This is going to be my last post for the year. Happy holidays to all, and I hope you have a great New Year!
Let's talk Christmas in New England, that jolly time of year when eating a mince pie can get your ears cut off.
When the Puritans settled in New England they brought their customs with them, and being a joyless bunch of asshats one of their most beloved customs was a hatred of all things cheerful. That included Christmas. The holiday season was a complete anathema to those stern Yankees, so much so that in 1647 laws were passed to ensure nobody kept Christmas, or any saint's day, and certainly didn't make mince pies, attend Christmas masques or dramas, dance, or play any musical instrument. Decoration was also banned, which meant no holly or mistletoe; that might encourage kissing, God forbid!
The first Puritans arranged things as they liked, but were constantly threatened by those among them who weren't Puritans and who enjoyed festive cheer. One such was Thomas Morton, who was caught by Miles Standish having a good time in his own home, and promptly banished from Plymouth Colony.
Thomas Morton was playing the Lord of Misrule, which was a particular grievance to good Puritans. The Lord of Misrule was a traditional Yule figure in English folklore, now not often seen in its Christmas role. Each year the Lord, usually a peasant or of low birth, would be appointed and go around the neighborhood dressed in green and orange, with bells at his ankles, dancing with his celebrants, leading the crowd in games and singing. The band would make a nuisance of themselves until given money, at which point they'd go off and find some other householder to torment. Often the merry pranksters would invade the church and interrupt the solstice sermon, which is why the Puritans so disliked the Lord. The tradition may have come from the Roman Saturnalia, but its origins are obscure, and in any case people usually don't need much excuse to get drunk and go round in a group making a nuisance of themselves. The 'getting drunk' part of the ceremony encourages any kind of bad behavior.
Being Puritans, the colonists' treatment of those caught in the act were severe. Morton was lucky to get away with banishment; cash fines, time in the stocks, branding, or having your ears or nose cut off were typical punishments. This was all intended to bring people to Salvation, for on the Day of Doom the Lord would judge impartial, but stern, and woe betide the sinners who passed on Christ's left hand side.
This worked so long as the colonies were made up entirely, or at least in the majority, of Puritans. However as time went by more Catholics, Episcopalians and Universalists arrived in New England, and public opinion changed. By 1681 the laws banning Christmas were repealed. It took time for people to become used to the idea - a small entertainment, called 'educational', here, a modest party there - but over time even the Puritans came to accept some Christmas frivolity.
However even after the law was repealed good Puritans, of whom there were many, treated Christmas like any other day. They did not close their shops or schools; as far as they were concerned, Christmas was a day of work, not play. It wasn't until 1797 that a churchman felt safe enough to call for a celebration of the holiday, and up to the 1870s schools kept on teaching right through the holiday period. It wasn't until after the Civil War, when Christmas became a Federal holiday, that New England really embraced Christmas. By that point the season was becoming commercialized; a time to work so you can buy and give presents, not to play games or dance around with bells on your ankles.
Now, to gamify:
Crack Nouts and Cry Yule
The Hook
The weather this Christmas is particularly harsh, and Arkhamites nervously joke about a return of the great 1921 ice storm that blanketed the town and nearly froze the Miskatonic. People don't hang around on the streets after dark; they hurry home, where there's warmth and cheer.
There's a story going round that a gang of carol singers are making a nuisance of themselves in East-town, the seedy and decaying residential section once so beloved of Arkham's upper class. Rumor has it that they use the singing as a distraction to burgle the houses they visit, and there have been several letters to the paper about it. Where are the police, they ask, and why can't more be done to stop these thieves?
However those with History, Occult or possibly Library Use notice a pattern. The lead figure of these criminal characters is dressed as the Lord of Misrule. The Lord never removes his mask or participates in the thievery, but it's clear from the accounts of those who've seen him that the Lord is the most menacing of the group. The attacks seem to radiate out in a circle from a central point: the First Unitarian Church of Arkham, on Federal Street. Further, every location where the carolers have been is visited by another mysterious figure with a much more violent MO. This character, whoever he is, attacks and brutally injures people outside after dark. Four attacks have been recorded, and in each case the victim lost extremities - noses, ears, always due to frostbite. Those who go into this further notice that, according to the hospitals and doctors (Charm, with a bonus die for those with Medicine above base), six people with that kind of injury have been treated by local hospitals or doctors.
The Awful Truth
The Minister of First Unitarian, Doctor Spencer, recently hired a professional archivist, Norton Deane, to help bring the church archive into some kind of order. This was more a question of charity than need; poor Norton recently had a great shock that required a stay in a sanitarium, and this job was meant to put him back on his feet.
Unfortunately for Deane some of the earlier documents in the archive, related to early Christmas traditions in Arkham, contained Mythos knowledge. The revelations Deane encountered, in his weakened mental state, drove him over the edge. He became the Lord of Misrule, visiting nearby houses to spread Christmas insanity.
His first two visits were solo affairs, as the investigators will discover if they talk to newspaper reporters or cops. However a bunch of criminals joined in, seeing an opportunity. These might be young Arkham hoods (the Finns, the Rocks), or more experienced bottom-feeders. Deane doesn't object to them following in his wake, so long as they dance and sing. He insists on that, and they're too frightened of him to object. The level of violence has increased since they joined in, but the Lord of Misrule doesn't mind that; violence is part of Christmas.
However something else has joined in the celebration. Icy Cold Ones are closing in on the Lord of Misrule, determined to put an end to him. They wouldn't be able to do it without the freezing weather, but so long as ice storms threaten they can roam the streets at night. The Mythos texts that Deane found draw these Cold Ones in, so they too congregate around or near First Unitarian. The church at night is a very hazardous place to be.
The two injured men who aren't part of the official tally are part of the gang of crooks that follow Deane, and if they're interrogated they can tell the investigators about the Cold One attacks and the Lord of Misrule.
Defeating the Lord of Misrule, or burning the Mythos texts, drives off the Cold Ones and end the threat.
There is a time limit on this. The longer the Lord of Misrule, and by extension the Cold Ones, are allowed to do their work, the more likely it is that the gathering Cold Ones will cause an ice storm more dangerous than the 1921 event. Should that happen, the weak and vulnerable of Arkham will die off, frozen to death in their own homes. Assume there is a 10% chance, cumulative, per week, that this will happen. This deadly storm causes a SAN penalty of 1/1D6+1.
Enjoy!
Showing posts with label New England. Show all posts
Showing posts with label New England. Show all posts
Sunday, 23 December 2018
Friday, 15 May 2015
Buried Treasure (Trail of Cthulhu)
... one day this Indian named Glode was out in his canoe. He had his little girl with him and when they got to a place where there is a point of land, he saw a ship sailing towards them. They were scared of strangers in those days, so he paddled to a cove and hid his canoe away in the woods. Then he climbed a tree. From there he could see everything that went on, and he watched that ship. It stopped, and the pirates on board took down the sails, lowered a rowboat, and four or five of them came ashore. They came straight to that point, chose a spot, and started digging. The captain gave the orders. After they got a trench dug deep enough, he sent two of them men to the boat for a big chest. After they had brought it up and put it down beside the hole he lined them all up and said, 'Have you got everything ready? Who's going to keep this money?' One of them says, 'Well, the other fellers don't say much. I'll look after it.'
'All right,' says the captain. 'You're to guard it for a hundred and fifty years,' and before the man realized what he had gotten himself into, the others grabbed him. They cut off his head then and put him in the hole with the chest. After that they drew a map, covered up the hole, and went away.
From Bluenose Ghosts, by Helen Creighton.
Last time I talked about Captain Kidd, and touched briefly on the subject of buried treasure. Kidd is the only pirate known to have buried treasure, on Gardiner's Island, only to have it stolen out from under him by his so-called friend the Earl of Bellomont. Which neatly illustrates the central problem with buried treasure: once buried, any idiot can dig it up and claim it for his own. In the movies, this might inspire a pirate to design some really over-elaborate traps, but as can be seen from the Creighton extract, a real pirate hasn't got the time or patience for Oak Island-style miraculous engineering. Just put your basic corpse in your basic hole, and you're good to go.
Now, it's unlikely that many, if any, pirates actually did kill a victim and bury him, or her, with the loot, if only because it's unlikely that many pirates buried loot. Loot is for spending, not sticking in the ground. That said, it's probable that someone tried that trick. Superstition has followed in humanity's footsteps since we learned how to walk, and no matter how bad an idea might be, you can always find someone who thinks it's a genius scheme. Besides, in an RPG world, the rules are as you make them. Why shouldn't a pirate kill a sacrificial victim to create a guardian for his treasure?
The great thing about a story like this is that you can play it out almost anywhere along the East Coast of the United States as well as on any of the islands in the Caribbean. With a bit of tweaking you could probably also put it somewhere along the English or French coast, changing the pirates to smugglers. Or somewhere off the coast of Africa, or anywhere along the old Pirate Round. Or ... but you take the point. That said, in Trail of Cthulhu and Cthulhu games in general, one of the favorite settings is Lovecraftian New England, with its legend-haunted small towns like Dunwich and Arkham, quiet and forbidding. A pirate tale of buried gold and ghostly guardians is a natural fit, and could be an interesting beginning to a campaign, as well as a brilliant reason for the characters to get together in the first place. A group of treasure hunters who get too close to Innsmouth for comfort? Sold!
But what do you get when you cut off someone's head and bury them with the loot? Legend is cagy on the subject. The ghost is supposed to haunt the spot, with or without a head. It has significant power to defend its loot, but can only use that power against someone trying to steal it. Someone just walking by, without the slightest idea that Thomas Tew, or whoever it might have been, left a fortune there, won't be disturbed. Well, probably not, anyway; Creighton reports that several ghosts, tired of standing watch, started pestering passers-by to take the loot from them, and let them rest.
The tale is very similar to the barrow-dweller or hagbui of Norse folklore, and the story probably found its way to Canada via Scotland, which has an old history of conflict with Viking raiders. These creatures are often created from the corpse of a warrior, and left behind to guard loot. A draugr has incredible strength, but it can also move through solid rock, in mist form, and increase its size to that of a giant. Its stench is awful, far beyond the usual pungent decomposition stink, and its presence can sometimes be detected by the foxfire that glows at its burial place at night. Iron is potent against them; to prevent the dead returning, people sometimes pierced the corpses' feet with iron nails.
Buried treasure can't just be unearthed. There's rules to this sort of thing. Even if the ghost wants you to dig up the loot, it's bound by geas to defend it, so you might get attacked. Each treasure can be uncovered without risk so long as its ritual is carried out, and that ritual can vary from spilling the blood of a newborn, spilling the blood of twins, getting a hen and rooster to plough and seed the ground - no, really - and so on, and on. Each method is detailed by the pirates as they bury the loot, so if you want to know how to do it, better find a ouija board; or maybe someone helpfully wrote the ritual down somewhere. It's likely that a user of Goetic magic can think of ways past this barrier, or perhaps someone who knows the Saaamaaa Ritual can defuse the ghost's defenses.
When digging for treasure, you must go at night, and you must never, ever speak. Speaking gives the ghost power over you; until you speak, its abilities are limited, but once you speak, it can do as it pleases. Because of this, ghosts will usually try to trick you into speaking, using powers of illusion or suggestion to get you to say something. If you absolutely have to address a ghost, always invoke the power of God, as in 'In God's name, speak.' So long as you do that, its power is reduced.
If the ghost attains its full power, it can do a great deal. It has supernatural strength, and is capable of lifting or throwing great weights, far beyond the capacity of a normal human. It can summon other supernatural entities to help it. It can remove the treasure instantly, to another location, or deep underground where it can't be reached by digging. It will not hesitate to kill, but will not pursue a victim, so if the treasure hunters run away they won't suffer its further wrath. It's often armed, perhaps with sword, pistol or musket. Being a ghost, it probably can't be killed, and certainly not with conventional weapons.
Of course, that all assumes that a ghost really is a ghost, and follows Occult rules. It could as easily be the Devil, or one of the many Black Dogs. In a Mythos tale, it could also be something from beyond the stars, or a vampirish mist, or a Deep One compelled to return to the spot each night by a magic-using pirate, or ... again, you get the point. Such creatures don't need to follow the usual ghostly rules.
With all that in mind, here's a treasure for you:
Rooster Island's Gold
You've dreamed three nights running, a sure sign that the dream is a true one, that there's treasure buried out on Rooster Island, one of the tiny, rocky outcrops between Plum Island and the mainland, perhaps an hour by boat from Innsmouth. According to the dream, there's a large, flat rock, the size of a dinner table, not far from an immense elm tree. Under that rock is the treasure, but in your dream you've seen a coal-black kitten playing on that rock, and you believe that kitten has some significance, though you aren't sure precisely what. You're convinced a fortune lies out there for the taking, but aren't sure of the specifics.
Library Use, Oral History or similar discovers that Rooster Island was thought to be where Billy 'Black Dog' Seavy hid the loot from his piratical adventures during and after the war of 1812. Seavy, a Massachusetts-born filibuster, captured twelve ships in all, before being run aground and shot off the coast of Cuba, in 1816. His most notorious exploit is the capture of the merchantman Belle, when he's supposed to have locked the crew and passengers below decks and set the ship on fire. Seavy's mentioned in several books on witchcraft, as a pirate captain who supposedly could command the wind and waves, drawing victims in by stealing the wind from their sails and putting it in his own, or using storms to drive them towards him. Seavy's supposed to have boasted, before being filled full of grapeshot in the summer of 1816, that only the Devil knew where his loot was hid, and the Devil was obliged to keep it for a hundred years, or until an angel came knocking on the Devil's door.
Occult, in combination with information gained from the dream, can work out that the best time to get the treasure is an hour after midnight, when certain constellations are overhead, since that's the time the dreamer thinks the dream takes place. The kitten, probably a kind of guardian, needs to be pacified in some way, before the dig can take place.
Cthulhu Mythos knows that the stones on Rooster Island have strange, malign symbols carved on them, that cultists sometimes use in their dreadful rituals of appeasement and summoning. Lights have been seen on Rooster Island at night, and it's thought that necromancers come to that spot to summon up dreadful creatures, as messengers to their dark gods. Some Innsmouth families regularly make pilgrimage to Rooster Island and other places like it, dotted up and down the coast, always returning to the same spot year after year, as if called there.
'All right,' says the captain. 'You're to guard it for a hundred and fifty years,' and before the man realized what he had gotten himself into, the others grabbed him. They cut off his head then and put him in the hole with the chest. After that they drew a map, covered up the hole, and went away.
From Bluenose Ghosts, by Helen Creighton.
Last time I talked about Captain Kidd, and touched briefly on the subject of buried treasure. Kidd is the only pirate known to have buried treasure, on Gardiner's Island, only to have it stolen out from under him by his so-called friend the Earl of Bellomont. Which neatly illustrates the central problem with buried treasure: once buried, any idiot can dig it up and claim it for his own. In the movies, this might inspire a pirate to design some really over-elaborate traps, but as can be seen from the Creighton extract, a real pirate hasn't got the time or patience for Oak Island-style miraculous engineering. Just put your basic corpse in your basic hole, and you're good to go.
Now, it's unlikely that many, if any, pirates actually did kill a victim and bury him, or her, with the loot, if only because it's unlikely that many pirates buried loot. Loot is for spending, not sticking in the ground. That said, it's probable that someone tried that trick. Superstition has followed in humanity's footsteps since we learned how to walk, and no matter how bad an idea might be, you can always find someone who thinks it's a genius scheme. Besides, in an RPG world, the rules are as you make them. Why shouldn't a pirate kill a sacrificial victim to create a guardian for his treasure?
The great thing about a story like this is that you can play it out almost anywhere along the East Coast of the United States as well as on any of the islands in the Caribbean. With a bit of tweaking you could probably also put it somewhere along the English or French coast, changing the pirates to smugglers. Or somewhere off the coast of Africa, or anywhere along the old Pirate Round. Or ... but you take the point. That said, in Trail of Cthulhu and Cthulhu games in general, one of the favorite settings is Lovecraftian New England, with its legend-haunted small towns like Dunwich and Arkham, quiet and forbidding. A pirate tale of buried gold and ghostly guardians is a natural fit, and could be an interesting beginning to a campaign, as well as a brilliant reason for the characters to get together in the first place. A group of treasure hunters who get too close to Innsmouth for comfort? Sold!
But what do you get when you cut off someone's head and bury them with the loot? Legend is cagy on the subject. The ghost is supposed to haunt the spot, with or without a head. It has significant power to defend its loot, but can only use that power against someone trying to steal it. Someone just walking by, without the slightest idea that Thomas Tew, or whoever it might have been, left a fortune there, won't be disturbed. Well, probably not, anyway; Creighton reports that several ghosts, tired of standing watch, started pestering passers-by to take the loot from them, and let them rest.
The tale is very similar to the barrow-dweller or hagbui of Norse folklore, and the story probably found its way to Canada via Scotland, which has an old history of conflict with Viking raiders. These creatures are often created from the corpse of a warrior, and left behind to guard loot. A draugr has incredible strength, but it can also move through solid rock, in mist form, and increase its size to that of a giant. Its stench is awful, far beyond the usual pungent decomposition stink, and its presence can sometimes be detected by the foxfire that glows at its burial place at night. Iron is potent against them; to prevent the dead returning, people sometimes pierced the corpses' feet with iron nails.
Buried treasure can't just be unearthed. There's rules to this sort of thing. Even if the ghost wants you to dig up the loot, it's bound by geas to defend it, so you might get attacked. Each treasure can be uncovered without risk so long as its ritual is carried out, and that ritual can vary from spilling the blood of a newborn, spilling the blood of twins, getting a hen and rooster to plough and seed the ground - no, really - and so on, and on. Each method is detailed by the pirates as they bury the loot, so if you want to know how to do it, better find a ouija board; or maybe someone helpfully wrote the ritual down somewhere. It's likely that a user of Goetic magic can think of ways past this barrier, or perhaps someone who knows the Saaamaaa Ritual can defuse the ghost's defenses.
When digging for treasure, you must go at night, and you must never, ever speak. Speaking gives the ghost power over you; until you speak, its abilities are limited, but once you speak, it can do as it pleases. Because of this, ghosts will usually try to trick you into speaking, using powers of illusion or suggestion to get you to say something. If you absolutely have to address a ghost, always invoke the power of God, as in 'In God's name, speak.' So long as you do that, its power is reduced.
If the ghost attains its full power, it can do a great deal. It has supernatural strength, and is capable of lifting or throwing great weights, far beyond the capacity of a normal human. It can summon other supernatural entities to help it. It can remove the treasure instantly, to another location, or deep underground where it can't be reached by digging. It will not hesitate to kill, but will not pursue a victim, so if the treasure hunters run away they won't suffer its further wrath. It's often armed, perhaps with sword, pistol or musket. Being a ghost, it probably can't be killed, and certainly not with conventional weapons.
Of course, that all assumes that a ghost really is a ghost, and follows Occult rules. It could as easily be the Devil, or one of the many Black Dogs. In a Mythos tale, it could also be something from beyond the stars, or a vampirish mist, or a Deep One compelled to return to the spot each night by a magic-using pirate, or ... again, you get the point. Such creatures don't need to follow the usual ghostly rules.
With all that in mind, here's a treasure for you:
Rooster Island's Gold
You've dreamed three nights running, a sure sign that the dream is a true one, that there's treasure buried out on Rooster Island, one of the tiny, rocky outcrops between Plum Island and the mainland, perhaps an hour by boat from Innsmouth. According to the dream, there's a large, flat rock, the size of a dinner table, not far from an immense elm tree. Under that rock is the treasure, but in your dream you've seen a coal-black kitten playing on that rock, and you believe that kitten has some significance, though you aren't sure precisely what. You're convinced a fortune lies out there for the taking, but aren't sure of the specifics.
Library Use, Oral History or similar discovers that Rooster Island was thought to be where Billy 'Black Dog' Seavy hid the loot from his piratical adventures during and after the war of 1812. Seavy, a Massachusetts-born filibuster, captured twelve ships in all, before being run aground and shot off the coast of Cuba, in 1816. His most notorious exploit is the capture of the merchantman Belle, when he's supposed to have locked the crew and passengers below decks and set the ship on fire. Seavy's mentioned in several books on witchcraft, as a pirate captain who supposedly could command the wind and waves, drawing victims in by stealing the wind from their sails and putting it in his own, or using storms to drive them towards him. Seavy's supposed to have boasted, before being filled full of grapeshot in the summer of 1816, that only the Devil knew where his loot was hid, and the Devil was obliged to keep it for a hundred years, or until an angel came knocking on the Devil's door.
Occult, in combination with information gained from the dream, can work out that the best time to get the treasure is an hour after midnight, when certain constellations are overhead, since that's the time the dreamer thinks the dream takes place. The kitten, probably a kind of guardian, needs to be pacified in some way, before the dig can take place.
Cthulhu Mythos knows that the stones on Rooster Island have strange, malign symbols carved on them, that cultists sometimes use in their dreadful rituals of appeasement and summoning. Lights have been seen on Rooster Island at night, and it's thought that necromancers come to that spot to summon up dreadful creatures, as messengers to their dark gods. Some Innsmouth families regularly make pilgrimage to Rooster Island and other places like it, dotted up and down the coast, always returning to the same spot year after year, as if called there.
Thursday, 28 July 2011
The Old Ousatonic - Awful Truth
Now let's talk about the meat of the scenario. What will the protagonists encounter?
The Awful Truth
Though there’s a lot of talk about ghostly canal boats, much of it is being pushed by a cabal within the Ousatonic stockholders. They’re hoping to cloud the debate, and snap up as many shares as they can before the price gets pushed up. The cabal sees the disappearance of the surveyor as a godsend; the more people get caught up in the hoodoo angle, the less likely they are to pay attention to the share price.
However there is a Mythos angle. A larval Colour was brought to the Red Rock Canal four months prior, and has been growing there ever since. While it is nowhere near strong enough to leave, it has power sufficient to deal with wandering surveyors, and possibly also the protagonists.
I like the Colour out of Space; it's a breathtaking, atmospheric short story. However as an RPG antagonist it has its flaws. It doesn't travel. If the protagonists are to encounter it, they have to go to its location. It doesn't have much of a written history; no mention in those worm-eaten grimoires, and even if there were, they wouldn't point to its current location, only to where it had previously been. So I can't drop too many clues, as there wouldn't be many to begin with. I suppose I could generate a few newspaper articles and bombard the players with them right at the start. A lot of the old Call of Cthulhu scenarios started that way, but it seems contrived. The protagonists won't have a reason for doing anything, other than The Plot Says This Way, Therefore This Way We Shall Go.
So if I want the protagonists to face a Colour, it probably has to be a completely accidental encounter. They were looking for something else, and found It. The encounter probably also has to take place in a remote location, since otherwise there'd be plenty of other people trying to investigate. I suppose you could make a story out of that - say, make the Colour the centerpiece of a circus freak show - but it doesn't seem to fit with the short story's concept.
So here I have a remote location, the wilds of New England and an abandoned canal with a mysterious past. I lure the protagonists in with the prospect of riches - someone's trying to cheat them out of their Ousatonic profits! A bit Cat and Canary I admit, but it works, and it gives the protagonists a very personal reason to penetrate to the heart of the mystery.
One thing I've noticed about players: as a rule, they tend to think that if they've encountered the plot, they've 'solved the mystery.' They don't look beneath the surface, preferring instead to take most things at face value. So I can drop a few Colour hints without worrying too much that this will give them pause. Odds are, they'll trot obligingly into the lion's den - and then the fun begins!
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