disbelief if the
game-fiction contradicts that which
they know or suspect to be true in
the real world. For those players, a
scrupulous effort has been made to
incorporate such details as will enhance
the adventure’s verisimilitude.
to justify the anachronistic inclusion of
quasi-religious elements in the pulp
guru’s self-help movement (which in
1952 was still billed primarily as a new
science of mental health rather than a
religion) but some Keepers may wish
to change Wimpole back to Hubbard
and Psychohistory back to Dianetics or
Scientology.
Players who are aware of Isaac
Asimov’s stories about the fall of a
galactic empire where a predictive
science called Psychohistory enables
the galactic dark age to be reduced
to a mere thousand years may be
confused, and so should learn that
in this alternate universe, Asimov’s
“Academy” (not “Foundation”) novels
feature a predictive science referred to
as Scientology; any character with Art
History will be aware of this. Similarly,
in the game-world, should the name “L.
Ron Hubbard” be mentioned, it will
turn out to be that of a character based
on D. Vance Wimpole who appeared
in Tony Boucher’s 1942 mystery novel
Rocket to the Morgue, set in the pre-
war science fiction scene in Los Angeles
(in other words, the reverse of the
situation in the real world).
However, as Keeper, you should
encourage your players to treat the
game-world as an alternate reality
that diverges from our own in several
important regards, some of which
they may discover or create in play.
Historical accuracy should be treated
lightly—it is an extraneous bagatelle; an
ornamental rather than essential feature
of the adventure. You can play with or
against players’ historical expectations
about the period as you desire; for
example, you may decide to present the
cultists of Thelema encountered by the
investigators as hedonistic libertines
presaging the enormities of the Manson
family, on the one hand, or as a genial
patriarchy in the mold of Father Knows
Best, on the other.
This adventure should play out like
Lovecraft-flavored film noir, with
investigators drawn into the interplay
among a set of seedy characters with
complicated histories who are working
at cross-purposes. Although “The Big
Hoodoo” is inspired by real-world
events, and the pregenerated characters
it uses share the names of real people, it
departs shamelessly from the historical
record as necessary for dramatic and
ludic purposes. This can lead to two
different problems in play that the
Keeper should be prepared to address.
The first is the problem of too much
history: players may feel awkward,
uncertain, or intimidated when playing
a character who is based on a historical
person if they lack knowledge about
that character. For those players,
background information for the pre-
Ripped from History
A cavalier regard for strict historicity
is especially necessary in the case of
this adventure’s central antagonist.
Daedalus Vance Wimpole is a heavily
fictionalized version of the real
world’s Lafayette Ronald Hubbard,
who was a pulp writer, self-help
guru, and eventually the founder
of a controversial quasi-religious
organization called Scientology. In this
game, Wimpole is the head of a self-
help movement-cum-religion called
“Psychohistory”.The reason for this was
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TRAIL OF CTHULHU
The Big Hoodoo
THE INVESTIGATORS
Pre-Generated
Characters
Four pre-generated characters are
provided. The investigators are
habitués of the science-fiction scene
in California. They are based on real
historical personages, some of whom
may be familiar or even well-known
to your players. Noted author Bob
Heinlein and his wife Ginny have briefly
returned to the West Coast from their
new home in Colorado on the first leg
of a tour around the world paid for
with money earned from Bob’s work
on the movie Destination Moon nearly
two years ago. Before they take passage
on a ship bound for Hawaii, they are in
San Francisco visiting Bob’s friend Tony
Boucher (rhymes with “voucher”), a
writer and editor of fantasy, horror,
and science fiction. Boucher is a sci-
fi aficionado who has become one of
the founding editors of The Magazine
of Fantasy & Science Fiction. Rising
young talent Phil Dick, Boucher’s
protégé, is attracting attention for his
intensely introspective and reality-
bending science fictional imagination
and is considering giving up his job as
a record-store clerk to work on writing
full-time.
Gaming in the 1950s
Playing a game set in the 1952, like playing in the standard Trail of Cthulhu
setting of the 1930s, is strictly speaking “historical” rather than “modern” gaming.
Nonetheless, the slightly closer distance in time from now to then makes this
era much more familiar-seeming as a setting than even the 1930s. The post-war
political and social order coalescing in this period is going to shape attitudes and
beliefs for the remainder of the century (well into the time of many players’ living
memory), and the on-going penetration of television into American households
(and subsequent enshrining of 1950s suburban domesticity in popular culture)
means that even the shape of everyday life in this period will seem more familiar
than that of the 1930s. For U.S. players at least, the 1950s are likely to stand as a
quasi-mythical “normal” against which the cultural shifts of the latter half of the
20th century stand either as deviations or advances.
In general, the cultural milieu is characterized by the pre-occupations of the
period: (1) paranoid Red-baiting anti-Communist politics, (2) tensions between
materialistic consumer desire (occasioned by postwar prosperity) and guilt or
suspicion about giving in to social conformity (same), and eventually (3) the gradual
emergence of civil rights as a persistent social concern. Technological optimism
is the order of the day, consistent with increasing electrification and telephone
penetration in rural areas—the U.S. has about 28 phones per 100 people at this
time—and the establishment of the automobile as an icon of American social
mobility and cultural possibility (about 60% of U.S. families now own a car).
Science fiction, although still regarded neither as art nor literature, is beginning
to provide important pop-cultural touchstones, with Howard Hawks’ The Thing
from Another World and Robert Wise’s The Day the Earth Stood Still (both 1951,
and both later re-made) serving as early examples.
Some additional cultural orientation to the period may be helpful to some
players. In June 1952, when this adventure takes place, World War II has been over
for only seven years. The Korean War (initiated in 1950) has entered a period of
protracted stalemate while the larger Cold War against the Soviet Union simmers
on in deadly earnest, exacerbated by Senator Joseph McCarthy’s Red-baiting
witch hunts, currently in full swing against the State Department, Hollywood,
and the universities. Nuclear testing in the South Pacific and in the Nevada desert
is on-going (with one desert explosion televised nationally in April). Julius and
Ethel Rosenberg have been found guilty of delivering atomic secrets to the Soviet
Union and await their execution in the electric chair. Harry Truman is President
of the United States, having won against NewYork governor Thomas Dewey four
years earlier. Truman’s current unpopularity as a result of economic recession, the
Korean war, and revelations of governmental corruption has led him to announce
that he will not seek re-election, particularly after his loss in the New Hampshire
primary to Senator Estes Kefauver in March.
On television (still only available in black-and-white, and only to 34% of
American households), I Love Lucy and Dragnet just ended their first seasons,
The Ed Sullivan Show is four years old, and Milton Berle is near the height of his
popularity as “Uncle Miltie” on Texaco Star Theatre. Leroy Anderson’s instrumental
“Blue Tango” is a presence on the airwaves, and Gene Kelly’s movie musical Singin’
in the Rain was a hit with audiences earlier in the year. Novels of World War II
top the fiction bestseller list, including James Jones From Here to Eternity and
Herman Wouk’s The Caine Mutiny, both of which deal with men confronting
the constraints of regimented organizational life, a theme that will be picked up
throughout the decade.
Character sheets for all the PCs are
given on page 44 to be used as
handouts.
Additional and Alternate
Investigators
Should you have more than four
players, you can easily introduce
additional investigators drawn from
the science-fictional circles of which
Boucher, Dick and the Heinleins were
part in the 1950s. Collaborators Hank
Kuttner (age 39) and his wife C.(for
Catherine) L. Moore (age 43) now live
and work in Los Angeles, where in the
1930s Kuttner was active in fandom
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