Trail of Cthulhu - Not So Quiet.pdf

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TRAIL OF CTHULHU
Contents
NOT SO QUIET
Credits
Publisher: Simon Rogers
Author: Adam Gauntlett
Layout: Beth Lewis
Artwork: Jérôme Huguenin
Playtesters
Alexandra Gödecke, Miriam Walter, Anke Wetlaufer, Reni, Nico Walter, Hubertus
Walter, Daniel Lotz, Clemens Huder, Joachim Krisch, Arne Gödecke, Daniel &
Desiree Heald, Ian Heald, Matthew Hunt, Sue Isle, Alicia Smith and Rob Masters,
David vdB, & Garry Winterton, William Bargo, Keith Callison, Donald Taylor, Will
Norman, Bob Norman, Andrew Millar, Dale Elvy, Glenn Ballam, Igor Divjak.
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TRAIL OF CTHULHU
Table of Contents
Synopsis
4
Skeletons in the Closet
15
The Awful Truth
5
The Bell Tolls
17
The Spine
5
Where is Pombal?
17
Bribery and Corruption
18
Scenes
6
His Enthusiasm is Commendable (Injured)
19
The Last Thing You
Remember (Injured)
Amateur Archaeology
20
6
The Anointed
21
Seeing France (Posted)
7
Cleaning Duty
21
Hate
8
Cheery
22
Emma ‘Cheery’ Patterson
8
God’s Away on Business
22
Arrival at the Hospital
8
Pombal asks for Help
10
Pre-Generated Characters
26
The Cult of Mordiggan
10
Paul Remi
26
Night Time Perambulations (Injured)
11
Francis Patterson
26
Meeting with a Cult Member
12
Evelyn Ryce
27
Meeting with a Senior Cult Member
13
Sergeant Terry Randall
27
One thing after Another (Posted)
14
Hauptmann Ranulf Keppel
27
Checkmate
15
Private Benjamin Morel
28
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TRAIL OF CTHULHU
Not So Quiet
A Purist/Pulp Trail of Cthulhu scenario set
at a military hospital during the GreatWar.
skill Cop Talk is replaced by the skill
Military Talk , which has exactly the
same intent and works the same way,
except that now it is used on military
men rather than the police. Players
shouldn’t assume that they all must
have Military Talk ; many soldiers
on the Front were only very recently
civilians, and may know little about
the army and its rituals. The Keeper
should feel free to rule that Military
Talk has a different function when
applied to different armies; French,
American or colonial troops may not
get quite the same response from a
British officer than they would from
officers of their own nationality,
while German troops caught behind
enemy lines can expect a reduced
result from using Military Talk
in a British encampment. Reduced
does not mean negligible; serving
officers, particularly career military,
have a kind of brotherhood that often
transcends national barriers, though
a linguistic barrier may be more
difficult to deal with.
SYNOPSIS
The characters are either serving
soldiers or on the front line during
the War, for whatever reason. They are
sent to Military Hospital Number Five,
either because they are wounded, or
because they have been posted there.
Credit Rating functions normally,
except that the medium of exchange (if
such is needed) is cigarettes, pots of jam,
records, and food packages from the Red
Cross, all of which are prized items in the
barter economy of the Front. Characters
with higher Credit Rating can be
assumed to have better access to these
forms of ersatz currency. This may allow
them to buy special favours from those in
authority, or just make their own lives a
little bit more comfortable. Encourage
the player to specify what each point of
Credit Rating represents, as this may
prove useful later. A collection of French
pornographic photographs would make
excellent bribes in many circumstances,
for example, but might not work so well if
offered to a nurse. This change in the way
Credit Rating works has no bearing on
class; social differences are just as they
were before everyone put on a uniform.
It is spring 1917 and yet another Push
is on; broken men are being sent back
for medical care every hour of every
day. The hospital, being so close to
the Front, is not immune to danger. It
has been shelled twice in the last two
weeks, and gassed once. The staff are
shattered, driven to the limits of human
endurance by overwork and fatigue.
Casualties are high, and the burial
parties are constantly busy.
Worse is to come. A group of dedicated
people working to further the ends
of the Charnel God are attempting
to contact that grim entity. Unless
stopped, they will start a chain of events
that will end with the camp being
utterly destroyed, killing everyone in
the hospital.
Purist or Pulp?
As written, the bleak setting and plot favour a Purist game. This is reflected
in the damage dealt to the characters at the beginning and in the heavy Stability
losses in the final encounters. The protagonists should always feel as though they
are on the edge of losing everything.
That said, there’s nothing to prevent the game being played Pulp.The wartime
setting could favour two-fisted action just as easily as mind-numbing horror;
after all, this is the same Great War that spawned Bulldog Drummond, the Saint,
and Biggles, and was formative in the development of Lord Peter Wimsey and
Hercule Poirot.
Keepers who would prefer a Pulp game should therefore downgrade the
damage dealt in the first scenes and the stability checks in the final scene, to give
the protagonists a slightly less fraught adventure. Damage dealt in the initial
Injured scene should be a die only, not a die +3; this means that a successful
Athletics/Fleeing check in that scene reduces the damage to a die -3. The
Stability checks in the final dream sequences should be reduced to difficulty 3,
with Zenna’s being difficulty 5.
Some characters will be serving in the
military, since the scenario takes place
at a British military hospital. However
any character of any nationality could
end up dragged, bleeding and possibly
unconscious, to Military Hospital
Number Five. Civilians might also end
up there, particularly if they have been
wounded or if they are working for the
military. The characters do not know
each other prior to this scenario.
For the purposes of this scenario the
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TRAIL OF CTHULHU
Not So Quiet
The Awful Truth
A nurse, Zenna Borden, has been
driven mad both by the horrors she
has been exposed to and by her own
consciousness of sin. When she last
served at Military Hospital Number Five
she had an affair with an infantry officer
(since killed) and became pregnant. She
managed to wangle a leave and went to
England to have an illegal back-alley
abortion. Since then she has become
convinced that what she did was not
only wrong but unforgivable, and is
determined somehow to make amends.
She wants her baby back and will do
anything, sacrifice anyone, to make that
happen.
The Forbidden Zone
This is a story about loss and the destruction of hope. The antagonists are all
people who would never have come into contact with the Mythos had it not been
for the War, and who will now commit any atrocity to get back the lives that they
used to have. The protagonists are, in a sense, no different from the antagonists;
the Mythos would never have touched their lives, had not the War intervened,
and now they too have to do what they can to stave off an awful fate.
This is reflected in the land about them. It was once fertile Belgian farmland,
with houses and towns much like their own, that have now been almost completely
destroyed, the men and women who lived there having been killed or turned out
of their homes. There is no reason, in early spring 1917, for those on the front
lines to think that the War will ever end; if anything, the March Revolution in
Russia is a grim suggestion that the whole world may be about to tear itself apart
in a frenzy. Nor are the Russians the only ones on the edge. There are strikers in
Britain and the U-Boat menace is wreaking havoc on shipping, the Germans are
starving, the French have been bled dry and their army is on the verge of mutiny,
the Americans are still too proud to fight (according to Woodrow Wilson, though
that will soon change), and the Western Front is one long open wound across the
heart of Europe. Not one decisive battle has been fought on the Front, but there
have been plenty of bloodbaths. The Somme, both battles of Ypre and Verdun
have demonstrated the cost of aggressive action. A British attempt to open things
up on another front ended with half a million dead at Gallipoli.
There is every reason to despair. The antagonists in this story have done
exactly that, and if asked, would no doubt argue that theirs is the only logical,
sensible course of action. If everything they ever believed in is about to be or has
already been destroyed, what price sanity?
She believes that the spirit of her child is
talking to her, telling her how to break
the bonds of death and get her baby
back again. Thanks to her devotions and
sacrifices (she has sent over fifty souls to
the Charnel God, and has become adept
at covert murder) she has gained magical
power, and thanks to her ‘healing hands’
she now has a small group of followers,
the terminal cases whose pain is eased
by her ability and who hope that she,
somehow, can make them whole again.
Her goal is to conduct a ritual that will
contact Mordiggan directly, and then
bargain with that entity for the life of her
baby and for the lives of her followers.
to each other and to the War. Soon
afterward they arrive at the Military
Hospital, where they discover (either
on their own or because they are told
so by the priest, Pombal), that all is not
well. Patients are dying by the dozen and
Pombal suspects a spiritual corruption.
Death is all around them, and death’s
servants, the ravens, seem unnaturally
interested in events at the Hospital. The
cult, meanwhile, continues to carry out
its daily routine of exchanging their
pain, passing the agony that they should
be suffering on to other patients. It is
this that is increasing the death rate;
the extra agony, passed on either
through medication or food, is causing
the other patients to die before their
time. The cult may attempt to subvert
the characters, or the characters may
try to expose the cult. The priest,
Pombal, goes missing, and his corpse
is discovered, showing the characters
that the cult, for all its protestations,
is willing to do what it takes, murder
anyone, to get what it wants. In the final
scene the cult tries to expunge all of its
pain, appealing to Mordiggan while
offering no sacrifice in return. It is this
that will destroy the cult, and possibly
also the Military Hospital and everyone
in it. The characters will have to defeat
the cult, breaking down the members’
last pillars of sanity, if they are to have a
hope of saving the Hospital.
Mordiggan will be unwilling to bargain,
and his reaction to this suggestion will
be enough to destroy the camp and kill
everyone in it.
If the characters are to succeed, they
must stop Borden from carrying out
this ritual.
The Spine
The action opens with the characters in
an ambulance convoy on their way to
Military Hospital Number Five. Their
first challenge is to avoid being blasted
to fragments as their convoy is shelled;
this conflict introduces the characters
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